Merge branch 'master' into upstream-merge-27440

This commit is contained in:
LetterJay
2017-05-22 11:33:55 -05:00
committed by GitHub
113 changed files with 61939 additions and 60764 deletions
+6 -6
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@@ -1,10 +1,10 @@
#ifndef ALL_MAPS
#ifndef ALL_MAPS
#include "map_files\generic\SpaceStation.dmm"
#include "map_files\generic\Centcomm.dmm"
#include "map_files\generic\Space.dmm"
#include "map_files\generic\SpaceDock.dmm"
#include "map_files\Mining\lavaland.dmm"
#include "map_files\generic\SpaceStation.dmm"
#include "map_files\generic\Centcomm.dmm"
#include "map_files\generic\Space.dmm"
#include "map_files\generic\SpaceDock.dmm"
#include "map_files\Mining\lavaland.dmm"
#else
File diff suppressed because it is too large Load Diff
+4 -1
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@@ -2,4 +2,7 @@
#define ANTAG_DATUM_CULT_MASTER /datum/antagonist/cult/master
#define ANTAG_DATUM_CLOCKCULT /datum/antagonist/clockcult
#define ANTAG_DATUM_CLOCKCULT_SILENT /datum/antagonist/clockcult/silent
#define ANTAG_DATUM_DEVIL /datum/antagonist/devil
#define ANTAG_DATUM_DEVIL /datum/antagonist/devil
#define ANTAG_DATUM_NINJA /datum/antagonist/ninja
#define ANTAG_DATUM_NINJA_FRIENDLY /datum/antagonist/ninja/friendly
#define ANTAG_DATUM_NINJA_RANDOM /datum/antagonist/ninja/randomAllegiance/
+9
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@@ -0,0 +1,9 @@
//rune colors, for easy reference
#define RUNE_COLOR_TALISMAN "#0000FF"
#define RUNE_COLOR_TELEPORT "#551A8B"
#define RUNE_COLOR_OFFER "#FFFFFF"
#define RUNE_COLOR_DARKRED "#7D1717"
#define RUNE_COLOR_MEDIUMRED "#C80000"
#define RUNE_COLOR_RED "#FF0000"
#define RUNE_COLOR_EMP "#4D94FF"
#define RUNE_COLOR_SUMMON "#00FF00"
+14
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@@ -340,6 +340,20 @@ Proc for attack log creation, because really why not
qdel(progbar)
//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
if(check_clicks && next_move > world.time)
return FALSE
return TRUE
//pass a list in the format list("health" = mob's health var) to check health during this
/mob/living/break_do_after_checks(list/checked_health, check_clicks)
if(islist(checked_health))
if(health < checked_health["health"])
return FALSE
checked_health["health"] = health
return ..()
/proc/do_after(mob/user, delay, needhand = 1, atom/target = null, progress = 1, datum/callback/extra_checks = null)
if(!user)
return 0
+2 -1
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@@ -13,4 +13,5 @@ GLOBAL_VAR_INIT(sac_image, null)
GLOBAL_VAR_INIT(cult_vote_called, FALSE)
GLOBAL_VAR_INIT(cult_mastered, FALSE)
GLOBAL_VAR_INIT(reckoning_complete, FALSE)
GLOBAL_VAR_INIT(sac_complete, FALSE)
GLOBAL_VAR_INIT(sac_complete, FALSE)
GLOBAL_DATUM(cult_narsie, /obj/singularity/narsie/large/cult)
+6 -7
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@@ -287,9 +287,9 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
GLOB.blood_target = null
else
blood_target = GLOB.blood_target
if(Cviewer)
if(Cviewer.seeking && Cviewer.master)
blood_target = Cviewer.master
if(Cviewer && Cviewer.seeking && Cviewer.master)
blood_target = Cviewer.master
desc = "Your blood sense is leading you to [Cviewer.master]"
if(!blood_target)
if(!GLOB.sac_complete)
if(icon_state == "runed_sense0")
@@ -301,22 +301,21 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
desc = "Nar-Sie demands that [GLOB.sac_mind] be sacrificed before the summoning ritual can begin."
add_overlay(GLOB.sac_image)
else
if(SSticker.mode.eldergod)
desc = "The sacrifice is complete, prepare to summon Nar-Sie!"
else
desc = "The summoning is complete, glory to Nar-Sie!"
if(icon_state == "runed_sense1")
return
animate(src, transform = null, time = 1, loop = 0)
angle = 0
cut_overlays()
icon_state = "runed_sense1"
desc = "The sacrifice is complete, bring the wrath of Nar-Sie upon the crew!"
add_overlay(narnar)
return
var/turf/P = get_turf(blood_target)
var/turf/Q = get_turf(mob_viewer)
var/area/A = get_area(P)
if(P.z != Q.z) //The target is on a different Z level, we cannot sense that far.
icon_state = "runed_sense2"
desc = "[blood_target] is no longer in your sector, you cannot sense its presence here."
return
desc = "You are currently tracking [blood_target] in [A.name]."
var/target_angle = Get_Angle(Q, P)
+1
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@@ -139,6 +139,7 @@ GLOBAL_VAR_INIT(CURRENT_TICKLIMIT, TICK_LIMIT_RUNNING)
if(FireHim)
Master.subsystems += new BadBoy.type //NEW_SS_GLOBAL will remove the old one
subsystems = Master.subsystems
current_runlevel = Master.current_runlevel
StartProcessing(10)
else
to_chat(world, "<span class='boldannounce'>The Master Controller is having some issues, we will need to re-initialize EVERYTHING</span>")
+3 -3
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@@ -2,7 +2,7 @@ SUBSYSTEM_DEF(blackbox)
name = "Blackbox"
wait = 6000
flags = SS_NO_TICK_CHECK
var/list/msg_common = list()
var/list/msg_science = list()
var/list/msg_command = list()
@@ -91,7 +91,7 @@ SUBSYSTEM_DEF(blackbox)
if (sqlrowlist != "")
sqlrowlist += ", " //a comma (,) at the start of the first row to insert will trigger a SQL error
sqlrowlist += "(null, Now(), [GLOB.round_id], \"[sanitizeSQL(FV.get_variable())]\", [FV.get_value()], \"[sanitizeSQL(FV.get_details())]\")"
sqlrowlist += list(list("time" = "Now()", "round_id" = GLOB.round_id, "var_name" = "'[sanitizeSQL(FV.get_variable())]'", "var_value" = FV.get_value(), "details" = "'[sanitizeSQL(FV.get_details())]'"))
if (sqlrowlist == "")
return
@@ -243,4 +243,4 @@ SUBSYSTEM_DEF(blackbox)
return details
/datum/feedback_variable/proc/get_parsed()
return list(variable,value,details)
return list(variable,value,details)
+74 -2
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@@ -77,15 +77,87 @@ SUBSYSTEM_DEF(dbcore)
return FALSE
return _dm_db_is_connected(_db_con)
/datum/controller/subsystem/dbcore/proc/Quote(str)
/datum/controller/subsystem/dbcore/proc/Quote(str)
return _dm_db_quote(_db_con, str)
/datum/controller/subsystem/dbcore/proc/ErrorMsg()
/datum/controller/subsystem/dbcore/proc/ErrorMsg()
if(!config.sql_enabled)
return "Database disabled by configuration"
return _dm_db_error_msg(_db_con)
/datum/controller/subsystem/dbcore/proc/NewQuery(sql_query, cursor_handler = Default_Cursor)
if(IsAdminAdvancedProcCall())
log_admin_private("ERROR: Advanced admin proc call led to sql query: [sql_query]. Query has been blocked")
message_admins("ERROR: Advanced admin proc call led to sql query. Query has been blocked")
return FALSE
return new /datum/DBQuery(sql_query, src, cursor_handler)
/*
Takes a list of rows (each row being an associated list of column => value) and inserts them via a single mass query.
Rows missing columns present in other rows will resolve to SQL NULL
You are expected to do your own escaping of the data, and expected to provide your own quotes for strings.
The duplicate_key arg can be true to automatically generate this part of the query
or set to a string that is appended to the end of the query
Ignore_errors instructes mysql to continue inserting rows if some of them have errors.
the erroneous row(s) aren't inserted and there isn't really any way to know why or why errored
Delayed insert mode was removed in mysql 7 and only works with MyISAM type tables,
It was included because it is still supported in mariadb.
It does not work with duplicate_key and the mysql server ignores it in those cases
*/
/datum/controller/subsystem/dbcore/proc/MassInsert(table, list/rows, duplicate_key = FALSE, ignore_errors = FALSE, delayed = FALSE, warn = FALSE)
if (!table || !rows || !istype(rows))
return
var/list/columns = list()
var/list/sorted_rows = list()
for (var/list/row in rows)
var/list/sorted_row = list()
sorted_row.len = columns.len
for (var/column in row)
var/idx = columns[column]
if (!idx)
idx = columns.len + 1
columns[column] = idx
sorted_row.len = columns.len
sorted_row[idx] = row[column]
sorted_rows[++sorted_rows.len] = sorted_row
if (duplicate_key == TRUE)
var/list/column_list = list()
for (var/column in columns)
column_list += "[column] = VALUES([column])"
duplicate_key = "ON DUPLICATE KEY UPDATE [column_list.Join(", ")]\n"
else if (duplicate_key == FALSE)
duplicate_key = null
if (ignore_errors)
ignore_errors = " IGNORE"
else
ignore_errors = null
if (delayed)
delayed = " DELAYED"
else
delayed = null
var/list/sqlrowlist = list()
var/len = columns.len
for (var/list/row in sorted_rows)
if (length(row) != len)
row.len = len
for (var/value in row)
if (value == null)
value = "NULL"
sqlrowlist += "([row.Join(", ")])"
sqlrowlist = " [sqlrowlist.Join(",\n ")]"
var/datum/DBQuery/Query = NewQuery("INSERT[delayed][ignore_errors] INTO [table]\n([columns.Join(", ")])\nVALUES\n[sqlrowlist]\n[duplicate_key]")
if (warn)
return Query.warn_execute()
else
return Query.Execute()
/datum/DBQuery
var/sql // The sql query being executed.
+3 -3
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@@ -43,7 +43,7 @@ SUBSYSTEM_DEF(mapping)
loading_ruins = TRUE
var/mining_type = config.minetype
if (mining_type == "lavaland")
seedRuins(list(5), global.config.lavaland_budget, /area/lavaland/surface/outdoors, lava_ruins_templates)
seedRuins(list(5), global.config.lavaland_budget, /area/lavaland/surface/outdoors/unexplored, lava_ruins_templates)
spawn_rivers()
// deep space ruins
@@ -113,9 +113,9 @@ SUBSYSTEM_DEF(mapping)
/datum/controller/subsystem/mapping/proc/loadWorld()
//if any of these fail, something has gone horribly, HORRIBLY, wrong
var/list/FailedZs = list()
var/start_time = REALTIMEOFDAY
INIT_ANNOUNCE("Loading [config.map_name]...")
TryLoadZ(config.GetFullMapPath(), FailedZs, ZLEVEL_STATION)
INIT_ANNOUNCE("Loaded station in [(REALTIMEOFDAY - start_time)/10]s!")
+19 -1
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@@ -284,7 +284,7 @@ SUBSYSTEM_DEF(ticker)
//Now animate the cinematic
switch(station_missed)
if(NUKE_NEAR_MISS) //nuke was nearby but (mostly) missed
if( mode && !override )
if(mode && !override )
override = mode.name
switch( override )
if("nuclear emergency") //Nuke wasn't on station when it blew up
@@ -294,6 +294,17 @@ SUBSYSTEM_DEF(ticker)
station_explosion_detonation(bomb)
flick("station_intact_fade_red",cinematic)
cinematic.icon_state = "summary_nukefail"
if("cult")
cinematic.icon_state = null
flick("intro_cult",cinematic)
sleep(25)
world << sound('sound/magic/enter_blood.ogg')
sleep(28)
world << sound('sound/machines/terminal_off.ogg')
sleep(20)
flick("station_corrupted",cinematic)
world << sound('sound/effects/ghost.ogg')
actually_blew_up = FALSE
if("gang war") //Gang Domination (just show the override screen)
cinematic.icon_state = "intro_malf_still"
flick("intro_malf",cinematic)
@@ -342,6 +353,13 @@ SUBSYSTEM_DEF(ticker)
world << sound('sound/effects/explosionfar.ogg')
station_explosion_detonation(bomb) //TODO: no idea what this case could be
cinematic.icon_state = "summary_selfdes"
if("cult") //Station nuked (nuke,explosion,summary)
flick("intro_nuke",cinematic)
sleep(35)
flick("station_explode_fade_red",cinematic)
world << sound('sound/effects/explosionfar.ogg')
station_explosion_detonation(bomb) //TODO: no idea what this case could be
cinematic.icon_state = "summary_cult"
if("no_core") //Nuke failed to detonate as it had no core
flick("intro_nuke",cinematic)
sleep(35)
+53
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@@ -358,6 +358,59 @@
active = FALSE
..()
/datum/action/item_action/initialize_ninja_suit
name = "Toggle ninja suit"
/datum/action/item_action/ninjajaunt
name = "Phase Jaunt (10E)"
desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
button_icon_state = "ninja_phase"
/datum/action/item_action/ninjasmoke
name = "Smoke Bomb"
desc = "Blind your enemies momentarily with a well-placed smoke bomb."
button_icon_state = "smoke"
/datum/action/item_action/ninjaboost
name = "Adrenaline Boost"
desc = "Inject a secret chemical that will counteract all movement-impairing effect."
button_icon_state = "repulse"
/datum/action/item_action/ninjapulse
name = "EM Burst (25E)"
desc = "Disable any nearby technology with a electro-magnetic pulse."
button_icon_state = "emp"
/datum/action/item_action/ninjastar
name = "Create Throwing Stars (1E)"
desc = "Creates some throwing stars"
button_icon_state = "throwingstar"
icon_icon = 'icons/obj/weapons.dmi'
/datum/action/item_action/ninjanet
name = "Energy Net (20E)"
desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
button_icon_state = "energynet"
icon_icon = 'icons/effects/effects.dmi'
/datum/action/item_action/ninja_sword_recall
name = "Recall Energy Katana (Variable Cost)"
desc = "Teleports the Energy Katana linked to this suit to its wearer, cost based on distance."
button_icon_state = "energy_katana"
icon_icon = 'icons/obj/weapons.dmi'
/datum/action/item_action/ninja_stealth
name = "Toggle Stealth"
desc = "Toggles stealth mode on and off."
button_icon_state = "ninja_cloak"
/datum/action/item_action/toggle_glove
name = "Toggle interaction"
desc = "Switch between normal interaction and drain mode."
button_icon_state = "s-ninjan"
icon_icon = 'icons/obj/clothing/gloves.dmi'
/datum/action/item_action/organ_action
check_flags = AB_CHECK_CONSCIOUS
+153
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@@ -0,0 +1,153 @@
/datum/antagonist/ninja
name = "Ninja"
var/team
var/helping_station = 0
var/give_objectives = TRUE
/datum/antagonist/ninja/friendly
helping_station = 1
/datum/antagonist/ninja/friendly/noobjective
give_objectives = FALSE
/datum/antagonist/ninja/New(datum/mind/new_owner)
if(new_owner && !ishuman(new_owner.current))//It's fine if we aren't passed a mind, but if we are, they have to be human.
throw EXCEPTION("Only humans and/or humanoids may be ninja'ed")
..(new_owner)
/datum/antagonist/ninja/randomAllegiance/New(datum/mind/new_owner)
..(new_owner)
helping_station = rand(0,1)
/datum/antagonist/ninja/proc/equip_space_ninja(mob/living/carbon/human/H = owner.current, safety=0)//Safety in case you need to unequip stuff for existing characters.
if(safety)
qdel(H.w_uniform)
qdel(H.wear_suit)
qdel(H.wear_mask)
qdel(H.head)
qdel(H.shoes)
qdel(H.gloves)
var/obj/item/clothing/suit/space/space_ninja/theSuit = new(H)
var/obj/item/weapon/katana/energy/EK = new(H)
theSuit.energyKatana = EK
H.equip_to_slot_or_del(new /obj/item/device/radio/headset(H), slot_ears)
H.equip_to_slot_or_del(new /obj/item/clothing/under/color/black(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/space_ninja(H), slot_shoes)
H.equip_to_slot_or_del(theSuit, slot_wear_suit)
H.equip_to_slot_or_del(new /obj/item/clothing/gloves/space_ninja(H), slot_gloves)
H.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/space_ninja(H), slot_head)
H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/space_ninja(H), slot_wear_mask)
H.equip_to_slot_or_del(new /obj/item/clothing/glasses/night(H), slot_glasses)
H.equip_to_slot_or_del(EK, slot_belt)
H.equip_to_slot_or_del(new /obj/item/device/flashlight(H), slot_r_store)
H.equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(H), slot_l_store)
H.equip_to_slot_or_del(new /obj/item/weapon/tank/internals/emergency_oxygen(H), slot_s_store)
H.equip_to_slot_or_del(new /obj/item/weapon/tank/jetpack/carbondioxide(H), slot_back)
theSuit.randomize_param()
var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(H)
E.implant(H)
return 1
/datum/antagonist/ninja/proc/addMemories()
owner.store_memory("I am an elite mercenary assassin of the mighty Spider Clan. A <font color='red'><B>SPACE NINJA</B></font>!")
owner.store_memory("Surprise is my weapon. Shadows are my armor. Without them, I am nothing. (//initialize your suit by right clicking on it, to use abilities like stealth)!")
owner.store_memory("Officially, [helping_station?"Nanotrasen":"The Syndicate"] are my employer.")
/datum/antagonist/ninja/proc/addObjectives(quantity = 6)
var/list/possible_targets = list()
for(var/datum/mind/M in SSticker.minds)
if(M.current && M.current.stat != DEAD)
if(ishuman(M.current))
if(M.special_role)
possible_targets[M] = 0 //bad-guy
else if(M.assigned_role in GLOB.command_positions)
possible_targets[M] = 1 //good-guy
var/list/objectives = list(1,2,3,4)
while(owner.objectives.len < quantity)
switch(pick_n_take(objectives))
if(1) //research
var/datum/objective/download/O = new /datum/objective/download()
O.owner = owner
O.gen_amount_goal()
owner.objectives += O
if(2) //steal
var/datum/objective/steal/special/O = new /datum/objective/steal/special()
O.owner = owner
owner.objectives += O
if(3) //protect/kill
if(!possible_targets.len) continue
var/index = rand(1,possible_targets.len)
var/datum/mind/M = possible_targets[index]
var/is_bad_guy = possible_targets[M]
possible_targets.Cut(index,index+1)
if(is_bad_guy ^ helping_station) //kill (good-ninja + bad-guy or bad-ninja + good-guy)
var/datum/objective/assassinate/O = new /datum/objective/assassinate()
O.owner = owner
O.target = M
O.explanation_text = "Slay \the [M.current.real_name], the [M.assigned_role]."
owner.objectives += O
else //protect
var/datum/objective/protect/O = new /datum/objective/protect()
O.owner = owner
O.target = M
O.explanation_text = "Protect \the [M.current.real_name], the [M.assigned_role], from harm."
owner.objectives += O
if(4) //debrain/capture
if(!possible_targets.len) continue
var/selected = rand(1,possible_targets.len)
var/datum/mind/M = possible_targets[selected]
var/is_bad_guy = possible_targets[M]
possible_targets.Cut(selected,selected+1)
if(is_bad_guy ^ helping_station) //debrain (good-ninja + bad-guy or bad-ninja + good-guy)
var/datum/objective/debrain/O = new /datum/objective/debrain()
O.owner = owner
O.target = M
O.explanation_text = "Steal the brain of [M.current.real_name]."
owner.objectives += O
else //capture
var/datum/objective/capture/O = new /datum/objective/capture()
O.owner = owner
O.gen_amount_goal()
owner.objectives += O
else
break
var/datum/objective/O = new /datum/objective/survive()
O.owner = owner
owner.objectives += O
/proc/remove_ninja(mob/living/L)
if(!L || !L.mind)
return FALSE
var/datum/antagonist/datum = L.mind.has_antag_datum(ANTAG_DATUM_NINJA)
datum.on_removal()
return TRUE
/proc/add_ninja(mob/living/carbon/human/H, type = ANTAG_DATUM_NINJA_RANDOM)
if(!H || !H.mind)
return FALSE
return H.mind.add_antag_datum(type)
/proc/is_ninja(mob/living/M)
return M && M.mind && M.mind.has_antag_datum(ANTAG_DATUM_NINJA)
/datum/antagonist/ninja/greet()
owner.current << sound('sound/effects/ninja_greeting.ogg')
to_chat(owner.current, "I am an elite mercenary assassin of the mighty Spider Clan. A <font color='red'><B>SPACE NINJA</B></font>!")
to_chat(owner.current, "Surprise is my weapon. Shadows are my armor. Without them, I am nothing. (//initialize your suit by right clicking on it, to use abilities like stealth)!")
to_chat(owner.current, "Officially, [helping_station?"Nanotrasen":"The Syndicate"] are my employer.")
return
/datum/antagonist/ninja/on_gain()
if(give_objectives)
addObjectives()
addMemories()
-12
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@@ -737,18 +737,6 @@
src.give_disease(M)
href_list["datumrefresh"] = href_list["give_spell"]
else if(href_list["ninja"])
if(!check_rights(R_FUN))
return
var/mob/M = locate(href_list["ninja"])
if(!istype(M))
to_chat(usr, "This can only be used on instances of type /mob")
return
src.cmd_admin_ninjafy(M)
href_list["datumrefresh"] = href_list["ninja"]
else if(href_list["gib"])
if(!check_rights(R_FUN))
return
+44 -4
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@@ -326,7 +326,8 @@
"traitor", // "traitorchan",
"monkey",
"clockcult",
"devil"
"devil",
"ninja"
)
var/text = ""
@@ -614,9 +615,27 @@
text += "|Disabled in Prefs"
sections["devil"] = text
/** NINJA ***/
text = "ninja"
if(SSticker.mode.config_tag == "ninja")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
var/datum/antagonist/ninja/ninjainfo = has_antag_datum(ANTAG_DATUM_NINJA)
if(ninjainfo)
if(ninjainfo.helping_station)
text += "<a href='?src=\ref[src];ninja=clear'>employee</a> | syndicate | <b>NANOTRASEN</b> | <b><a href='?src=\ref[src];ninja=equip'>EQUIP</a></b>"
else
text += "<a href='?src=\ref[src];ninja=clear'>employee</a> | <b>SYNDICATE</b> | nanotrasen | <b><a href='?src=\ref[src];ninja=equip'>EQUIP</a></b>"
else
text += "<b>EMPLOYEE</b> | <a href='?src=\ref[src];ninja=syndicate'>syndicate</a> | <a href='?src=\ref[src];ninja=nanotrasen'>nanotrasen</a> | <a href='?src=\ref[src];ninja=random'>random allegiance</a>"
if(current && current.client && (ROLE_NINJA in current.client.prefs.be_special))
text += " | Enabled in Prefs"
else
text += " | Disabled in Prefs"
sections["ninja"] = text
/** SILICON ***/
/** SILICON ***/
if(issilicon(current))
text = "silicon"
var/mob/living/silicon/robot/robot = current
@@ -1202,7 +1221,28 @@
else
to_chat(usr, "<span class='warning'>This only works on humans!</span>")
return
else if(href_list["ninja"])
var/datum/antagonist/ninja/ninjainfo = has_antag_datum(ANTAG_DATUM_NINJA)
switch(href_list["ninja"])
if("clear")
remove_ninja(current)
message_admins("[key_name_admin(usr)] has de-ninja'ed [current].")
log_admin("[key_name(usr)] has de-ninja'ed [current].")
if("equip")
ninjainfo.equip_space_ninja()
return
if("nanotrasen")
add_ninja(current, ANTAG_DATUM_NINJA_FRIENDLY)
message_admins("[key_name_admin(usr)] has friendly ninja'ed [current].")
log_admin("[key_name(usr)] has friendly ninja'ed [current].")
if("syndicate")
add_ninja(current, ANTAG_DATUM_NINJA)
message_admins("[key_name_admin(usr)] has syndie ninja'ed [current].")
log_admin("[key_name(usr)] has syndie ninja'ed [current].")
if("random")
add_ninja(current)
message_admins("[key_name_admin(usr)] has random ninja'ed [current].")
log_admin("[key_name(usr)] has random ninja'ed [current].")
else if(href_list["abductor"])
switch(href_list["abductor"])
if("clear")
@@ -1615,4 +1655,4 @@
/mob/living/silicon/pai/mind_initialize()
..()
mind.assigned_role = "pAI"
mind.special_role = ""
mind.special_role = ""
+6
View File
@@ -116,5 +116,11 @@
name = "Lavaland Wastes"
outdoors = 1
/area/lavaland/surface/outdoors/unexplored //monsters and ruins spawn here
icon_state = "unexplored"
/area/lavaland/surface/outdoors/unexplored/danger //megafauna will also spawn here
icon_state = "danger"
/area/lavaland/surface/outdoors/explored
name = "Lavaland Labor Camp"
+6 -6
View File
@@ -142,25 +142,25 @@
/obj/item/weapon/antag_spawner/nuke_ops/proc/check_usability(mob/user)
if(used)
to_chat(user, "<span class='warning'>[src] is out of power!</span>")
return 0
return FALSE
if(!(user.mind in SSticker.mode.syndicates))
to_chat(user, "<span class='danger'>AUTHENTICATION FAILURE. ACCESS DENIED.</span>")
return 0
return FALSE
if(user.z != ZLEVEL_CENTCOM)
to_chat(user, "<span class='warning'>[src] is out of range! It can only be used at your base!</span>")
return 0
return 1
return FALSE
return TRUE
/obj/item/weapon/antag_spawner/nuke_ops/attack_self(mob/user)
if(!(check_usability(user)))
return
to_chat(user, "<span class='notice'>You activate [src] and wait for confirmation.</span>")
var/list/nuke_candidates = pollCandidatesForMob("Do you want to play as a syndicate [borg_to_spawn ? "[lowertext(borg_to_spawn)] cyborg":"operative"]?", ROLE_OPERATIVE, null, ROLE_OPERATIVE, 150, POLL_IGNORE_SYNDICATE, src)
var/list/nuke_candidates = pollGhostCandidates("Do you want to play as a syndicate [borg_to_spawn ? "[lowertext(borg_to_spawn)] cyborg":"operative"]?", ROLE_OPERATIVE, null, ROLE_OPERATIVE, 150, POLL_IGNORE_SYNDICATE)
if(nuke_candidates.len)
if(!(check_usability(user)))
return
used = 1
used = TRUE
var/mob/dead/observer/theghost = pick(nuke_candidates)
spawn_antag(theghost.client, get_turf(src), "syndieborg")
do_sparks(4, TRUE, src)
+3 -2
View File
@@ -152,7 +152,7 @@
return TRUE
/datum/action/innate/cult/master/IsAvailable()
if(!owner.mind || !owner.mind.has_antag_datum(ANTAG_DATUM_CULT_MASTER))
if(!owner.mind || !owner.mind.has_antag_datum(ANTAG_DATUM_CULT_MASTER) || GLOB.cult_narsie)
return 0
return ..()
@@ -298,4 +298,5 @@
if(GLOB.blood_target)
to_chat(B.current,"<span class='cultlarge'><b>The blood mark has expired!</b></span>")
B.current.client.images -= GLOB.blood_target_image
QDEL_NULL(GLOB.blood_target)
QDEL_NULL(GLOB.blood_target_image)
GLOB.blood_target = null
+1 -1
View File
@@ -214,7 +214,7 @@
/obj/item/clothing/suit/hooded/cultrobes/cult_shield/worn_overlays(isinhands)
. = list()
if(!isinhands && current_charges)
. += mutable_appearance('icons/effects/effects.dmi', "shield-cult", MOB_LAYER + 0.01)
. += mutable_appearance('icons/effects/cult_effects.dmi', "shield-cult", MOB_LAYER + 0.01)
/obj/item/clothing/suit/hooded/cultrobes/berserker
name = "flagellant's robes"
@@ -0,0 +1,70 @@
//after a delay, creates a rune below you. for constructs creating runes.
/datum/action/innate/cult/create_rune
background_icon_state = "bg_cult"
var/obj/effect/rune/rune_type
var/cooldown = 0
var/base_cooldown = 900
var/scribe_time = 100
var/damage_interrupt = TRUE
var/action_interrupt = TRUE
var/obj/effect/overlay/temp/cult/rune_spawn/rune_word_type
var/obj/effect/overlay/temp/cult/rune_spawn/rune_innerring_type
var/obj/effect/overlay/temp/cult/rune_spawn/rune_center_type
var/rune_color
/datum/action/innate/cult/create_rune/IsAvailable()
if(!rune_type || cooldown > world.time)
return FALSE
return ..()
/datum/action/innate/cult/create_rune/Activate()
var/chosen_keyword
if(!isturf(owner.loc))
to_chat(owner, "<span class='warning>You need more space to scribe a rune!</span>")
return
if(initial(rune_type.req_keyword))
chosen_keyword = stripped_input(owner, "Enter a keyword for the new rune.", "Words of Power")
if(!chosen_keyword)
return
//the outer ring is always the same across all runes
var/obj/effect/overlay/temp/cult/rune_spawn/R1 = new(owner.loc, scribe_time, rune_color)
//the rest are not always the same, so we need types for em
var/obj/effect/overlay/temp/cult/rune_spawn/R2
if(rune_word_type)
R2 = new rune_word_type(owner.loc, scribe_time, rune_color)
var/obj/effect/overlay/temp/cult/rune_spawn/R3
if(rune_innerring_type)
R3 = new rune_innerring_type(owner.loc, scribe_time, rune_color)
var/obj/effect/overlay/temp/cult/rune_spawn/R4
if(rune_center_type)
R4 = new rune_center_type(owner.loc, scribe_time, rune_color)
cooldown = base_cooldown + world.time
owner.update_action_buttons_icon()
addtimer(CALLBACK(owner, /mob.proc/update_action_buttons_icon), base_cooldown)
var/list/health
if(damage_interrupt && isliving(owner))
var/mob/living/L = owner
health = list("health" = L.health)
if(do_after(owner, scribe_time, target = owner, extra_checks = CALLBACK(owner, /mob.proc/break_do_after_checks, health, action_interrupt)))
var/obj/effect/rune/new_rune = new rune_type(owner.loc)
new_rune.keyword = chosen_keyword
else
qdel(R1)
if(R2)
qdel(R2)
if(R3)
qdel(R3)
if(R4)
qdel(R4)
cooldown = 0
owner.update_action_buttons_icon()
//teleport rune
/datum/action/innate/cult/create_rune/tele
button_icon_state = "telerune"
rune_type = /obj/effect/rune/teleport
rune_word_type = /obj/effect/overlay/temp/cult/rune_spawn/rune2
rune_innerring_type = /obj/effect/overlay/temp/cult/rune_spawn/rune2/inner
rune_center_type = /obj/effect/overlay/temp/cult/rune_spawn/rune2/center
rune_color = RUNE_COLOR_TELEPORT
+30 -30
View File
@@ -24,7 +24,7 @@ To draw a rune, use an arcane tome.
icon_state = "1"
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
layer = LOW_OBJ_LAYER
color = "#FF0000"
color = RUNE_COLOR_RED
var/invocation = "Aiy ele-mayo!" //This is said by cultists when the rune is invoked.
var/req_cultists = 1 //The amount of cultists required around the rune to invoke it. If only 1, any cultist can invoke it.
@@ -148,8 +148,7 @@ structure_check() searches for nearby cultist structures required for the invoca
/obj/effect/rune/proc/fail_invoke()
//This proc contains the effects of a rune if it is not invoked correctly, through either invalid wording or not enough cultists. By default, it's just a basic fizzle.
visible_message("<span class='warning'>The markings pulse with a \
small flash of red light, then fall dark.</span>")
visible_message("<span class='warning'>The markings pulse with a small flash of red light, then fall dark.</span>")
var/oldcolor = color
color = rgb(255, 0, 0)
animate(src, color = oldcolor, time = 5)
@@ -192,7 +191,7 @@ structure_check() searches for nearby cultist structures required for the invoca
cultist_desc = "transforms paper into powerful magic talismans."
invocation = "H'drak v'loso, mir'kanas verbot!"
icon_state = "3"
color = "#0000FF"
color = RUNE_COLOR_TALISMAN
/obj/effect/rune/imbue/invoke(var/list/invokers)
var/mob/living/user = invokers[1] //the first invoker is always the user
@@ -247,7 +246,7 @@ structure_check() searches for nearby cultist structures required for the invoca
cultist_desc = "warps everything above it to another chosen teleport rune."
invocation = "Sas'so c'arta forbici!"
icon_state = "2"
color = "#551A8B"
color = RUNE_COLOR_TELEPORT
req_keyword = TRUE
var/listkey
@@ -307,10 +306,11 @@ structure_check() searches for nearby cultist structures required for the invoca
A.forceMove(target)
if(movedsomething)
..()
visible_message("<span class='warning'>There is a sharp crack of inrushing air, and everything above the rune disappears!</span>")
visible_message("<span class='warning'>There is a sharp crack of inrushing air, and everything above the rune disappears!</span>", null, "<i>You hear a sharp crack.</i>")
to_chat(user, "<span class='cult'>You[moveuserlater ? "r vision blurs, and you suddenly appear somewhere else":" send everything above the rune away"].</span>")
if(moveuserlater)
user.forceMove(target)
target.visible_message("<span class='warning'>There is a boom of outrushing air as something appears above the rune!</span>", null, "<i>You hear a boom.</i>")
else
fail_invoke()
@@ -322,7 +322,7 @@ structure_check() searches for nearby cultist structures required for the invoca
req_cultists_text = "2 for conversion, 3 for living sacrifices and sacrifice targets."
invocation = "Mah'weyh pleggh at e'ntrath!"
icon_state = "3"
color = "#FFFFFF"
color = RUNE_COLOR_OFFER
req_cultists = 1
allow_excess_invokers = TRUE
rune_in_use = FALSE
@@ -345,7 +345,7 @@ structure_check() searches for nearby cultist structures required for the invoca
rune_in_use = TRUE
visible_message("<span class='warning'>[src] pulses blood red!</span>")
var/oldcolor = color
color = "#7D1717"
color = RUNE_COLOR_DARKRED
var/mob/living/L = pick(myriad_targets)
var/is_clock = is_servant_of_ratvar(L)
var/is_convertable = is_convertable_to_cult(L)
@@ -442,7 +442,7 @@ structure_check() searches for nearby cultist structures required for the invoca
invocation = "TOK-LYR RQA-NAP G'OLT-ULOFT!!"
req_cultists = 9
icon = 'icons/effects/96x96.dmi'
color = "#7D1717"
color = RUNE_COLOR_DARKRED
icon_state = "rune_large"
pixel_x = -32 //So the big ol' 96x96 sprite shows up right
pixel_y = -32
@@ -479,9 +479,9 @@ structure_check() searches for nearby cultist structures required for the invoca
var/turf/T = get_turf(src)
sleep(40)
if(src)
color = "#FF0000"
color = RUNE_COLOR_RED
SSticker.mode.eldergod = FALSE
new /obj/singularity/narsie/large(T) //Causes Nar-Sie to spawn even if the rune has been removed
new /obj/singularity/narsie/large/cult(T) //Causes Nar-Sie to spawn even if the rune has been removed
/obj/effect/rune/narsie/attackby(obj/I, mob/user, params) //Since the narsie rune takes a long time to make, add logging to removal.
if((istype(I, /obj/item/weapon/tome) && iscultist(user)))
@@ -502,7 +502,7 @@ structure_check() searches for nearby cultist structures required for the invoca
cultist_desc = "requires the corpse of a cultist placed upon the rune. Provided there have been sufficient sacrifices, they will be revived."
invocation = "Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!" //Depends on the name of the user - see below
icon_state = "1"
color = "#C80000"
color = RUNE_COLOR_MEDIUMRED
var/static/revives_used = 0
/obj/effect/rune/raise_dead/examine(mob/user)
@@ -593,7 +593,7 @@ structure_check() searches for nearby cultist structures required for the invoca
invocation = "Ta'gh fara'qha fel d'amar det!"
icon_state = "5"
allow_excess_invokers = 1
color = "#4D94FF"
color = RUNE_COLOR_EMP
/obj/effect/rune/emp/invoke(var/list/invokers)
var/turf/E = get_turf(src)
@@ -623,7 +623,7 @@ structure_check() searches for nearby cultist structures required for the invoca
cultist_desc = "severs the link between one's spirit and body. This effect is taxing and one's physical body will take damage while this is active."
invocation = "Fwe'sh mah erl nyag r'ya!"
icon_state = "7"
color = "#7D1717"
color = RUNE_COLOR_DARKRED
rune_in_use = 0 //One at a time, please!
construct_invoke = 0
var/mob/living/affecting = null
@@ -649,9 +649,9 @@ structure_check() searches for nearby cultist structures required for the invoca
var/mob/living/user = invokers[1]
..()
var/turf/T = get_turf(src)
rune_in_use = 1
rune_in_use = TRUE
affecting = user
user.color = "#7D1717"
user.add_atom_colour(RUNE_COLOR_DARKRED, ADMIN_COLOUR_PRIORITY)
user.visible_message("<span class='warning'>[user] freezes statue-still, glowing an unearthly red.</span>", \
"<span class='cult'>You see what lies beyond. All is revealed. While this is a wondrous experience, your physical form will waste away in this state. Hurry...</span>")
user.ghostize(1)
@@ -659,7 +659,7 @@ structure_check() searches for nearby cultist structures required for the invoca
if(!affecting)
visible_message("<span class='warning'>[src] pulses gently before falling dark.</span>")
affecting = null //In case it's assigned to a number or something
rune_in_use = 0
rune_in_use = FALSE
return
affecting.apply_damage(0.1, BRUTE)
if(!(user in T))
@@ -669,9 +669,9 @@ structure_check() searches for nearby cultist structures required for the invoca
if(user.key)
user.visible_message("<span class='warning'>[user] slowly relaxes, the glow around [user.p_them()] dimming.</span>", \
"<span class='danger'>You are re-united with your physical form. [src] releases its hold over you.</span>")
user.color = initial(user.color)
user.remove_atom_colour(ADMIN_COLOUR_PRIORITY, RUNE_COLOR_DARKRED)
user.Weaken(3)
rune_in_use = 0
rune_in_use = FALSE
affecting = null
return
if(user.stat == UNCONSCIOUS)
@@ -679,14 +679,14 @@ structure_check() searches for nearby cultist structures required for the invoca
var/mob/dead/observer/G = user.get_ghost()
to_chat(G, "<span class='cultitalic'>You feel the link between you and your body weakening... you must hurry!</span>")
if(user.stat == DEAD)
user.color = initial(user.color)
rune_in_use = 0
user.remove_atom_colour(ADMIN_COLOUR_PRIORITY, RUNE_COLOR_DARKRED)
rune_in_use = FALSE
affecting = null
var/mob/dead/observer/G = user.get_ghost()
to_chat(G, "<span class='cultitalic'><b>You suddenly feel your physical form pass on. [src]'s exertion has killed you!</b></span>")
return
sleep(1)
rune_in_use = 0
rune_in_use = FALSE
//Rite of the Corporeal Shield: When invoked, becomes solid and cannot be passed. Invoke again to undo.
/obj/effect/rune/wall
@@ -694,7 +694,7 @@ structure_check() searches for nearby cultist structures required for the invoca
cultist_desc = "when invoked, makes a temporary invisible wall to block passage. Can be invoked again to reverse this."
invocation = "Khari'd! Eske'te tannin!"
icon_state = "1"
color = "#C80000"
color = RUNE_COLOR_MEDIUMRED
CanAtmosPass = ATMOS_PASS_DENSITY
var/density_timer
var/recharging = FALSE
@@ -753,7 +753,7 @@ structure_check() searches for nearby cultist structures required for the invoca
/obj/effect/rune/wall/proc/recharge()
recharging = FALSE
add_atom_colour("#C80000", FIXED_COLOUR_PRIORITY)
add_atom_colour(RUNE_COLOR_MEDIUMRED, FIXED_COLOUR_PRIORITY)
/obj/effect/rune/wall/proc/update_state()
deltimer(density_timer)
@@ -764,10 +764,10 @@ structure_check() searches for nearby cultist structures required for the invoca
shimmer.alpha = 60
shimmer.color = "#701414"
add_overlay(shimmer)
add_atom_colour("#FF0000", FIXED_COLOUR_PRIORITY)
add_atom_colour(RUNE_COLOR_RED, FIXED_COLOUR_PRIORITY)
else
cut_overlays()
add_atom_colour("#C80000", FIXED_COLOUR_PRIORITY)
add_atom_colour(RUNE_COLOR_MEDIUMRED, FIXED_COLOUR_PRIORITY)
//Rite of Joined Souls: Summons a single cultist.
/obj/effect/rune/summon
@@ -777,7 +777,7 @@ structure_check() searches for nearby cultist structures required for the invoca
req_cultists = 2
allow_excess_invokers = 1
icon_state = "5"
color = "#00FF00"
color = RUNE_COLOR_SUMMON
/obj/effect/rune/summon/invoke(var/list/invokers)
var/mob/living/user = invokers[1]
@@ -822,7 +822,7 @@ structure_check() searches for nearby cultist structures required for the invoca
cultist_desc = "boils the blood of non-believers who can see the rune, rapidly dealing extreme amounts of damage. Requires 3 invokers."
invocation = "Dedo ol'btoh!"
icon_state = "4"
color = "#C80000"
color = RUNE_COLOR_MEDIUMRED
light_color = LIGHT_COLOR_LAVA
req_cultists = 3
construct_invoke = 0
@@ -889,7 +889,7 @@ structure_check() searches for nearby cultist structures required for the invoca
invocation = "Gal'h'rfikk harfrandid mud'gib!" //how the fuck do you pronounce this
icon_state = "6"
construct_invoke = 0
color = "#C80000"
color = RUNE_COLOR_MEDIUMRED
var/ghost_limit = 5
var/ghosts = 0
@@ -962,4 +962,4 @@ structure_check() searches for nearby cultist structures required for the invoca
"<span class='cultlarge'>Your link to the world fades. Your form breaks apart.</span>")
for(var/obj/I in new_human)
new_human.dropItemToGround(I, TRUE)
new_human.dust()
new_human.dust()
+2 -2
View File
@@ -49,7 +49,7 @@
/obj/item/weapon/paper/talisman/teleport
cultist_name = "Talisman of Teleportation"
cultist_desc = "A single-use talisman that will teleport a user to a random rune of the same keyword."
color = "#551A8B" // purple
color = RUNE_COLOR_TELEPORT
invocation = "Sas'so c'arta forbici!"
health_cost = 5
creation_time = 80
@@ -79,7 +79,7 @@
if(is_blocked_turf(target, TRUE))
to_chat(user, "<span class='warning'>The target rune is blocked. Attempting to teleport to it would be massively unwise.</span>")
return ..(user, 0)
user.visible_message("<span class='warning'>Dust flows from [user]'s hand, and [user.p_they()] disappear with a sharp crack!</span>", \
user.visible_message("<span class='warning'>Dust flows from [user]'s hand, and [user.p_they()] disappear[user.p_s()] with a sharp crack!</span>", \
"<span class='cultitalic'>You speak the words of the talisman and find yourself somewhere else!</span>", "<i>You hear a sharp crack.</i>")
user.forceMove(target)
target.visible_message("<span class='warning'>There is a boom of outrushing air as something appears above the rune!</span>", null, "<i>You hear a boom.</i>")
+4 -1
View File
@@ -210,13 +210,16 @@
var/datum/action/innate/seek_master/SM = new()
SM.Grant(newstruct)
newstruct.key = target.key
var/obj/screen/alert/bloodsense/BS
if(newstruct.mind && ((stoner && iscultist(stoner)) || cultoverride) && SSticker && SSticker.mode)
SSticker.mode.add_cultist(newstruct.mind, 0)
BS = newstruct.alerts.Find("bloodsense")
if(iscultist(stoner) || cultoverride)
to_chat(newstruct, "<b>You are still bound to serve the cult[stoner ? " and [stoner]":""], follow their orders and help them complete their goals at all costs.</b>")
else if(stoner)
to_chat(newstruct, "<b>You are still bound to serve your creator, [stoner], follow their orders and help them complete their goals at all costs.</b>")
var/obj/screen/alert/bloodsense/BS = newstruct.throw_alert("bloodsense", /obj/screen/alert/bloodsense)
BS = newstruct.throw_alert("bloodsense", /obj/screen/alert/bloodsense)
if(BS)
BS.Cviewer = newstruct
newstruct.cancel_camera()
-614
View File
@@ -18,620 +18,6 @@
..()
QDEL_IN(src, 10)
/obj/effect/overlay/temp
icon_state = "nothing"
anchored = 1
layer = ABOVE_MOB_LAYER
mouse_opacity = 0
var/duration = 10 //in deciseconds
var/randomdir = TRUE
var/timerid
/obj/effect/overlay/temp/Destroy()
. = ..()
deltimer(timerid)
/obj/effect/overlay/temp/Initialize()
. = ..()
if(randomdir)
setDir(pick(GLOB.cardinal))
timerid = QDEL_IN(src, duration)
/obj/effect/overlay/temp/ex_act()
return
/obj/effect/overlay/temp/dir_setting
randomdir = FALSE
/obj/effect/overlay/temp/dir_setting/Initialize(mapload, set_dir)
if(set_dir)
setDir(set_dir)
. = ..()
/obj/effect/overlay/temp/dir_setting/bloodsplatter
icon = 'icons/effects/blood.dmi'
duration = 5
randomdir = FALSE
layer = BELOW_MOB_LAYER
var/splatter_type = "splatter"
/obj/effect/overlay/temp/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
if(set_dir in GLOB.diagonals)
icon_state = "[splatter_type][pick(1, 2, 6)]"
else
icon_state = "[splatter_type][pick(3, 4, 5)]"
. = ..()
var/target_pixel_x = 0
var/target_pixel_y = 0
switch(set_dir)
if(NORTH)
target_pixel_y = 16
if(SOUTH)
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(EAST)
target_pixel_x = 16
if(WEST)
target_pixel_x = -16
if(NORTHEAST)
target_pixel_x = 16
target_pixel_y = 16
if(NORTHWEST)
target_pixel_x = -16
target_pixel_y = 16
if(SOUTHEAST)
target_pixel_x = 16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(SOUTHWEST)
target_pixel_x = -16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
/obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter
splatter_type = "xsplatter"
/obj/effect/overlay/temp/dir_setting/speedbike_trail
name = "speedbike trails"
icon_state = "ion_fade"
layer = BELOW_MOB_LAYER
duration = 10
randomdir = 0
/obj/effect/overlay/temp/dir_setting/firing_effect
icon = 'icons/effects/effects.dmi'
icon_state = "firing_effect"
duration = 2
/obj/effect/overlay/temp/dir_setting/firing_effect/setDir(newdir)
switch(newdir)
if(NORTH)
layer = BELOW_MOB_LAYER
pixel_x = rand(-3,3)
pixel_y = rand(4,6)
if(SOUTH)
pixel_x = rand(-3,3)
pixel_y = rand(-1,1)
else
pixel_x = rand(-1,1)
pixel_y = rand(-1,1)
..()
/obj/effect/overlay/temp/dir_setting/firing_effect/energy
icon_state = "firing_effect_energy"
duration = 3
/obj/effect/overlay/temp/dir_setting/firing_effect/magic
icon_state = "shieldsparkles"
duration = 3
/obj/effect/overlay/temp/dir_setting/ninja
name = "ninja shadow"
icon = 'icons/mob/mob.dmi'
icon_state = "uncloak"
duration = 9
/obj/effect/overlay/temp/dir_setting/ninja/cloak
icon_state = "cloak"
/obj/effect/overlay/temp/dir_setting/ninja/shadow
icon_state = "shadow"
/obj/effect/overlay/temp/dir_setting/ninja/phase
name = "ninja energy"
icon_state = "phasein"
/obj/effect/overlay/temp/dir_setting/ninja/phase/out
icon_state = "phaseout"
/obj/effect/overlay/temp/dir_setting/wraith
name = "blood"
icon = 'icons/mob/mob.dmi'
icon_state = "phase_shift2"
duration = 12
/obj/effect/overlay/temp/dir_setting/wraith/out
icon_state = "phase_shift"
/obj/effect/overlay/temp/dir_setting/tailsweep
icon_state = "tailsweep"
duration = 4
/obj/effect/overlay/temp/wizard
name = "water"
icon = 'icons/mob/mob.dmi'
icon_state = "reappear"
duration = 5
/obj/effect/overlay/temp/wizard/out
icon_state = "liquify"
duration = 12
/obj/effect/overlay/temp/monkeyify
icon = 'icons/mob/mob.dmi'
icon_state = "h2monkey"
duration = 22
/obj/effect/overlay/temp/monkeyify/humanify
icon_state = "monkey2h"
/obj/effect/overlay/temp/borgflash
icon = 'icons/mob/mob.dmi'
icon_state = "blspell"
duration = 5
/obj/effect/overlay/temp/guardian
randomdir = 0
/obj/effect/overlay/temp/guardian/phase
duration = 5
icon_state = "phasein"
/obj/effect/overlay/temp/guardian/phase/out
icon_state = "phaseout"
/obj/effect/overlay/temp/decoy
desc = "It's a decoy!"
duration = 15
/obj/effect/overlay/temp/decoy/Initialize(mapload, atom/mimiced_atom)
. = ..()
alpha = initial(alpha)
if(mimiced_atom)
name = mimiced_atom.name
appearance = mimiced_atom.appearance
setDir(mimiced_atom.dir)
mouse_opacity = 0
/obj/effect/overlay/temp/decoy/fading/Initialize(mapload, atom/mimiced_atom)
. = ..()
animate(src, alpha = 0, time = duration)
/obj/effect/overlay/temp/decoy/fading/fivesecond
duration = 50
/obj/effect/overlay/temp/small_smoke
icon_state = "smoke"
duration = 50
/obj/effect/overlay/temp/fire
icon = 'icons/effects/fire.dmi'
icon_state = "3"
duration = 20
/obj/effect/overlay/temp/cult
randomdir = 0
duration = 10
/obj/effect/overlay/temp/cult/sparks
randomdir = 1
name = "blood sparks"
icon_state = "bloodsparkles"
/obj/effect/overlay/temp/cult/blood // The traditional teleport
name = "blood jaunt"
duration = 12
icon_state = "bloodin"
/obj/effect/overlay/temp/cult/blood/out
icon_state = "bloodout"
/obj/effect/overlay/temp/dir_setting/cult/phase // The veil shifter teleport
name = "phase glow"
duration = 7
icon_state = "cultin"
/obj/effect/overlay/temp/dir_setting/cult/phase/out
icon_state = "cultout"
/obj/effect/overlay/temp/cult/sac
name = "maw of Nar-Sie"
icon_state = "sacconsume"
/obj/effect/overlay/temp/cult/door
name = "unholy glow"
icon_state = "doorglow"
layer = CLOSED_FIREDOOR_LAYER //above closed doors
/obj/effect/overlay/temp/cult/door/unruned
icon_state = "unruneddoorglow"
/obj/effect/overlay/temp/cult/turf
name = "unholy glow"
icon_state = "wallglow"
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/overlay/temp/cult/turf/floor
icon_state = "floorglow"
duration = 5
/obj/effect/overlay/temp/ratvar
name = "ratvar's light"
icon = 'icons/effects/clockwork_effects.dmi'
duration = 8
randomdir = 0
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/overlay/temp/ratvar/door
icon_state = "ratvardoorglow"
layer = CLOSED_DOOR_LAYER //above closed doors
/obj/effect/overlay/temp/ratvar/door/window
icon_state = "ratvarwindoorglow"
layer = ABOVE_WINDOW_LAYER
/obj/effect/overlay/temp/ratvar/beam
icon_state = "ratvarbeamglow"
/obj/effect/overlay/temp/ratvar/beam/door
layer = CLOSED_DOOR_LAYER
/obj/effect/overlay/temp/ratvar/beam/grille
layer = BELOW_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/beam/itemconsume
layer = HIGH_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/beam/falsewall
layer = OBJ_LAYER
/obj/effect/overlay/temp/ratvar/beam/catwalk
layer = LATTICE_LAYER
/obj/effect/overlay/temp/ratvar/wall
icon_state = "ratvarwallglow"
/obj/effect/overlay/temp/ratvar/wall/false
layer = OBJ_LAYER
/obj/effect/overlay/temp/ratvar/floor
icon_state = "ratvarfloorglow"
/obj/effect/overlay/temp/ratvar/floor/catwalk
layer = LATTICE_LAYER
/obj/effect/overlay/temp/ratvar/window
icon_state = "ratvarwindowglow"
layer = ABOVE_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/window/single
icon_state = "ratvarwindowglow_s"
/obj/effect/overlay/temp/ratvar/gear
icon_state = "ratvargearglow"
layer = BELOW_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/grille
icon_state = "ratvargrilleglow"
layer = BELOW_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/grille/broken
icon_state = "ratvarbrokengrilleglow"
/obj/effect/overlay/temp/ratvar/mending_mantra
layer = ABOVE_MOB_LAYER
duration = 20
alpha = 200
icon_state = "mending_mantra"
light_range = 1.5
light_color = "#1E8CE1"
/obj/effect/overlay/temp/ratvar/mending_mantra/Initialize(mapload)
. = ..()
transform = matrix()*2
var/matrix/M = transform
M.Turn(90)
animate(src, alpha = 20, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
animate(src, transform = M, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/overlay/temp/ratvar/volt_hit
name = "volt blast"
layer = ABOVE_MOB_LAYER
duration = 5
icon_state = "volt_hit"
light_range = 1.5
light_power = 2
light_color = LIGHT_COLOR_ORANGE
var/mob/user
var/damage = 20
/obj/effect/overlay/temp/ratvar/volt_hit/Initialize(mapload, caster, multiplier)
if(multiplier)
damage *= multiplier
duration = max(round(damage * 0.2), 1)
. = ..()
/obj/effect/overlay/temp/ratvar/volt_hit/true/Initialize(mapload, caster, multiplier)
. = ..()
user = caster
if(user)
var/matrix/M = new
M.Turn(Get_Angle(src, user))
transform = M
INVOKE_ASYNC(src, .proc/volthit)
/obj/effect/overlay/temp/ratvar/volt_hit/proc/volthit()
if(user)
Beam(get_turf(user), "volt_ray", time=duration, maxdistance=8, beam_type=/obj/effect/ebeam/volt_ray)
var/hit_amount = 0
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
if(is_servant_of_ratvar(L))
continue
var/obj/item/I = L.null_rod_check()
if(I)
L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
continue
L.visible_message("<span class='warning'>[L] is struck by a [name]!</span>", "<span class='userdanger'>You're struck by a [name]!</span>")
L.apply_damage(damage, BURN, "chest", L.run_armor_check("chest", "laser", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 0, "Your armor was penetrated by [src]!"))
add_logs(user, L, "struck with a volt blast")
hit_amount++
for(var/obj/mecha/M in T)
if(M.occupant)
if(is_servant_of_ratvar(M.occupant))
continue
to_chat(M.occupant, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
M.visible_message("<span class='warning'>[M] is struck by a [name]!</span>")
M.take_damage(damage, BURN, 0, 0)
hit_amount++
if(hit_amount)
playsound(src, 'sound/machines/defib_zap.ogg', damage*hit_amount, 1, -1)
else
playsound(src, "sparks", 50, 1)
/obj/effect/overlay/temp/ratvar/ocular_warden
name = "warden's gaze"
layer = ABOVE_MOB_LAYER
icon_state = "warden_gaze"
duration = 3
/obj/effect/overlay/temp/ratvar/ocular_warden/Initialize()
. = ..()
pixel_x = rand(-8, 8)
pixel_y = rand(-10, 10)
animate(src, alpha = 0, time = 3, easing = EASE_OUT)
/obj/effect/overlay/temp/ratvar/spearbreak
icon = 'icons/effects/64x64.dmi'
icon_state = "ratvarspearbreak"
layer = BELOW_MOB_LAYER
pixel_y = -16
pixel_x = -16
/obj/effect/overlay/temp/ratvar/geis_binding
icon_state = "geisbinding"
/obj/effect/overlay/temp/ratvar/geis_binding/top
icon_state = "geisbinding_top"
/obj/effect/overlay/temp/ratvar/component
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "belligerent_eye"
layer = ABOVE_MOB_LAYER
duration = 10
/obj/effect/overlay/temp/ratvar/component/Initialize()
. = ..()
transform = matrix()*0.75
pixel_x = rand(-10, 10)
pixel_y = rand(-10, -2)
animate(src, pixel_y = pixel_y + 10, alpha = 50, time = 10, easing = EASE_OUT)
/obj/effect/overlay/temp/ratvar/component/cogwheel
icon_state = "vanguard_cogwheel"
/obj/effect/overlay/temp/ratvar/component/capacitor
icon_state = "geis_capacitor"
/obj/effect/overlay/temp/ratvar/component/alloy
icon_state = "replicant_alloy"
/obj/effect/overlay/temp/ratvar/component/ansible
icon_state = "hierophant_ansible"
/obj/effect/overlay/temp/ratvar/sigil
name = "glowing circle"
icon_state = "sigildull"
/obj/effect/overlay/temp/ratvar/sigil/transgression
color = "#FAE48C"
layer = ABOVE_MOB_LAYER
duration = 70
light_range = 5
light_power = 2
light_color = "#FAE48C"
/obj/effect/overlay/temp/ratvar/sigil/transgression/Initialize()
. = ..()
var/oldtransform = transform
animate(src, transform = matrix()*2, time = 5)
animate(transform = oldtransform, alpha = 0, time = 65)
/obj/effect/overlay/temp/ratvar/sigil/vitality
color = "#1E8CE1"
icon_state = "sigilactivepulse"
layer = ABOVE_MOB_LAYER
light_range = 1.4
light_power = 0.5
light_color = "#1E8CE1"
/obj/effect/overlay/temp/ratvar/sigil/accession
color = "#AF0AAF"
layer = ABOVE_MOB_LAYER
duration = 70
icon_state = "sigilactiveoverlay"
alpha = 0
/obj/effect/overlay/temp/revenant
name = "spooky lights"
icon_state = "purplesparkles"
/obj/effect/overlay/temp/revenant/cracks
name = "glowing cracks"
icon_state = "purplecrack"
duration = 6
/obj/effect/overlay/temp/gravpush
name = "gravity wave"
icon_state = "shieldsparkles"
duration = 5
/obj/effect/overlay/temp/telekinesis
name = "telekinetic force"
icon_state = "empdisable"
duration = 5
/obj/effect/overlay/temp/emp
name = "emp sparks"
icon_state = "empdisable"
/obj/effect/overlay/temp/emp/pulse
name = "emp pulse"
icon_state = "emppulse"
duration = 8
randomdir = 0
/obj/effect/overlay/temp/gib_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/overlay/temp/gib_animation/Initialize(mapload, gib_icon)
icon_state = gib_icon // Needs to be before ..() so icon is correct
. = ..()
/obj/effect/overlay/temp/gib_animation/ex_act(severity)
return //so the overlay isn't deleted by the explosion that gibbed the mob.
/obj/effect/overlay/temp/gib_animation/animal
icon = 'icons/mob/animal.dmi'
/obj/effect/overlay/temp/dust_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/overlay/temp/dust_animation/Initialize(mapload, dust_icon)
icon_state = dust_icon // Before ..() so the correct icon is flick()'d
. = ..()
/obj/effect/overlay/temp/mummy_animation
icon = 'icons/mob/mob.dmi'
icon_state = "mummy_revive"
duration = 20
/obj/effect/overlay/temp/heal //color is white by default, set to whatever is needed
name = "healing glow"
icon_state = "heal"
duration = 15
/obj/effect/overlay/temp/heal/Initialize(mapload, colour)
if(colour)
color = colour
. = ..()
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
/obj/effect/overlay/temp/kinetic_blast
name = "kinetic explosion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "kinetic_blast"
layer = ABOVE_ALL_MOB_LAYER
duration = 4
/obj/effect/overlay/temp/explosion
name = "explosion"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
pixel_x = -32
pixel_y = -32
duration = 8
/obj/effect/overlay/temp/explosion/fast
icon_state = "explosionfast"
duration = 4
/obj/effect/overlay/temp/blob
name = "blob"
icon_state = "blob_attack"
alpha = 140
randomdir = 0
duration = 6
/obj/effect/overlay/temp/impact_effect
icon_state = "impact_bullet"
duration = 5
/obj/effect/overlay/temp/impact_effect/Initialize(mapload, atom/target, obj/item/projectile/P)
if(target == P.original) //the projectile hit the target originally clicked
pixel_x = P.p_x + target.pixel_x - 16 + rand(-4,4)
pixel_y = P.p_y + target.pixel_y - 16 + rand(-4,4)
else
pixel_x = target.pixel_x + rand(-4,4)
pixel_y = target.pixel_y + rand(-4,4)
. = ..()
/obj/effect/overlay/temp/impact_effect/red_laser
icon_state = "impact_laser"
duration = 4
/obj/effect/overlay/temp/impact_effect/red_laser/wall
icon_state = "impact_laser_wall"
duration = 10
/obj/effect/overlay/temp/impact_effect/blue_laser
icon_state = "impact_laser_blue"
duration = 4
/obj/effect/overlay/temp/impact_effect/green_laser
icon_state = "impact_laser_green"
duration = 4
/obj/effect/overlay/temp/impact_effect/purple_laser
icon_state = "impact_laser_purple"
duration = 4
/obj/effect/overlay/temp/impact_effect/ion
icon_state = "shieldsparkles"
duration = 6
/obj/effect/overlay/temp/heart
name = "heart"
icon = 'icons/mob/animal.dmi'
icon_state = "heart"
duration = 25
/obj/effect/overlay/temp/heart/Initialize(mapload)
. = ..()
pixel_x = rand(-4,4)
pixel_y = rand(-4,4)
animate(src, pixel_y = pixel_y + 32, alpha = 0, time = 25)
/obj/effect/overlay/palmtree_r
name = "Palm tree"
icon = 'icons/misc/beach2.dmi'
@@ -0,0 +1,218 @@
//temporary visual effects(/obj/effect/overlay/temp) used by clockcult stuff
/obj/effect/overlay/temp/ratvar
name = "ratvar's light"
icon = 'icons/effects/clockwork_effects.dmi'
duration = 8
randomdir = 0
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/overlay/temp/ratvar/door
icon_state = "ratvardoorglow"
layer = CLOSED_DOOR_LAYER //above closed doors
/obj/effect/overlay/temp/ratvar/door/window
icon_state = "ratvarwindoorglow"
layer = ABOVE_WINDOW_LAYER
/obj/effect/overlay/temp/ratvar/beam
icon_state = "ratvarbeamglow"
/obj/effect/overlay/temp/ratvar/beam/door
layer = CLOSED_DOOR_LAYER
/obj/effect/overlay/temp/ratvar/beam/grille
layer = BELOW_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/beam/itemconsume
layer = HIGH_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/beam/falsewall
layer = OBJ_LAYER
/obj/effect/overlay/temp/ratvar/beam/catwalk
layer = LATTICE_LAYER
/obj/effect/overlay/temp/ratvar/wall
icon_state = "ratvarwallglow"
/obj/effect/overlay/temp/ratvar/wall/false
layer = OBJ_LAYER
/obj/effect/overlay/temp/ratvar/floor
icon_state = "ratvarfloorglow"
/obj/effect/overlay/temp/ratvar/floor/catwalk
layer = LATTICE_LAYER
/obj/effect/overlay/temp/ratvar/window
icon_state = "ratvarwindowglow"
layer = ABOVE_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/window/single
icon_state = "ratvarwindowglow_s"
/obj/effect/overlay/temp/ratvar/gear
icon_state = "ratvargearglow"
layer = BELOW_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/grille
icon_state = "ratvargrilleglow"
layer = BELOW_OBJ_LAYER
/obj/effect/overlay/temp/ratvar/grille/broken
icon_state = "ratvarbrokengrilleglow"
/obj/effect/overlay/temp/ratvar/mending_mantra
layer = ABOVE_MOB_LAYER
duration = 20
alpha = 200
icon_state = "mending_mantra"
light_range = 1.5
light_color = "#1E8CE1"
/obj/effect/overlay/temp/ratvar/mending_mantra/Initialize(mapload)
. = ..()
transform = matrix()*2
var/matrix/M = transform
M.Turn(90)
animate(src, alpha = 20, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
animate(src, transform = M, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/overlay/temp/ratvar/volt_hit
name = "volt blast"
layer = ABOVE_MOB_LAYER
duration = 5
icon_state = "volt_hit"
light_range = 1.5
light_power = 2
light_color = LIGHT_COLOR_ORANGE
var/mob/user
var/damage = 20
/obj/effect/overlay/temp/ratvar/volt_hit/Initialize(mapload, caster, multiplier)
if(multiplier)
damage *= multiplier
duration = max(round(damage * 0.2), 1)
. = ..()
/obj/effect/overlay/temp/ratvar/volt_hit/true/Initialize(mapload, caster, multiplier)
. = ..()
user = caster
if(user)
var/matrix/M = new
M.Turn(Get_Angle(src, user))
transform = M
INVOKE_ASYNC(src, .proc/volthit)
/obj/effect/overlay/temp/ratvar/volt_hit/proc/volthit()
if(user)
Beam(get_turf(user), "volt_ray", time=duration, maxdistance=8, beam_type=/obj/effect/ebeam/volt_ray)
var/hit_amount = 0
var/turf/T = get_turf(src)
for(var/mob/living/L in T)
if(is_servant_of_ratvar(L))
continue
var/obj/item/I = L.null_rod_check()
if(I)
L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
continue
L.visible_message("<span class='warning'>[L] is struck by a [name]!</span>", "<span class='userdanger'>You're struck by a [name]!</span>")
L.apply_damage(damage, BURN, "chest", L.run_armor_check("chest", "laser", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 0, "Your armor was penetrated by [src]!"))
add_logs(user, L, "struck with a volt blast")
hit_amount++
for(var/obj/mecha/M in T)
if(M.occupant)
if(is_servant_of_ratvar(M.occupant))
continue
to_chat(M.occupant, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
M.visible_message("<span class='warning'>[M] is struck by a [name]!</span>")
M.take_damage(damage, BURN, 0, 0)
hit_amount++
if(hit_amount)
playsound(src, 'sound/machines/defib_zap.ogg', damage*hit_amount, 1, -1)
else
playsound(src, "sparks", 50, 1)
/obj/effect/overlay/temp/ratvar/ocular_warden
name = "warden's gaze"
layer = ABOVE_MOB_LAYER
icon_state = "warden_gaze"
duration = 3
/obj/effect/overlay/temp/ratvar/ocular_warden/Initialize()
. = ..()
pixel_x = rand(-8, 8)
pixel_y = rand(-10, 10)
animate(src, alpha = 0, time = 3, easing = EASE_OUT)
/obj/effect/overlay/temp/ratvar/spearbreak
icon = 'icons/effects/64x64.dmi'
icon_state = "ratvarspearbreak"
layer = BELOW_MOB_LAYER
pixel_y = -16
pixel_x = -16
/obj/effect/overlay/temp/ratvar/geis_binding
icon_state = "geisbinding"
/obj/effect/overlay/temp/ratvar/geis_binding/top
icon_state = "geisbinding_top"
/obj/effect/overlay/temp/ratvar/component
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "belligerent_eye"
layer = ABOVE_MOB_LAYER
duration = 10
/obj/effect/overlay/temp/ratvar/component/Initialize()
. = ..()
transform = matrix()*0.75
pixel_x = rand(-10, 10)
pixel_y = rand(-10, -2)
animate(src, pixel_y = pixel_y + 10, alpha = 50, time = 10, easing = EASE_OUT)
/obj/effect/overlay/temp/ratvar/component/cogwheel
icon_state = "vanguard_cogwheel"
/obj/effect/overlay/temp/ratvar/component/capacitor
icon_state = "geis_capacitor"
/obj/effect/overlay/temp/ratvar/component/alloy
icon_state = "replicant_alloy"
/obj/effect/overlay/temp/ratvar/component/ansible
icon_state = "hierophant_ansible"
/obj/effect/overlay/temp/ratvar/sigil
name = "glowing circle"
icon_state = "sigildull"
/obj/effect/overlay/temp/ratvar/sigil/transgression
color = "#FAE48C"
layer = ABOVE_MOB_LAYER
duration = 70
light_range = 5
light_power = 2
light_color = "#FAE48C"
/obj/effect/overlay/temp/ratvar/sigil/transgression/Initialize()
. = ..()
var/oldtransform = transform
animate(src, transform = matrix()*2, time = 5)
animate(transform = oldtransform, alpha = 0, time = 65)
/obj/effect/overlay/temp/ratvar/sigil/vitality
color = "#1E8CE1"
icon_state = "sigilactivepulse"
layer = ABOVE_MOB_LAYER
light_range = 1.4
light_power = 0.5
light_color = "#1E8CE1"
/obj/effect/overlay/temp/ratvar/sigil/accession
color = "#AF0AAF"
layer = ABOVE_MOB_LAYER
duration = 70
icon_state = "sigilactiveoverlay"
alpha = 0
@@ -0,0 +1,144 @@
//temporary visual effects(/obj/effect/overlay/temp) used by cult stuff
/obj/effect/overlay/temp/cult
icon = 'icons/effects/cult_effects.dmi'
randomdir = 0
duration = 10
/obj/effect/overlay/temp/cult/sparks
randomdir = 1
name = "blood sparks"
icon_state = "bloodsparkles"
/obj/effect/overlay/temp/cult/blood // The traditional teleport
name = "blood jaunt"
duration = 12
icon_state = "bloodin"
/obj/effect/overlay/temp/cult/blood/out
icon_state = "bloodout"
/obj/effect/overlay/temp/dir_setting/cult/phase // The veil shifter teleport
name = "phase glow"
duration = 7
icon_state = "cultin"
/obj/effect/overlay/temp/dir_setting/cult/phase/out
icon_state = "cultout"
/obj/effect/overlay/temp/cult/sac
name = "maw of Nar-Sie"
icon_state = "sacconsume"
/obj/effect/overlay/temp/cult/door
name = "unholy glow"
icon_state = "doorglow"
layer = CLOSED_FIREDOOR_LAYER //above closed doors
/obj/effect/overlay/temp/cult/door/unruned
icon_state = "unruneddoorglow"
/obj/effect/overlay/temp/cult/turf
name = "unholy glow"
icon_state = "wallglow"
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/overlay/temp/cult/turf/floor
icon_state = "floorglow"
duration = 5
//visuals for runes being magically created
/obj/effect/overlay/temp/cult/rune_spawn
icon_state = "runeouter"
alpha = 0
var/turnedness = 179 //179 turns counterclockwise, 181 turns clockwise
/obj/effect/overlay/temp/cult/rune_spawn/Initialize(mapload, set_duration, set_color)
if(isnum(set_duration))
duration = set_duration
if(set_color)
add_atom_colour(set_color, FIXED_COLOUR_PRIORITY)
. = ..()
var/oldtransform = transform
transform = matrix()*2
var/matrix/M = transform
M.Turn(turnedness)
transform = M
animate(src, alpha = 255, time = duration, easing = BOUNCE_EASING, flags = ANIMATION_PARALLEL)
animate(src, transform = oldtransform, time = duration, flags = ANIMATION_PARALLEL)
/obj/effect/overlay/temp/cult/rune_spawn/rune1
icon_state = "rune1words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune1/inner
icon_state = "rune1inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune1/center
icon_state = "rune1center"
/obj/effect/overlay/temp/cult/rune_spawn/rune2
icon_state = "rune2words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune2/inner
icon_state = "rune2inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune2/center
icon_state = "rune2center"
/obj/effect/overlay/temp/cult/rune_spawn/rune3
icon_state = "rune3words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune3/inner
icon_state = "rune3inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune3/center
icon_state = "rune3center"
/obj/effect/overlay/temp/cult/rune_spawn/rune4
icon_state = "rune4words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune4/inner
icon_state = "rune4inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune4/center
icon_state = "rune4center"
/obj/effect/overlay/temp/cult/rune_spawn/rune5
icon_state = "rune5words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune5/inner
icon_state = "rune5inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune5/center
icon_state = "rune5center"
/obj/effect/overlay/temp/cult/rune_spawn/rune6
icon_state = "rune6words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune6/inner
icon_state = "rune6inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune6/center
icon_state = "rune6center"
/obj/effect/overlay/temp/cult/rune_spawn/rune7
icon_state = "rune7words"
turnedness = 181
/obj/effect/overlay/temp/cult/rune_spawn/rune7/inner
icon_state = "rune7inner"
turnedness = 179
/obj/effect/overlay/temp/cult/rune_spawn/rune7/center
icon_state = "rune7center"
@@ -0,0 +1,312 @@
//unsorted miscellaneous temporary visuals
/obj/effect/overlay/temp/dir_setting/bloodsplatter
icon = 'icons/effects/blood.dmi'
duration = 5
randomdir = FALSE
layer = BELOW_MOB_LAYER
var/splatter_type = "splatter"
/obj/effect/overlay/temp/dir_setting/bloodsplatter/Initialize(mapload, set_dir)
if(set_dir in GLOB.diagonals)
icon_state = "[splatter_type][pick(1, 2, 6)]"
else
icon_state = "[splatter_type][pick(3, 4, 5)]"
. = ..()
var/target_pixel_x = 0
var/target_pixel_y = 0
switch(set_dir)
if(NORTH)
target_pixel_y = 16
if(SOUTH)
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(EAST)
target_pixel_x = 16
if(WEST)
target_pixel_x = -16
if(NORTHEAST)
target_pixel_x = 16
target_pixel_y = 16
if(NORTHWEST)
target_pixel_x = -16
target_pixel_y = 16
if(SOUTHEAST)
target_pixel_x = 16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
if(SOUTHWEST)
target_pixel_x = -16
target_pixel_y = -16
layer = ABOVE_MOB_LAYER
animate(src, pixel_x = target_pixel_x, pixel_y = target_pixel_y, alpha = 0, time = duration)
/obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter
splatter_type = "xsplatter"
/obj/effect/overlay/temp/dir_setting/speedbike_trail
name = "speedbike trails"
icon_state = "ion_fade"
layer = BELOW_MOB_LAYER
duration = 10
randomdir = 0
/obj/effect/overlay/temp/dir_setting/firing_effect
icon = 'icons/effects/effects.dmi'
icon_state = "firing_effect"
duration = 2
/obj/effect/overlay/temp/dir_setting/firing_effect/setDir(newdir)
switch(newdir)
if(NORTH)
layer = BELOW_MOB_LAYER
pixel_x = rand(-3,3)
pixel_y = rand(4,6)
if(SOUTH)
pixel_x = rand(-3,3)
pixel_y = rand(-1,1)
else
pixel_x = rand(-1,1)
pixel_y = rand(-1,1)
..()
/obj/effect/overlay/temp/dir_setting/firing_effect/energy
icon_state = "firing_effect_energy"
duration = 3
/obj/effect/overlay/temp/dir_setting/firing_effect/magic
icon_state = "shieldsparkles"
duration = 3
/obj/effect/overlay/temp/dir_setting/ninja
name = "ninja shadow"
icon = 'icons/mob/mob.dmi'
icon_state = "uncloak"
duration = 9
/obj/effect/overlay/temp/dir_setting/ninja/cloak
icon_state = "cloak"
/obj/effect/overlay/temp/dir_setting/ninja/shadow
icon_state = "shadow"
/obj/effect/overlay/temp/dir_setting/ninja/phase
name = "ninja energy"
icon_state = "phasein"
/obj/effect/overlay/temp/dir_setting/ninja/phase/out
icon_state = "phaseout"
/obj/effect/overlay/temp/dir_setting/wraith
name = "blood"
icon = 'icons/mob/mob.dmi'
icon_state = "phase_shift2"
duration = 12
/obj/effect/overlay/temp/dir_setting/wraith/out
icon_state = "phase_shift"
/obj/effect/overlay/temp/dir_setting/tailsweep
icon_state = "tailsweep"
duration = 4
/obj/effect/overlay/temp/wizard
name = "water"
icon = 'icons/mob/mob.dmi'
icon_state = "reappear"
duration = 5
/obj/effect/overlay/temp/wizard/out
icon_state = "liquify"
duration = 12
/obj/effect/overlay/temp/monkeyify
icon = 'icons/mob/mob.dmi'
icon_state = "h2monkey"
duration = 22
/obj/effect/overlay/temp/monkeyify/humanify
icon_state = "monkey2h"
/obj/effect/overlay/temp/borgflash
icon = 'icons/mob/mob.dmi'
icon_state = "blspell"
duration = 5
/obj/effect/overlay/temp/guardian
randomdir = 0
/obj/effect/overlay/temp/guardian/phase
duration = 5
icon_state = "phasein"
/obj/effect/overlay/temp/guardian/phase/out
icon_state = "phaseout"
/obj/effect/overlay/temp/decoy
desc = "It's a decoy!"
duration = 15
/obj/effect/overlay/temp/decoy/Initialize(mapload, atom/mimiced_atom)
. = ..()
alpha = initial(alpha)
if(mimiced_atom)
name = mimiced_atom.name
appearance = mimiced_atom.appearance
setDir(mimiced_atom.dir)
mouse_opacity = 0
/obj/effect/overlay/temp/decoy/fading/Initialize(mapload, atom/mimiced_atom)
. = ..()
animate(src, alpha = 0, time = duration)
/obj/effect/overlay/temp/decoy/fading/fivesecond
duration = 50
/obj/effect/overlay/temp/small_smoke
icon_state = "smoke"
duration = 50
/obj/effect/overlay/temp/fire
icon = 'icons/effects/fire.dmi'
icon_state = "3"
duration = 20
/obj/effect/overlay/temp/revenant
name = "spooky lights"
icon_state = "purplesparkles"
/obj/effect/overlay/temp/revenant/cracks
name = "glowing cracks"
icon_state = "purplecrack"
duration = 6
/obj/effect/overlay/temp/gravpush
name = "gravity wave"
icon_state = "shieldsparkles"
duration = 5
/obj/effect/overlay/temp/telekinesis
name = "telekinetic force"
icon_state = "empdisable"
duration = 5
/obj/effect/overlay/temp/emp
name = "emp sparks"
icon_state = "empdisable"
/obj/effect/overlay/temp/emp/pulse
name = "emp pulse"
icon_state = "emppulse"
duration = 8
randomdir = 0
/obj/effect/overlay/temp/gib_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/overlay/temp/gib_animation/Initialize(mapload, gib_icon)
icon_state = gib_icon // Needs to be before ..() so icon is correct
. = ..()
/obj/effect/overlay/temp/gib_animation/animal
icon = 'icons/mob/animal.dmi'
/obj/effect/overlay/temp/dust_animation
icon = 'icons/mob/mob.dmi'
duration = 15
/obj/effect/overlay/temp/dust_animation/Initialize(mapload, dust_icon)
icon_state = dust_icon // Before ..() so the correct icon is flick()'d
. = ..()
/obj/effect/overlay/temp/mummy_animation
icon = 'icons/mob/mob.dmi'
icon_state = "mummy_revive"
duration = 20
/obj/effect/overlay/temp/heal //color is white by default, set to whatever is needed
name = "healing glow"
icon_state = "heal"
duration = 15
/obj/effect/overlay/temp/heal/Initialize(mapload, set_color)
if(set_color)
add_atom_colour(set_color, FIXED_COLOUR_PRIORITY)
. = ..()
pixel_x = rand(-12, 12)
pixel_y = rand(-9, 0)
/obj/effect/overlay/temp/kinetic_blast
name = "kinetic explosion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "kinetic_blast"
layer = ABOVE_ALL_MOB_LAYER
duration = 4
/obj/effect/overlay/temp/explosion
name = "explosion"
icon = 'icons/effects/96x96.dmi'
icon_state = "explosion"
pixel_x = -32
pixel_y = -32
duration = 8
/obj/effect/overlay/temp/explosion/fast
icon_state = "explosionfast"
duration = 4
/obj/effect/overlay/temp/blob
name = "blob"
icon_state = "blob_attack"
alpha = 140
randomdir = 0
duration = 6
/obj/effect/overlay/temp/impact_effect
icon_state = "impact_bullet"
duration = 5
/obj/effect/overlay/temp/impact_effect/Initialize(mapload, atom/target, obj/item/projectile/P)
if(target == P.original) //the projectile hit the target originally clicked
pixel_x = P.p_x + target.pixel_x - 16 + rand(-4,4)
pixel_y = P.p_y + target.pixel_y - 16 + rand(-4,4)
else
pixel_x = target.pixel_x + rand(-4,4)
pixel_y = target.pixel_y + rand(-4,4)
. = ..()
/obj/effect/overlay/temp/impact_effect/red_laser
icon_state = "impact_laser"
duration = 4
/obj/effect/overlay/temp/impact_effect/red_laser/wall
icon_state = "impact_laser_wall"
duration = 10
/obj/effect/overlay/temp/impact_effect/blue_laser
icon_state = "impact_laser_blue"
duration = 4
/obj/effect/overlay/temp/impact_effect/green_laser
icon_state = "impact_laser_green"
duration = 4
/obj/effect/overlay/temp/impact_effect/purple_laser
icon_state = "impact_laser_purple"
duration = 4
/obj/effect/overlay/temp/impact_effect/ion
icon_state = "shieldsparkles"
duration = 6
/obj/effect/overlay/temp/heart
name = "heart"
icon = 'icons/mob/animal.dmi'
icon_state = "heart"
duration = 25
/obj/effect/overlay/temp/heart/Initialize(mapload)
. = ..()
pixel_x = rand(-4,4)
pixel_y = rand(-4,4)
animate(src, pixel_y = pixel_y + 32, alpha = 0, time = 25)
@@ -0,0 +1,37 @@
//temporary visual effects
/obj/effect/overlay/temp
icon_state = "nothing"
anchored = 1
layer = ABOVE_MOB_LAYER
mouse_opacity = 0
var/duration = 10 //in deciseconds
var/randomdir = TRUE
var/timerid
/obj/effect/overlay/temp/Initialize()
. = ..()
if(randomdir)
setDir(pick(GLOB.cardinal))
timerid = QDEL_IN(src, duration)
/obj/effect/overlay/temp/Destroy()
. = ..()
deltimer(timerid)
/obj/effect/overlay/temp/singularity_act()
return
/obj/effect/overlay/temp/singularity_pull()
return
/obj/effect/overlay/temp/ex_act()
return
/obj/effect/overlay/temp/dir_setting
randomdir = FALSE
/obj/effect/overlay/temp/dir_setting/Initialize(mapload, set_dir)
if(set_dir)
setDir(set_dir)
. = ..()
+23 -9
View File
@@ -522,10 +522,10 @@
var/projectile_damage_tick_ecost_coefficient = 2 //Lasers get half their damage chopped off, drains 50 power/tick. Note that fields are processed 5 times per second.
var/projectile_speed_coefficient = 1.5 //Higher the coefficient slower the projectile.
var/projectile_tick_speed_ecost = 15
var/current_damage_dampening = 0
var/list/obj/item/projectile/tracked
var/image/projectile_effect
var/field_radius = 3
var/active = FALSE
/obj/item/borg/projectile_dampen/debug
maxenergy = 50000
@@ -538,13 +538,13 @@
tracked = list()
icon_state = "shield0"
START_PROCESSING(SSfastprocess, src)
host = loc
/obj/item/borg/projectile_dampen/Destroy()
STOP_PROCESSING(SSfastprocess, src)
return ..()
/obj/item/borg/projectile_dampen/attack_self(mob/user)
var/active = FALSE
if(!istype(dampening_field))
activate_field()
active = TRUE
@@ -552,17 +552,30 @@
deactivate_field()
active = FALSE
to_chat(user, "<span class='boldnotice'>You [active? "activate":"deactivate"] the [src].</span>")
/obj/item/borg/projectile_dampen/update_icon()
. = ..()
icon_state = "[initial(icon_state)][active]"
/obj/item/borg/projectile_dampen/proc/activate_field()
if(!istype(dampening_field))
dampening_field = make_field(/datum/proximity_monitor/advanced/peaceborg_dampener, list("current_range" = field_radius, "host" = src, "projector" = src))
update_icon()
/obj/item/borg/projectile_dampen/proc/deactivate_field()
QDEL_NULL(dampening_field)
visible_message("<span class='warning'>The [src] shuts off!</span>")
for(var/obj/item/projectile/P in tracked)
restore_projectile(P)
update_icon()
/obj/item/borg/projectile_dampen/dropped()
. = ..()
host = loc
/obj/item/borg/projectile_dampen/equipped()
. = ..()
host = loc
/obj/item/borg/projectile_dampen/process()
process_recharge()
@@ -576,10 +589,11 @@
/obj/item/borg/projectile_dampen/proc/process_usage()
var/usage = 0
for(var/I in tracked)
if(!tracked[I]) //No damage
var/obj/item/projectile/P = I
if(!P.stun && P.nodamage) //No damage
continue
usage += projectile_tick_speed_ecost
usage += (current_damage_dampening * projectile_damage_tick_ecost_coefficient)
usage += (tracked[I] * projectile_damage_tick_ecost_coefficient)
energy = Clamp(energy - usage, 0, maxenergy)
if(energy <= 0)
deactivate_field()
@@ -587,8 +601,11 @@
/obj/item/borg/projectile_dampen/proc/process_recharge()
if(!istype(host))
energy = Clamp(energy + energy_recharge, 0, maxenergy)
return
if(iscyborg(host.loc))
host = host.loc
else
energy = Clamp(energy + energy_recharge, 0, maxenergy)
return
if((host.cell.charge >= (host.cell.maxcharge * cyborg_cell_critical_percentage)) && (energy < maxenergy))
host.cell.use(energy_recharge*energy_recharge_cyborg_drain_coefficient)
energy += energy_recharge
@@ -598,7 +615,6 @@
return
if(track_projectile)
tracked[P] = P.damage
current_damage_dampening += P.damage
P.damage *= projectile_damage_coefficient
P.speed *= projectile_speed_coefficient
P.add_overlay(projectile_effect)
@@ -608,8 +624,6 @@
P.damage *= (1/projectile_damage_coefficient)
P.speed *= (1/projectile_speed_coefficient)
P.cut_overlay(projectile_effect)
current_damage_dampening -= P.damage
/**********************************************************************
HUD/SIGHT things
@@ -207,9 +207,3 @@
var/obj/item/clothing/suit/space/hardsuit/C = wear_suit
J = C.jetpack
return J
/mob/has_gravity(turf/T)
var/obj/item/weapon/tank/jetpack/J = get_jetpack()
if(J && J.on)
return FALSE
return ..()
@@ -272,15 +272,18 @@
/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnMonster(turf/T)
if(prob(30))
if(istype(loc, /area/mine/explored) || istype(loc, /area/lavaland/surface/outdoors/explored))
if(istype(loc, /area/mine/explored) || !istype(loc, /area/lavaland/surface/outdoors/unexplored))
return
var/randumb = pickweight(mob_spawn_list)
while(randumb == SPAWN_MEGAFAUNA)
var/maybe_boss = pickweight(megafauna_spawn_list)
if(megafauna_spawn_list[maybe_boss])
randumb = maybe_boss
if(ispath(maybe_boss, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
megafauna_spawn_list[maybe_boss] = 0
if(istype(loc, /area/lavaland/surface/outdoors/unexplored/danger)) //this is danger. it's boss time.
var/maybe_boss = pickweight(megafauna_spawn_list)
if(megafauna_spawn_list[maybe_boss])
randumb = maybe_boss
if(ispath(maybe_boss, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
megafauna_spawn_list[maybe_boss] = 0
else //this is not danger, don't spawn a boss, spawn something else
randumb = pickweight(mob_spawn_list)
for(var/mob/living/simple_animal/hostile/H in urange(12,T)) //prevents mob clumps
if((ispath(randumb, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(H)) && get_dist(src, H) <= 7)
-2
View File
@@ -81,7 +81,6 @@ GLOBAL_LIST_INIT(admin_verbs_fun, list(
/client/proc/drop_dynex_bomb,
/client/proc/cinematic,
/client/proc/one_click_antag,
/client/proc/send_space_ninja,
/client/proc/cmd_admin_add_freeform_ai_law,
/client/proc/object_say,
/client/proc/toggle_random_events,
@@ -200,7 +199,6 @@ GLOBAL_LIST_INIT(admin_verbs_hideable, list(
/client/proc/get_dynex_power,
/client/proc/set_dynex_scale,
/client/proc/cinematic,
/client/proc/send_space_ninja,
/client/proc/cmd_admin_add_freeform_ai_law,
/client/proc/cmd_admin_create_centcom_report,
/client/proc/cmd_change_command_name,
+2 -3
View File
@@ -387,9 +387,8 @@ Traitors and the like can also be revived with the previous role mostly intact.
for(var/obj/effect/landmark/L in GLOB.landmarks_list)
if(L.name=="carpspawn")
ninja_spawn += L
new_character.equip_space_ninja()
new_character.internal = new_character.s_store
new_character.update_internals_hud_icon(1)
var/datum/antagonist/ninja/ninjadatum = new_character.mind.has_antag_datum(ANTAG_DATUM_NINJA)
ninjadatum.equip_space_ninja()
if(ninja_spawn.len)
var/obj/effect/landmark/ninja_spawn_here = pick(ninja_spawn)
new_character.loc = ninja_spawn_here.loc
@@ -76,7 +76,6 @@
/datum/gas_reaction/freon/react(datum/gas_mixture/air, turf/open/location)
. = NO_REACTION
if(location && location.freon_gas_act())
air.gases["freon"][MOLES] -= MOLES_PLASMA_VISIBLE
. = REACTING
//water vapor: puts out fires?
+1 -1
View File
@@ -18,7 +18,7 @@
/obj/item/clothing/under/syndicate/sniper
name = "Tactical turtleneck suit"
desc = "A double seamed tactical turtleneck disguised as a civillian grade silk suit. Intended for the most formal operator. The collar is really sharp"
desc = "A double seamed tactical turtleneck disguised as a civilian grade silk suit. Intended for the most formal operator. The collar is really sharp"
icon_state = "really_black_suit"
item_state = "bl_suit"
item_color = "black_suit"
+13 -2
View File
@@ -33,6 +33,7 @@
var/process_edge_turfs = FALSE //Don't do this either unless it's absolutely necessary, you can just track what things are inside manually or on the initial setup.
var/setup_edge_turfs = FALSE //Setup edge turfs/all field turfs. Set either or both to ON when you need it, it's defaulting to off unless you do to save CPU.
var/setup_field_turfs = FALSE
var/use_host_turf = FALSE //For fields from items carried on mobs to check turf instead of loc...
var/list/turf/field_turfs = list()
var/list/turf/edge_turfs = list()
@@ -90,8 +91,19 @@
for(var/turf/T in field_turfs)
cleanup_field_turf(T)
/datum/proximity_monitor/advanced/proc/check_movement()
if(!use_host_turf)
if(host.loc != last_host_loc)
last_host_loc = host.loc
return TRUE
else
if(get_turf(host) != last_host_loc)
last_host_loc = get_turf(host)
return TRUE
return FALSE
/datum/proximity_monitor/advanced/proc/recalculate_field(ignore_movement_check = FALSE) //Call every time the field moves (done automatically if you use update_center) or a setup specification is changed.
if(!(ignore_movement_check || ((host.loc != last_host_loc) && (field_shape != FIELD_NO_SHAPE))))
if(!(ignore_movement_check || check_movement()) && (field_shape != FIELD_NO_SHAPE))
return
update_new_turfs()
var/list/turf/needs_setup = field_turfs_new.Copy()
@@ -173,7 +185,6 @@
/datum/proximity_monitor/advanced/proc/update_new_turfs()
if(!istype(host))
return FALSE
last_host_loc = host.loc
var/turf/center = get_turf(host)
field_turfs_new = list()
edge_turfs_new = list()
@@ -15,9 +15,11 @@
var/static/image/southwest_corner = image('icons/effects/fields.dmi', icon_state = "projectile_dampen_southwest")
var/static/image/northeast_corner = image('icons/effects/fields.dmi', icon_state = "projectile_dampen_northeast")
var/static/image/southeast_corner = image('icons/effects/fields.dmi', icon_state = "projectile_dampen_southeast")
var/static/image/generic_edge = image('icons/effects/fields.dmi', icon_state = "projectile_dampen_generic")
var/obj/item/borg/projectile_dampen/projector = null
var/list/obj/item/projectile/tracked
var/list/obj/item/projectile/staging
use_host_turf = TRUE
/datum/proximity_monitor/advanced/peaceborg_dampener/New()
tracked = list()
@@ -71,6 +73,8 @@
return southeast_corner
if(SOUTHWEST)
return southwest_corner
else
return generic_edge
/datum/proximity_monitor/advanced/peaceborg_dampener/proc/capture_projectile(obj/item/projectile/P, track_projectile = TRUE)
if(P in tracked)
+1
View File
@@ -7,6 +7,7 @@
alpha = 0
invisibility = INVISIBILITY_ABSTRACT
flags = ABSTRACT|ON_BORDER
mouse_opacity = 0
var/datum/proximity_monitor/advanced/parent = null
/obj/effect/abstract/proximity_checker/advanced/Initialize(mapload, _monitor)
+9 -1
View File
@@ -2,7 +2,8 @@
#define BAD_ZLEVEL 1
#define BAD_AREA 2
#define ZONE_SET 3
#define BAD_COORDS 3
#define ZONE_SET 4
/area/shuttle/auxillary_base
name = "Auxillary Base"
@@ -149,6 +150,9 @@ interface with the mining shuttle at the landing site if a mobile beacon is also
if(T.z != ZLEVEL_MINING)
return BAD_ZLEVEL
var/colony_radius = max(base_dock.width, base_dock.height)*0.5
if(T.x - colony_radius < 1 || T.x + colony_radius >= world.maxx || T.y - colony_radius < 1 || T.y + colony_radius >= world.maxx)
return BAD_COORDS //Avoid dropping the base too close to map boundaries, as it results in parts of it being left in space
var/list/area_counter = get_areas_in_range(colony_radius, T)
if(area_counter.len > 1) //Avoid smashing ruins unless you are inside a really big one
return BAD_AREA
@@ -195,6 +199,7 @@ interface with the mining shuttle at the landing site if a mobile beacon is also
if(!do_after(user, 50, target = user)) //You get a few seconds to cancel if you do not want to drop there.
setting = FALSE
return
setting = FALSE
var/turf/T = get_turf(user)
var/obj/machinery/computer/auxillary_base/AB
@@ -212,6 +217,8 @@ interface with the mining shuttle at the landing site if a mobile beacon is also
to_chat(user, "<span class='warning'>This uplink can only be used in a designed mining zone.</span>")
if(BAD_AREA)
to_chat(user, "<span class='warning'>Unable to acquire a targeting lock. Find an area clear of stuctures or entirely within one.</span>")
if(BAD_COORDS)
to_chat(user, "<span class='warning'>Location is too close to the edge of the station's scanning range. Move several paces away and try again.</span>")
if(ZONE_SET)
qdel(src)
@@ -347,4 +354,5 @@ obj/docking_port/stationary/public_mining_dock/onShuttleMove()
#undef BAD_ZLEVEL
#undef BAD_AREA
#undef BAD_COORDS
#undef ZONE_SET
+26 -10
View File
@@ -300,31 +300,47 @@
//Door
/obj/machinery/door/airlock/survival_pod
name = "airlock"
icon = 'icons/obj/doors/airlocks/survival/horizontal/survival.dmi'
overlays_file = 'icons/obj/doors/airlocks/survival/horizontal/survival_overlays.dmi'
icon = 'icons/obj/doors/airlocks/survival/survival.dmi'
overlays_file = 'icons/obj/doors/airlocks/survival/survival_overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_pod
opacity = 0
glass = 1
var/expected_dir = SOUTH //we visually turn when shuttle rotated, but need to not turn for any other reason
/obj/machinery/door/airlock/survival_pod/setDir(direction)
direction = expected_dir
..()
/obj/machinery/door/airlock/survival_pod/shuttleRotate(rotation)
expected_dir = angle2dir(rotation+dir2angle(dir))
..()
/obj/machinery/door/airlock/survival_pod/vertical
icon = 'icons/obj/doors/airlocks/survival/vertical/survival.dmi'
overlays_file = 'icons/obj/doors/airlocks/survival/vertical/survival_overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_pod/vertical
dir = EAST
expected_dir = EAST
/obj/structure/door_assembly/door_assembly_pod
name = "pod airlock assembly"
icon = 'icons/obj/doors/airlocks/survival/horizontal/survival.dmi'
overlays_file = 'icons/obj/doors/airlocks/survival/horizontal/survival_overlays.dmi'
icon = 'icons/obj/doors/airlocks/survival/survival.dmi'
overlays_file = 'icons/obj/doors/airlocks/survival/survival_overlays.dmi'
airlock_type = /obj/machinery/door/airlock/survival_pod
anchored = 1
state = 1
mineral = "glass"
material = "glass"
var/expected_dir = SOUTH
/obj/structure/door_assembly/door_assembly_pod/setDir(direction)
direction = expected_dir
..()
/obj/structure/door_assembly/door_assembly_pod/shuttleRotate(rotation)
expected_dir = angle2dir(rotation+dir2angle(dir))
..()
/obj/structure/door_assembly/door_assembly_pod/vertical
icon = 'icons/obj/doors/airlocks/survival/vertical/survival.dmi'
overlays_file = 'icons/obj/doors/airlocks/survival/vertical/survival_overlays.dmi'
airlock_type = /obj/machinery/door/airlock/survival_pod/vertical
dir = EAST
expected_dir = EAST
//Table
/obj/structure/table/survival_pod
+3 -3
View File
@@ -797,9 +797,6 @@
return 1
/mob/living/carbon/proc/update_stamina()
return
/mob/living/carbon/human/update_stamina()
if(staminaloss)
var/total_health = (health - staminaloss)
if(total_health <= HEALTH_THRESHOLD_CRIT && !stat)
@@ -808,6 +805,9 @@
setStaminaLoss(health - 2)
update_health_hud()
/mob/living/carbon/alien/update_stamina()
return
/mob/living/proc/owns_soul()
if(mind)
return mind.soulOwner == mind
+366 -357
View File
@@ -1,361 +1,370 @@
/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = null, soften_text = null, armour_penetration, penetrated_text)
var/armor = getarmor(def_zone, attack_flag)
//the if "armor" check is because this is used for everything on /living, including humans
if(armor && armour_penetration)
armor = max(0, armor - armour_penetration)
if(penetrated_text)
to_chat(src, "<span class='userdanger'>[penetrated_text]</span>")
else
to_chat(src, "<span class='userdanger'>Your armor was penetrated!</span>")
else if(armor >= 100)
if(absorb_text)
to_chat(src, "<span class='userdanger'>[absorb_text]</span>")
else
to_chat(src, "<span class='userdanger'>Your armor absorbs the blow!</span>")
else if(armor > 0)
if(soften_text)
to_chat(src, "<span class='userdanger'>[soften_text]</span>")
else
to_chat(src, "<span class='userdanger'>Your armor softens the blow!</span>")
return armor
/mob/living/proc/getarmor(def_zone, type)
return 0
//this returns the mob's protection against eye damage (number between -1 and 2)
/mob/living/proc/get_eye_protection()
return 0
//this returns the mob's protection against ear damage (0:no protection; 1: some ear protection; 2: has no ears)
/mob/living/proc/get_ear_protection()
return 0
/mob/living/proc/on_hit(obj/item/projectile/P)
return
/mob/living/bullet_act(obj/item/projectile/P, def_zone)
var/armor = run_armor_check(def_zone, P.flag, "","",P.armour_penetration)
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, armor)
if(P.dismemberment)
check_projectile_dismemberment(P, def_zone)
return P.on_hit(src, armor)
/mob/living/proc/check_projectile_dismemberment(obj/item/projectile/P, def_zone)
return 0
/obj/item/proc/get_volume_by_throwforce_and_or_w_class()
if(throwforce && w_class)
return Clamp((throwforce + w_class) * 5, 30, 100)// Add the item's throwforce to its weight class and multiply by 5, then clamp the value between 30 and 100
else if(w_class)
return Clamp(w_class * 8, 20, 100) // Multiply the item's weight class by 8, then clamp the value between 20 and 100
else
return 0
/mob/living/hitby(atom/movable/AM, skipcatch, hitpush = 1, blocked = 0)
if(istype(AM, /obj/item))
var/obj/item/I = AM
var/zone = ran_zone("chest", 65)//Hits a random part of the body, geared towards the chest
var/dtype = BRUTE
var/volume = I.get_volume_by_throwforce_and_or_w_class()
if(istype(I,/obj/item/weapon)) //If the item is a weapon...
var/obj/item/weapon/W = I
dtype = W.damtype
if (W.throwforce > 0) //If the weapon's throwforce is greater than zero...
if (W.throwhitsound) //...and throwhitsound is defined...
playsound(loc, W.throwhitsound, volume, 1, -1) //...play the weapon's throwhitsound.
else if(W.hitsound) //Otherwise, if the weapon's hitsound is defined...
playsound(loc, W.hitsound, volume, 1, -1) //...play the weapon's hitsound.
else if(!W.throwhitsound) //Otherwise, if throwhitsound isn't defined...
playsound(loc, 'sound/weapons/genhit.ogg',volume, 1, -1) //...play genhit.ogg.
else if(!I.throwhitsound && I.throwforce > 0) //Otherwise, if the item doesn't have a throwhitsound and has a throwforce greater than zero...
playsound(loc, 'sound/weapons/genhit.ogg', volume, 1, -1)//...play genhit.ogg
if(!I.throwforce)// Otherwise, if the item's throwforce is 0...
playsound(loc, 'sound/weapons/throwtap.ogg', 1, volume, -1)//...play throwtap.ogg.
if(!blocked)
visible_message("<span class='danger'>[src] has been hit by [I].</span>", \
"<span class='userdanger'>[src] has been hit by [I].</span>")
var/armor = run_armor_check(zone, "melee", "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].",I.armour_penetration)
apply_damage(I.throwforce, dtype, zone, armor)
if(I.thrownby)
add_logs(I.thrownby, src, "hit", I)
else
return 1
else
playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
..()
/mob/living/mech_melee_attack(obj/mecha/M)
if(M.occupant.a_intent == INTENT_HARM)
M.do_attack_animation(src)
if(M.damtype == "brute")
step_away(src,M,15)
switch(M.damtype)
if(BRUTE)
Paralyse(1)
take_overall_damage(rand(M.force/2, M.force))
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
if(BURN)
take_overall_damage(0, rand(M.force/2, M.force))
playsound(src, 'sound/items/Welder.ogg', 50, 1)
if(TOX)
M.mech_toxin_damage(src)
else
return
updatehealth()
visible_message("<span class='danger'>[M.name] has hit [src]!</span>", \
"<span class='userdanger'>[M.name] has hit [src]!</span>", null, COMBAT_MESSAGE_RANGE)
add_logs(M.occupant, src, "attacked", M, "(INTENT: [uppertext(M.occupant.a_intent)]) (DAMTYPE: [uppertext(M.damtype)])")
else
step_away(src,M)
add_logs(M.occupant, src, "pushed", M)
visible_message("<span class='warning'>[M] pushes [src] out of the way.</span>", null, null, 5)
/mob/living/fire_act()
adjust_fire_stacks(3)
IgniteMob()
/mob/living/proc/grabbedby(mob/living/carbon/user, supress_message = 0)
if(user == src || anchored || !isturf(user.loc))
return 0
if(!user.pulling || user.pulling != src)
user.start_pulling(src, supress_message)
return
if(!(status_flags & CANPUSH))
to_chat(user, "<span class='warning'>[src] can't be grabbed more aggressively!</span>")
return 0
grippedby(user)
//proc to upgrade a simple pull into a more aggressive grab.
/mob/living/proc/grippedby(mob/living/carbon/user)
if(user.grab_state < GRAB_KILL)
user.changeNext_move(CLICK_CD_GRABBING)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
if(user.grab_state) //only the first upgrade is instantaneous
var/old_grab_state = user.grab_state
var/grab_upgrade_time = 30
visible_message("<span class='danger'>[user] starts to tighten [user.p_their()] grip on [src]!</span>", \
"<span class='userdanger'>[user] starts to tighten [user.p_their()] grip on you!</span>")
if(!do_mob(user, src, grab_upgrade_time))
return 0
if(!user.pulling || user.pulling != src || user.grab_state != old_grab_state || user.a_intent != INTENT_GRAB)
return 0
user.grab_state++
switch(user.grab_state)
if(GRAB_AGGRESSIVE)
add_logs(user, src, "grabbed", addition="aggressively")
visible_message("<span class='danger'>[user] has grabbed [src] aggressively!</span>", \
"<span class='userdanger'>[user] has grabbed [src] aggressively!</span>")
drop_all_held_items()
stop_pulling()
if(GRAB_NECK)
visible_message("<span class='danger'>[user] has grabbed [src] by the neck!</span>",\
"<span class='userdanger'>[user] has grabbed you by the neck!</span>")
update_canmove() //we fall down
if(!buckled && !density)
Move(user.loc)
if(GRAB_KILL)
visible_message("<span class='danger'>[user] is strangling [src]!</span>", \
"<span class='userdanger'>[user] is strangling you!</span>")
update_canmove() //we fall down
if(!buckled && !density)
Move(user.loc)
return 1
/mob/living/attack_slime(mob/living/simple_animal/slime/M)
/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = null, soften_text = null, armour_penetration, penetrated_text)
var/armor = getarmor(def_zone, attack_flag)
//the if "armor" check is because this is used for everything on /living, including humans
if(armor && armour_penetration)
armor = max(0, armor - armour_penetration)
if(penetrated_text)
to_chat(src, "<span class='userdanger'>[penetrated_text]</span>")
else
to_chat(src, "<span class='userdanger'>Your armor was penetrated!</span>")
else if(armor >= 100)
if(absorb_text)
to_chat(src, "<span class='userdanger'>[absorb_text]</span>")
else
to_chat(src, "<span class='userdanger'>Your armor absorbs the blow!</span>")
else if(armor > 0)
if(soften_text)
to_chat(src, "<span class='userdanger'>[soften_text]</span>")
else
to_chat(src, "<span class='userdanger'>Your armor softens the blow!</span>")
return armor
/mob/living/proc/getarmor(def_zone, type)
return 0
//this returns the mob's protection against eye damage (number between -1 and 2)
/mob/living/proc/get_eye_protection()
return 0
//this returns the mob's protection against ear damage (0:no protection; 1: some ear protection; 2: has no ears)
/mob/living/proc/get_ear_protection()
return 0
/mob/living/proc/on_hit(obj/item/projectile/P)
return
/mob/living/bullet_act(obj/item/projectile/P, def_zone)
var/armor = run_armor_check(def_zone, P.flag, "","",P.armour_penetration)
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, armor)
if(P.dismemberment)
check_projectile_dismemberment(P, def_zone)
return P.on_hit(src, armor)
/mob/living/proc/check_projectile_dismemberment(obj/item/projectile/P, def_zone)
return 0
/obj/item/proc/get_volume_by_throwforce_and_or_w_class()
if(throwforce && w_class)
return Clamp((throwforce + w_class) * 5, 30, 100)// Add the item's throwforce to its weight class and multiply by 5, then clamp the value between 30 and 100
else if(w_class)
return Clamp(w_class * 8, 20, 100) // Multiply the item's weight class by 8, then clamp the value between 20 and 100
else
return 0
/mob/living/hitby(atom/movable/AM, skipcatch, hitpush = 1, blocked = 0)
if(istype(AM, /obj/item))
var/obj/item/I = AM
var/zone = ran_zone("chest", 65)//Hits a random part of the body, geared towards the chest
var/dtype = BRUTE
var/volume = I.get_volume_by_throwforce_and_or_w_class()
if(istype(I,/obj/item/weapon)) //If the item is a weapon...
var/obj/item/weapon/W = I
dtype = W.damtype
if (W.throwforce > 0) //If the weapon's throwforce is greater than zero...
if (W.throwhitsound) //...and throwhitsound is defined...
playsound(loc, W.throwhitsound, volume, 1, -1) //...play the weapon's throwhitsound.
else if(W.hitsound) //Otherwise, if the weapon's hitsound is defined...
playsound(loc, W.hitsound, volume, 1, -1) //...play the weapon's hitsound.
else if(!W.throwhitsound) //Otherwise, if throwhitsound isn't defined...
playsound(loc, 'sound/weapons/genhit.ogg',volume, 1, -1) //...play genhit.ogg.
else if(!I.throwhitsound && I.throwforce > 0) //Otherwise, if the item doesn't have a throwhitsound and has a throwforce greater than zero...
playsound(loc, 'sound/weapons/genhit.ogg', volume, 1, -1)//...play genhit.ogg
if(!I.throwforce)// Otherwise, if the item's throwforce is 0...
playsound(loc, 'sound/weapons/throwtap.ogg', 1, volume, -1)//...play throwtap.ogg.
if(!blocked)
visible_message("<span class='danger'>[src] has been hit by [I].</span>", \
"<span class='userdanger'>[src] has been hit by [I].</span>")
var/armor = run_armor_check(zone, "melee", "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].",I.armour_penetration)
apply_damage(I.throwforce, dtype, zone, armor)
if(I.thrownby)
add_logs(I.thrownby, src, "hit", I)
else
return 1
else
playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
..()
/mob/living/mech_melee_attack(obj/mecha/M)
if(M.occupant.a_intent == INTENT_HARM)
M.do_attack_animation(src)
if(M.damtype == "brute")
step_away(src,M,15)
switch(M.damtype)
if(BRUTE)
Paralyse(1)
take_overall_damage(rand(M.force/2, M.force))
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
if(BURN)
take_overall_damage(0, rand(M.force/2, M.force))
playsound(src, 'sound/items/Welder.ogg', 50, 1)
if(TOX)
M.mech_toxin_damage(src)
else
return
updatehealth()
visible_message("<span class='danger'>[M.name] has hit [src]!</span>", \
"<span class='userdanger'>[M.name] has hit [src]!</span>", null, COMBAT_MESSAGE_RANGE)
add_logs(M.occupant, src, "attacked", M, "(INTENT: [uppertext(M.occupant.a_intent)]) (DAMTYPE: [uppertext(M.damtype)])")
else
step_away(src,M)
add_logs(M.occupant, src, "pushed", M)
visible_message("<span class='warning'>[M] pushes [src] out of the way.</span>", null, null, 5)
/mob/living/fire_act()
adjust_fire_stacks(3)
IgniteMob()
/mob/living/proc/grabbedby(mob/living/carbon/user, supress_message = 0)
if(user == src || anchored || !isturf(user.loc))
return 0
if(!user.pulling || user.pulling != src)
user.start_pulling(src, supress_message)
return
if(!(status_flags & CANPUSH))
to_chat(user, "<span class='warning'>[src] can't be grabbed more aggressively!</span>")
return 0
grippedby(user)
//proc to upgrade a simple pull into a more aggressive grab.
/mob/living/proc/grippedby(mob/living/carbon/user)
if(user.grab_state < GRAB_KILL)
user.changeNext_move(CLICK_CD_GRABBING)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
if(user.grab_state) //only the first upgrade is instantaneous
var/old_grab_state = user.grab_state
var/grab_upgrade_time = 30
visible_message("<span class='danger'>[user] starts to tighten [user.p_their()] grip on [src]!</span>", \
"<span class='userdanger'>[user] starts to tighten [user.p_their()] grip on you!</span>")
if(!do_mob(user, src, grab_upgrade_time))
return 0
if(!user.pulling || user.pulling != src || user.grab_state != old_grab_state || user.a_intent != INTENT_GRAB)
return 0
user.grab_state++
switch(user.grab_state)
if(GRAB_AGGRESSIVE)
add_logs(user, src, "grabbed", addition="aggressively")
visible_message("<span class='danger'>[user] has grabbed [src] aggressively!</span>", \
"<span class='userdanger'>[user] has grabbed [src] aggressively!</span>")
drop_all_held_items()
stop_pulling()
if(GRAB_NECK)
visible_message("<span class='danger'>[user] has grabbed [src] by the neck!</span>",\
"<span class='userdanger'>[user] has grabbed you by the neck!</span>")
update_canmove() //we fall down
if(!buckled && !density)
Move(user.loc)
if(GRAB_KILL)
visible_message("<span class='danger'>[user] is strangling [src]!</span>", \
"<span class='userdanger'>[user] is strangling you!</span>")
update_canmove() //we fall down
if(!buckled && !density)
Move(user.loc)
return 1
/mob/living/attack_slime(mob/living/simple_animal/slime/M)
if(!SSticker.HasRoundStarted())
to_chat(M, "You cannot attack people before the game has started.")
return
if(M.buckled)
if(M in buckled_mobs)
M.Feedstop()
return // can't attack while eating!
if (stat != DEAD)
add_logs(M, src, "attacked")
M.do_attack_animation(src)
visible_message("<span class='danger'>The [M.name] glomps [src]!</span>", \
"<span class='userdanger'>The [M.name] glomps [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return 1
/mob/living/attack_animal(mob/living/simple_animal/M)
M.face_atom(src)
if(M.melee_damage_upper == 0)
M.visible_message("<span class='notice'>\The [M] [M.friendly] [src]!</span>")
return 0
else
if(M.attack_sound)
playsound(loc, M.attack_sound, 50, 1, 1)
M.do_attack_animation(src)
visible_message("<span class='danger'>\The [M] [M.attacktext] [src]!</span>", \
"<span class='userdanger'>\The [M] [M.attacktext] [src]!</span>", null, COMBAT_MESSAGE_RANGE)
add_logs(M, src, "attacked")
return 1
/mob/living/attack_paw(mob/living/carbon/monkey/M)
if(isturf(loc) && istype(loc.loc, /area/start))
to_chat(M, "No attacking people at spawn, you jackass.")
return 0
if (M.a_intent == INTENT_HARM)
if(M.is_muzzled() || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSMOUTH))
to_chat(M, "<span class='warning'>You can't bite with your mouth covered!</span>")
return 0
M.do_attack_animation(src, ATTACK_EFFECT_BITE)
if (prob(75))
add_logs(M, src, "attacked")
playsound(loc, 'sound/weapons/bite.ogg', 50, 1, -1)
visible_message("<span class='danger'>[M.name] bites [src]!</span>", \
"<span class='userdanger'>[M.name] bites [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return 1
else
visible_message("<span class='danger'>[M.name] has attempted to bite [src]!</span>", \
"<span class='userdanger'>[M.name] has attempted to bite [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return 0
/mob/living/attack_larva(mob/living/carbon/alien/larva/L)
switch(L.a_intent)
if("help")
visible_message("<span class='notice'>[L.name] rubs its head against [src].</span>")
return 0
else
L.do_attack_animation(src)
if(prob(90))
add_logs(L, src, "attacked")
visible_message("<span class='danger'>[L.name] bites [src]!</span>", \
"<span class='userdanger'>[L.name] bites [src]!</span>", null, COMBAT_MESSAGE_RANGE)
playsound(loc, 'sound/weapons/bite.ogg', 50, 1, -1)
return 1
else
visible_message("<span class='danger'>[L.name] has attempted to bite [src]!</span>", \
"<span class='userdanger'>[L.name] has attempted to bite [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return 0
/mob/living/attack_alien(mob/living/carbon/alien/humanoid/M)
switch(M.a_intent)
if ("help")
visible_message("<span class='notice'>[M] caresses [src] with its scythe like arm.</span>")
return 0
if ("grab")
grabbedby(M)
return 0
if("harm")
M.do_attack_animation(src)
return 1
if("disarm")
M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
return 1
/mob/living/ex_act(severity, target, origin)
if(origin && istype(origin, /datum/spacevine_mutation) && isvineimmune(src))
return
..()
//Looking for irradiate()? It's been moved to radiation.dm under the rad_act() for mobs.
/mob/living/acid_act(acidpwr, acid_volume)
take_bodypart_damage(acidpwr * min(1, acid_volume * 0.1))
return 1
/mob/living/proc/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
to_chat(M, "You cannot attack people before the game has started.")
return
if(M.buckled)
if(M in buckled_mobs)
M.Feedstop()
return // can't attack while eating!
if (stat != DEAD)
add_logs(M, src, "attacked")
M.do_attack_animation(src)
visible_message("<span class='danger'>The [M.name] glomps [src]!</span>", \
"<span class='userdanger'>The [M.name] glomps [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return 1
/mob/living/attack_animal(mob/living/simple_animal/M)
M.face_atom(src)
if(M.melee_damage_upper == 0)
M.visible_message("<span class='notice'>\The [M] [M.friendly] [src]!</span>")
return 0
else
if(M.attack_sound)
playsound(loc, M.attack_sound, 50, 1, 1)
M.do_attack_animation(src)
visible_message("<span class='danger'>\The [M] [M.attacktext] [src]!</span>", \
"<span class='userdanger'>\The [M] [M.attacktext] [src]!</span>", null, COMBAT_MESSAGE_RANGE)
add_logs(M, src, "attacked")
return 1
/mob/living/attack_paw(mob/living/carbon/monkey/M)
if(isturf(loc) && istype(loc.loc, /area/start))
to_chat(M, "No attacking people at spawn, you jackass.")
return 0
if (M.a_intent == INTENT_HARM)
if(M.is_muzzled() || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSMOUTH))
to_chat(M, "<span class='warning'>You can't bite with your mouth covered!</span>")
return 0
M.do_attack_animation(src, ATTACK_EFFECT_BITE)
if (prob(75))
add_logs(M, src, "attacked")
playsound(loc, 'sound/weapons/bite.ogg', 50, 1, -1)
visible_message("<span class='danger'>[M.name] bites [src]!</span>", \
"<span class='userdanger'>[M.name] bites [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return 1
else
visible_message("<span class='danger'>[M.name] has attempted to bite [src]!</span>", \
"<span class='userdanger'>[M.name] has attempted to bite [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return 0
/mob/living/attack_larva(mob/living/carbon/alien/larva/L)
switch(L.a_intent)
if("help")
visible_message("<span class='notice'>[L.name] rubs its head against [src].</span>")
return 0
else
L.do_attack_animation(src)
if(prob(90))
add_logs(L, src, "attacked")
visible_message("<span class='danger'>[L.name] bites [src]!</span>", \
"<span class='userdanger'>[L.name] bites [src]!</span>", null, COMBAT_MESSAGE_RANGE)
playsound(loc, 'sound/weapons/bite.ogg', 50, 1, -1)
return 1
else
visible_message("<span class='danger'>[L.name] has attempted to bite [src]!</span>", \
"<span class='userdanger'>[L.name] has attempted to bite [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return 0
/mob/living/attack_alien(mob/living/carbon/alien/humanoid/M)
switch(M.a_intent)
if ("help")
visible_message("<span class='notice'>[M] caresses [src] with its scythe like arm.</span>")
return 0
if ("grab")
grabbedby(M)
return 0
if("harm")
M.do_attack_animation(src)
return 1
if("disarm")
M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
return 1
/mob/living/ex_act(severity, target, origin)
if(origin && istype(origin, /datum/spacevine_mutation) && isvineimmune(src))
return
..()
//Looking for irradiate()? It's been moved to radiation.dm under the rad_act() for mobs.
/mob/living/acid_act(acidpwr, acid_volume)
take_bodypart_damage(acidpwr * min(1, acid_volume * 0.1))
return 1
/mob/living/proc/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
if(tesla_shock && HAS_SECONDARY_FLAG(src, TESLA_IGNORE))
return FALSE
if(shock_damage > 0)
if(!illusion)
adjustFireLoss(shock_damage)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>" \
)
return shock_damage
/mob/living/emp_act(severity)
var/list/L = src.get_contents()
for(var/obj/O in L)
O.emp_act(severity)
..()
/mob/living/singularity_act()
var/gain = 20
investigate_log("([key_name(src)]) has been consumed by the singularity.","singulo") //Oh that's where the clown ended up!
gib()
return(gain)
/mob/living/narsie_act()
if(status_flags & GODMODE)
return
if(is_servant_of_ratvar(src) && !stat)
to_chat(src, "<span class='userdanger'>You resist Nar-Sie's influence... but not all of it. <i>Run!</i></span>")
adjustBruteLoss(35)
if(src && reagents)
reagents.add_reagent("heparin", 5)
return FALSE
if(client)
return FALSE
if(shock_damage > 0)
if(!illusion)
adjustFireLoss(shock_damage)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>" \
)
return shock_damage
/mob/living/emp_act(severity)
var/list/L = src.get_contents()
for(var/obj/O in L)
O.emp_act(severity)
..()
/mob/living/singularity_act()
var/gain = 20
investigate_log("([key_name(src)]) has been consumed by the singularity.","singulo") //Oh that's where the clown ended up!
gib()
return(gain)
/mob/living/narsie_act()
if(status_flags & GODMODE)
return
if(is_servant_of_ratvar(src) && !stat)
to_chat(src, "<span class='userdanger'>You resist Nar-Sie's influence... but not all of it. <i>Run!</i></span>")
adjustBruteLoss(35)
if(src && reagents)
reagents.add_reagent("heparin", 5)
return FALSE
if(GLOB.cult_narsie && GLOB.cult_narsie.souls_needed[src])
GLOB.cult_narsie.resize(1.1)
GLOB.cult_narsie.souls_needed -= src
GLOB.cult_narsie.souls += 1
if((GLOB.cult_narsie.souls == GLOB.cult_narsie.soul_goal) && (GLOB.cult_narsie.resolved == FALSE))
GLOB.cult_narsie.resolved = TRUE
world << sound('sound/machines/Alarm.ogg')
addtimer(CALLBACK(GLOBAL_PROC, .proc/cult_ending_helper, 1), 120)
addtimer(CALLBACK(GLOBAL_PROC, .proc/ending_helper), 270)
if(client)
makeNewConstruct(/mob/living/simple_animal/hostile/construct/harvester, src, cultoverride = TRUE)
else
else
switch(rand(1, 6))
if(1)
new /mob/living/simple_animal/hostile/construct/armored/hostile(get_turf(src))
if(2)
new /mob/living/simple_animal/hostile/construct/wraith/hostile(get_turf(src))
if(3 to 6)
new /mob/living/simple_animal/hostile/construct/builder/hostile(get_turf(src))
spawn_dust()
gib()
return TRUE
/mob/living/ratvar_act()
if(status_flags & GODMODE)
return
if(stat != DEAD && !is_servant_of_ratvar(src))
for(var/obj/item/weapon/implant/mindshield/M in implants)
qdel(M)
if(!add_servant_of_ratvar(src))
to_chat(src, "<span class='userdanger'>A blinding light boils you alive! <i>Run!</i></span>")
adjustFireLoss(35)
if(src)
adjust_fire_stacks(1)
IgniteMob()
return FALSE
return TRUE
//called when the mob receives a bright flash
/mob/living/proc/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash)
if(get_eye_protection() < intensity && (override_blindness_check || !(disabilities & BLIND)))
overlay_fullscreen("flash", type)
addtimer(CALLBACK(src, .proc/clear_fullscreen, "flash", 25), 25)
return 1
//called when the mob receives a loud bang
/mob/living/proc/soundbang_act()
return 0
//to damage the clothes worn by a mob
/mob/living/proc/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone)
return
/mob/living/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect, end_pixel_y)
if(A != src)
end_pixel_y = get_standard_pixel_y_offset(lying)
used_item = get_active_held_item()
..()
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
if(1)
new /mob/living/simple_animal/hostile/construct/armored/hostile(get_turf(src))
if(2)
new /mob/living/simple_animal/hostile/construct/wraith/hostile(get_turf(src))
if(3 to 6)
new /mob/living/simple_animal/hostile/construct/builder/hostile(get_turf(src))
spawn_dust()
gib()
return TRUE
/mob/living/ratvar_act()
if(status_flags & GODMODE)
return
if(stat != DEAD && !is_servant_of_ratvar(src))
for(var/obj/item/weapon/implant/mindshield/M in implants)
qdel(M)
if(!add_servant_of_ratvar(src))
to_chat(src, "<span class='userdanger'>A blinding light boils you alive! <i>Run!</i></span>")
adjustFireLoss(35)
if(src)
adjust_fire_stacks(1)
IgniteMob()
return FALSE
return TRUE
//called when the mob receives a bright flash
/mob/living/proc/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash)
if(get_eye_protection() < intensity && (override_blindness_check || !(disabilities & BLIND)))
overlay_fullscreen("flash", type)
addtimer(CALLBACK(src, .proc/clear_fullscreen, "flash", 25), 25)
return 1
//called when the mob receives a loud bang
/mob/living/proc/soundbang_act()
return 0
//to damage the clothes worn by a mob
/mob/living/proc/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone)
return
/mob/living/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect, end_pixel_y)
if(A != src)
end_pixel_y = get_standard_pixel_y_offset(lying)
used_item = get_active_held_item()
..()
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
@@ -171,7 +171,30 @@
attacktext = "slashes"
attack_sound = 'sound/weapons/bladeslice.ogg'
construct_spells = list(/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift)
playstyle_string = "<b>You are a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</b>"
playstyle_string = "<b>You are a Wraith. Though relatively fragile, you are fast, deadly, can phase through walls, and your attacks will lower the cooldown on phasing.</b>"
var/attack_refund = 10 //1 second per attack
var/crit_refund = 50 //5 seconds when putting a target into critical
var/kill_refund = 250 //full refund on kills
/mob/living/simple_animal/hostile/construct/wraith/AttackingTarget() //refund jaunt cooldown when attacking living targets
var/prev_stat
if(isliving(target) && !iscultist(target))
var/mob/living/L = target
prev_stat = L.stat
. = ..()
if(. && isnum(prev_stat))
var/mob/living/L = target
var/refund = 0
if(QDELETED(L) || (L.stat == DEAD && prev_stat != DEAD)) //they're dead, you killed them
refund += kill_refund
else if(L.InCritical() && prev_stat == CONSCIOUS) //you knocked them into critical
refund += crit_refund
if(L.stat != DEAD && prev_stat != DEAD)
refund += attack_refund
for(var/obj/effect/proc_holder/spell/targeted/ethereal_jaunt/shift/S in mob_spell_list)
S.charge_counter = min(S.charge_counter + refund, S.charge_max)
/mob/living/simple_animal/hostile/construct/wraith/hostile //actually hostile, will move around, hit things
AIStatus = AI_ON
@@ -265,8 +288,8 @@
name = "Harvester"
real_name = "Harvester"
desc = "A long, thin construct built to herald Nar-Sie's rise. It'll be all over soon."
icon_state = "harvester"
icon_living = "harvester"
icon_state = "chosen"
icon_living = "chosen"
maxHealth = 60
health = 60
sight = SEE_MOBS
@@ -277,9 +300,10 @@
construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/area_conversion,
/obj/effect/proc_holder/spell/aoe_turf/conjure/lesserforcewall)
playstyle_string = "<B>You are a Harvester. You are incapable of directly killing humans, but your attacks will remove their limbs: \
Bring those who still cling to this world of illusion back to the Geometer so they may know Truth.</B>"
Bring those who still cling to this world of illusion back to the Geometer so they may know Truth. Your form and any you are pulling can pass through runed walls effortlessly.</B>"
can_repair_constructs = TRUE
/mob/living/simple_animal/hostile/construct/harvester/Bump(atom/AM)
. = ..()
if(istype(AM, /turf/closed/wall/mineral/cult) && AM != loc) //we can go through cult walls
@@ -306,6 +330,8 @@
if(!LAZYLEN(parts))
if(undismembermerable_limbs) //they have limbs we can't remove, and no parts we can, attack!
return ..()
C.Weaken(30)
visible_message("<span class='danger'>[src] paralyzes [C]!</span>")
to_chat(src, "<span class='cultlarge'>\"Bring [C.p_them()] to me.\"</span>")
return FALSE
do_attack_animation(C)
@@ -314,6 +340,11 @@
return FALSE
. = ..()
/mob/living/simple_animal/hostile/construct/harvester/Initialize()
. = ..()
var/datum/action/innate/seek_prey/seek = new()
seek.Grant(src)
seek.Activate()
///////////////////////Master-Tracker///////////////////////
@@ -326,11 +357,14 @@
var/tracking = FALSE
var/mob/living/simple_animal/hostile/construct/the_construct
/datum/action/innate/seek_master/Grant(var/mob/living/C)
the_construct = C
..()
/datum/action/innate/seek_master/Activate()
if(!SSticker.mode.eldergod)
the_construct.master = GLOB.blood_target
if(!the_construct.master)
to_chat(the_construct, "<span class='cultitalic'>You have no master to seek!</span>")
the_construct.seeking = FALSE
@@ -346,6 +380,43 @@
to_chat(the_construct, "<span class='cultitalic'>You are now tracking your master.</span>")
/datum/action/innate/seek_prey
name = "Seek the Harvest"
desc = "None can hide from Nar'Sie, activate to track a survivor attempting to flee the red harvest!"
background_icon_state = "bg_demon"
buttontooltipstyle = "cult"
button_icon_state = "cult_mark"
var/tracking = FALSE
var/mob/living/simple_animal/hostile/construct/harvester/the_construct
/datum/action/innate/seek_prey/Grant(var/mob/living/C)
the_construct = C
..()
/datum/action/innate/seek_prey/Activate()
if(GLOB.cult_narsie == null)
return
if(tracking)
desc = "None can hide from Nar'Sie, activate to track a survivor attempting to flee the red harvest!"
button_icon_state = "cult_mark"
tracking = FALSE
the_construct.seeking = FALSE
the_construct.master = GLOB.cult_narsie
to_chat(the_construct, "<span class='cultitalic'>You are now tracking Nar'Sie, return to reap the harvest!</span>")
return
else
if(LAZYLEN(GLOB.cult_narsie.souls_needed))
the_construct.master = pick(GLOB.cult_narsie.souls_needed)
to_chat(the_construct, "<span class='cultitalic'>You are now tracking your prey, [the_construct.master] - harvest them!</span>")
else
to_chat(the_construct, "<span class='cultitalic'>Nar'Sie has completed her harvest!</span>")
return
desc = "Activate to track Nar'Sie!"
button_icon_state = "sintouch"
tracking = TRUE
the_construct.seeking = TRUE
/////////////////////////////ui stuff/////////////////////////////
/mob/living/simple_animal/hostile/construct/update_health_hud()
@@ -55,7 +55,7 @@
var/laws = \
"1. You may not involve yourself in the matters of another being, even if such matters conflict with Law Two or Law Three, unless the other being is another Drone.\n"+\
"2. You may not harm any being, regardless of intent or circumstance.\n"+\
"3. Your goals are to build, maintain, repair, improve, and power the station to the best of your abilities, You must never actively work against these goals."
"3. Your goals are to build, maintain, repair, improve, and provide power to the best of your abilities, You must never actively work against these goals."
var/light_on = 0
var/heavy_emp_damage = 25 //Amount of damage sustained if hit by a heavy EMP pulse
var/alarms = list("Atmosphere" = list(), "Fire" = list(), "Power" = list())
-64
View File
@@ -1,64 +0,0 @@
/*
Contents:
- Admin procs that make ninjas
*/
//ADMIN CREATE NINJA (From Player)
/client/proc/cmd_admin_ninjafy(mob/living/carbon/human/H in GLOB.player_list)
set category = null
set name = "Make Space Ninja"
if (!SSticker.mode)
alert("Wait until the game starts")
return
if(!istype(H))
return
if(alert(src, "You sure?", "Confirm", "Yes", "No") != "Yes")
return
log_admin("[key_name(src)] turned [H.key] into a Space Ninja.")
H.mind = create_ninja_mind(H.key)
H.mind_initialize()
H.equip_space_ninja(1)
if(istype(H.wear_suit, /obj/item/clothing/suit/space/space_ninja))
H.wear_suit:randomize_param()
spawn(0)
H.wear_suit:ninitialize(10,H)
SSticker.mode.update_ninja_icons_added(H)
//ADMIN CREATE NINJA (From Ghost)
/client/proc/send_space_ninja()
set category = "Fun"
set name = "Spawn Space Ninja"
set desc = "Spawns a space ninja for when you need a teenager with attitude."
set popup_menu = 0
if(!holder)
to_chat(src, "Only administrators may use this command.")
return
if(!SSticker.mode)
alert("The game hasn't started yet!")
return
if(alert("Are you sure you want to send in a space ninja?",,"Yes","No")=="No")
return
var/client/C = input("Pick character to spawn as the Space Ninja", "Key", "") as null|anything in GLOB.clients
if(!C)
return
// passing FALSE means the event doesn't start immediately
var/datum/round_event/ghost_role/ninja/E = new(FALSE)
E.priority_candidates += C
E.processing = TRUE
message_admins("<span class='notice'>[key_name_admin(key)] has spawned [key_name_admin(C.key)] as a Space Ninja.</span>")
log_admin("[key] used Spawn Space Ninja.")
return
+3 -113
View File
@@ -63,98 +63,21 @@ Contents:
Mind.active = 1
//generate objectives - You'll generally get 6 objectives (Ninja is meant to be hardmode!)
var/list/possible_targets = list()
for(var/datum/mind/M in SSticker.minds)
if(M.current && M.current.stat != DEAD)
if(ishuman(M.current))
if(M.special_role)
possible_targets[M] = 0 //bad-guy
else if(M.assigned_role in GLOB.command_positions)
possible_targets[M] = 1 //good-guy
var/list/objectives = list(1,2,3,4)
while(give_objectives && Mind.objectives.len < 6)
switch(pick_n_take(objectives))
if(1) //research
var/datum/objective/download/O = new /datum/objective/download()
O.owner = Mind
O.gen_amount_goal()
Mind.objectives += O
if(2) //steal
var/datum/objective/steal/special/O = new /datum/objective/steal/special()
O.owner = Mind
Mind.objectives += O
if(3) //protect/kill
if(!possible_targets.len) continue
var/index = rand(1,possible_targets.len)
var/datum/mind/M = possible_targets[index]
var/is_bad_guy = possible_targets[M]
possible_targets.Cut(index,index+1)
if(is_bad_guy ^ helping_station) //kill (good-ninja + bad-guy or bad-ninja + good-guy)
var/datum/objective/assassinate/O = new /datum/objective/assassinate()
O.owner = Mind
O.target = M
O.explanation_text = "Slay \the [M.current.real_name], the [M.assigned_role]."
Mind.objectives += O
else //protect
var/datum/objective/protect/O = new /datum/objective/protect()
O.owner = Mind
O.target = M
O.explanation_text = "Protect \the [M.current.real_name], the [M.assigned_role], from harm."
Mind.objectives += O
if(4) //debrain/capture
if(!possible_targets.len) continue
var/selected = rand(1,possible_targets.len)
var/datum/mind/M = possible_targets[selected]
var/is_bad_guy = possible_targets[M]
possible_targets.Cut(selected,selected+1)
if(is_bad_guy ^ helping_station) //debrain (good-ninja + bad-guy or bad-ninja + good-guy)
var/datum/objective/debrain/O = new /datum/objective/debrain()
O.owner = Mind
O.target = M
O.explanation_text = "Steal the brain of [M.current.real_name]."
Mind.objectives += O
else //capture
var/datum/objective/capture/O = new /datum/objective/capture()
O.owner = Mind
O.gen_amount_goal()
Mind.objectives += O
else
break
//Add a survival objective since it's usually broad enough for any round type.
if(give_objectives)
var/datum/objective/O = new /datum/objective/survive()
O.owner = Mind
Mind.objectives += O
//add some RP-fluff
Mind.store_memory("I am an elite mercenary assassin of the mighty Spider Clan. A <font color='red'><B>SPACE NINJA</B></font>!")
Mind.store_memory("Surprise is my weapon. Shadows are my armor. Without them, I am nothing. (//initialize your suit by right clicking on it, to use abilities like stealth)!")
Mind.store_memory("Officially, [helping_station?"Nanotrasen":"The Syndicate"] are my employer.")
//spawn the ninja and assign the candidate
var/mob/living/carbon/human/Ninja = create_space_ninja(spawn_loc)
Mind.transfer_to(Ninja)
//initialise equipment
if(istype(Ninja.wear_suit,/obj/item/clothing/suit/space/space_ninja))
//Should be true but we have to check these things.
var/obj/item/clothing/suit/space/space_ninja/N = Ninja.wear_suit
N.randomize_param()
var/datum/antagonist/ninja/ninjadatum = add_ninja(Ninja)
ninjadatum.equip_space_ninja()
Ninja.internal = Ninja.s_store
Ninja.update_internals_hud_icon(1)
if(Ninja.mind != Mind) //something has gone wrong!
throw EXCEPTION("Ninja created with incorrect mind")
return
Ninja << sound('sound/effects/ninja_greeting.ogg') //so ninja you probably wouldn't even know if you were made one
SSticker.mode.update_ninja_icons_added(Ninja)
spawned_mobs += Ninja
message_admins("[key_name_admin(Ninja)] has been made into a ninja by an event.")
@@ -171,7 +94,6 @@ Contents:
A.real_name = "[pick(GLOB.ninja_titles)] [pick(GLOB.ninja_names)]"
A.copy_to(new_ninja)
new_ninja.dna.update_dna_identity()
new_ninja.equip_space_ninja()
return new_ninja
@@ -183,38 +105,6 @@ Contents:
return Mind
/mob/living/carbon/human/proc/equip_space_ninja(safety=0)//Safety in case you need to unequip stuff for existing characters.
if(safety)
qdel(w_uniform)
qdel(wear_suit)
qdel(wear_mask)
qdel(head)
qdel(shoes)
qdel(gloves)
var/obj/item/device/radio/R = new /obj/item/device/radio/headset(src)
var/obj/item/clothing/suit/space/space_ninja/theSuit = new(src)
var/obj/item/weapon/katana/energy/EK = new(src)
theSuit.energyKatana = EK
equip_to_slot_or_del(R, slot_ears)
equip_to_slot_or_del(new /obj/item/clothing/under/color/black(src), slot_w_uniform)
equip_to_slot_or_del(new /obj/item/clothing/shoes/space_ninja(src), slot_shoes)
equip_to_slot_or_del(theSuit, slot_wear_suit)
equip_to_slot_or_del(new /obj/item/clothing/gloves/space_ninja(src), slot_gloves)
equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/space_ninja(src), slot_head)
equip_to_slot_or_del(new /obj/item/clothing/mask/gas/space_ninja(src), slot_wear_mask)
equip_to_slot_or_del(new /obj/item/clothing/glasses/night(src), slot_glasses)
equip_to_slot_or_del(EK, slot_belt)
equip_to_slot_or_del(new /obj/item/device/flashlight(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/grenade/plastic/x4(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/internals/emergency_oxygen(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/jetpack/carbondioxide(src), slot_back)
var/obj/item/weapon/implant/explosive/E = new/obj/item/weapon/implant/explosive(src)
E.implant(src)
return 1
/datum/game_mode/proc/update_ninja_icons_added(var/mob/living/carbon/human/ninja)
var/datum/atom_hud/antag/ninjahud = GLOB.huds[ANTAG_HUD_NINJA]
ninjahud.join_hud(ninja)
+6 -13
View File
@@ -58,30 +58,23 @@
A.add_fingerprint(H)
draining = 1
var/drained = A.ninjadrain_act(suit,H,src)
. = A.ninjadrain_act(suit,H,src)
draining = 0
if(isnum(drained)) //Numerical values of drained handle their feedback here, Alpha values handle it themselves (Research hacking)
if(drained)
to_chat(H, "<span class='notice'>Gained <B>[drained]</B> energy from \the [A].</span>")
if(isnum(.)) //Numerical values of drained handle their feedback here, Alpha values handle it themselves (Research hacking)
if(.)
to_chat(H, "<span class='notice'>Gained <B>[.]</B> energy from \the [A].</span>")
else
to_chat(H, "<span class='danger'>\The [A] has run dry of power, you must find another source!</span>")
else
drained = 0 //as to not cancel attack_hand()
return drained
. = 0 //as to not cancel attack_hand()
/obj/item/clothing/gloves/space_ninja/proc/toggled()
set name = "Toggle Interaction"
set desc = "Toggles special interaction on or off."
set category = "Ninja Equip"
/obj/item/clothing/gloves/space_ninja/proc/toggledrain()
var/mob/living/carbon/human/U = loc
to_chat(U, "You <b>[candrain?"disable":"enable"]</b> special interaction.")
candrain=!candrain
/obj/item/clothing/gloves/space_ninja/examine(mob/user)
..()
if(flags & NODROP)
@@ -1,12 +1,6 @@
//Wakes the user so they are able to do their thing. Also injects a decent dose of radium.
//Movement impairing would indicate drugs and the like.
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
set name = "Adrenaline Boost"
set desc = "Inject a secret chemical that will counteract all movement-impairing effect."
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost(0,N_ADRENALINE))//Have to make sure stat is not counted for this ability.
var/mob/living/carbon/human/H = affecting
@@ -25,4 +19,3 @@
a_boost--
to_chat(H, "<span class='notice'>There are <B>[a_boost]</B> adrenaline boosts remaining.</span>")
s_coold = 3
return
@@ -26,4 +26,4 @@
if(!a_boost)
to_chat(H, "<span class='danger'>You do not have any more adrenaline boosters.</span>")
return 1
return (s_coold)//Returns the value of the variable which counts down to zero.
return (s_coold)//Returns the value of the variable which counts down to zero.
@@ -2,14 +2,9 @@
//Disables nearby tech equipment.
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
set name = "EM Burst (25E)"
set desc = "Disable any nearby technology with a electro-magnetic pulse."
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost(250,N_STEALTH_CANCEL))
var/mob/living/carbon/human/H = affecting
playsound(H.loc, 'sound/effects/EMPulse.ogg', 60, 2)
empulse(H, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
s_coold = 2
return
@@ -1,10 +1,6 @@
//Allows the ninja to kidnap people
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/C in oview())//Only living carbon mobs.
set name = "Energy Net (20E)"
set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
set category = null
set src = usr.contents
if(!ninjacost(200,N_STEALTH_CANCEL) && iscarbon(C))
var/mob/living/carbon/human/H = affecting
@@ -26,4 +22,3 @@
to_chat(H, "<span class='warning'>[C.p_they(TRUE)] are already trapped inside an energy net!</span>")
else
to_chat(H, "<span class='warning'>[C.p_they(TRUE)] will bring no honor to your Clan!</span>")
return
@@ -2,10 +2,6 @@
//Smoke bomb
/obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke()
set name = "Smoke Bomb"
set desc = "Blind your enemies momentarily with a well-placed smoke bomb."
set category = "Ninja Ability"
set popup_menu = 0//Will not see it when right clicking.
if(!ninjacost(0,N_SMOKE_BOMB))
var/mob/living/carbon/human/H = affecting
@@ -16,4 +12,3 @@
s_bombs--
to_chat(H, "<span class='notice'>There are <B>[s_bombs]</B> smoke bombs remaining.</span>")
s_coold = 1
return
@@ -2,11 +2,6 @@
//Creates a throwing star
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
set name = "Create Throwing Stars (1E)"
set desc = "Creates some throwing stars"
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost(10))
var/mob/living/carbon/human/H = affecting
var/obj/item/weapon/throwing_star/ninja/N = new(H)
@@ -21,7 +21,6 @@ Contents:
animate(U, alpha = 50,time = 15)
U.visible_message("<span class='warning'>[U.name] vanishes into thin air!</span>", \
"<span class='notice'>You are now mostly invisible to normal detection.</span>")
return
/obj/item/clothing/suit/space/space_ninja/proc/cancel_stealth()
@@ -38,12 +37,7 @@ Contents:
/obj/item/clothing/suit/space/space_ninja/proc/stealth()
set name = "Toggle Stealth"
set desc = "Utilize the internal CLOAK-tech device to activate or deactivate stealth-camo."
set category = "Ninja Equip"
if(!s_busy)
toggle_stealth()
else
to_chat(affecting, "<span class='danger'>Stealth does not appear to work!</span>")
@@ -1,10 +1,5 @@
/obj/item/clothing/suit/space/space_ninja/proc/ninja_sword_recall()
set name = "Recall Energy Katana (Variable Cost)"
set desc = "Teleports the Energy Katana linked to this suit to its wearer, cost based on distance."
set category = "Ninja Ability"
set popup_menu = 0
var/mob/living/carbon/human/H = affecting
var/cost = 0
@@ -42,4 +37,3 @@
else //Else just TP it to us.
energyKatana.returnToOwner(H,1)
@@ -16,16 +16,10 @@ Contents:
var/mob/living/victim = H.pulling
if(!victim.anchored)
victim.forceMove(locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z))
return
//Jaunt
/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt()
set name = "Phase Jaunt (10E)"
set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost(100,N_STEALTH_CANCEL))
var/mob/living/carbon/human/H = affecting
var/turf/destination = get_teleport_loc(H.loc,H,9,1,3,1,0,1)
@@ -47,7 +41,6 @@ Contents:
s_coold = 1
else
to_chat(H, "<span class='danger'>The VOID-shift device is malfunctioning, <B>teleportation failed</B>.</span>")
return
//Right-Click teleport: It's basically admin "jump to turf"
@@ -76,6 +69,3 @@ Contents:
s_coold = 1
else
to_chat(H, "<span class='danger'>You cannot teleport into solid walls or from solid matter</span>")
return
+67 -32
View File
@@ -22,6 +22,8 @@ Contents:
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 100, acid = 100)
strip_delay = 12
actions_types = list(/datum/action/item_action/initialize_ninja_suit, /datum/action/item_action/ninjajaunt, /datum/action/item_action/ninjasmoke, /datum/action/item_action/ninjaboost, /datum/action/item_action/ninjapulse, /datum/action/item_action/ninjastar, /datum/action/item_action/ninjanet, /datum/action/item_action/ninja_sword_recall, /datum/action/item_action/ninja_stealth, /datum/action/item_action/toggle_glove)
//Important parts of the suit.
var/mob/living/carbon/human/affecting = null
var/obj/item/weapon/stock_parts/cell/cell
@@ -57,7 +59,6 @@ Contents:
/obj/item/clothing/suit/space/space_ninja/New()
..()
verbs += /obj/item/clothing/suit/space/space_ninja/proc/init//suit initialize verb
//Spark Init
spark_system = new()
@@ -109,40 +110,38 @@ Contents:
//This proc prevents the suit from being taken off.
/obj/item/clothing/suit/space/space_ninja/proc/lock_suit(mob/living/carbon/human/H, checkIcons = 0)
/obj/item/clothing/suit/space/space_ninja/proc/lock_suit(mob/living/carbon/human/H)
if(!istype(H))
return 0
if(checkIcons)
icon_state = H.gender==FEMALE ? "s-ninjanf" : "s-ninjan"
H.gloves.icon_state = "s-ninjan"
H.gloves.item_state = "s-ninjan"
else
if(H.mind.special_role!="Space Ninja")
to_chat(H, "\red <B>fÄTaL ÈÈRRoR</B>: 382200-*#00CÖDE <B>RED</B>\nUNAU†HORIZED USÈ DETÈC†††eD\nCoMMÈNCING SUB-R0U†IN3 13...\nTÈRMInATING U-U-USÈR...")
H.gib()
return 0
if(!istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja))
to_chat(H, "<span class='userdanger'>ERROR</span>: 100113 UNABLE TO LOCATE HEAD GEAR\nABORTING...")
return 0
if(!istype(H.shoes, /obj/item/clothing/shoes/space_ninja))
to_chat(H, "<span class='userdanger'>ERROR</span>: 122011 UNABLE TO LOCATE FOOT GEAR\nABORTING...")
return 0
if(!istype(H.gloves, /obj/item/clothing/gloves/space_ninja))
to_chat(H, "<span class='userdanger'>ERROR</span>: 110223 UNABLE TO LOCATE HAND GEAR\nABORTING...")
return 0
if(!is_ninja(H))
to_chat(H, "\red <B>fÄTaL ÈÈRRoR</B>: 382200-*#00CÖDE <B>RED</B>\nUNAU†HORIZED USÈ DETÈC†††eD\nCoMMÈNCING SUB-R0U†IN3 13...\nTÈRMInATING U-U-USÈR...")
H.gib()
return FALSE
if(!istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja))
to_chat(H, "<span class='userdanger'>ERROR</span>: 100113 UNABLE TO LOCATE HEAD GEAR\nABORTING...")
return FALSE
if(!istype(H.shoes, /obj/item/clothing/shoes/space_ninja))
to_chat(H, "<span class='userdanger'>ERROR</span>: 122011 UNABLE TO LOCATE FOOT GEAR\nABORTING...")
return FALSE
if(!istype(H.gloves, /obj/item/clothing/gloves/space_ninja))
to_chat(H, "<span class='userdanger'>ERROR</span>: 110223 UNABLE TO LOCATE HAND GEAR\nABORTING...")
return FALSE
affecting = H
flags |= NODROP //colons make me go all |=
slowdown = FALSE
n_hood = H.head
n_hood.flags |= NODROP
n_shoes = H.shoes
n_shoes.flags |= NODROP
n_shoes.slowdown--
n_gloves = H.gloves
n_gloves.flags |= NODROP
return TRUE
affecting = H
flags |= NODROP //colons make me go all |=
slowdown = 0
n_hood = H.head
n_hood.flags |= NODROP
n_shoes = H.shoes
n_shoes.flags |= NODROP
n_shoes.slowdown--
n_gloves = H.gloves
n_gloves.flags |= NODROP
return 1
/obj/item/clothing/suit/space/space_ninja/proc/lockIcons(mob/living/carbon/human/H)
icon_state = H.gender==FEMALE ? "s-ninjanf" : "s-ninjan"
H.gloves.icon_state = "s-ninjan"
H.gloves.item_state = "s-ninjan"
//This proc allows the suit to be taken off.
@@ -172,3 +171,39 @@ Contents:
to_chat(user, "The CLOAK-tech device is <B>[s_active?"active":"inactive"]</B>.")
to_chat(user, "There are <B>[s_bombs]</B> smoke bomb\s remaining.")
to_chat(user, "There are <B>[a_boost]</B> adrenaline booster\s remaining.")
/obj/item/clothing/suit/space/space_ninja/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/initialize_ninja_suit))
toggle_on_off()
return TRUE
if(!s_initialized)
to_chat(user, "<span class='warning'><b>ERROR</b>: suit offline. Please activate suit.</span>")
return FALSE
if(istype(action, /datum/action/item_action/ninjajaunt))
ninjajaunt()
return TRUE
if(istype(action, /datum/action/item_action/ninjasmoke))
ninjasmoke()
return TRUE
if(istype(action, /datum/action/item_action/ninjaboost))
ninjaboost()
return TRUE
if(istype(action, /datum/action/item_action/ninjapulse))
ninjapulse()
return TRUE
if(istype(action, /datum/action/item_action/ninjastar))
ninjastar()
return TRUE
if(istype(action, /datum/action/item_action/ninjanet))
ninjanet()
return TRUE
if(istype(action, /datum/action/item_action/ninja_sword_recall))
ninja_sword_recall()
return TRUE
if(istype(action, /datum/action/item_action/ninja_stealth))
stealth()
return TRUE
if(istype(action, /datum/action/item_action/toggle_glove))
n_gloves.toggledrain()
return TRUE
return FALSE
+87 -91
View File
@@ -1,102 +1,98 @@
//Verbs link to procs because verb-like procs have a bug which prevents their use if the arguments are not readily referenced.
//^ Old coder words may be false these days, Not taking the risk for now.
/obj/item/clothing/suit/space/space_ninja/proc/init()
set name = "Initialize Suit"
set desc = "Initializes the suit for field operation."
set category = "Ninja Equip"
ninitialize()
/obj/item/clothing/suit/space/space_ninja/proc/deinit()
set name = "De-Initialize Suit"
set desc = "Begins procedure to remove the suit."
set category = "Ninja Equip"
if(!s_busy)
/obj/item/clothing/suit/space/space_ninja/proc/toggle_on_off()
if(s_busy)
to_chat(loc, "<span class='userdanger'>ERROR</span>: You cannot use this function at this time.")
return FALSE
if(s_initialized)
deinitialize()
else
to_chat(affecting, "<span class='danger'>The function did not trigger!</span>")
ninitialize()
. = TRUE
/obj/item/clothing/suit/space/space_ninja/proc/ninitialize(delay = s_delay, mob/living/carbon/human/U = loc)
if(U.mind && U.mind.assigned_role==U.mind.special_role && !s_initialized && !s_busy)//Shouldn't be busy... but anything is possible I guess.
s_busy = 1
for(var/i,i<7,i++)
switch(i)
if(0)
to_chat(U, "<span class='notice'>Now initializing...</span>")
if(1)
if(!lock_suit(U))//To lock the suit onto wearer.
break
to_chat(U, "<span class='notice'>Securing external locking mechanism...\nNeural-net established.</span>")
if(2)
to_chat(U, "<span class='notice'>Extending neural-net interface...\nNow monitoring brain wave pattern...</span>")
if(3)
if(U.stat==2||U.health<=0)
to_chat(U, "<span class='danger'><B>FĆAL �Rr�R</B>: 344--93#�&&21 BR��N |/|/aV� PATT$RN <B>RED</B>\nA-A-aB�rT�NG...</span>")
unlock_suit()
break
lock_suit(U,1)//Check for icons.
U.regenerate_icons()
to_chat(U, "<span class='notice'>Linking neural-net interface...\nPattern</span>\green <B>GREEN</B><span class='notice'>, continuing operation.</span>")
if(4)
to_chat(U, "<span class='notice'>VOID-shift device status: <B>ONLINE</B>.\nCLOAK-tech device status: <B>ONLINE</B>.</span>")
if(5)
to_chat(U, "<span class='notice'>Primary system status: <B>ONLINE</B>.\nBackup system status: <B>ONLINE</B>.\nCurrent energy capacity: <B>[cell.charge]</B>.</span>")
if(6)
to_chat(U, "<span class='notice'>All systems operational. Welcome to <B>SpiderOS</B>, [U.real_name].</span>")
grant_ninja_verbs()
grant_equip_verbs()
ntick()
sleep(delay)
s_busy = 0
else
if(!U.mind||U.mind.assigned_role!=U.mind.special_role)//Your run of the mill persons shouldn't know what it is. Or how to turn it on.
to_chat(U, "You do not understand how this suit functions. Where the heck did it even come from?")
else if(s_initialized)
to_chat(U, "<span class='danger'>The suit is already functioning.</span> Please report this bug.")
else
to_chat(U, "<span class='userdanger'>ERROR</span>: You cannot use this function at this time.")
return
if(!U.mind)
return //Not sure how this could happen.
if(!is_ninja(U))
to_chat(U, "You do not understand how this suit functions. Where the heck did it even come from?")
return
s_busy = TRUE
to_chat(U, "<span class='notice'>Now initializing...</span>")
addtimer(CALLBACK(src, .proc/ninitialize_two, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/ninitialize_two(delay, mob/living/carbon/human/U)
if(!lock_suit(U))//To lock the suit onto wearer.
s_busy = FALSE
return
to_chat(U, "<span class='notice'>Securing external locking mechanism...\nNeural-net established.</span>")
addtimer(CALLBACK(src, .proc/ninitialize_three, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/ninitialize_three(delay, mob/living/carbon/human/U)
to_chat(U, "<span class='notice'>Extending neural-net interface...\nNow monitoring brain wave pattern...</span>")
addtimer(CALLBACK(src, .proc/ninitialize_four, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/ninitialize_four(delay, mob/living/carbon/human/U)
if(U.stat==2||U.health<=0)
to_chat(U, "<span class='danger'><B>FĆAL �Rr�R</B>: 344--93#�&&21 BR��N |/|/aV� PATT$RN <B>RED</B>\nA-A-aB�rT�NG...</span>")
unlock_suit()
return
lockIcons(U)//Check for icons.
U.regenerate_icons()
to_chat(U, "<span class='notice'>Linking neural-net interface...\nPattern</span>\green <B>GREEN</B><span class='notice'>, continuing operation.</span>")
addtimer(CALLBACK(src, .proc/ninitialize_five, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/ninitialize_five(delay, mob/living/carbon/human/U)
to_chat(U, "<span class='notice'>VOID-shift device status: <B>ONLINE</B>.\nCLOAK-tech device status: <B>ONLINE</B>.</span>")
addtimer(CALLBACK(src, .proc/ninitialize_six, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/ninitialize_six(delay, mob/living/carbon/human/U)
to_chat(U, "<span class='notice'>Primary system status: <B>ONLINE</B>.\nBackup system status: <B>ONLINE</B>.\nCurrent energy capacity: <B>[cell.charge]</B>.</span>")
addtimer(CALLBACK(src, .proc/ninitialize_seven, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/ninitialize_seven(delay, mob/living/carbon/human/U)
to_chat(U, "<span class='notice'>All systems operational. Welcome to <B>SpiderOS</B>, [U.real_name].</span>")
grant_ninja_verbs()
grant_equip_verbs()
ntick()
s_busy = FALSE
/obj/item/clothing/suit/space/space_ninja/proc/deinitialize(delay = s_delay)
if(affecting==loc&&!s_busy)
if(affecting==loc)
var/mob/living/carbon/human/U = affecting
if(!s_initialized)
to_chat(U, "<span class='danger'>The suit is not initialized.</span> Please report this bug.")
return
if(alert("Are you certain you wish to remove the suit? This will take time and remove all abilities.",,"Yes","No")=="No")
return
if(s_busy)
to_chat(U, "<span class='userdanger'>ERROR</span>: You cannot use this function at this time.")
return
s_busy = 1
for(var/i = 0,i<7,i++)
switch(i)
if(0)
to_chat(U, "<span class='notice'>Now de-initializing...</span>")
spideros = 0//Spideros resets.
if(1)
to_chat(U, "<span class='notice'>Logging off, [U:real_name]. Shutting down <B>SpiderOS</B>.</span>")
remove_ninja_verbs()
if(2)
to_chat(U, "<span class='notice'>Primary system status: <B>OFFLINE</B>.\nBackup system status: <B>OFFLINE</B>.</span>")
if(3)
to_chat(U, "<span class='notice'>VOID-shift device status: <B>OFFLINE</B>.\nCLOAK-tech device status: <B>OFFLINE</B>.</span>")
cancel_stealth()//Shutdowns stealth.
if(4)
to_chat(U, "<span class='notice'>Disconnecting neural-net interface...</span>\green<B>Success</B><span class='notice'>.</span>")
if(5)
to_chat(U, "<span class='notice'>Disengaging neural-net interface...</span>\green<B>Success</B><span class='notice'>.</span>")
if(6)
to_chat(U, "<span class='notice'>Unsecuring external locking mechanism...\nNeural-net abolished.\nOperation status: <B>FINISHED</B>.</span>")
remove_equip_verbs()
unlock_suit()
U.regenerate_icons()
sleep(delay)
s_busy = 0
return
s_busy = TRUE
addtimer(CALLBACK(src, .proc/deinitialize_two, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/deinitialize_two(delay, mob/living/carbon/human/U)
to_chat(U, "<span class='notice'>Now de-initializing...</span>")
spideros = 0//Spideros resets.
addtimer(CALLBACK(src, .proc/deinitialize_three, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/deinitialize_three(delay, mob/living/carbon/human/U)
to_chat(U, "<span class='notice'>Logging off, [U:real_name]. Shutting down <B>SpiderOS</B>.</span>")
remove_ninja_verbs()
addtimer(CALLBACK(src, .proc/deinitialize_four, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/deinitialize_four(delay, mob/living/carbon/human/U)
to_chat(U, "<span class='notice'>Primary system status: <B>OFFLINE</B>.\nBackup system status: <B>OFFLINE</B>.</span>")
addtimer(CALLBACK(src, .proc/deinitialize_five, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/deinitialize_five(delay, mob/living/carbon/human/U)
to_chat(U, "<span class='notice'>VOID-shift device status: <B>OFFLINE</B>.\nCLOAK-tech device status: <B>OFFLINE</B>.</span>")
cancel_stealth()//Shutdowns stealth.
addtimer(CALLBACK(src, .proc/deinitialize_six, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/deinitialize_six(delay, mob/living/carbon/human/U)
to_chat(U, "<span class='notice'>Disconnecting neural-net interface...</span>\green<B>Success</B><span class='notice'>.</span>")
addtimer(CALLBACK(src, .proc/deinitialize_seven, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/deinitialize_seven(delay, mob/living/carbon/human/U)
to_chat(U, "<span class='notice'>Disengaging neural-net interface...</span>\green<B>Success</B><span class='notice'>.</span>")
addtimer(CALLBACK(src, .proc/deinitialize_eight, delay, U), delay)
/obj/item/clothing/suit/space/space_ninja/proc/deinitialize_eight(delay, mob/living/carbon/human/U)
to_chat(U, "<span class='notice'>Unsecuring external locking mechanism...\nNeural-net abolished.\nOperation status: <B>FINISHED</B>.</span>")
remove_equip_verbs()
U.regenerate_icons()
s_busy = FALSE
-2
View File
@@ -20,5 +20,3 @@
cancel_stealth()
sleep(10)//Checks every second.
+2 -22
View File
@@ -9,33 +9,20 @@ Contents:
*/
/obj/item/clothing/suit/space/space_ninja/proc/grant_equip_verbs()
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/init
verbs += /obj/item/clothing/suit/space/space_ninja/proc/deinit
verbs += /obj/item/clothing/suit/space/space_ninja/proc/stealth
n_gloves.verbs += /obj/item/clothing/gloves/space_ninja/proc/toggled
n_gloves.verbs += /obj/item/clothing/gloves/space_ninja/proc/toggledrain
s_initialized = 1
/obj/item/clothing/suit/space/space_ninja/proc/remove_equip_verbs()
verbs += /obj/item/clothing/suit/space/space_ninja/proc/init
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/deinit
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/stealth
if(n_gloves)
n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggled
n_gloves.verbs -= /obj/item/clothing/gloves/space_ninja/proc/toggledrain
s_initialized = 0
/obj/item/clothing/suit/space/space_ninja/proc/grant_ninja_verbs()
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
verbs += /obj/item/clothing/suit/space/space_ninja/proc/ninja_sword_recall
s_initialized=1
slowdown=0
@@ -43,10 +30,3 @@ Contents:
/obj/item/clothing/suit/space/space_ninja/proc/remove_ninja_verbs()
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjashift
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjaboost
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninja_sword_recall
+9 -9
View File
@@ -78,8 +78,8 @@
name = "folder- 'TOP SECRET'"
desc = "A folder stamped \"Top Secret - Property of Nanotrasen Corporation. Unauthorized distribution is punishable by death.\""
/obj/item/weapon/folder/documents/New()
..()
/obj/item/weapon/folder/documents/Initialize()
. = ..()
new /obj/item/documents/nanotrasen(src)
update_icon()
@@ -91,20 +91,20 @@
/obj/item/weapon/folder/syndicate/red
icon_state = "folder_sred"
/obj/item/weapon/folder/syndicate/red/New()
..()
/obj/item/weapon/folder/syndicate/red/Initialize()
. = ..()
new /obj/item/documents/syndicate/red(src)
update_icon()
/obj/item/weapon/folder/syndicate/blue
icon_state = "folder_sblue"
/obj/item/weapon/folder/syndicate/blue/New()
..()
/obj/item/weapon/folder/syndicate/blue/Initialize()
. = ..()
new /obj/item/documents/syndicate/blue(src)
update_icon()
/obj/item/weapon/folder/syndicate/mining/New()
..()
/obj/item/weapon/folder/syndicate/mining/Initialize()
. = ..()
new /obj/item/documents/syndicate/mining(src)
update_icon()
update_icon()
+1 -1
View File
@@ -26,7 +26,7 @@
var/info //What's actually written on the paper.
var/info_links //A different version of the paper which includes html links at fields and EOF
var/stamps //The (text for the) stamps on the paper.
var/fields //Amount of user created fields
var/fields = 0 //Amount of user created fields
var/list/stamped
var/rigged = 0
var/spam_flag = 0
+53 -5
View File
@@ -34,13 +34,61 @@
var/area/A = get_area(src)
if(A)
var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/effects.dmi', "ghostalertsie")
var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/cult_effects.dmi', "ghostalertsie")
notify_ghosts("Nar-Sie has risen in \the [A.name]. Reach out to the Geometer to be given a new shell for your soul.", source = src, alert_overlay = alert_overlay, action=NOTIFY_ATTACK)
INVOKE_ASYNC(src, .proc/narsie_spawn_animation)
narsie_spawn_animation()
/obj/singularity/narsie/large/cult // For the new cult ending, guaranteed to end the round within 3 minutes
var/list/souls_needed = list()
var/soul_goal = 0
var/souls = 0
var/resolved = FALSE
sleep(19)
SSshuttle.emergency.request(null, set_coefficient = 0) //instantly arrives
/obj/singularity/narsie/large/cult/proc/resize(var/ratio)
var/matrix/ntransform = matrix(transform) //aka transform.Copy()
ntransform.Scale(ratio)
animate(src, transform = ntransform, time = 40, easing = EASE_IN|EASE_OUT)
/obj/singularity/narsie/large/cult/Initialize()
. = ..()
GLOB.cult_narsie = src
GLOB.blood_target = src
resize(0.6)
for(var/datum/mind/cult_mind in SSticker.mode.cult)
if(isliving(cult_mind.current))
var/mob/living/L = cult_mind.current
L.narsie_act()
for(var/mob/living/player in GLOB.player_list)
if(player.stat != DEAD && player.loc.z == ZLEVEL_STATION && !iscultist(player) && isliving(player))
souls_needed[player] = TRUE
soul_goal = round(1 + LAZYLEN(souls_needed) * 0.6)
INVOKE_ASYNC(src, .proc/begin_the_end)
/obj/singularity/narsie/large/cult/proc/begin_the_end()
sleep(50)
priority_announce("An acausal dimensional event has been detected in your sector. Event has been flagged EXTINCTION-CLASS. Directing all available assets toward simulating solutions. SOLUTION ETA: 60 SECONDS.","Central Command Higher Dimensional Affairs", 'sound/misc/airraid.ogg')
sleep(550)
priority_announce("Simulations on acausal dimensional event complete. Deploying solution package now. Deployment ETA: TWO MINUTES. ","Central Command Higher Dimensional Affairs")
sleep(50)
set_security_level("delta")
SSshuttle.registerHostileEnvironment(src)
SSshuttle.lockdown = TRUE
sleep(1150)
if(resolved == FALSE)
resolved = TRUE
world << sound('sound/machines/Alarm.ogg')
addtimer(CALLBACK(GLOBAL_PROC, .proc/cult_ending_helper), 120)
addtimer(CALLBACK(GLOBAL_PROC, .proc/ending_helper), 220)
/obj/singularity/narsie/large/cult/Destroy()
GLOB.cult_narsie = null
return ..()
/proc/ending_helper()
SSticker.force_ending = 1
/proc/cult_ending_helper(var/no_explosion = 0)
SSticker.station_explosion_cinematic(no_explosion, "cult", null)
/obj/singularity/narsie/large/attack_ghost(mob/dead/observer/user as mob)
@@ -134,7 +182,7 @@
return
to_chat(target, "<span class='cultsmall'>NAR-SIE HAS LOST INTEREST IN YOU.</span>")
target = food
if(isliving(target))
if(ishuman(target))
to_chat(target, "<span class ='cult'>NAR-SIE HUNGERS FOR YOUR SOUL.</span>")
else
to_chat(target, "<span class ='cult'>NAR-SIE HAS CHOSEN YOU TO LEAD HER TO HER NEXT MEAL.</span>")
@@ -9,6 +9,7 @@
firing_effect_type = /obj/effect/overlay/temp/dir_setting/firing_effect/energy
/obj/item/ammo_casing/energy/chameleon
projectile_type = /obj/item/projectile/energy/chameleon
e_cost = 0
var/list/projectile_vars = list()
@@ -61,6 +61,7 @@
for(var/A in get_modkits())
var/obj/item/borg/upgrade/modkit/M = A
M.modify_projectile(K)
K.kinetic_modules += M //do something special on-hit, easy!
/obj/item/weapon/gun/energy/kinetic_accelerator/cyborg
holds_charge = TRUE
@@ -165,9 +166,11 @@
log_override = TRUE
var/pressure_decrease = 0.25
var/turf_aoe = FALSE
var/mob_aoe = 0
var/list/hit_overlays = list()
var/list/kinetic_modules = list()
/obj/item/projectile/kinetic/Destroy()
QDEL_NULL(kinetic_modules)
return ..()
/obj/item/projectile/kinetic/prehit(atom/target)
var/turf/target_turf = get_turf(target)
@@ -197,23 +200,15 @@
M.gets_drilled(firer)
var/obj/effect/overlay/temp/kinetic_blast/K = new /obj/effect/overlay/temp/kinetic_blast(target_turf)
K.color = color
for(var/type in hit_overlays)
new type(target_turf)
if(turf_aoe)
for(var/T in RANGE_TURFS(1, target_turf) - target_turf)
if(ismineralturf(T))
var/turf/closed/mineral/M = T
M.gets_drilled(firer)
if(mob_aoe)
for(var/mob/living/L in range(1, target_turf) - firer - target)
var/armor = L.run_armor_check(def_zone, flag, "", "", armour_penetration)
L.apply_damage(damage*mob_aoe, damage_type, def_zone, armor)
to_chat(L, "<span class='userdanger'>You're struck by a [name]!</span>")
for(var/obj/item/borg/upgrade/modkit/M in kinetic_modules)
if(QDELETED(M)) //whoever shot this was very, very unfortunate.
continue
M.projectile_strike(src, target_turf, target)
//Modkits
/obj/item/borg/upgrade/modkit
name = "modification kit"
name = "kinetic accelerator modification kit"
desc = "An upgrade for kinetic accelerators."
icon = 'icons/obj/objects.dmi'
icon_state = "modkit"
@@ -266,14 +261,13 @@
to_chat(user, "<span class='notice'>You don't have room(<b>[KA.get_remaining_mod_capacity()]%</b> remaining, [cost]% needed) to install this modkit. Use a crowbar to remove existing modkits.</span>")
. = FALSE
/obj/item/borg/upgrade/modkit/proc/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
forceMove(get_turf(KA))
KA.modkits -= src
/obj/item/borg/upgrade/modkit/proc/modify_projectile(obj/item/projectile/kinetic/K)
/obj/item/borg/upgrade/modkit/proc/projectile_strike(obj/item/projectile/kinetic/K, turf/target_turf, atom/target)
//Range
/obj/item/borg/upgrade/modkit/range
@@ -315,21 +309,73 @@
//AoE blasts
/obj/item/borg/upgrade/modkit/aoe
modifier = 0
var/turf_aoe = FALSE
var/stats_stolen = FALSE
/obj/item/borg/upgrade/modkit/aoe/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
. = ..()
if(.)
for(var/obj/item/borg/upgrade/modkit/aoe/AOE in KA.modkits) //make sure only one of the aoe modules has values if somebody has multiple
if(AOE.stats_stolen)
continue
modifier += AOE.modifier //take its modifiers
AOE.modifier = 0
turf_aoe += AOE.turf_aoe
AOE.turf_aoe = FALSE
AOE.stats_stolen = TRUE
/obj/item/borg/upgrade/modkit/aoe/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
..()
modifier = initial(modifier) //get our modifiers back
turf_aoe = initial(turf_aoe)
if(stats_stolen) //if we had our stats stolen, find the stealer and take them from it
for(var/obj/item/borg/upgrade/modkit/aoe/AOE in KA.modkits)
if(AOE.stats_stolen)
continue
AOE.modifier -= modifier
AOE.turf_aoe -= turf_aoe
else //otherwise, reset the stolen stats and have it recalculate
var/obj/item/borg/upgrade/modkit/aoe/new_stealer
for(var/obj/item/borg/upgrade/modkit/aoe/AOE in KA.modkits)
if(!new_stealer)
new_stealer = AOE //just make the first one a stealer
AOE.modifier = initial(AOE.modifier)
AOE.turf_aoe = initial(AOE.turf_aoe)
AOE.stats_stolen = FALSE
if(new_stealer) //if there's no stealer, then there's no other aoe modkits
for(var/obj/item/borg/upgrade/modkit/aoe/AOE in KA.modkits)
if(AOE != new_stealer)
new_stealer.modifier += AOE.modifier
AOE.modifier = 0
new_stealer.turf_aoe += AOE.turf_aoe
AOE.turf_aoe = FALSE
AOE.stats_stolen = TRUE
stats_stolen = FALSE
/obj/item/borg/upgrade/modkit/aoe/modify_projectile(obj/item/projectile/kinetic/K)
K.name = "kinetic explosion"
if(!K.turf_aoe && !K.mob_aoe)
K.hit_overlays += /obj/effect/overlay/temp/explosion/fast
K.mob_aoe += modifier
/obj/item/borg/upgrade/modkit/aoe/projectile_strike(obj/item/projectile/kinetic/K, turf/target_turf, atom/target)
if(stats_stolen)
return
new /obj/effect/overlay/temp/explosion/fast(target_turf)
if(turf_aoe)
for(var/T in RANGE_TURFS(1, target_turf) - target_turf)
if(ismineralturf(T))
var/turf/closed/mineral/M = T
M.gets_drilled(K.firer)
if(modifier)
for(var/mob/living/L in range(1, target_turf) - K.firer - target)
var/armor = L.run_armor_check(K.def_zone, K.flag, "", "", K.armour_penetration)
L.apply_damage(K.damage*modifier, K.damage_type, K.def_zone, armor)
to_chat(L, "<span class='userdanger'>You're struck by a [K.name]!</span>")
/obj/item/borg/upgrade/modkit/aoe/turfs
name = "mining explosion"
desc = "Causes the kinetic accelerator to destroy rock in an AoE."
denied_type = /obj/item/borg/upgrade/modkit/aoe/turfs
/obj/item/borg/upgrade/modkit/aoe/turfs/modify_projectile(obj/item/projectile/kinetic/K)
..()
K.turf_aoe = TRUE
turf_aoe = TRUE
/obj/item/borg/upgrade/modkit/aoe/turfs/andmobs
name = "offensive mining explosion"
@@ -5,6 +5,8 @@
damage_type = BURN
flag = "energy"
/obj/item/projectile/energy/chameleon
nodamage = TRUE
/obj/item/projectile/energy/electrode
name = "electrode"
@@ -378,7 +378,7 @@
if(N.w_uniform)
M.visible_message(pick("<b>[M]</b>'s collar pops up without warning.</span>", "<b>[M]</b> flexes [M.p_their()] arms."))
else
M.visible_message("<b>[M]</b> [M.p_their()] their arms.")
M.visible_message("<b>[M]</b> flexes [M.p_their()] arms.")
if(prob(10))
M.say(pick("Check these sweet biceps bro!", "Deal with it.", "CHUG! CHUG! CHUG! CHUG!", "Winning!", "NERDS!", "My name is John and I hate every single one of you."))
..()
+1 -1
View File
@@ -32,7 +32,7 @@
if(config.sql_enabled)
if(SSdbcore.Connect())
log_world("Database connection established.")
var/datum/DBQuery/query_feedback_create_round = SSdbcore.NewQuery("INSERT INTO [format_table_name("feedback")] SELECT null, Now(), MAX(round_id)+1, \"server_ip\", 0, \"[world.internet_address]:[world.port]\" FROM [format_table_name("feedback")]")
var/datum/DBQuery/query_feedback_create_round = SSdbcore.NewQuery("INSERT INTO [format_table_name("feedback")] SELECT null, Now(), IFNULL(MAX(round_id),0)+1, \"server_ip\", 0, \"[world.internet_address]:[world.port]\" FROM [format_table_name("feedback")]")
query_feedback_create_round.Execute()
var/datum/DBQuery/query_feedback_max_id = SSdbcore.NewQuery("SELECT MAX(round_id) FROM [format_table_name("feedback")]")
query_feedback_max_id.Execute()
@@ -0,0 +1,4 @@
author: "Lordpidey"
delete-after: True
changes:
- tweak: "Space ninjas now use action buttons instead of verbs for a more consistent user experience."
@@ -0,0 +1,4 @@
author: "Gun Hog"
delete-after: True
changes:
- bugfix: "The Auxiliary Base can no longer land outside the lavaland map's boundaries."
@@ -0,0 +1,4 @@
author: "RandomMarine"
delete-after: True
changes:
- tweak: "Drone laws no longer restrict drones to the station."
@@ -0,0 +1,5 @@
author: "Joan"
delete-after: True
changes:
- tweak: "There is now a buffer zone between the mining base and lavaland where megafauna will not spawn."
- tweak: "Ruins will no longer spawn directly in front of the mining base."
@@ -0,0 +1,4 @@
author: "CitadelStationBot"
delete-after: True
changes:
- bugfix: "Nanotrasen decided to remove the integrated jet engines from jetpacks. They can no longer be used successfully indoors."
+6
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@@ -0,0 +1,6 @@
author: "Robustin"
delete-after: True
changes:
- rscadd: "Summoning Nar'Sie now triggers a different ending. No shuttle is coming! Survivors must escape on a pod or survive the Red Harvest for 3 minutes. If Nar'Sie acquires enough souls, the round ends immediately with a **special ending**."
- rscadd: "New Harvester Sprite"
- rscadd: "Harvesters can now track a random survivor on the station, then switch back to tracking Nar'Sie, via a new action button."
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+7 -1
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@@ -32,6 +32,7 @@
#include "code\__DEFINES\combat.dm"
#include "code\__DEFINES\construction.dm"
#include "code\__DEFINES\contracts.dm"
#include "code\__DEFINES\cult.dm"
#include "code\__DEFINES\DNA.dm"
#include "code\__DEFINES\events.dm"
#include "code\__DEFINES\flags.dm"
@@ -264,6 +265,7 @@
#include "code\datums\antagonists\antag_datum.dm"
#include "code\datums\antagonists\datum_clockcult.dm"
#include "code\datums\antagonists\datum_cult.dm"
#include "code\datums\antagonists\ninja.dm"
#include "code\datums\diseases\_disease.dm"
#include "code\datums\diseases\_MobProcs.dm"
#include "code\datums\diseases\anxiety.dm"
@@ -468,6 +470,7 @@
#include "code\game\gamemodes\cult\cult_items.dm"
#include "code\game\gamemodes\cult\cult_structures.dm"
#include "code\game\gamemodes\cult\ritual.dm"
#include "code\game\gamemodes\cult\rune_spawn_action.dm"
#include "code\game\gamemodes\cult\runes.dm"
#include "code\game\gamemodes\cult\supply.dm"
#include "code\game\gamemodes\cult\talisman.dm"
@@ -727,6 +730,10 @@
#include "code\game\objects\effects\spawners\structure.dm"
#include "code\game\objects\effects\spawners\vaultspawner.dm"
#include "code\game\objects\effects\spawners\xeno_egg_delivery.dm"
#include "code\game\objects\effects\temporary_visuals\clockcult.dm"
#include "code\game\objects\effects\temporary_visuals\cult.dm"
#include "code\game\objects\effects\temporary_visuals\miscellaneous.dm"
#include "code\game\objects\effects\temporary_visuals\temporary_visual.dm"
#include "code\game\objects\items\apc_frame.dm"
#include "code\game\objects\items\blueprints.dm"
#include "code\game\objects\items\body_egg.dm"
@@ -1809,7 +1816,6 @@
#include "code\modules\modular_computers\NTNet\NTNet_relay.dm"
#include "code\modules\modular_computers\NTNet\NTNRC\conversation.dm"
#include "code\modules\ninja\__ninjaDefines.dm"
#include "code\modules\ninja\admin_ninja_verbs.dm"
#include "code\modules\ninja\energy_katana.dm"
#include "code\modules\ninja\ninja_event.dm"
#include "code\modules\ninja\Ninja_Readme.dm"
+24
View File
@@ -0,0 +1,24 @@
@echo off
title Automated Error Fixer.
echo This will reset some things, the byond server (DreamDaemon) and the start server script must not be running. Some error messages are normal.
echo You will be prompted to press any key 3 times
pause
pause
pause
cls
echo Resetting folders
mkdir gamecode\a
mkdir gamecode\b
del /S /F /Q gamefolder >nul 2>nul
rmdir /S /q gamefolder
mklink /d gamefolder gamecode\a
call bin\findab.bat
cls
echo Re-Initializing code
call bin\copyfromgit.bat
cls
echo Recompiling the game. If you plan to update or testmerge you can just close this program now and continue.
call bin\build.bat
cls
echo Done! (hopefully)
pause
@@ -0,0 +1,112 @@
@echo off
@title Server Updater
SETLOCAL ENABLEDELAYEDEXPANSION
set HOME = %USERPROFILE%
call config.bat
rem if the first arg to nudge.py is not a channel, it is treated as the "source"
if not defined UPDATE_LOG_CHANNEL set UPDATE_LOG_CHANNEL="UPDATER"
call bin\getcurdate.bat
call bin\findgit.bat
echo This will handle merging a pr locally, compiling the server, and applying the PR test job.
:PROMPT
SET /P UserInput=Please enter the pr number (without a # or anything of the sorts):
SET /A PR=UserInput
if %PR% EQU %UserInput% (
if %PR% GTR 0 (
echo updating to pr %PR%
) else (
echo Bad input
goto PROMPT
)
) else (
echo Bad input
goto PROMPT
)
if exist updating.lk (
echo ERROR: A current update script has been detected running. if you know this is a mistake:
pause
echo Please be double sure that an update script is not currently running, if you think one might be, close this window. otherwise:
pause
)
echo lock>updating.lk
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "PR test job started. Merging PR #%PR% locally" >nul 2>nul
cd gitrepo
git fetch origin pull/%PR%/head:pr-%PR%
if %ERRORLEVEL% neq 0 (
cd ..
echo git fetch failed. Aborting test merge.
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "Git fetch failed. Aborting test merge"
del updating.lk >nul 2>nul
pause
exit /b 1
)
git merge pr-%PR%
if %ERRORLEVEL% neq 0 (
cd ..
echo git merge of PR #%PR% failed. Aborting test merge
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "git merge of PR #%PR% failed. Aborting PR test merge" >nul 2>nul
cd gitrepo
git merge --abort
if !ERRORLEVEL! neq 0 (
echo ERROR: Error aborting test merge, resetting repo.
cd ..
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "Error aborting test merge, resetting git repo to head" >nul 2>nul
cd gitrepo
git reset --hard
git clean -fd
<nul set /p TRIM="set PR=" > bin/activepr.bat
del /F /Q prtestjob.lk >nul 2>nul
echo NOTICE: We had to reset the repo's state, all other active test merges were undone.
)
cd ..
del updating.lk >nul 2>nul
pause
exit /b 1
)
cd ..
echo %PR%>>prtestjob.lk
<nul set /p TRIM=%PR% >> bin/activepr.bat
echo ##################################
echo ##################################
echo:
echo Test merging pr done, compiling in 10 seconds. If you want to preform other actions (like more test merges) You can close this now and do them.
echo:
del updating.lk >nul 2>nul
timeout 10
echo lock>updating.lk
call bin\findab.bat
call bin\copyfromgit.bat
echo compiling change log
cd gamecode\%AB%
call python tools\ss13_genchangelog.py html/changelog.html html/changelogs
cd ..\..
echo Compiling game.
call bin\build.bat
if %DM_EXIT% neq 0 (
echo DM compile failed. Aborting.
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "DM compile failed. Aborting test merge." >nul 2>nul
del /F /Q updating.lk >nul 2>nul
pause
exit /b 1
)
del updating.lk >nul 2>nul
rmdir /q gamefolder
mklink /d gamefolder gamecode\%AB% >nul
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "Test merge job finished. Test merge will take place next round." >nul 2>nul
echo Done. The test merge will automatically take place at round restart.
timeout 300
+47
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@@ -0,0 +1,47 @@
@echo off
title Server Boot Detected.
echo This script is only meant to start byond when the server first boots, do not manually run this.
echo If you manually ran this, close this window NOW.
timeout 15
start cmd /c "Start Bot.bat"
cls
echo Server boot detected. Starting byond and Space Station 13.
echo Prepping code
mkdir gamecode\a
cls
echo Server boot detected. Starting byond and Space Station 13.
echo Prepping code
mkdir gamecode\b
cls
echo Server boot detected. Starting byond and Space Station 13.
echo Prepping code
del /S /F /Q gamefolder >nul 2>nul
cls
echo Server boot detected. Starting byond and Space Station 13.
echo Prepping code
rmdir /S /q gamefolder
cls
echo Server boot detected. Starting byond and Space Station 13.
echo Prepping code
mklink /d gamefolder gamecode\a
cls
echo Server boot detected. Starting byond and Space Station 13.
echo Prepping code
call bin\findab.bat
cls
echo Server boot detected. Starting byond and Space Station 13.
echo Re-Initializing code
call bin\copyfromgit.bat
cls
echo Server boot detected. Starting byond and Space Station 13.
echo Re-Initializing code
cls
cls
echo Server boot detected. Starting byond and Space Station 13.
echo Compiling the game. If you plan to update or testmerge you can just close this program now and continue.
call bin\build.bat
cls
echo Server boot detected. Starting byond and Space Station 13.
echo Starting server and bot.
start cmd /c "Start Server.bat"
timeout 10
+111
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@@ -0,0 +1,111 @@
# Tgstation Toolkit:
This is a toolset to manage a production server of /tg/Station13 (and its forks). It includes an update script that is able to update the server without having to stop or shutdown the server (the update will take effect next round) and a script to start the server and restart it if it crashes (optional, requires registry tweaks to disable the Windows crash dialog system wide) as well as systems for fixing errors and merging GitHub Pull Requests locally.
Generally, updates force a live tracking of the configured git repo, resetting local modifications. If you plan to make modifications, set up a new git repo to store your version of the code in, and point this script to that in the config (explained below). This can be on github or a local repo using file:/// urls.
These tools require UAC to be disabled. (There has been limited luck getting it to work under UAC on windows 10 using run as admin, but in other versions of windows, running as admin resets the current directory and this breaks things)
(Note: There is no security risk to disabling UAC because UAC is not a security boundary, there exists active unpatched exploits against it that have been around since vista and work up to windows 10)
## Install:
1. Move this folder to where you want your server to run from (you may also rename this folder if you wish)
1. Right click on `config.bat` and select `Edit`.
1. Configure the port, git repo, and other setting, You may configure the location of git, but if you installed using git for windows, we will auto detect it if its not in path.
1. You may also need to change the location of the git repo url, and if you renamed your `dme`/"dream maker environment" file, you will need to change the project name configuration setting to be the name of your dme minus the extension (eg: if you renamed `tgstation.dme` to `ntstation.dme`, project name should be set to `ntstation`
1. Finally, run install.bat and hope for no error.
* It will clone the git repo, setup some folders, and add cross reference links everywhere.
### Optional:
If you plan to use the `Start Server.bat` script to start the server and restart it if it crashes, you need to run the `disable crash dialog.reg` registry script to disable the "program.exe has stopped working" dialog. This will get disabled system wide so if you rely on this dialog, you should skip this step.
## Usage:
### Folders:
* `gamecode/`
* This will house two copies of the game code, one for updating and one for live. When updating, it will automatically swap them.
* `gamedata/`
* This contains the `data/` and `config/` folders from the code. They are stored here and a symbolic link is created in the `gamecode/` folders pointing to here.
* This also makes backing them up easy.
(you may copy and paste your existing `data/` and `config/` folders here after the install script has ran.)
* `bot/`
* This is a copy of the bot folder. you should run the bot from here.a link to nudge.py is created in the code folders so that the game can use the announcement feature.
* The start server script and update script will send messages out thru the bot, but if its not running or python is not installed, they will gracefully continue what they are doing.
* `gamefolder/`
* This is a symbolic link pointing to current "live" folder.
* When the server is updated, we just point this to the updating folder so that the update takes place next round.
* `gitrepo/`
* This contains the actual git repository, all changes in here will be overwritten during update operations, the configured branch will always be forced to track from live.
* On the first update of the day, the current code state is saved to a branch called `backup-YYYY-MM-DD` before updating, to make local reverts easy.
* Following update operations on the same day do not make branches because I was too lazy to detect such edge cases.
* `bin/`
* This contains random helper batch files.
* Running these on their own is a bad idea.
### Starting the game server:
To run the game server, Run `Start Server.bat`
It will restart the game server if it shutdowns for any reason, with delays if the game server had recently been (re)started.
### Updating the server:
To update the server, just run `Update Server.bat`. (it will git pull, compile, all that jazz)
(Note: Updating automatically does a code reset, clearing ALL changes to the local git repo, including test merges (explained below) and manual changes (This will not change any configs/settings or clear any data in the `gamedata/` folder))
Updates do not require the server to be shutdown, changes will apply next round if the server is currently running.
Updates create a branch with the current state of the repo called `backup-YYYY-MM-DD` (only one is created in any given day)
There is also a `Update without resetting.bat` file that does the same without resetting the code, used to update without clearing test merges or local changes. Prone to merge conflicts.
### Locally merge GitHub Pull Requests (PR test merge):
This feature currently only works if github is the remote(git server), it could be adapted for gitlab as well.
Running these will merge the pull request then recompile the server, changes take effect the next round if the server is currently running.
There are multiple flavors:
* `Update To PR.bat`
* Updates the server, resetting state, and merges a PR(Pull Request) by number.
* `Merge PR Without Updating.bat`
* Merges a PR without updating the server before hand or resetting the state (can be used to test merge multiple PRs).
You can clear all active test merges using `Reset and Recompile.bat` (explained below)
### Resetting, Recompiling, and troubleshooting.
* `Recompile.bat`
* Just recompiles the game code and stages it to apply next round
* `Reset and Recompile.bat`
* Like the above but resets the git repo to the state of the last update operation (clearing any changes or test merges) (Does not reset `gamedata/` data/settings)
* Generally used to clear out test merges
* `Fix Errors.bat`
* Requires the server not be running, rebuilds the staging A/B folders and then does all of the above. (Used to fix errors that can prevent the server from starting or cause it to crash on reboot)
### Using the bot
1. Install python 3
1. Edit the config in `bot/` as needed
1. Start the bot using the `Start Bot.bat` file
### Starting everything when the computer/server boots
1. Use autologin to set it up so the user account logs in at boot
* (There are some security implications with doing this, this is only a tiny bit more secure then putting a file on the hard drive with the server's remote login password titled `totally not a password.txt`)
* https://technet.microsoft.com/en-us/sysinternals/bb963905
1. Setup something to run OnServerBoot.bat on login (setting up a link/shortcut to this file in the startup folder of the start menu works, creating a scheduled task in windows administrative tools also works)
1. OnServerBoot.bat does not update, but it does re-compile and reinitialize the A/B folders.
### Updating byond after this is all setup
1. Download installer from byond website
1. Close watch dog/start server script
1. Wait for current round to end
1. Exit DreamDeamon
1. Run installer
1. After installing, run recompile.bat (or update if you want)
1. Run start server.bat
-56
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@@ -1,56 +0,0 @@
About:
This is a toolset to manage a production server of tgstation13 (or its forks). It includes an update script that is able to update the server without having to stop or shutdown the server (the update will take effect next round) and a script to start the server and restart it if it crashes (optional, requires registry tweaks to disable the Windows crash dialog system wide)
This will force a live tracking of the configured git repo, so no local modifications are allowed. (this is to avoid issues with merge conflicts and because I'm too lazy to make the script detect them)
Install:
Move this folder to where you want your server to run from (you may also rename this folder if you wish)
Right click on config.bat and click edit.
Configure the port, selected map file, and the like, You may configure the location of git, but if you installed using git for windows, we will auto detect it if its not in path.
You may also need to change the location of the gitrepo url, and if you renamed your dme/"dream maker environment" file, you will need to change the project name configuration setting to be the name of your dme minus the extension (eg: if you renamed tgstation.dme to ntstation.dme, project name should be set to ntstation
After that, just run install.bat and hope for no error.
It will clone the git repo, setup some folders, and add cross reference links everywhere.
Optional:
If you plan to use the start-server script to watch the server and restart it if it crashes, you should run the "disable crash dialog.reg" registry script to disable the "program.exe has stopped working" dialog. This will get disabled system wide so if you rely on this dialog, you shouldn't run the script.
Even without this, byond stopping the world from two many critical errors (like infinite loops and recursions) will still be detected.
Usage:
The install script will make a few folders:
gamecode
This will house two copies of the game code, one for updating and one for live. When updating, it will automatically swap them.
gamedata
This contains the data, config, and cfg folders from the code. They are stored here and a symbolic link is created in the code folders pointing to here.
This also makes backing them up easy.
(you may copy and paste your existing data/config/cfg folders here after the install script has ran.)
bot
This is a copy of the bot folder. you should run the bot from here. a link to coredata.py and nudge.py is created in the code folders so that the game can use the announcement feature.
The start server script and update script will send messages out thru the bot, but if its not running or python is not installed, they will gracefully continue what they are doing.
gamefolder
This is a symbolic link pointing to current "live" folder.
When the server is updated, we just point this to the updating folder so that the update takes place next round.
bin
This contains random helper batch files.
Running these on their own is a bad idea.
To update the server, just run update server.bat. (it will git pull, compile, all that jazz)
It will ask you if you want to apply the update live. 99.9% of the time, this will not cause issues. The only issues it can cause relate to changes to media files(images(but not icons)/css/html/sound not stored in the RSC. but only new clients will see those issues, and at worst, its a minor graphical glitch.
You may remove the pause in the update script at line 90 if you like.
To run the server, just run start server.bat
It will automatically redirect the runtimes to data/logs/runtimes/runtime-YYYY-MM-DD.log.
(Note: It will not automatically roll them over, but every time it crashes or stops it will have a new log file.)
When it starts dreamdaemon, it instructs byond to close down dreamdaemon if the world stops for any reason, this includes hitting the stop button, dreamdaemon shutting the world down because of too many runtimes/infinite loops.
If dreamdaemon ever stops while the start server script is running, the script will restart it automatically.
(Note: The script can not detect hangs or lockups)
+51
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@@ -0,0 +1,51 @@
@echo off
@title Server Updater
set HOME = %USERPROFILE%
call config.bat
call bin\getcurdate.bat
echo This will handle recompiling the server, and applying the new version.
echo ready?
timeout 120
if exist updating.lk (
echo ERROR: A current update script has been detected running. if you know this is a mistake:
pause
echo Please be double sure that an update script is not currently running, if you think one might be, close this window. otherwise:
pause
)
echo lock>updating.lk
rem if the first arg to nudge.py is not a channel, it is treated as the "source"
if not defined UPDATE_LOG_CHANNEL set UPDATE_LOG_CHANNEL="UPDATER"
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "Recompile job started" >nul 2>nul
call bin\findab.bat
call bin\copyfromgit.bat
echo compiling change log
cd gamecode\%AB%
call python tools\ss13_genchangelog.py html/changelog.html html/changelogs
cd ..\..
echo Compiling game.
call bin\build.bat
if %DM_EXIT% neq 0 (
echo DM compile failed. Aborting.
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "DM compile failed Aborting recompile." >nul 2>nul
del /F /Q updating.lk >nul 2>nul
pause
exit /b 1
)
del updating.lk >nul 2>nul
rmdir /q gamefolder
mklink /d gamefolder gamecode\%AB% >nul
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "Recompile finished. Recompiled code will take place next round." >nul 2>nul
echo Done. The recompile will automatically take place at round restart.
timeout 300
@@ -0,0 +1,66 @@
@echo off
@title Server Updater
set HOME = %USERPROFILE%
call config.bat
call bin\getcurdate.bat
call bin\findgit.bat
echo This will handle resetting the git repo, recompiling the server, and applying the new version.
echo Ready?
timeout 120
if exist updating.lk (
echo ERROR: A current update script has been detected running. if you know this is a mistake:
pause
echo Please be double sure that an update script is not currently running, if you think one might be, close this window. otherwise:
pause
)
echo lock>updating.lk
rem if the first arg to nudge.py is not a channel, it is treated as the "source"
if not defined UPDATE_LOG_CHANNEL set UPDATE_LOG_CHANNEL="UPDATER"
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "Reset local changes job started" >nul 2>nul
cd gitrepo
git reset --hard
git clean -df
cd ..
echo ##################################
echo ##################################
echo:
echo Resetting done, compiling in 10 seconds. If you want to preform other actions (like test merges) You can close this now and do them.
echo:
del updating.lk >nul 2>nul
timeout 10
echo lock>updating.lk
call bin\findab.bat
call bin\copyfromgit.bat
echo compiling change log
cd gamecode\%AB%
call python tools\ss13_genchangelog.py html/changelog.html html/changelogs
cd ..\..
echo Compiling game.
call bin\build.bat
if %DM_EXIT% neq 0 (
echo DM compile failed. Aborting.
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "DM compile failed Aborting Reset." >nul 2>nul
del /F /Q updating.lk >nul 2>nul
pause
exit /b 1
)
del updating.lk >nul 2>nul
rmdir /q gamefolder
mklink /d gamefolder gamecode\%AB% >nul
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "Reset finished. Reset will take place next round." >nul 2>nul
echo Done. The Reset will automatically take place at round restart.
timeout 300
+3 -3
View File
@@ -1,7 +1,7 @@
@echo off
@title NT IRC BOT
echo Welcome to the start bot script, This will start the bot and make sure it stays running. This assumes python in the path. To continue, press any key or wait 60 seconds.
timeout 60
echo Welcome to the start bot script, This will start the bot and make sure it stays running. This assumes python in the path. To continue, press any key or wait 15 seconds.
timeout 15
cd bot
:START
call ..\bin\getcurdate.bat
@@ -9,7 +9,7 @@ if not exist ..\gamedata\data\logs\bot mkdir ..\gamedata\data\logs\bot\
cls
echo NT IRC Bot
echo Bot Running. Watching for Bot exits.
start /WAIT python NanoTrasenBot.py >>..\gamedata\data\logs\bot\bot-%CUR_DATE%.txt
start /WAIT python minibot.py ^>^>..\gamedata\data\logs\bot\bot-%CUR_DATE%.txt
cls
echo NT IRC Bot
echo Bot exit detected. Restarting in 15 minutes.
+22 -7
View File
@@ -3,22 +3,37 @@
call config.bat
call bin\findbyond.bat
echo Welcome to the start server watch dog script, This will start the server and make sure it stays running. To continue, press any key or wait 60 seconds.
timeout 60
echo Welcome to the start server watch dog script, This will start the server and make sure it stays running. To continue, press any key or wait 30 seconds.
timeout 30
if not exist gamedata\data\logs\runtimes mkdir gamedata\data\logs\runtimes\
@python bot\nudge.py "WATCHDOG" "Watch Dog online. Starting server" >nul 2>nul
@call python bot\nudge.py "WATCHDOG" "Watch Dog online. Starting server" >nul 2>nul
:START
call bin\getcurdate.bat
call bin\getunixtime.bat UNIXTIME
echo %UNIXTIME%
set STARTTIME=%UNIXTIME%
cls
echo Watch Dog.
echo Server Running. Watching for server exits.
start /WAIT /ABOVENORMAL "" dreamdaemon.exe gamefolder\%PROJECTNAME%.dmb -port %PORT% -trusted -public -close -log "data\logs\runtimes\runtime-%CUR_DATE%.log"
start /WAIT /ABOVENORMAL "" dreamdaemon.exe gamefolder\%PROJECTNAME%.dmb -port %PORT% -trusted -close -public -verbose
cls
call bin\getunixtime.bat UNIXTIME
SET /A Result=%UNIXTIME% - %STARTTIME%
SET /A Result=180 - (%Result%/3)
if %Result% LSS 0 set /A Result=0
echo Watch Dog.
echo Server exit detected. Restarting in 60 seconds.
@python bot\nudge.py "WATCHDOG" "Server exit detected. Restarting server in 60 seconds." >nul 2>nul
timeout 60
echo Server exit detected. Restarting in %Result% seconds.
@python bot\nudge.py "WATCHDOG" "Server exit detected. Restarting server in %Result% seconds." >nul 2>nul
timeout %Result%
goto :START
+41 -22
View File
@@ -1,53 +1,79 @@
@echo off
@title Server Updater
title Server Updater
SETLOCAL ENABLEDELAYEDEXPANSION
set HOME = %USERPROFILE%
call config.bat
call bin\getcurdate.bat
echo This will handle downloading git, compiling the server, and applying the update.
echo ready?
echo Ready?
timeout 120
if exist updating.lk (
echo ERROR! A current update script has been detected running. if you know this is a mistake:
echo ERROR: A current update script has been detected running. if you know this is a mistake:
pause
echo Please be double sure that an update script is not currently running, if you think one might be, close this window. otherwise:
pause
)
if exist prtestjob.lk (
call bin/activepr.bat
echo WARNING: The server is currently testing the following PRs !PR!. This update would override that. Do you still want to update? Close this window if not, otherwise:
pause
)
del /F /Q prtestjob.lk >nul 2>nul
echo lock>updating.lk
<nul set /p TRIM="set PR=" > bin/activepr.bat
rem if the first arg to nudge.py is not a channel, it is treated as the "source"
if not defined UPDATE_LOG_CHANNEL set UPDATE_LOG_CHANNEL="UPDATER"
python bot\nudge.py %UPDATE_LOG_CHANNEL% "Update job started" >nul 2>nul
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "Update job started" >nul 2>nul
call bin\updategit.bat
if %GIT_EXIT% neq 0 (
echo git pull failed. Aborting update
python bot\nudge.py %UPDATE_LOG_CHANNEL% "Git pull failed. Aborting update"
@del updating.lk >nul 2>nul
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "Git fetch failed. Aborting update"
del updating.lk >nul 2>nul
pause
exit /b 1
)
if defined PUSHCHANGELOGTOGIT (
cd gitrepo
echo compiling change log
python tools\ss13_genchangelog.py html/changelog.html html/changelogs
if %ERRORLEVEL% == 0 (
if !ERRORLEVEL! == 0 (
echo pushing compiled changelog to server
git add -u html/changelog.html
git add -u html/changelogs
git commit -m "Automatic changelog compile, [ci skip]"
if %ERRORLEVEL% == 0 (
if !ERRORLEVEL! == 0 (
git push
)
REM an error here generally means there was nothing to commit.
)
cd ..
)
echo ##################################
echo ##################################
echo:
echo Updating done, compiling in 10 seconds. If you want to preform other actions (like test merge) You can close this now and do them.
echo:
del updating.lk >nul 2>nul
timeout 10
echo lock>updating.lk
call bin\findab.bat
call bin\copyfromgit.bat
if not defined PUSHCHANGELOGTOGIT (
echo compiling change log
cd gamecode\%AB%
@@ -55,26 +81,19 @@ if not defined PUSHCHANGELOGTOGIT (
cd ..\..
)
echo building script.
echo Compiling game.
call bin\build.bat
if %DM_EXIT% neq 0 (
echo DM compile failed. Aborting.
python bot\nudge.py %UPDATE_LOG_CHANNEL% "DM compile failed Aborting update." >nul 2>nul
@del /F /Q updating.lk >nul 2>nul
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "DM compile failed Aborting update." >nul 2>nul
del /F /Q updating.lk >nul 2>nul
pause
exit /b 1
)
if not defined NOWAITUPDATES (
echo OK, compiled and ready. So at the hit of a button, we can apply the update live. Technically speaking, it's best to wait until near round end, but unless a html/css/js file in the code had been deleted, edited, or moved recently, no ill effects of applying the update will happen, and the worst is that new clients have display oddities relating to in game windows. Existing connections should have no issue.
echo Ready?
pause
)
@del updating.lk >nul 2>nul
del updating.lk >nul 2>nul
rmdir /q gamefolder
mklink /d gamefolder gamecode\%AB% >nul
python bot\nudge.py %UPDATE_LOG_CHANNEL% "Update job finished. Update will take place next round." >nul 2>nul
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "Update job finished. Update will take place next round." >nul 2>nul
echo Done. The update will automatically take place at round restart.
timeout 300
+121
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@@ -0,0 +1,121 @@
@echo off
title Server Updater
SETLOCAL ENABLEDELAYEDEXPANSION
set HOME = %USERPROFILE%
call config.bat
rem if the first arg to nudge.py is not a channel, it is treated as the "source"
if not defined UPDATE_LOG_CHANNEL set UPDATE_LOG_CHANNEL="UPDATER"
call bin\getcurdate.bat
call bin\findgit.bat
echo This will handle Resetting the repo downloading from git, merging the pr locally, compiling the server, and applying the PR test job.
:PROMPT
SET /P UserInput=Please enter the pr number (without a # or anything of the sorts):
SET /A PR=UserInput
if %PR% EQU %UserInput% (
if %PR% GTR 0 (
echo updating to pr %PR%
) else (
echo Bad input
goto PROMPT
)
) else (
echo Bad input
goto PROMPT
)
if exist updating.lk (
echo ERROR: A current update script has been detected running. if you know this is a mistake:
pause
echo Please be double sure that an update script is not currently running, if you think one might be, close this window. otherwise:
pause
)
echo lock>updating.lk
<nul set /p TRIM="set PR=" > bin/activepr.bat
del /F /Q prtestjob.lk >nul 2>nul
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "PR test job started. Updating master and merging PR #%PR% locally" >nul 2>nul
call bin\updategit.bat
if %GIT_EXIT% neq 0 (
echo git pull failed. Aborting update
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "Git fetch failed. Aborting update"
del updating.lk >nul 2>nul
pause
exit /b 1
)
if defined PUSHCHANGELOGTOGIT (
cd gitrepo
echo compiling change log
call python tools\ss13_genchangelog.py html/changelog.html html/changelogs
if !ERRORLEVEL! == 0 (
echo pushing compiled changelog to server
git add -u html/changelog.html
git add -u html/changelogs
git commit -m "Automatic changelog compile, [ci skip]"
if !ERRORLEVEL! == 0 (
git push
)
REM an error here generally means there was nothing to commit.
)
cd ..
)
cd gitrepo
git fetch origin pull/%PR%/head:pr-%PR%
git merge pr-%PR%
if %ERRORLEVEL% neq 0 (
git reset --hard
git clean -fd
cd ..
echo git merge of PR #%PR% failed. Aborting test merge.
echo An update was successfully preformed but not applied, if you want you can apply it by running recompile.bat
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "git merge of PR #%PR% failed. Aborting PR test job" >nul 2>nul
del updating.lk >nul 2>nul
pause
exit /b 1
)
cd ..
echo %PR%>prtestjob.lk
<nul set /p TRIM=%PR% >> bin/activepr.bat
echo ##################################
echo ##################################
echo:
echo Updating to pr done, compiling in 10 seconds. If you want to preform other actions (like more test merges) You can close this now and do them.
echo:
del updating.lk >nul 2>nul
timeout 10
echo lock>updating.lk
call bin\findab.bat
call bin\copyfromgit.bat
echo compiling change log (again)
cd gamecode\%AB%
call python tools\ss13_genchangelog.py html/changelog.html html/changelogs
cd ..\..
echo Compiling game.
call bin\build.bat
if %DM_EXIT% neq 0 (
echo DM compile failed. Aborting.
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "DM compile failed. Aborting test merge." >nul 2>nul
del /F /Q updating.lk >nul 2>nul
pause
exit /b 1
)
del updating.lk >nul 2>nul
rmdir /q gamefolder
mklink /d gamefolder gamecode\%AB% >nul
call python bot\nudge.py %UPDATE_LOG_CHANNEL% "Test merge job finished. Test merge will take place next round." >nul 2>nul
echo Done. The test merge will automatically take place at round restart.
timeout 300

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