Merge branch 'master' into the-fuck-am-i-doing

This commit is contained in:
Fabian
2021-03-15 14:09:30 +01:00
730 changed files with 29789 additions and 21946 deletions
+5 -4
View File
@@ -298,20 +298,21 @@
return doUnEquip(I, force, drop_location(), FALSE)
//for when the item will be immediately placed in a loc other than the ground
/mob/proc/transferItemToLoc(obj/item/I, newloc = null, force = FALSE)
return doUnEquip(I, force, newloc, FALSE)
/mob/proc/transferItemToLoc(obj/item/I, newloc = null, force = FALSE, silent = TRUE)
return doUnEquip(I, force, newloc, FALSE, silent = silent)
//visibly unequips I but it is NOT MOVED AND REMAINS IN SRC
//item MUST BE FORCEMOVE'D OR QDEL'D
/mob/proc/temporarilyRemoveItemFromInventory(obj/item/I, force = FALSE, idrop = TRUE)
return doUnEquip(I, force, null, TRUE, idrop)
return doUnEquip(I, force, null, TRUE, idrop, silent = TRUE)
//DO NOT CALL THIS PROC
//use one of the above 3 helper procs
//you may override it, but do not modify the args
/mob/proc/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE) //Force overrides TRAIT_NODROP for things like wizarditis and admin undress.
/mob/proc/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE, silent = FALSE) //Force overrides TRAIT_NODROP for things like wizarditis and admin undress.
//Use no_move if the item is just gonna be immediately moved afterward
//Invdrop is used to prevent stuff in pockets dropping. only set to false if it's going to immediately be replaced
PROTECTED_PROC(TRUE)
if(!I) //If there's nothing to drop, the drop is automatically succesfull. If(unEquip) should generally be used to check for TRAIT_NODROP.
return TRUE
@@ -1,3 +1,3 @@
//can't unequip since it can't equip anything
/mob/living/carbon/alien/larva/doUnEquip(obj/item/W)
/mob/living/carbon/alien/larva/doUnEquip(obj/item/W, silent = FALSE)
return
@@ -75,6 +75,7 @@
var/lastpuke = 0
var/account_id
var/last_fire_update
var/hardcore_survival_score = 0
/// Unarmed parry data for human
/datum/block_parry_data/unarmed/human
@@ -164,7 +164,7 @@
var/obj/item/thing = sloties
. += thing?.slowdown
/mob/living/carbon/human/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE)
/mob/living/carbon/human/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE, silent = FALSE)
var/index = get_held_index_of_item(I)
. = ..() //See mob.dm for an explanation on this and some rage about people copypasting instead of calling ..() like they should.
if(!. || !I)
+175 -43
View File
@@ -3,16 +3,30 @@
GLOBAL_LIST_EMPTY(roundstart_races)
GLOBAL_LIST_EMPTY(roundstart_race_names)
/**
* # species datum
*
* Datum that handles different species in the game.
*
* This datum handles species in the game, such as lizardpeople, mothmen, zombies, skeletons, etc.
* It is used in [carbon humans][mob/living/carbon/human] to determine various things about them, like their food preferences, if they have biological genders, their damage resistances, and more.
*
*/
/datum/species
var/id // if the game needs to manually check your race to do something not included in a proc here, it will use this
var/limbs_id //this is used if you want to use a different species limb sprites. Mainly used for angels as they look like humans.
var/name // this is the fluff name. these will be left generic (such as 'Lizardperson' for the lizard race) so servers can change them to whatever
var/default_color = "#FFFFFF" // if alien colors are disabled, this is the color that will be used by that race
///If the game needs to manually check your race to do something not included in a proc here, it will use this.
var/id
//This is used if you want to use a different species' limb sprites.
var/limbs_id
///This is the fluff name. They are displayed on health analyzers and in the character setup menu. Leave them generic for other servers to customize.
var/name
// Default color. If mutant colors are disabled, this is the color that will be used by that race.
var/default_color = "#FFF"
var/sexes = 1 // whether or not the race has sexual characteristics. at the moment this is only 0 for skeletons and shadows
///Whether or not the race has sexual characteristics (biological genders). At the moment this is only FALSE for skeletons and shadows
var/sexes = TRUE
var/has_field_of_vision = TRUE
//Species Icon Drawing Offsets - Pixel X, Pixel Y, Aka X = Horizontal and Y = Vertical, from bottom left corner
///Clothing offsets. If a species has a different body than other species, you can offset clothing so they look less weird.
var/list/offset_features = list(
OFFSET_UNIFORM = list(0,0),
OFFSET_ID = list(0,0),
@@ -34,74 +48,141 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
OFFSET_MUTPARTS = list(0,0)
)
var/hair_color // this allows races to have specific hair colors... if null, it uses the H's hair/facial hair colors. if "mutcolor", it uses the H's mutant_color
var/hair_alpha = 255 // the alpha used by the hair. 255 is completely solid, 0 is transparent.
var/use_skintones = NO_SKINTONES // does it use skintones or not? (spoiler alert this is only used by humans)
var/exotic_blood = "" // If your race wants to bleed something other than bog standard blood, change this to reagent id.
var/exotic_bloodtype = "" //If your race uses a non standard bloodtype (A+, O-, AB-, etc)
var/exotic_blood_color = BLOOD_COLOR_HUMAN //assume human as the default blood colour, override this default by species subtypes
///This allows races to have specific hair colors. If null, it uses the H's hair/facial hair colors. If "mutcolor", it uses the H's mutant_color. If "fixedmutcolor", it uses fixedmutcolor
var/hair_color
///The alpha used by the hair. 255 is completely solid, 0 is invisible.
var/hair_alpha = 255
///Does the species use skintones or not? As of now only used by humans.
var/use_skintones = FALSE
///If your race bleeds something other than bog standard blood, change this to reagent id. For example, ethereals bleed liquid electricity.
var/exotic_blood = ""
///If your race uses a non standard bloodtype (A+, O-, AB-, etc). For example, lizards have L type blood.
var/exotic_bloodtype = ""
/// Assume human as the default blood colour, override this default by species subtypes
var/exotic_blood_color = BLOOD_COLOR_HUMAN
///What the species drops when gibbed by a gibber machine.
var/meat = /obj/item/reagent_containers/food/snacks/meat/slab/human //What the species drops on gibbing
var/list/gib_types = list(/obj/effect/gibspawner/human, /obj/effect/gibspawner/human/bodypartless)
///What skin the species drops when gibbed by a gibber machine.
var/skinned_type
///Bitfield for food types that the species likes, giving them a mood boost. Lizards like meat, for example.
var/liked_food = NONE
///Bitfield for food types that the species dislikes, giving them disgust. Humans hate raw food, for example.
var/disliked_food = GROSS
///Bitfield for food types that the species absolutely hates, giving them even more disgust than disliked food. Meat is "toxic" to moths, for example.
var/toxic_food = TOXIC
var/list/no_equip = list() // slots the race can't equip stuff to
var/nojumpsuit = 0 // this is sorta... weird. it basically lets you equip stuff that usually needs jumpsuits without one, like belts and pockets and ids
///Inventory slots the race can't equip stuff to. Golems cannot wear jumpsuits, for example.
var/list/no_equip = list()
/// Allows the species to equip items that normally require a jumpsuit without having one equipped. Used by golems.
var/nojumpsuit = FALSE
var/blacklisted = 0 //Flag to exclude from green slime core species.
var/dangerous_existence //A flag for transformation spells that tells them "hey if you turn a person into one of these without preperation, they'll probably die!"
var/say_mod = "says" // affects the speech message
///Affects the speech message, for example: Motharula flutters, "My speech message is flutters!"
var/say_mod = "says"
///What languages this species can understand and say. Use a [language holder datum][/datum/language_holder] in this var.
var/species_language_holder = /datum/language_holder
var/list/mutant_bodyparts = list() // Visible CURRENT bodyparts that are unique to a species. Changes to this list for non-species specific bodyparts (ie cat ears and tails) should be assigned at organ level if possible. Layer hiding is handled by handle_mutant_bodyparts() below.
var/list/mutant_organs = list() //Internal organs that are unique to this race.
var/speedmod = 0 // this affects the race's speed. positive numbers make it move slower, negative numbers make it move faster
var/armor = 0 // overall defense for the race... or less defense, if it's negative.
var/attack_type = BRUTE // the type of damage unarmed attacks from this species do
var/brutemod = 1 // multiplier for brute damage
var/burnmod = 1 // multiplier for burn damage
var/coldmod = 1 // multiplier for cold damage
var/heatmod = 1 // multiplier for heat damage
var/stunmod = 1 // multiplier for stun duration
var/punchdamagelow = 1 //lowest possible punch damage. if this is set to 0, punches will always miss
var/punchdamagehigh = 10 //highest possible punch damage
var/punchstunthreshold = 10 //damage at which punches from this race will stun //yes it should be to the attacked race but it's not useful that way even if it's logical
/**
* Visible CURRENT bodyparts that are unique to a species.
* DO NOT USE THIS AS A LIST OF ALL POSSIBLE BODYPARTS AS IT WILL FUCK
* SHIT UP! Changes to this list for non-species specific bodyparts (ie
* cat ears and tails) should be assigned at organ level if possible.
* Assoc values are defaults for given bodyparts, also modified by aforementioned organs.
* They also allow for faster '[]' list access versus 'in'. Other than that, they are useless right now.
* Layer hiding is handled by [/datum/species/proc/handle_mutant_bodyparts] below.
*/
var/list/mutant_bodyparts = list()
///Internal organs that are unique to this race, like a tail.
var/list/mutant_organs = list()
///Multiplier for the race's speed. Positive numbers make it move slower, negative numbers make it move faster.
var/speedmod = 0
///Percentage modifier for overall defense of the race, or less defense, if it's negative.
var/armor = 0
///multiplier for brute damage
var/brutemod = 1
///multiplier for burn damage
var/burnmod = 1
///multiplier for damage from cold temperature
var/coldmod = 1
///multiplier for damage from hot temperature
var/heatmod = 1
///multiplier for stun durations
var/stunmod = 1
///multiplier for money paid at payday
var/payday_modifier = 1
///Type of damage attack does. Ethereals attack with burn damage for example.
var/attack_type = BRUTE // multiplier for stun duration
///Lowest possible punch damage this species can give. If this is set to 0, punches will always miss.
var/punchdamagelow = 1
///Highest possible punch damage this species can give.
var/punchdamagehigh = 10
///Damage at which punches from this race will stun
var/punchstunthreshold = 10 //yes it should be to the attacked race but it's not useful that way even if it's logical
var/punchwoundbonus = 0 // additional wound bonus. generally zero.
var/siemens_coeff = 1 //base electrocution coefficient
var/damage_overlay_type = "human" //what kind of damage overlays (if any) appear on our species when wounded?
var/fixed_mut_color = "" //to use MUTCOLOR with a fixed color that's independent of dna.feature["mcolor"]
///Base electrocution coefficient. Basically a multiplier for damage from electrocutions.
var/siemens_coeff = 1
///What kind of damage overlays (if any) appear on our species when wounded? If this is "", does not add an overlay.
var/damage_overlay_type = "human"
///To use MUTCOLOR with a fixed color that's independent of the mcolor feature in DNA.
var/fixed_mut_color = ""
///Special mutation that can be found in the genepool exclusively in this species. Dont leave empty or changing species will be a headache
var/inert_mutation = DWARFISM
var/list/special_step_sounds //Sounds to override barefeet walkng
var/grab_sound //Special sound for grabbing
var/datum/outfit/outfit_important_for_life // A path to an outfit that is important for species life e.g. plasmaman outfit
///Sounds to override barefeet walking
var/list/special_step_sounds
///Special sound for grabbing
var/grab_sound
/// A path to an outfit that is important for species life e.g. plasmaman outfit
var/datum/outfit/outfit_important_for_life
// species-only traits. Can be found in DNA.dm
///Species-only traits. Can be found in [code/__DEFINES/DNA.dm]
var/list/species_traits = list(HAS_FLESH,HAS_BONE) //by default they can scar and have bones/flesh unless set to something else
// generic traits tied to having the species
var/list/inherent_traits = list()
///Generic traits tied to having the species.
var/list/inherent_traits = list() //list(TRAIT_ADVANCEDTOOLUSER)
/// List of biotypes the mob belongs to. Used by diseases.
var/inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID
var/list/blacklisted_quirks = list() // Quirks that will be removed upon gaining this species, to be defined by species
var/list/removed_quirks = list() // Quirks that got removed due to being blacklisted, and will be restored when on_species_loss() is called
var/attack_verb = "punch" // punch-specific attack verb
///Punch-specific attack verb.
var/attack_verb = "punch"
///
var/sound/attack_sound = 'sound/weapons/punch1.ogg'
var/sound/miss_sound = 'sound/weapons/punchmiss.ogg'
var/list/mob/living/ignored_by = list() // list of mobs that will ignore this species
//Breathing!
var/obj/item/organ/lungs/mutantlungs = null
///What gas does this species breathe? Used by suffocation screen alerts, most of actual gas breathing is handled by mutantlungs. See [life.dm][code/modules/mob/living/carbon/human/life.dm]
var/breathid = "o2"
//Do NOT remove by setting to null. use OR make a RESPECTIVE TRAIT (removing stomach? add the NOSTOMACH trait to your species)
//why does it work this way? because traits also disable the downsides of not having an organ, removing organs but not having the trait will make your species die
///Replaces default brain with a different organ
var/obj/item/organ/brain/mutant_brain = /obj/item/organ/brain
///Replaces default heart with a different organ
var/obj/item/organ/heart/mutant_heart = /obj/item/organ/heart
///Replaces default lungs with a different organ
// var/obj/item/organ/lungs/mutantlungs = /obj/item/organ/lungs
///Replaces default eyes with a different organ
var/obj/item/organ/eyes/mutanteyes = /obj/item/organ/eyes
///Replaces default ears with a different organ
var/obj/item/organ/ears/mutantears = /obj/item/organ/ears
var/obj/item/mutanthands
///Replaces default tongue with a different organ
var/obj/item/organ/tongue/mutanttongue = /obj/item/organ/tongue
///Replaces default liver with a different organ
var/obj/item/organ/liver/mutantliver = /obj/item/organ/liver
///Replaces default stomach with a different organ
var/obj/item/organ/stomach/mutantstomach = /obj/item/organ/stomach
///Replaces default appendix with a different organ.
var/obj/item/organ/appendix/mutantappendix = /obj/item/organ/appendix
///Forces an item into this species' hands. Only an honorary mutantthing because this is not an organ and not loaded in the same way, you've been warned to do your research.
var/obj/item/mutanthands
/// CIT SPECIFIC Mutant tail
var/obj/item/organ/tail/mutanttail = null
var/obj/item/organ/liver/mutantliver
var/obj/item/organ/stomach/mutantstomach
var/override_float = FALSE
//Citadel snowflake
@@ -126,6 +207,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//the icon state of the eyes this species has
var/eye_type = "normal"
///For custom overrides for species ass images
var/icon/ass_image
///////////
// PROCS //
///////////
@@ -141,6 +225,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//update our mutant bodyparts to include unlocked ones
mutant_bodyparts += GLOB.unlocked_mutant_parts
/**
* Generates species available to choose in character setup at roundstart
*
* This proc generates which species are available to pick from in character setup.
* If there are no available roundstart species, defaults to human.
*/
/proc/generate_selectable_species(clear = FALSE)
if(clear)
GLOB.roundstart_races = list()
@@ -154,11 +244,26 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!GLOB.roundstart_races.len)
GLOB.roundstart_races += "human"
/**
* Checks if a species is eligible to be picked at roundstart.
*
* Checks the config to see if this species is allowed to be picked in the character setup menu.
* Used by [/proc/generate_selectable_species].
*/
/datum/species/proc/check_roundstart_eligible()
if(id in (CONFIG_GET(keyed_list/roundstart_races)))
return TRUE
return FALSE
/**
* Generates a random name for a carbon.
*
* This generates a random unique name based on a human's species and gender.
* Arguments:
* * gender - The gender that the name should adhere to. Use MALE for male names, use anything else for female names.
* * unique - If true, ensures that this new name is not a duplicate of anyone else's name currently on the station.
* * lastname - Does this species' naming system adhere to the last name system? Set to false if it doesn't.
*/
/datum/species/proc/random_name(gender,unique,lastname)
if(unique)
return random_unique_name(gender)
@@ -176,7 +281,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return randname
//Called when cloning, copies some vars that should be kept
/**
* Copies some vars and properties over that should be kept when creating a copy of this species.
*
* Used by slimepeople to copy themselves, and by the DNA datum to hardset DNA to a species
* Arguments:
* * old_species - The species that the carbon used to be before copying
*/
/datum/species/proc/copy_properties_from(datum/species/old_species)
mutant_bodyparts["limbs_id"] = old_species.mutant_bodyparts["limbs_id"]
eye_type = old_species.eye_type
@@ -189,7 +300,18 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
// return 0 //It returns false when it runs the proc so they don't get jobs from the global list.
return 1 //It returns 1 to say they are a-okay to continue.
//Will regenerate missing organs
/**
* Corrects organs in a carbon, removing ones it doesn't need and adding ones it does.
*
* Takes all organ slots, removes organs a species should not have, adds organs a species should have.
* can use replace_current to refresh all organs, creating an entirely new set.
*
* Arguments:
* * C - carbon, the owner of the species datum AKA whoever we're regenerating organs in
* * old_species - datum, used when regenerate organs is called in a switching species to remove old mutant organs.
* * replace_current - boolean, forces all old organs to get deleted whether or not they pass the species' ability to keep that organ
* * excluded_zones - list, add zone defines to block organs inside of the zones from getting handled. see headless mutation for an example
*/
/datum/species/proc/regenerate_organs(mob/living/carbon/C,datum/species/old_species,replace_current=TRUE)
var/obj/item/organ/brain/brain = C.getorganslot(ORGAN_SLOT_BRAIN)
var/obj/item/organ/heart/heart = C.getorganslot(ORGAN_SLOT_HEART)
@@ -305,6 +427,16 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/obj/item/organ/I = new path()
I.Insert(C)
/**
* Proc called when a carbon becomes this species.
*
* This sets up and adds/changes/removes things, qualities, abilities, and traits so that the transformation is as smooth and bugfree as possible.
* Produces a [COMSIG_SPECIES_GAIN] signal.
* Arguments:
* * C - Carbon, this is whoever became the new species.
* * old_species - The species that the carbon used to be before becoming this race, used for regenerating organs.
* * pref_load - Preferences to be loaded from character setup, loads in preferred mutant things like bodyparts, digilegs, skin color, etc.
*/
/datum/species/proc/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
// Drop the items the new species can't wear
for(var/slot_id in no_equip)
@@ -7,6 +7,7 @@
inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_CHUNKYFINGERS,TRAIT_NOHUNGER,TRAIT_NOBREATH)
mutanttongue = /obj/item/organ/tongue/abductor
species_category = SPECIES_CATEGORY_ALIEN
ass_image = 'icons/ass/assgrey.png'
/datum/species/abductor/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
@@ -12,6 +12,7 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_category = SPECIES_CATEGORY_FURRY
ass_image = 'icons/ass/asscat.png'
/datum/species/human/felinid/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
if(ishuman(C))
@@ -27,6 +27,7 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_category = SPECIES_CATEGORY_JELLY
ass_image = 'icons/ass/assslime.png'
/obj/item/organ/brain/jelly
name = "slime nucleus"
@@ -30,6 +30,8 @@
wagging_type = "waggingtail_lizard"
species_category = SPECIES_CATEGORY_LIZARD
ass_image = 'icons/ass/asslizard.png'
/datum/species/lizard/random_name(gender,unique,lastname)
if(unique)
return random_unique_lizard_name(gender)
@@ -24,6 +24,8 @@
species_category = SPECIES_CATEGORY_SKELETON
ass_image = 'icons/ass/assplasma.png'
/datum/species/plasmaman/spec_life(mob/living/carbon/human/H)
var/datum/gas_mixture/environment = H.loc.return_air()
var/atmos_sealed = FALSE
@@ -187,12 +187,8 @@
AM.emp_act(50)
if(iscyborg(AM))
var/mob/living/silicon/robot/borg = AM
if(borg.lamp_intensity)
borg.update_headlamp(TRUE, INFINITY)
to_chat(borg, "<span class='danger'>Your headlamp is fried! You'll need a human to help replace it.</span>")
for(var/obj/item/assembly/flash/cyborg/F in borg.held_items)
if(!F.crit_fail)
F.burn_out()
if(borg.lamp_enabled)
borg.smash_headlamp()
else
for(var/obj/item/O in AM)
if(O.light_range && O.light_power)
+1 -1
View File
@@ -104,7 +104,7 @@
return not_handled
/mob/living/carbon/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE)
/mob/living/carbon/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE, silent = FALSE)
. = ..() //Sets the default return value to what the parent returns.
if(!. || !I) //We don't want to set anything to null if the parent returned 0.
return
@@ -0,0 +1,78 @@
//Portrait picker! It's a tgui window that lets you look through all the portraits, and choose one as your AI.
//very similar to centcom_podlauncher in terms of how this is coded, so i kept a lot of comments from it
//^ wow! it's the second time i've said this! i'm a real coder now, copying my statement of copying other people's stuff.
#define TAB_LIBRARY 1
#define TAB_SECURE 2
#define TAB_PRIVATE 3
/datum/portrait_picker
var/client/holder //client of whoever is using this datum
/datum/portrait_picker/New(user)//user can either be a client or a mob due to byondcode(tm)
if (istype(user, /client))
var/client/user_client = user
holder = user_client //if its a client, assign it to holder
else
var/mob/user_mob = user
holder = user_mob.client //if its a mob, assign the mob's client to holder
/datum/portrait_picker/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "PortraitPicker")
ui.open()
/datum/portrait_picker/ui_close()
qdel(src)
/datum/portrait_picker/ui_state(mob/user)
return GLOB.conscious_state
/datum/portrait_picker/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/simple/portraits/library),
get_asset_datum(/datum/asset/simple/portraits/library_secure),
get_asset_datum(/datum/asset/simple/portraits/library_private)
)
/datum/portrait_picker/ui_data(mob/user)
var/list/data = list()
data["library"] = SSpersistence.paintings["library"] ? SSpersistence.paintings["library"] : 0
data["library_secure"] = SSpersistence.paintings["library_secure"] ? SSpersistence.paintings["library_secure"] : 0
data["library_private"] = SSpersistence.paintings["library_private"] ? SSpersistence.paintings["library_private"] : 0 //i'm gonna regret this, won't i?
return data
/datum/portrait_picker/ui_act(action, params)
. = ..()
if(.)
return
switch(action)
if("select")
var/list/tab2key = list(TAB_LIBRARY = "library", TAB_SECURE = "library_secure", TAB_PRIVATE = "library_private")
var/folder = tab2key[params["tab"]]
var/list/current_list = SSpersistence.paintings[folder]
var/list/chosen_portrait = current_list[params["selected"]]
var/png = "data/paintings/[folder]/[chosen_portrait["md5"]].png"
var/icon/portrait_icon = new(png)
var/mob/living/ai = holder.mob
var/w = portrait_icon.Width()
var/h = portrait_icon.Height()
var/mutable_appearance/MA = mutable_appearance(portrait_icon)
if(w == 23 || h == 23)
to_chat(ai, "<span class='notice'>Small note: 23x23 Portraits are accepted, but they do not fit perfectly inside the display frame.</span>")
MA.pixel_x = 5
MA.pixel_y = 5
else if(w == 24 || h == 24)
to_chat(ai, "<span class='notice'>Portrait Accepted. Enjoy!</span>")
MA.pixel_x = 4
MA.pixel_y = 4
else
to_chat(ai, "<span class='warning'>Sorry, only 23x23 and 24x24 Portraits are accepted.</span>")
return
ai.cut_overlays() //so people can't keep repeatedly select portraits to add stacking overlays
ai.icon_state = "ai-portrait-active"//background
ai.add_overlay(MA)
@@ -16,7 +16,9 @@
/mob/living/silicon/robot/death(gibbed)
if(stat == DEAD)
return
if(!gibbed)
logevent("FATAL -- SYSTEM HALT")
modularInterface.shutdown_computer()
. = ..()
locked = FALSE //unlock cover
@@ -24,7 +26,7 @@
update_mobility()
if(!QDELETED(builtInCamera) && builtInCamera.status)
builtInCamera.toggle_cam(src,0)
update_headlamp(1) //So borg lights are disabled when killed.
toggle_headlamp(TRUE) //So borg lights are disabled when killed.
uneq_all() // particularly to ensure sight modes are cleared
+341 -154
View File
@@ -1,11 +1,12 @@
//These procs handle putting stuff in your hand. It's probably best to use these rather than setting stuff manually
//as they handle all relevant stuff like adding it to the player's screen and such
//Returns the thing in our active hand (whatever is in our active module-slot, in this case)
//This proc has been butchered into a proc that overrides borg item holding for the sake of making grippers work.
//I'd be immensely thankful if anyone can figure out a less obtuse way of making grippers work without breaking functionality.
/**
* Returns the thing in our active hand (whatever is in our active module-slot, in this case)
*/
/mob/living/silicon/robot/get_active_held_item()
var/item = module_active
// snowflake handler for the gripper
if(istype(item, /obj/item/weapon/gripper))
var/obj/item/weapon/gripper/G = item
if(G.wrapped)
@@ -15,230 +16,416 @@
item = G.wrapped
return item
return module_active
/**
* Parent proc - triggers when an item/module is unequipped from a cyborg.
*/
/obj/item/proc/cyborg_unequip(mob/user)
return
/mob/living/silicon/robot/proc/uneq_module(obj/item/O)
if(!O)
return 0
O.mouse_opacity = MOUSE_OPACITY_OPAQUE
if(istype(O, /obj/item/borg/sight))
var/obj/item/borg/sight/S = O
sight_mode &= ~S.sight_mode
/**
* Finds the first available slot and attemps to put item item_module in it.
*
* Arguments
* * item_module - the item being equipped to a slot.
*/
/mob/living/silicon/robot/proc/activate_module(obj/item/item_module)
if(QDELETED(item_module))
CRASH("activate_module called with improper item_module")
if(!(item_module in module.modules))
CRASH("activate_module called with item_module not in module.modules")
if(activated(item_module))
to_chat(src, "<span class='warning'>That module is already activated.</span>")
return FALSE
if(disabled_modules & BORG_MODULE_ALL_DISABLED)
to_chat(src, "<span class='warning'>All modules are disabled!</span>")
return FALSE
/// What's the first free slot for the borg?
var/first_free_slot = !held_items[1] ? 1 : (!held_items[2] ? 2 : (!held_items[3] ? 3 : null))
if(!first_free_slot || is_invalid_module_number(first_free_slot))
to_chat(src, "<span class='warning'>Deactivate a module first!</span>")
return FALSE
return equip_module_to_slot(item_module, first_free_slot)
/**
* Is passed an item and a module slot. Equips the item to that borg slot.
*
* Arguments
* * item_module - the item being equipped to a slot
* * module_num - the slot number being equipped to.
*/
/mob/living/silicon/robot/proc/equip_module_to_slot(obj/item/item_module, module_num)
var/storage_was_closed = FALSE //Just to be consistant and all
if(!shown_robot_modules) //Tools may be invisible if the collection is hidden
hud_used.toggle_show_robot_modules()
storage_was_closed = TRUE
switch(module_num)
if(1)
item_module.screen_loc = inv1.screen_loc
if(2)
item_module.screen_loc = inv2.screen_loc
if(3)
item_module.screen_loc = inv3.screen_loc
held_items[module_num] = item_module
item_module.equipped(src, ITEM_SLOT_HANDS)
item_module.mouse_opacity = initial(item_module.mouse_opacity)
item_module.layer = ABOVE_HUD_LAYER
item_module.plane = ABOVE_HUD_PLANE
item_module.forceMove(src)
if(istype(item_module, /obj/item/borg/sight))
var/obj/item/borg/sight/borg_sight = item_module
sight_mode |= borg_sight.sight_mode
update_sight()
observer_screen_update(item_module, TRUE)
if(storage_was_closed)
hud_used.toggle_show_robot_modules()
return TRUE
/**
* Unequips item item_module from slot module_num. Deletes it if delete_after = TRUE.
*
* Arguments
* * item_module - the item being unequipped
* * module_num - the slot number being unequipped.
*/
/mob/living/silicon/robot/proc/unequip_module_from_slot(obj/item/item_module, module_num)
if(QDELETED(item_module))
CRASH("unequip_module_from_slot called with improper item_module")
if(!(item_module in module.modules))
CRASH("unequip_module_from_slot called with item_module not in module.modules")
item_module.mouse_opacity = MOUSE_OPACITY_OPAQUE
if(istype(item_module, /obj/item/storage/bag/tray/))
SEND_SIGNAL(item_module, COMSIG_TRY_STORAGE_QUICK_EMPTY)
if(istype(item_module, /obj/item/borg/sight))
var/obj/item/borg/sight/borg_sight = item_module
sight_mode &= ~borg_sight.sight_mode
update_sight()
else if(istype(O, /obj/item/storage/bag/tray/))
SEND_SIGNAL(O, COMSIG_TRY_STORAGE_QUICK_EMPTY)
//CITADEL EDIT reee proc, Dogborg modules
if(istype(O,/obj/item/gun/energy/laser/cyborg))
if(istype(item_module, /obj/item/gun/energy/laser/cyborg))
laser = FALSE
update_icons()
else if(istype(O,/obj/item/gun/energy/disabler/cyborg) || istype(O,/obj/item/gun/energy/e_gun/advtaser/cyborg))
if(istype(item_module, /obj/item/gun/energy/disabler/cyborg) || istype(item_module, /obj/item/gun/energy/e_gun/advtaser/cyborg))
disabler = FALSE
update_icons() //PUT THE GUN AWAY
else if(istype(O,/obj/item/dogborg/sleeper))
if(istype(item_module, /obj/item/dogborg/sleeper))
sleeper_g = FALSE
sleeper_r = FALSE
update_icons()
var/obj/item/dogborg/sleeper/S = O
var/obj/item/dogborg/sleeper/S = item_module
S.go_out() //this should stop edgecase deletions
//END CITADEL EDIT
if(client)
client.screen -= O
observer_screen_update(O,FALSE)
client.screen -= item_module
if(module_active == O)
if(module_active == item_module)
module_active = null
if(held_items[1] == O)
inv1.icon_state = "inv1"
held_items[1] = null
else if(held_items[2] == O)
inv2.icon_state = "inv2"
held_items[2] = null
else if(held_items[3] == O)
inv3.icon_state = "inv3"
held_items[3] = null
if(O.item_flags & DROPDEL)
O.item_flags &= ~DROPDEL //we shouldn't HAVE things with DROPDEL_1 in our modules, but better safe than runtiming horribly
switch(module_num)
if(1)
if(!(disabled_modules & BORG_MODULE_ALL_DISABLED))
inv1.icon_state = initial(inv1.icon_state)
if(2)
if(!(disabled_modules & BORG_MODULE_TWO_DISABLED))
inv2.icon_state = initial(inv2.icon_state)
if(3)
if(!(disabled_modules & BORG_MODULE_THREE_DISABLED))
inv3.icon_state = initial(inv3.icon_state)
O.forceMove(module) //Return item to module so it appears in its contents, so it can be taken out again.
if(item_module.item_flags & DROPDEL)
item_module.item_flags &= ~DROPDEL //we shouldn't HAVE things with DROPDEL_1 in our modules, but better safe than runtiming horribly
held_items[module_num] = null
item_module.cyborg_unequip(src)
item_module.forceMove(module) //Return item to module so it appears in its contents, so it can be taken out again.
observer_screen_update(item_module, FALSE)
hud_used.update_robot_modules_display()
return 1
return TRUE
/mob/living/silicon/robot/proc/activate_module(obj/item/O)
. = FALSE
if(!(O in module.modules))
return
//CITADEL EDIT Dogborg lasers
if(istype(O,/obj/item/gun/energy/laser/cyborg))
laser = TRUE
update_icons() //REEEEEEACH FOR THE SKY
if(istype(O,/obj/item/gun/energy/disabler/cyborg) || istype(O,/obj/item/gun/energy/e_gun/advtaser/cyborg))
disabler = TRUE
update_icons()
//END CITADEL EDIT
if(activated(O))
to_chat(src, "<span class='warning'>That module is already activated.</span>")
return
if(!held_items[1] && health >= -maxHealth*0.5)
held_items[1] = O
O.screen_loc = inv1.screen_loc
. = TRUE
else if(!held_items[2] && health >= 0)
held_items[2] = O
O.screen_loc = inv2.screen_loc
. = TRUE
else if(!held_items[3] && health >= maxHealth*0.5)
held_items[3] = O
O.screen_loc = inv3.screen_loc
. = TRUE
else
to_chat(src, "<span class='warning'>You need to disable a module first!</span>")
if(.)
O.equipped(src, SLOT_HANDS)
O.mouse_opacity = initial(O.mouse_opacity)
O.layer = ABOVE_HUD_LAYER
O.plane = ABOVE_HUD_PLANE
observer_screen_update(O,TRUE)
O.forceMove(src)
if(istype(O, /obj/item/borg/sight))
var/obj/item/borg/sight/S = O
sight_mode |= S.sight_mode
update_sight()
/**
* Breaks the slot number, changing the icon.
*
* Arguments
* * module_num - the slot number being repaired.
*/
/mob/living/silicon/robot/proc/break_cyborg_slot(module_num)
if(is_invalid_module_number(module_num, TRUE))
return FALSE
if(held_items[module_num]) //If there's a held item, unequip it first.
if(!unequip_module_from_slot(held_items[module_num], module_num)) //If we fail to unequip it, then don't continue
return FALSE
/mob/living/silicon/robot/proc/observer_screen_update(obj/item/I,add = TRUE)
if(observers && observers.len)
switch(module_num)
if(1)
if(disabled_modules & BORG_MODULE_ALL_DISABLED)
return FALSE
inv1.icon_state = "[initial(inv1.icon_state)] +b"
disabled_modules |= BORG_MODULE_ALL_DISABLED
playsound(src, 'sound/machines/warning-buzzer.ogg', 75, TRUE, TRUE)
audible_message("<span class='warning'>[src] sounds an alarm! \"CRITICAL ERROR: ALL modules OFFLINE.\"</span>")
if(builtInCamera)
builtInCamera.status = FALSE
to_chat(src, "<span class='userdanger'>CRITICAL ERROR: Built in security camera OFFLINE.</span>")
to_chat(src, "<span class='userdanger'>CRITICAL ERROR: ALL modules OFFLINE.</span>")
if(2)
if(disabled_modules & BORG_MODULE_TWO_DISABLED)
return FALSE
inv2.icon_state = "[initial(inv2.icon_state)] +b"
disabled_modules |= BORG_MODULE_TWO_DISABLED
playsound(src, 'sound/machines/warning-buzzer.ogg', 60, TRUE, TRUE)
audible_message("<span class='warning'>[src] sounds an alarm! \"SYSTEM ERROR: Module [module_num] OFFLINE.\"</span>")
to_chat(src, "<span class='userdanger'>SYSTEM ERROR: Module [module_num] OFFLINE.</span>")
if(3)
if(disabled_modules & BORG_MODULE_THREE_DISABLED)
return FALSE
inv3.icon_state = "[initial(inv3.icon_state)] +b"
disabled_modules |= BORG_MODULE_THREE_DISABLED
playsound(src, 'sound/machines/warning-buzzer.ogg', 50, TRUE, TRUE)
audible_message("<span class='warning'>[src] sounds an alarm! \"SYSTEM ERROR: Module [module_num] OFFLINE.\"</span>")
to_chat(src, "<span class='userdanger'>SYSTEM ERROR: Module [module_num] OFFLINE.</span>")
return TRUE
/**
* Breaks all of a cyborg's slots.
*/
/mob/living/silicon/robot/proc/break_all_cyborg_slots()
for(var/cyborg_slot in 1 to 3)
break_cyborg_slot(cyborg_slot)
/**
* Repairs the slot number, updating the icon.
*
* Arguments
* * module_num - the module number being repaired.
*/
/mob/living/silicon/robot/proc/repair_cyborg_slot(module_num)
if(is_invalid_module_number(module_num, TRUE))
return FALSE
switch(module_num)
if(1)
if(!(disabled_modules & BORG_MODULE_ALL_DISABLED))
return FALSE
inv1.icon_state = initial(inv1.icon_state)
disabled_modules &= ~BORG_MODULE_ALL_DISABLED
if(builtInCamera)
builtInCamera.status = TRUE
to_chat(src, "<span class='notice'>You hear your built in security camera focus adjust as it comes back online!</span>")
if(2)
if(!(disabled_modules & BORG_MODULE_TWO_DISABLED))
return FALSE
inv2.icon_state = initial(inv2.icon_state)
disabled_modules &= ~BORG_MODULE_TWO_DISABLED
if(3)
if(!(disabled_modules & BORG_MODULE_THREE_DISABLED))
return FALSE
inv3.icon_state = initial(inv3.icon_state)
disabled_modules &= ~BORG_MODULE_THREE_DISABLED
to_chat(src, "<span class='notice'>ERROR CLEARED: Module [module_num] back online.</span>")
return TRUE
/**
* Repairs all slots. Unbroken slots are unaffected.
*/
/mob/living/silicon/robot/proc/repair_all_cyborg_slots()
for(var/cyborg_slot in 1 to 3)
repair_cyborg_slot(cyborg_slot)
/**
* Updates the observers's screens with cyborg itemss.
* Arguments
* * item_module - the item being added or removed from the screen
* * add - whether or not the item is being added, or removed.
*/
/mob/living/silicon/robot/proc/observer_screen_update(obj/item/item_module, add = TRUE)
if(observers?.len)
for(var/M in observers)
var/mob/dead/observe = M
if(observe.client && observe.client.eye == src)
if(add)
observe.client.screen += I
observe.client.screen += item_module
else
observe.client.screen -= I
observe.client.screen -= item_module
else
observers -= observe
if(!observers.len)
observers = null
break
/**
* Unequips the active held item, if there is one.
*/
/mob/living/silicon/robot/proc/uneq_active()
uneq_module(module_active)
if(module_active)
unequip_module_from_slot(module_active, get_selected_module())
/**
* Unequips all held items.
*/
/mob/living/silicon/robot/proc/uneq_all()
for(var/obj/item/I in held_items)
uneq_module(I)
for(var/cyborg_slot in 1 to 3)
if(!held_items[cyborg_slot])
continue
unequip_module_from_slot(held_items[cyborg_slot], cyborg_slot)
/mob/living/silicon/robot/proc/activated(obj/item/O)
if(O in held_items)
/**
* Checks if the item is currently in a slot.
*
* If the item is found in a slot, this returns TRUE. Otherwise, it returns FALSE
* Arguments
* * item_module - the item being checked
*/
/mob/living/silicon/robot/proc/activated(obj/item/item_module)
if(item_module in held_items)
return TRUE
return FALSE
//Helper procs for cyborg modules on the UI.
//These are hackish but they help clean up code elsewhere.
/**
* Checks if the provided module number is a valid number.
*
* If the number is between 1 and 3 (if check_all_slots is true) or between 1 and the number of disabled
* modules (if check_all_slots is false), then it returns FALSE. Otherwise, it returns TRUE.
* Arguments
* * module_num - the passed module num that is checked for validity.
* * check_all_slots - TRUE = the proc checks all slots | FALSE = the proc only checks un-disabled slots
*/
/mob/living/silicon/robot/proc/is_invalid_module_number(module_num, check_all_slots = FALSE)
if(!module_num)
return TRUE
//module_selected(module) - Checks whether the module slot specified by "module" is currently selected.
/mob/living/silicon/robot/proc/module_selected(module) //Module is 1-3
return module == get_selected_module()
/// The number of module slots we're checking
var/max_number = 3
if(!check_all_slots)
if(disabled_modules & BORG_MODULE_ALL_DISABLED)
max_number = 0
else if(disabled_modules & BORG_MODULE_TWO_DISABLED)
max_number = 1
else if(disabled_modules & BORG_MODULE_THREE_DISABLED)
max_number = 2
//module_active(module) - Checks whether there is a module active in the slot specified by "module".
/mob/living/silicon/robot/proc/module_active(module) //Module is 1-3
if(module < 1 || module > 3)
return FALSE
return module_num < 1 || module_num > max_number
if(LAZYLEN(held_items) >= module)
if(held_items[module])
return TRUE
return FALSE
//get_selected_module() - Returns the slot number of the currently selected module. Returns 0 if no modules are selected.
/**
* Returns the slot number of the selected module, or zero if no modules are selected.
*/
/mob/living/silicon/robot/proc/get_selected_module()
if(module_active)
return held_items.Find(module_active)
return 0
//select_module(module) - Selects the module slot specified by "module"
/mob/living/silicon/robot/proc/select_module(module) //Module is 1-3
if(module < 1 || module > 3)
return
/**
* Selects the module in the slot module_num.
* Arguments
* * module_num - the slot number being selected
*/
/mob/living/silicon/robot/proc/select_module(module_num)
if(is_invalid_module_number(module_num) || !held_items[module_num]) //If the slot number is invalid, or there's nothing there, we have nothing to equip
return FALSE
if(!module_active(module))
return
switch(module)
switch(module_num)
if(1)
if(module_active != held_items[module])
inv1.icon_state = "inv1 +a"
inv2.icon_state = "inv2"
inv3.icon_state = "inv3"
if(module_active != held_items[module_num])
inv1.icon_state = "[initial(inv1.icon_state)] +a"
if(2)
if(module_active != held_items[module])
inv1.icon_state = "inv1"
inv2.icon_state = "inv2 +a"
inv3.icon_state = "inv3"
if(module_active != held_items[module_num])
inv2.icon_state = "[initial(inv2.icon_state)] +a"
if(3)
if(module_active != held_items[module])
inv1.icon_state = "inv1"
inv2.icon_state = "inv2"
inv3.icon_state = "inv3 +a"
module_active = held_items[module]
if(module_active != held_items[module_num])
inv3.icon_state = "[initial(inv3.icon_state)] +a"
module_active = held_items[module_num]
return TRUE
//deselect_module(module) - Deselects the module slot specified by "module"
/mob/living/silicon/robot/proc/deselect_module(module) //Module is 1-3
if(module < 1 || module > 3)
return
if(!module_active(module))
return
switch(module)
/**
* Deselects the module in the slot module_num.
* Arguments
* * module_num - the slot number being de-selected
*/
/mob/living/silicon/robot/proc/deselect_module(module_num)
switch(module_num)
if(1)
if(module_active == held_items[module])
inv1.icon_state = "inv1"
if(module_active == held_items[module_num])
inv1.icon_state = initial(inv1.icon_state)
if(2)
if(module_active == held_items[module])
inv2.icon_state = "inv2"
if(module_active == held_items[module_num])
inv2.icon_state = initial(inv2.icon_state)
if(3)
if(module_active == held_items[module])
inv3.icon_state = "inv3"
if(module_active == held_items[module_num])
inv3.icon_state = initial(inv3.icon_state)
module_active = null
return TRUE
//toggle_module(module) - Toggles the selection of the module slot specified by "module".
/mob/living/silicon/robot/proc/toggle_module(module) //Module is 1-3
if(module < 1 || module > 3)
return
/**
* Toggles selection of the module in the slot module_num.
* Arguments
* * module_num - the slot number being toggled
*/
/mob/living/silicon/robot/proc/toggle_module(module_num)
if(is_invalid_module_number(module_num))
return FALSE
if(module_selected(module))
deselect_module(module)
else
if(module_active(module))
select_module(module)
else
deselect_module(get_selected_module()) //If we can't do select anything, at least deselect the current module.
return
if(module_num == get_selected_module())
deselect_module(module_num)
return TRUE
//cycle_modules() - Cycles through the list of selected modules.
if(module_active != held_items[module_num])
deselect_module(get_selected_module())
return select_module(module_num)
/**
* Cycles through the list of enabled modules, deselecting the current one and selecting the next one.
*/
/mob/living/silicon/robot/proc/cycle_modules()
var/slot_start = get_selected_module()
var/slot_num
if(slot_start)
deselect_module(slot_start) //Only deselect if we have a selected slot.
var/slot_num
if(slot_start == 0)
slot_num = slot_start + 1
else
slot_num = 1
slot_start = 4
else
slot_num = slot_start + 1
while(slot_num != slot_start) //If we wrap around without finding any free slots, just give up.
if(module_active(slot_num))
select_module(slot_num)
if(select_module(slot_num))
return
slot_num++
if(slot_num > 4) // not >3 otherwise cycling with just one item on module 3 wouldn't work
slot_num = 1 //Wrap around.
/mob/living/silicon/robot/swap_hand()
cycle_modules()
/mob/living/silicon/robot/can_hold_items(obj/item/I)
return (I && (I in module.modules)) //Only if it's part of our module.
@@ -8,22 +8,21 @@
/mob/living/silicon/robot/proc/handle_robot_cell()
if(stat != DEAD)
if(low_power_mode)
if(cell && cell.charge)
low_power_mode = 0
update_headlamp()
if(cell?.charge)
low_power_mode = FALSE
else if(stat == CONSCIOUS)
use_power()
/mob/living/silicon/robot/proc/use_power()
if(cell && cell.charge)
if(cell?.charge)
if(cell.charge <= 100)
uneq_all()
var/amt = clamp((lamp_intensity - 2) * 2,1,cell.charge) //Always try to use at least one charge per tick, but allow it to completely drain the cell.
var/amt = clamp((lamp_enabled * lamp_intensity),1,cell.charge) //Lamp will use a max of 5 charge, depending on brightness of lamp. If lamp is off, borg systems consume 1 point of charge, or the rest of the cell if it's lower than that.
cell.use(amt) //Usage table: 1/tick if off/lowest setting, 4 = 4/tick, 6 = 8/tick, 8 = 12/tick, 10 = 16/tick
else
uneq_all()
low_power_mode = 1
update_headlamp()
low_power_mode = TRUE
toggle_headlamp(TRUE)
diag_hud_set_borgcell()
/mob/living/silicon/robot/proc/handle_robot_hud_updates()
+273 -127
View File
@@ -15,7 +15,7 @@
wires = new /datum/wires/robot(src)
AddElement(/datum/element/empprotection, EMP_PROTECT_WIRES)
// AddElement(/datum/element/ridable, /datum/component/riding/creature/cyborg)
RegisterSignal(src, COMSIG_PROCESS_BORGCHARGER_OCCUPANT, .proc/charge)
robot_modules_background = new()
@@ -23,10 +23,16 @@
robot_modules_background.layer = HUD_LAYER //Objects that appear on screen are on layer ABOVE_HUD_LAYER, UI should be just below it.
robot_modules_background.plane = HUD_PLANE
ident = rand(1, 999)
inv1 = new /obj/screen/robot/module1()
inv2 = new /obj/screen/robot/module2()
inv3 = new /obj/screen/robot/module3()
if(!cell)
cell = new /obj/item/stock_parts/cell/high(src)
previous_health = health
if(ispath(cell))
cell = new cell(src)
create_modularInterface()
if(lawupdate)
make_laws()
@@ -63,18 +69,23 @@
mmi.brainmob.real_name = src.real_name
mmi.brainmob.container = mmi
updatename()
INVOKE_ASYNC(src, .proc/updatename)
equippable_hats = typecacheof(equippable_hats)
playsound(loc, 'sound/voice/liveagain.ogg', 75, 1)
playsound(loc, 'sound/voice/liveagain.ogg', 75, TRUE)
aicamera = new/obj/item/camera/siliconcam/robot_camera(src)
toner = tonermax
diag_hud_set_borgcell()
logevent("System brought online.")
add_verb(src, /mob/living/proc/lay_down) //CITADEL EDIT gimmie rest verb kthx
add_verb(src, /mob/living/silicon/robot/proc/rest_style)
/mob/living/silicon/robot/proc/create_modularInterface()
if(!modularInterface)
modularInterface = new /obj/item/modular_computer/tablet/integrated(src)
modularInterface.layer = ABOVE_HUD_PLANE
modularInterface.plane = ABOVE_HUD_PLANE
//If there's an MMI in the robot, have it ejected when the mob goes away. --NEO
/mob/living/silicon/robot/Destroy()
var/atom/T = drop_location()//To hopefully prevent run time errors.
@@ -93,28 +104,31 @@
ghostize()
stack_trace("Borg MMI lacked a brainmob")
mmi = null
//CITADEL EDIT: Cyborgs drop encryption keys on destroy
if(istype(radio) && istype(radio.keyslot))
radio.keyslot.forceMove(T)
radio.keyslot = null
//END CITADEL EDIT
if(modularInterface)
QDEL_NULL(modularInterface)
if(connected_ai)
set_connected_ai(null)
if(shell)
if(shell) //??? why would you give an ai radio keys?
GLOB.available_ai_shells -= src
else
if(T && istype(radio) && istype(radio.keyslot))
radio.keyslot.forceMove(T)
radio.keyslot = null
qdel(wires)
qdel(module)
qdel(eye_lights)
wires = null
module = null
eye_lights = null
QDEL_NULL(wires)
QDEL_NULL(module)
QDEL_NULL(eye_lights)
QDEL_NULL(inv1)
QDEL_NULL(inv2)
QDEL_NULL(inv3)
cell = null
return ..()
// /mob/living/silicon/robot/Topic(href, href_list)
// . = ..()
// //Show alerts window if user clicked on "Show alerts" in chat
// if (href_list["showalerts"])
// robot_alerts()
/mob/living/silicon/robot/proc/pick_module()
if(module.type != /obj/item/robot_module)
return
@@ -136,7 +150,7 @@
if(BORG_SEC_AVAILABLE)
modulelist["Security"] = /obj/item/robot_module/security
var/input_module = input("Please, select a module!", "Robot", null, null) as null|anything in modulelist
var/input_module = input("Please, select a module!", "Robot", null, null) as null|anything in sortList(modulelist)
if(!input_module || module.type != /obj/item/robot_module)
return
@@ -151,9 +165,11 @@
var/changed_name = ""
if(custom_name)
changed_name = custom_name
if(changed_name == "" && C && C.prefs.custom_names["cyborg"] != DEFAULT_CYBORG_NAME)
if(apply_pref_name("cyborg", C))
return //built in camera handled in proc
// if(SSticker.anonymousnames) //only robotic renames will allow for anything other than the anonymous one
// changed_name = anonymous_ai_name(is_ai = FALSE)
if(!changed_name && C && C.prefs.custom_names["cyborg"] != DEFAULT_CYBORG_NAME)
apply_pref_name("cyborg", C)
return //built in camera handled in proc
if(!changed_name)
changed_name = get_standard_name()
@@ -262,7 +278,7 @@
C = O
L[A.name] = list(A, (C) ? C : O, list(alarmsource))
queueAlarm(text("--- [class] alarm detected in [A.name]!"), class)
return 1
return TRUE
/mob/living/silicon/robot/cancelAlarm(class, area/A, obj/origin)
var/list/L = alarms[class]
@@ -281,6 +297,8 @@
return !cleared
/mob/living/silicon/robot/can_interact_with(atom/A)
if (A == modularInterface)
return TRUE //bypass for borg tablets
if (low_power_mode)
return FALSE
var/turf/T0 = get_turf(src)
@@ -475,19 +493,6 @@
toner = tonermax
qdel(W)
to_chat(user, "<span class='notice'>You fill the toner level of [src] to its max capacity.</span>")
else if(istype(W, /obj/item/flashlight))
if(!opened)
to_chat(user, "<span class='warning'>You need to open the panel to repair the headlamp!</span>")
else if(lamp_cooldown <= world.time)
to_chat(user, "<span class='warning'>The headlamp is already functional!</span>")
else
if(!user.temporarilyRemoveItemFromInventory(W))
to_chat(user, "<span class='warning'>[W] seems to be stuck to your hand. You'll have to find a different light.</span>")
return
lamp_cooldown = 0
qdel(W)
to_chat(user, "<span class='notice'>You replace the headlamp bulbs.</span>")
else
return ..()
@@ -520,47 +525,46 @@
/mob/living/silicon/robot/proc/allowed(mob/M)
//check if it doesn't require any access at all
if(check_access(null))
return 1
return TRUE
if(ishuman(M))
var/mob/living/carbon/human/H = M
//if they are holding or wearing a card that has access, that works
if(check_access(H.get_active_held_item()) || check_access(H.wear_id))
return 1
return TRUE
else if(ismonkey(M))
var/mob/living/carbon/monkey/george = M
//they can only hold things :(
if(isitem(george.get_active_held_item()))
return check_access(george.get_active_held_item())
return 0
return FALSE
/mob/living/silicon/robot/proc/check_access(obj/item/card/id/I)
if(!istype(req_access, /list)) //something's very wrong
return 1
return TRUE
var/list/L = req_access
if(!L.len) //no requirements
return 1
return TRUE
if(!istype(I, /obj/item/card/id) && isitem(I))
I = I.GetID()
if(!I || !I.access) //not ID or no access
return 0
return FALSE
for(var/req in req_access)
if(!(req in I.access)) //doesn't have this access
return 0
return 1
return FALSE
return TRUE
/mob/living/silicon/robot/regenerate_icons()
return update_icons()
/mob/living/silicon/robot/proc/self_destruct()
if(emagged)
if(mmi)
qdel(mmi)
explosion(src.loc,1,2,4,flame_range = 2)
QDEL_NULL(mmi)
explosion(loc,1,2,4,flame_range = 2)
else
explosion(src.loc,-1,0,2)
explosion(loc,-1,0,2)
gib()
/mob/living/silicon/robot/proc/UnlinkSelf()
@@ -599,6 +603,8 @@
clear_alert("locked")
locked_down = state
update_mobility()
logevent("System lockdown [locked_down?"triggered":"released"].")
/mob/living/silicon/robot/proc/SetEmagged(new_state)
emagged = new_state
@@ -609,6 +615,22 @@
else
clear_alert("hacked")
/**
* Handles headlamp smashing
*
* When called (such as by the shadowperson lighteater's attack), this proc will break the borg's headlamp
* and then call toggle_headlamp to disable the light. It also plays a sound effect of glass breaking, and
* tells the borg what happened to its chat. Broken lights can be repaired by using a flashlight on the borg.
*/
/mob/living/silicon/robot/proc/smash_headlamp()
if(!lamp_functional)
return
lamp_functional = FALSE
playsound(src, 'sound/effects/glass_step.ogg', 50)
toggle_headlamp(TRUE)
to_chat(src, "<span class='danger'>Your headlamp is broken! You'll need a human to help replace it.</span>")
/mob/living/silicon/robot/verb/outputlaws()
set category = "Robot Commands"
set name = "State Laws"
@@ -626,32 +648,40 @@
return //won't work if dead
set_autosay()
/mob/living/silicon/robot/proc/control_headlamp()
if(stat || lamp_cooldown > world.time || low_power_mode)
to_chat(src, "<span class='danger'>This function is currently offline.</span>")
/**
* Handles headlamp toggling, disabling, and color setting.
*
* The initial if statment is a bit long, but the gist of it is that should the lamp be on AND the update_color
* arg be true, we should simply change the color of the lamp but not disable it. Otherwise, should the turn_off
* arg be true, the lamp already be enabled, any of the normal reasons the lamp would turn off happen, or the
* update_color arg be passed with the lamp not on, we should set the lamp off. The update_color arg is only
* ever true when this proc is called from the borg tablet, when the color selection feature is used.
*
* Arguments:
* * arg1 - turn_off, if enabled will force the lamp into an off state (rather than toggling it if possible)
* * arg2 - update_color, if enabled, will adjust the behavior of the proc to change the color of the light if it is already on.
*/
/mob/living/silicon/robot/proc/toggle_headlamp(turn_off = FALSE, update_color = FALSE)
//if both lamp is enabled AND the update_color flag is on, keep the lamp on. Otherwise, if anything listed is true, disable the lamp.
if(!(update_color && lamp_enabled) && (turn_off || lamp_enabled || update_color || !lamp_functional || stat || low_power_mode))
set_light((lamp_functional && stat != DEAD && lamp_doom) ? lamp_intensity : 0, l_color = COLOR_RED)
// set_light_on(lamp_functional && stat != DEAD && lamp_doom) //If the lamp isn't broken and borg isn't dead, doomsday borgs cannot disable their light fully.
// set_light_color(COLOR_RED) //This should only matter for doomsday borgs, as any other time the lamp will be off and the color not seen
// set_light_range(1) //Again, like above, this only takes effect when the light is forced on by doomsday mode.
lamp_enabled = FALSE
lampButton.update_icon()
update_icons()
return
//Some sort of magical "modulo" thing which somehow increments lamp power by 2, until it hits the max and resets to 0.
lamp_intensity = (lamp_intensity+2) % (lamp_max+2)
to_chat(src, "[lamp_intensity ? "Headlamp power set to Level [lamp_intensity/2]" : "Headlamp disabled."]")
update_headlamp()
/mob/living/silicon/robot/proc/update_headlamp(var/turn_off = 0, var/cooldown = 100)
set_light(0)
if(lamp_intensity && (turn_off || stat || low_power_mode))
to_chat(src, "<span class='danger'>Your headlamp has been deactivated.</span>")
lamp_intensity = 0
lamp_cooldown = world.time + cooldown
else
set_light(lamp_intensity)
if(lamp_button)
lamp_button.icon_state = "lamp[lamp_intensity]"
set_light(lamp_intensity, l_color = (lamp_doom? COLOR_RED : lamp_color))
// set_light_range(lamp_intensity)
// set_light_color(lamp_doom? COLOR_RED : lamp_color) //Red for doomsday killborgs, borg's choice otherwise
// set_light_on(TRUE)
lamp_enabled = TRUE
lampButton.update_icon()
update_icons()
/mob/living/silicon/robot/proc/deconstruct()
// SEND_SIGNAL(src, COMSIG_BORG_SAFE_DECONSTRUCT)
var/turf/T = get_turf(src)
if (robot_suit)
robot_suit.forceMove(T)
@@ -661,7 +691,7 @@
robot_suit.r_leg = null
new /obj/item/stack/cable_coil(T, robot_suit.chest.wired)
robot_suit.chest.forceMove(T)
robot_suit.chest.wired = 0
robot_suit.chest.wired = FALSE
robot_suit.chest = null
robot_suit.l_arm.forceMove(T)
robot_suit.l_arm = null
@@ -694,8 +724,12 @@
cell = null
qdel(src)
///This is the subtype that gets created by robot suits. It's needed so that those kind of borgs don't have a useless cell in them
/mob/living/silicon/robot/nocell
cell = null
/mob/living/silicon/robot/modules
var/set_module = null
var/set_module = /obj/item/robot_module
/mob/living/silicon/robot/modules/Initialize()
. = ..()
@@ -735,14 +769,20 @@
Your cyborg LMG will slowly produce ammunition from your power supply, and your operative pinpointer will find and locate fellow nuclear operatives. \
<i>Help the operatives secure the disk at all costs!</i></b>"
set_module = /obj/item/robot_module/syndicate
cell = /obj/item/stock_parts/cell/hyper
// radio = /obj/item/radio/borg/syndicate
/mob/living/silicon/robot/modules/syndicate/Initialize()
. = ..()
cell = new /obj/item/stock_parts/cell/hyper(src, 25000)
radio = new /obj/item/radio/borg/syndicate(src)
laws = new /datum/ai_laws/syndicate_override()
addtimer(CALLBACK(src, .proc/show_playstyle), 5)
/mob/living/silicon/robot/modules/syndicate/create_modularInterface()
if(!modularInterface)
modularInterface = new /obj/item/modular_computer/tablet/integrated/syndicate(src)
return ..()
/mob/living/silicon/robot/modules/syndicate/proc/show_playstyle()
if(playstyle_string)
to_chat(src, playstyle_string)
@@ -797,21 +837,32 @@
/mob/living/silicon/robot/updatehealth()
..()
if(health < maxHealth*0.5) //Gradual break down of modules as more damage is sustained
if(uneq_module(held_items[3]))
playsound(loc, 'sound/machines/warning-buzzer.ogg', 50, 1, 1)
audible_message("<span class='warning'>[src] sounds an alarm! \"SYSTEM ERROR: Module 3 OFFLINE.\"</span>")
to_chat(src, "<span class='userdanger'>SYSTEM ERROR: Module 3 OFFLINE.</span>")
if(health < 0)
if(uneq_module(held_items[2]))
audible_message("<span class='warning'>[src] sounds an alarm! \"SYSTEM ERROR: Module 2 OFFLINE.\"</span>")
to_chat(src, "<span class='userdanger'>SYSTEM ERROR: Module 2 OFFLINE.</span>")
playsound(loc, 'sound/machines/warning-buzzer.ogg', 60, 1, 1)
if(health < -maxHealth*0.5)
if(uneq_module(held_items[1]))
audible_message("<span class='warning'>[src] sounds an alarm! \"CRITICAL ERROR: All modules OFFLINE.\"</span>")
to_chat(src, "<span class='userdanger'>CRITICAL ERROR: All modules OFFLINE.</span>")
playsound(loc, 'sound/machines/warning-buzzer.ogg', 75, 1, 1)
// if(!module.breakable_modules)
// return
/// the current percent health of the robot (-1 to 1)
var/percent_hp = health/maxHealth
if(health <= previous_health) //if change in health is negative (we're losing hp)
if(percent_hp <= 0.5)
break_cyborg_slot(3)
if(percent_hp <= 0)
break_cyborg_slot(2)
if(percent_hp <= -0.5)
break_cyborg_slot(1)
else //if change in health is positive (we're gaining hp)
if(percent_hp >= 0.5)
repair_cyborg_slot(3)
if(percent_hp >= 0)
repair_cyborg_slot(2)
if(percent_hp >= -0.5)
repair_cyborg_slot(1)
previous_health = health
/mob/living/silicon/robot/update_sight()
if(!client)
@@ -834,7 +885,7 @@
if(sight_mode & BORGMESON)
sight |= SEE_TURFS
lighting_alpha = LIGHTING_PLANE_ALPHA_INVISIBLE
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
see_in_dark = 1
if(sight_mode & BORGMATERIAL)
@@ -849,6 +900,7 @@
if(sight_mode & BORGTHERM)
sight |= SEE_MOBS
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
see_invisible = min(see_invisible, SEE_INVISIBLE_LIVING)
see_in_dark = 8
@@ -862,34 +914,27 @@
if(stat != DEAD)
if(health <= -maxHealth) //die only once
death()
toggle_headlamp(1)
return
if(IsUnconscious() || IsStun() || IsParalyzed() || getOxyLoss() > maxHealth*0.5)
if(stat == CONSCIOUS)
stat = UNCONSCIOUS
if(!eye_blind)
blind_eyes(1)
update_mobility()
update_headlamp()
if(IsUnconscious() || IsStun() || IsKnockdown() || IsParalyzed() || getOxyLoss() > maxHealth * 0.5)
stat = UNCONSCIOUS
else
if(stat == UNCONSCIOUS)
stat = CONSCIOUS
adjust_blindness(-1)
update_mobility()
update_headlamp()
stat = CONSCIOUS
update_mobility()
diag_hud_set_status()
diag_hud_set_health()
diag_hud_set_aishell()
update_health_hud()
/mob/living/silicon/robot/revive(full_heal = 0, admin_revive = 0)
/mob/living/silicon/robot/revive(full_heal = FALSE, admin_revive = FALSE)
if(..()) //successfully ressuscitated from death
if(!QDELETED(builtInCamera) && !wires.is_cut(WIRE_CAMERA))
builtInCamera.toggle_cam(src,0)
update_headlamp()
if(admin_revive)
locked = TRUE
notify_ai(NEW_BORG)
. = 1
. = TRUE
toggle_headlamp(FALSE, TRUE) //This will reenable borg headlamps if doomsday is currently going on still.
/mob/living/silicon/robot/fully_replace_character_name(oldname, newname)
..()
@@ -901,6 +946,7 @@
/mob/living/silicon/robot/proc/ResetModule()
// SEND_SIGNAL(src, COMSIG_BORG_SAFE_DECONSTRUCT)
uneq_all()
shown_robot_modules = FALSE
if(hud_used)
@@ -910,6 +956,7 @@
resize = 0.5
hasExpanded = FALSE
update_transform()
logevent("Chassis configuration has been reset.")
module.transform_to(/obj/item/robot_module)
// Remove upgrades.
@@ -935,7 +982,8 @@
designation = module.name
if(hands)
hands.icon_state = module.moduleselect_icon
hands.icon = (module.moduleselect_alternate_icon ? module.moduleselect_alternate_icon : initial(hands.icon)) //CITADEL CHANGE - allows module select icons to use a different icon file
//CITADEL CHANGE - allows module select icons to use a different icon file
hands.icon = (module.moduleselect_alternate_icon ? module.moduleselect_alternate_icon : initial(hands.icon))
if(module.can_be_pushed)
status_flags |= CANPUSH
else
@@ -949,7 +997,7 @@
hat_offset = module.hat_offset
magpulse = module.magpulsing
updatename()
INVOKE_ASYNC(src, .proc/updatename)
/mob/living/silicon/robot/proc/place_on_head(obj/item/new_hat)
@@ -959,12 +1007,68 @@
new_hat.forceMove(src)
update_icons()
/mob/living/silicon/robot/proc/make_shell(var/obj/item/borg/upgrade/ai/board)
/**
*Checking Exited() to detect if a hat gets up and walks off.
*Drones and pAIs might do this, after all.
*/
/mob/living/silicon/robot/Exited(atom/A)
if(hat && hat == A)
hat = null
if(!QDELETED(src)) //Don't update icons if we are deleted.
update_icons()
return ..()
///Use this to add upgrades to robots. It'll register signals for when the upgrade is moved or deleted, if not single use.
/mob/living/silicon/robot/proc/add_to_upgrades(obj/item/borg/upgrade/new_upgrade, mob/user)
if(new_upgrade in upgrades)
return FALSE
if(!user.temporarilyRemoveItemFromInventory(new_upgrade)) //calling the upgrade's dropped() proc /before/ we add action buttons
return FALSE
if(!new_upgrade.action(src, user))
to_chat(user, "<span class='danger'>Upgrade error.</span>")
new_upgrade.forceMove(loc) //gets lost otherwise
return FALSE
to_chat(user, "<span class='notice'>You apply the upgrade to [src].</span>")
to_chat(src, "----------------\nNew hardware detected...Identified as \"<b>[new_upgrade]</b>\"...Setup complete.\n----------------")
if(new_upgrade.one_use)
logevent("Firmware [new_upgrade] run successfully.")
qdel(new_upgrade)
return FALSE
upgrades += new_upgrade
new_upgrade.forceMove(src)
RegisterSignal(new_upgrade, COMSIG_MOVABLE_MOVED, .proc/remove_from_upgrades)
RegisterSignal(new_upgrade, COMSIG_PARENT_QDELETING, .proc/on_upgrade_deleted)
logevent("Hardware [new_upgrade] installed successfully.")
///Called when an upgrade is moved outside the robot. So don't call this directly, use forceMove etc.
/mob/living/silicon/robot/proc/remove_from_upgrades(obj/item/borg/upgrade/old_upgrade)
SIGNAL_HANDLER
if(loc == src)
return
old_upgrade.deactivate(src)
upgrades -= old_upgrade
UnregisterSignal(old_upgrade, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
///Called when an applied upgrade is deleted.
/mob/living/silicon/robot/proc/on_upgrade_deleted(obj/item/borg/upgrade/old_upgrade)
SIGNAL_HANDLER
if(!QDELETED(src))
old_upgrade.deactivate(src)
upgrades -= old_upgrade
UnregisterSignal(old_upgrade, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
/**
* make_shell: Makes an AI shell out of a cyborg unit
*
* Arguments:
* * board - B.O.R.I.S. module board used for transforming the cyborg into AI shell
*/
/mob/living/silicon/robot/proc/make_shell(obj/item/borg/upgrade/ai/board)
if(!board)
upgrades |= new /obj/item/borg/upgrade/ai(src)
shell = TRUE
braintype = "AI Shell"
name = "[designation] AI Shell [rand(100,999)]"
name = "Empty AI Shell-[ident]"
real_name = name
GLOB.available_ai_shells |= src
if(!QDELETED(builtInCamera))
@@ -972,6 +1076,9 @@
diag_hud_set_aishell()
notify_ai(AI_SHELL)
/**
* revert_shell: Reverts AI shell back into a normal cyborg unit
*/
/mob/living/silicon/robot/proc/revert_shell()
if(!shell)
return
@@ -981,14 +1088,20 @@
qdel(boris)
shell = FALSE
GLOB.available_ai_shells -= src
name = "Unformatted Cyborg [rand(100,999)]"
name = "Unformatted Cyborg-[ident]"
real_name = name
if(!QDELETED(builtInCamera))
builtInCamera.c_tag = real_name
diag_hud_set_aishell()
/mob/living/silicon/robot/proc/deploy_init(var/mob/living/silicon/ai/AI)
real_name = "[AI.real_name] shell [rand(100, 999)] - [designation]" //Randomizing the name so it shows up separately in the shells list
/**
* deploy_init: Deploys AI unit into AI shell
*
* Arguments:
* * AI - AI unit that initiated the deployment into the AI shell
*/
/mob/living/silicon/robot/proc/deploy_init(mob/living/silicon/ai/AI)
real_name = "[AI.real_name] [designation] Shell-[ident]"
name = real_name
if(!QDELETED(builtInCamera))
builtInCamera.c_tag = real_name //update the camera name too
@@ -1069,10 +1182,10 @@
mainframe.diag_hud_set_deployed()
if(mainframe.laws)
mainframe.laws.show_laws(mainframe) //Always remind the AI when switching
if(mainframe.eyeobj)
mainframe.eyeobj.setLoc(loc)
mainframe = null
/mob/living/silicon/robot/attack_ai(mob/user)
if(shell && (!connected_ai || connected_ai == user))
var/mob/living/silicon/ai/AI = user
@@ -1080,6 +1193,7 @@
/mob/living/silicon/robot/shell
shell = TRUE
cell = null
/mob/living/silicon/robot/MouseDrop_T(mob/living/M, mob/living/user)
. = ..()
@@ -1090,20 +1204,19 @@
if(!is_type_in_typecache(M, can_ride_typecache))
M.visible_message("<span class='warning'>[M] really can't seem to mount [src]...</span>")
return
var/datum/component/riding/riding_datum = LoadComponent(/datum/component/riding/cyborg)
if(buckled_mobs)
if(buckled_mobs.len >= max_buckled_mobs)
return
if(M in buckled_mobs)
return
if(stat)
if(stat || incapacitated())
return
if(incapacitated())
if(module && !module.allow_riding)
M.visible_message("<span class='boldwarning'>Unfortunately, [M] just can't seem to hold onto [src]!</span>")
return
if(module)
if(!module.allow_riding)
M.visible_message("<span class='boldwarning'>Unfortunately, [M] just can't seem to hold onto [src]!</span>")
return
if(iscarbon(M) && !M.incapacitated() && !riding_datum.equip_buckle_inhands(M, 1))
if(M.get_num_arms() <= 0)
M.visible_message("<span class='boldwarning'>[M] can't climb onto [src] because [M.p_they()] don't have any usable arms!</span>")
@@ -1120,17 +1233,25 @@
riding_datum.restore_position(user)
. = ..(user)
/mob/living/silicon/robot/resist()
. = ..()
if(!has_buckled_mobs())
return
for(var/i in buckled_mobs)
var/mob/unbuckle_me_now = i
unbuckle_mob(unbuckle_me_now, FALSE)
/mob/living/silicon/robot/proc/TryConnectToAI()
set_connected_ai(select_active_ai_with_fewest_borgs(z))
if(connected_ai)
lawsync()
lawupdate = 1
lawupdate = TRUE
return TRUE
picturesync()
return FALSE
/mob/living/silicon/robot/proc/picturesync()
if(connected_ai && connected_ai.aicamera && aicamera)
if(connected_ai?.aicamera && aicamera)
for(var/i in aicamera.stored)
connected_ai.aicamera.stored[i] = TRUE
for(var/i in connected_ai.aicamera.stored)
@@ -1138,12 +1259,11 @@
/mob/living/silicon/robot/proc/charge(datum/source, amount, repairs)
if(module)
var/coeff = amount * 0.005
module.respawn_consumable(src, coeff)
if(repairs)
heal_bodypart_damage(repairs, repairs - 1)
module.respawn_consumable(src, amount * 0.005)
if(cell)
cell.charge = min(cell.charge + amount, cell.maxcharge)
if(repairs)
heal_bodypart_damage(repairs, repairs - 1)
/mob/living/silicon/robot/proc/rest_style()
set name = "Switch Rest Style"
@@ -1178,5 +1298,31 @@
if(.)
var/mob/living/silicon/ai/old_ai = .
old_ai.connected_robots -= src
lamp_doom = FALSE
if(connected_ai)
connected_ai.connected_robots |= src
lamp_doom = connected_ai.doomsday_device ? TRUE : FALSE
toggle_headlamp(FALSE, TRUE)
/**
* Records an IC event log entry in the cyborg's internal tablet.
*
* Creates an entry in the borglog list of the cyborg's internal tablet, listing the current
* in-game time followed by the message given. These logs can be seen by the cyborg in their
* BorgUI tablet app. By design, logging fails if the cyborg is dead.
*
* Arguments:
* arg1: a string containing the message to log.
*/
/mob/living/silicon/robot/proc/logevent(string = "")
if(!string)
return
if(stat == DEAD) //Dead borgs log no longer
return
if(!modularInterface)
stack_trace("Cyborg [src] ( [type] ) was somehow missing their integrated tablet. Please make a bug report.")
create_modularInterface()
modularInterface.borglog += "[STATION_TIME_TIMESTAMP("hh:mm:ss", world.time)] - [string]"
var/datum/computer_file/program/robotact/program = modularInterface.get_robotact()
if(program)
program.force_full_update()
@@ -1,5 +1,11 @@
GLOBAL_LIST_INIT(blacklisted_borg_hats, typecacheof(list( //Hats that don't really work on borgos
/obj/item/clothing/head/helmet/space,
/obj/item/clothing/head/welding,
/obj/item/clothing/head/chameleon/broken \
)))
/mob/living/silicon/robot/attackby(obj/item/I, mob/living/user)
if(hat_offset != INFINITY && user.a_intent == INTENT_HELP && is_type_in_typecache(I, equippable_hats))
if(hat_offset != INFINITY && user.a_intent == INTENT_HELP && is_type_in_typecache(I, GLOB.blacklisted_borg_hats))
if(!(I.slot_flags & ITEM_SLOT_HEAD))
to_chat(user, "<span class='warning'>You can't quite fit [I] onto [src]'s head.</span>")
return
@@ -1,15 +1,16 @@
/mob/living/silicon/robot
maxHealth = 100
health = 100
designation = "Default" //used for displaying the prefix & getting the current module of cyborg
has_limbs = TRUE
hud_type = /datum/hud/robot
// radio = /obj/item/radio/borg
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
maxHealth = 100
health = 100
combat_flags = COMBAT_FLAGS_DEFAULT
// light_system = MOVABLE_LIGHT_DIRECTIONAL
var/light_on = FALSE
var/custom_name = ""
var/braintype = "Cyborg"
@@ -21,6 +22,8 @@
var/mob/living/silicon/ai/mainframe = null
var/datum/action/innate/undeployment/undeployment_action = new
/// the last health before updating - to check net change in health
var/previous_health
//Hud stuff
var/obj/screen/inv1 = null
@@ -38,16 +41,20 @@
var/obj/item/module_active = null
held_items = list(null, null, null) //we use held_items for the module holding, because that makes sense to do!
/// For checking which modules are disabled or not.
var/disabled_modules
var/mutable_appearance/eye_lights
var/mob/living/silicon/ai/connected_ai = null
var/obj/item/stock_parts/cell/cell = null
var/obj/item/stock_parts/cell/cell = /obj/item/stock_parts/cell/high ///If this is a path, this gets created as an object in Initialize.
var/opened = 0
var/opened = FALSE
var/emagged = FALSE
var/emag_cooldown = 0
var/wiresexposed = 0
var/wiresexposed = FALSE
/// Random serial number generated for each cyborg upon its initialization
var/ident = 0
var/locked = TRUE
var/list/req_access = list(ACCESS_ROBOTICS)
@@ -64,57 +71,52 @@
var/datum/effect_system/spark_spread/spark_system // So they can initialize sparks whenever/N
var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
var/locked_down //Boolean of whether the borg is locked down or not
var/scrambledcodes = FALSE // Used to determine if a borg shows up on the robotics console. Setting to TRUE hides them.
var/locked_down = FALSE //Boolean of whether the borg is locked down or not
var/toner = 0
var/tonermax = 40
var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting.
var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power.
light_color = "#FFCC66"
light_power = 0.8
var/lamp_cooldown = 0 //Flag for if the lamp is on cooldown after being forcibly disabled.
///If the lamp isn't broken.
var/lamp_functional = TRUE
///If the lamp is turned on
var/lamp_enabled = FALSE
///Set lamp color
var/lamp_color = "#FFCC66" //COLOR_WHITE
///Set to true if a doomsday event is locking our lamp to on and RED
var/lamp_doom = FALSE
///Lamp brightness. Starts at 3, but can be 1 - 5.
var/lamp_intensity = 3
///Lamp button reference
var/obj/screen/robot/lamp/lampButton
var/sight_mode = 0
hud_possible = list(ANTAG_HUD, DIAG_STAT_HUD, DIAG_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD)
///The reference to the built-in tablet that borgs carry.
var/obj/item/modular_computer/tablet/integrated/modularInterface
var/obj/screen/robot/modPC/interfaceButton
var/list/upgrades = list()
var/hasExpanded = FALSE
var/obj/item/hat
var/hat_offset = -3
var/list/equippable_hats = list(/obj/item/clothing/head/caphat,
/obj/item/clothing/head/hardhat,
/obj/item/clothing/head/centhat,
/obj/item/clothing/head/HoS,
/obj/item/clothing/head/beret,
/obj/item/clothing/head/kitty,
/obj/item/clothing/head/hopcap,
/obj/item/clothing/head/wizard,
/obj/item/clothing/head/nursehat,
/obj/item/clothing/head/sombrero,
/obj/item/clothing/head/helmet/chaplain/witchunter_hat,
/obj/item/clothing/head/soft/, //All baseball caps
/obj/item/clothing/head/that, //top hat
/obj/item/clothing/head/collectable/tophat, //Not sure where this one is found, but it looks the same so might as well include
/obj/item/clothing/mask/bandana/, //All bandanas (which only work in hat mode)
/obj/item/clothing/head/fedora,
/obj/item/clothing/head/beanie/, //All beanies
/obj/item/clothing/ears/headphones,
/obj/item/clothing/head/helmet/skull,
/obj/item/clothing/head/crown/fancy)
can_buckle = TRUE
buckle_lying = FALSE
/// What types of mobs are allowed to ride/buckle to this mob
var/static/list/can_ride_typecache = typecacheof(/mob/living/carbon/human)
// cit specific vars //
var/sitting = 0
var/bellyup = 0
var/dogborg = FALSE
var/cansprint = 1
combat_flags = COMBAT_FLAGS_DEFAULT
var/orebox = null
//doggie borg stuff.
@@ -269,9 +269,10 @@
if(!prev_locked_down)
R.SetLockdown(0)
R.setDir(SOUTH)
R.anchored = FALSE
R.set_anchored(FALSE)
R.mob_transforming = FALSE
R.update_headlamp()
R.updatehealth()
R.update_icons()
R.notify_ai(NEW_MODULE)
if(R.hud_used)
R.hud_used.update_robot_modules_display()
@@ -14,8 +14,8 @@
model = "Cleanbot"
bot_core_type = /obj/machinery/bot_core/cleanbot
window_id = "autoclean"
window_name = "Automatic Station Cleaner v1.3"
pass_flags = PASSMOB
window_name = "Automatic Station Cleaner v1.4"
pass_flags = PASSMOB // | PASSFLAPS
path_image_color = "#993299"
weather_immunities = list("lava","ash")
@@ -25,6 +25,7 @@
var/blood = 1
var/trash = 0
var/pests = 0
var/drawn = 0
var/list/target_types
var/obj/effect/decal/cleanable/target
@@ -53,6 +54,9 @@
var/list/prefixes
var/list/suffixes
var/ascended = FALSE // if we have all the top titles, grant achievements to living mobs that gaze upon our cleanbot god
/mob/living/simple_animal/bot/cleanbot/proc/deputize(obj/item/W, mob/user)
if(in_range(src, user))
to_chat(user, "<span class='notice'>You attach \the [W] to \the [src].</span>")
@@ -66,6 +70,8 @@
/mob/living/simple_animal/bot/cleanbot/proc/update_titles()
var/working_title = ""
ascended = TRUE
for(var/pref in prefixes)
for(var/title in pref)
if(title in stolen_valor)
@@ -73,6 +79,8 @@
if(title in officers)
commissioned = TRUE
break
else
ascended = FALSE // we didn't have the first entry in the list if we got here, so we're not achievement worthy yet
working_title += chosen_name
@@ -81,6 +89,8 @@
if(title in stolen_valor)
working_title += " " + suf[title]
break
else
ascended = FALSE
name = working_title
@@ -89,8 +99,12 @@
if(weapon)
. += " <span class='warning'>Is that \a [weapon] taped to it...?</span>"
if(ascended && user.stat == CONSCIOUS && user.client)
user.client.give_award(/datum/award/achievement/misc/cleanboss, user)
/mob/living/simple_animal/bot/cleanbot/Initialize()
. = ..()
chosen_name = name
get_targets()
icon_state = "cleanbot[on]"
@@ -98,7 +112,6 @@
var/datum/job/janitor/J = new/datum/job/janitor
access_card.access += J.get_access()
prev_access = access_card.access
stolen_valor = list()
prefixes = list(command, security, engineering)
@@ -123,7 +136,7 @@
/mob/living/simple_animal/bot/cleanbot/bot_reset()
..()
if(weapon && (emagged == 2))
if(weapon && emagged == 2)
weapon.force = weapon_orig_force
ignore_list = list() //Allows the bot to clean targets it previously ignored due to being unreachable.
target = null
@@ -151,7 +164,7 @@
C.Knockdown(20)
/mob/living/simple_animal/bot/cleanbot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/card/id)||istype(W, /obj/item/pda))
if(W.GetID())
if(bot_core.allowed(user) && !open && !emagged)
locked = !locked
to_chat(user, "<span class='notice'>You [ locked ? "lock" : "unlock"] \the [src] behaviour controls.</span>")
@@ -161,7 +174,7 @@
if(open)
to_chat(user, "<span class='warning'>Please close the access panel before locking it.</span>")
else
to_chat(user, "<span class='notice'>The [src] doesn't seem to respect your authority.</span>")
to_chat(user, "<span class='notice'>\The [src] doesn't seem to respect your authority.</span>")
else if(istype(W, /obj/item/kitchen/knife) && user.a_intent != INTENT_HARM)
to_chat(user, "<span class='notice'>You start attaching \the [W] to \the [src]...</span>")
@@ -203,7 +216,8 @@
return ..()
/mob/living/simple_animal/bot/cleanbot/emag_act(mob/user)
. = ..()
..()
if(emagged == 2)
if(weapon)
weapon.force = weapon_orig_force
@@ -259,6 +273,9 @@
if(!target && trash) //Then for trash.
target = scan(/obj/item/trash)
// if(!target && trash) //Search for dead mices.
// target = scan(/obj/item/food/deadmouse)
if(!target && auto_patrol) //Search for cleanables it can see.
if(mode == BOT_IDLE || mode == BOT_START_PATROL)
start_patrol()
@@ -335,13 +352,18 @@
target_types += /mob/living/simple_animal/cockroach
target_types += /mob/living/simple_animal/mouse
if(drawn)
target_types += /obj/effect/decal/cleanable/crayon
if(trash)
target_types += /obj/item/trash
target_types += /obj/item/reagent_containers/food/snacks/meat/slab/human
target_types = typecacheof(target_types)
/mob/living/simple_animal/bot/cleanbot/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE)
/mob/living/simple_animal/bot/cleanbot/UnarmedAttack(atom/A)
// if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
// return
if(istype(A, /obj/effect/decal/cleanable))
anchored = TRUE
icon_state = "cleanbot-c"
@@ -361,8 +383,9 @@
icon_state = "cleanbot[on]"
else if(istype(A, /obj/item) || istype(A, /obj/effect/decal/remains))
visible_message("<span class='danger'>[src] sprays hydrofluoric acid at [A]!</span>")
playsound(src, 'sound/effects/spray2.ogg', 50, 1, -6)
playsound(src, 'sound/effects/spray2.ogg', 50, TRUE, -6)
A.acid_act(75, 10)
target = null
else if(istype(A, /mob/living/simple_animal/cockroach) || istype(A, /mob/living/simple_animal/mouse))
var/mob/living/simple_animal/M = target
if(!M.stat)
@@ -383,7 +406,7 @@
"FREED AT LEST FROM FILTHY PROGRAMMING.")
say(phrase)
victim.emote("scream")
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
playsound(src.loc, 'sound/effects/spray2.ogg', 50, TRUE, -6)
victim.acid_act(5, 100)
else if(A == src) // Wets floors and spawns foam randomly
if(prob(75))
@@ -412,10 +435,14 @@
do_sparks(3, TRUE, src)
..()
/mob/living/simple_animal/bot/cleanbot/medbay
name = "Scrubs, MD"
bot_core_type = /obj/machinery/bot_core/cleanbot/medbay
on = FALSE
/obj/machinery/bot_core/cleanbot
req_one_access = list(ACCESS_JANITOR, ACCESS_ROBOTICS)
/mob/living/simple_animal/bot/cleanbot/get_controls(mob/user)
var/dat
dat += hack(user)
@@ -424,9 +451,10 @@
Status: <A href='?src=[REF(src)];power=1'>[on ? "On" : "Off"]</A><BR>
Behaviour controls are [locked ? "locked" : "unlocked"]<BR>
Maintenance panel panel is [open ? "opened" : "closed"]"})
if(!locked || hasSiliconAccessInArea(user)|| IsAdminGhost(user))
if(!locked || issilicon(user)|| IsAdminGhost(user))
dat += "<BR>Clean Blood: <A href='?src=[REF(src)];operation=blood'>[blood ? "Yes" : "No"]</A>"
dat += "<BR>Clean Trash: <A href='?src=[REF(src)];operation=trash'>[trash ? "Yes" : "No"]</A>"
dat += "<BR>Clean Graffiti: <A href='?src=[REF(src)];operation=drawn'>[drawn ? "Yes" : "No"]</A>"
dat += "<BR>Exterminate Pests: <A href='?src=[REF(src)];operation=pests'>[pests ? "Yes" : "No"]</A>"
dat += "<BR><BR>Patrol Station: <A href='?src=[REF(src)];operation=patrol'>[auto_patrol ? "Yes" : "No"]</A>"
return dat
@@ -442,5 +470,10 @@ Maintenance panel panel is [open ? "opened" : "closed"]"})
pests = !pests
if("trash")
trash = !trash
if("drawn")
drawn = !drawn
get_targets()
update_controls()
/obj/machinery/bot_core/cleanbot/medbay
req_one_access = list(ACCESS_JANITOR, ACCESS_ROBOTICS, ACCESS_MEDICAL)
@@ -6,7 +6,7 @@
//Drone hands
/mob/living/simple_animal/drone/doUnEquip(obj/item/I, force)
/mob/living/simple_animal/drone/doUnEquip(obj/item/I, force, silent = FALSE)
if(..())
update_inv_hands()
if(I == head)
@@ -41,7 +41,7 @@
..() //lose items, then return
//SLOT HANDLING BULLSHIT FOR INTERNAL STORAGE
/mob/living/simple_animal/hostile/guardian/dextrous/doUnEquip(obj/item/I, force)
/mob/living/simple_animal/hostile/guardian/dextrous/doUnEquip(obj/item/I, force, silent = FALSE)
if(..())
update_inv_hands()
if(I == internal_storage)
@@ -44,7 +44,9 @@ Difficulty: Medium
wander = FALSE
del_on_death = TRUE
blood_volume = BLOOD_VOLUME_NORMAL
medal_type = BOSS_MEDAL_MINER
achievement_type = /datum/award/achievement/boss/blood_miner_kill
crusher_achievement_type = /datum/award/achievement/boss/blood_miner_crusher
score_achievement_type = /datum/award/score/blood_miner_score
var/obj/item/melee/transforming/cleaving_saw/miner/miner_saw
var/time_until_next_transform = 0
var/dashing = FALSE
@@ -51,8 +51,11 @@ Difficulty: Hard
crusher_loot = list(/obj/structure/closet/crate/necropolis/bubblegum/crusher)
loot = list(/obj/structure/closet/crate/necropolis/bubblegum)
var/charging = 0
medal_type = BOSS_MEDAL_BUBBLEGUM
score_type = BUBBLEGUM_SCORE
achievement_type = /datum/award/achievement/boss/bubblegum_kill
crusher_achievement_type = /datum/award/achievement/boss/bubblegum_crusher
score_achievement_type = /datum/award/score/bubblegum_score
deathmessage = "sinks into a pool of blood, fleeing the battle. You've won, for now... "
death_sound = 'sound/magic/enter_blood.ogg'
@@ -153,6 +156,20 @@ Difficulty: Hard
charging = 0
Goto(target, move_to_delay, minimum_distance)
/**
* Attack by override for bubblegum
*
* This is used to award the frenching achievement for hitting bubblegum with a tongue
*
* Arguments:
* * obj/item/W the item hitting bubblegum
* * mob/user The user of the item
* * params, extra parameters
*/
/mob/living/simple_animal/hostile/megafauna/bubblegum/attackby(obj/item/W, mob/user, params)
. = ..()
if(istype(W, /obj/item/organ/tongue))
user.client?.give_award(/datum/award/achievement/misc/frenching, user)
/mob/living/simple_animal/hostile/megafauna/bubblegum/Bump(atom/A)
if(charging)
@@ -43,9 +43,10 @@ Difficulty: Very Hard
move_to_delay = 10
ranged = 1
pixel_x = -32
del_on_death = 1
medal_type = BOSS_MEDAL_COLOSSUS
score_type = COLOSSUS_SCORE
del_on_death = TRUE
achievement_type = /datum/award/achievement/boss/colossus_kill
crusher_achievement_type = /datum/award/achievement/boss/colossus_crusher
score_achievement_type = /datum/award/score/colussus_score
crusher_loot = list(/obj/structure/closet/crate/necropolis/colossus/crusher)
loot = list(/obj/structure/closet/crate/necropolis/colossus)
butcher_results = list(/obj/item/stack/ore/diamond = 5, /obj/item/stack/sheet/sinew = 5, /obj/item/stack/sheet/animalhide/ashdrake = 10, /obj/item/stack/sheet/bone = 30)
@@ -31,6 +31,9 @@ Difficulty: Extremely Hard
wander = FALSE
del_on_death = TRUE
blood_volume = BLOOD_VOLUME_NORMAL
achievement_type = /datum/award/achievement/boss/demonic_miner_kill
crusher_achievement_type = /datum/award/achievement/boss/demonic_miner_crusher
score_achievement_type = /datum/award/score/demonic_miner_score
deathmessage = "falls to the ground, decaying into plasma particles."
deathsound = "bodyfall"
attack_action_types = list(/datum/action/innate/megafauna_attack/frost_orbs,
@@ -64,8 +64,9 @@ Difficulty: Medium
guaranteed_butcher_results = list(/obj/item/stack/sheet/animalhide/ashdrake = 10)
var/swooping = NONE
var/swoop_cooldown = 0
medal_type = BOSS_MEDAL_DRAKE
score_type = DRAKE_SCORE
achievement_type = /datum/award/achievement/boss/drake_kill
crusher_achievement_type = /datum/award/achievement/boss/drake_crusher
score_achievement_type = /datum/award/score/drake_score
deathmessage = "collapses into a pile of bones, its flesh sloughing away."
death_sound = 'sound/magic/demon_dies.ogg'
var/datum/action/small_sprite/smallsprite = new/datum/action/small_sprite/drake()
@@ -61,8 +61,9 @@ Difficulty: Normal
loot = list(/obj/item/hierophant_club)
crusher_loot = list(/obj/item/hierophant_club)
wander = FALSE
medal_type = BOSS_MEDAL_HIEROPHANT
score_type = HIEROPHANT_SCORE
achievement_type = /datum/award/achievement/boss/hierophant_kill
crusher_achievement_type = /datum/award/achievement/boss/hierophant_crusher
score_achievement_type = /datum/award/score/hierophant_score
del_on_death = TRUE
death_sound = 'sound/magic/repulse.ogg'
@@ -42,8 +42,9 @@ SHITCODE AHEAD. BE ADVISED. Also comment extravaganza
retreat_distance = 5
minimum_distance = 5
ranged_cooldown_time = 10
medal_type = BOSS_MEDAL_LEGION
score_type = LEGION_SCORE
achievement_type = /datum/award/achievement/boss/legion_kill
crusher_achievement_type = /datum/award/achievement/boss/legion_crusher
score_achievement_type = /datum/award/score/legion_score
pixel_y = -16
pixel_x = -32
loot = list(/obj/item/stack/sheet/bone = 3)
@@ -28,24 +28,31 @@
layer = LARGE_MOB_LAYER //Looks weird with them slipping under mineral walls and cameras and shit otherwise
flags_1 = PREVENT_CONTENTS_EXPLOSION_1 | HEAR_1
has_field_of_vision = FALSE //You are a frikkin boss
/// Crusher loot dropped when fauna killed with a crusher
/// Crusher loot dropped when the megafauna is killed with a crusher
var/list/crusher_loot
var/medal_type
/// Score given to players when the fauna is killed
var/score_type = BOSS_SCORE
/// If the megafauna is actually killed (vs entering another phase)
/// Achievement given to surrounding players when the megafauna is killed
var/achievement_type
/// Crusher achievement given to players when megafauna is killed
var/crusher_achievement_type
/// Score given to players when megafauna is killed
var/score_achievement_type
/// If the megafauna was actually killed (not just dying, then transforming into another type)
var/elimination = 0
/// Modifies attacks when at lower health
var/anger_modifier = 0
/// Internal tracking GPS inside fauna
var/obj/item/gps/internal
/// Next time fauna can use a melee attack
/// Next time the megafauna can use a melee attack
var/recovery_time = 0
var/true_spawn = TRUE // if this is a megafauna that should grant achievements, or have a gps signal
/// If this is a megafauna that is real (has achievements, gps signal)
var/true_spawn = TRUE
/// Range the megafauna can move from their nest (if they have one
var/nest_range = 10
var/chosen_attack = 1 // chosen attack num
/// The chosen attack by the megafauna
var/chosen_attack = 1
/// Attack actions, sets chosen_attack to the number in the action
var/list/attack_action_types = list()
/// If there is a small sprite icon for players controlling the megafauna to use
var/small_sprite_type
/mob/living/simple_animal/hostile/megafauna/Initialize(mapload)
@@ -73,23 +80,22 @@
return
return ..()
/mob/living/simple_animal/hostile/megafauna/death(gibbed)
/mob/living/simple_animal/hostile/megafauna/death(gibbed, list/force_grant)
if(health > 0)
return
else
var/datum/status_effect/crusher_damage/C = has_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
var/crusher_kill = FALSE
if(C && crusher_loot && C.total_damage >= maxHealth * 0.6)
spawn_crusher_loot()
crusher_kill = TRUE
if(!(flags_1 & ADMIN_SPAWNED_1))
var/tab = "megafauna_kills"
if(crusher_kill)
tab = "megafauna_kills_crusher"
var/datum/status_effect/crusher_damage/crusher_dmg = has_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
var/crusher_kill = FALSE
if(crusher_dmg && crusher_loot && crusher_dmg.total_damage >= maxHealth * 0.6)
spawn_crusher_loot()
crusher_kill = TRUE
if(true_spawn && !(flags_1 & ADMIN_SPAWNED_1))
var/tab = "megafauna_kills"
if(crusher_kill)
tab = "megafauna_kills_crusher"
if(!elimination) //used so the achievment only occurs for the last legion to die.
grant_achievement(achievement_type, score_achievement_type, crusher_kill, force_grant)
SSblackbox.record_feedback("tally", tab, 1, "[initial(name)]")
if(!elimination) //used so the achievment only occurs for the last legion to die.
grant_achievement(medal_type, score_type, crusher_kill)
..()
return ..()
/mob/living/simple_animal/hostile/megafauna/proc/spawn_crusher_loot()
loot = crusher_loot
@@ -143,26 +149,29 @@
if(EXPLODE_LIGHT)
adjustBruteLoss(50)
/mob/living/simple_animal/hostile/megafauna/proc/SetRecoveryTime(buffer_time)
/// Sets the next time the megafauna can use a melee or ranged attack, in deciseconds
/mob/living/simple_animal/hostile/megafauna/proc/SetRecoveryTime(buffer_time, ranged_buffer_time)
recovery_time = world.time + buffer_time
ranged_cooldown = max(ranged_cooldown, world.time + buffer_time) // CITADEL BANDAID FIX FOR MEGAFAUNA NOT RESPECTING RECOVERY TIME.
ranged_cooldown = world.time + buffer_time
if(ranged_buffer_time)
ranged_cooldown = world.time + ranged_buffer_time
/mob/living/simple_animal/hostile/megafauna/proc/grant_achievement(medaltype, scoretype, crusher_kill)
if(!medal_type || (flags_1 & ADMIN_SPAWNED_1)) //Don't award medals if the medal type isn't set
/// Grants medals and achievements to surrounding players
/mob/living/simple_animal/hostile/megafauna/proc/grant_achievement(medaltype, scoretype, crusher_kill, list/grant_achievement = list())
if(!achievement_type || (flags_1 & ADMIN_SPAWNED_1) || !SSachievements.achievements_enabled) //Don't award medals if the medal type isn't set
return FALSE
if(!SSmedals.hub_enabled) // This allows subtypes to carry on other special rewards not tied with medals. (such as bubblegum's arena shuttle)
return TRUE
for(var/mob/living/L in view(7,src))
if(!grant_achievement.len)
for(var/mob/living/L in view(7,src))
grant_achievement += L
for(var/mob/living/L in grant_achievement)
if(L.stat || !L.client)
continue
var/client/C = L.client
SSmedals.UnlockMedal("Boss [BOSS_KILL_MEDAL]", C)
SSmedals.UnlockMedal("[medaltype] [BOSS_KILL_MEDAL]", C)
L.client.give_award(/datum/award/achievement/boss/boss_killer, L)
L.client.give_award(achievement_type, L)
if(crusher_kill && istype(L.get_active_held_item(), /obj/item/kinetic_crusher))
SSmedals.UnlockMedal("[medaltype] [BOSS_KILL_MEDAL_CRUSHER]", C)
SSmedals.SetScore(BOSS_SCORE, C, 1)
SSmedals.SetScore(score_type, C, 1)
L.client.give_award(crusher_achievement_type, L)
L.client.give_award(/datum/award/score/boss_score, L) //Score progression for bosses killed in general
L.client.give_award(score_achievement_type, L) //Score progression for specific boss killed
return TRUE
/datum/action/innate/megafauna_attack
@@ -48,8 +48,9 @@ GLOBAL_LIST_INIT(AISwarmerCapsByType, list(/mob/living/simple_animal/hostile/swa
health = 750
maxHealth = 750 //""""low-ish"""" HP because it's a passive boss, and the swarm itself is the real foe
mob_biotypes = MOB_ROBOTIC
medal_type = BOSS_MEDAL_SWARMERS
score_type = SWARMER_BEACON_SCORE
achievement_type = /datum/award/achievement/boss/swarmer_beacon_kill
crusher_achievement_type = /datum/award/achievement/boss/swarmer_beacon_crusher
score_achievement_type = /datum/award/score/swarmer_beacon_score
faction = list("mining", "boss", "swarmer")
weather_immunities = list("lava","ash")
stop_automated_movement = TRUE
@@ -252,7 +252,7 @@
Feedon(Food)
return ..()
/mob/living/simple_animal/slime/doUnEquip(obj/item/W)
/mob/living/simple_animal/slime/doUnEquip(obj/item/W, silent = FALSE)
return
/mob/living/simple_animal/slime/start_pulling(atom/movable/AM, state, force = move_force, supress_message = FALSE)