Merge branch 'master' into syntheticbloods

This commit is contained in:
Poojawa
2019-10-21 21:06:18 -05:00
committed by GitHub
35 changed files with 542 additions and 395 deletions
@@ -119,3 +119,33 @@
var/datum/clockwork_scripture/create_object/construct/clockwork_marauder/CM = new()
CM.recent_marauders--
qdel(CM)
//Summon Neovgre: Summon a very powerful combat mech that explodes when destroyed for massive damage.
/datum/clockwork_scripture/create_object/summon_arbiter
descname = "Powerful Assault Mech"
name = "Summon Neovgre, the Anima Bulwark"
desc = "Calls forth the mighty Anima Bulwark, a weapon of unmatched power,\
mech with superior defensive and offensive capabilities. It will \
steadily regenerate HP and triple its regeneration speed while standing \
on a clockwork tile. It will automatically draw power from nearby sigils of \
transmission should the need arise. Its Arbiter laser cannon can decimate foes \
from a range and is capable of smashing through any barrier presented to it. \
Be warned, choosing to pilot Neovgre is a lifetime commitment, once you are \
in you cannot leave and when it is destroyed it will explode catastrophically with you inside."
invocations = list("By the strength of the alloy...!!", "...call forth the Arbiter!!")
channel_time = 200 // This is a strong fucking weapon, 20 seconds channel time is getting off light I tell ya.
power_cost = 75000 //75 KW
usage_tip = "Neovgre is a powerful mech that will crush your enemies!"
invokers_required = 5
multiple_invokers_used = TRUE
object_path = /obj/mecha/combat/neovgre
tier = SCRIPTURE_APPLICATION
primary_component = BELLIGERENT_EYE
sort_priority = 2
creator_message = "<span class='brass'>Neovgre, the Anima Bulwark towers over you... your enemies reckoning has come.</span>"
/datum/clockwork_scripture/create_object/summon_arbiter/check_special_requirements()
if(GLOB.neovgre_exists)
to_chat(invoker, "<span class='brass'>\"You've already got one...\"</span>")
return FALSE
return ..()
@@ -210,9 +210,9 @@
return cached_results["fire"] ? REACTING : NO_REACTION
//fusion: a terrible idea that was fun but broken. Now reworked to be less broken and more interesting. Again (and again, and again)
//fusion: a terrible idea that was fun but broken. Now reworked to be less broken and more interesting. Again (and again, and again). Again!
//Fusion Rework Counter: Please increment this if you make a major overhaul to this system again.
//5 reworks
//6 reworks
/datum/gas_reaction/fusion
exclude = FALSE
@@ -220,100 +220,79 @@
name = "Plasmic Fusion"
id = "fusion"
//Since fusion isn't really intended to happen in successive chains, the requirements are very high
/datum/gas_reaction/fusion/init_reqs()
min_requirements = list(
"TEMP" = FUSION_TEMPERATURE_THRESHOLD,
"ENER" = FUSION_ENERGY_THRESHOLD,
/datum/gas/tritium = FUSION_TRITIUM_MOLES_USED,
/datum/gas/plasma = FUSION_MOLE_THRESHOLD,
/datum/gas/tritium = FUSION_MOLE_THRESHOLD
)
/datum/gas/carbon_dioxide = FUSION_MOLE_THRESHOLD)
/datum/gas_reaction/fusion/react(datum/gas_mixture/air, datum/holder)
var/list/cached_gases = air.gases
var/temperature = air.temperature
if(!air.analyzer_results)
air.analyzer_results = new
var/list/cached_scan_results = air.analyzer_results
var/turf/open/location
if (istype(holder,/datum/pipeline)) //Find the tile the reaction is occuring on, or a random part of the network if it's a pipenet.
var/datum/pipeline/fusion_pipenet = holder
location = get_turf(pick(fusion_pipenet.members))
else
location = get_turf(holder)
if(!air.analyzer_results)
air.analyzer_results = new
var/list/cached_scan_results = air.analyzer_results
var/old_heat_capacity = air.heat_capacity()
var/reaction_energy = 0
var/mediation = FUSION_MEDIATION_FACTOR*(air.heat_capacity()-(cached_gases[/datum/gas/plasma]*GLOB.meta_gas_specific_heats[/datum/gas/plasma]))/(air.total_moles()-cached_gases[/datum/gas/plasma]) //This is the average specific heat of the mixture,not including plasma.
var/gases_fused = air.total_moles() - cached_gases[/datum/gas/plasma]
var/plasma_differential = (cached_gases[/datum/gas/plasma] - gases_fused) / air.total_moles()
var/reaction_efficiency = FUSION_EFFICIENCY_BASE ** -((plasma_differential ** 2) / FUSION_EFFICIENCY_DIVISOR) //https://www.desmos.com/calculator/6jjx3vdrvx
var/reaction_energy = 0 //Reaction energy can be negative or positive, for both exothermic and endothermic reactions.
var/initial_plasma = cached_gases[/datum/gas/plasma]
var/initial_carbon = cached_gases[/datum/gas/carbon_dioxide]
var/scale_factor = (air.volume)/(PI) //We scale it down by volume/Pi because for fusion conditions, moles roughly = 2*volume, but we want it to be based off something constant between reactions.
var/toroidal_size = (2*PI)+TORADIANS(arctan((air.volume-TOROID_VOLUME_BREAKEVEN)/TOROID_VOLUME_BREAKEVEN)) //The size of the phase space hypertorus
var/gas_power = 0
var/list/gas_fusion_powers = GLOB.meta_gas_fusions
for (var/gas_id in cached_gases)
gas_power += reaction_efficiency * (GLOB.meta_gas_fusions[gas_id]*cached_gases[gas_id])
gas_power += (gas_fusion_powers[gas_id]*cached_gases[gas_id])
var/instability = MODULUS((gas_power*INSTABILITY_GAS_POWER_FACTOR)**2,toroidal_size) //Instability effects how chaotic the behavior of the reaction is
cached_scan_results[id] = instability//used for analyzer feedback
var/power_ratio = gas_power/mediation
cached_scan_results[id] = power_ratio //used for analyzer feedback
var/plasma = (initial_plasma-FUSION_MOLE_THRESHOLD)/(scale_factor) //We have to scale the amounts of carbon and plasma down a significant amount in order to show the chaotic dynamics we want
var/carbon = (initial_carbon-FUSION_MOLE_THRESHOLD)/(scale_factor) //We also subtract out the threshold amount to make it harder for fusion to burn itself out.
for (var/gas_id in cached_gases) //and now we fuse
cached_gases[gas_id] = 0
//The reaction is a specific form of the Kicked Rotator system, which displays chaotic behavior and can be used to model particle interactions.
plasma = MODULUS(plasma - (instability*sin(TODEGREES(carbon))), toroidal_size)
carbon = MODULUS(carbon - plasma, toroidal_size)
var/radiation_power = (FUSION_RADIATION_FACTOR * power_ratio) / (power_ratio + FUSION_RADIATION_CONSTANT) //https://www.desmos.com/calculator/4i1f296phl
var/zap_power = ((FUSION_ZAP_POWER_ASYMPTOTE * power_ratio) / (power_ratio + FUSION_ZAP_POWER_CONSTANT)) + FUSION_ZAP_POWER_BASE //https://www.desmos.com/calculator/n0zkdpxnrr
var/do_explosion = FALSE
var/zap_range //these ones are set later
var/fusion_prepare_to_die_edition_rng
if (power_ratio > FUSION_SUPER_TIER_THRESHOLD) //power ratio 50+: SUPER TIER. The gases become so energized that they fuse into a ton of tritium, which is pretty nice! Until you consider the fact that everything just exploded, the canister is probably going to break and you're irradiated.
reaction_energy += gases_fused * FUSION_RELEASE_ENERGY_SUPER * (power_ratio / FUSION_ENERGY_DIVISOR_SUPER)
cached_gases[/datum/gas/tritium] += gases_fused * FUSION_GAS_CREATION_FACTOR_TRITIUM //60% of the gas is converted to energy, 40% to trit
fusion_prepare_to_die_edition_rng = 100 //Wait a minute..
do_explosion = TRUE
zap_range = FUSION_ZAP_RANGE_SUPER
cached_gases[/datum/gas/plasma] = plasma*scale_factor + FUSION_MOLE_THRESHOLD //Scales the gases back up
cached_gases[/datum/gas/carbon_dioxide] = carbon*scale_factor + FUSION_MOLE_THRESHOLD
var/delta_plasma = initial_plasma - cached_gases[/datum/gas/plasma]
else if (power_ratio > FUSION_HIGH_TIER_THRESHOLD) //power ratio 20-50; High tier. The reaction is so energized that it fuses into a small amount of stimulum, and some pluoxium. Very dangerous, but super cool and super useful.
reaction_energy += gases_fused * FUSION_RELEASE_ENERGY_HIGH * (power_ratio / FUSION_ENERGY_DIVISOR_HIGH)
cached_gases[/datum/gas/stimulum] += gases_fused * FUSION_GAS_CREATION_FACTOR_STIM //40% of the gas is converted to energy, 60% to stim and pluox
cached_gases[/datum/gas/pluoxium] += gases_fused * FUSION_GAS_CREATION_FACTOR_PLUOX
fusion_prepare_to_die_edition_rng = power_ratio //Now we're getting into dangerous territory
do_explosion = TRUE
zap_range = FUSION_ZAP_RANGE_HIGH
else if (power_ratio > FUSION_MID_TIER_THRESHOLD) //power_ratio 5 to 20; Mediation is overpowered, fusion reaction starts to break down.
reaction_energy += gases_fused * FUSION_RELEASE_ENERGY_MID * (power_ratio / FUSION_ENERGY_DIVISOR_MID)
cached_gases[/datum/gas/nitryl] += gases_fused * FUSION_GAS_CREATION_FACTOR_NITRYL //20% of the gas is converted to energy, 80% to nitryl and N2O
cached_gases[/datum/gas/nitrous_oxide] += gases_fused * FUSION_GAS_CREATION_FACTOR_N2O
fusion_prepare_to_die_edition_rng = power_ratio * FUSION_MID_TIER_RAD_PROB_FACTOR //Still unlikely, but don't stand next to the reaction unprotected
zap_range = FUSION_ZAP_RANGE_MID
else //power ratio 0 to 5; Gas power is overpowered. Fusion isn't nearly as powerful.
reaction_energy += gases_fused * FUSION_RELEASE_ENERGY_LOW * (power_ratio / FUSION_ENERGY_DIVISOR_LOW)
cached_gases[/datum/gas/bz] += gases_fused * FUSION_GAS_CREATION_FACTOR_BZ //10% of the gas is converted to energy, 90% to BZ and CO2
cached_gases[/datum/gas/carbon_dioxide] += gases_fused * FUSION_GAS_CREATION_FACTOR_CO2
fusion_prepare_to_die_edition_rng = power_ratio * FUSION_LOW_TIER_RAD_PROB_FACTOR //Low, but still something to look out for
zap_range = FUSION_ZAP_RANGE_LOW
//All the deadly consequences of fusion, consolidated for your viewing pleasure
if (location)
if(prob(fusion_prepare_to_die_edition_rng)) //Some.. permanent effects
if(do_explosion)
explosion(location, 0, 0, 5, power_ratio, TRUE, TRUE) //large shockwave, the actual radius is quite small - people will recognize that you're doing fusion
radiation_pulse(location, radiation_power) //You mean causing a super-tier fusion reaction in the halls is a bad idea?
SSresearch.science_tech.add_point_type(TECHWEB_POINT_TYPE_DEFAULT, 30000)//The science is cool though.
playsound(location, 'sound/effects/supermatter.ogg', 100, 0)
else
playsound(location, 'sound/effects/phasein.ogg', 75, 0)
//These will always happen, so be prepared
tesla_zap(location, zap_range, zap_power, TESLA_FUSION_FLAGS) //larpers beware
location.fire_nuclear_particles(power_ratio) //see code/modules/projectile/energy/nuclear_particle.dm
reaction_energy += delta_plasma*PLASMA_BINDING_ENERGY //Energy is gained or lost corresponding to the creation or destruction of mass.
if(instability < FUSION_INSTABILITY_ENDOTHERMALITY)
reaction_energy = max(reaction_energy,0) //Stable reactions don't end up endothermic.
else if (reaction_energy < 0)
reaction_energy *= (instability-FUSION_INSTABILITY_ENDOTHERMALITY)**0.5
if(air.thermal_energy() + reaction_energy < 0) //No using energy that doesn't exist.
cached_gases[/datum/gas/plasma] = initial_plasma
cached_gases[/datum/gas/carbon_dioxide] = initial_carbon
return NO_REACTION
cached_gases[/datum/gas/tritium] -= FUSION_TRITIUM_MOLES_USED
//The decay of the tritium and the reaction's energy produces waste gases, different ones depending on whether the reaction is endo or exothermic
if(reaction_energy > 0)
cached_gases[/datum/gas/oxygen] += FUSION_TRITIUM_MOLES_USED*(reaction_energy*FUSION_TRITIUM_CONVERSION_COEFFICIENT)
cached_gases[/datum/gas/nitrous_oxide] += FUSION_TRITIUM_MOLES_USED*(reaction_energy*FUSION_TRITIUM_CONVERSION_COEFFICIENT)
else
cached_gases[/datum/gas/bz] += FUSION_TRITIUM_MOLES_USED*(reaction_energy*-FUSION_TRITIUM_CONVERSION_COEFFICIENT)
cached_gases[/datum/gas/nitryl] += FUSION_TRITIUM_MOLES_USED*(reaction_energy*-FUSION_TRITIUM_CONVERSION_COEFFICIENT)
if(reaction_energy)
if(location)
var/particle_chance = ((PARTICLE_CHANCE_CONSTANT)/(reaction_energy-PARTICLE_CHANCE_CONSTANT)) + 1//Asymptopically approaches 100% as the energy of the reaction goes up.
if(prob(PERCENT(particle_chance)))
location.fire_nuclear_particle()
var/rad_power = max((FUSION_RAD_COEFFICIENT/instability) + FUSION_RAD_MAX,0)
radiation_pulse(location,rad_power)
var/new_heat_capacity = air.heat_capacity()
if(new_heat_capacity > MINIMUM_HEAT_CAPACITY)
air.temperature = max(((temperature*old_heat_capacity + reaction_energy)/new_heat_capacity),TCMB)
air.temperature = CLAMP(((air.temperature*old_heat_capacity + reaction_energy)/new_heat_capacity),TCMB,INFINITY)
return REACTING
/datum/gas_reaction/nitrylformation //The formation of nitryl. Endothermic. Requires N2O as a catalyst.
+74 -74
View File
@@ -1,74 +1,74 @@
/obj/item/clothing/suit
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
slot_flags = ITEM_SLOT_OCLOTHING
body_parts_covered = CHEST
var/blood_overlay_type = "suit"
var/togglename = null
var/suittoggled = FALSE
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/tauric = FALSE //Citadel Add for tauric hardsuits
var/taurmode = NOT_TAURIC
var/dimension_x = 32
var/dimension_y = 32
var/center = FALSE //Should we center the sprite?
/obj/item/clothing/suit/equipped(mob/user, slot)
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(mutantrace_variation)
if(DIGITIGRADE in H.dna.species.species_traits)
adjusted = ALT_STYLE
H.update_inv_wear_suit()
else if(adjusted == ALT_STYLE)
adjusted = NORMAL_STYLE
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
if(H.dna.features["taur"] in GLOB.noodle_taurs)
taurmode = SNEK_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else if(H.dna.features["taur"] in GLOB.paw_taurs)
taurmode = PAW_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else
taurmode = NOT_TAURIC
if(tauric == TRUE)
center = FALSE
dimension_x = 32
H.update_inv_wear_suit()
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
if(blood_DNA)
if(taurmode >= SNEK_TAURIC)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
else
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
var/obj/item/clothing/under/U = M.w_uniform
if(istype(U) && U.attached_accessory)
var/obj/item/clothing/accessory/A = U.attached_accessory
if(A.above_suit)
. += U.accessory_overlay
/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_wear_suit()
/obj/item/clothing/suit
icon = 'icons/obj/clothing/suits.dmi'
name = "suit"
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
slot_flags = ITEM_SLOT_OCLOTHING
body_parts_covered = CHEST
var/blood_overlay_type = "suit"
var/togglename = null
var/suittoggled = FALSE
var/adjusted = NORMAL_STYLE
mutantrace_variation = MUTANTRACE_VARIATION
var/tauric = FALSE //Citadel Add for tauric hardsuits
var/taurmode = NOT_TAURIC
var/dimension_x = 32
var/dimension_y = 32
var/center = FALSE //Should we center the sprite?
/obj/item/clothing/suit/equipped(mob/user, slot)
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(mutantrace_variation)
if(DIGITIGRADE in H.dna.species.species_traits)
adjusted = ALT_STYLE
H.update_inv_wear_suit()
else if(adjusted == ALT_STYLE)
adjusted = NORMAL_STYLE
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
if(H.dna.features["taur"] in GLOB.noodle_taurs)
taurmode = SNEK_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else if(H.dna.features["taur"] in GLOB.paw_taurs)
taurmode = PAW_TAURIC
if(tauric == TRUE)
center = TRUE
dimension_x = 64
else
taurmode = NOT_TAURIC
if(tauric == TRUE)
center = FALSE
dimension_x = 32
H.update_inv_wear_suit()
/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
if(blood_DNA)
if(tauric)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
else
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
var/obj/item/clothing/under/U = M.w_uniform
if(istype(U) && U.attached_accessory)
var/obj/item/clothing/accessory/A = U.attached_accessory
if(A.above_suit)
. += U.accessory_overlay
/obj/item/clothing/suit/update_clothes_damaged_state(damaging = TRUE)
..()
if(ismob(loc))
var/mob/M = loc
M.update_inv_wear_suit()
-12
View File
@@ -133,18 +133,6 @@
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/minigun
name = "Laser Minigun"
result = /obj/item/minigunpack2
reqs = list(/obj/item/gun/energy/laser/carbine = 3,
/obj/item/stack/sheet/plasteel = 5,
/obj/item/stack/cable_coil = 30,
/obj/item/stock_parts/cell/bluespace = 2)
tools = list(TOOL_WIRECUTTER, TOOL_SCREWDRIVER, TOOL_WELDER)
time = 150
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/ed209
name = "ED209"
result = /mob/living/simple_animal/bot/ed209
+6 -2
View File
@@ -121,7 +121,7 @@
return list(ACCESS_CENT_GENERAL, ACCESS_CENT_LIVING, ACCESS_CENT_BAR)
/proc/get_all_accesses()
return list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT,
return list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP,
ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_MORGUE, ACCESS_RD,
ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_CHEMISTRY, ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_MAINT_TUNNELS,
ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CHANGE_IDS, ACCESS_AI_UPLOAD,
@@ -157,7 +157,7 @@
if(1) //station general
return list(ACCESS_KITCHEN,ACCESS_BAR, ACCESS_HYDROPONICS, ACCESS_JANITOR, ACCESS_CHAPEL_OFFICE, ACCESS_CREMATORIUM, ACCESS_LIBRARY, ACCESS_THEATRE, ACCESS_LAWYER)
if(2) //security
return list(ACCESS_SEC_DOORS, ACCESS_WEAPONS, ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_HOS)
return list(ACCESS_SEC_DOORS, ACCESS_WEAPONS, ACCESS_SECURITY, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_FORENSICS_LOCKERS, ACCESS_COURT, ACCESS_HOS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP,)
if(3) //medbay
return list(ACCESS_MEDICAL, ACCESS_GENETICS, ACCESS_CLONING, ACCESS_MORGUE, ACCESS_CHEMISTRY, ACCESS_VIROLOGY, ACCESS_SURGERY, ACCESS_CMO)
if(4) //research
@@ -312,6 +312,10 @@
return "Gateway"
if(ACCESS_SEC_DOORS)
return "Brig"
if(ACCESS_ENTER_GENPOP)
return "Prison Turnstile Entrance"
if(ACCESS_LEAVE_GENPOP)
return "Prison Turnstile Exit"
if(ACCESS_MINERAL_STOREROOM)
return "Mineral Storage"
if(ACCESS_MINISAT)
@@ -19,11 +19,11 @@
outfit = /datum/outfit/job/hos
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS,
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP,
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS,
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP,
ACCESS_FORENSICS_LOCKERS, ACCESS_MORGUE, ACCESS_MAINT_TUNNELS, ACCESS_ALL_PERSONAL_LOCKERS,
ACCESS_RESEARCH, ACCESS_ENGINE, ACCESS_MINING, ACCESS_MEDICAL, ACCESS_CONSTRUCTION, ACCESS_MAILSORTING,
ACCESS_HEADS, ACCESS_HOS, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_GATEWAY, ACCESS_MAINT_TUNNELS, ACCESS_MINERAL_STOREROOM)
@@ -15,8 +15,8 @@
outfit = /datum/outfit/job/security
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_FORENSICS_LOCKERS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM) // See /datum/job/officer/get_access()
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP, ACCESS_FORENSICS_LOCKERS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP, ACCESS_MINERAL_STOREROOM) // See /datum/job/officer/get_access()
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
+2 -2
View File
@@ -15,8 +15,8 @@
outfit = /datum/outfit/job/warden
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_FORENSICS_LOCKERS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_MINERAL_STOREROOM) // See /datum/job/warden/get_access()
access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_MAINT_TUNNELS, ACCESS_MORGUE, ACCESS_WEAPONS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP, ACCESS_FORENSICS_LOCKERS, ACCESS_MINERAL_STOREROOM)
minimal_access = list(ACCESS_SECURITY, ACCESS_SEC_DOORS, ACCESS_BRIG, ACCESS_ARMORY, ACCESS_COURT, ACCESS_WEAPONS, ACCESS_ENTER_GENPOP, ACCESS_LEAVE_GENPOP, ACCESS_MINERAL_STOREROOM) // See /datum/job/warden/get_access()
mind_traits = list(TRAIT_LAW_ENFORCEMENT_METABOLISM)
@@ -11,6 +11,7 @@
heat_protection = CHEST|GROIN|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/explorer
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50)
flags_inv = HIDEJUMPSUIT|HIDETAUR
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe)
resistance_flags = FIRE_PROOF
tauric = TRUE //Citadel Add for tauric hardsuits
@@ -421,7 +421,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
if(prob(50))
radiation_pulse(src, power * (1 + (tritiumcomp * TRITIUM_RADIOACTIVITY_MODIFIER) + ((pluoxiumcomp * PLUOXIUM_RADIOACTIVITY_MODIFIER) * pluoxiumbonus) * (power_transmission_bonus/(10-(bzcomp * BZ_RADIOACTIVITY_MODIFIER))))) // Rad Modifiers BZ(500%), Tritium(300%), and Pluoxium(-200%)
if(bzcomp >= 0.4 && prob(30 * bzcomp))
src.fire_nuclear_particles() // Start to emit radballs at a maximum of 30% chance per tick
fire_nuclear_particle() // Start to emit radballs at a maximum of 30% chance per tick
var/device_energy = power * REACTION_POWER_MODIFIER
@@ -71,9 +71,3 @@
projectile_type = /obj/item/projectile/beam/mindflayer
select_name = "MINDFUCK"
fire_sound = 'sound/weapons/laser.ogg'
/obj/item/ammo_casing/energy/laser/weak
projectile_type = /obj/item/projectile/beam/weak/minigun
e_cost = 10
fire_sound = 'sound/weapons/gatling.ogg'
click_cooldown_override = 1
@@ -1,149 +0,0 @@
//The ammo/gun is stored in a back slot item
/obj/item/minigunpack2
name = " Laser Gatling Pack"
desc = "A massive battery pack with an attached laser gatling gun!"
icon = 'icons/obj/guns/minigun.dmi'
icon_state = "holstered"
item_state = "backpack"
lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
slot_flags = ITEM_SLOT_BACK
w_class = WEIGHT_CLASS_HUGE
var/obj/item/gun/energy/minigun/gun
var/armed = 0 //whether the gun is attached, 0 is attached, 1 is the gun is wielded.
var/overheat = 0
var/overheat_max = 60
var/heat_diffusion = 5
/obj/item/minigunpack2/Initialize()
. = ..()
gun = new(src)
START_PROCESSING(SSobj, src)
/obj/item/minigunpack2/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/minigunpack2/process()
overheat = max(0, overheat - heat_diffusion)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/minigunpack2/attack_hand(var/mob/living/carbon/user)
if(src.loc == user)
if(!armed)
if(user.get_item_by_slot(SLOT_BACK) == src)
armed = 1
if(!user.put_in_hands(gun))
armed = 0
to_chat(user, "<span class='warning'>You need a free hand to hold the gun!</span>")
return
update_icon()
user.update_inv_back()
else
to_chat(user, "<span class='warning'>You are already holding the gun!</span>")
else
..()
/obj/item/minigunpack2/attackby(obj/item/W, mob/user, params)
if(W == gun) //Don't need armed check, because if you have the gun assume its armed.
user.dropItemToGround(gun, TRUE)
else
..()
/obj/item/minigunpack2/dropped(mob/user)
if(armed)
user.dropItemToGround(gun, TRUE)
/obj/item/minigunpack2/MouseDrop(atom/over_object)
. = ..()
if(armed)
return
if(iscarbon(usr))
var/mob/M = usr
if(!over_object)
return
if(!M.incapacitated())
if(istype(over_object, /obj/screen/inventory/hand))
var/obj/screen/inventory/hand/H = over_object
M.putItemFromInventoryInHandIfPossible(src, H.held_index)
/obj/item/minigunpack2/update_icon()
if(armed)
icon_state = "notholstered"
else
icon_state = "holstered"
/obj/item/minigunpack2/proc/attach_gun(var/mob/user)
if(!gun)
gun = new(src)
gun.forceMove(src)
armed = 0
if(user)
to_chat(user, "<span class='notice'>You attach the [gun.name] to the [name].</span>")
else
src.visible_message("<span class='warning'>The [gun.name] snaps back onto the [name]!</span>")
update_icon()
user.update_inv_back()
/obj/item/gun/energy/minigun
name = "laser gatling gun"
desc = "An advanced laser cannon with an incredible rate of fire. Requires a bulky backpack power source to use."
icon = 'icons/obj/guns/minigun.dmi'
icon_state = "minigun_spin"
item_state = "minigun"
flags_1 = CONDUCT_1
force = 15
recoil = 2
slowdown = 1
slot_flags = null
w_class = WEIGHT_CLASS_HUGE
materials = list()
ammo_type = list(/obj/item/ammo_casing/energy/laser/weak)
burst_size = 2
automatic = 1
can_charge = 0
selfcharge = EGUN_SELFCHARGE
charge_tick = 2
charge_delay = 5
weapon_weight = WEAPON_HEAVY
item_flags = NEEDS_PERMIT | SLOWS_WHILE_IN_HAND
var/obj/item/minigunpack2/ammo_pack
/obj/item/gun/energy/minigun/Initialize()
if(istype(loc, /obj/item/minigunpack2)) //We should spawn inside an ammo pack so let's use that one.
ammo_pack = loc
else
return INITIALIZE_HINT_QDEL //No pack, no gun
return ..()
/obj/item/gun/energy/minigun/attack_self(mob/living/user)
return
/obj/item/gun/energy/minigun/dropped(mob/user)
if(ammo_pack)
ammo_pack.attach_gun(user)
else
qdel(src)
/obj/item/gun/energy/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
if(ammo_pack)
if(ammo_pack.overheat < ammo_pack.overheat_max)
ammo_pack.overheat += burst_size
..()
else
to_chat(user, "The gun's heat sensor locked the trigger to prevent lens damage.")
/obj/item/gun/energy/minigun/afterattack(atom/target, mob/living/user, flag, params)
if(!ammo_pack || ammo_pack.loc != user)
to_chat(user, "You need the backpack power source to fire the gun!")
. = ..()
/obj/item/gun/energy/minigun/dropped(mob/living/user)
ammo_pack.attach_gun(user)
@@ -39,14 +39,6 @@
/obj/item/projectile/beam/weak
damage = 15
/obj/item/projectile/beam/weak/minigun
damage = 12.5
armour_penetration = 40
/obj/item/projectile/beam/weak/minigun/Initialize()
.=..()
speed = pick(0.7,0.75,0.8,0.85,0.9,0.95,1,1.05,1.1,1.15)
/obj/item/projectile/beam/weak/penetrator
armour_penetration = 50
@@ -3,10 +3,9 @@
name = "nuclear particle"
icon_state = "nuclear_particle"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 20
damage_type = TOX
irradiate = 2500 //enough to knockdown and induce vomiting
speed = 0.4
flag = "rad"
irradiate = 5000
speed = 0.4
hitsound = 'sound/weapons/emitter2.ogg'
impact_type = /obj/effect/projectile/impact/xray
var/static/list/particle_colors = list(
@@ -25,22 +24,6 @@
add_atom_colour(particle_colors[our_color], FIXED_COLOUR_PRIORITY)
set_light(4, 3, particle_colors[our_color]) //Range of 4, brightness of 3 - Same range as a flashlight
/atom/proc/fire_nuclear_particles(power_ratio) //used by fusion to fire random # of nuclear particles - power ratio determines about how many are fired
var/random_particles = rand(3,6)
var/particles_to_fire
var/particles_fired
switch(power_ratio) //multiply random_particles * factor for whatever tier
if(0 to FUSION_MID_TIER_THRESHOLD)
particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_LOW
if(FUSION_MID_TIER_THRESHOLD to FUSION_HIGH_TIER_THRESHOLD)
particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_MID
if(FUSION_HIGH_TIER_THRESHOLD to FUSION_SUPER_TIER_THRESHOLD)
particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_HIGH
if(FUSION_SUPER_TIER_THRESHOLD to INFINITY)
particles_to_fire = random_particles * FUSION_PARTICLE_FACTOR_SUPER
while(particles_to_fire)
particles_fired++
var/angle = rand(0,360)
var/obj/item/projectile/energy/nuclear_particle/P = new /obj/item/projectile/energy/nuclear_particle(src)
addtimer(CALLBACK(P, /obj/item/projectile.proc/fire, angle), particles_fired) //multiply particles fired * delay so the particles end up stagnated (once every decisecond)
particles_to_fire--
/atom/proc/fire_nuclear_particle(angle = rand(0,360)) //used by fusion to fire random nuclear particles. Fires one particle in a random direction.
var/obj/item/projectile/energy/nuclear_particle/P = new /obj/item/projectile/energy/nuclear_particle(src)
P.fire(angle)