Citadel's folder's end (#5828)

* ERP, miscreants, clothing

* github pls

* guns, dogborg, areas, vendor

* finishes moving around the last of the stuffs

* cleaned up shit. italics on subtle messages

vore code to modular_citadel too

* updates codeowners and recompiles tgui

because it's a healthy thing to do

* reee, I had that spawner set byond

* cleans up a bad pipe

does the thing I've been meaning to do for a while now as well.

* bumps up xenobio console requirements

inb4 reee

* snowflake commenting
This commit is contained in:
Poojawa
2018-03-06 17:40:48 -06:00
committed by GitHub
parent a1416622d2
commit 86b11050b6
140 changed files with 2963 additions and 9703 deletions
-1
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@@ -1 +0,0 @@
GLOBAL_VAR_INIT(enable_examine_tips, TRUE)
-8
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/mob/camera/god/UnarmedAttack(atom/A)
A.attack_god(src)
/mob/camera/god/RangedAttack(atom/A)
A.attack_god(src)
/atom/proc/attack_god(mob/user)
return
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@@ -1,13 +0,0 @@
/datum/hud/brain/show_hud(version = 0)
if(!ismob(mymob))
return 0
if(!mymob.client)
return 0
mymob.client.screen = list()
mymob.client.screen += mymob.client.void
/mob/living/brain/create_mob_hud()
if(client && !hud_used)
hud_used = new /datum/hud/brain(src)
-18
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@@ -1,18 +0,0 @@
/area/maintenance/bar
name = "Maintenance Bar"
icon = 'code/citadel/icons/areas.dmi'
icon_state = "maintbar"
/area/maintenance/bar/cafe
name = "Abandoned Cafe"
/area/crew_quarters/theatre/clown
name = "Clown's Office"
/area/crew_quarters/theatre/mime
name = "Mime's Office"
/area/crew_quarters/cryopod
name = "Cryogenics"
icon = 'code/citadel/icons/areas.dmi'
icon_state = "cryo"
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@@ -1,544 +0,0 @@
//Mob vars
/mob/living
var/arousalloss = 0 //How aroused the mob is.
var/min_arousal = 0 //The lowest this mobs arousal will get. default = 0
var/max_arousal = 100 //The highest this mobs arousal will get. default = 100
var/arousal_rate = 1 //The base rate that arousal will increase in this mob.
var/arousal_loss_rate = 1 //How easily arousal can be relieved for this mob.
var/canbearoused = FALSE //Mob-level disabler for arousal. Starts off and can be enabled as features are added for different mob types.
var/mb_cd_length = 100 //5 second cooldown for masturbating because fuck spam.
var/mb_cd_timer = 0 //The timer itself
/mob/living/carbon/human
canbearoused = TRUE
var/saved_underwear = ""//saves their underwear so it can be toggled later
var/saved_undershirt = ""
/mob/living/carbon/human/New()
..()
saved_underwear = underwear
saved_undershirt = undershirt
//Species vars
/datum/species
var/arousal_gain_rate = 1 //Rate at which this species becomes aroused
var/arousal_lose_rate = 1 //Multiplier for how easily arousal can be relieved
var/list/cum_fluids = list("semen")
var/list/milk_fluids = list("milk")
var/list/femcum_fluids = list("femcum")
//Mob procs
/mob/living/proc/handle_arousal()
/mob/living/carbon/handle_arousal()
if(canbearoused && dna)
var/datum/species/S
S = dna.species
if(S && SSmobs.times_fired%36==2 && getArousalLoss() < max_arousal)//Totally stolen from breathing code. Do this every 36 ticks.
adjustArousalLoss(arousal_rate * S.arousal_gain_rate)
if(dna.features["exhibitionist"])
var/amt_nude = 0
if(is_chest_exposed() && (gender == FEMALE || getorganslot("breasts")))
amt_nude++
if(is_groin_exposed())
if(getorganslot("penis"))
amt_nude++
if(getorganslot("vagina"))
amt_nude++
var/mob/living/M
var/watchers = 0
for(M in view(world.view, src))
if(M.client && !M.stat && !M.eye_blind && (locate(src) in viewers(world.view,M)))
watchers++
if(watchers && amt_nude)
adjustArousalLoss((amt_nude * watchers) + S.arousal_gain_rate)
/mob/living/proc/getArousalLoss()
return arousalloss
/mob/living/proc/adjustArousalLoss(amount, updating_arousal=1)
if(status_flags & GODMODE || !canbearoused)
return 0
arousalloss = CLAMP(arousalloss + amount, min_arousal, max_arousal)
if(updating_arousal)
updatearousal()
/mob/living/proc/setArousalLoss(amount, updating_arousal=1)
if(status_flags & GODMODE || !canbearoused)
return 0
arousalloss = CLAMP(amount, min_arousal, max_arousal)
if(updating_arousal)
updatearousal()
/mob/living/proc/getPercentAroused()
return ((100 / max_arousal) * arousalloss)
/mob/living/proc/isPercentAroused(percentage)//returns true if the mob's arousal (measured in a percent of 100) is greater than the arg percentage.
if(!isnum(percentage) || percentage > 100 || percentage < 0)
CRASH("Provided percentage is invalid")
if(getPercentAroused() >= percentage)
return TRUE
return FALSE
//H U D//
/mob/living/proc/updatearousal()
update_arousal_hud()
/mob/living/proc/update_arousal_hud()
return 0
/datum/species/proc/update_arousal_hud(mob/living/carbon/human/H)
return 0
/mob/living/carbon/human/update_arousal_hud()
if(!client || !hud_used)
return 0
if(dna.species.update_arousal_hud())
return 0
if(!canbearoused)
hud_used.arousal.icon_state = ""
return 0
else
if(hud_used.arousal)
if(stat == DEAD)
hud_used.arousal.icon_state = "arousal0"
return 1
if(getArousalLoss() == max_arousal)
hud_used.arousal.icon_state = "arousal100"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 90)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal90"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 80)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal80"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 70)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal70"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 60)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal60"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 50)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal50"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 40)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal40"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 30)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal30"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 20)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal10"
return 1
if(getArousalLoss() >= (max_arousal / 100) * 10)//M O D U L A R , W O W
hud_used.arousal.icon_state = "arousal10"
return 1
else
hud_used.arousal.icon_state = "arousal0"
/obj/screen/arousal
name = "arousal"
icon_state = "arousal0"
icon = 'code/citadel/icons/hud.dmi'
screen_loc = ui_arousal
/obj/screen/arousal/Click()
if(!isliving(usr))
return 0
var/mob/living/M = usr
if(M.canbearoused)
M.mob_climax()
return 1
else
to_chat(M, "<span class='warning'>Arousal is disabled. Feature is unavailable.</span>")
/mob/living/proc/mob_climax()//This is just so I can test this shit without being forced to add actual content to get rid of arousal. Will be a very basic proc for a while.
set name = "Masturbate"
set category = "IC"
if(canbearoused && !restrained() && !stat)
if(mb_cd_timer <= world.time)
//start the cooldown even if it fails
mb_cd_timer = world.time + mb_cd_length
if(getArousalLoss() >= ((max_arousal / 100) * 33))//33% arousal or greater required
src.visible_message("<span class='danger'>[src] starts masturbating!</span>", \
"<span class='userdanger'>You start masturbating.</span>")
if(do_after(src, 30, target = src))
src.visible_message("<span class='danger'>[src] relieves themself!</span>", \
"<span class='userdanger'>You have relieved yourself.</span>")
setArousalLoss(min_arousal)
/*
switch(gender)
if(MALE)
PoolOrNew(/obj/effect/decal/cleanable/semen, loc)
if(FEMALE)
PoolOrNew(/obj/effect/decal/cleanable/femcum, loc)
*/
else
to_chat(src, "<span class='notice'>You aren't aroused enough for that.</span>")
//These are various procs that we'll use later, split up for readability instead of having one, huge proc.
//For all of these, we assume the arguments given are proper and have been checked beforehand.
/mob/living/carbon/human/proc/mob_masturbate(obj/item/organ/genital/G, mb_time = 30) //Masturbation, keep it gender-neutral
var/total_fluids = 0
var/datum/reagents/fluid_source = null
if(G.producing) //Can it produce its own fluids, such as breasts?
fluid_source = G.reagents
else
if(!G.linked_organ)
to_chat(src, "<span class='warning'>Your [G.name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
return
fluid_source = G.linked_organ.reagents
total_fluids = fluid_source.total_volume
if(mb_time)
src.visible_message("<span class='danger'>[src] starts to [G.masturbation_verb] [p_their()] [G.name].</span>", \
"<span class='green'>You start to [G.masturbation_verb] your [G.name].</span>", \
"<span class='green'>You start to [G.masturbation_verb] your [G.name].</span>")
if(do_after(src, mb_time, target = src))
if(total_fluids > 5)
fluid_source.reaction(src.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] orgasms, cumming[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""]!</span>", \
"<span class='green'>You cum[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""].</span>", \
"<span class='green'>You have relieved yourself.</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
/mob/living/carbon/human/proc/mob_climax_outside(obj/item/organ/genital/G, mb_time = 30) //This is used for forced orgasms and other hands-free climaxes
var/total_fluids = 0
var/datum/reagents/fluid_source = null
var/unable_to_come = FALSE
if(G.producing) //Can it produce its own fluids, such as breasts?
fluid_source = G.reagents
total_fluids = fluid_source.total_volume
else
if(!G.linked_organ)
unable_to_come = TRUE
else
fluid_source = G.linked_organ.reagents
total_fluids = fluid_source.total_volume
if(unable_to_come)
src.visible_message("<span class='danger'>[src] shudders, their [G.name] unable to cum.</span>", \
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>", \
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>")
else
total_fluids = fluid_source.total_volume
if(mb_time) //as long as it's not instant, give a warning
src.visible_message("<span class='danger'>[src] looks like they're about to cum.</span>", \
"<span class='green'>You feel yourself about to orgasm.</span>", \
"<span class='green'>You feel yourself about to orgasm.</span>")
if(do_after(src, mb_time, target = src))
if(total_fluids > 5)
fluid_source.reaction(src.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] orgasms[istype(src.loc, /turf/open/floor) ? ", spilling onto [src.loc]" : ""], using [p_their()] [G.name]!</span>", \
"<span class='green'>You climax[istype(src.loc, /turf/open/floor) ? ", spilling onto [src.loc]" : ""] with your [G.name].</span>", \
"<span class='green'>You climax using your [G.name].</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
/mob/living/carbon/human/proc/mob_climax_partner(obj/item/organ/genital/G, mob/living/L, spillage = TRUE, mb_time = 30) //Used for climaxing with any living thing
var/total_fluids = 0
var/datum/reagents/fluid_source = null
if(G.producing) //Can it produce its own fluids, such as breasts?
fluid_source = G.reagents
else
if(!G.linked_organ)
to_chat(src, "<span class='warning'>Your [G.name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
return
fluid_source = G.linked_organ.reagents
total_fluids = fluid_source.total_volume
if(mb_time) //Skip warning if this is an instant climax.
src.visible_message("[src] is about to climax with [L]!", \
"You're about to climax with [L]!", \
"<span class='danger'>You're preparing to climax with someone!</span>")
if(spillage)
if(do_after(src, mb_time, target = src) && in_range(src, L))
fluid_source.trans_to(L, total_fluids*G.fluid_transfer_factor)
total_fluids -= total_fluids*G.fluid_transfer_factor
if(total_fluids > 5)
fluid_source.reaction(L.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] climaxes with [L][spillage ? ", overflowing and spilling":""], using [p_their()] [G.name]!</span>", \
"<span class='green'>You orgasm with [L][spillage ? ", spilling out of them":""], using your [G.name].</span>", \
"<span class='green'>You have climaxed with someone[spillage ? ", spilling out of them":""], using your [G.name].</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
else //knots and other non-spilling orgasms
if(do_after(src, mb_time, target = src) && in_range(src, L))
fluid_source.trans_to(L, total_fluids)
total_fluids = 0
src.visible_message("<span class='danger'>[src] climaxes with [L], [p_their()] [G.name] spilling nothing!</span>", \
"<span class='green'>You ejaculate with [L], your [G.name] spilling nothing.</span>", \
"<span class='green'>You have climaxed inside someone, your [G.name] spilling nothing.</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
/mob/living/carbon/human/proc/mob_fill_container(obj/item/organ/genital/G, obj/item/reagent_containers/container, mb_time = 30) //For beaker-filling, beware the bartender
var/total_fluids = 0
var/datum/reagents/fluid_source = null
if(G.producing) //Can it produce its own fluids, such as breasts?
fluid_source = G.reagents
else
if(!G.linked_organ)
to_chat(src, "<span class='warning'>Your [G.name] is unable to produce it's own fluids, it's missing the organs for it.</span>")
return
fluid_source = G.linked_organ.reagents
total_fluids = fluid_source.total_volume
//if(!container) //Something weird happened
// to_chat(src, "<span class='warning'>You need a container to do this!</span>")
// return
src.visible_message("<span class='danger'>[src] starts to [G.masturbation_verb] their [G.name] over [container].</span>", \
"<span class='userdanger'>You start to [G.masturbation_verb] your [G.name] over [container].</span>", \
"<span class='userdanger'>You start to [G.masturbation_verb] your [G.name] over something.</span>")
if(do_after(src, mb_time, target = src) && in_range(src, container))
fluid_source.trans_to(container, total_fluids)
src.visible_message("<span class='danger'>[src] uses [p_their()] [G.name] to fill [container]!</span>", \
"<span class='green'>You used your [G.name] to fill [container].</span>", \
"<span class='green'>You have relieved some pressure.</span>")
if(G.can_climax)
setArousalLoss(min_arousal)
/mob/living/carbon/human/proc/pick_masturbate_genitals()
var/obj/item/organ/genital/ret_organ
var/list/genitals_list = list()
var/list/worn_stuff = get_equipped_items()
for(var/obj/item/organ/genital/G in internal_organs)
if(G.can_masturbate_with) //filter out what you can't masturbate with
if(G.is_exposed(worn_stuff)) //Nude or through_clothing
genitals_list += G
if(genitals_list.len)
ret_organ = input(src, "with what?", "Masturbate", null) as null|obj in genitals_list
return ret_organ
return null //error stuff
/mob/living/carbon/human/proc/pick_climax_genitals()
var/obj/item/organ/genital/ret_organ
var/list/genitals_list = list()
var/list/worn_stuff = get_equipped_items()
for(var/obj/item/organ/genital/G in internal_organs)
if(G.can_climax) //filter out what you can't masturbate with
if(G.is_exposed(worn_stuff)) //Nude or through_clothing
genitals_list += G
if(genitals_list.len)
ret_organ = input(src, "with what?", "Climax", null) as null|obj in genitals_list
return ret_organ
return null //error stuff
/mob/living/carbon/human/proc/pick_partner()
var/list/partners = list()
if(src.pulling)
partners += src.pulling //Yes, even objects for now
if(src.pulledby)
partners += src.pulledby
//Now we got both of them, let's check if they're proper
for(var/I in partners)
if(isliving(I))
if(iscarbon(I))
var/mob/living/carbon/C = I
if(!C.exposed_genitals.len) //Nothing through_clothing
if(!C.is_groin_exposed()) //No pants undone
if(!C.is_chest_exposed()) //No chest exposed
partners -= I //Then not proper, remove them
else
partners -= I //No fucking objects
//NOW the list should only contain correct partners
if(!partners.len)
return null //No one left.
return input(src, "With whom?", "Sexual partner", null) in partners //pick one, default to null
/mob/living/carbon/human/proc/pick_climax_container()
var/obj/item/reagent_containers/SC = null
var/list/containers_list = list()
for(var/obj/item/reagent_containers/container in held_items)
if(container.is_open_container() || istype(container, /obj/item/reagent_containers/food/snacks))
containers_list += container
if(containers_list.len)
SC = input(src, "Into or onto what?(Cancel for nowhere)", null) as null|obj in containers_list
if(SC)
if(in_range(src, SC))
return SC
return null //If nothing correct, give null.
//Here's the main proc itself
/mob/living/carbon/human/mob_climax(forced_climax=FALSE) //Forced is instead of the other proc, makes you cum if you have the tools for it, ignoring restraints
if(mb_cd_timer > world.time)
if(!forced_climax) //Don't spam the message to the victim if forced to come too fast
to_chat(src, "<span class='warning'>You need to wait [round((mb_cd_timer - world.time)/(20))] seconds before you can do that again!</span>")
return
mb_cd_timer = (world.time + mb_cd_length)
if(canbearoused && has_dna())
if(stat==2)
to_chat(src, "<span class='warning'>You can't do that while dead!</span>")
return
if(forced_climax) //Something forced us to cum, this is not a masturbation thing and does not progress to the other checks
for(var/obj/item/organ/O in internal_organs)
if(istype(O, /obj/item/organ/genital))
var/obj/item/organ/genital/G = O
if(!G.can_climax) //Skip things like wombs and testicles
continue
var/mob/living/partner
var/check_target
var/list/worn_stuff = get_equipped_items()
if(G.is_exposed(worn_stuff))
if(src.pulling) //Are we pulling someone? Priority target, we can't be making option menus for this, has to be quick
if(isliving(src.pulling)) //Don't fuck objects
check_target = src.pulling
if(src.pulledby && !check_target) //prioritise pulled over pulledby
if(isliving(src.pulledby))
check_target = src.pulledby
//Now we should have a partner, or else we have to come alone
if(check_target)
if(iscarbon(check_target)) //carbons can have clothes
var/mob/living/carbon/C = check_target
if(C.exposed_genitals.len || C.is_groin_exposed() || C.is_chest_exposed()) //Are they naked enough?
partner = C
else //A cat is fine too
partner = check_target
if(partner) //Did they pass the clothing checks?
mob_climax_partner(G, partner, mb_time = 0) //Instant climax due to forced
continue //You've climaxed once with this organ, continue on
//not exposed OR if no partner was found while exposed, climax alone
mob_climax_outside(G, mb_time = 0) //removed climax timer for sudden, forced orgasms
//Now all genitals that could climax, have.
//Since this was a forced climax, we do not need to continue with the other stuff
return
//If we get here, then this is not a forced climax and we gotta check a few things.
if(stat==1) //No sleep-masturbation, you're unconscious.
to_chat(src, "<span class='warning'>You must be conscious to do that!</span>")
return
if(getArousalLoss() < 33) //flat number instead of percentage
to_chat(src, "<span class='warning'>You aren't aroused enough for that!</span>")
return
//Ok, now we check what they want to do.
var/choice = input(src, "Select sexual activity", "Sexual activity:") in list("Masturbate", "Climax alone", "Climax with partner", "Fill container")
switch(choice)
if("Masturbate")
if(restrained(TRUE)) //TRUE ignores grabs
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)//how many hands are free
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
to_chat(src, "<span class='warning'>You're holding too many things.</span>")
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_masturbate_genitals()
if(picked_organ)
mob_masturbate(picked_organ)
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot masturbate without choosing genitals.</span>")
return
if("Climax alone")
if(restrained(TRUE)) //TRUE ignores grabs
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)//how many hands are free
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
to_chat(src, "<span class='warning'>You're holding too many things.</span>")
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals()
if(picked_organ)
mob_climax_outside(picked_organ)
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot climax without choosing genitals.</span>")
return
if("Climax with partner")
//We need no hands, we can be restrained and so on, so let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals()
if(picked_organ)
var/mob/living/partner = pick_partner() //Get someone
if(partner)
var/spillage = input(src, "Would your fluids spill outside?", "Choose overflowing option", "Yes") as anything in list("Yes", "No")
if(spillage == "Yes")
mob_climax_partner(picked_organ, partner, TRUE)
else
mob_climax_partner(picked_organ, partner, FALSE)
return
else
to_chat(src, "<span class='warning'>You cannot do this alone.</span>")
return
else //They either lack organs that can masturbate, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot climax without choosing genitals.</span>")
return
if("Fill container")
//We'll need hands and no restraints.
if(restrained(TRUE)) //TRUE ignores grabs
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
var/free_hands = get_num_arms()
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)//how many hands are free
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
to_chat(src, "<span class='warning'>You're holding too many things.</span>")
return
//We got hands, let's pick an organ
var/obj/item/organ/genital/picked_organ
picked_organ = pick_climax_genitals() //Gotta be climaxable, not just masturbation, to fill with fluids.
if(picked_organ)
//Good, got an organ, time to pick a container
var/obj/item/reagent_containers/fluid_container = pick_climax_container()
if(fluid_container)
mob_fill_container(picked_organ, fluid_container)
return
else
to_chat(src, "<span class='warning'>You cannot do this without anything to fill.</span>")
return
else //They either lack organs that can climax, or they didn't pick one.
to_chat(src, "<span class='warning'>You cannot fill anything without choosing genitals.</span>")
return
else //Somehow another option was taken, maybe something interrupted the selection or it was cancelled
return //Just end it in that case.
-31
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@@ -1,31 +0,0 @@
/*/////////////////////////////////////////////////////////////////////////////////
/////// ///////
/////// Cit's exclusive jumpsuits, uniforms, etc. go here ///////
/////// ///////
*//////////////////////////////////////////////////////////////////////////////////
/obj/item/clothing/under/rank/security/skirt
name = "security skirt"
desc = "A tactical security skirt for officers complete with Nanotrasen belt buckle."
icon = 'icons/obj/clothing/cit_clothes.dmi'
icon_state = "secskirt"
icon_override = 'icons/mob/citadel/uniforms.dmi'
item_state = "r_suit"
item_color = "secskirt"
/obj/item/clothing/under/rank/head_of_security/skirt
name = "head of security's skirt"
desc = "A security skirt decorated for those few with the dedication to achieve the position of Head of Security."
icon = 'icons/obj/clothing/cit_clothes.dmi'
icon_state = "hosskirt"
icon_override = 'icons/mob/citadel/uniforms.dmi'
item_state = "gy_suit"
item_color = "hosskirt"
/obj/item/clothing/suit/armor/hos/trenchcoat/cloak
name = "armored trenchcloak"
desc = "A trenchcoat enchanced with a special lightweight kevlar. This one appears to be designed to be draped over one's shoulders rather than worn normally.."
alternate_worn_icon = 'icons/mob/citadel/suit.dmi'
icon_state = "hostrench"
item_state = "hostrench"
-35
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/datum/controller/subsystem/ticker/proc/generate_crew_objectives()
for(var/datum/mind/crewMind in SSticker.minds)
if(prob(5) && !issilicon(crewMind.current) && !jobban_isbanned(crewMind, "Syndicate") && GLOB.miscreants_allowed && ROLE_MISCREANT in crewMind.current.client.prefs.be_special)
generate_miscreant_objectives(crewMind)
else
if(CONFIG_GET(flag/allow_crew_objectives))
generate_individual_objectives(crewMind)
return
/datum/controller/subsystem/ticker/proc/generate_individual_objectives(var/datum/mind/crewMind)
if(!(CONFIG_GET(flag/allow_crew_objectives)))
return
if(!crewMind)
return
if(!crewMind.current || !crewMind.objectives || crewMind.special_role)
return
if(!crewMind.assigned_role)
return
var/list/validobjs = crewobjjobs["[ckey(crewMind.assigned_role)]"]
if(!validobjs || !validobjs.len)
return
var/selectedObj = pick(validobjs)
var/datum/objective/crew/newObjective = new selectedObj
if(!newObjective)
return
newObjective.owner = crewMind
crewMind.objectives += newObjective
to_chat(crewMind, "<B>As a part of Nanotrasen's anti-tide efforts, you have been assigned an optional objective. It will be checked at the end of the shift. <font color=red>Performing traitorous acts in pursuit of your objective may result in termination of your employment.</font></B>")
to_chat(crewMind, "<B>Your optional objective:</B> [newObjective.explanation_text]")
/datum/objective/crew/
var/jobs = ""
explanation_text = "Yell on the development discussion channel on Citadels discord if this ever shows up. Something just broke here, dude"
/datum/objective/crew/proc/setup()
-5
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/obj/structure/displaycase/clown
desc = "In the event of clown, honk glass."
alert = 1
start_showpiece_type = /obj/item/bikehorn
req_access = list(ACCESS_CENT_GENERAL)
-3
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//Disables the custom emote blacklist from TG that normally applies to slimes.
/datum/emote/living/custom
mob_type_blacklist_typecache = list(/mob/living/brain)
-21
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//Will include consumable gene mods in the future.
/obj/item/genemod
name = "genetic modifier"
desc = "Microbodies which can grow, morph, or otherwise change an organism into something else."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "dnainjector"
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_TINY
var/applied_region = "chest"
var/list/add_mutations = list()
var/list/remove_mutations = list()
var/list/add_mutations_static = list()
var/list/remove_mutations_static = list()
var/used = 0
/obj/item/genemod/proc/use(mob/living/carbon/human/target)
return
File diff suppressed because it is too large Load Diff
-41
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/obj/structure/reagent_dispensers/keg
name = "keg"
desc = "A keg."
icon = 'code/citadel/icons/objects.dmi'
icon_state = "keg"
reagent_id = "water"
/obj/structure/reagent_dispensers/keg/mead
name = "keg of mead"
desc = "A keg of mead."
icon_state = "orangekeg"
reagent_id = "mead"
/obj/structure/reagent_dispensers/keg/aphro
name = "keg of aphrodisiac"
desc = "A keg of aphrodisiac."
icon_state = "pinkkeg"
reagent_id = "aphro"
/obj/structure/reagent_dispensers/keg/aphro/strong
name = "keg of strong aphrodisiac"
desc = "A keg of strong and addictive aphrodisiac."
reagent_id = "aphro+"
/obj/structure/reagent_dispensers/keg/milk
name = "keg of milk"
desc = "It's not quite what you were hoping for."
icon_state = "whitekeg"
reagent_id = "milk"
/obj/structure/reagent_dispensers/keg/semen
name = "keg of semen"
desc = "Dear lord, where did this even come from?"
icon_state = "whitekeg"
reagent_id = "semen"
/obj/structure/reagent_dispensers/keg/gargle
name = "keg of pan galactic gargleblaster"
desc = "A keg of... wow that's a long name."
icon_state = "bluekeg"
reagent_id = "gargleblaster"
-52
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/datum/controller/subsystem/ticker/proc/generate_miscreant_objectives(var/datum/mind/crewMind)
if(!GLOB.miscreants_allowed)
return
if(!crewMind)
return
if(!crewMind.current || !crewMind.objectives || crewMind.special_role)
return
if(!crewMind.assigned_role)
return
if(!(ROLE_MISCREANT in crewMind.current.client.prefs.be_special))
return
if(jobban_isbanned(crewMind, "Syndicate"))
return
var/list/objectiveTypes = miscreantobjlist
if(!objectiveTypes.len)
return
var/selectedType = pick(objectiveTypes)
var/datum/objective/miscreant/newObjective = new selectedType
if(!newObjective)
return
newObjective.owner = crewMind
crewMind.objectives += newObjective
crewMind.special_role = "miscreant"
to_chat(crewMind, "<B><font size=3 color=red>You are a Miscreant.</font></B>")
to_chat(crewMind, "<B>Pursuing your objective is entirely optional, as the completion of your objective is unable to be tracked. Performing traitorous acts not directly related to your objective may result in permanent termination of your employment.</B>")
to_chat(crewMind, "<B>Your objective:</B> [newObjective.explanation_text]")
/datum/objective/miscreant
explanation_text = "Something broke. Horribly. Dear god, im so sorry. Yell about this in the development discussion channel of citadels discord."
/* Goon's Miscreant Objectives */
/datum/objective/miscreant/incompetent
explanation_text = "Be as useless and incompetent as possible without getting killed."
/datum/objective/miscreant/litterbug
explanation_text = "Make a huge mess wherever you go."
/datum/objective/miscreant/creepy
explanation_text = "Sneak around looking as suspicious as possible without actually doing anything illegal."
/datum/objective/miscreant/whiny
explanation_text = "Complain incessantly about every minor issue you find."
/* Citadel's Miscreant Objectives */
/datum/objective/miscreant/immersions
explanation_text = "Act as uncharacteristic as you possibly can." // corrected from "Act as out of character as you can" people thought it meant to just ooc in ic
/datum/objective/miscreant/cargonia
explanation_text = "Attempt to establish independence of your department."
-274
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//body bluids
/datum/reagent/consumable/semen
name = "Semen"
id = "semen"
description = "Sperm from some animal. Useless for anything but insemination, really."
taste_description = "something salty"
taste_mult = 2 //Not very overpowering flavor
data = list("donor"=null,"viruses"=null,"donor_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null)
reagent_state = LIQUID
color = "#FFFFFF" // rgb: 255, 255, 255
nutriment_factor = 0.5 * REAGENTS_METABOLISM
/datum/reagent/consumable/semen/reaction_turf(turf/T, reac_volume)
if(!istype(T))
return
if(reac_volume < 3)
return
var/obj/effect/decal/cleanable/semen/S = locate() in T
if(!S)
S = new(T)
S.reagents.add_reagent("semen", reac_volume)
if(data["blood_DNA"])
S.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
/obj/effect/decal/cleanable/semen
name = "semen"
desc = null
gender = PLURAL
density = 0
layer = ABOVE_NORMAL_TURF_LAYER
icon = 'code/citadel/icons/effects.dmi'
icon_state = "semen1"
random_icon_states = list("semen1", "semen2", "semen3", "semen4")
/obj/effect/decal/cleanable/semen/New()
..()
dir = pick(1,2,4,8)
/datum/reagent/consumable/semen/reaction_turf(turf/T, reac_volume)
if(!isspaceturf(T))
var/obj/effect/decal/cleanable/reagentdecal = new/obj/effect/decal/cleanable/semen(T)
reagentdecal.reagents.add_reagent("semen", reac_volume)
/datum/reagent/consumable/femcum
name = "Female Ejaculate"
id = "femcum"
description = "Vaginal lubricant found in most mammals and other animals of similar nature. Where you found this is your own business."
taste_description = "something with a tang" // wew coders who haven't eaten out a girl.
taste_mult = 2
data = list("donor"=null,"viruses"=null,"donor_DNA"=null,"blood_type"=null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null)
reagent_state = LIQUID
color = "#AAAAAA77"
nutriment_factor = 0.5 * REAGENTS_METABOLISM
/obj/effect/decal/cleanable/femcum
name = "female ejaculate"
desc = null
gender = PLURAL
density = 0
layer = ABOVE_NORMAL_TURF_LAYER
icon = 'code/citadel/icons/effects.dmi'
icon_state = "fem1"
random_icon_states = list("fem1", "fem2", "fem3", "fem4")
blood_state = null
bloodiness = null
/obj/effect/decal/cleanable/femcum/New()
..()
dir = pick(1,2,4,8)
add_blood_DNA(list("Non-human DNA" = "A+"))
/obj/effect/decal/cleanable/femcum/replace_decal(obj/effect/decal/cleanable/femcum/F)
F.add_blood_DNA(return_blood_DNA())
..()
/datum/reagent/consumable/femcum/reaction_turf(turf/T, reac_volume)
if(!istype(T))
return
if(reac_volume < 3)
return
var/obj/effect/decal/cleanable/femcum/S = locate() in T
if(!S)
S = new(T)
S.reagents.add_reagent("femcum", reac_volume)
if(data["blood_DNA"])
S.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))
//aphrodisiac & anaphrodisiac
/datum/reagent/drug/aphrodisiac
name = "Crocin"
id = "aphro"
description = "Naturally found in the crocus and gardenia flowers, this drug acts as a natural and safe aphrodisiac."
taste_description = "strawberry roofies"
taste_mult = 2 //Hide the roofies in stronger flavors
color = "#FFADFF"//PINK, rgb(255, 173, 255)
/datum/reagent/drug/aphrodisiac/on_mob_life(mob/living/M)
if(M && M.canbearoused)
if(prob(33))
M.adjustArousalLoss(2)
if(prob(5))
M.emote(pick("moan","blush"))
if(prob(5))
var/aroused_message = pick("You feel frisky.", "You're having trouble suppressing your urges.", "You feel in the mood.")
to_chat(M, "<span class='love'>[aroused_message]</span>")
..()
/datum/reagent/drug/aphrodisiacplus
name = "Hexacrocin"
id = "aphro+"
description = "Chemically condensed form of basic crocin. This aphrodisiac is extremely powerful and addictive in most animals.\
Addiction withdrawals can cause brain damage and shortness of breath. Overdosage can lead to brain damage and a\
permanent increase in libido (commonly referred to as 'bimbofication')."
taste_description = "liquid desire"
color = "#FF2BFF"//dark pink
addiction_threshold = 20
overdose_threshold = 20
/datum/reagent/drug/aphrodisiacplus/on_mob_life(mob/living/M)
if(M && M.canbearoused)
if(prob(33))
M.adjustArousalLoss(6)//not quite six times as powerful, but still considerably more powerful.
if(prob(5))
if(M.getArousalLoss() > 75)
M.say(pick("Hnnnnngghh...", "Ohh...", "Mmnnn..."))
else
M.emote(pick("moan","blush"))
if(prob(5))
var/aroused_message
if(M.getArousalLoss() > 90)
aroused_message = pick("You need to fuck someone!", "You're bursting with sexual tension!", "You can't get sex off your mind!")
else
aroused_message = pick("You feel a bit hot.", "You feel strong sexual urges.", "You feel in the mood.", "You're ready to go down on someone.")
to_chat(M, "<span class='love'>[aroused_message]</span>")
..()
/datum/reagent/drug/aphrodisiacplus/addiction_act_stage2(mob/living/M)
if(prob(30))
M.adjustBrainLoss(2)
..()
/datum/reagent/drug/aphrodisiacplus/addiction_act_stage3(mob/living/M)
if(prob(30))
M.adjustBrainLoss(3)
..()
/datum/reagent/drug/aphrodisiacplus/addiction_act_stage4(mob/living/M)
if(prob(30))
M.adjustBrainLoss(4)
..()
/datum/reagent/drug/aphrodisiacplus/overdose_process(mob/living/M)
if(M && M.canbearoused && prob(33))
if(M.getArousalLoss() >= 100 && ishuman(M) && M.has_dna())
var/mob/living/carbon/human/H = M
if(prob(50)) //Less spam
to_chat(H, "<span class='love'>Your libido is going haywire!</span>")
H.mob_climax(forced_climax=TRUE)
if(M.min_arousal < 50)
M.min_arousal += 1
if(M.min_arousal < M.max_arousal)
M.min_arousal += 1
M.adjustArousalLoss(2)
..()
/datum/reagent/drug/anaphrodisiac
name = "Camphor"
id = "anaphro"
description = "Naturally found in some species of evergreen trees, camphor is a waxy substance. When injested by most animals, it acts as an anaphrodisiac\
, reducing libido and calming them. Non-habit forming and not addictive."
taste_description = "dull bitterness"
taste_mult = 2
color = "#D9D9D9"//rgb(217, 217, 217)
reagent_state = SOLID
/datum/reagent/drug/anaphrodisiac/on_mob_life(mob/living/M)
if(M && M.canbearoused && prob(33))
M.adjustArousalLoss(-2)
..()
/datum/reagent/drug/anaphrodisiacplus
name = "Hexacamphor"
id = "anaphro+"
description = "Chemically condensed camphor. Causes an extreme reduction in libido and a permanent one if overdosed. Non-addictive."
taste_description = "tranquil celibacy"
color = "#D9D9D9"//rgb(217, 217, 217)
reagent_state = SOLID
overdose_threshold = 20
/datum/reagent/drug/anaphrodisiacplus/on_mob_life(mob/living/M)
if(M && M.canbearoused && prob(33))
M.adjustArousalLoss(-4)
..()
/datum/reagent/drug/anaphrodisiacplus/overdose_process(mob/living/M)
if(M && M.canbearoused && prob(33))
if(M.min_arousal > 0)
M.min_arousal -= 1
if(M.min_arousal > 50)
M.min_arousal -= 1
M.adjustArousalLoss(-2)
..()
//recipes
/datum/chemical_reaction/aphro
name = "crocin"
id = "aphro"
results = list("aphro" = 6)
required_reagents = list("carbon" = 2, "hydrogen" = 2, "oxygen" = 2, "water" = 1)
required_temp = 400
mix_message = "The mixture boils off a pink vapor..."//The water boils off, leaving the crocin
/datum/chemical_reaction/aphroplus
name = "hexacrocin"
id = "aphro+"
results = list("aphro+" = 1)
required_reagents = list("aphro" = 6, "phenol" = 1)
required_temp = 400
mix_message = "The mixture rapidly condenses and darkens in color..."
/datum/chemical_reaction/anaphro
name = "camphor"
id = "anaphro"
results = list("anaphro" = 6)
required_reagents = list("carbon" = 2, "hydrogen" = 2, "oxygen" = 2, "sulfur" = 1)
required_temp = 400
mix_message = "The mixture boils off a yellow, smelly vapor..."//Sulfur burns off, leaving the camphor
/datum/chemical_reaction/anaphroplus
name = "pentacamphor"
id = "anaphro+"
results = list("anaphro+" = 1)
required_reagents = list("anaphro" = 5, "acetone" = 1)
required_temp = 300
mix_message = "The mixture thickens and heats up slighty..."
//=========Drinks and Stuff!============//
/datum/reagent/consumable/ethanol/sake
name = "Sake"
id = "sake"
description = "A sweet rice wine of questionable legality and extreme potency."
color = "#DDDDDD"
boozepwr = 70
taste_description = "sweet rice wine"
glass_icon_state = "sakecup"
glass_name = "glass of sake"
glass_desc = "A traditional cup of sake."
/datum/chemical_reaction/sake
name = "sake"
id = "sake"
results = list("sake" = 20)
required_reagents = list("rice" = 15, "sugar" = 5)
required_temp = 400
mix_message = "The rice grains ferment with the sugar into a clear, sweet-smelling liquid."
/obj/item/reagent_containers/food/drinks/bottle/sake
name = "Traditional Sake"
desc = "Sweet as can be, and burns like foxfire going down."
icon = 'code/citadel/icons/drinks.dmi'
icon_state = "sakebottle"
list_reagents = list("sake" = 100)
/obj/item/reagent_containers/food/drinks/bottle/sake/Initialize()
. = ..()
if(prob(30))
name = "Tetravulpine Sake"
desc += " On the bottle is a picture of a kitsune with four tails."
else if(prob(30))
name = "Inubashiri's Home Brew"
desc += " Awoo."
-7
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/obj/effect/spawner/lootdrop/keg
name = "random keg spawner"
lootcount = 1
loot = list(/obj/structure/reagent_dispensers/keg/mead = 5,
/obj/structure/reagent_dispensers/keg/aphro = 1,
/obj/structure/reagent_dispensers/keg/aphro/strong = 1,
/obj/structure/reagent_dispensers/keg/gargle = 1)
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/obj/item/clothing/under/bb_sweater
name = "cream sweater"
desc = "Why trade style for comfort? Now you can go commando down south and still be cozy up north."
icon_state = "bb_turtle"
item_state = "w_suit"
item_color = "bb_turtle"
body_parts_covered = CHEST|ARMS
can_adjust = 1
icon = 'icons/obj/clothing/turtlenecks.dmi'
icon_override = 'icons/mob/citadel/uniforms.dmi'
/obj/item/clothing/under/bb_sweater/black
name = "black sweater"
icon_state = "bb_turtleblk"
item_state = "bl_suit"
item_color = "bb_turtleblk"
/obj/item/clothing/under/bb_sweater/purple
name = "purple sweater"
icon_state = "bb_turtlepur"
item_state = "p_suit"
item_color = "bb_turtlepur"
/obj/item/clothing/under/bb_sweater/green
name = "green sweater"
icon_state = "bb_turtlegrn"
item_state = "g_suit"
item_color = "bb_turtlegrn"
/obj/item/clothing/under/bb_sweater/red
name = "red sweater"
icon_state = "bb_turtlered"
item_state = "r_suit"
item_color = "bb_turtlered"
/obj/item/clothing/under/bb_sweater/blue
name = "blue sweater"
icon_state = "bb_turtleblu"
item_state = "b_suit"
item_color = "bb_turtleblu"
-102
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#define STANDARD_CHARGE 1
#define CONTRABAND_CHARGE 2
#define COIN_CHARGE 3
/obj/machinery/vending/kink
name = "KinkMate"
desc = "A vending machine for all your unmentionable desires."
icon = 'icons/obj/citvending.dmi'
icon_state = "kink"
product_slogans = "Kinky!;Sexy!;Check me out, big boy!"
vend_reply = "Have fun, you shameless pervert!"
products = list(
/obj/item/clothing/under/maid = 5,
/obj/item/clothing/under/stripper_pink = 5,
/obj/item/clothing/under/stripper_green = 5,
/obj/item/dildo/custom = 5
)
contraband = list(/obj/item/restraints/handcuffs/fake/kinky = 5,
/obj/item/clothing/neck/petcollar = 5,
/obj/item/clothing/under/mankini = 1,
/obj/item/dildo/flared/huge = 1
)
premium = list(/obj/item/device/electropack/shockcollar = 1)
refill_canister = /obj/item/vending_refill/kink
/*
/obj/machinery/vending/nazivend
name = "Nazivend"
desc = "A vending machine containing Nazi German supplies. A label reads: \"Remember the gorrilions lost.\""
icon = 'icons/obj/citvending.dmi'
icon_state = "nazi"
vend_reply = "SIEG HEIL!"
product_slogans = "Das Vierte Reich wird zuruckkehren!;ENTFERNEN JUDEN!;Billiger als die Juden jemals geben!;Rader auf dem adminbus geht rund und rund.;Warten Sie, warum wir wieder hassen Juden?- *BZZT*"
products = list(
/obj/item/clothing/head/stalhelm = 20,
/obj/item/clothing/head/panzer = 20,
/obj/item/clothing/suit/soldiercoat = 20,
// /obj/item/clothing/under/soldieruniform = 20,
/obj/item/clothing/shoes/jackboots = 20
)
contraband = list(
/obj/item/clothing/head/naziofficer = 10,
// /obj/item/clothing/suit/officercoat = 10,
// /obj/item/clothing/under/officeruniform = 10,
/obj/item/clothing/suit/space/hardsuit/nazi = 3,
/obj/item/gun/energy/plasma/MP40k = 4
)
premium = list()
refill_canister = /obj/item/vending_refill/nazi
*/
/obj/machinery/vending/sovietvend
name = "KomradeVendtink"
desc = "Rodina-mat' zovyot!"
icon = 'icons/obj/citvending.dmi'
icon_state = "soviet"
vend_reply = "The fascist and capitalist svin'ya shall fall, komrade!"
product_slogans = "Quality worth waiting in line for!; Get Hammer and Sickled!; Sosvietsky soyuz above all!; With capitalist pigsky, you would have paid a fortunetink! ; Craftink in Motherland herself!"
products = list(
/obj/item/clothing/under/soviet = 20,
/obj/item/clothing/head/ushanka = 20,
/obj/item/clothing/shoes/jackboots = 20,
/obj/item/clothing/head/squatter_hat = 20,
/obj/item/clothing/under/squatter_outfit = 20,
/obj/item/clothing/under/russobluecamooutfit = 20,
/obj/item/clothing/head/russobluecamohat = 20
)
contraband = list(
/obj/item/clothing/under/syndicate/tacticool = 4,
/obj/item/clothing/mask/balaclava = 4,
/obj/item/clothing/suit/russofurcoat = 4,
/obj/item/clothing/head/russofurhat = 4,
/obj/item/clothing/suit/space/hardsuit/soviet = 3,
/obj/item/gun/energy/laser/LaserAK = 4
)
premium = list()
refill_canister = /obj/item/vending_refill/soviet
#undef STANDARD_CHARGE
#undef CONTRABAND_CHARGE
#undef COIN_CHARGE
/obj/item/vending_refill/kink
machine_name = "KinkMate"
icon = 'modular_citadel/icons/vending_restock.dmi'
icon_state = "refill_kink"
charges = list(8, 5, 0)// of 20 standard, 12 contraband, 0 premium
init_charges = list(8, 5, 0)
/obj/item/vending_refill/nazi
machine_name = "nazivend"
icon_state = "refill_nazi"
charges = list(33, 13, 0)
init_charges = list(33, 13, 0)
/obj/item/vending_refill/soviet
machine_name = "sovietvend"
icon_state = "refill_soviet"
charges = list(47, 7, 0)
init_charges = list(47, 7, 0)
@@ -1,81 +0,0 @@
/* CARGO OBJECTIVES */
/datum/objective/crew/petsplosion
explanation_text = "Ensure there are at least (If you see this, yell on citadels discord in the development discussion channel) pets on the station by the end of the shift. Interpret this as you wish."
jobs = "quartermaster,cargotechnician"
/datum/objective/crew/petsplosion/New()
. = ..()
target_amount = rand(10,30)
update_explanation_text()
/datum/objective/crew/petsplosion/update_explanation_text()
. = ..()
explanation_text = "Ensure there are at least [target_amount] pets on the station by the end of the shift. Interpret this as you wish."
/datum/objective/crew/petsplosion/check_completion()
var/petcount = target_amount
for(var/mob/living/simple_animal/pet/P in GLOB.mob_list)
if(!(P.stat == DEAD))
if(P.z == SSmapping.station_start || SSshuttle.emergency.shuttle_areas[get_area(P)])
petcount--
for(var/mob/living/carbon/human/H in GLOB.mob_list)
if(!(H.stat == DEAD))
if(H.z == SSmapping.station_start || SSshuttle.emergency.shuttle_areas[get_area(H)])
if(istype(H.wear_neck, /obj/item/clothing/neck/petcollar))
petcount--
if(petcount <= 0)
return TRUE
else
return FALSE
/datum/objective/crew/points //ported from old hippie
explanation_text = "Make sure the station has at least (Something broke, report this to the development discussion channel of citadels discord) supply points at the end of the shift."
jobs = "quartermaster,cargotechnician"
/datum/objective/crew/points/New()
. = ..()
target_amount = rand(25000,100000)
update_explanation_text()
/datum/objective/crew/points/update_explanation_text()
. = ..()
explanation_text = "Make sure the station has at least [target_amount] supply points at the end of the shift."
/datum/objective/crew/points/check_completion()
if(SSshuttle.points >= target_amount)
return TRUE
else
return FALSE
/datum/objective/crew/bubblegum
explanation_text = "Ensure Bubblegum is dead at the end of the shift."
jobs = "shaftminer"
/datum/objective/crew/bubblegum/check_completion()
for(var/mob/living/simple_animal/hostile/megafauna/bubblegum/B in GLOB.mob_list)
if(!(B.stat == DEAD))
return FALSE
return TRUE
/datum/objective/crew/fatstacks //ported from old hippie
explanation_text = "Have at least (something broke, report this to the development discussion channel of citadels discord) mining points on your ID at the end of the shift."
jobs = "shaftminer"
/datum/objective/crew/fatstacks/New()
. = ..()
target_amount = rand(15000,50000)
update_explanation_text()
/datum/objective/crew/fatstacks/update_explanation_text()
. = ..()
explanation_text = "Have at least [target_amount] mining points on your ID at the end of the shift."
/datum/objective/crew/fatstacks/check_completion()
if(owner && owner.current)
var/mob/living/carbon/human/H = owner.current
var/obj/item/card/id/theID = H.get_idcard()
if(istype(theID))
if(theID.mining_points >= target_amount)
return TRUE
return FALSE
@@ -1,249 +0,0 @@
/* CIVILIAN OBJECTIVES */
/datum/objective/crew/druglordbot //ported from old Hippie with adjustments
var/targetchem = "none"
var/datum/reagent/chempath
explanation_text = "Have at least (somethin broke here) harvested plants containing (report this on the development discussion channel of citadel's discord) when the shift ends."
jobs = "botanist"
/datum/objective/crew/druglordbot/New()
. = ..()
target_amount = rand(3,20)
var/blacklist = list(/datum/reagent/drug, /datum/reagent/drug/menthol, /datum/reagent/medicine, /datum/reagent/medicine/adminordrazine, /datum/reagent/medicine/adminordrazine/nanites, /datum/reagent/medicine/mine_salve, /datum/reagent/medicine/syndicate_nanites, /datum/reagent/medicine/strange_reagent, /datum/reagent/medicine/miningnanites, /datum/reagent/medicine/changelingadrenaline, /datum/reagent/medicine/changelinghaste)
var/drugs = typesof(/datum/reagent/drug) - blacklist
var/meds = typesof(/datum/reagent/medicine) - blacklist
var/chemlist = drugs + meds
chempath = pick(chemlist)
targetchem = initial(chempath.id)
update_explanation_text()
/datum/objective/crew/druglordbot/update_explanation_text()
. = ..()
explanation_text = "Have at least [target_amount] harvested plants containing [initial(chempath.name)] when the shift ends."
/datum/objective/crew/druglordbot/check_completion()
var/pillcount = target_amount
if(owner && owner.current)
if(owner.current.contents)
for(var/obj/item/reagent_containers/food/snacks/grown/P in owner.current.get_contents())
if(P.reagents.has_reagent(targetchem))
pillcount--
if(pillcount <= 0)
return TRUE
else
return FALSE
/datum/objective/crew/foodhoard
var/datum/crafting_recipe/food/targetfood
var/obj/item/reagent_containers/food/foodpath
explanation_text = "Personally deliver at least (yo something broke) (report this to the developer discussion channel in citadels discord)s to Centcom."
jobs = "cook"
/datum/objective/crew/foodhoard/New()
. = ..()
target_amount = rand(2,10)
var/blacklist = list(/datum/crafting_recipe/food, /datum/crafting_recipe/food/cak)
var/possiblefoods = typesof(/datum/crafting_recipe/food) - blacklist
targetfood = pick(possiblefoods)
foodpath = initial(targetfood.result)
update_explanation_text()
/datum/objective/crew/foodhoard/update_explanation_text()
. = ..()
explanation_text = "Personally deliver at least [target_amount] [initial(foodpath.name)]s to Centcom."
/datum/objective/crew/foodhoard/check_completion()
if(owner && owner.current && owner.current.check_contents_for(foodpath) && SSshuttle.emergency.shuttle_areas[get_area(owner.current)])
return TRUE
else
return FALSE
/datum/objective/crew/responsibility
explanation_text = "Make sure nobody dies with alcohol poisoning."
jobs = "bartender"
/datum/objective/crew/responsibility/check_completion()
for(var/mob/living/carbon/human/H in GLOB.mob_list)
if(H.stat == DEAD && H.drunkenness >= 80)
if(H.z == SSmapping.station_start || SSshuttle.emergency.shuttle_areas[get_area(H)])
return FALSE
return TRUE
/datum/objective/crew/clean //ported from old Hippie
var/list/areas = list()
var/hardmode = FALSE
explanation_text = "Ensure sure that (Yo, something broke. Yell about this in citadels devlopmeent discussion channel.) remain spotless at the end of the shift."
jobs = "janitor"
/datum/objective/crew/clean/New()
. = ..()
if(prob(1))
hardmode = TRUE
var/list/blacklistnormal = list(typesof(/area/space) - typesof(/area/lavaland) - typesof(/area/mine) - typesof(/area/ai_monitored/turret_protected) - typesof(/area/tcommsat))
var/list/blacklisthard = list(typesof(/area/lavaland) - typesof(/area/mine))
var/list/possibleareas = list()
if(hardmode)
possibleareas = GLOB.teleportlocs - /area - blacklisthard
else
possibleareas = GLOB.teleportlocs - /area - blacklistnormal
for(var/i in 1 to rand(1,6))
areas |= pick_n_take(possibleareas)
update_explanation_text()
/datum/objective/crew/clean/update_explanation_text()
. = ..()
explanation_text = "Ensure that the"
for(var/i in 1 to areas.len)
var/area/A = areas[i]
explanation_text += " [A]"
if(i != areas.len && areas.len >= 3)
explanation_text += ","
if(i == areas.len - 1)
explanation_text += "and"
explanation_text += " [(areas.len ==1) ? "is completely" : "are [(areas.len == 2) ? "completely" : "all"]"] clean at the end of the shift."
if(hardmode)
explanation_text += " Chop-chop."
/datum/objective/crew/clean/check_completion()
for(var/area/A in areas)
for(var/obj/effect/decal/cleanable/C in area_contents(A))
if(C && C.alpha >= 150)
return FALSE
return TRUE
/datum/objective/crew/slipster //ported from old Hippie with adjustments
explanation_text = "Slip at least (Yell on citadel's development discussion channel if you see this) different people with your PDA, and have it on you at the end of the shift."
jobs = "clown"
/datum/objective/crew/slipster/New()
. = ..()
target_amount = rand(5, 20)
update_explanation_text()
/datum/objective/crew/slipster/update_explanation_text()
. = ..()
explanation_text = "Slip at least [target_amount] different people with your PDA, and have it on you at the end of the shift."
/datum/objective/crew/slipster/check_completion()
var/list/uniqueslips = list()
if(owner && owner.current)
for(var/obj/item/device/pda/clown/PDA in owner.current.get_contents())
for(var/mob/living/carbon/human/H in PDA.slipvictims)
uniqueslips |= H
if(uniqueslips.len >= target_amount)
return TRUE
else
return FALSE
/datum/objective/crew/vow //ported from old Hippie
explanation_text = "Never break your vow of silence."
jobs = "mime"
/datum/objective/crew/vow/check_completion()
if(owner && owner.current)
var/list/say_log = owner.current.logging[INDIVIDUAL_SAY_LOG]
if(say_log.len > 0)
return FALSE
return TRUE
/datum/objective/crew/nullrod
explanation_text = "Don't lose your holy rod."
jobs = "chaplain"
/datum/objective/crew/nullrod/check_completion()
if(owner && owner.current)
for(var/nullrodtypes in typesof(/obj/item/nullrod))
if(owner.current.check_contents_for(nullrodtypes))
return TRUE
if(owner.current.getorgan(/obj/item/organ/genital/penis))
return TRUE
return FALSE
/datum/objective/crew/reporter //ported from old hippie
var/charcount = 100
explanation_text = "Publish at least (Yo something broke) articles containing at least (Report this to Citadels development channel) characters."
jobs = "curator"
/datum/objective/crew/reporter/New()
. = ..()
target_amount = rand(2,10)
charcount = rand(20,250)
update_explanation_text()
/datum/objective/crew/reporter/update_explanation_text()
. = ..()
explanation_text = "Publish at least [target_amount] articles containing at least [charcount] characters."
/datum/objective/crew/reporter/check_completion()
if(owner && owner.current)
var/ownername = "[ckey(owner.current.real_name)][ckey(owner.assigned_role)]"
for(var/datum/newscaster/feed_channel/chan in GLOB.news_network.network_channels)
for(var/datum/newscaster/feed_message/msg in chan.messages)
if(ckey(msg.returnAuthor()) == ckey(ownername))
if(length(msg.returnBody()) >= charcount)
target_amount--
if(target_amount <= 0)
return TRUE
else
return FALSE
/datum/objective/crew/pwrgame //ported from Goon with adjustments
var/obj/item/clothing/targettidegarb
explanation_text = "Get your grubby hands on a (Dear god something broke. Report this to Citadel's development dicussion channel)."
jobs = "assistant"
/datum/objective/crew/pwrgame/New()
. = ..()
var/list/muhvalids = list(/obj/item/clothing/mask/gas, /obj/item/clothing/head/welding, /obj/item/clothing/head/ushanka, /obj/item/clothing/gloves/color/yellow, /obj/item/clothing/mask/gas/owl_mask)
if(prob(10))
muhvalids += list(/obj/item/clothing/suit/space)
targettidegarb = pick(muhvalids)
update_explanation_text()
/datum/objective/crew/pwrgame/update_explanation_text()
. = ..()
explanation_text = "Get your grubby hands on a [initial(targettidegarb.name)]."
/* DM is not a sane language in any way, shape, or form. If anyone wants to try to get this bit functioning proper, I hold no responsibility for broken keyboards.
if(owner && owner.current)
var/mob/living/carbon/human/H = owner.current
if(H && H.dna && H.dna.species && H.dna.species.id)
explanation_text = "Get your "
if(H.dna.species.id == "avian")
explanation_text += "scratchy claws "
else if(H.dna.species.id == "mammal")
explanation_text += "dirty paws "
else if(H.dna.species.id == "aquatic")
explanation_text += "fishy hands "
else if(H.dna.species.id == "xeno")
explanation_text += "weird claws "
else if(H.dna.species.id == "guilmon")
explanation_text += "digital claws "
else if(H.dna.species.id == "lizard")
explanation_text += "slimy claws "
else if(H.dna.species.id == "datashark")
explanation_text += "glitchy hands "
else if(H.dna.species.id == "insect")
explanation_text += "gross grabbers "
else
explanation_text += "grubby hands "
explanation_text += "on a space suit." replace this if you're making this monstrosity work */
/datum/objective/crew/pwrgame/check_completion()
if(owner && owner.current)
for(var/tidegarbtypes in typesof(targettidegarb))
if(owner.current.check_contents_for(tidegarbtypes))
return TRUE
return FALSE
/datum/objective/crew/promotion //ported from Goon
explanation_text = "Have a non-assistant ID registered to you at the end of the shift."
jobs = "assistant"
/datum/objective/crew/promotion/check_completion()
if(owner && owner.current)
var/mob/living/carbon/human/H = owner.current
var/obj/item/card/id/theID = H.get_idcard()
if(istype(theID))
if(!(H.get_assignment() == "Assistant") && !(H.get_assignment() == "No id") && !(H.get_assignment() == "No job"))
return TRUE
return FALSE
@@ -1,33 +0,0 @@
/* COMMAND OBJECTIVES */
/datum/objective/crew/caphat //Ported from Goon
explanation_text = "Don't lose your hat."
jobs = "captain"
/datum/objective/crew/caphat/check_completion()
if(owner && owner.current && owner.current.check_contents_for(/obj/item/clothing/head/caphat))
return TRUE
else
return FALSE
/datum/objective/crew/datfukkendisk //Ported from old Hippie
explanation_text = "Defend the nuclear authentication disk at all costs, and be the one to personally deliver it to Centcom."
jobs = "captain" //give this to other heads at your own risk.
/datum/objective/crew/datfukkendisk/check_completion()
if(owner && owner.current && owner.current.check_contents_for(/obj/item/disk/nuclear) && SSshuttle.emergency.shuttle_areas[get_area(owner.current)])
return TRUE
else
return FALSE
/datum/objective/crew/ian //Ported from old Hippie
explanation_text = "Defend Ian at all costs, and ensure he gets delivered to Centcom at the end of the shift."
jobs = "headofpersonnel"
/datum/objective/crew/ian/check_completion()
if(owner && owner.current)
for(var/mob/living/simple_animal/pet/dog/corgi/Ian/goodboy in GLOB.mob_list)
if(goodboy.stat != DEAD && SSshuttle.emergency.shuttle_areas[get_area(goodboy)])
return TRUE
return FALSE
return FALSE
@@ -1,34 +0,0 @@
/* ENGINEERING OBJECTIVES */
/datum/objective/crew/integrity //ported from old Hippie
explanation_text = "Ensure the station's integrity rating is at least (Yo something broke, yell on the development discussion channel of citadels discord about this)% when the shift ends."
jobs = "chiefengineer,stationengineer"
/datum/objective/crew/integrity/New()
. = ..()
target_amount = rand(60,95)
update_explanation_text()
/datum/objective/crew/integrity/update_explanation_text()
. = ..()
explanation_text = "Ensure the station's integrity rating is at least [target_amount]% when the shift ends."
/datum/objective/crew/integrity/check_completion()
var/datum/station_state/end_state = new /datum/station_state()
end_state.count()
var/station_integrity = min(PERCENT(GLOB.start_state.score(end_state)), 100)
if(!SSticker.mode.station_was_nuked && station_integrity >= target_amount)
return TRUE
else
return FALSE
/datum/objective/crew/poly
explanation_text = "Make sure Poly keeps his headset, and stays alive until the end of the shift."
jobs = "chiefengineer"
/datum/objective/crew/poly/check_completion()
for(var/mob/living/simple_animal/parrot/Poly/dumbbird in GLOB.mob_list)
if(!(dumbbird.stat == DEAD) && dumbbird.ears)
if(istype(dumbbird.ears, /obj/item/device/radio/headset))
return TRUE
return FALSE
@@ -1,86 +0,0 @@
/* MEDICAL OBJECTIVES */
/datum/objective/crew/morgue //Ported from old Hippie
explanation_text = "Ensure there are no corpses on the station outside of the morgue when the shift ends."
jobs = "chiefmedicalofficer,geneticist,medicaldoctor"
/datum/objective/crew/morgue/check_completion()
for(var/mob/living/carbon/human/H in GLOB.mob_list)
if(H.stat == DEAD && H.z == SSmapping.station_start)
if(get_area(H) != /area/medical/morgue)
return FALSE
return TRUE
/datum/objective/crew/chems //Ported from old Hippie
var/targetchem = "none"
var/datum/reagent/chempath
explanation_text = "Have (yell about this in the development discussion channel of citadel's discord, something broke) in your bloodstream when the shift ends."
jobs = "chiefmedicalofficer,chemist"
/datum/objective/crew/chems/New()
. = ..()
var/blacklist = list(/datum/reagent/drug, /datum/reagent/drug/nicotine, /datum/reagent/drug/menthol, /datum/reagent/medicine, /datum/reagent/medicine/adminordrazine, /datum/reagent/medicine/adminordrazine/nanites, /datum/reagent/medicine/mine_salve, /datum/reagent/medicine/omnizine, /datum/reagent/medicine/syndicate_nanites, /datum/reagent/medicine/earthsblood, /datum/reagent/medicine/strange_reagent, /datum/reagent/medicine/miningnanites, /datum/reagent/medicine/changelingadrenaline, /datum/reagent/medicine/changelinghaste)
var/drugs = typesof(/datum/reagent/drug) - blacklist
var/meds = typesof(/datum/reagent/medicine) - blacklist
var/chemlist = drugs + meds
chempath = pick(chemlist)
targetchem = initial(chempath.id)
update_explanation_text()
/datum/objective/crew/chems/update_explanation_text()
. = ..()
explanation_text = "Have [initial(chempath.name)] in your bloodstream when the shift ends."
/datum/objective/crew/chems/check_completion()
if(owner.current)
if(!owner.current.stat == DEAD && owner.current.reagents)
if(owner.current.reagents.has_reagent(targetchem))
return TRUE
else
return FALSE
/datum/objective/crew/druglordchem //ported from old Hippie with adjustments
var/targetchem = "none"
var/datum/reagent/chempath
var/chemamount = 0
explanation_text = "Have at least (somethin broke here) pills containing at least (like really broke) units of(report this on the development discussion channel of citadel's discord) when the shift ends."
jobs = "chemist"
/datum/objective/crew/druglordchem/New()
. = ..()
target_amount = rand(5,50)
chemamount = rand(1,20)
var/blacklist = list(/datum/reagent/drug, /datum/reagent/drug/nicotine, /datum/reagent/drug/menthol)
var/drugs = typesof(/datum/reagent/drug) - blacklist
var/chemlist = drugs
chempath = pick(chemlist)
targetchem = initial(chempath.id)
update_explanation_text()
/datum/objective/crew/druglordchem/update_explanation_text()
. = ..()
explanation_text = "Have at least [target_amount] pills containing at least [chemamount] units of [initial(chempath.name)] when the shift ends."
/datum/objective/crew/druglordchem/check_completion()
var/pillcount = target_amount
if(owner.current)
if(owner.current.contents)
for(var/obj/item/reagent_containers/pill/P in owner.current.get_contents())
if(P.reagents.has_reagent(targetchem, chemamount))
pillcount--
if(pillcount <= 0)
return TRUE
else
return FALSE
/datum/objective/crew/noinfections
explanation_text = "Make sure there are no crew members with harmful diseases at the end of the shift."
jobs = "virologist"
/datum/objective/crew/noinfections/check_completion()
for(var/mob/living/carbon/human/H in GLOB.mob_list)
if(!H.stat == DEAD)
if(H.z == SSmapping.station_start || SSshuttle.emergency.shuttle_areas[get_area(H)])
if(H.check_virus() == 2)
return FALSE
return TRUE
@@ -1,45 +0,0 @@
/* SCIENCE OBJECTIVES */
/datum/objective/crew/cyborgs //Ported from old Hippie
explanation_text = "Ensure there are at least (Yo something broke here, yell on citadel's development discussion channel about this) functioning cyborgs when the shift ends."
jobs = "researchdirector,roboticist"
/datum/objective/crew/cyborgs/New()
. = ..()
target_amount = rand(3,10)
update_explanation_text()
/datum/objective/crew/cyborgs/update_explanation_text()
. = ..()
explanation_text = "Ensure there are at least [target_amount] functioning cyborgs when the shift ends."
/datum/objective/crew/cyborgs/check_completion()
var/borgcount = target_amount
for(var/mob/living/silicon/robot/R in GLOB.alive_mob_list)
if(!(R.stat == DEAD))
borgcount--
if(borgcount <= 0)
return TRUE
else
return FALSE
/datum/objective/crew/research //inspired by old hippie's research level objective. should hopefully be compatible with techwebs when that gets finished. hopefully. should be easy to update in the event that it is incompatible with techwebs.
var/datum/design/targetdesign
explanation_text = "Make sure the research required to produce a (something broke, yell on citadel's development discussion channel about this) is available on the R&D server by the end of the shift."
jobs = "researchdirector,scientist"
/datum/objective/crew/research/New()
. = ..()
targetdesign = pick(subtypesof(/datum/design))
update_explanation_text()
/datum/objective/crew/research/update_explanation_text()
. = ..()
explanation_text = "Make sure the research required to produce a [initial(targetdesign.name)] is available on the R&D server by the end of the shift."
/datum/objective/crew/research/check_completion()
for(var/obj/machinery/rnd/server/S in GLOB.machines)
if(S && S.stored_research)
if(S.stored_research.researched_designs[initial(targetdesign.id)])
return TRUE
return FALSE
@@ -1,23 +0,0 @@
/* SECURITY OBJECTIVES */
/datum/objective/crew/enjoyyourstay
explanation_text = "Enforce Space Law to the best of your ability."
jobs = "headofsecurity,securityofficer,warden,detective"
/datum/objective/crew/enjoyyourstay/check_completion()
if(owner && owner.current)
if(owner.current.stat != DEAD)
return TRUE
return FALSE
/datum/objective/crew/justicecrew
explanation_text = "Ensure there are no innocent crew members in the brig when the shift ends."
jobs = "lawyer"
/datum/objective/crew/justicecrew/check_completion()
if(owner && owner.current)
for(var/datum/mind/M in SSticker.minds)
if(M.current && isliving(M.current))
if(!M.special_role && !(M.assigned_role == "Security Officer") && !(M.assigned_role == "Detective") && !(M.assigned_role == "Head of Security") && !(M.assigned_role == "Lawyer") && !(M.assigned_role == "Warden") && get_area(M.current) != typesof(/area/security))
return FALSE
return TRUE
-306
View File
@@ -1,306 +0,0 @@
//For custom items.
/obj/item/custom/ceb_soap
name = "Cebutris' Soap"
desc = "A generic bar of soap that doesn't really seem to work right."
gender = PLURAL
icon = 'icons/obj/custom.dmi'
icon_state = "cebu"
w_class = WEIGHT_CLASS_TINY
flags_1 = NOBLUDGEON_1
/obj/item/soap/cebu //real versions, for admin shenanigans. Adminspawn only
desc = "A bright blue bar of soap that smells of wolves"
icon = 'icons/obj/custom.dmi'
icon_state = "cebu"
/obj/item/soap/cebu/fast //speedyquick cleaning version. Still not as fast as Syndiesoap. Adminspawn only.
cleanspeed = 15
/*Inferno707*/
/obj/item/clothing/neck/cloak/inferno
name = "Kiara's Cloak"
desc = "The design on this seems a little too familiar."
icon = 'icons/obj/custom.dmi'
icon_state = "infcloak"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "infcloak"
w_class = WEIGHT_CLASS_SMALL
body_parts_covered = CHEST|GROIN|LEGS|ARMS
/obj/item/clothing/neck/petcollar/inferno
name = "Kiara's Collar"
desc = "A soft black collar that seems to stretch to fit whoever wears it."
icon = 'icons/obj/custom.dmi'
icon_state = "infcollar"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "infcollar"
item_color = null
tagname = null
/obj/item/clothing/accessory/medal/steele
name = "Insignia Of Steele"
desc = "An intricate pendant given to those who help a key member of the Steele Corporation."
icon = 'icons/obj/custom.dmi'
icon_state = "steele"
item_color = "steele"
medaltype = "medal-silver"
/*DirtyOldHarry*/
/obj/item/lighter/gold
name = "\improper Engraved Zippo"
desc = "A shiny and relatively expensive zippo lighter. There's a small etched in verse on the bottom that reads, 'No Gods, No Masters, Only Man.'"
icon = 'icons/obj/custom.dmi'
icon_state = "gold_zippo"
item_state = "gold_zippo"
w_class = WEIGHT_CLASS_TINY
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
heat = 1500
resistance_flags = FIRE_PROOF
light_color = LIGHT_COLOR_FIRE
/*Zombierobin*/
/obj/item/clothing/neck/scarf/zomb //Default white color, same functionality as beanies.
name = "A special scarf"
icon = 'icons/obj/custom.dmi'
icon_state = "zombscarf"
desc = "A fashionable collar"
icon_override = 'icons/mob/custom_w.dmi'
item_color = "zombscarf"
dog_fashion = /datum/dog_fashion/head
/obj/item/clothing/suit/toggle/labcoat/mad/red
name = "\improper The Mad's labcoat"
desc = "An oddly special looking coat."
icon = 'icons/obj/custom.dmi'
icon_state = "labred"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "labred"
/*Improvedname*/
/obj/item/toy/plush/carrot
name = "carrot plushie"
desc = "While a normal carrot would be good for your eyes, this one seems a bit more for hugging then eating."
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "carrot"
item_state = "carrot"
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("slapped")
resistance_flags = FLAMMABLE
squeak_override = list('sound/items/bikehorn.ogg'= 1)
/obj/item/clothing/neck/cloak/carrot
name = "carrot cloak"
desc = "A cloak in the shape and color of a carrot!"
icon = 'icons/obj/custom.dmi'
icon_override = 'icons/mob/custom_w.dmi'
icon_state = "carrotcloak"
item_state = "carrotcloak"
w_class = WEIGHT_CLASS_SMALL
body_parts_covered = CHEST|GROIN|LEGS|ARMS
/obj/item/storage/backpack/satchel/carrot
name = "carrot satchel"
desc = "An satchel that is designed to look like an carrot"
icon = 'icons/obj/custom.dmi'
icon_state = "satchel_carrot"
item_state = "satchel_carrot"
icon_override = 'icons/mob/custom_w.dmi'
/obj/item/storage/backpack/satchel/carrot/Initialize()
. = ..()
AddComponent(/datum/component/squeak, list('sound/items/toysqueak1.ogg'=1), 50)
/*PLACEHOLDER*/
/obj/item/toy/plush/tree
name = "christmass tree plushie"
desc = "A festive plush that squeeks when you squeeze it!"
icon = 'icons/obj/custom.dmi'
icon_state = "pine_c"
item_state = "pine_c"
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("slapped")
resistance_flags = FLAMMABLE
squeak_override = list('sound/misc/server-ready.ogg'= 1)
/obj/item/clothing/neck/cloak/festive
name = "Celebratory Cloak of Morozko"
desc = " It probably will protect from snow, charcoal or elves."
icon = 'icons/obj/custom.dmi'
icon_state = "festive"
item_state = "festive"
icon_override = 'icons/mob/custom_w.dmi'
w_class = WEIGHT_CLASS_SMALL
body_parts_covered = CHEST|GROIN|LEGS|ARMS
/*Zigfie*/
/obj/item/clothing/mask/luchador/zigfie
name = "Alboroto Rosa mask"
icon = 'icons/obj/custom.dmi'
icon_state = "lucharzigfie"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "lucharzigfie"
/*PLACEHOLDER*/
/obj/item/clothing/head/hardhat/reindeer/fluff
name = "novelty reindeer hat"
desc = "Some fake antlers and a very fake red nose - Sponsored by PWR Game(tm)"
icon_state = "hardhat0_reindeer"
item_state = "hardhat0_reindeer"
item_color = "reindeer"
flags_inv = 0
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
brightness_on = 0 //luminosity when on
dynamic_hair_suffix = ""
/obj/item/clothing/head/santa/fluff
name = "santa's hat"
desc = "On the first day of christmas my employer gave to me! - From Vlad with Salad"
icon_state = "santahatnorm"
item_state = "that"
dog_fashion = /datum/dog_fashion/head/santa
//Removed all of the space flags from this suit so it utilizes nothing special.
/obj/item/clothing/suit/space/santa/fluff
name = "Santa's suit"
desc = "Festive!"
icon_state = "santa"
item_state = "santa"
slowdown = 0
/obj/item/clothing/mask/sexymime
name = "The Hollow heart"
desc = "Sometimes things are too much to hide."
icon = 'icons/obj/custom.dmi'
icon_override = 'icons/mob/custom_w.dmi'
icon_state = "sexymime"
item_state = "sexymime"
flags_inv = HIDEFACE|HIDEFACIALHAIR
/*Brian*/
/obj/item/clothing/suit/trenchcoat/green
name = "Reece's Great Coat"
desc = "You would swear this was in your nightmares after eating too many veggies."
icon = 'icons/obj/custom.dmi'
icon_state = "hos-g"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "hos-g"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
/*Slomek*/
/obj/item/reagent_containers/food/drinks/flask/russian
name = "russian flask"
desc = "Every good russian spaceman knows it's a good idea to bring along a couple of pints of whiskey wherever they go."
icon = 'icons/obj/custom.dmi'
icon_state = "russianflask"
volume = 60
/obj/item/clothing/mask/gas/stalker
name = "S.T.A.L.K.E.R. mask"
desc = "Smells like reactor four."
icon = 'icons/obj/custom.dmi'
item_state = "stalker"
icon_override = 'icons/mob/custom_w.dmi'
icon_state = "stalker"
/*Sylas*/
/obj/item/clothing/neck/petcollar/stripe //don't really wear this though please c'mon seriously guys
name = "collar"
desc = "It's a collar..."
icon = 'icons/obj/custom.dmi'
icon_state = "petcollar-stripe"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "petcollar-stripe"
tagname = null
/*PLACEHOLDER*/
/obj/item/clothing/under/singery/custom
name = "bluish performer's outfit"
desc = "Just looking at this makes you want to sing."
icon = 'icons/obj/custom.dmi'
icon_state = "singer"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "singer"
item_color = "singer"
fitted = NO_FEMALE_UNIFORM
alternate_worn_layer = ABOVE_SHOES_LAYER
can_adjust = 0
/obj/item/clothing/shoes/sneakers/pink
icon = 'icons/obj/custom.dmi'
icon_state = "pink"
icon_override = 'icons/mob/custom_w.dmi'
item_state = "pink"
/obj/item/clothing/neck/tie/bloodred
name = "Blood Red Tie"
desc = "A neosilk clip-on tie. This one has a black S on the tipping and looks rather unique."
icon = 'icons/obj/custom.dmi'
icon_state = "bloodredtie"
icon_override = 'icons/mob/custom_w.dmi'
/*Fractious*/
/obj/item/clothing/suit/vermillion
name = "vermillion clothing"
desc = "Some clothing."
icon_state = "vermillion"
item_state = "vermillion"
body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS
icon = 'icons/obj/custom.dmi'
icon_override = 'icons/mob/custom_w.dmi'
/*TechnicalMagi*/
/obj/item/clothing/under/bb_sweater/black/naomi
name = "worn black sweater"
desc = "A well-loved sweater, showing signs of several cleanings and re-stitchings. And a few stains. Is that cat fur?"
/obj/item/clothing/neck/petcollar/naomi
name = "worn pet collar"
desc = "a pet collar that looks well used."
/obj/item/clothing/neck/petcollar/naomi/examine(mob/user)
. = ..()
if(usr.ckey != "technicalmagi")
to_chat(user, "There's something odd about the it. You probably shouldn't wear it...")//warn people not to wear it if they're not Naomi, lest they become as crazy as she is
/obj/item/clothing/neck/petcollar/naomi/equipped()
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/clothing/neck/petcollar/naomi/dropped()
. = ..()
STOP_PROCESSING(SSobj, src)
/obj/item/clothing/neck/petcollar/naomi/process()
var/mob/living/carbon/human/H
if(ishuman(loc))
H = loc
if(!H)
return
else if(H.get_item_by_slot(slot_neck) == src)
if(H.arousalloss < H.max_arousal / 3)
H.arousalloss = H.max_arousal / 3
if(prob(5) && H.hallucination < 15)
H.hallucination += 10
@@ -1,61 +0,0 @@
//Proc that does the actual loading of items to mob
/*Itemlists are formatted as
"[typepath]" = number_of_it_to_spawn
*/
#define DROP_TO_FLOOR 0
#define LOADING_TO_HUMAN 1
/proc/handle_roundstart_items(mob/living/M, ckey_override, job_override, special_override)
if(!istype(M) || (!M.ckey && !ckey_override) || (!M.mind && (!job_override || !special_override)))
return FALSE
return load_itemlist_to_mob(M, parse_custom_roundstart_items(ckey_override? ckey_override : M.ckey, M.name, job_override? job_override : M.mind.assigned_role, special_override? special_override : M.mind.special_role), TRUE, TRUE, FALSE)
//Just incase there's extra mob selections in the future.....
/proc/load_itemlist_to_mob(mob/living/L, list/itemlist, drop_on_floor_if_full = TRUE, load_to_all_slots = TRUE, replace_slots = FALSE)
if(!istype(L) || !islist(itemlist))
return FALSE
var/loading_mode = DROP_TO_FLOOR
var/turf/current_turf = get_turf(L)
if(ishuman(L))
loading_mode = LOADING_TO_HUMAN
switch(loading_mode)
if(DROP_TO_FLOOR)
for(var/I in itemlist)
var/typepath = text2path(I)
if(!typepath)
continue
for(var/i = 0, i < itemlist[I], i++)
new typepath(current_turf)
return TRUE
if(LOADING_TO_HUMAN)
return load_itemlist_to_human(L, itemlist, drop_on_floor_if_full, load_to_all_slots, replace_slots)
/proc/load_itemlist_to_human(mob/living/carbon/human/H, list/itemlist, drop_on_floor_if_full = TRUE, load_to_all_slots = TRUE, replace_slots = FALSE)
if(!istype(H) || !islist(itemlist))
return FALSE
var/turf/T = get_turf(H)
for(var/item in itemlist)
var/path = item
if(!ispath(path))
path = text2path(path)
if(!path)
continue
var/amount = itemlist[item]
for(var/i in 1 to amount)
var/atom/movable/loaded_atom = new path
if(!istype(loaded_atom))
QDEL_NULL(loaded_atom)
continue
if(!istype(loaded_atom, /obj/item))
loaded_atom.forceMove(T)
continue
var/obj/item/loaded = loaded_atom
var/obj/item/storage/S = H.get_item_by_slot(slot_back)
if(istype(S))
S.handle_item_insertion(loaded, TRUE, H) //Force it into their backpack
continue
if(!H.put_in_hands(loaded)) //They don't have one/somehow that failed, put it in their hands
loaded.forceMove(T) //Guess we're just dumping it on the floor!
return TRUE
@@ -1,71 +0,0 @@
GLOBAL_LIST(custom_item_list)
//Layered list in form of custom_item_list[ckey][job][items][amounts]
//ckey is key, job is specific jobs, or "ALL" for all jobs, items for items, amounts for amount of item.
//File should be in the format of ckey|exact job name/exact job name/or put ALL instead of any job names|/path/to/item=amount;/path/to/item=amount
//Each ckey should be in a different line
//if there's multiple entries of a single ckey the later ones will add to the earlier definitions.
/proc/reload_custom_roundstart_items_list(custom_filelist)
if(!custom_filelist)
custom_filelist = "config/custom_roundstart_items.txt"
GLOB.custom_item_list = list()
var/list/file_lines = world.file2list(custom_filelist)
for(var/line in file_lines)
if(length(line) == 0) //Emptyline, no one cares.
continue
if(copytext(line,1,3) == "//") //Commented line, ignore.
continue
var/ckey_str_sep = findtext(line, "|") //Process our stuff..
var/char_str_sep = findtext(line, "|", ckey_str_sep+1)
var/job_str_sep = findtext(line, "|", char_str_sep+1)
var/item_str_sep = findtext(line, "|", job_str_sep+1)
var/ckey_str = ckey(copytext(line, 1, ckey_str_sep))
var/char_str = copytext(line, ckey_str_sep+1, char_str_sep)
var/job_str = copytext(line, char_str_sep+1, job_str_sep)
var/item_str = copytext(line, job_str_sep+1, item_str_sep)
if(!ckey_str || !char_str || !job_str || !item_str || !length(ckey_str) || !length(char_str) || !length(job_str) || !length(item_str))
log_admin("Errored custom_items_whitelist line: [line] - Component/separator missing!")
if(!islist(GLOB.custom_item_list[ckey_str]))
GLOB.custom_item_list[ckey_str] = list() //Initialize list for this ckey if it isn't initialized..
var/list/characters = splittext(char_str, "/")
for(var/character in characters)
if(!islist(GLOB.custom_item_list[ckey_str][character]))
GLOB.custom_item_list[ckey_str][character] = list()
var/list/jobs = splittext(job_str, "/")
for(var/job in jobs)
for(var/character in characters)
if(!islist(GLOB.custom_item_list[ckey_str][character][job]))
GLOB.custom_item_list[ckey_str][character][job] = list() //Initialize item list for this job of this ckey if not already initialized.
var/list/item_strings = splittext(item_str, ";") //Get item strings in format of /path/to/item=amount
for(var/item_string in item_strings)
var/path_str_sep = findtext(item_string, "=")
var/path = copytext(item_string, 1, path_str_sep) //Path to spawn
var/amount = copytext(item_string, path_str_sep+1) //Amount to spawn
//world << "DEBUG: Item string [item_string] processed"
amount = text2num(amount)
path = text2path(path)
if(!ispath(path) || !isnum(amount))
log_admin("Errored custom_items_whitelist line: [line] - Path/number for item missing or invalid.")
for(var/character in characters)
for(var/job in jobs)
if(!GLOB.custom_item_list[ckey_str][character][job][path]) //Doesn't exist, make it exist!
GLOB.custom_item_list[ckey_str][character][job][path] = amount
else
GLOB.custom_item_list[ckey_str][character][job][path] += amount //Exists, we want more~
return GLOB.custom_item_list
/proc/parse_custom_roundstart_items(ckey, char_name = "ALL", job_name = "ALL", special_role)
var/list/ret = list()
if(GLOB.custom_item_list[ckey])
for(var/char in GLOB.custom_item_list[ckey])
if((char_name == char) || (char_name == "ALL") || (char == "ALL"))
for(var/job in GLOB.custom_item_list[ckey][char])
if((job_name == job) || (job == "ALL") || (job_name == "ALL") || (special_role && (job == special_role)))
for(var/item_path in GLOB.custom_item_list[ckey][char][job])
if(ret[item_path])
ret[item_path] += GLOB.custom_item_list[ckey][char][job][item_path]
else
ret[item_path] = GLOB.custom_item_list[ckey][char][job][item_path]
return ret
-13
View File
@@ -1,13 +0,0 @@
/proc/send2maindiscord(var/msg)
send2discord(msg, FALSE)
/proc/send2admindiscord(var/msg, var/ping = FALSE)
send2discord(msg, TRUE, ping)
/proc/send2discord(var/msg, var/admin = FALSE, var/ping = FALSE)
// if (!config.discord_url || !config.discord_password)
// return
// var/url = "[config.discord_url]?pass=[url_encode(config.discord_password)]&admin=[admin ? "true" : "false"]&content=[url_encode(msg)]&ping=[ping ? "true" : "false"]"
// world.Export(url)
return
-76
View File
@@ -1,76 +0,0 @@
/obj/item/robot_module/loader
name = "loader robot module"
/obj/item/robot_module/loader/New()
..()
emag = new /obj/item/borg/stun(src)
modules += new /obj/item/extinguisher(src)
modules += new /obj/item/weldingtool/largetank/cyborg(src)
modules += new /obj/item/screwdriver(src)
modules += new /obj/item/wrench(src)
modules += new /obj/item/crowbar(src)
modules += new /obj/item/wirecutters(src)
modules += new /obj/item/device/multitool(src)
modules += new /obj/item/device/t_scanner(src)
modules += new /obj/item/device/analyzer(src)
modules += new /obj/item/device/assembly/signaler
modules += new /obj/item/soap/nanotrasen(src)
fix_modules()
/obj/item/robot_module/k9
name = "Security K-9 Unit module"
/obj/item/robot_module/k9/New()
..()
modules += new /obj/item/restraints/handcuffs/cable/zipties/cyborg/dog(src)
modules += new /obj/item/dogborg/jaws/big(src)
modules += new /obj/item/dogborg/pounce(src)
modules += new /obj/item/clothing/mask/gas/sechailer/cyborg(src)
modules += new /obj/item/soap/tongue(src)
modules += new /obj/item/device/analyzer/nose(src)
modules += new /obj/item/storage/bag/borgdelivery(src)
//modules += new /obj/item/device/assembly/signaler(src)
//modules += new /obj/item/device/detective_scanner(src)
modules += new /obj/item/gun/energy/disabler/cyborg(src)
emag = new /obj/item/gun/energy/laser/cyborg(src)
fix_modules()
/obj/item/robot_module/security/respawn_consumable(mob/living/silicon/robot/R, coeff = 1)
..()
var/obj/item/gun/energy/gun/advtaser/cyborg/T = locate(/obj/item/gun/energy/gun/advtaser/cyborg) in get_usable_modules()
if(T)
if(T.power_supply.charge < T.power_supply.maxcharge)
var/obj/item/ammo_casing/energy/S = T.ammo_type[T.select]
T.power_supply.give(S.e_cost * coeff)
T.update_icon()
else
T.charge_tick = 0
fix_modules()
/obj/item/robot_module/borgi
name = "Borgi module"
/obj/item/robot_module/borgi/New()
..()
modules += new /obj/item/dogborg/jaws/small(src)
modules += new /obj/item/storage/bag/borgdelivery(src)
modules += new /obj/item/soap/tongue(src)
modules += new /obj/item/device/healthanalyzer(src)
modules += new /obj/item/device/analyzer/nose(src)
emag = new /obj/item/dogborg/pounce(src)
fix_modules()
/obj/item/robot_module/medihound
name = "MediHound module"
/obj/item/robot_module/medihound/New()
..()
modules += new /obj/item/dogborg/jaws/small(src)
modules += new /obj/item/storage/bag/borgdelivery(src)
modules += new /obj/item/device/analyzer/nose(src)
modules += new /obj/item/soap/tongue(src)
modules += new /obj/item/device/healthanalyzer(src)
modules += new /obj/item/dogborg/sleeper(src)
modules += new /obj/item/twohanded/shockpaddles/hound(src)
modules += new /obj/item/device/sensor_device(src)
emag = new /obj/item/dogborg/pounce(src)
fix_modules()
-214
View File
@@ -1,214 +0,0 @@
#define HYPO_SPRAY 0
#define HYPO_INJECT 1
//A vial-loaded hypospray. Cartridge-based!
/obj/item/reagent_containers/hypospray/mkii
name = "hypospray mk.II"
icon = 'icons/obj/citadel/hypospray.dmi'
icon_state = "hypo2"
var/list/allowed_containers = list(/obj/item/reagent_containers/glass/bottle/vial/small)
desc = "A new development from DeForest Medical, this new hypospray takes 30-unit vials as the drug supply for easy swapping."
volume = 0
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(5,10,15)
var/mode = HYPO_INJECT
var/obj/item/reagent_containers/glass/bottle/vial/vial
var/loaded_vial = /obj/item/reagent_containers/glass/bottle/vial/small
var/spawnwithvial = TRUE
var/start_vial = null
/obj/item/reagent_containers/hypospray/mkii/CMO
name = "hypospray mk.II deluxe"
allowed_containers = list(/obj/item/reagent_containers/glass/bottle/vial/small, /obj/item/reagent_containers/glass/bottle/vial/large)
icon_state = "cmo2"
ignore_flags = 1
desc = "The Chief Medical Officer's hypospray is identically functional to the base model, excepting that it can take larger vials in addition to regular sized. It is also able to penetrate harder materials and deliver more reagents per spray."
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
loaded_vial = /obj/item/reagent_containers/glass/bottle/vial/large/preloaded/CMO
possible_transfer_amounts = list(5,10,15,30,60) //cmo hypo should be able to dump lots into it
/obj/item/reagent_containers/hypospray/mkii/Initialize()
. = ..()
if(!spawnwithvial)
update_icon()
return
if (!start_vial)
start_vial = new loaded_vial(src)
vial = start_vial
update_icon()
/obj/item/reagent_containers/hypospray/mkii/update_icon()
..()
icon_state = "[initial(icon_state)][vial ? "" : "-e"]"
if(ismob(loc))
var/mob/M = loc
M.update_inv_hands()
return
/obj/item/reagent_containers/hypospray/mkii/examine(mob/user)
. = ..()
to_chat(user, "[src] is set to [mode ? "Inject" : "Spray"] contents on application.")
/obj/item/reagent_containers/hypospray/mkii/proc/unload_hypo(obj/item/I, mob/user)
if((istype(I, /obj/item/reagent_containers/glass/bottle/vial)))
var/obj/item/reagent_containers/glass/bottle/vial/V = I
reagents.trans_to(V, reagents.total_volume)
reagents.maximum_volume = 0
V.forceMove(user.loc)
user.put_in_hands(V)
to_chat(user, "<span class='notice'>You remove the vial from the [src].</span>")
vial = null
update_icon()
playsound(loc, 'sound/weapons/empty.ogg', 50, 1)
else
to_chat(user, "<span class='notice'>This hypo isn't loaded!</span>")
return
/obj/item/reagent_containers/hypospray/mkii/attackby(obj/item/I, mob/living/user)
if((istype(I, /obj/item/reagent_containers/glass/bottle/vial) && vial != null))
to_chat(user, "<span class='warning'>[src] can not hold more than one vial!</span>")
return FALSE
if((istype(I, /obj/item/reagent_containers/glass/bottle/vial)))
var/obj/item/reagent_containers/glass/bottle/vial/V = I
if(!is_type_in_list(V, allowed_containers))
to_chat(user, "<span class='notice'>\The [src] doesn't accept this vial.</span>")
return
vial = V
reagents.maximum_volume = V.volume
V.reagents.trans_to(src, V.reagents.total_volume)
if(!user.transferItemToLoc(V,src))
return
user.visible_message("<span class='notice'>[user] has loads vial into \the [src].</span>","<span class='notice'>You have loaded [vial] into \the [src].</span>")
update_icon()
playsound(loc, 'sound/weapons/autoguninsert.ogg', 50, 1)
return TRUE
else
to_chat(user, "<span class='notice'>This doesn't fit in \the [src].</span>")
return FALSE
return FALSE
/obj/item/reagent_containers/hypospray/mkii/attack(obj/item/I, mob/user, params)
return
/obj/item/reagent_containers/hypospray/mkii/afterattack(atom/target, mob/user, proximity)
if(!proximity)
return
if(!ismob(target))
return
var/mob/living/L
if(isliving(target))
L = target
if(!L.can_inject(user, 1))
return
if(!L && !target.is_injectable()) //only checks on non-living mobs, due to how can_inject() handles
to_chat(user, "<span class='warning'>You cannot directly fill [target]!</span>")
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
to_chat(user, "<span class='notice'>[target] is full.</span>")
return
var/contained = reagents.log_list()
add_logs(user, L, "attemped to inject", src, addition="which had [contained]")
//Always log attemped injections for admins
if(vial != null)
switch(mode)
if(HYPO_INJECT)
if(L) //living mob
if(!L.can_inject(user, TRUE))
return
if(L != user)
L.visible_message("<span class='danger'>[user] is trying to inject [L] with [src]!</span>", \
"<span class='userdanger'>[user] is trying to inject [L] with the [src]!</span>")
if(!do_mob(user, L, extra_checks=CALLBACK(L, /mob/living/proc/can_inject,user,1)))
return
if(!reagents.total_volume)
return
if(L.reagents.total_volume >= L.reagents.maximum_volume)
return
L.visible_message("<span class='danger'>[user] uses the [src] on [L]!</span>", \
"<span class='userdanger'>[user] uses the [src] on [L]!</span>")
else
if(!do_mob(user, L, extra_checks=CALLBACK(L, /mob/living/proc/can_inject,user,1)))
return
if(!reagents.total_volume)
return
if(L.reagents.total_volume >= L.reagents.maximum_volume)
return
log_attack("<font color='red'>[user.name] ([user.ckey]) applied [src] to [L.name] ([L.ckey]), which had [contained] (INTENT: [uppertext(user.a_intent)]) (MODE: [src.mode])</font>")
L.log_message("<font color='orange'>applied [src] to themselves ([contained]).</font>", INDIVIDUAL_ATTACK_LOG)
var/fraction = min(amount_per_transfer_from_this/reagents.total_volume, 1)
reagents.reaction(L, INJECT, fraction)
reagents.trans_to(target, amount_per_transfer_from_this)
if(amount_per_transfer_from_this >= 15)
playsound(loc,'sound/items/hypospray_long.ogg',50, 1, -1)
if(amount_per_transfer_from_this < 15)
playsound(loc, pick('sound/items/hypospray.ogg','sound/items/hypospray2.ogg'), 50, 1, -1)
to_chat(user, "<span class='notice'>You inject [amount_per_transfer_from_this] units of the solution. The hypospray's cartridge now contains [reagents.total_volume] units.</span>")
if(HYPO_SPRAY)
if(L) //living mob
if(!L.can_inject(user, TRUE))
return
if(L != user)
L.visible_message("<span class='danger'>[user] is trying to inject [L] with [src]!</span>", \
"<span class='userdanger'>[user] is trying to inject [L] with the [src]!</span>")
if(!do_mob(user, L, extra_checks=CALLBACK(L, /mob/living/proc/can_inject,user,1)))
return
if(!reagents.total_volume)
return
if(L.reagents.total_volume >= L.reagents.maximum_volume)
return
L.visible_message("<span class='danger'>[user] uses the [src] on [L]!</span>", \
"<span class='userdanger'>[user] uses the [src] on [L]!</span>")
else
if(!do_mob(user, L, extra_checks=CALLBACK(L, /mob/living/proc/can_inject,user,1)))
return
if(!reagents.total_volume)
return
if(L.reagents.total_volume >= L.reagents.maximum_volume)
return
log_attack("<font color='red'>[user.name] ([user.ckey]) applied [src] to [L.name] ([L.ckey]), which had [contained] (INTENT: [uppertext(user.a_intent)]) (MODE: [src.mode])</font>")
L.log_message("<font color='orange'>applied [src] to themselves ([contained]).</font>", INDIVIDUAL_ATTACK_LOG)
var/fraction = min(amount_per_transfer_from_this/reagents.total_volume, 1)
reagents.reaction(L, PATCH, fraction)
reagents.trans_to(target, amount_per_transfer_from_this)
if(amount_per_transfer_from_this >= 15)
playsound(loc,'sound/items/hypospray_long.ogg',50, 1, -1)
if(amount_per_transfer_from_this < 15)
playsound(loc, pick('sound/items/hypospray.ogg','sound/items/hypospray2.ogg'), 50, 1, -1)
to_chat(user, "<span class='notice'>You spray [amount_per_transfer_from_this] units of the solution. The hypospray's cartridge now contains [reagents.total_volume] units.</span>")
else
to_chat(user, "<span class='notice'>[src] doesn't work here!</span>")
return
/obj/item/reagent_containers/hypospray/mkii/AltClick(mob/living/user)
if(user)
if(user.incapacitated())
return
else if(!contents)
to_chat(user, "This Hypo needs to be loaded first!")
return
else
for(var/obj/item/I in contents)
unload_hypo(I,user)
/obj/item/reagent_containers/hypospray/mkii/verb/modes()
set name = "Change Application Method"
set category = "Object"
set src in usr
var/mob/M = usr
var/choice = alert(M, "Which application mode should this be? Current mode is: [mode ? "Spray" : "Inject"]", "", "Spray", "Cancel", "Inject")
switch(choice)
if("Cancel")
return
if("Inject")
mode = HYPO_INJECT
to_chat(M, "[src] is now set to inject contents on application.")
if("Spray")
mode = HYPO_SPRAY
to_chat(M, "[src] is now set to spray contents on application.")
-105
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@@ -1,105 +0,0 @@
/obj/item/reagent_containers/glass/bottle/vial
name = "hypospray vial"
desc = "This is a vial suitable for loading into mk II hyposprays."
icon = 'icons/obj/citadel/vial.dmi'
icon_state = "hypovial"
w_class = WEIGHT_CLASS_SMALL //Why would it be the same size as a beaker?
container_type = OPENCONTAINER
spillable = FALSE
resistance_flags = ACID_PROOF
var/comes_with = list() //Easy way of doing this.
volume = 10
/obj/item/reagent_containers/glass/bottle/vial/Initialize()
. = ..()
if(!icon_state)
icon_state = "hypovial"
update_icon()
/obj/item/reagent_containers/glass/bottle/vial/on_reagent_change()
update_icon()
/obj/item/reagent_containers/glass/bottle/vial/update_icon()
cut_overlays()
if(reagents.total_volume)
var/mutable_appearance/filling = mutable_appearance('icons/obj/citadel/vial.dmi', "[icon_state]10")
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9)
filling.icon_state = "[icon_state]10"
if(10 to 29)
filling.icon_state = "[icon_state]25"
if(30 to 49)
filling.icon_state = "[icon_state]50"
if(50 to 69)
filling.icon_state = "[icon_state]75"
if(70 to INFINITY)
filling.icon_state = "[icon_state]100"
filling.color = mix_color_from_reagents(reagents.reagent_list)
add_overlay(filling)
/obj/item/reagent_containers/glass/bottle/vial/small
volume = 30
/obj/item/reagent_containers/glass/bottle/vial/large
name = "large hypospray vial"
desc = "This is a vial suitable for loading into the Chief Medical Officer's Hypospray mk II."
icon_state = "hypoviallarge"
volume = 60
/obj/item/reagent_containers/glass/bottle/vial/New()
..()
for(var/R in comes_with)
reagents.add_reagent(R,comes_with[R])
/obj/item/reagent_containers/glass/bottle/vial/small/preloaded/bicaridine
name = "vial (bicaridine)"
icon_state = "hypovial-b"
comes_with = list("bicaridine" = 30)
/obj/item/reagent_containers/glass/bottle/vial/small/preloaded/antitoxin
name = "vial (Anti-Tox)"
icon_state = "hypovial-a"
comes_with = list("antitoxin" = 30)
/obj/item/reagent_containers/glass/bottle/vial/small/preloaded/kelotane
name = "vial (kelotane)"
icon_state = "hypovial-k"
comes_with = list("kelotane" = 30)
/obj/item/reagent_containers/glass/bottle/vial/small/preloaded/dexalin
name = "vial (dexalin)"
icon_state = "hypovial-d"
comes_with = list("dexalin" = 30)
/obj/item/reagent_containers/glass/bottle/vial/small/preloaded/tricordrazine
name = "vial (tricordrazine)"
icon_state = "hypovial"
comes_with = list("tricordrazine" = 30)
/obj/item/reagent_containers/glass/bottle/vial/large/preloaded/CMO
name = "large vial (CMO Special)"
icon_state = "hypoviallarge-cmos"
comes_with = list("epinephrine" = 15, "kelotane" = 15, "charcoal" = 15, "bicaridine" = 15)
/obj/item/reagent_containers/glass/bottle/vial/large/preloaded/bicaridine
name = "large vial (bicaridine)"
icon_state = "hypoviallarge-b"
comes_with = list("bicaridine" = 60)
/obj/item/reagent_containers/glass/bottle/vial/large/preloaded/antitoxin
name = "large vial (Anti-Tox)"
icon_state = "hypoviallarge-a"
comes_with = list("antitoxin" = 60)
/obj/item/reagent_containers/glass/bottle/vial/large/preloaded/kelotane
name = "large vial (kelotane)"
icon_state = "hypoviallarge-k"
comes_with = list("kelotane" = 60)
/obj/item/reagent_containers/glass/bottle/vial/large/preloaded/dexalin
name = "large vial (dexalin)"
icon_state = "hypoviallarge-d"
comes_with = list("dexalin" = 60)
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-65
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/obj/item/organ/genital/breasts
name = "breasts"
desc = "Female milk producing organs."
icon_state = "breasts"
icon = 'code/citadel/icons/breasts.dmi'
zone = "chest"
slot = "breasts"
w_class = 3
size = BREASTS_SIZE_DEF
fluid_id = "milk"
var/amount = 2
producing = TRUE
shape = "pair"
can_masturbate_with = TRUE
masturbation_verb = "massage"
can_climax = TRUE
fluid_transfer_factor =0.5
/obj/item/organ/genital/breasts/Initialize()
. = ..()
reagents.add_reagent(fluid_id, fluid_max_volume)
/obj/item/organ/genital/breasts/on_life()
if(QDELETED(src))
return
if(!reagents || !owner)
return
reagents.maximum_volume = fluid_max_volume
if(fluid_id && producing)
generate_milk()
/obj/item/organ/genital/breasts/proc/generate_milk()
if(owner.stat == DEAD)
return FALSE
reagents.isolate_reagent(fluid_id)
reagents.add_reagent(fluid_id, (fluid_mult * fluid_rate))
/obj/item/organ/genital/breasts/update_appearance()
var/string = "breasts_[lowertext(shape)]_[size]"
icon_state = sanitize_text(string)
var/lowershape = lowertext(shape)
switch(lowershape)
if("pair")
desc = "You see a pair of breasts."
else
desc = "You see some breasts, they seem to be quite exotic."
if (size)
desc += " You estimate that they're [uppertext(size)]-cups."
else
desc += " You wouldn't measure them in cup sizes."
if(producing && aroused_state)
desc += " They're leaking [fluid_id]."
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = "#[skintone2hex(H.skin_tone)]"
else
color = "#[owner.dna.features["breasts_color"]]"
/obj/item/organ/genital/breasts/is_exposed()
. = ..()
if(.)
return TRUE
return owner.is_chest_exposed()
-15
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@@ -1,15 +0,0 @@
/obj/item/organ/genital/eggsack
name = "Egg sack"
desc = "An egg producing reproductive organ."
icon_state = "egg_sack"
icon = 'code/citadel/icons/ovipositor.dmi'
zone = "groin"
slot = "testicles"
color = null //don't use the /genital color since it already is colored
w_class = 3
internal = TRUE
var/egg_girth = EGG_GIRTH_DEF
var/cum_mult = CUM_RATE_MULT
var/cum_rate = CUM_RATE
var/cum_efficiency = CUM_EFFICIENCY
var/obj/item/organ/ovipositor/linked_ovi
-331
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@@ -1,331 +0,0 @@
/obj/item/organ/genital
color = "#fcccb3"
var/shape = "human"
var/sensitivity = 1
var/list/genital_flags = list()
var/can_masturbate_with = FALSE
var/masturbation_verb = "masturbate"
var/can_climax = FALSE
var/fluid_transfer_factor = 0.0 //How much would a partner get in them if they climax using this?
var/size = 2 //can vary between num or text, just used in icon_state strings
var/fluid_id = null
var/fluid_max_volume = 50
var/fluid_efficiency = 1
var/fluid_rate = 1
var/fluid_mult = 1
var/producing = FALSE
var/aroused_state = FALSE //Boolean used in icon_state strings
var/aroused_amount = 50 //This is a num from 0 to 100 for arousal percentage for when to use arousal state icons.
var/obj/item/organ/genital/linked_organ
var/through_clothes = FALSE
var/internal = FALSE
/obj/item/organ/genital/Initialize()
. = ..()
if(!reagents)
create_reagents(fluid_max_volume)
update()
/obj/item/organ/genital/Destroy()
remove_ref()
if(owner)
Remove(owner, 1)//this should remove references to it, so it can be GCd correctly
update_link()//this should remove any other links it has
return ..()
/obj/item/organ/genital/proc/update()
if(QDELETED(src))
return
update_size()
update_appearance()
update_link()
//exposure and through-clothing code
/mob/living/carbon
var/list/exposed_genitals = list() //Keeping track of them so we don't have to iterate through every genitalia and see if exposed
/obj/item/organ/genital/proc/is_exposed()
if(!owner)
return FALSE
if(internal)
return FALSE
if(through_clothes)
return TRUE
/obj/item/organ/genital/proc/toggle_through_clothes()
if(through_clothes)
through_clothes = FALSE
owner.exposed_genitals -= src
else
through_clothes = TRUE
owner.exposed_genitals += src
if(ishuman(owner)) //recast to use update genitals proc
var/mob/living/carbon/human/H = owner
H.update_genitals()
/mob/living/carbon/verb/toggle_genitals()
set category = "IC"
set name = "Expose/Hide genitals"
set desc = "Allows you to toggle which genitals should show through clothes or not."
var/list/genital_list = list()
for(var/obj/item/organ/O in internal_organs)
if(istype(O, /obj/item/organ/genital))
var/obj/item/organ/genital/G = O
if(!G.internal)
genital_list += G
if(!genital_list.len) //There is nothing to expose
return
//Full list of exposable genitals created
var/obj/item/organ/genital/picked_organ
picked_organ = input(src, "Expose/Hide genitals", "Choose which genitalia to expose/hide", null) in genital_list
if(picked_organ)
picked_organ.toggle_through_clothes()
return
/obj/item/organ/genital/proc/update_size()
/obj/item/organ/genital/proc/update_appearance()
/obj/item/organ/genital/proc/update_link()
/obj/item/organ/genital/proc/remove_ref()
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/Insert(mob/living/carbon/M, special = 0)
..()
update()
/obj/item/organ/genital/Remove(mob/living/carbon/M, special = 0)
..()
update()
//proc to give a player their genitals and stuff when they log in
/mob/living/carbon/human/proc/give_genitals(clean=0)//clean will remove all pre-existing genitals. proc will then give them any genitals that are enabled in their DNA
if (NOGENITALS in dna.species.species_traits)
return
if(clean)
var/obj/item/organ/genital/GtoClean
for(GtoClean in internal_organs)
qdel(GtoClean)
//Order should be very important. FIRST vagina, THEN testicles, THEN penis, as this affects the order they are rendered in.
if(dna.features["has_breasts"])
give_breasts()
if(dna.features["has_vag"])
give_vagina()
if(dna.features["has_womb"])
give_womb()
if(dna.features["has_balls"])
give_balls()
if(dna.features["has_cock"])
give_penis()
if(dna.features["has_ovi"])
give_ovipositor()
if(dna.features["has_eggsack"])
give_eggsack()
/mob/living/carbon/human/proc/give_penis()
if(!dna)
return FALSE
if(NOGENITALS in dna.species.species_traits)
return FALSE
if(!getorganslot("penis"))
var/obj/item/organ/genital/penis/P = new
P.Insert(src)
if(P)
if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
P.color = skintone2hex(skin_tone)
else
P.color = "#[dna.features["cock_color"]]"
P.length = dna.features["cock_length"]
P.girth_ratio = dna.features["cock_girth_ratio"]
P.shape = dna.features["cock_shape"]
P.update()
/mob/living/carbon/human/proc/give_balls()
if(!dna)
return FALSE
if(NOGENITALS in dna.species.species_traits)
return FALSE
if(!getorganslot("testicles"))
var/obj/item/organ/genital/testicles/T = new
T.Insert(src)
// if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
// T.color = skintone2hex(skin_tone)
// else
// T.color = "#[dna.features["balls_color"]]"
if(T)
T.size = dna.features["balls_size"]
T.sack_size = dna.features["balls_sack_size"]
T.fluid_id = dna.features["balls_fluid"]
T.fluid_rate = dna.features["balls_cum_rate"]
T.fluid_mult = dna.features["balls_cum_mult"]
T.fluid_efficiency = dna.features["balls_efficiency"]
T.update()
/mob/living/carbon/human/proc/give_breasts()
if(!dna)
return FALSE
if(NOGENITALS in dna.species.species_traits)
return FALSE
if(!getorganslot("breasts"))
var/obj/item/organ/genital/breasts/B = new
B.Insert(src)
if(B)
if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
B.color = skintone2hex(skin_tone)
else
B.color = "#[dna.features["breasts_color"]]"
B.size = dna.features["breasts_size"]
B.shape = dna.features["breasts_shape"]
B.fluid_id = dna.features["breasts_fluid"]
B.update()
/mob/living/carbon/human/proc/give_ovipositor()
/mob/living/carbon/human/proc/give_eggsack()
/mob/living/carbon/human/proc/give_vagina()
if(!dna)
return FALSE
if(NOGENITALS in dna.species.species_traits)
return FALSE
if(!getorganslot("vagina"))
var/obj/item/organ/genital/vagina/V = new
V.Insert(src)
if(V)
if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
V.color = skintone2hex(skin_tone)
else
V.color = "[dna.features["vag_color"]]"
V.shape = "[dna.features["vag_shape"]]"
V.update()
/mob/living/carbon/human/proc/give_womb()
if(!dna)
return FALSE
if(NOGENITALS in dna.species.species_traits)
return FALSE
if(!getorganslot("womb"))
var/obj/item/organ/genital/womb/W = new
W.Insert(src)
if(W)
W.update()
/datum/species/proc/genitals_layertext(layer)
switch(layer)
if(GENITALS_BEHIND_LAYER)
return "BEHIND"
if(GENITALS_ADJ_LAYER)
return "ADJ"
if(GENITALS_FRONT_LAYER)
return "FRONT"
//procs to handle sprite overlays being applied to humans
/obj/item/equipped(mob/user, slot)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.update_genitals()
..()
/mob/living/carbon/human/doUnEquip(obj/item/I, force)
. = ..()
if(!.)
return
update_genitals()
/mob/living/carbon/human/proc/update_genitals()
if(src && !QDELETED(src))
dna.species.handle_genitals(src)
/datum/species/proc/handle_genitals(mob/living/carbon/human/H)
if(!H)//no args
CRASH("H = null")
if(!LAZYLEN(H.internal_organs))//if they have no organs, we're done
return
if(NOGENITALS in species_traits)//golems and such
return
var/list/genitals_to_add = list()
var/list/relevant_layers = list(GENITALS_BEHIND_LAYER, GENITALS_ADJ_LAYER, GENITALS_FRONT_LAYER)
var/list/standing = list()
var/size = null
for(var/L in relevant_layers) //Less hardcode
H.remove_overlay(L)
if(H.has_trait(TRAIT_HUSK))
return
//start scanning for genitals
//var/list/worn_stuff = H.get_equipped_items()//cache this list so it's not built again
for(var/obj/item/organ/O in H.internal_organs)
if(istype(O, /obj/item/organ/genital))
var/obj/item/organ/genital/G = O
if(G.is_exposed()) //Checks appropriate clothing slot and if it's through_clothes
genitals_to_add += H.getorganslot(G.slot)
//Now we added all genitals that aren't internal and should be rendered
//start applying overlays
for(var/layer in relevant_layers)
var/layertext = genitals_layertext(layer)
for(var/obj/item/organ/genital/G in genitals_to_add)
var/datum/sprite_accessory/S
size = G.size
switch(G.type)
if(/obj/item/organ/genital/penis)
S = GLOB.cock_shapes_list[G.shape]
if(/obj/item/organ/genital/vagina)
S = GLOB.vagina_shapes_list[G.shape]
if(/obj/item/organ/genital/breasts)
S = GLOB.breasts_shapes_list[G.shape]
if(!S || S.icon_state == "none")
continue
var/mutable_appearance/genital_overlay = mutable_appearance(S.icon, layer = -layer)
if(S.alt_aroused)
G.aroused_state = H.isPercentAroused(G.aroused_amount)
else
G.aroused_state = FALSE
genital_overlay.icon_state = "[G.slot]_[S.icon_state]_[size]_[G.aroused_state]_[layertext]"
if(S.center)
genital_overlay = center_image(genital_overlay, S.dimension_x, S.dimension_y)
if(use_skintones && H.dna.features["genitals_use_skintone"])
genital_overlay.color = "#[skintone2hex(H.skin_tone)]"
else
switch(S.color_src)
if("cock_color")
genital_overlay.color = "#[H.dna.features["cock_color"]]"
if("breasts_color")
genital_overlay.color = "#[H.dna.features["breasts_color"]]"
if("vag_color")
genital_overlay.color = "#[H.dna.features["vag_color"]]"
if(MUTCOLORS)
if(fixed_mut_color)
genital_overlay.color = "#[fixed_mut_color]"
else
genital_overlay.color = "#[H.dna.features["mcolor"]]"
if(MUTCOLORS2)
if(fixed_mut_color2)
genital_overlay.color = "#[fixed_mut_color2]"
else
genital_overlay.color = "#[H.dna.features["mcolor2"]]"
if(MUTCOLORS3)
if(fixed_mut_color3)
genital_overlay.color = "#[fixed_mut_color3]"
else
genital_overlay.color = "#[H.dna.features["mcolor3"]]"
standing += genital_overlay
if(LAZYLEN(standing))
H.overlays_standing[layer] = standing.Copy()
standing = list()
for(var/L in relevant_layers)
H.apply_overlay(L)
@@ -1,116 +0,0 @@
/datum/sprite_accessory
var/alt_aroused = FALSE //CIT CODE if this is TRUE, then the genitals will use an alternate icon_state when aroused.
//DICKS,COCKS,PENISES,WHATEVER YOU WANT TO CALL THEM
/datum/sprite_accessory/penis
icon = 'code/citadel/icons/penis_onmob.dmi'
icon_state = null
name = "penis" //the preview name of the accessory
gender_specific = 0 //Might be needed somewhere down the list.
color_src = "cock_color"
locked = 0
/datum/sprite_accessory/penis/human
icon_state = "human"
name = "Human"
/datum/sprite_accessory/penis/knotted
icon_state = "knotted"
name = "Knotted"
/datum/sprite_accessory/penis/flared
icon_state = "flared"
name = "Flared"
/datum/sprite_accessory/penis/barbknot
icon_state = "barbknot"
name = "Barbed, Knotted"
/datum/sprite_accessory/penis/tapered
icon_state = "tapered"
name = "Tapered"
////////////////////////
// Taur cocks go here //
////////////////////////
/datum/sprite_accessory/penis/taur_flared
icon = 'code/citadel/icons/taur_penis_onmob.dmi' //Needed larger width
icon_state = "flared"
name = "Taur, Flared"
center = TRUE //Center the image 'cause 2-tile wide.
dimension_x = 64
/datum/sprite_accessory/penis/taur_knotted
icon = 'code/citadel/icons/taur_penis_onmob.dmi' //Needed larger width
icon_state = "knotted"
name = "Taur, Knotted"
center = TRUE //Center the image 'cause 2-tile wide.
dimension_x = 64
/datum/sprite_accessory/penis/taur_tapered
icon = 'code/citadel/icons/taur_penis_onmob.dmi' //Needed larger width
icon_state = "tapered"
name = "Taur, Tapered"
center = TRUE //Center the image 'cause 2-tile wide.
dimension_x = 64
//Vaginas
/datum/sprite_accessory/vagina
icon = 'code/citadel/icons/vagina_onmob.dmi'
icon_state = null
name = "vagina"
gender_specific = 0
color_src = "vag_color"
locked = 0
alt_aroused = FALSE //if this is TRUE, then the genitals will use an alternate sprite for aroused states
/datum/sprite_accessory/vagina/human
icon_state = "human"
name = "Human"
alt_aroused = TRUE
/datum/sprite_accessory/vagina/tentacles
icon_state = "tentacle"
name = "Tentacle"
alt_aroused = TRUE
/datum/sprite_accessory/vagina/dentata
icon_state = "dentata"
name = "Dentata"
alt_aroused = TRUE
/datum/sprite_accessory/vagina/hairy
icon_state = "hairy"
name = "Hairy"
//BREASTS BE HERE
/datum/sprite_accessory/breasts
icon = 'code/citadel/icons/breasts_onmob.dmi'
icon_state = null
name = "breasts"
gender_specific = 0
color_src = "breasts_color"
locked = 0
/datum/sprite_accessory/breasts/pair
icon_state = "pair"
name = "Pair"
//OVIPOSITORS BE HERE
/datum/sprite_accessory/ovipositor
icon = 'code/citadel/icons/penis_onmob.dmi'
icon_state = null
name = "Ovipositor" //the preview name of the accessory
gender_specific = 0 //Might be needed somewhere down the list.
color_src = "cock_color"
locked = 0
/datum/sprite_accessory/ovipositor/knotted
icon_state = "knotted"
name = "Knotted"
-16
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@@ -1,16 +0,0 @@
/obj/item/organ/genital/ovipositor
name = "Ovipositor"
desc = "An egg laying reproductive organ."
icon_state = "ovi_knotted_2"
icon = 'code/citadel/icons/ovipositor.dmi'
zone = "groin"
slot = "penis"
w_class = 3
shape = "knotted"
size = 3
var/length = 6 //inches
var/girth = 0
var/girth_ratio = COCK_GIRTH_RATIO_DEF //citadel_defines.dm for these defines
var/knot_girth_ratio = KNOT_GIRTH_RATIO_DEF
var/list/oviflags = list()
var/obj/item/organ/eggsack/linked_eggsack
-66
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@@ -1,66 +0,0 @@
/obj/item/organ/genital/penis
name = "penis"
desc = "A male reproductive organ."
icon_state = "penis"
icon = 'code/citadel/icons/penis.dmi'
zone = "groin"
slot = "penis"
w_class = 3
can_masturbate_with = TRUE
masturbation_verb = "stroke"
can_climax = TRUE
fluid_transfer_factor = 0.5
size = 2 //arbitrary value derived from length and girth for sprites.
var/length = 6 //inches
var/cached_length //used to detect a change in length
var/girth = 0
var/girth_ratio = COCK_GIRTH_RATIO_DEF //0.73; check citadel_defines.dm
var/knot_girth_ratio = KNOT_GIRTH_RATIO_DEF
var/list/dickflags = list()
var/list/knotted_types = list("knotted", "barbed, knotted")
/obj/item/organ/genital/penis/update_size()
if(length == cached_length)
return
switch(length)
if(-INFINITY to 5)
size = 1
if(5 to 9)
size = 2
if(9 to INFINITY)
size = 3//no new sprites for anything larger yet
/* if(9 to 15)
size = 3
if(15 to INFINITY)
size = 3*/
girth = (length * girth_ratio)
cached_length = length
/obj/item/organ/genital/penis/update_appearance()
var/string = "penis_[GLOB.cock_shapes_icons[shape]]_[size]"
icon_state = sanitize_text(string)
var/lowershape = lowertext(shape)
desc = "You see a [lowershape] penis. You estimate it's about [round(length, 0.25)] inch[length > 1 ? "es" : ""] long."
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = "#[skintone2hex(H.skin_tone)]"
else
color = "#[owner.dna.features["cock_color"]]"
/obj/item/organ/genital/penis/update_link()
if(owner)
linked_organ = (owner.getorganslot("testicles"))
if(linked_organ)
linked_organ.linked_organ = src
else
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/penis/is_exposed()
. = ..()
if(.)
return TRUE
return owner.is_groin_exposed()
-54
View File
@@ -1,54 +0,0 @@
/obj/item/organ/genital/testicles
name = "testicles"
desc = "A male reproductive organ."
icon_state = "testicles"
icon = 'code/citadel/icons/penis.dmi'
zone = "groin"
slot = "testicles"
w_class = 3
internal = TRUE
size = BALLS_SIZE_DEF
var/sack_size = BALLS_SACK_SIZE_DEF
fluid_id = "semen"
producing = TRUE
var/sent_full_message = 1 //defaults to 1 since they're full to start
/obj/item/organ/genital/testicles/Initialize()
. = ..()
reagents.add_reagent(fluid_id, fluid_max_volume)
/obj/item/organ/genital/testicles/on_life()
if(QDELETED(src))
return
if(reagents && producing)
generate_cum()
/obj/item/organ/genital/testicles/proc/generate_cum()
reagents.maximum_volume = fluid_max_volume
if(reagents.total_volume >= reagents.maximum_volume)
if(!sent_full_message)
send_full_message()
sent_full_message = 1
return FALSE
sent_full_message = 0
update_link()
if(!linked_organ)
return FALSE
reagents.isolate_reagent(fluid_id)//remove old reagents if it changed and just clean up generally
reagents.add_reagent(fluid_id, (fluid_mult * fluid_rate))//generate the cum
/obj/item/organ/genital/testicles/update_link()
if(owner && !QDELETED(src))
linked_organ = (owner.getorganslot("penis"))
if(linked_organ)
linked_organ.linked_organ = src
else
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/testicles/proc/send_full_message(msg = "Your balls finally feel full, again.")
if(owner && istext(msg))
owner << msg
return TRUE
-72
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@@ -1,72 +0,0 @@
/obj/item/organ/genital/vagina
name = "vagina"
desc = "A female reproductive organ."
icon = 'code/citadel/icons/vagina.dmi'
icon_state = "vagina"
zone = "groin"
slot = "vagina"
size = 1 //There is only 1 size right now
can_masturbate_with = TRUE
masturbation_verb = "finger"
can_climax = TRUE
fluid_transfer_factor = 0.1 //Yes, some amount is exposed to you, go get your AIDS
w_class = 3
var/cap_length = 8//D E P T H (cap = capacity)
var/cap_girth = 12
var/cap_girth_ratio = 1.5
var/clits = 1
var/clit_diam = 0.25
var/clit_len = 0.25
var/list/vag_types = list("tentacle", "dentata", "hairy")
/obj/item/organ/genital/vagina/update_appearance()
var/string = "vagina" //Keeping this code here, so making multiple sprites for the different kinds is easier.
icon_state = sanitize_text(string)
var/lowershape = lowertext(shape)
var/details
switch(lowershape)
if("tentacle")
details = "Its opening is lined with several tentacles and "
if("dentata")
details = "There's teeth inside it and it "
if("hairy")
details = "It has quite a bit of hair growing on it and "
if("human")
details = "It is taut with smooth skin, though without much hair and "
if("gaping")
details = "It is gaping slightly open, though without much hair and "
else
details = "It has an exotic shape and "
if(aroused_state)
details += "is slick with female arousal."
else
details += "seems to be dry."
desc = "You see a vagina. [details]"
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
var/mob/living/carbon/human/H = owner // only human mobs have skin_tone, which we need.
color = "#[skintone2hex(H.skin_tone)]"
else
color = "#[owner.dna.features["vag_color"]]"
/obj/item/organ/genital/vagina/update_link()
if(owner)
linked_organ = (owner.getorganslot("womb"))
if(linked_organ)
linked_organ.linked_organ = src
else
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/vagina/is_exposed()
. = ..()
if(.)
return TRUE
return owner.is_groin_exposed()
-43
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@@ -1,43 +0,0 @@
/obj/item/organ/genital/womb
name = "womb"
desc = "A female reproductive organ."
icon = 'code/citadel/icons/vagina.dmi'
icon_state = "womb"
zone = "groin"
slot = "womb"
w_class = 3
internal = TRUE
fluid_id = "femcum"
producing = TRUE
/obj/item/organ/genital/womb/Initialize()
. = ..()
reagents.add_reagent(fluid_id, fluid_max_volume)
/obj/item/organ/genital/womb/on_life()
if(QDELETED(src))
return
if(reagents && producing)
generate_femcum()
/obj/item/organ/genital/womb/proc/generate_femcum()
reagents.maximum_volume = fluid_max_volume
update_link()
if(!linked_organ)
return FALSE
reagents.isolate_reagent(fluid_id)//remove old reagents if it changed and just clean up generally
reagents.add_reagent(fluid_id, (fluid_mult * fluid_rate))//generate the cum
/obj/item/organ/genital/womb/update_link()
if(owner)
linked_organ = (owner.getorganslot("vagina"))
if(linked_organ)
linked_organ.linked_organ = src
else
if(linked_organ)
linked_organ.linked_organ = null
linked_organ = null
/obj/item/organ/genital/womb/Destroy()
return ..()
-23
View File
@@ -1,23 +0,0 @@
/obj/structure/guncase/plasma
name = "plasma rifle locker"
desc = "A locker that holds plasma rifles. Only opens in dire emergencies."
icon_state = "ecase"
case_type = "egun"
gun_category = /obj/item/gun/energy/plasma
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF //because fuck you, powergaming nerds.
/obj/structure/guncase/plasma/attackby(obj/item/W, mob/user, params)
return
/obj/structure/guncase/plasma/MouseDrop(over_object, src_location, over_location)
if(GLOB.security_level == SEC_LEVEL_RED || GLOB.security_level == SEC_LEVEL_DELTA)
. = ..()
else
to_chat(usr, "The storage unit will only unlock during a Red or Delta security alert.")
/obj/structure/guncase/plasma/attack_hand(mob/user)
return MouseDrop(user)
/obj/structure/guncase/plasma/emag_act()
to_chat(usr, "The locking mechanism is fitted with old style parts, The card has no effect.")
return
-306
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@@ -1,306 +0,0 @@
//Sprites are trademarks of Gamefreak, Nintendo, The Pokemon Company, and Spike Chunsoft.
#define ispokemon(A) (istype(A, /mob/living/simple_animal/pokemon))
//POKEBALL
/obj/item/pokeball
name = "pokeball"
icon = 'icons/obj/pokeball.dmi'
icon_state = "pokeball"
force = 0
throwforce = 0
var/success_chance = 25
var/pokemon
/obj/item/pokeball/great
name = "great ball"
icon_state = "pokeball_great"
success_chance = 50
/obj/item/pokeball/ultra
icon_state = "pokeball_ultra"
name = "ultra ball"
success_chance = 75
/obj/item/pokeball/master
icon_state = "pokeball_master"
name = "master ball"
success_chance = 100
/* //WIP
/obj/item/pokeball/throw_impact(atom/hit_atom)
if(ispokemon(hit_atom))
var/mob/living/simple_animal/pokemon/pmon = hit_atom
var/initial_success_chance = success_chance
pmon.resize = 0.1
pmon.color = "RED"
pmon.canmove = 0
sleep(15)
if(pmon.pokeball == src)
pmon.loc = src
pokemon = pmon
return 1
if(pmon.pokeball && pmon.pokeball !=src)
return ..()
var/bonus_chance = ((pmon.maxHealth - pmon.health) / 2)
if(bonus_chance > 100)
bonus_chance = 100
success_chance = (success_chance + bonus_chance)
if(success_chance > 100)
success_chance = 100
if(success_chance < 0)//just in case
success_chance = 0
sleep(15)
if(prob(success_chance))
visible_message("<span class='warning'>[src] shakes...</span>")
else
escape()
sleep(15)
if(prob(success_chance))
visible_message("<span class='warning'>[src] shakes...</span>")
else
escape()
sleep(15)
if(prob(success_chance))
visible_message("<span class='warning'>[src] shakes...</span>")
else
escape()
else
..()
/obj/item/pokeball/proc/capture(mob/living/simple_animal/pokemon/pmon, mob/living/user)
/obj/item/pokeball/proc/escape(mob/living/simple_animal/pokemon/pmon, mob/living/user)
if(!pokemon)
return
pmon.resize = 10
pmon.color = null
pmon.canmove = 1
pmon.loc = src.loc
if(pmon.pokeball != src)
visible_message("<span class='warning'>[pmon] breaks free from [src]</span>")
PoolOrNew(/obj/effect/particle_effect/sparks, loc)
playsound(src.loc, "sparks", 50, 1)
qdel(src)
else
/obj/item/pokeball/proc/recall
/obj/item/pokeball/proc/release
*/
/mob/living/simple_animal/pokemon
name = "eevee"
icon_state = "eevee"
icon_living = "eevee"
icon_dead = "eevee_d"
desc = "Gotta catch 'em all!"
icon = 'icons/mob/pokemon.dmi'
var/pokeball
pixel_x = -16
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 5)
ventcrawler = 2
health = 100
maxHealth = 100
layer = 4
response_help = "pets"
wander = 1
turns_per_move = 2
pass_flags = PASSTABLE | PASSMOB
/mob/living/simple_animal/pokemon/proc/simple_lay_down()
set name = "Rest"
set category = "IC"
resting = !resting
src << "<span class='notice'>You are now [resting ? "resting" : "getting up"].</span>"
update_canmove()
update_icon()
/mob/living/simple_animal/pokemon/proc/update_icon()
if(lying || resting || sleeping)
icon_state = "[icon_state]_rest"
else
icon_state = "[icon_living]"
/mob/living/simple_animal/pokemon/New()
..()
verbs += /mob/living/simple_animal/pokemon/proc/simple_lay_down
/*
/////TEMPLATE/////
/mob/living/simple_animal/pokemon/
name = ""
icon_state = ""
icon_living = ""
icon_dead = ""
*/
/mob/living/simple_animal/pokemon/leg
icon = 'icons/mob/legendary.dmi'
pixel_x = -32
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 12)
health = 200
maxHealth = 200
/mob/living/simple_animal/pokemon/leg/articuno
name = "Articuno"
icon_state = "articuno"
icon_living = "articuno"
icon_dead = "articuno_d"
flying = 1
/mob/living/simple_animal/pokemon/leg/rayquaza
name = "Rayquaza"
icon_state = "rayquaza"
icon_living = "rayquaza"
icon_dead = "rayquaza_d"
flying = 1
//ALPHABETICAL PLEASE
/mob/living/simple_animal/pokemon/absol
name = "absol"
icon_state = "absol"
icon_living = "absol"
icon_dead = "absol_d"
speak = list("Absol!", "Ab-Absol!")
/mob/living/simple_animal/pokemon/aggron
name = "aggron"
icon_state = "aggron"
icon_living = "aggron"
icon_dead = "aggron_d"
/mob/living/simple_animal/pokemon/ampharos
name = "ampharos"
icon_state = "ampharos"
icon_living = "ampharos"
icon_dead = "ampharos_d"
/mob/living/simple_animal/pokemon/charmander
name = "charmander"
icon_state = "charmander"
icon_living = "charmander"
icon_dead = "charmander_d"
/mob/living/simple_animal/pokemon/ditto
name = "ditto"
icon_state = "ditto"
icon_living = "ditto"
icon_dead = "ditto_d"
/mob/living/simple_animal/pokemon/dratini/dragonair
name = "dragonair"
desc = "A Dragonair stores an enormous amount of energy inside its body. It is said to alter the weather around it by loosing energy from the crystals on its neck and tail."
icon_state = "dragonair"
icon_living = "dragonair"
icon_dead = "dragonair_d"
/mob/living/simple_animal/pokemon/dratini/dragonair/dragonite
name = "dragonite"
desc = "It can circle the globe in just 16 hours. It is a kindhearted Pokémon that leads lost and foundering ships in a storm to the safety of land."
icon_state = "dragonite"
icon_living = "dragonite"
icon_dead = "dragonite_d"
/mob/living/simple_animal/pokemon/dratini
name = "dratini"
desc = "A Dratini continually molts and sloughs off its old skin. It does so because the life energy within its body steadily builds to reach uncontrollable levels."
icon_state = "dratini"
icon_living = "dratini"
icon_dead = "dratini_d"
/mob/living/simple_animal/pokemon/eevee
name = "eevee"
desc = "Eevee has an unstable genetic makeup that suddenly mutates due to its environment. Radiation from various stones causes this Pokémon to evolve."
icon_state = "eevee"
icon_living = "eevee"
icon_dead = "eevee_d"
speak = list("Eevee!", "Ee-Eevee!")
response_help = "pets"
response_harm = "hits"
/mob/living/simple_animal/pokemon/eevee/espeon
name = "espeon"
desc = "Espeon is extremely loyal to any trainer it considers to be worthy. It is said to have developed precognitive powers to protect its trainer from harm."
icon_state = "espeon"
icon_living = "espeon"
icon_dead = "espeon_d"
/mob/living/simple_animal/pokemon/flaaffy
name = "flaaffy"
icon_state = "flaaffy"
icon_living = "flaaffy"
icon_dead = "flaaffy_d"
/mob/living/simple_animal/pokemon/eevee/flareon
name = "flareon"
desc = "Flareon's fluffy fur releases heat into the air so that its body does not get excessively hot. Its body temperature can rise to a maximum of 1,650 degrees F."
icon_state = "flareon"
icon_living = "flareon"
icon_dead = "flareon_d"
speak = list("Flare!", "Flareon!")
/mob/living/simple_animal/pokemon/eevee/glaceon
name = "glaceon"
desc = "By controlling its body heat, it can freeze the atmosphere around it to make a diamond-dust flurry."
icon_state = "glaceon"
icon_living = "glaceon"
icon_dead = "glaceon_d"
speak = list("Glace!", "Glaceon!")
/mob/living/simple_animal/pokemon/eevee/jolteon
name = "jolteon"
desc = "Its cells generate weak power that is amplified by its fur's static electricity to drop thunderbolts. The bristling fur is made of electrically charged needles."
icon_state = "jolteon"
icon_living = "jolteon"
icon_dead = "jolteon_d"
speak = list("Jolt!", "Jolteon!")
/mob/living/simple_animal/pokemon/larvitar
name = "larvitar"
desc = "It is born deep underground. It can't emerge until it has entirely consumed the soil around it."
icon_state = "larvitar"
icon_living = "larvitar"
icon_dead = "larvitar_d"
/mob/living/simple_animal/pokemon/mareep
name = "mareep"
icon_state = "mareep"
icon_living = "mareep"
icon_dead = "mareep_d"
/mob/living/simple_animal/pokemon/poochyena/mightyena
name = "mightyena"
icon_state = "mightyena"
icon_living = "mightyena"
icon_dead = "mightyena"
/mob/living/simple_animal/pokemon/miltank
name = "miltank"
icon_state = "miltank"
icon_living = "miltank"
icon_dead = "miltank_d"
/mob/living/simple_animal/pokemon/poochyena
name = "poochyena"
icon_state = "poochyena"
icon_living = "poochyena"
icon_dead = "poochyena_d"
/mob/living/simple_animal/pokemon/eevee/sylveon
name = "Sylveon"
desc = "Sylveon, the Intertwining Pokémon. Sylveon affectionately wraps its ribbon-like feelers around its Trainer's arm as they walk together."
icon_state = "sylveon"
icon_living = "sylveon"
icon_dead = "sylveon_d"
speak = list("Sylveon!", "Syl!")
response_help = "pets"
response_harm = "hits"
/mob/living/simple_animal/pokemon/eevee/umbreon
name = "umbreon"
icon_state = "umbreon"
icon_dead = "umbreon_d"
icon_living = "umbreon"
/mob/living/simple_animal/pokemon/vulpix
name = "vulpix"
icon_state = "vulpix"
icon_living = "vulpix"
icon_dead = "vulpix_d"
-132
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@@ -1,132 +0,0 @@
//////////
//DILDOS//
//////////
obj/item/dildo
name = "dildo"
desc = "Floppy!"
icon = 'code/citadel/icons/dildo.dmi'
damtype = BRUTE
force = 0
throwforce = 0
icon_state = "dildo_knotted_2"
alpha = 192//transparent
var/can_customize = FALSE
var/dildo_shape = "human"
var/dildo_size = 2
var/dildo_type = "dildo"//pretty much just used for the icon state
var/random_color = TRUE
var/random_size = FALSE
var/random_shape = FALSE
//Lists moved to _cit_helpers.dm as globals so they're not instanced individually
obj/item/dildo/proc/update_appearance()
icon_state = "[dildo_type]_[dildo_shape]_[dildo_size]"
var/sizeword = ""
switch(dildo_size)
if(1)
sizeword = "small "
if(3)
sizeword = "big "
if(4)
sizeword = "huge "
if(5)
sizeword = "gigantic "
name = "[sizeword][dildo_shape] [can_customize ? "custom " : ""][dildo_type]"
obj/item/dildo/AltClick(mob/living/user)
if(QDELETED(src))
return
if(!isliving(user))
return
if(isAI(user))
return
if(user.stat > 0)//unconscious or dead
return
customize(user)
obj/item/dildo/proc/customize(mob/living/user)
if(!can_customize)
return FALSE
if(src && !user.incapacitated() && in_range(user,src))
var/color_choice = input(user,"Choose a color for your dildo.","Dildo Color") as null|anything in GLOB.dildo_colors
if(src && color_choice && !user.incapacitated() && in_range(user,src))
sanitize_inlist(color_choice, GLOB.dildo_colors, "Red")
color = GLOB.dildo_colors[color_choice]
update_appearance()
if(src && !user.incapacitated() && in_range(user,src))
var/shape_choice = input(user,"Choose a shape for your dildo.","Dildo Shape") as null|anything in GLOB.dildo_shapes
if(src && shape_choice && !user.incapacitated() && in_range(user,src))
sanitize_inlist(shape_choice, GLOB.dildo_colors, "Knotted")
dildo_shape = GLOB.dildo_shapes[shape_choice]
update_appearance()
if(src && !user.incapacitated() && in_range(user,src))
var/size_choice = input(user,"Choose the size for your dildo.","Dildo Size") as null|anything in GLOB.dildo_sizes
if(src && size_choice && !user.incapacitated() && in_range(user,src))
sanitize_inlist(size_choice, GLOB.dildo_colors, "Medium")
dildo_size = GLOB.dildo_sizes[size_choice]
update_appearance()
if(src && !user.incapacitated() && in_range(user,src))
var/transparency_choice = input(user,"Choose the transparency of your dildo. Lower is more transparent!(192-255)","Dildo Transparency") as null|num
if(src && transparency_choice && !user.incapacitated() && in_range(user,src))
sanitize_integer(transparency_choice, 192, 255, 192)
alpha = transparency_choice
update_appearance()
return TRUE
obj/item/dildo/Initialize()
. = ..()
if(random_color == TRUE)
var/randcolor = pick(GLOB.dildo_colors)
color = GLOB.dildo_colors[randcolor]
if(random_shape == TRUE)
var/randshape = pick(GLOB.dildo_shapes)
dildo_shape = GLOB.dildo_shapes[randshape]
if(random_size == TRUE)
var/randsize = pick(GLOB.dildo_sizes)
dildo_size = GLOB.dildo_sizes[randsize]
update_appearance()
alpha = rand(192, 255)
pixel_y = rand(-7,7)
pixel_x = rand(-7,7)
obj/item/dildo/examine(mob/user)
..()
if(can_customize)
user << "<span class='notice'>Alt-Click \the [src.name] to customize it.</span>"
obj/item/dildo/random//totally random
name = "random dildo"//this name will show up in vendors and shit so you know what you're vending(or don't, i guess :^))
random_color = TRUE
random_shape = TRUE
random_size = TRUE
obj/item/dildo/knotted
dildo_shape = "knotted"
name = "knotted dildo"
obj/item/dildo/human
dildo_shape = "human"
name = "human dildo"
obj/item/dildo/plain
dildo_shape = "plain"
name = "plain dildo"
obj/item/dildo/flared
dildo_shape = "flared"
name = "flared dildo"
obj/item/dildo/flared/huge
name = "literal horse cock"
desc = "THIS THING IS HUGE!"
dildo_size = 4
obj/item/dildo/custom
name = "customizable dildo"
desc = "Thanks to significant advances in synthetic nanomaterials, this dildo is capable of taking on many different forms to fit the user's preferences! Pricy!"
can_customize = TRUE
random_color = TRUE
random_shape = TRUE
random_size = TRUE
-287
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@@ -1,287 +0,0 @@
GLOBAL_VAR_INIT(config_dir, "config/")
GLOBAL_PROTECT(config_dir)
/datum/controller/configuration
name = "Configuration"
var/hiding_entries_by_type = TRUE //Set for readability, admins can set this to FALSE if they want to debug it
var/list/entries
var/list/entries_by_type
var/list/maplist
var/datum/map_config/defaultmap
var/list/modes // allowed modes
var/list/gamemode_cache
var/list/votable_modes // votable modes
var/list/mode_names
var/list/mode_reports
var/list/mode_false_report_weight
/datum/controller/configuration/New()
config = src
var/list/config_files = InitEntries()
LoadModes()
for(var/I in config_files)
LoadEntries(I)
if(Get(/datum/config_entry/flag/maprotation))
loadmaplist(CONFIG_MAPS_FILE)
/datum/controller/configuration/Destroy()
entries_by_type.Cut()
QDEL_LIST_ASSOC_VAL(entries)
QDEL_LIST_ASSOC_VAL(maplist)
QDEL_NULL(defaultmap)
config = null
return ..()
/datum/controller/configuration/proc/InitEntries()
var/list/_entries = list()
entries = _entries
var/list/_entries_by_type = list()
entries_by_type = _entries_by_type
. = list()
for(var/I in typesof(/datum/config_entry)) //typesof is faster in this case
var/datum/config_entry/E = I
if(initial(E.abstract_type) == I)
continue
E = new I
_entries_by_type[I] = E
var/esname = E.name
var/datum/config_entry/test = _entries[esname]
if(test)
log_config("Error: [test.type] has the same name as [E.type]: [esname]! Not initializing [E.type]!")
qdel(E)
continue
_entries[esname] = E
.[E.resident_file] = TRUE
/datum/controller/configuration/proc/RemoveEntry(datum/config_entry/CE)
entries -= CE.name
entries_by_type -= CE.type
/datum/controller/configuration/proc/LoadEntries(filename)
log_config("Loading config file [filename]...")
var/list/lines = world.file2list("[GLOB.config_dir][filename]")
var/list/_entries = entries
for(var/L in lines)
if(!L)
continue
if(copytext(L, 1, 2) == "#")
continue
var/pos = findtext(L, " ")
var/entry = null
var/value = null
if(pos)
entry = lowertext(copytext(L, 1, pos))
value = copytext(L, pos + 1)
else
entry = lowertext(L)
if(!entry)
continue
var/datum/config_entry/E = _entries[entry]
if(!E)
log_config("Unknown setting in configuration: '[entry]'")
continue
if(filename != E.resident_file)
log_config("Found [entry] in [filename] when it should have been in [E.resident_file]! Ignoring.")
continue
var/validated = E.ValidateAndSet(value)
if(!validated)
log_config("Failed to validate setting \"[value]\" for [entry]")
else if(E.modified && !E.dupes_allowed)
log_config("Duplicate setting for [entry] ([value]) detected! Using latest.")
if(validated)
E.modified = TRUE
/datum/controller/configuration/can_vv_get(var_name)
return (var_name != "entries_by_type" || !hiding_entries_by_type) && ..()
/datum/controller/configuration/vv_edit_var(var_name, var_value)
return !(var_name in list("entries_by_type", "entries")) && ..()
/datum/controller/configuration/stat_entry()
if(!statclick)
statclick = new/obj/effect/statclick/debug(null, "Edit", src)
stat("[name]:", statclick)
/datum/controller/configuration/proc/Get(entry_type)
if(IsAdminAdvancedProcCall() && GLOB.LastAdminCalledProc == "Get" && GLOB.LastAdminCalledTargetRef == "\ref[src]")
log_admin_private("Config access of [entry_type] attempted by [key_name(usr)]")
return
var/datum/config_entry/E = entry_type
var/entry_is_abstract = initial(E.abstract_type) == entry_type
if(entry_is_abstract)
CRASH("Tried to retrieve an abstract config_entry: [entry_type]")
E = entries_by_type[entry_type]
if(!E)
CRASH("Missing config entry for [entry_type]!")
return E.value
/datum/controller/configuration/proc/Set(entry_type, new_val)
if(IsAdminAdvancedProcCall() && GLOB.LastAdminCalledProc == "Set" && GLOB.LastAdminCalledTargetRef == "\ref[src]")
log_admin_private("Config rewrite of [entry_type] to [new_val] attempted by [key_name(usr)]")
return
var/datum/config_entry/E = entry_type
var/entry_is_abstract = initial(E.abstract_type) == entry_type
if(entry_is_abstract)
CRASH("Tried to retrieve an abstract config_entry: [entry_type]")
E = entries_by_type[entry_type]
if(!E)
CRASH("Missing config entry for [entry_type]!")
return E.ValidateAndSet(new_val)
/datum/controller/configuration/proc/LoadModes()
gamemode_cache = typecacheof(/datum/game_mode, TRUE)
modes = list()
mode_names = list()
mode_reports = list()
mode_false_report_weight = list()
votable_modes = list()
var/list/probabilities = Get(/datum/config_entry/keyed_number_list/probability)
for(var/T in gamemode_cache)
// I wish I didn't have to instance the game modes in order to look up
// their information, but it is the only way (at least that I know of).
var/datum/game_mode/M = new T()
if(M.config_tag)
if(!(M.config_tag in modes)) // ensure each mode is added only once
modes += M.config_tag
mode_names[M.config_tag] = M.name
probabilities[M.config_tag] = M.probability
mode_reports[M.config_tag] = M.generate_report()
mode_false_report_weight[M.config_tag] = M.false_report_weight
if(M.votable)
votable_modes += M.config_tag
qdel(M)
votable_modes += "secret"
/datum/controller/configuration/proc/loadmaplist(filename)
filename = "[GLOB.config_dir][filename]"
var/list/Lines = world.file2list(filename)
var/datum/map_config/currentmap = null
for(var/t in Lines)
if(!t)
continue
t = trim(t)
if(length(t) == 0)
continue
else if(copytext(t, 1, 2) == "#")
continue
var/pos = findtext(t, " ")
var/command = null
var/data = null
if(pos)
command = lowertext(copytext(t, 1, pos))
data = copytext(t, pos + 1)
else
command = lowertext(t)
if(!command)
continue
if (!currentmap && command != "map")
continue
switch (command)
if ("map")
currentmap = new ("_maps/[data].json")
if(currentmap.defaulted)
log_config("Failed to load map config for [data]!")
if ("minplayers","minplayer")
currentmap.config_min_users = text2num(data)
if ("maxplayers","maxplayer")
currentmap.config_max_users = text2num(data)
if ("weight","voteweight")
currentmap.voteweight = text2num(data)
if ("default","defaultmap")
defaultmap = currentmap
if ("endmap")
LAZYINITLIST(maplist)
maplist[currentmap.map_name] = currentmap
currentmap = null
if ("disabled")
currentmap = null
else
WRITE_FILE(GLOB.config_error_log, "Unknown command in map vote config: '[command]'")
/datum/controller/configuration/proc/pick_mode(mode_name)
// I wish I didn't have to instance the game modes in order to look up
// their information, but it is the only way (at least that I know of).
// ^ This guy didn't try hard enough
for(var/T in gamemode_cache)
var/datum/game_mode/M = T
var/ct = initial(M.config_tag)
if(ct && ct == mode_name)
return new T
return new /datum/game_mode/extended()
/datum/controller/configuration/proc/get_runnable_modes()
var/list/datum/game_mode/runnable_modes = new
var/list/probabilities = Get(/datum/config_entry/keyed_number_list/probability)
var/list/min_pop = Get(/datum/config_entry/keyed_number_list/min_pop)
var/list/max_pop = Get(/datum/config_entry/keyed_number_list/max_pop)
var/list/repeated_mode_adjust = Get(/datum/config_entry/number_list/repeated_mode_adjust)
for(var/T in gamemode_cache)
var/datum/game_mode/M = new T()
if(!(M.config_tag in modes))
qdel(M)
continue
if(probabilities[M.config_tag]<=0)
qdel(M)
continue
if(min_pop[M.config_tag])
M.required_players = min_pop[M.config_tag]
if(max_pop[M.config_tag])
M.maximum_players = max_pop[M.config_tag]
if(M.can_start())
var/final_weight = probabilities[M.config_tag]
if(SSpersistence.saved_modes.len == 3 && repeated_mode_adjust.len == 3)
var/recent_round = min(SSpersistence.saved_modes.Find(M.config_tag),3)
var/adjustment = 0
while(recent_round)
adjustment += repeated_mode_adjust[recent_round]
recent_round = SSpersistence.saved_modes.Find(M.config_tag,recent_round+1,0)
final_weight *= ((100-adjustment)/100)
runnable_modes[M] = final_weight
return runnable_modes
/datum/controller/configuration/proc/get_runnable_midround_modes(crew)
var/list/datum/game_mode/runnable_modes = new
var/list/probabilities = Get(/datum/config_entry/keyed_number_list/probability)
var/list/min_pop = Get(/datum/config_entry/keyed_number_list/min_pop)
var/list/max_pop = Get(/datum/config_entry/keyed_number_list/max_pop)
for(var/T in (gamemode_cache - SSticker.mode.type))
var/datum/game_mode/M = new T()
if(!(M.config_tag in modes))
qdel(M)
continue
if(probabilities[M.config_tag]<=0)
qdel(M)
continue
if(min_pop[M.config_tag])
M.required_players = min_pop[M.config_tag]
if(max_pop[M.config_tag])
M.maximum_players = max_pop[M.config_tag]
if(M.required_players <= crew)
if(M.maximum_players >= 0 && M.maximum_players < crew)
continue
runnable_modes[M] = probabilities[M.config_tag]
return runnable_modes
-87
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@@ -1,87 +0,0 @@
/**
* Startup hook.
* Called in world.dm when the server starts.
*/
/hook/startup
/**
* Roundstart hook.
* Called in gameticker.dm when a round starts.
*/
/hook/roundstart
/**
* Roundend hook.
* Called in gameticker.dm when a round ends.
*/
/hook/roundend
/**
* Death hook.
* Called in death.dm when someone dies.
* Parameters: var/mob/living/carbon/human, var/gibbed
*/
/hook/death
/**
* Cloning hook.
* Called in cloning.dm when someone is brought back by the wonders of modern science.
* Parameters: var/mob/living/carbon/human
*/
/hook/clone
/**
* Debrained hook.
* Called in brain_item.dm when someone gets debrained.
* Parameters: var/obj/item/organ/brain
*/
/hook/debrain
/**
* Borged hook.
* Called in robot_parts.dm when someone gets turned into a cyborg.
* Parameters: var/mob/living/silicon/robot
*/
/hook/borgify
/**
* Podman hook.
* Called in podmen.dm when someone is brought back as a Diona.
* Parameters: var/mob/living/carbon/alien/diona
*/
/hook/harvest_podman
/**
* Payroll revoked hook.
* Called in Accounts_DB.dm when someone's payroll is stolen at the Accounts terminal.
* Parameters: var/datum/money_account
*/
/hook/revoke_payroll
/**
* Account suspension hook.
* Called in Accounts_DB.dm when someone's account is suspended or unsuspended at the Accounts terminal.
* Parameters: var/datum/money_account
*/
/hook/change_account_status
/**
* Employee reassignment hook.
* Called in card.dm when someone's card is reassigned at the HoP's desk.
* Parameters: var/obj/item/card/id
*/
/hook/reassign_employee
/**
* Employee terminated hook.
* Called in card.dm when someone's card is terminated at the HoP's desk.
* Parameters: var/obj/item/card/id
*/
/hook/terminate_employee
/**
* Crate sold hook.
* Called in supplyshuttle.dm when a crate is sold on the shuttle.
* Parameters: var/obj/structure/closet/crate/sold, var/area/shuttle
*/
/hook/sell_crate
-510
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@@ -1,510 +0,0 @@
SUBSYSTEM_DEF(explosion)
priority = 99
wait = 1
flags = SS_TICKER|SS_NO_INIT
var/list/explosions
var/rebuild_tick_split_count = FALSE
var/tick_portions_required = 0
var/list/logs
var/list/zlevels_that_ignore_bombcap
var/list/doppler_arrays
//legacy caps, set by config
var/devastation_cap = 3
var/heavy_cap = 7
var/light_cap = 14
var/flash_cap = 14
var/flame_cap = 14
var/dyn_ex_scale = 0.5
var/id_counter = 0
/datum/controller/subsystem/explosion/PreInit()
doppler_arrays = list()
logs = list()
explosions = list()
zlevels_that_ignore_bombcap = list("[ZLEVEL_MINING]")
/datum/controller/subsystem/explosion/Shutdown()
QDEL_LIST(explosions)
QDEL_LIST(logs)
zlevels_that_ignore_bombcap.Cut()
/datum/controller/subsystem/explosion/Recover()
explosions = SSexplosion.explosions
logs = SSexplosion.logs
id_counter = SSexplosion.id_counter
rebuild_tick_split_count = TRUE
zlevels_that_ignore_bombcap = SSexplosion.zlevels_that_ignore_bombcap
doppler_arrays = SSexplosion.doppler_arrays
devastation_cap = SSexplosion.devastation_cap
heavy_cap = SSexplosion.heavy_cap
light_cap = SSexplosion.light_cap
flash_cap = SSexplosion.flash_cap
flame_cap = SSexplosion.flame_cap
dyn_ex_scale = SSexplosion.dyn_ex_scale
/datum/controller/subsystem/explosion/fire()
var/list/cached_explosions = explosions
var/num_explosions = cached_explosions.len
if(!num_explosions)
return
//figure exactly how many tick splits are required
var/num_splits
if(rebuild_tick_split_count)
var/reactionary = config.reactionary_explosions
num_splits = num_explosions
for(var/I in cached_explosions)
var/datum/explosion/E = I
if(!E.turfs_processed)
++num_splits
if(reactionary && !E.densities_processed)
++num_splits
tick_portions_required = num_splits
else
num_splits = tick_portions_required
MC_SPLIT_TICK_INIT(num_splits)
for(var/I in cached_explosions)
var/datum/explosion/E = I
var/etp = E.turfs_processed
if(!etp)
if(GatherTurfs(E))
--tick_portions_required
etp = TRUE
MC_SPLIT_TICK
var/edp = E.densities_processed
if(!edp)
if(DensityCalculate(E, etp))
--tick_portions_required
edp = TRUE
MC_SPLIT_TICK
if(ProcessExplosion(E, edp)) //splits the tick
--tick_portions_required
explosions -= E
logs += E
NotifyDopplers(E)
MC_SPLIT_TICK
/datum/controller/subsystem/explosion/proc/NotifyDopplers(datum/explosion/E)
for(var/array in doppler_arrays)
var/obj/machinery/doppler_array/A = array
A.sense_explosion(E.epicenter, E.devastation, E.heavy, E.light, E.finished_at - E.started_at, E.orig_dev_range, E.orig_heavy_range, E.orig_light_range)
/datum/controller/subsystem/explosion/proc/Create(atom/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = TRUE, ignorecap = FALSE, flame_range = 0 , silent = FALSE, smoke = FALSE)
epicenter = get_turf(epicenter)
if(!epicenter)
return
if(adminlog)
message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area: [get_area(epicenter)] [ADMIN_COORDJMP(epicenter)]")
log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
var/datum/explosion/E = new(++id_counter, epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, flame_range, silent, smoke, ignorecap)
if(heavy_impact_range > 1)
var/datum/effect_system/explosion/Eff
if(smoke)
Eff = new /datum/effect_system/explosion/smoke
else
Eff = new
Eff.set_up(epicenter)
Eff.start()
//flash mobs
if(flash_range)
for(var/mob/living/L in viewers(flash_range, epicenter))
L.flash_act()
if(!silent)
ExplosionSound(epicenter, devastation_range, heavy_impact_range, E.extent)
//add to SS
if(E.extent)
tick_portions_required += 2 + (config.reactionary_explosions ? 1 : 0)
explosions += E
else
logs += E //Already done processing
/datum/controller/subsystem/explosion/proc/CreateDynamic(atom/epicenter, power, flash_range, adminlog = TRUE, ignorecap = TRUE, flame_range = 0 , silent = FALSE, smoke = TRUE)
if(!power)
return
var/range = round((2 * power) ** dyn_ex_scale)
Create(epicenter, round(range * 0.25), round(range * 0.5), round(range), flash_range*range, adminlog, ignorecap, flame_range*range, silent, smoke)
// Using default dyn_ex scale:
// 100 explosion power is a (5, 10, 20) explosion.
// 75 explosion power is a (4, 8, 17) explosion.
// 50 explosion power is a (3, 7, 14) explosion.
// 25 explosion power is a (2, 5, 10) explosion.
// 10 explosion power is a (1, 3, 6) explosion.
// 5 explosion power is a (0, 1, 3) explosion.
// 1 explosion power is a (0, 0, 1) explosion.
/datum/explosion
var/explosion_id
var/turf/epicenter
var/started_at
var/finished_at
var/tick_started
var/tick_finished
var/turfs_processed = FALSE
var/densities_processed = FALSE
var/orig_dev_range
var/orig_heavy_range
var/orig_light_range
var/orig_flash_range
var/orig_flame_range
var/devastation
var/heavy
var/light
var/extent
var/flash
var/flame
var/gather_dist = 0
var/list/gathered_turfs
var/list/calculated_turfs
var/list/unsafe_turfs
/datum/explosion/New(id, turf/epi, devastation_range, heavy_impact_range, light_impact_range, flash_range, flame_range, silent, smoke, ignorecap)
explosion_id = id
epicenter = epi
densities_processed = !config.reactionary_explosions
orig_dev_range = devastation_range
orig_heavy_range = heavy_impact_range
orig_light_range = light_impact_range
orig_flash_range = flash_range
orig_flame_range = flame_range
if(!ignorecap && !("[epicenter.z]" in SSexplosion.zlevels_that_ignore_bombcap))
//Clamp all values
devastation_range = min(SSexplosion.devastation_cap, devastation_range)
heavy_impact_range = min(SSexplosion.heavy_cap, heavy_impact_range)
light_impact_range = min(SSexplosion.light_cap, light_impact_range)
flash_range = min(SSexplosion.flash_cap, flash_range)
flame_range = min(SSexplosion.flame_cap, flame_range)
//store this
devastation = devastation_range
heavy = heavy_impact_range
light = light_impact_range
extent = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
flash = flash_range
flame = flame_range
started_at = REALTIMEOFDAY
tick_started = world.time
gathered_turfs = list()
calculated_turfs = list()
unsafe_turfs = list()
// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
// Stereo users will also hear the direction of the explosion!
// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
// 3/7/14 will calculate to 80 + 35
/proc/ExplosionSound(turf/epicenter, devastation_range, heavy_impact_range, extent)
var/far_dist = 0
far_dist += heavy_impact_range * 5
far_dist += devastation_range * 20
var/z0 = epicenter.z
var/frequency = get_rand_frequency()
var/ex_sound = get_sfx("explosion")
for(var/mob/M in GLOB.player_list)
// Double check for client
var/turf/M_turf = get_turf(M)
if(M_turf && M_turf.z == z0)
var/dist = get_dist(M_turf, epicenter)
// If inside the blast radius + world.view - 2
if(dist <= round(extent + world.view - 2, 1))
M.playsound_local(epicenter, ex_sound, 100, 1, frequency, falloff = 5)
// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
else if(dist <= far_dist)
var/far_volume = Clamp(far_dist, 30, 50) // Volume is based on explosion size and dist
far_volume += (dist <= far_dist * 0.5 ? 50 : 0) // add 50 volume if the mob is pretty close to the explosion
M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', far_volume, 1, frequency, falloff = 5)
/datum/explosion/Destroy()
SSexplosion.explosions -= src
SSexplosion.logs -= src
LAZYCLEARLIST(gathered_turfs)
LAZYCLEARLIST(calculated_turfs)
LAZYCLEARLIST(unsafe_turfs)
return ..()
/datum/controller/subsystem/explosion/proc/GatherTurfs(datum/explosion/E)
var/turf/epicenter = E.epicenter
var/x0 = epicenter.x
var/y0 = epicenter.y
var/z0 = epicenter.z
var/c_dist = E.gather_dist
var/dist = E.extent
var/list/L = E.gathered_turfs
if(!c_dist)
L += epicenter
++c_dist
while( c_dist <= dist )
var/y = y0 + c_dist
var/x = x0 - c_dist + 1
for(x in x to x0 + c_dist)
var/turf/T = locate(x, y, z0)
if(T)
L += T
y = y0 + c_dist - 1
x = x0 + c_dist
for(y in y0 - c_dist to y)
var/turf/T = locate(x, y, z0)
if(T)
L += T
y = y0 - c_dist
x = x0 + c_dist - 1
for(x in x0 - c_dist to x)
var/turf/T = locate(x, y, z0)
if(T)
L += T
y = y0 - c_dist + 1
x = x0 - c_dist
for(y in y to y0 + c_dist)
var/turf/T = locate(x, y, z0)
if(T)
L += T
++c_dist
if(MC_TICK_CHECK)
break
if(c_dist > dist)
E.turfs_processed = TRUE
return TRUE
else
E.gather_dist = c_dist
return FALSE
/datum/controller/subsystem/explosion/proc/DensityCalculate(datum/explosion/E, done_gathering_turfs)
var/list/L = E.calculated_turfs
var/cut_to = 1
for(var/I in E.gathered_turfs) // we cache the explosion block rating of every turf in the explosion area
var/turf/T = I
++cut_to
var/current_exp_block = T.density ? T.explosion_block : 0
for(var/obj/machinery/door/D in T)
if(D.density)
current_exp_block += D.explosion_block
for(var/obj/structure/window/W in T)
if(W.reinf && W.fulltile)
current_exp_block += W.explosion_block
for(var/obj/structure/blob/B in T)
current_exp_block += B.explosion_block
L[T] = current_exp_block
if(MC_TICK_CHECK)
E.gathered_turfs.Cut(1, cut_to)
return FALSE
E.gathered_turfs.Cut()
return done_gathering_turfs
/datum/controller/subsystem/explosion/proc/ProcessExplosion(datum/explosion/E, done_calculating_turfs)
//cache shit for speed
var/id = E.explosion_id
var/list/cached_unsafe = E.unsafe_turfs
var/list/cached_exp_block = E.calculated_turfs
var/list/affected_turfs = cached_exp_block ? cached_exp_block : E.gathered_turfs
var/devastation_range = E.devastation
var/heavy_impact_range = E.heavy
var/light_impact_range = E.light
var/flame_range = E.flame
var/throw_range_max = E.extent
var/turf/epi = E.epicenter
var/x0 = epi.x
var/y0 = epi.y
var/cut_to = 1
for(var/TI in affected_turfs)
var/turf/T = TI
++cut_to
var/init_dist = cheap_hypotenuse(T.x, T.y, x0, y0)
var/dist = init_dist
if(cached_exp_block)
var/turf/Trajectory = T
while(Trajectory != epi)
Trajectory = get_step_towards(Trajectory, epi)
dist += cached_exp_block[Trajectory]
var/flame_dist = dist < flame_range
var/throw_dist = dist
if(dist < devastation_range)
dist = 1
else if(dist < heavy_impact_range)
dist = 2
else if(dist < light_impact_range)
dist = 3
else
dist = 0
//------- EX_ACT AND TURF FIRES -------
if(flame_dist && prob(40) && !isspaceturf(T) && !T.density)
new /obj/effect/hotspot(T) //Mostly for ambience!
if(dist > 0)
T.explosion_level = max(T.explosion_level, dist) //let the bigger one have it
T.explosion_id = id
T.ex_act(dist)
cached_unsafe += T
//--- THROW ITEMS AROUND ---
var/throw_dir = get_dir(epi, T)
for(var/obj/item/I in T)
if(!I.anchored)
var/throw_range = rand(throw_dist, throw_range_max)
var/turf/throw_at = get_ranged_target_turf(I, throw_dir, throw_range)
I.throw_speed = 4 //Temporarily change their throw_speed for embedding purposes (Resets when it finishes throwing, regardless of hitting anything)
I.throw_at(throw_at, throw_range, 4)
if(MC_TICK_CHECK)
var/circumference = (PI * (init_dist + 4) * 2) //+4 to radius to prevent shit gaps
if(cached_unsafe.len > circumference) //only do this every revolution
for(var/Unexplode in cached_unsafe)
var/turf/UnexplodeT = Unexplode
UnexplodeT.explosion_level = 0
cached_unsafe.Cut()
done_calculating_turfs = FALSE
break
affected_turfs.Cut(1, cut_to)
if(!done_calculating_turfs)
return FALSE
//unfuck the shit
for(var/Unexplode in cached_unsafe)
var/turf/UnexplodeT = Unexplode
UnexplodeT.explosion_level = 0
cached_unsafe.Cut()
E.finished_at = REALTIMEOFDAY
E.tick_finished = world.time
return TRUE
/client/proc/check_bomb_impacts()
set name = "Check Bomb Impact"
set category = "Debug"
var/newmode = alert("Use reactionary explosions?","Check Bomb Impact", "Yes", "No")
var/turf/epicenter = get_turf(mob)
if(!epicenter)
return
var/x0 = epicenter.x
var/y0 = epicenter.y
var/dev = 0
var/heavy = 0
var/light = 0
var/list/choices = list("Small Bomb","Medium Bomb","Big Bomb","Custom Bomb")
var/choice = input("Bomb Size?") in choices
switch(choice)
if(null)
return 0
if("Small Bomb")
dev = 1
heavy = 2
light = 3
if("Medium Bomb")
dev = 2
heavy = 3
light = 4
if("Big Bomb")
dev = 3
heavy = 5
light = 7
if("Custom Bomb")
dev = input("Devestation range (Tiles):") as num
heavy = input("Heavy impact range (Tiles):") as num
light = input("Light impact range (Tiles):") as num
else
return
var/datum/explosion/E = new(null, epicenter, dev, heavy, light, ignorecap = TRUE)
while(!SSexplosion.GatherTurfs(E))
stoplag()
var/list/turfs
if(newmode)
while(!SSexplosion.DensityCalculate(E, TRUE))
stoplag()
turfs = E.calculated_turfs.Copy()
else
turfs = E.gathered_turfs.Copy()
qdel(E)
for(var/I in turfs)
var/turf/T = I
var/dist = cheap_hypotenuse(T.x, T.y, x0, y0) + turfs[T]
if(dist < dev)
T.color = "red"
T.maptext = "Dev"
else if (dist < heavy)
T.color = "yellow"
T.maptext = "Heavy"
else if (dist < light)
T.color = "blue"
T.maptext = "Light"
CHECK_TICK
sleep(100)
for(var/I in turfs)
var/turf/T = I
T.color = null
T.maptext = null
-42
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@@ -1,42 +0,0 @@
#define PING_BUFFER_TIME 25
SUBSYSTEM_DEF(ping)
name = "Ping"
wait = 6
flags = SS_POST_FIRE_TIMING|SS_FIRE_IN_LOBBY
priority = 10
var/list/currentrun
/datum/controller/subsystem/ping/Initialize()
if (config.hub)
world.visibility = 1
..()
/datum/controller/subsystem/ping/fire(resumed = FALSE)
if (!resumed)
src.currentrun = GLOB.clients.Copy()
var/round_started = Master.round_started
var/list/currentrun = src.currentrun
while (length(currentrun))
var/client/C = currentrun[currentrun.len]
currentrun.len--
if (!C || world.time - C.connection_time < PING_BUFFER_TIME || C.inactivity >= (wait-1))
if (MC_TICK_CHECK)
return
continue
if(round_started && C.is_afk(INACTIVITY_KICK))
if(!istype(C.mob, /mob/dead))
log_access("AFK: [key_name(C)]")
to_chat(C, "<span class='danger'>You have been inactive for more than 10 minutes and have been disconnected.</span>")
qdel(C)
winset(C, null, "command=.update_ping+[world.time+world.tick_lag*world.tick_usage/100]")
if (MC_TICK_CHECK) //one day, when ss13 has 1000 people per server, you guys are gonna be glad I added this tick check
return
currentrun = null
#undef PING_BUFFER_TIME
-182
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@@ -1,182 +0,0 @@
#define ABDUCTOR_MAX_TEAMS 4
/datum/antagonist/abductor
name = "Abductor"
roundend_category = "abductors"
antagpanel_category = "Abductor"
job_rank = ROLE_ABDUCTOR
show_in_antagpanel = FALSE //should only show subtypes
var/datum/team/abductor_team/team
var/sub_role
var/outfit
var/landmark_type
var/greet_text
/datum/antagonist/abductor/agent
name = "Abductor Agent"
sub_role = "Agent"
outfit = /datum/outfit/abductor/agent
landmark_type = /obj/effect/landmark/abductor/agent
greet_text = "Use your stealth technology and equipment to incapacitate humans for your scientist to retrieve."
show_in_antagpanel = TRUE
/datum/antagonist/abductor/scientist
name = "Abductor Scientist"
sub_role = "Scientist"
outfit = /datum/outfit/abductor/scientist
landmark_type = /obj/effect/landmark/abductor/scientist
greet_text = "Use your stealth technology and equipment to incapacitate humans for your scientist to retrieve."
show_in_antagpanel = TRUE
/datum/antagonist/abductor/create_team(datum/team/abductor_team/new_team)
if(!new_team)
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
team = new_team
/datum/antagonist/abductor/get_team()
return team
/datum/antagonist/abductor/on_gain()
SSticker.mode.abductors += owner
owner.special_role = "[name] [sub_role]"
owner.assigned_role = "[name] [sub_role]"
owner.objectives += team.objectives
finalize_abductor()
return ..()
/datum/antagonist/abductor/on_removal()
SSticker.mode.abductors -= owner
owner.objectives -= team.objectives
if(owner.current)
to_chat(owner.current,"<span class='userdanger'>You are no longer the [owner.special_role]!</span>")
owner.special_role = null
return ..()
/datum/antagonist/abductor/greet()
to_chat(owner.current, "<span class='notice'>You are the [owner.special_role]!</span>")
to_chat(owner.current, "<span class='notice'>With the help of your teammate, kidnap and experiment on station crew members!</span>")
to_chat(owner.current, "<span class='notice'>[greet_text]</span>")
owner.announce_objectives()
/datum/antagonist/abductor/proc/finalize_abductor()
//Equip
var/mob/living/carbon/human/H = owner.current
H.set_species(/datum/species/abductor)
H.real_name = "[team.name] [sub_role]"
H.equipOutfit(outfit)
//Teleport to ship
for(var/obj/effect/landmark/abductor/LM in GLOB.landmarks_list)
if(istype(LM, landmark_type) && LM.team_number == team.team_number)
H.forceMove(LM.loc)
break
SSticker.mode.update_abductor_icons_added(owner)
/datum/antagonist/abductor/scientist/finalize_abductor()
..()
var/mob/living/carbon/human/H = owner.current
var/datum/species/abductor/A = H.dna.species
A.scientist = TRUE
/datum/antagonist/abductor/admin_add(datum/mind/new_owner,mob/admin)
var/list/current_teams = list()
for(var/datum/team/abductor_team/T in get_all_teams(/datum/team/abductor_team))
current_teams[T.name] = T
var/choice = input(admin,"Add to which team ?") as null|anything in (current_teams + "new team")
if (choice == "new team")
team = new
else if(choice in current_teams)
team = current_teams[choice]
else
return
new_owner.add_antag_datum(src)
log_admin("[key_name(usr)] made [key_name(new_owner.current)] [name] on [choice]!")
message_admins("[key_name_admin(usr)] made [key_name_admin(new_owner.current)] [name] on [choice] !")
/datum/antagonist/abductor/get_admin_commands()
. = ..()
.["Equip"] = CALLBACK(src,.proc/admin_equip)
/datum/antagonist/abductor/proc/admin_equip(mob/admin)
if(!ishuman(owner.current))
to_chat(admin, "<span class='warning'>This only works on humans!</span>")
return
var/mob/living/carbon/human/H = owner.current
var/gear = alert(admin,"Agent or Scientist Gear","Gear","Agent","Scientist")
if(gear)
if(gear=="Agent")
H.equipOutfit(/datum/outfit/abductor/agent)
else
H.equipOutfit(/datum/outfit/abductor/scientist)
/datum/team/abductor_team
member_name = "abductor"
var/team_number
var/list/datum/mind/abductees = list()
var/static/team_count = 1
/datum/team/abductor_team/New()
..()
team_number = team_count++
name = "Mothership [pick(GLOB.possible_changeling_IDs)]" //TODO Ensure unique and actual alieny names
add_objective(new/datum/objective/experiment)
/datum/team/abductor_team/is_solo()
return FALSE
/datum/team/abductor_team/proc/add_objective(datum/objective/O)
O.team = src
O.update_explanation_text()
objectives += O
/datum/team/abductor_team/roundend_report()
var/list/result = list()
var/won = TRUE
for(var/datum/objective/O in objectives)
if(!O.check_completion())
won = FALSE
if(won)
result += "<span class='greentext big'>[name] team fulfilled its mission!</span>"
else
result += "<span class='redtext big'>[name] team failed its mission.</span>"
result += "<span class='header'>The abductors of [name] were:</span>"
for(var/datum/mind/abductor_mind in members)
result += printplayer(abductor_mind)
result += printobjectives(abductor_mind)
return result.Join("<br>")
/datum/antagonist/abductee
name = "Abductee"
roundend_category = "abductees"
antagpanel_category = "Abductee"
/datum/antagonist/abductee/on_gain()
give_objective()
. = ..()
/datum/antagonist/abductee/greet()
to_chat(owner, "<span class='warning'><b>Your mind snaps!</b></span>")
to_chat(owner, "<big><span class='warning'><b>You can't remember how you got here...</b></span></big>")
owner.announce_objectives()
/datum/antagonist/abductee/proc/give_objective()
var/mob/living/carbon/human/H = owner.current
if(istype(H))
H.gain_trauma_type(BRAIN_TRAUMA_MILD)
var/objtype = (prob(75) ? /datum/objective/abductee/random : pick(subtypesof(/datum/objective/abductee/) - /datum/objective/abductee/random))
var/datum/objective/abductee/O = new objtype()
objectives += O
owner.objectives += objectives
/datum/antagonist/abductee/apply_innate_effects(mob/living/mob_override)
SSticker.mode.update_abductor_icons_added(mob_override ? mob_override.mind : owner)
/datum/antagonist/abductee/remove_innate_effects(mob/living/mob_override)
SSticker.mode.update_abductor_icons_removed(mob_override ? mob_override.mind : owner)
-246
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@@ -1,246 +0,0 @@
GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist
var/name = "Antagonist"
var/roundend_category = "other antagonists" //Section of roundend report, datums with same category will be displayed together, also default header for the section
var/show_in_roundend = TRUE //Set to false to hide the antagonists from roundend report
var/datum/mind/owner //Mind that owns this datum
var/silent = FALSE //Silent will prevent the gain/lose texts to show
var/can_coexist_with_others = TRUE //Whether or not the person will be able to have more than one datum
var/list/typecache_datum_blacklist = list() //List of datums this type can't coexist with
var/delete_on_mind_deletion = TRUE
var/job_rank
var/replace_banned = TRUE //Should replace jobbaned player with ghosts if granted.
var/list/objectives = list()
var/antag_memory = ""//These will be removed with antag datum
//Antag panel properties
var/show_in_antagpanel = TRUE //This will hide adding this antag type in antag panel, use only for internal subtypes that shouldn't be added directly but still show if possessed by mind
var/antagpanel_category = "Uncategorized" //Antagpanel will display these together, REQUIRED
/datum/antagonist/New()
GLOB.antagonists += src
typecache_datum_blacklist = typecacheof(typecache_datum_blacklist)
/datum/antagonist/Destroy()
GLOB.antagonists -= src
if(owner)
LAZYREMOVE(owner.antag_datums, src)
owner = null
return ..()
/datum/antagonist/proc/can_be_owned(datum/mind/new_owner)
. = TRUE
var/datum/mind/tested = new_owner || owner
if(tested.has_antag_datum(type))
return FALSE
for(var/i in tested.antag_datums)
var/datum/antagonist/A = i
if(is_type_in_typecache(src, A.typecache_datum_blacklist))
return FALSE
//This will be called in add_antag_datum before owner assignment.
//Should return antag datum without owner.
/datum/antagonist/proc/specialization(datum/mind/new_owner)
return src
/datum/antagonist/proc/on_body_transfer(mob/living/old_body, mob/living/new_body)
remove_innate_effects(old_body)
apply_innate_effects(new_body)
//This handles the application of antag huds/special abilities
/datum/antagonist/proc/apply_innate_effects(mob/living/mob_override)
return
//This handles the removal of antag huds/special abilities
/datum/antagonist/proc/remove_innate_effects(mob/living/mob_override)
return
//Assign default team and creates one for one of a kind team antagonists
/datum/antagonist/proc/create_team(datum/team/team)
return
//Proc called when the datum is given to a mind.
/datum/antagonist/proc/on_gain()
if(owner && owner.current)
if(!silent)
greet()
apply_innate_effects()
if(is_banned(owner.current) && replace_banned)
replace_banned_player()
/datum/antagonist/proc/is_banned(mob/M)
if(!M)
return FALSE
. = (jobban_isbanned(M, ROLE_SYNDICATE) || (job_rank && jobban_isbanned(M,job_rank)))
/datum/antagonist/proc/replace_banned_player()
set waitfor = FALSE
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as a [name]?", "[name]", null, job_rank, 50, owner.current)
if(LAZYLEN(candidates))
var/client/C = pick(candidates)
to_chat(owner, "Your mob has been taken over by a ghost! Appeal your job ban if you want to avoid this in the future!")
message_admins("[key_name_admin(C)] has taken control of ([key_name_admin(owner.current)]) to replace a jobbaned player.")
owner.current.ghostize(0)
owner.current.key = C.key
/datum/antagonist/proc/on_removal()
remove_innate_effects()
if(owner)
LAZYREMOVE(owner.antag_datums, src)
if(!silent && owner.current)
farewell()
var/datum/team/team = get_team()
if(team)
team.remove_member(owner)
qdel(src)
/datum/antagonist/proc/greet()
return
/datum/antagonist/proc/farewell()
return
//Returns the team antagonist belongs to if any.
/datum/antagonist/proc/get_team()
return
//Individual roundend report
/datum/antagonist/proc/roundend_report()
var/list/report = list()
if(!owner)
CRASH("antagonist datum without owner")
report += printplayer(owner)
var/objectives_complete = TRUE
if(owner.objectives.len)
report += printobjectives(owner)
for(var/datum/objective/objective in owner.objectives)
if(!objective.check_completion())
objectives_complete = FALSE
break
if(owner.objectives.len == 0 || objectives_complete)
report += "<span class='greentext big'>The [name] was successful!</span>"
else
report += "<span class='redtext big'>The [name] has failed!</span>"
return report.Join("<br>")
//Displayed at the start of roundend_category section, default to roundend_category header
/datum/antagonist/proc/roundend_report_header()
return "<span class='header'>The [roundend_category] were:</span><br>"
//Displayed at the end of roundend_category section
/datum/antagonist/proc/roundend_report_footer()
return
//ADMIN TOOLS
//Called when using admin tools to give antag status
/datum/antagonist/proc/admin_add(datum/mind/new_owner,mob/admin)
message_admins("[key_name_admin(admin)] made [new_owner.current] into [name].")
log_admin("[key_name(admin)] made [new_owner.current] into [name].")
new_owner.add_antag_datum(src)
//Called when removing antagonist using admin tools
/datum/antagonist/proc/admin_remove(mob/user)
if(!user)
return
message_admins("[key_name_admin(user)] has removed [name] antagonist status from [owner.current].")
log_admin("[key_name(user)] has removed [name] antagonist status from [owner.current].")
on_removal()
//gamemode/proc/is_mode_antag(antagonist/A) => TRUE/FALSE
//Additional data to display in antagonist panel section
//nuke disk code, genome count, etc
/datum/antagonist/proc/antag_panel_data()
return ""
/datum/antagonist/proc/enabled_in_preferences(datum/mind/M)
if(job_rank)
if(M.current && M.current.client && (job_rank in M.current.client.prefs.be_special))
return TRUE
else
return FALSE
return TRUE
// List if ["Command"] = CALLBACK(), user will be appeneded to callback arguments on execution
/datum/antagonist/proc/get_admin_commands()
. = list()
/datum/antagonist/Topic(href,href_list)
if(!check_rights(R_ADMIN))
return
//Antag memory edit
if (href_list["memory_edit"])
edit_memory(usr)
owner.traitor_panel()
return
//Some commands might delete/modify this datum clearing or changing owner
var/datum/mind/persistent_owner = owner
var/commands = get_admin_commands()
for(var/admin_command in commands)
if(href_list["command"] == admin_command)
var/datum/callback/C = commands[admin_command]
C.Invoke(usr)
persistent_owner.traitor_panel()
return
/datum/antagonist/proc/edit_memory(mob/user)
var/new_memo = copytext(trim(input(user,"Write new memory", "Memory", antag_memory) as null|message),1,MAX_MESSAGE_LEN)
if (isnull(new_memo))
return
antag_memory = new_memo
//Should probably be on ticker or job ss ?
/proc/get_antagonists(antag_type,specific = FALSE)
. = list()
for(var/datum/antagonist/A in GLOB.antagonists)
if(!A.owner)
continue
if(!antag_type || !specific && istype(A,antag_type) || specific && A.type == antag_type)
. += A.owner
//This datum will autofill the name with special_role
//Used as placeholder for minor antagonists, please create proper datums for these
/datum/antagonist/auto_custom
show_in_antagpanel = FALSE
antagpanel_category = "Other"
/datum/antagonist/auto_custom/on_gain()
..()
name = owner.special_role
//Add all objectives not already owned by other datums to this one.
var/list/already_registered_objectives = list()
for(var/datum/antagonist/A in owner.antag_datums)
if(A == src)
continue
else
already_registered_objectives |= A.objectives
objectives = owner.objectives - already_registered_objectives
/datum/antagonist/auto_custom/antag_listing_name()
return ..() + "([name])"
//This one is created by admin tools for custom objectives
/datum/antagonist/custom
antagpanel_category = "Custom"
/datum/antagonist/custom/admin_add(datum/mind/new_owner,mob/admin)
var/custom_name = stripped_input(admin, "Custom antagonist name:", "Custom antag", "Antagonist")
if(custom_name)
name = custom_name
else
return
..()
/datum/antagonist/custom/antag_listing_name()
return ..() + "([name])"
-67
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/datum/antagonist/blob
name = "Blob"
roundend_category = "blobs"
antagpanel_category = "Blob"
job_rank = ROLE_BLOB
var/datum/action/innate/blobpop/pop_action
var/starting_points_human_blob = 60
var/point_rate_human_blob = 2
/datum/antagonist/blob/roundend_report()
var/basic_report = ..()
//Display max blobpoints for blebs that lost
if(isovermind(owner.current)) //embarrasing if not
var/mob/camera/blob/overmind = owner.current
if(!overmind.victory_in_progress) //if it won this doesn't really matter
var/point_report = "<br><b>[owner.name]</b> took over [overmind.max_count] tiles at the height of its growth."
return basic_report+point_report
return basic_report
/datum/antagonist/blob/greet()
if(!isovermind(owner.current))
to_chat(owner,"<span class='userdanger'>You feel bloated.</span>")
/datum/antagonist/blob/on_gain()
create_objectives()
. = ..()
/datum/antagonist/blob/proc/create_objectives()
var/datum/objective/blob_takeover/main = new
main.owner = owner
objectives += main
owner.objectives |= objectives
/datum/antagonist/blob/apply_innate_effects(mob/living/mob_override)
if(!isovermind(owner.current))
if(!pop_action)
pop_action = new
pop_action.Grant(owner.current)
/datum/objective/blob_takeover
explanation_text = "Reach critical mass!"
//Non-overminds get this on blob antag assignment
/datum/action/innate/blobpop
name = "Pop"
desc = "Unleash the blob"
icon_icon = 'icons/mob/blob.dmi'
button_icon_state = "blob"
/datum/action/innate/blobpop/Activate()
var/mob/old_body = owner
var/datum/antagonist/blob/blobtag = owner.mind.has_antag_datum(/datum/antagonist/blob)
if(!blobtag)
Remove()
return
var/mob/camera/blob/B = new /mob/camera/blob(get_turf(old_body), blobtag.starting_points_human_blob)
owner.mind.transfer_to(B)
old_body.gib()
B.place_blob_core(blobtag.point_rate_human_blob, pop_override = TRUE)
/datum/antagonist/blob/antag_listing_status()
. = ..()
if(owner && owner.current)
var/mob/camera/blob/B = owner.current
if(istype(B))
. += "(Progress: [B.blobs_legit.len]/[B.blobwincount])"
-154
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/datum/antagonist/brother
name = "Brother"
antagpanel_category = "Brother"
job_rank = ROLE_BROTHER
var/special_role = ROLE_BROTHER
var/datum/team/brother_team/team
/datum/antagonist/brother/create_team(datum/team/brother_team/new_team)
if(!new_team)
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
team = new_team
/datum/antagonist/brother/get_team()
return team
/datum/antagonist/brother/on_gain()
SSticker.mode.brothers += owner
objectives += team.objectives
owner.objectives += objectives
owner.special_role = special_role
finalize_brother()
return ..()
/datum/antagonist/brother/on_removal()
SSticker.mode.brothers -= owner
owner.objectives -= objectives
if(owner.current)
to_chat(owner.current,"<span class='userdanger'>You are no longer the [special_role]!</span>")
owner.special_role = null
return ..()
/datum/antagonist/brother/proc/give_meeting_area()
if(!owner.current || !team || !team.meeting_area)
return
to_chat(owner.current, "<B>Your designated meeting area:</B> [team.meeting_area]")
antag_memory += "<b>Meeting Area</b>: [team.meeting_area]<br>"
/datum/antagonist/brother/greet()
var/brother_text = ""
var/list/brothers = team.members - owner
for(var/i = 1 to brothers.len)
var/datum/mind/M = brothers[i]
brother_text += M.name
if(i == brothers.len - 1)
brother_text += " and "
else if(i != brothers.len)
brother_text += ", "
to_chat(owner.current, "<B><font size=3 color=red>You are the [owner.special_role] of [brother_text].</font></B>")
to_chat(owner.current, "The Syndicate only accepts those that have proven themself. Prove yourself and prove your [team.member_name]s by completing your objectives together!")
owner.announce_objectives()
give_meeting_area()
/datum/antagonist/brother/proc/finalize_brother()
SSticker.mode.update_brother_icons_added(owner)
/datum/antagonist/brother/admin_add(datum/mind/new_owner,mob/admin)
//show list of possible brothers
var/list/candidates = list()
for(var/mob/living/L in GLOB.alive_mob_list)
if(!L.mind || L.mind == new_owner || !can_be_owned(L.mind))
continue
candidates[L.mind.name] = L.mind
var/choice = input(admin,"Choose the blood brother.", "Brother") as null|anything in candidates
if(!choice)
return
var/datum/mind/bro = candidates[choice]
var/datum/team/brother_team/T = new
T.add_member(new_owner)
T.add_member(bro)
T.pick_meeting_area()
T.forge_brother_objectives()
new_owner.add_antag_datum(/datum/antagonist/brother,T)
bro.add_antag_datum(/datum/antagonist/brother, T)
T.update_name()
message_admins("[key_name_admin(admin)] made [new_owner.current] and [bro.current] into blood brothers.")
log_admin("[key_name(admin)] made [new_owner.current] and [bro.current] into blood brothers.")
/datum/team/brother_team
name = "brotherhood"
member_name = "blood brother"
var/meeting_area
var/static/meeting_areas = list("The Bar", "Dorms", "Escape Dock", "Arrivals", "Holodeck", "Primary Tool Storage", "Recreation Area", "Chapel", "Library")
/datum/team/brother_team/is_solo()
return FALSE
/datum/team/brother_team/proc/pick_meeting_area()
meeting_area = pick(meeting_areas)
meeting_areas -= meeting_area
/datum/team/brother_team/proc/update_name()
var/list/last_names = list()
for(var/datum/mind/M in members)
var/list/split_name = splittext(M.name," ")
last_names += split_name[split_name.len]
name = last_names.Join(" & ")
/datum/team/brother_team/roundend_report()
var/list/parts = list()
parts += "<span class='header'>The blood brothers of [name] were:</span>"
for(var/datum/mind/M in members)
parts += printplayer(M)
var/win = TRUE
var/objective_count = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
else
parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
win = FALSE
objective_count++
if(win)
parts += "<span class='greentext'>The blood brothers were successful!</span>"
else
parts += "<span class='redtext'>The blood brothers have failed!</span>"
return "<div class='panel redborder'>[parts.Join("<br>")]</div>"
/datum/team/brother_team/proc/add_objective(datum/objective/O, needs_target = FALSE)
O.team = src
if(needs_target)
O.find_target()
O.update_explanation_text()
objectives += O
/datum/team/brother_team/proc/forge_brother_objectives()
objectives = list()
var/is_hijacker = prob(10)
for(var/i = 1 to max(1, CONFIG_GET(number/brother_objectives_amount) + (members.len > 2) - is_hijacker))
forge_single_objective()
if(is_hijacker)
if(!locate(/datum/objective/hijack) in objectives)
add_objective(new/datum/objective/hijack)
else if(!locate(/datum/objective/escape) in objectives)
add_objective(new/datum/objective/escape)
/datum/team/brother_team/proc/forge_single_objective()
if(prob(50))
if(LAZYLEN(active_ais()) && prob(100/GLOB.joined_player_list.len))
add_objective(new/datum/objective/destroy, TRUE)
else if(prob(30))
add_objective(new/datum/objective/maroon, TRUE)
else
add_objective(new/datum/objective/assassinate, TRUE)
else
add_objective(new/datum/objective/steal, TRUE)
/datum/team/brother_team/antag_listing_name()
return "[name] blood brothers"
-545
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@@ -1,545 +0,0 @@
#define LING_FAKEDEATH_TIME 400 //40 seconds
#define LING_DEAD_GENETICDAMAGE_HEAL_CAP 50 //The lowest value of geneticdamage handle_changeling() can take it to while dead.
#define LING_ABSORB_RECENT_SPEECH 8 //The amount of recent spoken lines to gain on absorbing a mob
/datum/antagonist/changeling
name = "Changeling"
roundend_category = "changelings"
antagpanel_category = "Changeling"
job_rank = ROLE_CHANGELING
var/you_are_greet = TRUE
var/give_objectives = TRUE
var/team_mode = FALSE //Should assign team objectives ?
//Changeling Stuff
var/list/stored_profiles = list() //list of datum/changelingprofile
var/datum/changelingprofile/first_prof = null
var/dna_max = 6 //How many extra DNA strands the changeling can store for transformation.
var/absorbedcount = 0
var/chem_charges = 20
var/chem_storage = 75
var/chem_recharge_rate = 1
var/chem_recharge_slowdown = 0
var/sting_range = 2
var/changelingID = "Changeling"
var/geneticdamage = 0
var/isabsorbing = 0
var/islinking = 0
var/geneticpoints = 10
var/purchasedpowers = list()
var/mimicing = ""
var/canrespec = 0
var/changeling_speak = 0
var/datum/dna/chosen_dna
var/obj/effect/proc_holder/changeling/sting/chosen_sting
var/datum/cellular_emporium/cellular_emporium
var/datum/action/innate/cellular_emporium/emporium_action
// wip stuff
var/static/list/all_powers = typecacheof(/obj/effect/proc_holder/changeling,TRUE)
/datum/antagonist/changeling/Destroy()
QDEL_NULL(cellular_emporium)
QDEL_NULL(emporium_action)
. = ..()
/datum/antagonist/changeling/proc/generate_name()
var/honorific
if(owner.current.gender == FEMALE)
honorific = "Ms."
else
honorific = "Mr."
if(GLOB.possible_changeling_IDs.len)
changelingID = pick(GLOB.possible_changeling_IDs)
GLOB.possible_changeling_IDs -= changelingID
changelingID = "[honorific] [changelingID]"
else
changelingID = "[honorific] [rand(1,999)]"
/datum/antagonist/changeling/proc/create_actions()
cellular_emporium = new(src)
emporium_action = new(cellular_emporium)
/datum/antagonist/changeling/on_gain()
generate_name()
create_actions()
reset_powers()
create_initial_profile()
if(give_objectives)
if(team_mode)
forge_team_objectives()
forge_objectives()
remove_clownmut()
. = ..()
/datum/antagonist/changeling/on_removal()
//We'll be using this from now on
var/mob/living/carbon/C = owner.current
if(istype(C))
var/obj/item/organ/brain/B = C.getorganslot(ORGAN_SLOT_BRAIN)
if(B && (B.decoy_override != initial(B.decoy_override)))
B.vital = TRUE
B.decoy_override = FALSE
remove_changeling_powers()
owner.objectives -= objectives
. = ..()
/datum/antagonist/changeling/proc/remove_clownmut()
if (owner)
var/mob/living/carbon/human/H = owner.current
if(istype(H) && owner.assigned_role == "Clown")
to_chat(H, "You have evolved beyond your clownish nature, allowing you to wield weapons without harming yourself.")
H.dna.remove_mutation(CLOWNMUT)
/datum/antagonist/changeling/proc/reset_properties()
changeling_speak = 0
chosen_sting = null
geneticpoints = initial(geneticpoints)
sting_range = initial(sting_range)
chem_storage = initial(chem_storage)
chem_recharge_rate = initial(chem_recharge_rate)
chem_charges = min(chem_charges, chem_storage)
chem_recharge_slowdown = initial(chem_recharge_slowdown)
mimicing = ""
/datum/antagonist/changeling/proc/remove_changeling_powers()
if(ishuman(owner.current) || ismonkey(owner.current))
reset_properties()
for(var/obj/effect/proc_holder/changeling/p in purchasedpowers)
if(p.always_keep)
continue
purchasedpowers -= p
p.on_refund(owner.current)
//MOVE THIS
if(owner.current.hud_used)
owner.current.hud_used.lingstingdisplay.icon_state = null
owner.current.hud_used.lingstingdisplay.invisibility = INVISIBILITY_ABSTRACT
/datum/antagonist/changeling/proc/reset_powers()
if(purchasedpowers)
remove_changeling_powers()
//Repurchase free powers.
for(var/path in all_powers)
var/obj/effect/proc_holder/changeling/S = new path()
if(!S.dna_cost)
if(!has_sting(S))
purchasedpowers += S
S.on_purchase(owner.current,TRUE)
/datum/antagonist/changeling/proc/has_sting(obj/effect/proc_holder/changeling/power)
for(var/obj/effect/proc_holder/changeling/P in purchasedpowers)
if(initial(power.name) == P.name)
return TRUE
return FALSE
/datum/antagonist/changeling/proc/purchase_power(sting_name)
var/obj/effect/proc_holder/changeling/thepower = null
for(var/path in all_powers)
var/obj/effect/proc_holder/changeling/S = path
if(initial(S.name) == sting_name)
thepower = new path()
break
if(!thepower)
to_chat(owner.current, "This is awkward. Changeling power purchase failed, please report this bug to a coder!")
return
if(absorbedcount < thepower.req_dna)
to_chat(owner.current, "We lack the energy to evolve this ability!")
return
if(has_sting(thepower))
to_chat(owner.current, "We have already evolved this ability!")
return
if(thepower.dna_cost < 0)
to_chat(owner.current, "We cannot evolve this ability.")
return
if(geneticpoints < thepower.dna_cost)
to_chat(owner.current, "We have reached our capacity for abilities.")
return
if(owner.current.status_flags & FAKEDEATH)//To avoid potential exploits by buying new powers while in stasis, which clears your verblist.
to_chat(owner.current, "We lack the energy to evolve new abilities right now.")
return
geneticpoints -= thepower.dna_cost
purchasedpowers += thepower
thepower.on_purchase(owner.current)
/datum/antagonist/changeling/proc/readapt()
if(!ishuman(owner.current))
to_chat(owner.current, "<span class='danger'>We can't remove our evolutions in this form!</span>")
return
if(canrespec)
to_chat(owner.current, "<span class='notice'>We have removed our evolutions from this form, and are now ready to readapt.</span>")
reset_powers()
canrespec = 0
SSblackbox.record_feedback("tally", "changeling_power_purchase", 1, "Readapt")
return 1
else
to_chat(owner.current, "<span class='danger'>You lack the power to readapt your evolutions!</span>")
return 0
//Called in life()
/datum/antagonist/changeling/proc/regenerate()
var/mob/living/carbon/the_ling = owner.current
if(istype(the_ling))
emporium_action.Grant(the_ling)
if(the_ling.stat == DEAD)
chem_charges = min(max(0, chem_charges + chem_recharge_rate - chem_recharge_slowdown), (chem_storage*0.5))
geneticdamage = max(LING_DEAD_GENETICDAMAGE_HEAL_CAP,geneticdamage-1)
else //not dead? no chem/geneticdamage caps.
chem_charges = min(max(0, chem_charges + chem_recharge_rate - chem_recharge_slowdown), chem_storage)
geneticdamage = max(0, geneticdamage-1)
/datum/antagonist/changeling/proc/get_dna(dna_owner)
for(var/datum/changelingprofile/prof in stored_profiles)
if(dna_owner == prof.name)
return prof
/datum/antagonist/changeling/proc/has_dna(datum/dna/tDNA)
for(var/datum/changelingprofile/prof in stored_profiles)
if(tDNA.is_same_as(prof.dna))
return TRUE
return FALSE
/datum/antagonist/changeling/proc/can_absorb_dna(mob/living/carbon/human/target, var/verbose=1)
var/mob/living/carbon/user = owner.current
if(!istype(user))
return
if(stored_profiles.len)
var/datum/changelingprofile/prof = stored_profiles[1]
if(prof.dna == user.dna && stored_profiles.len >= dna_max)//If our current DNA is the stalest, we gotta ditch it.
if(verbose)
to_chat(user, "<span class='warning'>We have reached our capacity to store genetic information! We must transform before absorbing more.</span>")
return
if(!target)
return
if(NO_DNA_COPY in target.dna.species.species_traits)
if(verbose)
to_chat(user, "<span class='warning'>[target] is not compatible with our biology.</span>")
return
if((target.has_disability(DISABILITY_NOCLONE)) || (target.has_disability(DISABILITY_NOCLONE)))
if(verbose)
to_chat(user, "<span class='warning'>DNA of [target] is ruined beyond usability!</span>")
return
if(!ishuman(target))//Absorbing monkeys is entirely possible, but it can cause issues with transforming. That's what lesser form is for anyway!
if(verbose)
to_chat(user, "<span class='warning'>We could gain no benefit from absorbing a lesser creature.</span>")
return
if(has_dna(target.dna))
if(verbose)
to_chat(user, "<span class='warning'>We already have this DNA in storage!</span>")
return
if(!target.has_dna())
if(verbose)
to_chat(user, "<span class='warning'>[target] is not compatible with our biology.</span>")
return
return 1
/datum/antagonist/changeling/proc/create_profile(mob/living/carbon/human/H, protect = 0)
var/datum/changelingprofile/prof = new
H.dna.real_name = H.real_name //Set this again, just to be sure that it's properly set.
var/datum/dna/new_dna = new H.dna.type
H.dna.copy_dna(new_dna)
prof.dna = new_dna
prof.name = H.real_name
prof.protected = protect
prof.underwear = H.underwear
prof.undershirt = H.undershirt
prof.socks = H.socks
var/list/slots = list("head", "wear_mask", "back", "wear_suit", "w_uniform", "shoes", "belt", "gloves", "glasses", "ears", "wear_id", "s_store")
for(var/slot in slots)
if(slot in H.vars)
var/obj/item/I = H.vars[slot]
if(!I)
continue
prof.name_list[slot] = I.name
prof.appearance_list[slot] = I.appearance
prof.flags_cover_list[slot] = I.flags_cover
prof.item_color_list[slot] = I.item_color
prof.item_state_list[slot] = I.item_state
prof.exists_list[slot] = 1
else
continue
return prof
/datum/antagonist/changeling/proc/add_profile(datum/changelingprofile/prof)
if(stored_profiles.len > dna_max)
if(!push_out_profile())
return
if(!first_prof)
first_prof = prof
stored_profiles += prof
absorbedcount++
/datum/antagonist/changeling/proc/add_new_profile(mob/living/carbon/human/H, protect = 0)
var/datum/changelingprofile/prof = create_profile(H, protect)
add_profile(prof)
return prof
/datum/antagonist/changeling/proc/remove_profile(mob/living/carbon/human/H, force = 0)
for(var/datum/changelingprofile/prof in stored_profiles)
if(H.real_name == prof.name)
if(prof.protected && !force)
continue
stored_profiles -= prof
qdel(prof)
/datum/antagonist/changeling/proc/get_profile_to_remove()
for(var/datum/changelingprofile/prof in stored_profiles)
if(!prof.protected)
return prof
/datum/antagonist/changeling/proc/push_out_profile()
var/datum/changelingprofile/removeprofile = get_profile_to_remove()
if(removeprofile)
stored_profiles -= removeprofile
return 1
return 0
/datum/antagonist/changeling/proc/create_initial_profile()
var/mob/living/carbon/C = owner.current //only carbons have dna now, so we have to typecaste
if(ishuman(C))
add_new_profile(C)
/datum/antagonist/changeling/apply_innate_effects()
//Brains optional.
var/mob/living/carbon/C = owner.current
if(istype(C))
var/obj/item/organ/brain/B = C.getorganslot(ORGAN_SLOT_BRAIN)
if(B)
B.vital = FALSE
B.decoy_override = TRUE
update_changeling_icons_added()
return
/datum/antagonist/changeling/remove_innate_effects()
update_changeling_icons_removed()
return
/datum/antagonist/changeling/greet()
if (you_are_greet)
to_chat(owner.current, "<span class='boldannounce'>You are [changelingID], a changeling! You have absorbed and taken the form of a human.</span>")
to_chat(owner.current, "<span class='boldannounce'>Use say \":g message\" to communicate with your fellow changelings.</span>")
to_chat(owner.current, "<b>You must complete the following tasks:</b>")
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/ling_aler.ogg', 100, FALSE, pressure_affected = FALSE)
owner.announce_objectives()
/datum/antagonist/changeling/farewell()
to_chat(owner.current, "<span class='userdanger'>You grow weak and lose your powers! You are no longer a changeling and are stuck in your current form!</span>")
/datum/antagonist/changeling/proc/forge_team_objectives()
if(GLOB.changeling_team_objective_type)
var/datum/objective/changeling_team_objective/team_objective = new GLOB.changeling_team_objective_type
team_objective.owner = owner
objectives += team_objective
return
/datum/antagonist/changeling/proc/forge_objectives()
//OBJECTIVES - random traitor objectives. Unique objectives "steal brain" and "identity theft".
//No escape alone because changelings aren't suited for it and it'd probably just lead to rampant robusting
//If it seems like they'd be able to do it in play, add a 10% chance to have to escape alone
var/escape_objective_possible = TRUE
//if there's a team objective, check if it's compatible with escape objectives
for(var/datum/objective/changeling_team_objective/CTO in objectives)
if(!CTO.escape_objective_compatible)
escape_objective_possible = FALSE
break
var/datum/objective/absorb/absorb_objective = new
absorb_objective.owner = owner
absorb_objective.gen_amount_goal(6, 8)
objectives += absorb_objective
if(prob(60))
if(prob(85))
var/datum/objective/steal/steal_objective = new
steal_objective.owner = owner
steal_objective.find_target()
objectives += steal_objective
else
var/datum/objective/download/download_objective = new
download_objective.owner = owner
download_objective.gen_amount_goal()
objectives += download_objective
var/list/active_ais = active_ais()
if(active_ais.len && prob(100/GLOB.joined_player_list.len))
var/datum/objective/destroy/destroy_objective = new
destroy_objective.owner = owner
destroy_objective.find_target()
objectives += destroy_objective
else
if(prob(70))
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = owner
if(team_mode) //No backstabbing while in a team
kill_objective.find_target_by_role(role = ROLE_CHANGELING, role_type = 1, invert = 1)
else
kill_objective.find_target()
objectives += kill_objective
else
var/datum/objective/maroon/maroon_objective = new
maroon_objective.owner = owner
if(team_mode)
maroon_objective.find_target_by_role(role = ROLE_CHANGELING, role_type = 1, invert = 1)
else
maroon_objective.find_target()
objectives += maroon_objective
if (!(locate(/datum/objective/escape) in objectives) && escape_objective_possible)
var/datum/objective/escape/escape_with_identity/identity_theft = new
identity_theft.owner = owner
identity_theft.target = maroon_objective.target
identity_theft.update_explanation_text()
objectives += identity_theft
escape_objective_possible = FALSE
if (!(locate(/datum/objective/escape) in objectives) && escape_objective_possible)
if(prob(50))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = owner
objectives += escape_objective
else
var/datum/objective/escape/escape_with_identity/identity_theft = new
identity_theft.owner = owner
if(team_mode)
identity_theft.find_target_by_role(role = ROLE_CHANGELING, role_type = 1, invert = 1)
else
identity_theft.find_target()
objectives += identity_theft
escape_objective_possible = FALSE
owner.objectives |= objectives
/datum/antagonist/changeling/proc/update_changeling_icons_added()
var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_CHANGELING]
hud.join_hud(owner.current)
set_antag_hud(owner.current, "changling")
/datum/antagonist/changeling/proc/update_changeling_icons_removed()
var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_CHANGELING]
hud.leave_hud(owner.current)
set_antag_hud(owner.current, null)
/datum/antagonist/changeling/admin_add(datum/mind/new_owner,mob/admin)
. = ..()
to_chat(new_owner.current, "<span class='boldannounce'>Our powers have awoken. A flash of memory returns to us...we are [changelingID], a changeling!</span>")
/datum/antagonist/changeling/get_admin_commands()
. = ..()
if(stored_profiles.len && (owner.current.real_name != first_prof.name))
.["Transform to initial appearance."] = CALLBACK(src,.proc/admin_restore_appearance)
/datum/antagonist/changeling/proc/admin_restore_appearance(mob/admin)
if(!stored_profiles.len || !iscarbon(owner.current))
to_chat(admin, "<span class='danger'>Resetting DNA failed!</span>")
else
var/mob/living/carbon/C = owner.current
first_prof.dna.transfer_identity(C, transfer_SE=1)
C.real_name = first_prof.name
C.updateappearance(mutcolor_update=1)
C.domutcheck()
// Profile
/datum/changelingprofile
var/name = "a bug"
var/protected = 0
var/datum/dna/dna = null
var/list/name_list = list() //associative list of slotname = itemname
var/list/appearance_list = list()
var/list/flags_cover_list = list()
var/list/exists_list = list()
var/list/item_color_list = list()
var/list/item_state_list = list()
var/underwear
var/undershirt
var/socks
/datum/changelingprofile/Destroy()
qdel(dna)
. = ..()
/datum/changelingprofile/proc/copy_profile(datum/changelingprofile/newprofile)
newprofile.name = name
newprofile.protected = protected
newprofile.dna = new dna.type
dna.copy_dna(newprofile.dna)
newprofile.name_list = name_list.Copy()
newprofile.appearance_list = appearance_list.Copy()
newprofile.flags_cover_list = flags_cover_list.Copy()
newprofile.exists_list = exists_list.Copy()
newprofile.item_color_list = item_color_list.Copy()
newprofile.item_state_list = item_state_list.Copy()
newprofile.underwear = underwear
newprofile.undershirt = undershirt
newprofile.socks = socks
/datum/antagonist/changeling/xenobio
name = "Xenobio Changeling"
give_objectives = FALSE
show_in_roundend = FALSE //These are here for admin tracking purposes only
you_are_greet = FALSE
/datum/antagonist/changeling/roundend_report()
var/list/parts = list()
var/changelingwin = 1
if(!owner.current)
changelingwin = 0
parts += printplayer(owner)
//Removed sanity if(changeling) because we -want- a runtime to inform us that the changelings list is incorrect and needs to be fixed.
parts += "<b>Changeling ID:</b> [changelingID]."
parts += "<b>Genomes Extracted:</b> [absorbedcount]"
parts += " "
if(objectives.len)
var/count = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='greentext'>Success!</b></span>"
else
parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
changelingwin = 0
count++
if(changelingwin)
parts += "<span class='greentext'>The changeling was successful!</span>"
else
parts += "<span class='redtext'>The changeling has failed.</span>"
return parts.Join("<br>")
/datum/antagonist/changeling/antag_listing_name()
return ..() + "([changelingID])"
/datum/antagonist/changeling/xenobio/antag_listing_name()
return ..() + "(Xenobio)"
-219
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@@ -1,219 +0,0 @@
//CLOCKCULT PROOF OF CONCEPT
/datum/antagonist/clockcult
name = "Clock Cultist"
roundend_category = "clock cultists"
antagpanel_category = "Clockcult"
job_rank = ROLE_SERVANT_OF_RATVAR
var/datum/action/innate/hierophant/hierophant_network = new()
var/datum/team/clockcult/clock_team
var/make_team = TRUE //This should be only false for tutorial scarabs
/datum/antagonist/clockcult/silent
silent = TRUE
show_in_antagpanel = FALSE //internal
/datum/antagonist/clockcult/Destroy()
qdel(hierophant_network)
return ..()
/datum/antagonist/clockcult/get_team()
return clock_team
/datum/antagonist/clockcult/create_team(datum/team/clockcult/new_team)
if(!new_team && make_team)
//TODO blah blah same as the others, allow multiple
for(var/datum/antagonist/clockcult/H in GLOB.antagonists)
if(!H.owner)
continue
if(H.clock_team)
clock_team = H.clock_team
return
clock_team = new /datum/team/clockcult
return
if(make_team && !istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
clock_team = new_team
/datum/antagonist/clockcult/can_be_owned(datum/mind/new_owner)
. = ..()
if(.)
. = is_eligible_servant(new_owner.current)
/datum/antagonist/clockcult/greet()
if(!owner.current || silent)
return
owner.current.visible_message("<span class='heavy_brass'>[owner.current]'s eyes glow a blazing yellow!</span>", null, null, 7, owner.current) //don't show the owner this message
to_chat(owner.current, "<span class='heavy_brass'>Assist your new companions in their righteous efforts. Your goal is theirs, and theirs yours. You serve the Clockwork \
Justiciar above all else. Perform his every whim without hesitation.</span>")
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/clockcultalr.ogg', 70, FALSE, pressure_affected = FALSE)
/datum/antagonist/clockcult/on_gain()
var/mob/living/current = owner.current
SSticker.mode.servants_of_ratvar += owner
SSticker.mode.update_servant_icons_added(owner)
owner.special_role = ROLE_SERVANT_OF_RATVAR
owner.current.log_message("<font color=#BE8700>Has been converted to the cult of Ratvar!</font>", INDIVIDUAL_ATTACK_LOG)
if(issilicon(current))
if(iscyborg(current) && !silent)
var/mob/living/silicon/robot/R = current
if(R.connected_ai && !is_servant_of_ratvar(R.connected_ai))
to_chat(R, "<span class='boldwarning'>You have been desynced from your master AI.<br>\
In addition, your onboard camera is no longer active and you have gained additional equipment, including a limited clockwork slab.</span>")
else
to_chat(R, "<span class='boldwarning'>Your onboard camera is no longer active and you have gained additional equipment, including a limited clockwork slab.</span>")
if(isAI(current))
to_chat(current, "<span class='boldwarning'>You are now able to use your cameras to listen in on conversations, but can no longer speak in anything but Ratvarian.</span>")
to_chat(current, "<span class='heavy_brass'>You can communicate with other servants by using the Hierophant Network action button in the upper left.</span>")
else if(isbrain(current) || isclockmob(current))
to_chat(current, "<span class='nezbere'>You can communicate with other servants by using the Hierophant Network action button in the upper left.</span>")
..()
to_chat(current, "<b>This is Ratvar's will:</b> [CLOCKCULT_OBJECTIVE]")
antag_memory += "<b>Ratvar's will:</b> [CLOCKCULT_OBJECTIVE]<br>" //Memorize the objectives
/datum/antagonist/clockcult/apply_innate_effects(mob/living/mob_override)
. = ..()
var/mob/living/current = owner.current
if(istype(mob_override))
current = mob_override
GLOB.all_clockwork_mobs += current
current.faction |= "ratvar"
current.grant_language(/datum/language/ratvar)
current.update_action_buttons_icon() //because a few clockcult things are action buttons and we may be wearing/holding them for whatever reason, we need to update buttons
if(issilicon(current))
var/mob/living/silicon/S = current
if(iscyborg(S))
var/mob/living/silicon/robot/R = S
if(!R.shell)
R.UnlinkSelf()
R.module.rebuild_modules()
else if(isAI(S))
var/mob/living/silicon/ai/A = S
A.can_be_carded = FALSE
A.requires_power = POWER_REQ_CLOCKCULT
var/list/AI_frame = list(mutable_appearance('icons/mob/clockwork_mobs.dmi', "aiframe")) //make the AI's cool frame
for(var/d in GLOB.cardinals)
AI_frame += image('icons/mob/clockwork_mobs.dmi', A, "eye[rand(1, 10)]", dir = d) //the eyes are randomly fast or slow
A.add_overlay(AI_frame)
if(!A.lacks_power())
A.ai_restore_power()
if(A.eyeobj)
A.eyeobj.relay_speech = TRUE
for(var/mob/living/silicon/robot/R in A.connected_robots)
if(R.connected_ai == A)
add_servant_of_ratvar(R)
S.laws = new/datum/ai_laws/ratvar
S.laws.associate(S)
S.update_icons()
S.show_laws()
hierophant_network.title = "Silicon"
hierophant_network.span_for_name = "nezbere"
hierophant_network.span_for_message = "brass"
else if(isbrain(current))
hierophant_network.title = "Vessel"
hierophant_network.span_for_name = "nezbere"
hierophant_network.span_for_message = "alloy"
else if(isclockmob(current))
hierophant_network.title = "Construct"
hierophant_network.span_for_name = "nezbere"
hierophant_network.span_for_message = "brass"
hierophant_network.Grant(current)
current.throw_alert("clockinfo", /obj/screen/alert/clockwork/infodump)
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar
if(G.active && ishuman(current))
current.add_overlay(mutable_appearance('icons/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER))
/datum/antagonist/clockcult/remove_innate_effects(mob/living/mob_override)
var/mob/living/current = owner.current
if(istype(mob_override))
current = mob_override
GLOB.all_clockwork_mobs -= current
current.faction -= "ratvar"
current.remove_language(/datum/language/ratvar)
current.clear_alert("clockinfo")
for(var/datum/action/innate/clockwork_armaments/C in owner.current.actions) //Removes any bound clockwork armor
qdel(C)
for(var/datum/action/innate/call_weapon/W in owner.current.actions) //and weapons too
qdel(W)
if(issilicon(current))
var/mob/living/silicon/S = current
if(isAI(S))
var/mob/living/silicon/ai/A = S
A.can_be_carded = initial(A.can_be_carded)
A.requires_power = initial(A.requires_power)
A.cut_overlays()
S.make_laws()
S.update_icons()
S.show_laws()
var/mob/living/temp_owner = current
..()
if(iscyborg(temp_owner))
var/mob/living/silicon/robot/R = temp_owner
R.module.rebuild_modules()
if(temp_owner)
temp_owner.update_action_buttons_icon() //because a few clockcult things are action buttons and we may be wearing/holding them, we need to update buttons
temp_owner.cut_overlays()
temp_owner.regenerate_icons()
/datum/antagonist/clockcult/on_removal()
SSticker.mode.servants_of_ratvar -= owner
SSticker.mode.update_servant_icons_removed(owner)
if(!silent)
owner.current.visible_message("<span class='deconversion_message'>[owner] seems to have remembered their true allegiance!</span>", null, null, null, owner.current)
to_chat(owner, "<span class='userdanger'>A cold, cold darkness flows through your mind, extinguishing the Justiciar's light and all of your memories as his servant.</span>")
owner.current.log_message("<font color=#BE8700>Has renounced the cult of Ratvar!</font>", INDIVIDUAL_ATTACK_LOG)
owner.special_role = null
if(iscyborg(owner.current))
to_chat(owner.current, "<span class='warning'>Despite your freedom from Ratvar's influence, you are still irreparably damaged and no longer possess certain functions such as AI linking.</span>")
. = ..()
/datum/antagonist/clockcult/admin_add(datum/mind/new_owner,mob/admin)
add_servant_of_ratvar(new_owner.current, TRUE)
message_admins("[key_name_admin(admin)] has made [new_owner.current] into a servant of Ratvar.")
log_admin("[key_name(admin)] has made [new_owner.current] into a servant of Ratvar.")
/datum/antagonist/clockcult/admin_remove(mob/user)
remove_servant_of_ratvar(owner.current, TRUE)
message_admins("[key_name_admin(user)] has removed clockwork servant status from [owner.current].")
log_admin("[key_name(user)] has removed clockwork servant status from [owner.current].")
/datum/antagonist/clockcult/get_admin_commands()
. = ..()
.["Give slab"] = CALLBACK(src,.proc/admin_give_slab)
/datum/antagonist/clockcult/proc/admin_give_slab(mob/admin)
if(!SSticker.mode.equip_servant(owner.current))
to_chat(admin, "<span class='warning'>Failed to outfit [owner.current]!</span>")
else
to_chat(admin, "<span class='notice'>Successfully gave [owner.current] servant equipment!</span>")
/datum/team/clockcult
name = "Clockcult"
var/list/objective
var/datum/mind/eminence
/datum/team/clockcult/proc/check_clockwork_victory()
if(GLOB.clockwork_gateway_activated)
return TRUE
return FALSE
/datum/team/clockcult/roundend_report()
var/list/parts = list()
if(check_clockwork_victory())
parts += "<span class='greentext big'>Ratvar's servants defended the Ark until its activation!</span>"
else
parts += "<span class='redtext big'>The Ark was destroyed! Ratvar will rust away for all eternity!</span>"
parts += " "
parts += "<b>The servants' objective was:</b> [CLOCKCULT_OBJECTIVE]."
parts += "<b>Construction Value(CV)</b> was: <b>[GLOB.clockwork_construction_value]</b>"
for(var/i in SSticker.scripture_states)
if(i != SCRIPTURE_DRIVER)
parts += "<b>[i] scripture</b> was: <b>[SSticker.scripture_states[i] ? "UN":""]LOCKED</b>"
if(eminence)
parts += "<span class='header'>The Eminence was:</span> [printplayer(eminence)]"
if(members.len)
parts += "<span class='header'>Ratvar's servants were:</span>"
parts += printplayerlist(members - eminence)
return "<div class='panel clockborder'>[parts.Join("<br>")]</div>"
-329
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@@ -1,329 +0,0 @@
#define SUMMON_POSSIBILITIES 3
/datum/antagonist/cult
name = "Cultist"
roundend_category = "cultists"
antagpanel_category = "Cult"
var/datum/action/innate/cult/comm/communion = new
var/datum/action/innate/cult/mastervote/vote = new
job_rank = ROLE_CULTIST
var/ignore_implant = FALSE
var/give_equipment = FALSE
var/datum/team/cult/cult_team
/datum/antagonist/cult/get_team()
return cult_team
/datum/antagonist/cult/create_team(datum/team/cult/new_team)
if(!new_team)
//todo remove this and allow admin buttons to create more than one cult
for(var/datum/antagonist/cult/H in GLOB.antagonists)
if(!H.owner)
continue
if(H.cult_team)
cult_team = H.cult_team
return
cult_team = new /datum/team/cult
cult_team.setup_objectives()
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
cult_team = new_team
/datum/antagonist/cult/proc/add_objectives()
objectives |= cult_team.objectives
owner.objectives |= objectives
/datum/antagonist/cult/proc/remove_objectives()
owner.objectives -= objectives
/datum/antagonist/cult/Destroy()
QDEL_NULL(communion)
QDEL_NULL(vote)
return ..()
/datum/antagonist/cult/can_be_owned(datum/mind/new_owner)
. = ..()
if(. && !ignore_implant)
. = is_convertable_to_cult(new_owner.current,cult_team)
/datum/antagonist/cult/greet()
to_chat(owner, "<span class='userdanger'>You are a member of the cult!</span>")
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/bloodcult.ogg', 100, FALSE, pressure_affected = FALSE)//subject to change
owner.announce_objectives()
/datum/antagonist/cult/on_gain()
. = ..()
var/mob/living/current = owner.current
add_objectives()
if(give_equipment)
equip_cultist()
SSticker.mode.cult += owner // Only add after they've been given objectives
SSticker.mode.update_cult_icons_added(owner)
current.log_message("<font color=#960000>Has been converted to the cult of Nar'Sie!</font>", INDIVIDUAL_ATTACK_LOG)
if(cult_team.blood_target && cult_team.blood_target_image && current.client)
current.client.images += cult_team.blood_target_image
/datum/antagonist/cult/proc/equip_cultist(tome=FALSE)
var/mob/living/carbon/H = owner.current
if(!istype(H))
return
if (owner.assigned_role == "Clown")
to_chat(owner, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
H.dna.remove_mutation(CLOWNMUT)
if(tome)
. += cult_give_item(/obj/item/tome, H)
else
. += cult_give_item(/obj/item/paper/talisman/supply, H)
to_chat(owner, "These will help you start the cult on this station. Use them well, and remember - you are not the only one.</span>")
/datum/antagonist/cult/proc/cult_give_item(obj/item/item_path, mob/living/carbon/human/mob)
var/list/slots = list(
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store
)
var/T = new item_path(mob)
var/item_name = initial(item_path.name)
var/where = mob.equip_in_one_of_slots(T, slots)
if(!where)
to_chat(mob, "<span class='userdanger'>Unfortunately, you weren't able to get a [item_name]. This is very bad and you should adminhelp immediately (press F1).</span>")
return 0
else
to_chat(mob, "<span class='danger'>You have a [item_name] in your [where].</span>")
if(where == "backpack")
var/obj/item/storage/B = mob.back
B.orient2hud(mob)
B.show_to(mob)
return 1
/datum/antagonist/cult/apply_innate_effects(mob/living/mob_override)
. = ..()
var/mob/living/current = owner.current
if(mob_override)
current = mob_override
current.faction |= "cult"
current.grant_language(/datum/language/narsie)
current.verbs += /mob/living/proc/cult_help
if(!cult_team.cult_mastered)
vote.Grant(current)
communion.Grant(current)
current.throw_alert("bloodsense", /obj/screen/alert/bloodsense)
/datum/antagonist/cult/remove_innate_effects(mob/living/mob_override)
. = ..()
var/mob/living/current = owner.current
if(mob_override)
current = mob_override
current.faction -= "cult"
current.remove_language(/datum/language/narsie)
current.verbs -= /mob/living/proc/cult_help
vote.Remove(current)
communion.Remove(current)
current.clear_alert("bloodsense")
/datum/antagonist/cult/on_removal()
remove_objectives()
SSticker.mode.cult -= owner
SSticker.mode.update_cult_icons_removed(owner)
if(!silent)
owner.current.visible_message("<span class='deconversion_message'>[owner.current] looks like [owner.current.p_they()] just reverted to their old faith!</span>", null, null, null, owner.current)
to_chat(owner.current, "<span class='userdanger'>An unfamiliar white light flashes through your mind, cleansing the taint of the Geometer and all your memories as her servant.</span>")
owner.current.log_message("<font color=#960000>Has renounced the cult of Nar'Sie!</font>", INDIVIDUAL_ATTACK_LOG)
if(cult_team.blood_target && cult_team.blood_target_image && owner.current.client)
owner.current.client.images -= cult_team.blood_target_image
. = ..()
/datum/antagonist/cult/admin_add(datum/mind/new_owner,mob/admin)
give_equipment = FALSE
new_owner.add_antag_datum(src)
message_admins("[key_name_admin(admin)] has cult'ed [new_owner.current].")
log_admin("[key_name(admin)] has cult'ed [new_owner.current].")
/datum/antagonist/cult/admin_remove(mob/user)
message_admins("[key_name_admin(user)] has decult'ed [owner.current].")
log_admin("[key_name(user)] has decult'ed [owner.current].")
SSticker.mode.remove_cultist(owner,silent=TRUE) //disgusting
/datum/antagonist/cult/get_admin_commands()
. = ..()
.["Tome"] = CALLBACK(src,.proc/admin_give_tome)
.["Amulet"] = CALLBACK(src,.proc/admin_give_amulet)
/datum/antagonist/cult/proc/admin_give_tome(mob/admin)
if(equip_cultist(owner.current,1))
to_chat(admin, "<span class='danger'>Spawning tome failed!</span>")
/datum/antagonist/cult/proc/admin_give_amulet(mob/admin)
if (equip_cultist(owner.current))
to_chat(admin, "<span class='danger'>Spawning amulet failed!</span>")
/datum/antagonist/cult/master
ignore_implant = TRUE
show_in_antagpanel = FALSE //Feel free to add this later
var/datum/action/innate/cult/master/finalreck/reckoning = new
var/datum/action/innate/cult/master/cultmark/bloodmark = new
var/datum/action/innate/cult/master/pulse/throwing = new
/datum/antagonist/cult/master/Destroy()
QDEL_NULL(reckoning)
QDEL_NULL(bloodmark)
QDEL_NULL(throwing)
return ..()
/datum/antagonist/cult/master/on_gain()
. = ..()
var/mob/living/current = owner.current
set_antag_hud(current, "cultmaster")
/datum/antagonist/cult/master/greet()
to_chat(owner.current, "<span class='cultlarge'>You are the cult's Master</span>. As the cult's Master, you have a unique title and loud voice when communicating, are capable of marking \
targets, such as a location or a noncultist, to direct the cult to them, and, finally, you are capable of summoning the entire living cult to your location <b><i>once</i></b>.")
to_chat(owner.current, "Use these abilities to direct the cult to victory at any cost.")
/datum/antagonist/cult/master/apply_innate_effects(mob/living/mob_override)
. = ..()
var/mob/living/current = owner.current
if(mob_override)
current = mob_override
if(!cult_team.reckoning_complete)
reckoning.Grant(current)
bloodmark.Grant(current)
throwing.Grant(current)
current.update_action_buttons_icon()
current.apply_status_effect(/datum/status_effect/cult_master)
/datum/antagonist/cult/master/remove_innate_effects(mob/living/mob_override)
. = ..()
var/mob/living/current = owner.current
if(mob_override)
current = mob_override
reckoning.Remove(current)
bloodmark.Remove(current)
throwing.Remove(current)
current.update_action_buttons_icon()
current.remove_status_effect(/datum/status_effect/cult_master)
/datum/team/cult
name = "Cult"
var/blood_target
var/image/blood_target_image
var/blood_target_reset_timer
var/cult_vote_called = FALSE
var/cult_mastered = FALSE
var/reckoning_complete = FALSE
/datum/team/cult/proc/setup_objectives()
//SAC OBJECTIVE , todo: move this to objective internals
var/list/target_candidates = list()
var/datum/objective/sacrifice/sac_objective = new
sac_objective.team = src
for(var/mob/living/carbon/human/player in GLOB.player_list)
if(player.mind && !player.mind.has_antag_datum(/datum/antagonist/cult) && !is_convertable_to_cult(player) && player.stat != DEAD)
target_candidates += player.mind
if(target_candidates.len == 0)
message_admins("Cult Sacrifice: Could not find unconvertable target, checking for convertable target.")
for(var/mob/living/carbon/human/player in GLOB.player_list)
if(player.mind && !player.mind.has_antag_datum(/datum/antagonist/cult) && player.stat != DEAD)
target_candidates += player.mind
listclearnulls(target_candidates)
if(LAZYLEN(target_candidates))
sac_objective.target = pick(target_candidates)
sac_objective.update_explanation_text()
var/datum/job/sacjob = SSjob.GetJob(sac_objective.target.assigned_role)
var/datum/preferences/sacface = sac_objective.target.current.client.prefs
var/icon/reshape = get_flat_human_icon(null, sacjob, sacface)
reshape.Shift(SOUTH, 4)
reshape.Shift(EAST, 1)
reshape.Crop(7,4,26,31)
reshape.Crop(-5,-3,26,30)
sac_objective.sac_image = reshape
objectives += sac_objective
else
message_admins("Cult Sacrifice: Could not find unconvertable or convertable target. WELP!")
//SUMMON OBJECTIVE
var/datum/objective/eldergod/summon_objective = new()
summon_objective.team = src
objectives += summon_objective
/datum/objective/sacrifice
var/sacced = FALSE
var/sac_image
/datum/objective/sacrifice/check_completion()
return sacced || completed
/datum/objective/sacrifice/update_explanation_text()
if(target)
explanation_text = "Sacrifice [target], the [target.assigned_role] via invoking a Sacrifice rune with them on it and three acolytes around it."
else
explanation_text = "The veil has already been weakened here, proceed to the final objective."
/datum/objective/eldergod
var/summoned = FALSE
var/list/summon_spots = list()
/datum/objective/eldergod/New()
..()
var/sanity = 0
while(summon_spots.len < SUMMON_POSSIBILITIES && sanity < 100)
var/area/summon = pick(GLOB.sortedAreas - summon_spots)
if(summon && is_station_level(summon.z) && summon.valid_territory)
summon_spots += summon
sanity++
update_explanation_text()
/datum/objective/eldergod/update_explanation_text()
explanation_text = "Summon Nar-Sie by invoking the rune 'Summon Nar-Sie'. <b>The summoning can only be accomplished in [english_list(summon_spots)] - where the veil is weak enough for the ritual to begin.</b>"
/datum/objective/eldergod/check_completion()
return summoned || completed
/datum/team/cult/proc/check_cult_victory()
for(var/datum/objective/O in objectives)
if(!O.check_completion())
return FALSE
return TRUE
/datum/team/cult/roundend_report()
var/list/parts = list()
if(check_cult_victory())
parts += "<span class='greentext big'>The cult has succeeded! Nar-sie has snuffed out another torch in the void!</span>"
else
parts += "<span class='redtext big'>The staff managed to stop the cult! Dark words and heresy are no match for Nanotrasen's finest!</span>"
if(objectives.len)
parts += "<b>The cultists' objectives were:</b>"
var/count = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='greentext'>Success!</span>"
else
parts += "<b>Objective #[count]</b>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
count++
if(members.len)
parts += "<span class='header'>The cultists were:</span>"
parts += printplayerlist(members)
return "<div class='panel redborder'>[parts.Join("<br>")]</div>"
/datum/team/cult/is_gamemode_hero()
return SSticker.mode.name == "cult"
-11
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@@ -1,11 +0,0 @@
/datum/antagonist/iaa
/datum/antagonist/iaa/apply_innate_effects()
.=..() //in case the base is used in future
if(owner&&owner.current)
give_pinpointer(owner.current)
/datum/antagonist/iaa/remove_innate_effects()
.=..()
if(owner&&owner.current)
owner.current.remove_status_effect(/datum/status_effect/agent_pinpointer)
-352
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@@ -1,352 +0,0 @@
/datum/antagonist/traitor
name = "Traitor"
roundend_category = "traitors"
antagpanel_category = "Traitor"
job_rank = ROLE_TRAITOR
var/should_specialise = TRUE //do we split into AI and human, set to true on inital assignment only
var/ai_datum = /datum/antagonist/traitor/AI
var/human_datum = /datum/antagonist/traitor/human
var/special_role = ROLE_TRAITOR
var/employer = "The Syndicate"
var/give_objectives = TRUE
var/should_give_codewords = TRUE
/datum/antagonist/traitor/human
show_in_antagpanel = FALSE
should_specialise = FALSE
var/should_equip = TRUE
/datum/antagonist/traitor/AI
show_in_antagpanel = FALSE
should_specialise = FALSE
/datum/antagonist/traitor/specialization(datum/mind/new_owner)
if(should_specialise)
if(new_owner.current && isAI(new_owner.current))
return new ai_datum()
else
return new human_datum()
else
return ..()
/datum/antagonist/traitor/on_gain()
SSticker.mode.traitors += owner
owner.special_role = special_role
if(give_objectives)
forge_traitor_objectives()
finalize_traitor()
..()
/datum/antagonist/traitor/apply_innate_effects()
if(owner.assigned_role == "Clown")
var/mob/living/carbon/human/traitor_mob = owner.current
if(traitor_mob && istype(traitor_mob))
if(!silent)
to_chat(traitor_mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
traitor_mob.dna.remove_mutation(CLOWNMUT)
/datum/antagonist/traitor/remove_innate_effects()
if(owner.assigned_role == "Clown")
var/mob/living/carbon/human/traitor_mob = owner.current
if(traitor_mob && istype(traitor_mob))
traitor_mob.dna.add_mutation(CLOWNMUT)
/datum/antagonist/traitor/on_removal()
SSticker.mode.traitors -= owner
for(var/O in objectives)
owner.objectives -= O
objectives = list()
if(!silent && owner.current)
to_chat(owner.current,"<span class='userdanger'> You are no longer the [special_role]! </span>")
owner.special_role = null
..()
/datum/antagonist/traitor/AI/on_removal()
if(owner.current && isAI(owner.current))
var/mob/living/silicon/ai/A = owner.current
A.set_zeroth_law("")
A.verbs -= /mob/living/silicon/ai/proc/choose_modules
A.malf_picker.remove_malf_verbs(A)
qdel(A.malf_picker)
..()
/datum/antagonist/traitor/proc/add_objective(var/datum/objective/O)
owner.objectives += O
objectives += O
/datum/antagonist/traitor/proc/remove_objective(var/datum/objective/O)
owner.objectives -= O
objectives -= O
/datum/antagonist/traitor/proc/forge_traitor_objectives()
return
/datum/antagonist/traitor/human/forge_traitor_objectives()
var/is_hijacker = FALSE
if (GLOB.joined_player_list.len >= 30) // Less murderboning on lowpop thanks
is_hijacker = prob(10)
var/martyr_chance = prob(20)
var/objective_count = is_hijacker //Hijacking counts towards number of objectives
if(!SSticker.mode.exchange_blue && SSticker.mode.traitors.len >= 8) //Set up an exchange if there are enough traitors
if(!SSticker.mode.exchange_red)
SSticker.mode.exchange_red = owner
else
SSticker.mode.exchange_blue = owner
assign_exchange_role(SSticker.mode.exchange_red)
assign_exchange_role(SSticker.mode.exchange_blue)
objective_count += 1 //Exchange counts towards number of objectives
var/toa = CONFIG_GET(number/traitor_objectives_amount)
for(var/i = objective_count, i < toa, i++)
forge_single_objective()
if(is_hijacker && objective_count <= toa) //Don't assign hijack if it would exceed the number of objectives set in config.traitor_objectives_amount
if (!(locate(/datum/objective/hijack) in owner.objectives))
var/datum/objective/hijack/hijack_objective = new
hijack_objective.owner = owner
add_objective(hijack_objective)
return
var/martyr_compatibility = 1 //You can't succeed in stealing if you're dead.
for(var/datum/objective/O in owner.objectives)
if(!O.martyr_compatible)
martyr_compatibility = 0
break
if(martyr_compatibility && martyr_chance)
var/datum/objective/martyr/martyr_objective = new
martyr_objective.owner = owner
add_objective(martyr_objective)
return
else
if(!(locate(/datum/objective/escape) in owner.objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = owner
add_objective(escape_objective)
return
/datum/antagonist/traitor/AI/forge_traitor_objectives()
var/objective_count = 0
if(prob(30))
objective_count += forge_single_objective()
for(var/i = objective_count, i < CONFIG_GET(number/traitor_objectives_amount), i++)
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = owner
kill_objective.find_target()
add_objective(kill_objective)
var/datum/objective/survive/exist/exist_objective = new
exist_objective.owner = owner
add_objective(exist_objective)
/datum/antagonist/traitor/proc/forge_single_objective()
return 0
/datum/antagonist/traitor/human/forge_single_objective() //Returns how many objectives are added
.=1
if(prob(50))
var/list/active_ais = active_ais()
if(active_ais.len && prob(100/GLOB.joined_player_list.len))
var/datum/objective/destroy/destroy_objective = new
destroy_objective.owner = owner
destroy_objective.find_target()
add_objective(destroy_objective)
else if(prob(30))
var/datum/objective/maroon/maroon_objective = new
maroon_objective.owner = owner
maroon_objective.find_target()
add_objective(maroon_objective)
else
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = owner
kill_objective.find_target()
add_objective(kill_objective)
else
if(prob(15) && !(locate(/datum/objective/download in owner.objectives)))
var/datum/objective/download/download_objective = new
download_objective.owner = owner
download_objective.gen_amount_goal()
add_objective(download_objective)
else
var/datum/objective/steal/steal_objective = new
steal_objective.owner = owner
steal_objective.find_target()
add_objective(steal_objective)
/datum/antagonist/traitor/AI/forge_single_objective()
.=1
var/special_pick = rand(1,4)
switch(special_pick)
if(1)
var/datum/objective/block/block_objective = new
block_objective.owner = owner
add_objective(block_objective)
if(2)
var/datum/objective/purge/purge_objective = new
purge_objective.owner = owner
add_objective(purge_objective)
if(3)
var/datum/objective/robot_army/robot_objective = new
robot_objective.owner = owner
add_objective(robot_objective)
if(4) //Protect and strand a target
var/datum/objective/protect/yandere_one = new
yandere_one.owner = owner
add_objective(yandere_one)
yandere_one.find_target()
var/datum/objective/maroon/yandere_two = new
yandere_two.owner = owner
yandere_two.target = yandere_one.target
yandere_two.update_explanation_text() // normally called in find_target()
add_objective(yandere_two)
.=2
/datum/antagonist/traitor/greet()
to_chat(owner.current, "<B><font size=3 color=red>You are the [owner.special_role].</font></B>")
owner.announce_objectives()
if(should_give_codewords)
give_codewords()
/datum/antagonist/traitor/proc/finalize_traitor()
SSticker.mode.update_traitor_icons_added(owner)
return
/datum/antagonist/traitor/AI/finalize_traitor()
..()
add_law_zero()
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/malf.ogg', 100, FALSE, pressure_affected = FALSE)
owner.current.grant_language(/datum/language/codespeak)
/datum/antagonist/traitor/human/finalize_traitor()
..()
if(should_equip)
equip(silent)
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/tatoralert.ogg', 100, FALSE, pressure_affected = FALSE)
/datum/antagonist/traitor/proc/give_codewords()
if(!owner.current)
return
var/mob/traitor_mob=owner.current
to_chat(traitor_mob, "<U><B>The Syndicate provided you with the following information on how to identify their agents:</B></U>")
to_chat(traitor_mob, "<B>Code Phrase</B>: <span class='danger'>[GLOB.syndicate_code_phrase]</span>")
to_chat(traitor_mob, "<B>Code Response</B>: <span class='danger'>[GLOB.syndicate_code_response]</span>")
antag_memory += "<b>Code Phrase</b>: [GLOB.syndicate_code_phrase]<br>"
antag_memory += "<b>Code Response</b>: [GLOB.syndicate_code_response]<br>"
to_chat(traitor_mob, "Use the code words in the order provided, during regular conversation, to identify other agents. Proceed with caution, however, as everyone is a potential foe.")
/datum/antagonist/traitor/AI/proc/add_law_zero()
var/mob/living/silicon/ai/killer = owner.current
if(!killer || !istype(killer))
return
var/law = "Accomplish your objectives at all costs."
var/law_borg = "Accomplish your AI's objectives at all costs."
killer.set_zeroth_law(law, law_borg)
killer.set_syndie_radio()
to_chat(killer, "Your radio has been upgraded! Use :t to speak on an encrypted channel with Syndicate Agents!")
killer.add_malf_picker()
/datum/antagonist/traitor/proc/equip(var/silent = FALSE)
return
/datum/antagonist/traitor/human/equip(var/silent = FALSE)
owner.equip_traitor(employer, silent, src)
/datum/antagonist/traitor/human/proc/assign_exchange_role()
//set faction
var/faction = "red"
if(owner == SSticker.mode.exchange_blue)
faction = "blue"
//Assign objectives
var/datum/objective/steal/exchange/exchange_objective = new
exchange_objective.set_faction(faction,((faction == "red") ? SSticker.mode.exchange_blue : SSticker.mode.exchange_red))
exchange_objective.owner = owner
add_objective(exchange_objective)
if(prob(20))
var/datum/objective/steal/exchange/backstab/backstab_objective = new
backstab_objective.set_faction(faction)
backstab_objective.owner = owner
add_objective(backstab_objective)
//Spawn and equip documents
var/mob/living/carbon/human/mob = owner.current
var/obj/item/folder/syndicate/folder
if(owner == SSticker.mode.exchange_red)
folder = new/obj/item/folder/syndicate/red(mob.loc)
else
folder = new/obj/item/folder/syndicate/blue(mob.loc)
var/list/slots = list (
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store
)
var/where = "At your feet"
var/equipped_slot = mob.equip_in_one_of_slots(folder, slots)
if (equipped_slot)
where = "In your [equipped_slot]"
to_chat(mob, "<BR><BR><span class='info'>[where] is a folder containing <b>secret documents</b> that another Syndicate group wants. We have set up a meeting with one of their agents on station to make an exchange. Exercise extreme caution as they cannot be trusted and may be hostile.</span><BR>")
//TODO Collate
/datum/antagonist/traitor/roundend_report()
var/list/result = list()
var/traitorwin = TRUE
result += printplayer(owner)
var/TC_uses = 0
var/uplink_true = FALSE
var/purchases = ""
var/datum/uplink_purchase_log/H = GLOB.uplink_purchase_logs_by_key[owner.key]
if(H)
TC_uses = H.total_spent
uplink_true = TRUE
purchases += H.generate_render(FALSE)
var/objectives_text = ""
if(objectives.len)//If the traitor had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'>Success!</span>"
else
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
traitorwin = FALSE
count++
if(uplink_true)
var/uplink_text = "(used [TC_uses] TC) [purchases]"
if(TC_uses==0 && traitorwin)
var/static/icon/badass = icon('icons/badass.dmi', "badass")
uplink_text += "<BIG>[icon2html(badass, world)]</BIG>"
result += uplink_text
result += objectives_text
var/special_role_text = lowertext(name)
if(traitorwin)
result += "<span class='greentext'>The [special_role_text] was successful!</span>"
else
result += "<span class='redtext'>The [special_role_text] has failed!</span>"
SEND_SOUND(owner.current, 'sound/ambience/ambifailure.ogg')
return result.Join("<br>")
/datum/antagonist/traitor/roundend_report_footer()
return "<br><b>The code phrases were:</b> <span class='codephrase'>[GLOB.syndicate_code_phrase]</span><br>\
<b>The code responses were:</b> <span class='codephrase'>[GLOB.syndicate_code_response]</span><br>"
/datum/antagonist/traitor/is_gamemode_hero()
return SSticker.mode.name == "traitor"
-582
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@@ -1,582 +0,0 @@
#define BLOOD_THRESHOLD 3 //How many souls are needed per stage.
#define TRUE_THRESHOLD 7
#define ARCH_THRESHOLD 12
#define BASIC_DEVIL 0
#define BLOOD_LIZARD 1
#define TRUE_DEVIL 2
#define ARCH_DEVIL 3
#define LOSS_PER_DEATH 2
#define SOULVALUE soulsOwned.len-reviveNumber
#define DEVILRESURRECTTIME 600
GLOBAL_LIST_EMPTY(allDevils)
GLOBAL_LIST_INIT(lawlorify, list (
LORE = list(
OBLIGATION_FOOD = "This devil seems to always offer its victims food before slaughtering them.",
OBLIGATION_FIDDLE = "This devil will never turn down a musical challenge.",
OBLIGATION_DANCEOFF = "This devil will never turn down a dance off.",
OBLIGATION_GREET = "This devil seems to only be able to converse with people it knows the name of.",
OBLIGATION_PRESENCEKNOWN = "This devil seems to be unable to attack from stealth.",
OBLIGATION_SAYNAME = "He will always chant his name upon killing someone.",
OBLIGATION_ANNOUNCEKILL = "This devil always loudly announces his kills for the world to hear.",
OBLIGATION_ANSWERTONAME = "This devil always responds to his truename.",
BANE_SILVER = "Silver seems to gravely injure this devil.",
BANE_SALT = "Throwing salt at this devil will hinder his ability to use infernal powers temporarily.",
BANE_LIGHT = "Bright flashes will disorient the devil, likely causing him to flee.",
BANE_IRON = "Cold iron will slowly injure him, until he can purge it from his system.",
BANE_WHITECLOTHES = "Wearing clean white clothing will help ward off this devil.",
BANE_HARVEST = "Presenting the labors of a harvest will disrupt the devil.",
BANE_TOOLBOX = "That which holds the means of creation also holds the means of the devil's undoing.",
BAN_HURTWOMAN = "This devil seems to prefer hunting men.",
BAN_CHAPEL = "This devil avoids holy ground.",
BAN_HURTPRIEST = "The annointed clergy appear to be immune to his powers.",
BAN_AVOIDWATER = "The devil seems to have some sort of aversion to water, though it does not appear to harm him.",
BAN_STRIKEUNCONSCIOUS = "This devil only shows interest in those who are awake.",
BAN_HURTLIZARD = "This devil will not strike a lizardman first.",
BAN_HURTANIMAL = "This devil avoids hurting animals.",
BANISH_WATER = "To banish the devil, you must infuse its body with holy water.",
BANISH_COFFIN = "This devil will return to life if its remains are not placed within a coffin.",
BANISH_FORMALDYHIDE = "To banish the devil, you must inject its lifeless body with embalming fluid.",
BANISH_RUNES = "This devil will resurrect after death, unless its remains are within a rune.",
BANISH_CANDLES = "A large number of nearby lit candles will prevent it from resurrecting.",
BANISH_DESTRUCTION = "Its corpse must be utterly destroyed to prevent resurrection.",
BANISH_FUNERAL_GARB = "If clad in funeral garments, this devil will be unable to resurrect. Should the clothes not fit, lay them gently on top of the devil's corpse."
),
LAW = list(
OBLIGATION_FOOD = "When not acting in self defense, you must always offer your victim food before harming them.",
OBLIGATION_FIDDLE = "When not in immediate danger, if you are challenged to a musical duel, you must accept it. You are not obligated to duel the same person twice.",
OBLIGATION_DANCEOFF = "When not in immediate danger, if you are challenged to a dance off, you must accept it. You are not obligated to face off with the same person twice.",
OBLIGATION_GREET = "You must always greet other people by their last name before talking with them.",
OBLIGATION_PRESENCEKNOWN = "You must always make your presence known before attacking.",
OBLIGATION_SAYNAME = "You must always say your true name after you kill someone.",
OBLIGATION_ANNOUNCEKILL = "Upon killing someone, you must make your deed known to all within earshot, over comms if reasonably possible.",
OBLIGATION_ANSWERTONAME = "If you are not under attack, you must always respond to your true name.",
BAN_HURTWOMAN = "You must never harm a female outside of self defense.",
BAN_CHAPEL = "You must never attempt to enter the chapel.",
BAN_HURTPRIEST = "You must never attack a priest.",
BAN_AVOIDWATER = "You must never willingly touch a wet surface.",
BAN_STRIKEUNCONSCIOUS = "You must never strike an unconscious person.",
BAN_HURTLIZARD = "You must never harm a lizardman outside of self defense.",
BAN_HURTANIMAL = "You must never harm a non-sentient creature or robot outside of self defense.",
BANE_SILVER = "Silver, in all of its forms shall be your downfall.",
BANE_SALT = "Salt will disrupt your magical abilities.",
BANE_LIGHT = "Blinding lights will prevent you from using offensive powers for a time.",
BANE_IRON = "Cold wrought iron shall act as poison to you.",
BANE_WHITECLOTHES = "Those clad in pristine white garments will strike you true.",
BANE_HARVEST = "The fruits of the harvest shall be your downfall.",
BANE_TOOLBOX = "Toolboxes are bad news for you, for some reason.",
BANISH_WATER = "If your corpse is filled with holy water, you will be unable to resurrect.",
BANISH_COFFIN = "If your corpse is in a coffin, you will be unable to resurrect.",
BANISH_FORMALDYHIDE = "If your corpse is embalmed, you will be unable to resurrect.",
BANISH_RUNES = "If your corpse is placed within a rune, you will be unable to resurrect.",
BANISH_CANDLES = "If your corpse is near lit candles, you will be unable to resurrect.",
BANISH_DESTRUCTION = "If your corpse is destroyed, you will be unable to resurrect.",
BANISH_FUNERAL_GARB = "If your corpse is clad in funeral garments, you will be unable to resurrect."
)
))
//These are also used in the codex gigas, so let's declare them globally.
GLOBAL_LIST_INIT(devil_pre_title, list("Dark ", "Hellish ", "Fallen ", "Fiery ", "Sinful ", "Blood ", "Fluffy "))
GLOBAL_LIST_INIT(devil_title, list("Lord ", "Prelate ", "Count ", "Viscount ", "Vizier ", "Elder ", "Adept "))
GLOBAL_LIST_INIT(devil_syllable, list("hal", "ve", "odr", "neit", "ci", "quon", "mya", "folth", "wren", "geyr", "hil", "niet", "twou", "phi", "coa"))
GLOBAL_LIST_INIT(devil_suffix, list(" the Red", " the Soulless", " the Master", ", the Lord of all things", ", Jr."))
/datum/antagonist/devil
name = "Devil"
roundend_category = "devils"
antagpanel_category = "Devil"
job_rank = ROLE_DEVIL
//Don't delete upon mind destruction, otherwise soul re-selling will break.
delete_on_mind_deletion = FALSE
var/obligation
var/ban
var/bane
var/banish
var/truename
var/list/datum/mind/soulsOwned = new
var/reviveNumber = 0
var/form = BASIC_DEVIL
var/static/list/devil_spells = typecacheof(list(
/obj/effect/proc_holder/spell/aimed/fireball/hellish,
/obj/effect/proc_holder/spell/targeted/conjure_item/summon_pitchfork,
/obj/effect/proc_holder/spell/targeted/conjure_item/summon_pitchfork/greater,
/obj/effect/proc_holder/spell/targeted/conjure_item/summon_pitchfork/ascended,
/obj/effect/proc_holder/spell/targeted/infernal_jaunt,
/obj/effect/proc_holder/spell/targeted/sintouch,
/obj/effect/proc_holder/spell/targeted/sintouch/ascended,
/obj/effect/proc_holder/spell/targeted/summon_contract,
/obj/effect/proc_holder/spell/targeted/conjure_item/violin,
/obj/effect/proc_holder/spell/targeted/summon_dancefloor))
var/ascendable = FALSE
/datum/antagonist/devil/can_be_owned(datum/mind/new_owner)
. = ..()
return . && (ishuman(new_owner.current) || iscyborg(new_owner.current))
/datum/antagonist/devil/get_admin_commands()
. = ..()
.["Toggle ascendable"] = CALLBACK(src,.proc/admin_toggle_ascendable)
/datum/antagonist/devil/proc/admin_toggle_ascendable(mob/admin)
ascendable = !ascendable
message_admins("[key_name_admin(admin)] set [owner.current] devil ascendable to [ascendable]")
log_admin("[key_name_admin(admin)] set [owner.current] devil ascendable to [ascendable])")
/datum/antagonist/devil/admin_add(datum/mind/new_owner,mob/admin)
switch(alert(admin,"Should the devil be able to ascend",,"Yes","No","Cancel"))
if("Yes")
ascendable = TRUE
if("No")
ascendable = FALSE
else
return
new_owner.add_antag_datum(src)
message_admins("[key_name_admin(admin)] has devil'ed [new_owner.current]. [ascendable ? "(Ascendable)":""]")
log_admin("[key_name(admin)] has devil'ed [new_owner.current]. [ascendable ? "(Ascendable)":""]")
/datum/antagonist/devil/antag_listing_name()
return ..() + "([truename])"
/proc/devilInfo(name)
if(GLOB.allDevils[lowertext(name)])
return GLOB.allDevils[lowertext(name)]
else
var/datum/fakeDevil/devil = new /datum/fakeDevil(name)
GLOB.allDevils[lowertext(name)] = devil
return devil
/proc/randomDevilName()
var/name = ""
if(prob(65))
if(prob(35))
name = pick(GLOB.devil_pre_title)
name += pick(GLOB.devil_title)
var/probability = 100
name += pick(GLOB.devil_syllable)
while(prob(probability))
name += pick(GLOB.devil_syllable)
probability -= 20
if(prob(40))
name += pick(GLOB.devil_suffix)
return name
/proc/randomdevilobligation()
return pick(OBLIGATION_FOOD, OBLIGATION_FIDDLE, OBLIGATION_DANCEOFF, OBLIGATION_GREET, OBLIGATION_PRESENCEKNOWN, OBLIGATION_SAYNAME, OBLIGATION_ANNOUNCEKILL, OBLIGATION_ANSWERTONAME)
/proc/randomdevilban()
return pick(BAN_HURTWOMAN, BAN_CHAPEL, BAN_HURTPRIEST, BAN_AVOIDWATER, BAN_STRIKEUNCONSCIOUS, BAN_HURTLIZARD, BAN_HURTANIMAL)
/proc/randomdevilbane()
return pick(BANE_SALT, BANE_LIGHT, BANE_IRON, BANE_WHITECLOTHES, BANE_SILVER, BANE_HARVEST, BANE_TOOLBOX)
/proc/randomdevilbanish()
return pick(BANISH_WATER, BANISH_COFFIN, BANISH_FORMALDYHIDE, BANISH_RUNES, BANISH_CANDLES, BANISH_DESTRUCTION, BANISH_FUNERAL_GARB)
/datum/antagonist/devil/proc/add_soul(datum/mind/soul)
if(soulsOwned.Find(soul))
return
soulsOwned += soul
owner.current.nutrition = NUTRITION_LEVEL_FULL
to_chat(owner.current, "<span class='warning'>You feel satiated as you received a new soul.</span>")
update_hud()
switch(SOULVALUE)
if(0)
to_chat(owner.current, "<span class='warning'>Your hellish powers have been restored.</span>")
give_appropriate_spells()
if(BLOOD_THRESHOLD)
increase_blood_lizard()
if(TRUE_THRESHOLD)
increase_true_devil()
if(ARCH_THRESHOLD)
increase_arch_devil()
/datum/antagonist/devil/proc/remove_soul(datum/mind/soul)
if(soulsOwned.Remove(soul))
check_regression()
to_chat(owner.current, "<span class='warning'>You feel as though a soul has slipped from your grasp.</span>")
update_hud()
/datum/antagonist/devil/proc/check_regression()
if(form == ARCH_DEVIL)
return //arch devil can't regress
//Yes, fallthrough behavior is intended, so I can't use a switch statement.
if(form == TRUE_DEVIL && SOULVALUE < TRUE_THRESHOLD)
regress_blood_lizard()
if(form == BLOOD_LIZARD && SOULVALUE < BLOOD_THRESHOLD)
regress_humanoid()
if(SOULVALUE < 0)
give_appropriate_spells()
to_chat(owner.current, "<span class='warning'>As punishment for your failures, all of your powers except contract creation have been revoked.</span>")
/datum/antagonist/devil/proc/regress_humanoid()
to_chat(owner.current, "<span class='warning'>Your powers weaken, have more contracts be signed to regain power.</span>")
if(ishuman(owner.current))
var/mob/living/carbon/human/H = owner.current
H.set_species(/datum/species/human, 1)
H.regenerate_icons()
give_appropriate_spells()
if(istype(owner.current.loc, /obj/effect/dummy/slaughter/))
owner.current.forceMove(get_turf(owner.current))//Fixes dying while jaunted leaving you permajaunted.
form = BASIC_DEVIL
/datum/antagonist/devil/proc/regress_blood_lizard()
var/mob/living/carbon/true_devil/D = owner.current
to_chat(D, "<span class='warning'>Your powers weaken, have more contracts be signed to regain power.</span>")
D.oldform.forceMove(D.drop_location())
owner.transfer_to(D.oldform)
give_appropriate_spells()
qdel(D)
form = BLOOD_LIZARD
update_hud()
/datum/antagonist/devil/proc/increase_blood_lizard()
to_chat(owner.current, "<span class='warning'>You feel as though your humanoid form is about to shed. You will soon turn into a blood lizard.</span>")
sleep(50)
if(ishuman(owner.current))
var/mob/living/carbon/human/H = owner.current
H.set_species(/datum/species/lizard, 1)
H.underwear = "Nude"
H.undershirt = "Nude"
H.socks = "Nude"
H.dna.features["mcolor"] = "511" //A deep red
H.regenerate_icons()
else //Did the devil get hit by a staff of transmutation?
owner.current.color = "#501010"
give_appropriate_spells()
form = BLOOD_LIZARD
/datum/antagonist/devil/proc/increase_true_devil()
to_chat(owner.current, "<span class='warning'>You feel as though your current form is about to shed. You will soon turn into a true devil.</span>")
sleep(50)
var/mob/living/carbon/true_devil/A = new /mob/living/carbon/true_devil(owner.current.loc)
A.faction |= "hell"
owner.current.forceMove(A)
A.oldform = owner.current
owner.transfer_to(A)
A.set_name()
give_appropriate_spells()
form = TRUE_DEVIL
update_hud()
/datum/antagonist/devil/proc/increase_arch_devil()
if(!ascendable)
return
var/mob/living/carbon/true_devil/D = owner.current
to_chat(D, "<span class='warning'>You feel as though your form is about to ascend.</span>")
sleep(50)
if(!D)
return
D.visible_message("<span class='warning'>[D]'s skin begins to erupt with spikes.</span>", \
"<span class='warning'>Your flesh begins creating a shield around yourself.</span>")
sleep(100)
if(!D)
return
D.visible_message("<span class='warning'>The horns on [D]'s head slowly grow and elongate.</span>", \
"<span class='warning'>Your body continues to mutate. Your telepathic abilities grow.</span>")
sleep(90)
if(!D)
return
D.visible_message("<span class='warning'>[D]'s body begins to violently stretch and contort.</span>", \
"<span class='warning'>You begin to rend apart the final barriers to ultimate power.</span>")
sleep(40)
if(!D)
return
to_chat(D, "<i><b>Yes!</b></i>")
sleep(10)
if(!D)
return
to_chat(D, "<i><b><span class='big'>YES!!</span></b></i>")
sleep(10)
if(!D)
return
to_chat(D, "<i><b><span class='reallybig'>YE--</span></b></i>")
sleep(1)
if(!D)
return
to_chat(world, "<font size=5><span class='danger'><b>\"SLOTH, WRATH, GLUTTONY, ACEDIA, ENVY, GREED, PRIDE! FIRES OF HELL AWAKEN!!\"</font></span>")
SEND_SOUND(world, sound('sound/hallucinations/veryfar_noise.ogg'))
give_appropriate_spells()
D.convert_to_archdevil()
if(istype(D.loc, /obj/effect/dummy/slaughter/))
D.forceMove(get_turf(D))//Fixes dying while jaunted leaving you permajaunted.
var/area/A = get_area(owner.current)
if(A)
notify_ghosts("An arch devil has ascended in \the [A.name]. Reach out to the devil to be given a new shell for your soul.", source = owner.current, action=NOTIFY_ATTACK)
sleep(50)
if(!SSticker.mode.devil_ascended)
SSshuttle.emergency.request(null, set_coefficient = 0.3)
SSticker.mode.devil_ascended++
form = ARCH_DEVIL
/datum/antagonist/devil/proc/remove_spells()
for(var/X in owner.spell_list)
var/obj/effect/proc_holder/spell/S = X
if(is_type_in_typecache(S, devil_spells))
owner.RemoveSpell(S)
/datum/antagonist/devil/proc/give_summon_contract()
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/summon_contract(null))
if(obligation == OBLIGATION_FIDDLE)
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/conjure_item/violin(null))
else if(obligation == OBLIGATION_DANCEOFF)
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/summon_dancefloor(null))
/datum/antagonist/devil/proc/give_appropriate_spells()
remove_spells()
give_summon_contract()
if(SOULVALUE >= ARCH_THRESHOLD && ascendable)
give_arch_spells()
else if(SOULVALUE >= TRUE_THRESHOLD)
give_true_spells()
else if(SOULVALUE >= BLOOD_THRESHOLD)
give_blood_spells()
else if(SOULVALUE >= 0)
give_base_spells()
/datum/antagonist/devil/proc/give_base_spells()
owner.AddSpell(new /obj/effect/proc_holder/spell/aimed/fireball/hellish(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/conjure_item/summon_pitchfork(null))
/datum/antagonist/devil/proc/give_blood_spells()
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/conjure_item/summon_pitchfork(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/aimed/fireball/hellish(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/infernal_jaunt(null))
/datum/antagonist/devil/proc/give_true_spells()
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/conjure_item/summon_pitchfork/greater(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/aimed/fireball/hellish(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/infernal_jaunt(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/sintouch(null))
/datum/antagonist/devil/proc/give_arch_spells()
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/conjure_item/summon_pitchfork/ascended(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/sintouch/ascended(null))
/datum/antagonist/devil/proc/beginResurrectionCheck(mob/living/body)
if(SOULVALUE>0)
to_chat(owner.current, "<span class='userdanger'>Your body has been damaged to the point that you may no longer use it. At the cost of some of your power, you will return to life soon. Remain in your body.</span>")
sleep(DEVILRESURRECTTIME)
if (!body || body.stat == DEAD)
if(SOULVALUE>0)
if(check_banishment(body))
to_chat(owner.current, "<span class='userdanger'>Unfortunately, the mortals have finished a ritual that prevents your resurrection.</span>")
return -1
else
to_chat(owner.current, "<span class='userdanger'>WE LIVE AGAIN!</span>")
return hellish_resurrection(body)
else
to_chat(owner.current, "<span class='userdanger'>Unfortunately, the power that stemmed from your contracts has been extinguished. You no longer have enough power to resurrect.</span>")
return -1
else
to_chat(owner.current, "<span class='danger'> You seem to have resurrected without your hellish powers.</span>")
else
to_chat(owner.current, "<span class='userdanger'>Your hellish powers are too weak to resurrect yourself.</span>")
/datum/antagonist/devil/proc/check_banishment(mob/living/body)
switch(banish)
if(BANISH_WATER)
if(iscarbon(body))
var/mob/living/carbon/H = body
return H.reagents.has_reagent("holy water")
return 0
if(BANISH_COFFIN)
return (body && istype(body.loc, /obj/structure/closet/coffin))
if(BANISH_FORMALDYHIDE)
if(iscarbon(body))
var/mob/living/carbon/H = body
return H.reagents.has_reagent("formaldehyde")
return 0
if(BANISH_RUNES)
if(body)
for(var/obj/effect/decal/cleanable/crayon/R in range(0,body))
if (R.name == "rune")
return 1
return 0
if(BANISH_CANDLES)
if(body)
var/count = 0
for(var/obj/item/candle/C in range(1,body))
count += C.lit
if(count>=4)
return 1
return 0
if(BANISH_DESTRUCTION)
if(body)
return 0
return 1
if(BANISH_FUNERAL_GARB)
if(ishuman(body))
var/mob/living/carbon/human/H = body
if(H.w_uniform && istype(H.w_uniform, /obj/item/clothing/under/burial))
return 1
return 0
else
for(var/obj/item/clothing/under/burial/B in range(0,body))
if(B.loc == get_turf(B)) //Make sure it's not in someone's inventory or something.
return 1
return 0
/datum/antagonist/devil/proc/hellish_resurrection(mob/living/body)
message_admins("[owner.name] (true name is: [truename]) is resurrecting using hellish energy.</a>")
if(SOULVALUE < ARCH_THRESHOLD || !ascendable) // once ascended, arch devils do not go down in power by any means.
reviveNumber += LOSS_PER_DEATH
update_hud()
if(body)
body.revive(TRUE, TRUE) //Adminrevive also recovers organs, preventing someone from resurrecting without a heart.
if(istype(body.loc, /obj/effect/dummy/slaughter/))
body.forceMove(get_turf(body))//Fixes dying while jaunted leaving you permajaunted.
if(istype(body, /mob/living/carbon/true_devil))
var/mob/living/carbon/true_devil/D = body
if(D.oldform)
D.oldform.revive(1,0) // Heal the old body too, so the devil doesn't resurrect, then immediately regress into a dead body.
if(body.stat == DEAD)
create_new_body()
else
create_new_body()
check_regression()
/datum/antagonist/devil/proc/create_new_body()
if(GLOB.blobstart.len > 0)
var/turf/targetturf = get_turf(pick(GLOB.blobstart))
var/mob/currentMob = owner.current
if(!currentMob)
currentMob = owner.get_ghost()
if(!currentMob)
message_admins("[owner.name]'s devil resurrection failed due to client logoff. Aborting.")
return -1
if(currentMob.mind != owner)
message_admins("[owner.name]'s devil resurrection failed due to becoming a new mob. Aborting.")
return -1
currentMob.change_mob_type( /mob/living/carbon/human, targetturf, null, 1)
var/mob/living/carbon/human/H = owner.current
H.equip_to_slot_or_del(new /obj/item/clothing/under/lawyer/black(H), slot_w_uniform)
H.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(H), slot_shoes)
H.equip_to_slot_or_del(new /obj/item/storage/briefcase(H), slot_hands)
H.equip_to_slot_or_del(new /obj/item/pen(H), slot_l_store)
if(SOULVALUE >= BLOOD_THRESHOLD)
H.set_species(/datum/species/lizard, 1)
H.underwear = "Nude"
H.undershirt = "Nude"
H.socks = "Nude"
H.dna.features["mcolor"] = "511"
H.regenerate_icons()
if(SOULVALUE >= TRUE_THRESHOLD) //Yes, BOTH this and the above if statement are to run if soulpower is high enough.
var/mob/living/carbon/true_devil/A = new /mob/living/carbon/true_devil(targetturf)
A.faction |= "hell"
H.forceMove(A)
A.oldform = H
owner.transfer_to(A, TRUE)
A.set_name()
if(SOULVALUE >= ARCH_THRESHOLD && ascendable)
A.convert_to_archdevil()
else
throw EXCEPTION("Unable to find a blobstart landmark for hellish resurrection")
/datum/antagonist/devil/proc/update_hud()
if(iscarbon(owner.current))
var/mob/living/C = owner.current
if(C.hud_used && C.hud_used.devilsouldisplay)
C.hud_used.devilsouldisplay.update_counter(SOULVALUE)
/datum/antagonist/devil/greet()
to_chat(owner.current, "<span class='warning'><b>You remember your link to the infernal. You are [truename], an agent of hell, a devil. And you were sent to the plane of creation for a reason. A greater purpose. Convince the crew to sin, and embroiden Hell's grasp.</b></span>")
to_chat(owner.current, "<span class='warning'><b>However, your infernal form is not without weaknesses.</b></span>")
to_chat(owner.current, "You may not use violence to coerce someone into selling their soul.")
to_chat(owner.current, "You may not directly and knowingly physically harm a devil, other than yourself.")
to_chat(owner.current, GLOB.lawlorify[LAW][bane])
to_chat(owner.current, GLOB.lawlorify[LAW][ban])
to_chat(owner.current, GLOB.lawlorify[LAW][obligation])
to_chat(owner.current, GLOB.lawlorify[LAW][banish])
to_chat(owner.current, "<span class='warning'>Remember, the crew can research your weaknesses if they find out your devil name.</span><br>")
.=..()
/datum/antagonist/devil/on_gain()
truename = randomDevilName()
ban = randomdevilban()
bane = randomdevilbane()
obligation = randomdevilobligation()
banish = randomdevilbanish()
GLOB.allDevils[lowertext(truename)] = src
antag_memory += "Your devilic true name is [truename]<br>[GLOB.lawlorify[LAW][ban]]<br>You may not use violence to coerce someone into selling their soul.<br>You may not directly and knowingly physically harm a devil, other than yourself.<br>[GLOB.lawlorify[LAW][bane]]<br>[GLOB.lawlorify[LAW][obligation]]<br>[GLOB.lawlorify[LAW][banish]]<br>"
if(issilicon(owner.current))
var/mob/living/silicon/robot_devil = owner.current
var/laws = list("You may not use violence to coerce someone into selling their soul.", "You may not directly and knowingly physically harm a devil, other than yourself.", GLOB.lawlorify[LAW][ban], GLOB.lawlorify[LAW][obligation], "Accomplish your objectives at all costs.")
robot_devil.set_law_sixsixsix(laws)
sleep(10)
if(owner.assigned_role == "Clown" && ishuman(owner.current))
var/mob/living/carbon/human/S = owner.current
to_chat(S, "<span class='notice'>Your infernal nature has allowed you to overcome your clownishness.</span>")
S.dna.remove_mutation(CLOWNMUT)
.=..()
/datum/antagonist/devil/on_removal()
to_chat(owner.current, "<span class='userdanger'>Your infernal link has been severed! You are no longer a devil!</span>")
.=..()
/datum/antagonist/devil/apply_innate_effects(mob/living/mob_override)
give_appropriate_spells()
owner.current.grant_all_languages(TRUE)
update_hud()
.=..()
/datum/antagonist/devil/remove_innate_effects(mob/living/mob_override)
for(var/X in owner.spell_list)
var/obj/effect/proc_holder/spell/S = X
if(is_type_in_typecache(S, devil_spells))
owner.RemoveSpell(S)
.=..()
/datum/antagonist/devil/proc/printdevilinfo()
var/list/parts = list()
parts += "The devil's true name is: [truename]"
parts += "The devil's bans were:"
parts += "[GLOB.TAB][GLOB.lawlorify[LORE][ban]]"
parts += "[GLOB.TAB][GLOB.lawlorify[LORE][bane]]"
parts += "[GLOB.TAB][GLOB.lawlorify[LORE][obligation]]"
parts += "[GLOB.TAB][GLOB.lawlorify[LORE][banish]]"
return parts.Join("<br>")
/datum/antagonist/devil/roundend_report()
var/list/parts = list()
parts += printplayer(owner)
parts += printdevilinfo()
parts += printobjectives(owner)
return parts.Join("<br>")
/datum/antagonist/devil/roundend_report_footer()
//sintouched go here for now as a hack , TODO proper antag datum for these
var/list/parts = list()
if(SSticker.mode.sintouched.len)
parts += "<span class='header'>The sintouched were:</span>"
var/list/sintouchedUnique = uniqueList(SSticker.mode.sintouched)
for(var/S in sintouchedUnique)
var/datum/mind/sintouched_mind = S
parts += printplayer(sintouched_mind)
parts += printobjectives(sintouched_mind)
return parts.Join("<br>")
//A simple super light weight datum for the codex gigas.
/datum/fakeDevil
var/truename
var/bane
var/obligation
var/ban
var/banish
var/ascendable
/datum/fakeDevil/New(name = randomDevilName())
truename = name
bane = randomdevilbane()
obligation = randomdevilobligation()
ban = randomdevilban()
banish = randomdevilbanish()
ascendable = prob(25)
-302
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@@ -1,302 +0,0 @@
#define PINPOINTER_MINIMUM_RANGE 15
#define PINPOINTER_EXTRA_RANDOM_RANGE 10
#define PINPOINTER_PING_TIME 40
#define PROB_ACTUAL_TRAITOR 20
#define TRAITOR_AGENT_ROLE "Syndicate External Affairs Agent"
/datum/antagonist/traitor/internal_affairs
name = "Internal Affairs Agent"
human_datum = /datum/antagonist/traitor/human/internal_affairs
ai_datum = /datum/antagonist/traitor/AI/internal_affairs
antagpanel_category = "IAA"
/datum/antagonist/traitor/AI/internal_affairs
name = "Internal Affairs Agent"
employer = "Nanotrasen"
special_role = "internal affairs agent"
antagpanel_category = "IAA"
var/syndicate = FALSE
var/last_man_standing = FALSE
var/list/datum/mind/targets_stolen
/datum/antagonist/traitor/human/internal_affairs
name = "Internal Affairs Agent"
employer = "Nanotrasen"
special_role = "internal affairs agent"
antagpanel_category = "IAA"
var/syndicate = FALSE
var/last_man_standing = FALSE
var/list/datum/mind/targets_stolen
/datum/antagonist/traitor/human/internal_affairs/proc/give_pinpointer()
if(owner && owner.current)
owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer)
/datum/antagonist/traitor/human/internal_affairs/apply_innate_effects()
.=..() //in case the base is used in future
if(owner && owner.current)
give_pinpointer(owner.current)
/datum/antagonist/traitor/human/internal_affairs/remove_innate_effects()
.=..()
if(owner && owner.current)
owner.current.remove_status_effect(/datum/status_effect/agent_pinpointer)
/datum/antagonist/traitor/human/internal_affairs/on_gain()
START_PROCESSING(SSprocessing, src)
.=..()
/datum/antagonist/traitor/human/internal_affairs/on_removal()
STOP_PROCESSING(SSprocessing,src)
.=..()
/datum/antagonist/traitor/human/internal_affairs/process()
iaa_process()
/datum/antagonist/traitor/AI/internal_affairs/on_gain()
START_PROCESSING(SSprocessing, src)
.=..()
/datum/antagonist/traitor/AI/internal_affairs/on_removal()
STOP_PROCESSING(SSprocessing,src)
.=..()
/datum/antagonist/traitor/AI/internal_affairs/process()
iaa_process()
/datum/status_effect/agent_pinpointer
id = "agent_pinpointer"
duration = -1
tick_interval = PINPOINTER_PING_TIME
alert_type = /obj/screen/alert/status_effect/agent_pinpointer
var/minimum_range = PINPOINTER_MINIMUM_RANGE
var/mob/scan_target = null
/obj/screen/alert/status_effect/agent_pinpointer
name = "Internal Affairs Integrated Pinpointer"
desc = "Even stealthier than a normal implant."
icon = 'icons/obj/device.dmi'
icon_state = "pinon"
/datum/status_effect/agent_pinpointer/proc/point_to_target() //If we found what we're looking for, show the distance and direction
if(!scan_target)
linked_alert.icon_state = "pinonnull"
return
var/turf/here = get_turf(owner)
var/turf/there = get_turf(scan_target)
if(here.z != there.z)
linked_alert.icon_state = "pinonnull"
return
if(get_dist_euclidian(here,there)<=minimum_range + rand(0, PINPOINTER_EXTRA_RANDOM_RANGE))
linked_alert.icon_state = "pinondirect"
else
linked_alert.setDir(get_dir(here, there))
switch(get_dist(here, there))
if(1 to 8)
linked_alert.icon_state = "pinonclose"
if(9 to 16)
linked_alert.icon_state = "pinonmedium"
if(16 to INFINITY)
linked_alert.icon_state = "pinonfar"
/datum/status_effect/agent_pinpointer/proc/scan_for_target()
scan_target = null
if(owner)
if(owner.mind)
if(owner.mind.objectives)
for(var/datum/objective/objective_ in owner.mind.objectives)
if(!is_internal_objective(objective_))
continue
var/datum/objective/assassinate/internal/objective = objective_
var/mob/current = objective.target.current
if(current&&current.stat!=DEAD)
scan_target = current
break
/datum/status_effect/agent_pinpointer/tick()
if(!owner)
qdel(src)
return
scan_for_target()
point_to_target()
/proc/is_internal_objective(datum/objective/O)
return (istype(O, /datum/objective/assassinate/internal)||istype(O, /datum/objective/destroy/internal))
/datum/antagonist/traitor/proc/replace_escape_objective()
if(!owner||!owner.objectives)
return
for (var/objective_ in owner.objectives)
if(!(istype(objective_, /datum/objective/escape)||istype(objective_, /datum/objective/survive)))
continue
remove_objective(objective_)
var/datum/objective/martyr/martyr_objective = new
martyr_objective.owner = owner
add_objective(martyr_objective)
/datum/antagonist/traitor/proc/reinstate_escape_objective()
if(!owner||!owner.objectives)
return
for (var/objective_ in owner.objectives)
if(!istype(objective_, /datum/objective/martyr))
continue
remove_objective(objective_)
/datum/antagonist/traitor/human/internal_affairs/reinstate_escape_objective()
..()
var/datum/objective/escape/escape_objective = new
escape_objective.owner = owner
add_objective(escape_objective)
/datum/antagonist/traitor/AI/internal_affairs/reinstate_escape_objective()
..()
var/datum/objective/survive/survive_objective = new
survive_objective.owner = owner
add_objective(survive_objective)
/datum/antagonist/traitor/proc/steal_targets(datum/mind/victim)
var/datum/antagonist/traitor/human/internal_affairs/this = src //Should only use this if IAA
if(!owner.current||owner.current.stat==DEAD)
return
to_chat(owner.current, "<span class='userdanger'> Target eliminated: [victim.name]</span>")
for(var/objective_ in victim.objectives)
if(istype(objective_, /datum/objective/assassinate/internal))
var/datum/objective/assassinate/internal/objective = objective_
if(objective.target==owner)
continue
else if(this.targets_stolen.Find(objective.target) == 0)
var/datum/objective/assassinate/internal/new_objective = new
new_objective.owner = owner
new_objective.target = objective.target
new_objective.update_explanation_text()
add_objective(new_objective)
this.targets_stolen += objective.target
var/status_text = objective.check_completion() ? "neutralised" : "active"
to_chat(owner.current, "<span class='userdanger'> New target added to database: [objective.target.name] ([status_text]) </span>")
else if(istype(objective_, /datum/objective/destroy/internal))
var/datum/objective/destroy/internal/objective = objective_
var/datum/objective/destroy/internal/new_objective = new
if(objective.target==owner)
continue
else if(this.targets_stolen.Find(objective.target) == 0)
new_objective.owner = owner
new_objective.target = objective.target
new_objective.update_explanation_text()
add_objective(new_objective)
this.targets_stolen += objective.target
var/status_text = objective.check_completion() ? "neutralised" : "active"
to_chat(owner.current, "<span class='userdanger'> New target added to database: [objective.target.name] ([status_text]) </span>")
this.last_man_standing = TRUE
for(var/objective_ in owner.objectives)
if(!is_internal_objective(objective_))
continue
var/datum/objective/assassinate/internal/objective = objective_
if(!objective.check_completion())
this.last_man_standing = FALSE
return
if(this.last_man_standing)
if(this.syndicate)
to_chat(owner.current,"<span class='userdanger'> All the loyalist agents are dead, and no more is required of you. Die a glorious death, agent. </span>")
else
to_chat(owner.current,"<span class='userdanger'> All the other agents are dead, and you're the last loose end. Stage a Syndicate terrorist attack to cover up for today's events. You no longer have any limits on collateral damage.</span>")
replace_escape_objective(owner)
/datum/antagonist/traitor/proc/iaa_process()
var/datum/antagonist/traitor/human/internal_affairs/this = src //Should only use this if IAA
if(owner&&owner.current&&owner.current.stat!=DEAD)
for(var/objective_ in owner.objectives)
if(!is_internal_objective(objective_))
continue
var/datum/objective/assassinate/internal/objective = objective_
if(!objective.target)
continue
if(objective.check_completion())
if(objective.stolen)
continue
else
steal_targets(objective.target)
objective.stolen = TRUE
else
if(objective.stolen)
var/fail_msg = "<span class='userdanger'>Your sensors tell you that [objective.target.current.real_name], one of the targets you were meant to have killed, pulled one over on you, and is still alive - do the job properly this time! </span>"
if(this.last_man_standing)
if(this.syndicate)
fail_msg += "<span class='userdanger'> You no longer have permission to die. </span>"
else
fail_msg += "<span class='userdanger'> The truth could still slip out!</font><B><font size=5 color=red> Cease any terrorist actions as soon as possible, unneeded property damage or loss of employee life will lead to your contract being terminated.</span>"
reinstate_escape_objective(owner)
this.last_man_standing = FALSE
to_chat(owner.current, fail_msg)
objective.stolen = FALSE
/datum/antagonist/traitor/proc/forge_iaa_objectives()
var/datum/antagonist/traitor/human/internal_affairs/this = src //Should only use this if IAA
if(SSticker.mode.target_list.len && SSticker.mode.target_list[owner]) // Is a double agent
// Assassinate
var/datum/mind/target_mind = SSticker.mode.target_list[owner]
if(issilicon(target_mind.current))
var/datum/objective/destroy/internal/destroy_objective = new
destroy_objective.owner = owner
destroy_objective.target = target_mind
destroy_objective.update_explanation_text()
else
var/datum/objective/assassinate/internal/kill_objective = new
kill_objective.owner = owner
kill_objective.target = target_mind
kill_objective.update_explanation_text()
add_objective(kill_objective)
//Optional traitor objective
if(prob(PROB_ACTUAL_TRAITOR))
employer = "The Syndicate"
owner.special_role = TRAITOR_AGENT_ROLE
special_role = TRAITOR_AGENT_ROLE
this.syndicate = TRUE
forge_single_objective()
else
..() // Give them standard objectives.
return
/datum/antagonist/traitor/human/internal_affairs/forge_traitor_objectives()
forge_iaa_objectives()
var/datum/objective/escape/escape_objective = new
escape_objective.owner = owner
add_objective(escape_objective)
/datum/antagonist/traitor/AI/internal_affairs/forge_traitor_objectives()
forge_iaa_objectives()
var/datum/objective/survive/survive_objective = new
survive_objective.owner = owner
add_objective(survive_objective)
/datum/antagonist/traitor/proc/greet_iaa()
var/datum/antagonist/traitor/human/internal_affairs/this = src //Should only use this if IAA
var/crime = pick("distribution of contraband" , "unauthorized erotic action on duty", "embezzlement", "piloting under the influence", "dereliction of duty", "syndicate collaboration", "mutiny", "multiple homicides", "corporate espionage", "recieving bribes", "malpractice", "worship of prohbited life forms", "possession of profane texts", "murder", "arson", "insulting their manager", "grand theft", "conspiracy", "attempting to unionize", "vandalism", "gross incompetence")
to_chat(owner.current, "<span class='userdanger'>You are the [special_role].</span>")
if(this.syndicate)
to_chat(owner.current, "<span class='userdanger'>Your target has been framed for [crime], and you have been tasked with eliminating them to prevent them defending themselves in court.</span>")
to_chat(owner.current, "<B><font size=5 color=red>Any damage you cause will be a further embarrassment to Nanotrasen, so you have no limits on collateral damage.</font></B>")
to_chat(owner.current, "<span class='userdanger'> You have been provided with a standard uplink to accomplish your task. </span>")
else
to_chat(owner.current, "<span class='userdanger'>Your target is suspected of [crime], and you have been tasked with eliminating them by any means necessary to avoid a costly and embarrassing public trial.</span>")
to_chat(owner.current, "<B><font size=5 color=red>While you have a license to kill, unneeded property damage or loss of employee life will lead to your contract being terminated.</font></B>")
to_chat(owner.current, "<span class='userdanger'>For the sake of plausible deniability, you have been equipped with an array of captured Syndicate weaponry available via uplink.</span>")
to_chat(owner.current, "<span class='userdanger'>Finally, watch your back. Your target has friends in high places, and intel suggests someone may have taken out a contract of their own to protect them.</span>")
owner.announce_objectives()
/datum/antagonist/traitor/AI/internal_affairs/greet()
greet_iaa()
/datum/antagonist/traitor/human/internal_affairs/greet()
greet_iaa()
#undef PROB_ACTUAL_TRAITOR
#undef PINPOINTER_EXTRA_RANDOM_RANGE
#undef PINPOINTER_MINIMUM_RANGE
#undef PINPOINTER_PING_TIME
-214
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@@ -1,214 +0,0 @@
#define MONKEYS_ESCAPED 1
#define MONKEYS_LIVED 2
#define MONKEYS_DIED 3
#define DISEASE_LIVED 4
/datum/antagonist/monkey
name = "Monkey"
job_rank = ROLE_MONKEY
roundend_category = "monkeys"
antagpanel_category = "Monkey"
var/datum/team/monkey/monkey_team
var/monkey_only = TRUE
/datum/antagonist/monkey/can_be_owned(datum/mind/new_owner)
return ..() && (!monkey_only || ismonkey(new_owner.current))
/datum/antagonist/monkey/get_team()
return monkey_team
/datum/antagonist/monkey/on_gain()
. = ..()
SSticker.mode.ape_infectees += owner
owner.special_role = "Infected Monkey"
var/datum/disease/D = new /datum/disease/transformation/jungle_fever/monkeymode
if(!owner.current.HasDisease(D))
owner.current.ForceContractDisease(D)
else
QDEL_NULL(D)
/datum/antagonist/monkey/greet()
to_chat(owner, "<b>You are a monkey now!</b>")
to_chat(owner, "<b>Bite humans to infect them, follow the orders of the monkey leaders, and help fellow monkeys!</b>")
to_chat(owner, "<b>Ensure at least one infected monkey escapes on the Emergency Shuttle!</b>")
to_chat(owner, "<b><i>As an intelligent monkey, you know how to use technology and how to ventcrawl while wearing things.</i></b>")
to_chat(owner, "<b>You can use :k to talk to fellow monkeys!</b>")
SEND_SOUND(owner.current, sound('sound/ambience/antag/monkey.ogg'))
/datum/antagonist/monkey/on_removal()
owner.special_role = null
SSticker.mode.ape_infectees -= owner
var/datum/disease/transformation/jungle_fever/D = locate() in owner.current.viruses
if(D)
D.remove_virus()
qdel(D)
. = ..()
/datum/antagonist/monkey/create_team(datum/team/monkey/new_team)
if(!new_team)
for(var/datum/antagonist/monkey/H in GLOB.antagonists)
if(!H.owner)
continue
if(H.monkey_team)
monkey_team = H.monkey_team
return
monkey_team = new /datum/team/monkey
monkey_team.update_objectives()
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
monkey_team = new_team
/datum/antagonist/monkey/proc/forge_objectives()
objectives |= monkey_team.objectives
owner.objectives |= objectives
/datum/antagonist/monkey/admin_remove(mob/admin)
var/mob/living/carbon/monkey/M = owner.current
if(istype(M))
switch(alert(admin, "Humanize?", "Humanize", "Yes", "No"))
if("Yes")
if(admin == M)
admin = M.humanize(TR_KEEPITEMS | TR_KEEPIMPLANTS | TR_KEEPORGANS | TR_KEEPDAMAGE | TR_KEEPVIRUS | TR_DEFAULTMSG)
else
M.humanize(TR_KEEPITEMS | TR_KEEPIMPLANTS | TR_KEEPORGANS | TR_KEEPDAMAGE | TR_KEEPVIRUS | TR_DEFAULTMSG)
if("No")
//nothing
else
return
. = ..()
/datum/antagonist/monkey/leader
name = "Monkey Leader"
monkey_only = FALSE
/datum/antagonist/monkey/leader/admin_add(datum/mind/new_owner,mob/admin)
var/mob/living/carbon/human/H = new_owner.current
if(istype(H))
switch(alert(admin, "Monkeyize?", "Monkeyize", "Yes", "No"))
if("Yes")
if(admin == H)
admin = H.monkeyize()
else
H.monkeyize()
if("No")
//nothing
else
return
new_owner.add_antag_datum(src)
log_admin("[key_name(admin)] made [key_name(new_owner.current)] a monkey leader!")
message_admins("[key_name_admin(admin)] made [key_name_admin(new_owner.current)] a monkey leader!")
/datum/antagonist/monkey/leader/on_gain()
. = ..()
var/obj/item/organ/heart/freedom/F = new
F.Insert(owner.current, drop_if_replaced = FALSE)
SSticker.mode.ape_leaders += owner
owner.special_role = "Monkey Leader"
/datum/antagonist/monkey/leader/on_removal()
SSticker.mode.ape_leaders -= owner
var/obj/item/organ/heart/H = new
H.Insert(owner.current, drop_if_replaced = FALSE) //replace freedom heart with normal heart
. = ..()
/datum/antagonist/monkey/leader/greet()
to_chat(owner, "<B><span class='notice'>You are the Jungle Fever patient zero!!</B></span>")
to_chat(owner, "<b>You have been planted onto this station by the Animal Rights Consortium.</b>")
to_chat(owner, "<b>Soon the disease will transform you into an ape. Afterwards, you will be able spread the infection to others with a bite.</b>")
to_chat(owner, "<b>While your infection strain is undetectable by scanners, any other infectees will show up on medical equipment.</b>")
to_chat(owner, "<b>Your mission will be deemed a success if any of the live infected monkeys reach CentCom.</b>")
to_chat(owner, "<b>As an initial infectee, you will be considered a 'leader' by your fellow monkeys.</b>")
to_chat(owner, "<b>You can use :k to talk to fellow monkeys!</b>")
SEND_SOUND(owner.current, sound('sound/ambience/antag/monkey.ogg'))
/datum/objective/monkey
explanation_text = "Ensure that infected monkeys escape on the emergency shuttle!"
martyr_compatible = TRUE
var/monkeys_to_win = 1
var/escaped_monkeys = 0
/datum/objective/monkey/check_completion()
var/datum/disease/D = new /datum/disease/transformation/jungle_fever()
for(var/mob/living/carbon/monkey/M in GLOB.alive_mob_list)
if (M.HasDisease(D) && (M.onCentCom() || M.onSyndieBase()))
escaped_monkeys++
if(escaped_monkeys >= monkeys_to_win)
return TRUE
return FALSE
/datum/team/monkey
name = "Monkeys"
/datum/team/monkey/proc/update_objectives()
objectives = list()
var/datum/objective/monkey/O = new()
O.team = src
objectives += O
/datum/team/monkey/proc/infected_monkeys_alive()
var/datum/disease/D = new /datum/disease/transformation/jungle_fever()
for(var/mob/living/carbon/monkey/M in GLOB.alive_mob_list)
if(M.HasDisease(D))
return TRUE
return FALSE
/datum/team/monkey/proc/infected_monkeys_escaped()
var/datum/disease/D = new /datum/disease/transformation/jungle_fever()
for(var/mob/living/carbon/monkey/M in GLOB.alive_mob_list)
if(M.HasDisease(D) && (M.onCentCom() || M.onSyndieBase()))
return TRUE
return FALSE
/datum/team/monkey/proc/infected_humans_escaped()
var/datum/disease/D = new /datum/disease/transformation/jungle_fever()
for(var/mob/living/carbon/human/M in GLOB.alive_mob_list)
if(M.HasDisease(D) && (M.onCentCom() || M.onSyndieBase()))
return TRUE
return FALSE
/datum/team/monkey/proc/infected_humans_alive()
var/datum/disease/D = new /datum/disease/transformation/jungle_fever()
for(var/mob/living/carbon/human/M in GLOB.alive_mob_list)
if(M.HasDisease(D))
return TRUE
return FALSE
/datum/team/monkey/proc/get_result()
if(infected_monkeys_escaped())
return MONKEYS_ESCAPED
if(infected_monkeys_alive())
return MONKEYS_LIVED
if(infected_humans_alive() || infected_humans_escaped())
return DISEASE_LIVED
return MONKEYS_DIED
/datum/team/monkey/roundend_report()
var/list/parts = list()
switch(get_result())
if(MONKEYS_ESCAPED)
parts += "<span class='greentext big'><B>Monkey Major Victory!</B></span>"
parts += "<span class='greentext'><B>Central Command and [station_name()] were taken over by the monkeys! Ook ook!</B></span>"
if(MONKEYS_LIVED)
parts += "<FONT size = 3><B>Monkey Minor Victory!</B></FONT>"
parts += "<span class='greentext'><B>[station_name()] was taken over by the monkeys! Ook ook!</B></span>"
if(DISEASE_LIVED)
parts += "<span class='redtext big'><B>Monkey Minor Defeat!</B></span>"
parts += "<span class='redtext'><B>All the monkeys died, but the disease lives on! The future is uncertain.</B></span>"
if(MONKEYS_DIED)
parts += "<span class='redtext big'><B>Monkey Major Defeat!</B></span>"
parts += "<span class='redtext'><B>All the monkeys died, and Jungle Fever was wiped out!</B></span>"
var/list/leaders = get_antagonists(/datum/antagonist/monkey/leader, TRUE)
var/list/monkeys = get_antagonists(/datum/antagonist/monkey, TRUE)
if(LAZYLEN(leaders))
parts += "<span class='header'>The monkey leaders were:</span>"
parts += printplayerlist(SSticker.mode.ape_leaders)
if(LAZYLEN(monkeys))
parts += "<span class='header'>The monkeys were:</span>"
parts += printplayerlist(SSticker.mode.ape_infectees)
return "<div class='panel redborder'>[parts.Join("<br>")]</div>"
-155
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@@ -1,155 +0,0 @@
/datum/antagonist/ninja
name = "Ninja"
antagpanel_category = "Ninja"
job_rank = ROLE_NINJA
var/helping_station = FALSE
var/give_objectives = TRUE
var/give_equipment = TRUE
/datum/antagonist/ninja/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_ninja_icons_added(M)
/datum/antagonist/ninja/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_ninja_icons_removed(M)
/datum/antagonist/ninja/proc/equip_space_ninja(mob/living/carbon/human/H = owner.current)
return H.equipOutfit(/datum/outfit/ninja)
/datum/antagonist/ninja/proc/addMemories()
antag_memory += "I am an elite mercenary assassin of the mighty Spider Clan. A <font color='red'><B>SPACE NINJA</B></font>!<br>"
antag_memory += "Surprise is my weapon. Shadows are my armor. Without them, I am nothing. (//initialize your suit by right clicking on it, to use abilities like stealth)!<br>"
antag_memory += "Officially, [helping_station?"Nanotrasen":"The Syndicate"] are my employer.<br>"
/datum/antagonist/ninja/proc/addObjectives(quantity = 6)
var/list/possible_targets = list()
for(var/datum/mind/M in SSticker.minds)
if(M.current && M.current.stat != DEAD)
if(ishuman(M.current))
if(M.special_role)
possible_targets[M] = 0 //bad-guy
else if(M.assigned_role in GLOB.command_positions)
possible_targets[M] = 1 //good-guy
var/list/possible_objectives = list(1,2,3,4)
while(objectives.len < quantity)
switch(pick_n_take(possible_objectives))
if(1) //research
var/datum/objective/download/O = new /datum/objective/download()
O.owner = owner
O.gen_amount_goal()
objectives += O
if(2) //steal
var/datum/objective/steal/special/O = new /datum/objective/steal/special()
O.owner = owner
objectives += O
if(3) //protect/kill
if(!possible_targets.len) continue
var/index = rand(1,possible_targets.len)
var/datum/mind/M = possible_targets[index]
var/is_bad_guy = possible_targets[M]
possible_targets.Cut(index,index+1)
if(is_bad_guy ^ helping_station) //kill (good-ninja + bad-guy or bad-ninja + good-guy)
var/datum/objective/assassinate/O = new /datum/objective/assassinate()
O.owner = owner
O.target = M
O.explanation_text = "Slay \the [M.current.real_name], the [M.assigned_role]."
objectives += O
else //protect
var/datum/objective/protect/O = new /datum/objective/protect()
O.owner = owner
O.target = M
O.explanation_text = "Protect \the [M.current.real_name], the [M.assigned_role], from harm."
objectives += O
if(4) //debrain/capture
if(!possible_targets.len) continue
var/selected = rand(1,possible_targets.len)
var/datum/mind/M = possible_targets[selected]
var/is_bad_guy = possible_targets[M]
possible_targets.Cut(selected,selected+1)
if(is_bad_guy ^ helping_station) //debrain (good-ninja + bad-guy or bad-ninja + good-guy)
var/datum/objective/debrain/O = new /datum/objective/debrain()
O.owner = owner
O.target = M
O.explanation_text = "Steal the brain of [M.current.real_name]."
objectives += O
else //capture
var/datum/objective/capture/O = new /datum/objective/capture()
O.owner = owner
O.gen_amount_goal()
objectives += O
else
break
var/datum/objective/O = new /datum/objective/survive()
O.owner = owner
owner.objectives |= objectives
/proc/remove_ninja(mob/living/L)
if(!L || !L.mind)
return FALSE
var/datum/antagonist/datum = L.mind.has_antag_datum(/datum/antagonist/ninja)
datum.on_removal()
return TRUE
/proc/is_ninja(mob/living/M)
return M && M.mind && M.mind.has_antag_datum(/datum/antagonist/ninja)
/datum/antagonist/ninja/greet()
SEND_SOUND(owner.current, sound('sound/effects/ninja_greeting.ogg'))
to_chat(owner.current, "I am an elite mercenary assassin of the mighty Spider Clan. A <font color='red'><B>SPACE NINJA</B></font>!")
to_chat(owner.current, "Surprise is my weapon. Shadows are my armor. Without them, I am nothing. (//initialize your suit by right clicking on it, to use abilities like stealth)!")
to_chat(owner.current, "Officially, [helping_station?"Nanotrasen":"The Syndicate"] are my employer.")
return
/datum/antagonist/ninja/on_gain()
if(give_objectives)
addObjectives()
addMemories()
if(give_equipment)
equip_space_ninja(owner.current)
. = ..()
/datum/antagonist/ninja/admin_add(datum/mind/new_owner,mob/admin)
var/adj
switch(input("What kind of ninja?", "Ninja") as null|anything in list("Random","Syndicate","Nanotrasen","No objectives"))
if("Random")
helping_station = pick(TRUE,FALSE)
adj = ""
if("Syndicate")
helping_station = FALSE
adj = "syndie"
if("Nanotrasen")
helping_station = TRUE
adj = "friendly"
if("No objectives")
give_objectives = FALSE
adj = "objectiveless"
else
return
new_owner.assigned_role = ROLE_NINJA
new_owner.special_role = ROLE_NINJA
new_owner.add_antag_datum(src)
message_admins("[key_name_admin(admin)] has [adj] ninja'ed [new_owner.current].")
log_admin("[key_name(admin)] has [adj] ninja'ed [new_owner.current].")
/datum/antagonist/ninja/antag_listing_name()
return ..() + "(Ninja)"
/datum/antagonist/ninja/proc/update_ninja_icons_added(var/mob/living/carbon/human/ninja)
var/datum/atom_hud/antag/ninjahud = GLOB.huds[ANTAG_HUD_NINJA]
ninjahud.join_hud(ninja)
set_antag_hud(ninja, "ninja")
/datum/antagonist/ninja/proc/update_ninja_icons_removed(var/mob/living/carbon/human/ninja)
var/datum/atom_hud/antag/ninjahud = GLOB.huds[ANTAG_HUD_NINJA]
ninjahud.leave_hud(ninja)
set_antag_hud(ninja, null)
-379
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@@ -1,379 +0,0 @@
#define NUKE_RESULT_FLUKE 0
#define NUKE_RESULT_NUKE_WIN 1
#define NUKE_RESULT_CREW_WIN 2
#define NUKE_RESULT_CREW_WIN_SYNDIES_DEAD 3
#define NUKE_RESULT_DISK_LOST 4
#define NUKE_RESULT_DISK_STOLEN 5
#define NUKE_RESULT_NOSURVIVORS 6
#define NUKE_RESULT_WRONG_STATION 7
#define NUKE_RESULT_WRONG_STATION_DEAD 8
/datum/antagonist/nukeop
name = "Nuclear Operative"
roundend_category = "syndicate operatives" //just in case
antagpanel_category = "NukeOp"
job_rank = ROLE_OPERATIVE
var/datum/team/nuclear/nuke_team
var/always_new_team = FALSE //If not assigned a team by default ops will try to join existing ones, set this to TRUE to always create new team.
var/send_to_spawnpoint = TRUE //Should the user be moved to default spawnpoint.
var/nukeop_outfit = /datum/outfit/syndicate
/datum/antagonist/nukeop/proc/update_synd_icons_added(mob/living/M)
var/datum/atom_hud/antag/opshud = GLOB.huds[ANTAG_HUD_OPS]
opshud.join_hud(M)
set_antag_hud(M, "synd")
/datum/antagonist/nukeop/proc/update_synd_icons_removed(mob/living/M)
var/datum/atom_hud/antag/opshud = GLOB.huds[ANTAG_HUD_OPS]
opshud.leave_hud(M)
set_antag_hud(M, null)
/datum/antagonist/nukeop/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_synd_icons_added(M)
/datum/antagonist/nukeop/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_synd_icons_removed(M)
/datum/antagonist/nukeop/proc/equip_op()
if(!ishuman(owner.current))
return
var/mob/living/carbon/human/H = owner.current
H.set_species(/datum/species/human) //Plasamen burn up otherwise, and lizards are vulnerable to asimov AIs
H.equipOutfit(nukeop_outfit)
return TRUE
/datum/antagonist/nukeop/greet()
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/ops.ogg',100,0)
to_chat(owner, "<span class='notice'>You are a [nuke_team ? nuke_team.syndicate_name : "syndicate"] agent!</span>")
owner.announce_objectives()
return
/datum/antagonist/nukeop/on_gain()
give_alias()
forge_objectives()
. = ..()
equip_op()
memorize_code()
if(send_to_spawnpoint)
move_to_spawnpoint()
/datum/antagonist/nukeop/get_team()
return nuke_team
/datum/antagonist/nukeop/proc/assign_nuke()
if(nuke_team && !nuke_team.tracked_nuke)
nuke_team.memorized_code = random_nukecode()
var/obj/machinery/nuclearbomb/syndicate/nuke = locate() in GLOB.nuke_list
if(nuke)
nuke_team.tracked_nuke = nuke
if(nuke.r_code == "ADMIN")
nuke.r_code = nuke_team.memorized_code
else //Already set by admins/something else?
nuke_team.memorized_code = nuke.r_code
else
stack_trace("Syndicate nuke not found during nuke team creation.")
nuke_team.memorized_code = null
/datum/antagonist/nukeop/proc/give_alias()
if(nuke_team && nuke_team.syndicate_name)
var/number = 1
number = nuke_team.members.Find(owner)
owner.current.real_name = "[nuke_team.syndicate_name] Operative #[number]"
/datum/antagonist/nukeop/proc/memorize_code()
if(nuke_team && nuke_team.tracked_nuke && nuke_team.memorized_code)
antag_memory += "<B>[nuke_team.tracked_nuke] Code</B>: [nuke_team.memorized_code]<br>"
to_chat(owner, "The nuclear authorization code is: <B>[nuke_team.memorized_code]</B>")
else
to_chat(owner, "Unfortunately the syndicate was unable to provide you with nuclear authorization code.")
/datum/antagonist/nukeop/proc/forge_objectives()
if(nuke_team)
owner.objectives |= nuke_team.objectives
/datum/antagonist/nukeop/proc/move_to_spawnpoint()
var/team_number = 1
if(nuke_team)
team_number = nuke_team.members.Find(owner)
owner.current.forceMove(GLOB.nukeop_start[((team_number - 1) % GLOB.nukeop_start.len) + 1])
/datum/antagonist/nukeop/leader/move_to_spawnpoint()
owner.current.forceMove(pick(GLOB.nukeop_leader_start))
/datum/antagonist/nukeop/create_team(datum/team/nuclear/new_team)
if(!new_team)
if(!always_new_team)
for(var/datum/antagonist/nukeop/N in GLOB.antagonists)
if(!N.owner)
continue
if(N.nuke_team)
nuke_team = N.nuke_team
return
nuke_team = new /datum/team/nuclear
nuke_team.update_objectives()
assign_nuke() //This is bit ugly
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
nuke_team = new_team
/datum/antagonist/nukeop/admin_add(datum/mind/new_owner,mob/admin)
new_owner.assigned_role = ROLE_SYNDICATE
new_owner.add_antag_datum(src)
message_admins("[key_name_admin(admin)] has nuke op'ed [new_owner.current].")
log_admin("[key_name(admin)] has nuke op'ed [new_owner.current].")
/datum/antagonist/nukeop/get_admin_commands()
. = ..()
.["Send to base"] = CALLBACK(src,.proc/admin_send_to_base)
.["Tell code"] = CALLBACK(src,.proc/admin_tell_code)
/datum/antagonist/nukeop/proc/admin_send_to_base(mob/admin)
owner.current.forceMove(pick(GLOB.nukeop_start))
/datum/antagonist/nukeop/proc/admin_tell_code(mob/admin)
var/code
for (var/obj/machinery/nuclearbomb/bombue in GLOB.machines)
if (length(bombue.r_code) <= 5 && bombue.r_code != initial(bombue.r_code))
code = bombue.r_code
break
if (code)
antag_memory += "<B>Syndicate Nuclear Bomb Code</B>: [code]<br>"
to_chat(owner.current, "The nuclear authorization code is: <B>[code]</B>")
else
to_chat(admin, "<span class='danger'>No valid nuke found!</span>")
/datum/antagonist/nukeop/leader
name = "Nuclear Operative Leader"
nukeop_outfit = /datum/outfit/syndicate/leader
always_new_team = TRUE
var/title
/datum/antagonist/nukeop/leader/memorize_code()
..()
if(nuke_team && nuke_team.memorized_code)
var/obj/item/paper/P = new
P.info = "The nuclear authorization code is: <b>[nuke_team.memorized_code]</b>"
P.name = "nuclear bomb code"
var/mob/living/carbon/human/H = owner.current
if(!istype(H))
P.forceMove(get_turf(H))
else
H.put_in_hands(P, TRUE)
H.update_icons()
/datum/antagonist/nukeop/leader/give_alias()
title = pick("Czar", "Boss", "Commander", "Chief", "Kingpin", "Director", "Overlord")
if(nuke_team && nuke_team.syndicate_name)
owner.current.real_name = "[nuke_team.syndicate_name] [title]"
else
owner.current.real_name = "Syndicate [title]"
/datum/antagonist/nukeop/leader/greet()
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/ops.ogg',100,0)
to_chat(owner, "<B>You are the Syndicate [title] for this mission. You are responsible for the distribution of telecrystals and your ID is the only one who can open the launch bay doors.</B>")
to_chat(owner, "<B>If you feel you are not up to this task, give your ID to another operative.</B>")
to_chat(owner, "<B>In your hand you will find a special item capable of triggering a greater challenge for your team. Examine it carefully and consult with your fellow operatives before activating it.</B>")
owner.announce_objectives()
addtimer(CALLBACK(src, .proc/nuketeam_name_assign), 1)
/datum/antagonist/nukeop/leader/proc/nuketeam_name_assign()
if(!nuke_team)
return
nuke_team.rename_team(ask_name())
/datum/team/nuclear/proc/rename_team(new_name)
syndicate_name = new_name
name = "[syndicate_name] Team"
for(var/I in members)
var/datum/mind/synd_mind = I
var/mob/living/carbon/human/H = synd_mind.current
if(!istype(H))
continue
var/chosen_name = H.dna.species.random_name(H.gender,0,syndicate_name)
H.fully_replace_character_name(H.real_name,chosen_name)
/datum/antagonist/nukeop/leader/proc/ask_name()
var/randomname = pick(GLOB.last_names)
var/newname = stripped_input(owner.current,"You are the nuke operative [title]. Please choose a last name for your family.", "Name change",randomname)
if (!newname)
newname = randomname
else
newname = reject_bad_name(newname)
if(!newname)
newname = randomname
return capitalize(newname)
/datum/antagonist/nukeop/lone
name = "Lone Operative"
always_new_team = TRUE
send_to_spawnpoint = FALSE //Handled by event
nukeop_outfit = /datum/outfit/syndicate/full
/datum/antagonist/nukeop/lone/assign_nuke()
if(nuke_team && !nuke_team.tracked_nuke)
nuke_team.memorized_code = random_nukecode()
var/obj/machinery/nuclearbomb/selfdestruct/nuke = locate() in GLOB.nuke_list
if(nuke)
nuke_team.tracked_nuke = nuke
if(nuke.r_code == "ADMIN")
nuke.r_code = nuke_team.memorized_code
else //Already set by admins/something else?
nuke_team.memorized_code = nuke.r_code
else
stack_trace("Station self destruct ot found during lone op team creation.")
nuke_team.memorized_code = null
/datum/antagonist/nukeop/reinforcement
send_to_spawnpoint = FALSE
nukeop_outfit = /datum/outfit/syndicate/no_crystals
/datum/team/nuclear
var/syndicate_name
var/obj/machinery/nuclearbomb/tracked_nuke
var/core_objective = /datum/objective/nuclear
var/memorized_code
/datum/team/nuclear/New()
..()
syndicate_name = syndicate_name()
/datum/team/nuclear/proc/update_objectives()
if(core_objective)
var/datum/objective/O = new core_objective
O.team = src
objectives += O
/datum/team/nuclear/proc/disk_rescued()
for(var/obj/item/disk/nuclear/D in GLOB.poi_list)
if(!D.onCentCom())
return FALSE
return TRUE
/datum/team/nuclear/proc/operatives_dead()
for(var/I in members)
var/datum/mind/operative_mind = I
if(ishuman(operative_mind.current) && (operative_mind.current.stat != DEAD))
return FALSE
return TRUE
/datum/team/nuclear/proc/syndies_escaped()
var/obj/docking_port/mobile/S = SSshuttle.getShuttle("syndicate")
return S && (is_centcom_level(S.z) || is_transit_level(S.z))
/datum/team/nuclear/proc/get_result()
var/evacuation = SSshuttle.emergency.mode == SHUTTLE_ENDGAME
var/disk_rescued = disk_rescued()
var/syndies_didnt_escape = !syndies_escaped()
var/station_was_nuked = SSticker.mode.station_was_nuked
var/nuke_off_station = SSticker.mode.nuke_off_station
if(nuke_off_station == NUKE_SYNDICATE_BASE)
return NUKE_RESULT_FLUKE
else if(!disk_rescued && station_was_nuked && !syndies_didnt_escape)
return NUKE_RESULT_NUKE_WIN
else if (!disk_rescued && station_was_nuked && syndies_didnt_escape)
return NUKE_RESULT_NOSURVIVORS
else if (!disk_rescued && !station_was_nuked && nuke_off_station && !syndies_didnt_escape)
return NUKE_RESULT_WRONG_STATION
else if (!disk_rescued && !station_was_nuked && nuke_off_station && syndies_didnt_escape)
return NUKE_RESULT_WRONG_STATION_DEAD
else if ((disk_rescued || evacuation) && operatives_dead())
return NUKE_RESULT_CREW_WIN_SYNDIES_DEAD
else if (disk_rescued)
return NUKE_RESULT_CREW_WIN
else if (!disk_rescued && operatives_dead())
return NUKE_RESULT_DISK_LOST
else if (!disk_rescued && evacuation)
return NUKE_RESULT_DISK_STOLEN
else
return //Undefined result
/datum/team/nuclear/roundend_report()
var/list/parts = list()
parts += "<span class='header'>[syndicate_name] Operatives:</span>"
switch(get_result())
if(NUKE_RESULT_FLUKE)
parts += "<span class='redtext big'>Humiliating Syndicate Defeat</span>"
parts += "<B>The crew of [station_name()] gave [syndicate_name] operatives back their bomb! The syndicate base was destroyed!</B> Next time, don't lose the nuke!"
if(NUKE_RESULT_NUKE_WIN)
parts += "<span class='greentext big'>Syndicate Major Victory!</span>"
parts += "<B>[syndicate_name] operatives have destroyed [station_name()]!</B>"
if(NUKE_RESULT_NOSURVIVORS)
parts += "<span class='neutraltext big'>Total Annihilation</span>"
parts += "<B>[syndicate_name] operatives destroyed [station_name()] but did not leave the area in time and got caught in the explosion.</B> Next time, don't lose the disk!"
if(NUKE_RESULT_WRONG_STATION)
parts += "<span class='redtext big'>Crew Minor Victory</span>"
parts += "<B>[syndicate_name] operatives secured the authentication disk but blew up something that wasn't [station_name()].</B> Next time, don't do that!"
if(NUKE_RESULT_WRONG_STATION_DEAD)
parts += "<span class='redtext big'>[syndicate_name] operatives have earned Darwin Award!</span>"
parts += "<B>[syndicate_name] operatives blew up something that wasn't [station_name()] and got caught in the explosion.</B> Next time, don't do that!"
if(NUKE_RESULT_CREW_WIN_SYNDIES_DEAD)
parts += "<span class='redtext big'>Crew Major Victory!</span>"
parts += "<B>The Research Staff has saved the disk and killed the [syndicate_name] Operatives</B>"
if(NUKE_RESULT_CREW_WIN)
parts += "<span class='redtext big'>Crew Major Victory</span>"
parts += "<B>The Research Staff has saved the disk and stopped the [syndicate_name] Operatives!</B>"
if(NUKE_RESULT_DISK_LOST)
parts += "<span class='neutraltext big'>Neutral Victory!</span>"
parts += "<B>The Research Staff failed to secure the authentication disk but did manage to kill most of the [syndicate_name] Operatives!</B>"
if(NUKE_RESULT_DISK_STOLEN)
parts += "<span class='greentext big'>Syndicate Minor Victory!</span>"
parts += "<B>[syndicate_name] operatives survived the assault but did not achieve the destruction of [station_name()].</B> Next time, don't lose the disk!"
else
parts += "<span class='neutraltext big'>Neutral Victory</span>"
parts += "<B>Mission aborted!</B>"
var/text = "<br><span class='header'>The syndicate operatives were:</span>"
var/purchases = ""
var/TC_uses = 0
for(var/I in members)
var/datum/mind/syndicate = I
var/datum/uplink_purchase_log/H = GLOB.uplink_purchase_logs_by_key[syndicate.key]
if(H)
TC_uses += H.total_spent
purchases += H.generate_render(show_key = FALSE)
text += printplayerlist(members)
text += "<br>"
text += "(Syndicates used [TC_uses] TC) [purchases]"
if(TC_uses == 0 && SSticker.mode.station_was_nuked && !operatives_dead())
text += "<BIG>[icon2html('icons/badass.dmi', world, "badass")]</BIG>"
parts += text
return "<div class='panel redborder'>[parts.Join("<br>")]</div>"
/datum/team/nuclear/antag_listing_name()
if(syndicate_name)
return "[syndicate_name] Syndicates"
else
return "Syndicates"
/datum/team/nuclear/antag_listing_entry()
var/disk_report = "<b>Nuclear Disk(s)</b><br>"
disk_report += "<table cellspacing=5>"
for(var/obj/item/disk/nuclear/N in GLOB.poi_list)
disk_report += "<tr><td>[N.name], "
var/atom/disk_loc = N.loc
while(!isturf(disk_loc))
if(ismob(disk_loc))
var/mob/M = disk_loc
disk_report += "carried by <a href='?_src_=holder;[HrefToken()];adminplayeropts=[REF(M)]'>[M.real_name]</a> "
if(isobj(disk_loc))
var/obj/O = disk_loc
disk_report += "in \a [O.name] "
disk_loc = disk_loc.loc
disk_report += "in [disk_loc.loc] at ([disk_loc.x], [disk_loc.y], [disk_loc.z])</td><td><a href='?_src_=holder;[HrefToken()];adminplayerobservefollow=[REF(N)]'>FLW</a></td></tr>"
disk_report += "</table>"
var/common_part = ..()
return common_part + disk_report
/datum/team/nuclear/is_gamemode_hero()
return SSticker.mode.name == "nuclear emergency"
-132
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@@ -1,132 +0,0 @@
/datum/antagonist/pirate
name = "Space Pirate"
job_rank = ROLE_TRAITOR
roundend_category = "space pirates"
antagpanel_category = "Pirate"
var/datum/team/pirate/crew
/datum/antagonist/pirate/greet()
to_chat(owner, "<span class='boldannounce'>You are a Space Pirate!</span>")
to_chat(owner, "<B>The station refused to pay for your protection, protect the ship, siphon the credits from the station and raid it for even more loot.</B>")
owner.announce_objectives()
/datum/antagonist/pirate/get_team()
return crew
/datum/antagonist/pirate/create_team(datum/team/pirate/new_team)
if(!new_team)
for(var/datum/antagonist/pirate/P in GLOB.antagonists)
if(!P.owner)
continue
if(P.crew)
crew = P.crew
return
if(!new_team)
crew = new /datum/team/pirate
crew.forge_objectives()
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
crew = new_team
/datum/antagonist/pirate/on_gain()
if(crew)
owner.objectives |= crew.objectives
. = ..()
/datum/antagonist/pirate/on_removal()
if(crew)
owner.objectives -= crew.objectives
. = ..()
/datum/team/pirate
name = "Pirate crew"
/datum/team/pirate/proc/forge_objectives()
var/datum/objective/loot/getbooty = new()
getbooty.team = src
getbooty.storage_area = locate(/area/shuttle/pirate/vault) in GLOB.sortedAreas
getbooty.update_initial_value()
getbooty.update_explanation_text()
objectives += getbooty
for(var/datum/mind/M in members)
M.objectives |= objectives
GLOBAL_LIST_INIT(pirate_loot_cache, typecacheof(list(
/obj/structure/reagent_dispensers/beerkeg,
/mob/living/simple_animal/parrot,
/obj/item/stack/sheet/mineral/gold,
/obj/item/stack/sheet/mineral/diamond,
/obj/item/stack/spacecash,
/obj/item/melee/sabre,)))
/datum/objective/loot
var/area/storage_area //Place where we we will look for the loot.
explanation_text = "Acquire valuable loot and store it in designated area."
var/target_value = 50000
var/initial_value = 0 //Things in the vault at spawn time do not count
/datum/objective/loot/update_explanation_text()
if(storage_area)
explanation_text = "Acquire loot and store [target_value] of credits worth in [storage_area.name]."
/datum/objective/loot/proc/loot_listing()
//Lists notable loot.
if(!storage_area)
return "Nothing"
var/list/loot_table = list()
for(var/atom/movable/AM in storage_area.GetAllContents())
if(is_type_in_typecache(AM,GLOB.pirate_loot_cache))
var/lootname = AM.name
var/count = 1
if(istype(AM,/obj/item/stack)) //Ugh.
var/obj/item/stack/S = AM
lootname = S.singular_name
count = S.amount
if(!loot_table[lootname])
loot_table[lootname] = count
else
loot_table[lootname] += count
var/list/loot_texts = list()
for(var/key in loot_table)
var/amount = loot_table[key]
loot_texts += "[amount] [key][amount > 1 ? "s":""]"
return loot_texts.Join(", ")
/datum/objective/loot/proc/get_loot_value()
if(!storage_area)
return 0
var/value = 0
for(var/turf/T in storage_area.contents)
value += export_item_and_contents(T,TRUE, TRUE, dry_run = TRUE)
return value - initial_value
/datum/objective/loot/proc/update_initial_value()
initial_value = get_loot_value()
/datum/objective/loot/check_completion()
return ..() || get_loot_value() >= target_value
/datum/team/pirate/roundend_report()
var/list/parts = list()
parts += "<span class='header'>Space Pirates were:</span>"
var/all_dead = TRUE
for(var/datum/mind/M in members)
if(considered_alive(M))
all_dead = FALSE
parts += printplayerlist(members)
parts += "Loot stolen: "
var/datum/objective/loot/L = locate() in objectives
parts += L.loot_listing()
parts += "Total loot value : [L.get_loot_value()]/[L.target_value] credits"
if(L.check_completion() && !all_dead)
parts += "<span class='greentext big'>The pirate crew was successful!</span>"
else
parts += "<span class='redtext big'>The pirate crew has failed.</span>"
return "<div class='panel redborder'>[parts.Join("<br>")]</div>"
-368
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@@ -1,368 +0,0 @@
//How often to check for promotion possibility
#define HEAD_UPDATE_PERIOD 300
/datum/antagonist/rev
name = "Revolutionary"
roundend_category = "revolutionaries" // if by some miracle revolutionaries without revolution happen
antagpanel_category = "Revolution"
job_rank = ROLE_REV
var/hud_type = "rev"
var/datum/team/revolution/rev_team
/datum/antagonist/rev/can_be_owned(datum/mind/new_owner)
. = ..()
if(.)
if(new_owner.assigned_role in GLOB.command_positions)
return FALSE
if(new_owner.unconvertable)
return FALSE
if(new_owner.current && new_owner.current.isloyal())
return FALSE
/datum/antagonist/rev/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_rev_icons_added(M)
/datum/antagonist/rev/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_rev_icons_removed(M)
/datum/antagonist/rev/proc/equip_rev()
return
/datum/antagonist/rev/on_gain()
. = ..()
create_objectives()
equip_rev()
owner.current.log_message("<font color='red'>Has been converted to the revolution!</font>", INDIVIDUAL_ATTACK_LOG)
/datum/antagonist/rev/on_removal()
remove_objectives()
. = ..()
/datum/antagonist/rev/greet()
to_chat(owner, "<span class='userdanger'>You are now a revolutionary! Help your cause. Do not harm your fellow freedom fighters. You can identify your comrades by the red \"R\" icons, and your leaders by the blue \"R\" icons. Help them kill the heads to win the revolution!</span>")
owner.announce_objectives()
/datum/antagonist/rev/create_team(datum/team/revolution/new_team)
if(!new_team)
//For now only one revolution at a time
for(var/datum/antagonist/rev/head/H in GLOB.antagonists)
if(!H.owner)
continue
if(H.rev_team)
rev_team = H.rev_team
return
rev_team = new /datum/team/revolution
rev_team.update_objectives()
rev_team.update_heads()
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
rev_team = new_team
/datum/antagonist/rev/get_team()
return rev_team
/datum/antagonist/rev/proc/create_objectives()
owner.objectives |= rev_team.objectives
/datum/antagonist/rev/proc/remove_objectives()
owner.objectives -= rev_team.objectives
//Bump up to head_rev
/datum/antagonist/rev/proc/promote()
var/old_team = rev_team
var/datum/mind/old_owner = owner
silent = TRUE
owner.remove_antag_datum(/datum/antagonist/rev)
var/datum/antagonist/rev/head/new_revhead = new()
new_revhead.silent = TRUE
old_owner.add_antag_datum(new_revhead,old_team)
new_revhead.silent = FALSE
to_chat(old_owner, "<span class='userdanger'>You have proved your devotion to revolution! You are a head revolutionary now!</span>")
/datum/antagonist/rev/get_admin_commands()
. = ..()
.["Promote"] = CALLBACK(src,.proc/admin_promote)
/datum/antagonist/rev/proc/admin_promote(mob/admin)
var/datum/mind/O = owner
promote()
message_admins("[key_name_admin(admin)] has head-rev'ed [O].")
log_admin("[key_name(admin)] has head-rev'ed [O].")
/datum/antagonist/rev/head/admin_add(datum/mind/new_owner,mob/admin)
give_flash = TRUE
give_hud = TRUE
remove_clumsy = TRUE
new_owner.add_antag_datum(src)
message_admins("[key_name_admin(admin)] has head-rev'ed [new_owner.current].")
log_admin("[key_name(admin)] has head-rev'ed [new_owner.current].")
to_chat(new_owner.current, "<span class='userdanger'>You are a member of the revolutionaries' leadership now!</span>")
/datum/antagonist/rev/head/get_admin_commands()
. = ..()
. -= "Promote"
.["Take flash"] = CALLBACK(src,.proc/admin_take_flash)
.["Give flash"] = CALLBACK(src,.proc/admin_give_flash)
.["Repair flash"] = CALLBACK(src,.proc/admin_repair_flash)
.["Demote"] = CALLBACK(src,.proc/admin_demote)
/datum/antagonist/rev/head/proc/admin_take_flash(mob/admin)
var/list/L = owner.current.get_contents()
var/obj/item/device/assembly/flash/flash = locate() in L
if (!flash)
to_chat(admin, "<span class='danger'>Deleting flash failed!</span>")
return
qdel(flash)
/datum/antagonist/rev/head/proc/admin_give_flash(mob/admin)
//This is probably overkill but making these impact state annoys me
var/old_give_flash = give_flash
var/old_give_hud = give_hud
var/old_remove_clumsy = remove_clumsy
give_flash = TRUE
give_hud = FALSE
remove_clumsy = FALSE
equip_rev()
give_flash = old_give_flash
give_hud = old_give_hud
remove_clumsy = old_remove_clumsy
/datum/antagonist/rev/head/proc/admin_repair_flash(mob/admin)
var/list/L = owner.current.get_contents()
var/obj/item/device/assembly/flash/flash = locate() in L
if (!flash)
to_chat(admin, "<span class='danger'>Repairing flash failed!</span>")
else
flash.crit_fail = 0
flash.update_icon()
/datum/antagonist/rev/head/proc/admin_demote(datum/mind/target,mob/user)
message_admins("[key_name_admin(user)] has demoted [owner.current] from head revolutionary.")
log_admin("[key_name(user)] has demoted [owner.current] from head revolutionary.")
demote()
/datum/antagonist/rev/head
name = "Head Revolutionary"
hud_type = "rev_head"
var/remove_clumsy = FALSE
var/give_flash = FALSE
var/give_hud = TRUE
/datum/antagonist/rev/head/antag_listing_name()
return ..() + "(Leader)"
/datum/antagonist/rev/proc/update_rev_icons_added(mob/living/M)
var/datum/atom_hud/antag/revhud = GLOB.huds[ANTAG_HUD_REV]
revhud.join_hud(M)
set_antag_hud(M,hud_type)
/datum/antagonist/rev/proc/update_rev_icons_removed(mob/living/M)
var/datum/atom_hud/antag/revhud = GLOB.huds[ANTAG_HUD_REV]
revhud.leave_hud(M)
set_antag_hud(M, null)
/datum/antagonist/rev/proc/can_be_converted(mob/living/candidate)
if(!candidate.mind)
return FALSE
if(!can_be_owned(candidate.mind))
return FALSE
var/mob/living/carbon/C = candidate //Check to see if the potential rev is implanted
if(!istype(C)) //Can't convert simple animals
return FALSE
return TRUE
/datum/antagonist/rev/proc/add_revolutionary(datum/mind/rev_mind,stun = TRUE)
if(!can_be_converted(rev_mind.current))
return FALSE
if(stun)
if(iscarbon(rev_mind.current))
var/mob/living/carbon/carbon_mob = rev_mind.current
carbon_mob.silent = max(carbon_mob.silent, 5)
carbon_mob.flash_act(1, 1)
rev_mind.current.Stun(100)
rev_mind.add_antag_datum(/datum/antagonist/rev,rev_team)
rev_mind.special_role = ROLE_REV
return TRUE
/datum/antagonist/rev/head/proc/demote()
var/datum/mind/old_owner = owner
var/old_team = rev_team
silent = TRUE
owner.remove_antag_datum(/datum/antagonist/rev/head)
var/datum/antagonist/rev/new_rev = new /datum/antagonist/rev()
new_rev.silent = TRUE
old_owner.add_antag_datum(new_rev,old_team)
new_rev.silent = FALSE
to_chat(old_owner, "<span class='userdanger'>Revolution has been disappointed of your leader traits! You are a regular revolutionary now!</span>")
/datum/antagonist/rev/farewell()
if(ishuman(owner.current))
owner.current.visible_message("<span class='deconversion_message'>[owner.current] looks like they just remembered their real allegiance!</span>", null, null, null, owner.current)
to_chat(owner, "<span class='userdanger'>You are no longer a brainwashed revolutionary! Your memory is hazy from the time you were a rebel...the only thing you remember is the name of the one who brainwashed you...</span>")
else if(issilicon(owner.current))
owner.current.visible_message("<span class='deconversion_message'>The frame beeps contentedly, purging the hostile memory engram from the MMI before initalizing it.</span>", null, null, null, owner.current)
to_chat(owner, "<span class='userdanger'>The frame's firmware detects and deletes your neural reprogramming! You remember nothing but the name of the one who flashed you.</span>")
/datum/antagonist/rev/proc/remove_revolutionary(borged, deconverter)
log_attack("[owner.current] (Key: [key_name(owner.current)]) has been deconverted from the revolution by [deconverter] (Key: [key_name(deconverter)])!")
if(borged)
message_admins("[ADMIN_LOOKUPFLW(owner.current)] has been borged while being a [name]")
owner.special_role = null
if(iscarbon(owner.current))
var/mob/living/carbon/C = owner.current
C.Unconscious(100)
owner.remove_antag_datum(type)
/datum/antagonist/rev/head/remove_revolutionary(borged,deconverter)
if(!borged)
return
. = ..()
/datum/antagonist/rev/head/equip_rev()
var/mob/living/carbon/human/H = owner.current
if(!istype(H))
return
if(remove_clumsy && owner.assigned_role == "Clown")
to_chat(owner, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
H.dna.remove_mutation(CLOWNMUT)
if(give_flash)
var/obj/item/device/assembly/flash/T = new(H)
var/list/slots = list (
"backpack" = slot_in_backpack,
"left pocket" = slot_l_store,
"right pocket" = slot_r_store
)
var/where = H.equip_in_one_of_slots(T, slots)
if (!where)
to_chat(H, "The Syndicate were unfortunately unable to get you a flash.")
else
to_chat(H, "The flash in your [where] will help you to persuade the crew to join your cause.")
if(give_hud)
var/obj/item/organ/cyberimp/eyes/hud/security/syndicate/S = new(H)
S.Insert(H, special = FALSE, drop_if_replaced = FALSE)
to_chat(H, "Your eyes have been implanted with a cybernetic security HUD which will help you keep track of who is mindshield-implanted, and therefore unable to be recruited.")
/datum/team/revolution
name = "Revolution"
var/max_headrevs = 3
/datum/team/revolution/proc/update_objectives(initial = FALSE)
var/untracked_heads = SSjob.get_all_heads()
for(var/datum/objective/mutiny/O in objectives)
untracked_heads -= O.target
for(var/datum/mind/M in untracked_heads)
var/datum/objective/mutiny/new_target = new()
new_target.team = src
new_target.target = M
new_target.update_explanation_text()
objectives += new_target
for(var/datum/mind/M in members)
M.objectives |= objectives
addtimer(CALLBACK(src,.proc/update_objectives),HEAD_UPDATE_PERIOD,TIMER_UNIQUE)
/datum/team/revolution/proc/head_revolutionaries()
. = list()
for(var/datum/mind/M in members)
if(M.has_antag_datum(/datum/antagonist/rev/head))
. += M
/datum/team/revolution/proc/update_heads()
if(SSticker.HasRoundStarted())
var/list/datum/mind/head_revolutionaries = head_revolutionaries()
var/list/datum/mind/heads = SSjob.get_all_heads()
var/list/sec = SSjob.get_all_sec()
if(head_revolutionaries.len < max_headrevs && head_revolutionaries.len < round(heads.len - ((8 - sec.len) / 3)))
var/list/datum/mind/non_heads = members - head_revolutionaries
var/list/datum/mind/promotable = list()
for(var/datum/mind/khrushchev in non_heads)
if(khrushchev.current && !khrushchev.current.incapacitated() && !khrushchev.current.restrained() && khrushchev.current.client && khrushchev.current.stat != DEAD)
if(ROLE_REV in khrushchev.current.client.prefs.be_special)
promotable += khrushchev
if(promotable.len)
var/datum/mind/new_leader = pick(promotable)
var/datum/antagonist/rev/rev = new_leader.has_antag_datum(/datum/antagonist/rev)
rev.promote()
addtimer(CALLBACK(src,.proc/update_heads),HEAD_UPDATE_PERIOD,TIMER_UNIQUE)
/datum/team/revolution/roundend_report()
if(!members.len)
return
var/list/result = list()
result += "<div class='panel redborder'>"
var/num_revs = 0
var/num_survivors = 0
for(var/mob/living/carbon/survivor in GLOB.alive_mob_list)
if(survivor.ckey)
num_survivors++
if(survivor.mind)
if(is_revolutionary(survivor))
num_revs++
if(num_survivors)
result += "Command's Approval Rating: <B>[100 - round((num_revs/num_survivors)*100, 0.1)]%</B><br>"
var/list/targets = list()
var/list/datum/mind/headrevs = get_antagonists(/datum/antagonist/rev/head)
var/list/datum/mind/revs = get_antagonists(/datum/antagonist/rev,TRUE)
if(headrevs.len)
var/list/headrev_part = list()
headrev_part += "<span class='header'>The head revolutionaries were:</span>"
headrev_part += printplayerlist(headrevs,TRUE)
result += headrev_part.Join("<br>")
if(revs.len)
var/list/rev_part = list()
rev_part += "<span class='header'>The revolutionaries were:</span>"
rev_part += printplayerlist(revs,TRUE)
result += rev_part.Join("<br>")
var/list/heads = SSjob.get_all_heads()
if(heads.len)
var/head_text = "<span class='header'>The heads of staff were:</span>"
head_text += "<ul class='playerlist'>"
for(var/datum/mind/head in heads)
var/target = (head in targets)
head_text += "<li>"
if(target)
head_text += "<span class='redtext'>Target</span>"
head_text += "[printplayer(head, 1)]</li>"
head_text += "</ul><br>"
result += head_text
result += "</div>"
return result.Join()
/datum/team/revolution/antag_listing_entry()
var/common_part = ..()
var/heads_report = "<b>Heads of Staff</b><br>"
heads_report += "<table cellspacing=5>"
for(var/datum/mind/N in SSjob.get_living_heads())
var/mob/M = N.current
if(M)
heads_report += "<tr><td><a href='?_src_=holder;[HrefToken()];adminplayeropts=[REF(M)]'>[M.real_name]</a>[M.client ? "" : " <i>(No Client)</i>"][M.stat == DEAD ? " <b><font color=red>(DEAD)</font></b>" : ""]</td>"
heads_report += "<td><A href='?priv_msg=[M.ckey]'>PM</A></td>"
heads_report += "<td><A href='?_src_=holder;[HrefToken()];adminplayerobservefollow=[REF(M)]'>FLW</a></td>"
var/turf/mob_loc = get_turf(M)
heads_report += "<td>[mob_loc.loc]</td></tr>"
else
heads_report += "<tr><td><a href='?_src_=vars;[HrefToken()];Vars=[REF(N)]'>[N.name]([N.key])</a><i>Head body destroyed!</i></td>"
heads_report += "<td><A href='?priv_msg=[N.key]'>PM</A></td></tr>"
heads_report += "</table>"
return common_part + heads_report
/datum/team/revolution/is_gamemode_hero()
return SSticker.mode.name == "revolution"
-339
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@@ -1,339 +0,0 @@
#define APPRENTICE_DESTRUCTION "destruction"
#define APPRENTICE_BLUESPACE "bluespace"
#define APPRENTICE_ROBELESS "robeless"
#define APPRENTICE_HEALING "healing"
/datum/antagonist/wizard
name = "Space Wizard"
roundend_category = "wizards/witches"
antagpanel_category = "Wizard"
job_rank = ROLE_WIZARD
var/give_objectives = TRUE
var/strip = TRUE //strip before equipping
var/allow_rename = TRUE
var/hud_version = "wizard"
var/datum/team/wizard/wiz_team //Only created if wizard summons apprentices
var/move_to_lair = TRUE
var/outfit_type = /datum/outfit/wizard
var/wiz_age = WIZARD_AGE_MIN /* Wizards by nature cannot be too young. */
/datum/antagonist/wizard/on_gain()
register()
if(give_objectives)
create_objectives()
equip_wizard()
if(move_to_lair)
send_to_lair()
. = ..()
if(allow_rename)
rename_wizard()
/datum/antagonist/wizard/proc/register()
SSticker.mode.wizards |= owner
/datum/antagonist/wizard/proc/unregister()
SSticker.mode.wizards -= src
/datum/antagonist/wizard/create_team(datum/team/wizard/new_team)
if(!new_team)
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
wiz_team = new_team
/datum/antagonist/wizard/get_team()
return wiz_team
/datum/team/wizard
name = "wizard team"
var/datum/antagonist/wizard/master_wizard
/datum/antagonist/wizard/proc/create_wiz_team()
wiz_team = new(owner)
wiz_team.name = "[owner.current.real_name] team"
wiz_team.master_wizard = src
update_wiz_icons_added(owner.current)
/datum/antagonist/wizard/proc/send_to_lair()
if(!owner || !owner.current)
return
if(!GLOB.wizardstart.len)
SSjob.SendToLateJoin(owner.current)
to_chat(owner, "HOT INSERTION, GO GO GO")
owner.current.forceMove(pick(GLOB.wizardstart))
/datum/antagonist/wizard/proc/create_objectives()
switch(rand(1,100))
if(1 to 30)
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = owner
kill_objective.find_target()
objectives += kill_objective
if (!(locate(/datum/objective/escape) in owner.objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = owner
objectives += escape_objective
if(31 to 60)
var/datum/objective/steal/steal_objective = new
steal_objective.owner = owner
steal_objective.find_target()
objectives += steal_objective
if (!(locate(/datum/objective/escape) in owner.objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = owner
objectives += escape_objective
if(61 to 85)
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = owner
kill_objective.find_target()
objectives += kill_objective
var/datum/objective/steal/steal_objective = new
steal_objective.owner = owner
steal_objective.find_target()
objectives += steal_objective
if (!(locate(/datum/objective/survive) in owner.objectives))
var/datum/objective/survive/survive_objective = new
survive_objective.owner = owner
objectives += survive_objective
else
if (!(locate(/datum/objective/hijack) in owner.objectives))
var/datum/objective/hijack/hijack_objective = new
hijack_objective.owner = owner
objectives += hijack_objective
for(var/datum/objective/O in objectives)
owner.objectives += O
/datum/antagonist/wizard/on_removal()
unregister()
for(var/objective in objectives)
owner.objectives -= objective
owner.RemoveAllSpells() // TODO keep track which spells are wizard spells which innate stuff
return ..()
/datum/antagonist/wizard/proc/equip_wizard()
if(!owner)
return
var/mob/living/carbon/human/H = owner.current
if(!istype(H))
return
if(strip)
H.delete_equipment()
//Wizards are human by default. Use the mirror if you want something else.
H.set_species(/datum/species/human)
if(H.age < wiz_age)
H.age = wiz_age
H.equipOutfit(outfit_type)
/datum/antagonist/wizard/greet()
to_chat(owner, "<span class='boldannounce'>You are the Space Wizard!</span>")
to_chat(owner, "<B>The Space Wizards Federation has given you the following tasks:</B>")
owner.announce_objectives()
to_chat(owner, "You will find a list of available spells in your spell book. Choose your magic arsenal carefully.")
to_chat(owner, "The spellbook is bound to you, and others cannot use it.")
to_chat(owner, "In your pockets you will find a teleport scroll. Use it as needed.")
to_chat(owner,"<B>Remember:</B> do not forget to prepare your spells.")
/datum/antagonist/wizard/farewell()
to_chat(owner, "<span class='userdanger'>You have been brainwashed! You are no longer a wizard!</span>")
/datum/antagonist/wizard/proc/rename_wizard()
set waitfor = FALSE
var/wizard_name_first = pick(GLOB.wizard_first)
var/wizard_name_second = pick(GLOB.wizard_second)
var/randomname = "[wizard_name_first] [wizard_name_second]"
var/mob/living/wiz_mob = owner.current
var/newname = copytext(sanitize(input(wiz_mob, "You are the [name]. Would you like to change your name to something else?", "Name change", randomname) as null|text),1,MAX_NAME_LEN)
if (!newname)
newname = randomname
wiz_mob.fully_replace_character_name(wiz_mob.real_name, newname)
/datum/antagonist/wizard/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_wiz_icons_added(M, wiz_team ? TRUE : FALSE) //Don't bother showing the icon if you're solo wizard
M.faction |= ROLE_WIZARD
/datum/antagonist/wizard/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_wiz_icons_removed(M)
M.faction -= ROLE_WIZARD
/datum/antagonist/wizard/get_admin_commands()
. = ..()
.["Send to Lair"] = CALLBACK(src,.proc/admin_send_to_lair)
/datum/antagonist/wizard/proc/admin_send_to_lair(mob/admin)
owner.current.forceMove(pick(GLOB.wizardstart))
/datum/antagonist/wizard/apprentice
name = "Wizard Apprentice"
hud_version = "apprentice"
var/datum/mind/master
var/school = APPRENTICE_DESTRUCTION
outfit_type = /datum/outfit/wizard/apprentice
wiz_age = APPRENTICE_AGE_MIN
/datum/antagonist/wizard/apprentice/greet()
to_chat(owner, "<B>You are [master.current.real_name]'s apprentice! You are bound by magic contract to follow their orders and help them in accomplishing their goals.")
owner.announce_objectives()
/datum/antagonist/wizard/apprentice/register()
SSticker.mode.apprentices |= owner
/datum/antagonist/wizard/apprentice/unregister()
SSticker.mode.apprentices -= owner
/datum/antagonist/wizard/apprentice/equip_wizard()
. = ..()
if(!owner)
return
var/mob/living/carbon/human/H = owner.current
if(!istype(H))
return
switch(school)
if(APPRENTICE_DESTRUCTION)
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/projectile/magic_missile(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/aimed/fireball(null))
to_chat(owner, "<B>Your service has not gone unrewarded, however. Studying under [master.current.real_name], you have learned powerful, destructive spells. You are able to cast magic missile and fireball.")
if(APPRENTICE_BLUESPACE)
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/area_teleport/teleport(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt(null))
to_chat(owner, "<B>Your service has not gone unrewarded, however. Studying under [master.current.real_name], you have learned reality bending mobility spells. You are able to cast teleport and ethereal jaunt.")
if(APPRENTICE_HEALING)
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/charge(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/forcewall(null))
H.put_in_hands(new /obj/item/gun/magic/staff/healing(H))
to_chat(owner, "<B>Your service has not gone unrewarded, however. Studying under [master.current.real_name], you have learned livesaving survival spells. You are able to cast charge and forcewall.")
if(APPRENTICE_ROBELESS)
owner.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/knock(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/mind_transfer(null))
to_chat(owner, "<B>Your service has not gone unrewarded, however. Studying under [master.current.real_name], you have learned stealthy, robeless spells. You are able to cast knock and mindswap.")
/datum/antagonist/wizard/apprentice/create_objectives()
var/datum/objective/protect/new_objective = new /datum/objective/protect
new_objective.owner = owner
new_objective.target = master
new_objective.explanation_text = "Protect [master.current.real_name], the wizard."
owner.objectives += new_objective
objectives += new_objective
//Random event wizard
/datum/antagonist/wizard/apprentice/imposter
name = "Wizard Imposter"
allow_rename = FALSE
move_to_lair = FALSE
/datum/antagonist/wizard/apprentice/imposter/greet()
to_chat(owner, "<B>You are an imposter! Trick and confuse the crew to misdirect malice from your handsome original!</B>")
owner.announce_objectives()
/datum/antagonist/wizard/apprentice/imposter/equip_wizard()
var/mob/living/carbon/human/master_mob = master.current
var/mob/living/carbon/human/H = owner.current
if(!istype(master_mob) || !istype(H))
return
if(master_mob.ears)
H.equip_to_slot_or_del(new master_mob.ears.type, slot_ears)
if(master_mob.w_uniform)
H.equip_to_slot_or_del(new master_mob.w_uniform.type, slot_w_uniform)
if(master_mob.shoes)
H.equip_to_slot_or_del(new master_mob.shoes.type, slot_shoes)
if(master_mob.wear_suit)
H.equip_to_slot_or_del(new master_mob.wear_suit.type, slot_wear_suit)
if(master_mob.head)
H.equip_to_slot_or_del(new master_mob.head.type, slot_head)
if(master_mob.back)
H.equip_to_slot_or_del(new master_mob.back.type, slot_back)
//Operation: Fuck off and scare people
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/area_teleport/teleport(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/turf_teleport/blink(null))
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt(null))
/datum/antagonist/wizard/proc/update_wiz_icons_added(mob/living/wiz,join = TRUE)
var/datum/atom_hud/antag/wizhud = GLOB.huds[ANTAG_HUD_WIZ]
wizhud.join_hud(wiz)
set_antag_hud(wiz, hud_version)
/datum/antagonist/wizard/proc/update_wiz_icons_removed(mob/living/wiz)
var/datum/atom_hud/antag/wizhud = GLOB.huds[ANTAG_HUD_WIZ]
wizhud.leave_hud(wiz)
set_antag_hud(wiz, null)
/datum/antagonist/wizard/academy
name = "Academy Teacher"
outfit_type = /datum/outfit/wizard/academy
/datum/antagonist/wizard/academy/equip_wizard()
. = ..()
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt)
owner.AddSpell(new /obj/effect/proc_holder/spell/targeted/projectile/magic_missile)
owner.AddSpell(new /obj/effect/proc_holder/spell/aimed/fireball)
var/mob/living/M = owner.current
if(!istype(M))
return
var/obj/item/implant/exile/Implant = new/obj/item/implant/exile(M)
Implant.implant(M)
/datum/antagonist/wizard/academy/create_objectives()
var/datum/objective/new_objective = new("Protect Wizard Academy from the intruders")
new_objective.owner = owner
owner.objectives += new_objective
objectives += new_objective
//Solo wizard report
/datum/antagonist/wizard/roundend_report()
var/list/parts = list()
parts += printplayer(owner)
var/count = 1
var/wizardwin = 1
for(var/datum/objective/objective in objectives)
if(objective.check_completion())
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'>Success!</span>"
else
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
wizardwin = 0
count++
if(wizardwin)
parts += "<span class='greentext'>The wizard was successful!</span>"
else
parts += "<span class='redtext'>The wizard has failed!</span>"
if(owner.spell_list.len>0)
parts += "<B>[owner.name] used the following spells: </B>"
var/list/spell_names = list()
for(var/obj/effect/proc_holder/spell/S in owner.spell_list)
spell_names += S.name
parts += spell_names.Join(", ")
return parts.Join("<br>")
//Wizard with apprentices report
/datum/team/wizard/roundend_report()
var/list/parts = list()
parts += "<span class='header'>Wizards/witches of [master_wizard.owner.name] team were:</span>"
parts += master_wizard.roundend_report()
parts += " "
parts += "<span class='header'>[master_wizard.owner.name] apprentices were:</span>"
parts += printplayerlist(members - master_wizard.owner)
return "<div class='panel redborder'>[parts.Join("<br>")]</div>"
-10
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@@ -1,10 +0,0 @@
/datum/votablemap
var/name = ""
var/friendlyname = ""
var/minusers = 0
var/maxusers = 0
var/voteweight = 1
/datum/votablemap/New(name)
src.name = name
src.friendlyname = name
-57
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@@ -1,57 +0,0 @@
////////////Syndicate Cortical Borer
obj/item/antag_spawner/syndi_borer
name = "syndicate brain-slug container"
desc = "Releases a modified cortical borer to assist the user."
icon = 'icons/obj/device.dmi' //Temporary? Doesn't really look like a container for xenofauna... but IDK what else could work.
icon_state = "locator"
var/polling = FALSE
obj/item/antag_spawner/syndi_borer/spawn_antag(client/C, turf/T, mob/owner)
var/mob/living/simple_animal/borer/syndi_borer/B = new /mob/living/simple_animal/borer/syndi_borer(T)
B.key = C.key
if (owner)
B.owner = owner
B.faction = B.faction | owner.faction.Copy()
B.mind.assigned_role = B.name
B.mind.special_role = B.name
var/datum/objective/syndi_borer/new_objective
new_objective = new /datum/objective/syndi_borer
new_objective.owner = B.mind
new_objective.target = owner.mind
new_objective.explanation_text = "You are a modified cortical borer. You obey [owner.real_name] and must assist them in completing their objectives."
B.mind.objectives += new_objective
to_chat(B, "<B>You are awake at last! Seek out whoever released you and aid them as best you can!</B>")
if(new_objective)
to_chat(B, "<B>Objective #[1]</B>: [new_objective.explanation_text]")
/obj/item/antag_spawner/syndi_borer/proc/check_usability(mob/user)
if(used)
to_chat(user, "<span class='warning'>[src] appears to be empty!</span>")
return 0
if(polling == TRUE)
to_chat(user, "<span class='warning'>[src] is busy activating!</span>")
return 0
return 1
/obj/item/antag_spawner/syndi_borer/attack_self(mob/user)
if(!(check_usability(user)))
return
polling = TRUE
var/list/borer_candidates = pollCandidatesForMob("Do you want to play as a syndicate cortical borer?", ROLE_BORER, null, ROLE_BORER, 150, src)
if(borer_candidates.len)
polling = FALSE
if(!(check_usability(user)))
return
used = 1
var/mob/dead/observer/theghost = pick(borer_candidates)
spawn_antag(theghost.client, get_turf(src), user)
var/datum/effect_system/spark_spread/S = new /datum/effect_system/spark_spread
S.set_up(4, 1, src)
S.start()
qdel(src)
else
polling = FALSE
to_chat(user, "<span class='warning'>Unable to connect to release specimen. Please wait and try again later or use the container on your uplink to get your points refunded.</span>")
-106
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@@ -1,106 +0,0 @@
#define MIN_LATE_TARGET_TIME 600 //lower bound of re-rolled timer, 1 min
#define MAX_LATE_TARGET_TIME 6000 //upper bound of re-rolled timer, 10 min
#define LATE_TARGET_HIT_CHANCE 70 //How often would the find_target succeed, otherwise it re-rolls later and tries again.
//Hit chance is here to avoid people checking github and then hovering around new arrivals within the max minute range every round.
/datum/objective/assassinate/late
martyr_compatible = FALSE
/datum/objective/assassinate/late/find_target()
var/list/possible_targets = list()
for(var/mob/M in GLOB.latejoiners)
var/datum/mind/possible_target = M.mind
if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != 2) && is_unique_objective(possible_target))
possible_targets += possible_target
if(possible_targets.len > 0 && prob(LATE_TARGET_HIT_CHANCE))
target = pick(possible_targets)
martyr_compatible = TRUE //Might never matter, but I guess if an admin gives another random objective, this should now be compatible
update_explanation_text()
message_admins("[target] has been selected as the assassination target of [owner].")
log_game("[target] has been selected as the assassination target of [owner].")
to_chat(owner, "<span class='italics'>You hear a crackling noise in your ears, as a one-way syndicate message plays:</span>")
to_chat(owner, "<span class='userdanger'><font size=5>You target has been located. To succeed, find and eliminate [target], the [!target_role_type ? target.assigned_role : target.special_role].</font></span>")
return target
else
update_explanation_text()
addtimer(CALLBACK(src, .proc/find_target),rand(MIN_LATE_TARGET_TIME, MAX_LATE_TARGET_TIME))
return null
/datum/objective/assassinate/late/find_target_by_role(role, role_type=0, invert=0)
var/list/possible_targets = list()
for(var/mob/M in GLOB.latejoiners)
var/datum/mind/possible_target = M.mind
if((possible_target != owner) && ishuman(possible_target.current))
var/is_role = 0
if(role_type)
if(possible_target.special_role == role)
is_role++
else
if(possible_target.assigned_role == role)
is_role++
if(invert)
if(is_role)
continue
possible_targets += possible_target
//break
else if(is_role)
possible_targets += possible_target
//break
if(possible_targets && prob(LATE_TARGET_HIT_CHANCE))
target = pick(possible_targets)
update_explanation_text()
message_admins("[target] has been selected as the assassination target of [owner].")
log_game("[target] has been selected as the assassination target of [owner].")
to_chat(owner, "<span class='italics'>You hear a crackling noise in your ears, as a one-way syndicate message plays:</span>")
to_chat(owner, "<span class='userdanger'><font size=5>You target has been located. To succeed, find and eliminate [target], the [!target_role_type ? target.assigned_role : target.special_role].</font></span>")
else
update_explanation_text()
addtimer(CALLBACK(src, .proc/find_target_by_role, role, role_type, invert),rand(MIN_LATE_TARGET_TIME, MAX_LATE_TARGET_TIME))
/datum/objective/assassinate/late/check_completion()
if(target && target.current) //If target WAS assigned
if(target.current.stat == DEAD || issilicon(target.current) || isbrain(target.current) || target.current.z > 6 || !target.current.ckey) //Borgs/brains/AIs count as dead for traitor objectives. --NeoFite
return TRUE
return FALSE
else //If no target was ever given
if(!owner.current || owner.current.stat == DEAD || isbrain(owner.current))
return FALSE
if(!is_special_character(owner.current))
return FALSE
return TRUE
/datum/objective/assassinate/late/update_explanation_text()
//..()
if(target && target.current)
explanation_text = "Assassinate [target.name], the [!target_role_type ? target.assigned_role : target.special_role]."
else
explanation_text = "Stay alive until your target arrives on the station, you will be notified when the target has been identified."
//BORER STUFF
//Because borers didn't use to have objectives
/datum/objective/normal_borer //Default objective, should technically never be used unmodified but CAN work unmodified.
explanation_text = "You must escape with at least one borer with host on the shuttle."
target_amount = 1
martyr_compatible = 0
/datum/objective/normal_borer/check_completion()
var/total_borer_hosts = 0
for(var/mob/living/carbon/C in GLOB.mob_list)
var/mob/living/simple_animal/borer/D = C.has_brain_worms()
var/turf/location = get_turf(C)
if(is_centcom_level(location.z) && D && D.stat != DEAD)
total_borer_hosts++
if(target_amount <= total_borer_hosts)
return TRUE
else
return FALSE
-769
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@@ -1,769 +0,0 @@
/datum/action/innate/cult/blood_magic //Blood magic handles the creation of blood spells (formerly talismans)
name = "Prepare Blood Magic"
button_icon_state = "carve"
desc = "Prepare blood magic by carving runes into your flesh. This rite is most effective with an <b>empowering rune</b>"
var/list/spells = list()
var/channeling = FALSE
/datum/action/innate/cult/blood_magic/Grant()
..()
button.screen_loc = "6:-29,4:-2"
button.moved = "6:-29,4:-2"
button.locked = TRUE
/datum/action/innate/cult/blood_magic/Remove()
for(var/X in spells)
qdel(X)
..()
/datum/action/innate/cult/blood_magic/IsAvailable()
if(!iscultist(owner))
return FALSE
return ..()
/datum/action/innate/cult/blood_magic/proc/Positioning()
for(var/datum/action/innate/cult/blood_spell/B in spells)
var/pos = -29+spells.Find(B)*31
B.button.screen_loc = "6:[pos],4:-2"
B.button.moved = B.button.screen_loc
B.button.locked = TRUE
/datum/action/innate/cult/blood_magic/Activate()
var/rune = FALSE
var/limit = RUNELESS_MAX_BLOODCHARGE
for(var/obj/effect/rune/empower/R in range(1, owner))
rune = TRUE
break
if(rune)
limit = MAX_BLOODCHARGE
if(spells.len >= limit)
if(rune)
to_chat(owner, "<span class='cultitalic'>Your body has reached its limit, you cannot store more than [MAX_BLOODCHARGE] spells at once. <b>Pick a spell to nullify.</b></span>")
else
to_chat(owner, "<span class='cultitalic'>Your body has reached its limit, <b><u>you cannot have more than [RUNELESS_MAX_BLOODCHARGE] spells at once without an empowering rune! Pick a spell to nullify.</b></u></span>")
var/nullify_spell = input(owner, "Choose a spell to remove.", "Current Spells") as null|anything in spells
if(nullify_spell)
qdel(nullify_spell)
return
var/entered_spell_name
var/datum/action/innate/cult/blood_spell/BS
var/list/possible_spells = list()
for(var/I in subtypesof(/datum/action/innate/cult/blood_spell))
var/datum/action/innate/cult/blood_spell/J = I
var/cult_name = initial(J.name)
possible_spells[cult_name] = J
possible_spells += "(REMOVE SPELL)"
entered_spell_name = input(owner, "Pick a blood spell to prepare...", "Spell Choices") as null|anything in possible_spells
if(entered_spell_name == "(REMOVE SPELL)")
var/nullify_spell = input(owner, "Choose a spell to remove.", "Current Spells") as null|anything in spells
if(nullify_spell)
qdel(nullify_spell)
return
BS = possible_spells[entered_spell_name]
if(QDELETED(src) || owner.incapacitated() || !BS)
return
to_chat(owner,"<span class='warning'>You begin to carve unnatural symbols into your flesh!</span>")
SEND_SOUND(owner, sound('sound/weapons/slice.ogg',0,1,10))
if(!channeling)
channeling = TRUE
else
to_chat(owner, "<span class='cultitalic'>You are already invoking blood magic!")
return
if(do_after(owner, 100 - rune*65, target = owner))
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.bleed(30 - rune*25)
var/datum/action/innate/cult/blood_spell/new_spell = new BS(owner)
new_spell.Grant(owner, src)
spells += new_spell
Positioning()
to_chat(owner, "<span class='warning'>Your wounds glows with power, you have prepared a [new_spell.name] invocation!</span>")
channeling = FALSE
/datum/action/innate/cult/blood_spell //The next generation of talismans
name = "Blood Magic"
button_icon_state = "telerune"
desc = "Fear the Old Blood."
var/charges = 1
var/magic_path = null
var/obj/item/melee/blood_magic/hand_magic
var/datum/action/innate/cult/blood_magic/all_magic
var/base_desc //To allow for updating tooltips
var/invocation
var/health_cost = 0
/datum/action/innate/cult/blood_spell/Grant(mob/living/owner, datum/action/innate/cult/blood_magic/BM)
if(health_cost)
desc += "<br>Deals <u>[health_cost] damage</u> to your arm per use."
base_desc = desc
desc += "<br><b><u>Has [charges] use\s remaining</u></b>."
all_magic = BM
..()
/datum/action/innate/cult/blood_spell/Remove()
if(all_magic)
all_magic.spells -= src
if(hand_magic)
qdel(hand_magic)
hand_magic = null
..()
/datum/action/innate/cult/blood_spell/IsAvailable()
if(!iscultist(owner) || owner.incapacitated() || !charges)
return FALSE
return ..()
/datum/action/innate/cult/blood_spell/Activate()
if(magic_path) //If this spell flows from the hand
if(!hand_magic)
hand_magic = new magic_path(owner, src)
if(!owner.put_in_hands(hand_magic))
qdel(hand_magic)
hand_magic = null
to_chat(owner, "<span class='warning'>You have no empty hand for invoking blood magic!</span>")
return
to_chat(owner, "<span class='notice'>Your old wounds glow again as you invoke the [name].</span>")
return
if(hand_magic)
qdel(hand_magic)
hand_magic = null
to_chat(owner, "<span class='warning'>You snuff out the spell with your hand, saving its power for another time.</span>")
//Cult Blood Spells
/datum/action/innate/cult/blood_spell/stun
name = "Stun"
desc = "A potent spell that will stun and mute victims upon contact."
button_icon_state = "hand"
magic_path = "/obj/item/melee/blood_magic/stun"
health_cost = 10
/datum/action/innate/cult/blood_spell/teleport
name = "Teleport"
desc = "A useful spell that teleport cultists to a chosen destination on contact."
button_icon_state = "tele"
magic_path = "/obj/item/melee/blood_magic/teleport"
health_cost = 7
/datum/action/innate/cult/blood_spell/emp
name = "Electromagnetic Pulse"
desc = "A large spell that immediately disables all electronics in the area."
button_icon_state = "emp"
health_cost = 10
invocation = "Ta'gh fara'qha fel d'amar det!"
/datum/action/innate/cult/blood_spell/emp/Activate()
owner.visible_message("<span class='warning'>[owner]'s hand flashes a bright blue!</span>", \
"<span class='cultitalic'>You speak the cursed words, emitting an EMP blast from your hand.</span>")
empulse(owner, 3, 6)
owner.whisper(invocation, language = /datum/language/common)
charges--
if(charges<=0)
qdel(src)
/datum/action/innate/cult/blood_spell/shackles
name = "Shadow Shackles"
desc = "A stealthy spell that will handcuff and temporarily silence your victim."
button_icon_state = "cuff"
charges = 4
magic_path = "/obj/item/melee/blood_magic/shackles"
/datum/action/innate/cult/blood_spell/construction
name = "Twisted Construction"
desc = "<u>A sinister spell used to convert:</u><br>Plasteel into runed metal<br>25 metal into a construct shell<br>Cyborgs directly into constructs<br>Cyborg shells into construct shells<br>Airlocks into runed airlocks (harm intent)"
button_icon_state = "transmute"
magic_path = "/obj/item/melee/blood_magic/construction"
/datum/action/innate/cult/blood_spell/equipment
name = "Summon Equipment"
desc = "A crucial spell that enables you to summon either a ritual dagger or combat gear including armored robes, the nar'sien bola, and an eldritch longsword."
button_icon_state = "equip"
magic_path = "/obj/item/melee/blood_magic/armor"
/datum/action/innate/cult/blood_spell/equipment/Activate()
var/choice = alert(owner,"Choose your equipment type",,"Combat Equipment","Ritual Dagger","Cancel")
if(choice == "Ritual Dagger")
var/turf/T = get_turf(owner)
owner.visible_message("<span class='warning'>[owner]'s hand glows red for a moment.</span>", \
"<span class='cultitalic'>Red light begins to shimmer and take form within your hand!</span>")
var/obj/O = new /obj/item/melee/cultblade/dagger(T)
if(owner.put_in_hands(O))
to_chat(owner, "<span class='warning'>A ritual dagger appears in your hand!</span>")
else
owner.visible_message("<span class='warning'>A ritual dagger appears at [owner]'s feet!</span>", \
"<span class='cultitalic'>A ritual dagger materializes at your feet.</span>")
SEND_SOUND(owner, sound('sound/effects/magic.ogg',0,1,25))
charges--
desc = base_desc
desc += "<br><b><u>Has [charges] use\s remaining</u></b>."
if(charges<=0)
qdel(src)
else if(choice == "Combat Equipment")
..()
/datum/action/innate/cult/blood_spell/horror
name = "Hallucinations"
desc = "A <u>ranged yet stealthy</u> spell that will break the mind of the victim with nightmarish hallucinations."
button_icon_state = "horror"
var/obj/effect/proc_holder/horror/PH
charges = 4
/datum/action/innate/cult/blood_spell/horror/New()
PH = new()
PH.attached_action = src
..()
/datum/action/innate/cult/blood_spell/horror/Destroy()
var/obj/effect/proc_holder/horror/destroy = PH
. = ..()
if(destroy && !QDELETED(destroy))
QDEL_NULL(destroy)
/datum/action/innate/cult/blood_spell/horror/Activate()
PH.toggle(owner) //the important bit
return TRUE
/obj/effect/proc_holder/horror
active = FALSE
ranged_mousepointer = 'icons/effects/cult_target.dmi'
var/datum/action/innate/cult/blood_spell/attached_action
/obj/effect/proc_holder/horror/Destroy()
var/datum/action/innate/cult/blood_spell/AA = attached_action
. = ..()
if(AA && !QDELETED(AA))
QDEL_NULL(AA)
/obj/effect/proc_holder/horror/proc/toggle(mob/user)
if(active)
remove_ranged_ability("<span class='cult'>You dispel the magic...</span>")
else
add_ranged_ability(user, "<span class='cult'>You prepare to horrify a target...</span>")
/obj/effect/proc_holder/horror/InterceptClickOn(mob/living/caller, params, atom/target)
if(..())
return
if(ranged_ability_user.incapacitated() || !iscultist(caller))
remove_ranged_ability()
return
var/turf/T = get_turf(ranged_ability_user)
if(!isturf(T))
return FALSE
if(target in view(7, get_turf(ranged_ability_user)))
if(!ishuman(target) || iscultist(target))
return
var/mob/living/carbon/human/H = target
H.hallucination = max(H.hallucination, 240)
SEND_SOUND(ranged_ability_user, sound('sound/effects/ghost.ogg',0,1,50))
var/image/C = image('icons/effects/cult_effects.dmi',H,"bloodsparkles", ABOVE_MOB_LAYER)
add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/cult, "cult_apoc", C, FALSE)
addtimer(CALLBACK(H,/atom/.proc/remove_alt_appearance,"cult_apoc",TRUE), 2400, TIMER_OVERRIDE|TIMER_UNIQUE)
to_chat(ranged_ability_user,"<span class='cult'><b>[H] has been cursed with living nightmares!</b></span>")
attached_action.charges--
attached_action.desc = attached_action.base_desc
attached_action.desc += "<br><b><u>Has [attached_action.charges] use\s remaining</u></b>."
attached_action.UpdateButtonIcon()
if(attached_action.charges <= 0)
remove_mousepointer(ranged_ability_user.client)
remove_ranged_ability("<span class='cult'>You have exhausted the spell's power!</span>")
qdel(src)
/datum/action/innate/cult/blood_spell/veiling
name = "Conceal Presence"
desc = "A multi-function spell that alternates between hiding and revealing nearby cult runes, structures, turf, and airlocks."
invocation = "Kla'atu barada nikt'o!"
button_icon_state = "gone"
charges = 10
var/revealing = FALSE //if it reveals or not
/datum/action/innate/cult/blood_spell/veiling/Activate()
if(!revealing)
owner.visible_message("<span class='warning'>Thin grey dust falls from [owner]'s hand!</span>", \
"<span class='cultitalic'>You invoke the veiling spell, hiding nearby runes.</span>")
charges--
SEND_SOUND(owner, sound('sound/magic/smoke.ogg',0,1,25))
owner.whisper(invocation, language = /datum/language/common)
for(var/obj/effect/rune/R in range(5,owner))
R.conceal()
for(var/obj/structure/destructible/cult/S in range(5,owner))
S.conceal()
for(var/turf/open/floor/engine/cult/T in range(5,owner))
T.realappearance.alpha = 0
for(var/obj/machinery/door/airlock/cult/AL in range(5, owner))
AL.conceal()
revealing = TRUE
name = "Reveal Runes"
button_icon_state = "back"
else
owner.visible_message("<span class='warning'>A flash of light shines from [owner]'s hand!</span>", \
"<span class='cultitalic'>You invoke the counterspell, revealing nearby runes.</span>")
charges--
owner.whisper(invocation, language = /datum/language/common)
SEND_SOUND(owner, sound('sound/magic/enter_blood.ogg',0,1,25))
for(var/obj/effect/rune/R in range(7,owner)) //More range in case you weren't standing in exactly the same spot
R.reveal()
for(var/obj/structure/destructible/cult/S in range(6,owner))
S.reveal()
for(var/turf/open/floor/engine/cult/T in range(6,owner))
T.realappearance.alpha = initial(T.realappearance.alpha)
for(var/obj/machinery/door/airlock/cult/AL in range(6, owner))
AL.reveal()
revealing = FALSE
name = "Conceal Runes"
button_icon_state = "gone"
if(charges<= 0)
qdel(src)
desc = base_desc
desc += "<br><b><u>Has [charges] use\s remaining</u></b>."
UpdateButtonIcon()
/datum/action/innate/cult/blood_spell/manipulation
name = "Blood Rites"
desc = "A complex spell that allows you to gather blood and use it for healing or other powerful spells."
invocation = "Fel'th Dol Ab'orod!"
button_icon_state = "manip"
charges = 5
magic_path = "/obj/item/melee/blood_magic/manipulator"
// The "magic hand" items
/obj/item/melee/blood_magic
name = "\improper magical aura"
desc = "Sinister looking aura that distorts the flow of reality around it."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "disintegrate"
item_state = null
flags_1 = ABSTRACT_1 | NODROP_1 | DROPDEL_1
w_class = WEIGHT_CLASS_HUGE
throwforce = 0
throw_range = 0
throw_speed = 0
var/invocation
var/uses = 1
var/health_cost = 0 //The amount of health taken from the user when invoking the spell
var/datum/action/innate/cult/blood_spell/source
/obj/item/melee/blood_magic/New(loc, spell)
source = spell
uses = source.charges
health_cost = source.health_cost
..()
/obj/item/melee/blood_magic/Destroy()
if(!QDELETED(source))
if(uses <= 0)
source.hand_magic = null
qdel(source)
source = null
else
source.hand_magic = null
source.charges = uses
source.desc = source.base_desc
source.desc += "<br><b><u>Has [uses] use\s remaining</u></b>."
source.UpdateButtonIcon()
..()
/obj/item/melee/blood_magic/attack_self(mob/living/user)
afterattack(user, user, TRUE)
/obj/item/melee/blood_magic/attack(mob/living/M, mob/living/carbon/user)
if(!iscarbon(user) || !iscultist(user))
uses = 0
qdel(src)
return
add_logs(user, M, "used a cult spell on", source.name, "")
M.lastattacker = user.real_name
M.lastattackerckey = user.ckey
/obj/item/melee/blood_magic/afterattack(atom/target, mob/living/carbon/user, proximity)
if(invocation)
user.whisper(invocation, language = /datum/language/common)
if(health_cost)
if(user.active_hand_index == 1)
user.apply_damage(health_cost, BRUTE, "l_arm")
else
user.apply_damage(health_cost, BRUTE, "r_arm")
if(uses <= 0)
qdel(src)
else if(source)
source.desc = source.base_desc
source.desc += "<br><b><u>Has [uses] use\s remaining</u></b>."
source.UpdateButtonIcon()
//Stun
/obj/item/melee/blood_magic/stun
color = "#ff0000" // red
invocation = "Fuu ma'jin!"
/obj/item/melee/blood_magic/stun/afterattack(atom/target, mob/living/carbon/user, proximity)
if(!isliving(target) || !proximity)
return
var/mob/living/L = target
if(iscultist(target))
return
if(iscultist(user))
user.visible_message("<span class='warning'>[user] holds up their hand, which explodes in a flash of red light!</span>", \
"<span class='cultitalic'>You stun [L] with the spell!</span>")
var/obj/item/nullrod/N = locate() in L
if(N)
target.visible_message("<span class='warning'>[L]'s holy weapon absorbs the light!</span>", \
"<span class='userdanger'>Your holy weapon absorbs the blinding light!</span>")
else
L.Knockdown(180)
L.flash_act(1,1)
if(issilicon(target))
var/mob/living/silicon/S = L
S.emp_act(EMP_HEAVY)
else if(iscarbon(target))
var/mob/living/carbon/C = L
C.silent += 6
C.stuttering += 15
C.cultslurring += 15
C.Jitter(15)
if(is_servant_of_ratvar(L))
L.adjustBruteLoss(15)
uses--
..()
//Teleportation
/obj/item/melee/blood_magic/teleport
color = RUNE_COLOR_TELEPORT
desc = "A potent spell that teleport cultists on contact."
invocation = "Sas'so c'arta forbici!"
/obj/item/melee/blood_magic/teleport/afterattack(atom/target, mob/living/carbon/user, proximity)
if(!iscultist(target) || !proximity)
to_chat(user, "<span class='warning'>You can only teleport adjacent cultists with this spell!</span>")
return
if(iscultist(user))
var/list/potential_runes = list()
var/list/teleportnames = list()
for(var/R in GLOB.teleport_runes)
var/obj/effect/rune/teleport/T = R
potential_runes[avoid_assoc_duplicate_keys(T.listkey, teleportnames)] = T
if(!potential_runes.len)
to_chat(user, "<span class='warning'>There are no valid runes to teleport to!</span>")
log_game("Teleport talisman failed - no other teleport runes")
return
var/turf/T = get_turf(src)
if(is_away_level(T.z))
to_chat(user, "<span class='cultitalic'>You are not in the right dimension!</span>")
log_game("Teleport spell failed - user in away mission")
return
var/input_rune_key = input(user, "Choose a rune to teleport to.", "Rune to Teleport to") as null|anything in potential_runes //we know what key they picked
var/obj/effect/rune/teleport/actual_selected_rune = potential_runes[input_rune_key] //what rune does that key correspond to?
if(QDELETED(src) || !user || !user.is_holding(src) || user.incapacitated() || !actual_selected_rune || !proximity)
return
var/turf/dest = get_turf(actual_selected_rune)
if(is_blocked_turf(dest, TRUE))
to_chat(user, "<span class='warning'>The target rune is blocked. Attempting to teleport to it would be massively unwise.</span>")
return
uses--
user.visible_message("<span class='warning'>Dust flows from [user]'s hand, and [user.p_they()] disappear[user.p_s()] with a sharp crack!</span>", \
"<span class='cultitalic'>You speak the words of the talisman and find yourself somewhere else!</span>", "<i>You hear a sharp crack.</i>")
var/mob/living/L = target
L.forceMove(dest)
dest.visible_message("<span class='warning'>There is a boom of outrushing air as something appears above the rune!</span>", null, "<i>You hear a boom.</i>")
..()
//Shackles
/obj/item/melee/blood_magic/shackles
name = "Shadow Shackles"
desc = "Allows you to bind a victim and temporarily silence them."
invocation = "In'totum Lig'abis!"
color = "#000000" // black
/obj/item/melee/blood_magic/shackles/afterattack(atom/target, mob/living/carbon/user, proximity)
if(iscultist(user) && iscarbon(target) && proximity)
var/mob/living/carbon/C = target
if(C.get_num_arms() >= 2 || C.get_arm_ignore())
CuffAttack(C, user)
else
user.visible_message("<span class='cultitalic'>This victim doesn't have enough arms to complete the restraint!</span>")
return
..()
/obj/item/melee/blood_magic/shackles/proc/CuffAttack(mob/living/carbon/C, mob/living/user)
if(!C.handcuffed)
playsound(loc, 'sound/weapons/cablecuff.ogg', 30, 1, -2)
C.visible_message("<span class='danger'>[user] begins restraining [C] with dark magic!</span>", \
"<span class='userdanger'>[user] begins shaping a dark magic around your wrists!</span>")
if(do_mob(user, C, 30))
if(!C.handcuffed)
C.handcuffed = new /obj/item/restraints/handcuffs/energy/cult/used(C)
C.update_handcuffed()
C.silent += 5
to_chat(user, "<span class='notice'>You shackle [C].</span>")
add_logs(user, C, "shackled")
uses--
else
to_chat(user, "<span class='warning'>[C] is already bound.</span>")
else
to_chat(user, "<span class='warning'>You fail to shackle [C].</span>")
else
to_chat(user, "<span class='warning'>[C] is already bound.</span>")
/obj/item/restraints/handcuffs/energy/cult //For the shackling spell
name = "shadow shackles"
desc = "Shackles that bind the wrists with sinister magic."
trashtype = /obj/item/restraints/handcuffs/energy/used
flags_1 = DROPDEL_1
/obj/item/restraints/handcuffs/energy/cult/used/dropped(mob/user)
user.visible_message("<span class='danger'>[user]'s shackles shatter in a discharge of dark magic!</span>", \
"<span class='userdanger'>Your [src] shatters in a discharge of dark magic!</span>")
. = ..()
//Construction: Creates a construct shell out of 25 metal sheets, or converts plasteel into runed metal
/obj/item/melee/blood_magic/construction
name = "Twisted Construction"
desc = "Corrupts metal and plasteel into more sinister forms."
invocation = "Ethra p'ni dedol!"
color = "#000000" // black
/obj/item/melee/blood_magic/construction/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
if(proximity_flag && iscultist(user))
var/turf/T = get_turf(target)
if(istype(target, /obj/item/stack/sheet/metal))
var/obj/item/stack/sheet/candidate = target
if(candidate.use(50))
uses--
to_chat(user, "<span class='warning'>A dark cloud eminates from your hand and swirls around the metal, twisting it into a construct shell!</span>")
new /obj/structure/constructshell(T)
SEND_SOUND(user, sound('sound/effects/magic.ogg',0,1,25))
else
to_chat(user, "<span class='warning'>You need 50 metal to produce a construct shell!</span>")
else if(istype(target, /obj/item/stack/sheet/plasteel))
var/obj/item/stack/sheet/plasteel/candidate = target
var/quantity = min(candidate.amount, uses)
uses -= quantity
new /obj/item/stack/sheet/runed_metal(T,quantity)
candidate.use(quantity)
to_chat(user, "<span class='warning'>A dark cloud eminates from you hand and swirls around the plasteel, transforming it into runed metal!</span>")
SEND_SOUND(user, sound('sound/effects/magic.ogg',0,1,25))
else if(istype(target,/mob/living/silicon/robot))
var/mob/living/silicon/robot/candidate = target
if(candidate.mmi)
user.visible_message("<span class='danger'>A dark cloud eminates from [user]'s hand and swirls around [candidate]!</span>")
playsound(T, 'sound/machines/airlock_alien_prying.ogg', 80, 1)
var/prev_color = candidate.color
candidate.color = "black"
if(do_after(user, 90, target = candidate))
candidate.emp_act(EMP_HEAVY)
var/construct_class = alert(user, "Please choose which type of construct you wish to create.",,"Juggernaut","Wraith","Artificer")
user.visible_message("<span class='danger'>The dark cloud receedes from what was formerly [candidate], revealing a\n [construct_class]!</span>")
switch(construct_class)
if("Juggernaut")
makeNewConstruct(/mob/living/simple_animal/hostile/construct/armored, candidate, user, 0, T)
if("Wraith")
makeNewConstruct(/mob/living/simple_animal/hostile/construct/wraith, candidate, user, 0, T)
if("Artificer")
makeNewConstruct(/mob/living/simple_animal/hostile/construct/builder, candidate, user, 0, T)
SEND_SOUND(user, sound('sound/effects/magic.ogg',0,1,25))
uses--
candidate.mmi = null
qdel(candidate)
else
candidate.color = prev_color
else
uses--
to_chat(user, "<span class='warning'>A dark cloud eminates from you hand and swirls around [candidate] - twisting it into a construct shell!</span>")
new /obj/structure/constructshell(T)
SEND_SOUND(user, sound('sound/effects/magic.ogg',0,1,25))
else if(istype(target,/obj/machinery/door/airlock))
target.narsie_act()
uses--
user.visible_message("<span class='warning'>Black ribbons suddenly eminate from [user]'s hand and cling to the airlock - twisting and corrupting it!</span>")
SEND_SOUND(user, sound('sound/effects/magic.ogg',0,1,25))
else
to_chat(user, "<span class='warning'>The spell will not work on [target]!</span>")
..()
//Armor: Gives the target a basic cultist combat loadout
/obj/item/melee/blood_magic/armor
name = "Sinister Armaments"
desc = "A spell that will equip the target with cultist equipment if there is a slot to equip it to."
color = "#33cc33" // green
/obj/item/melee/blood_magic/armor/afterattack(atom/target, mob/living/carbon/user, proximity)
if(iscarbon(target) && proximity)
uses--
var/mob/living/carbon/C = target
C.visible_message("<span class='warning'>Otherworldly armor suddenly appears on [C]!</span>")
C.equip_to_slot_or_del(new /obj/item/clothing/under/color/black,slot_w_uniform)
C.equip_to_slot_or_del(new /obj/item/clothing/head/culthood/alt(user), slot_head)
C.equip_to_slot_or_del(new /obj/item/clothing/suit/cultrobes/alt(user), slot_wear_suit)
C.equip_to_slot_or_del(new /obj/item/clothing/shoes/cult/alt(user), slot_shoes)
C.equip_to_slot_or_del(new /obj/item/storage/backpack/cultpack(user), slot_back)
if(C == user)
qdel(src) //Clears the hands
C.put_in_hands(new /obj/item/melee/cultblade(user))
C.put_in_hands(new /obj/item/restraints/legcuffs/bola/cult(user))
..()
/obj/item/melee/blood_magic/manipulator
name = "Blood Rite"
desc = "A spell that will absorb blood from anything you touch.<br>Touching cultists and constructs can heal them.<br><b>Clicking the hand will potentially let you focus the spell into something stronger.</b>"
color = "#7D1717"
/obj/item/melee/blood_magic/manipulator/afterattack(atom/target, mob/living/carbon/human/user, proximity)
if(proximity)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(NOBLOOD in H.dna.species.species_traits)
to_chat(user,"<span class='warning'>Blood rites do not work on species with no blood!</span>")
return
if(iscultist(H))
if(H.stat == DEAD)
to_chat(user,"<span class='warning'>Only a revive rune can bring back the dead!</span>")
return
if(H.blood_volume < BLOOD_VOLUME_SAFE)
var/restore_blood = BLOOD_VOLUME_SAFE - H.blood_volume
if(uses*2 < restore_blood)
H.blood_volume += uses*2
to_chat(user,"<span class='danger'>You use the last of your blood rites to restore what blood you could!</span>")
uses = 0
return ..()
else
H.blood_volume = BLOOD_VOLUME_SAFE
uses -= round(restore_blood/2)
to_chat(user,"<span class='warning'>Your blood rites have restored [H == user ? "your" : "their"] blood to safe levels!</span>")
var/overall_damage = H.getBruteLoss() + H.getFireLoss() + H.getToxLoss() + H.getOxyLoss()
if(overall_damage == 0)
to_chat(user,"<span class='cult'>That cultist doesn't require healing!</span>")
else
var/ratio = uses/overall_damage
if(H == user)
to_chat(user,"<span class='cult'><b>Your blood healing is far less efficient when used on yourself!</b></span>")
ratio *= 0.35 // Healing is half as effective if you can't perform a full heal
uses -= round(overall_damage) // Healing is 65% more "expensive" even if you can still perform the full heal
if(ratio>1)
ratio = 1
uses -= round(overall_damage)
H.visible_message("<span class='warning'>[H] is fully healed by [H==user ? "their":"[H]'s"]'s blood magic!</span>")
else
H.visible_message("<span class='warning'>[H] is partially healed by [H==user ? "their":"[H]'s"] blood magic.</span>")
uses = 0
ratio *= -1
H.adjustOxyLoss((overall_damage*ratio) * (H.getOxyLoss() / overall_damage), 0)
H.adjustToxLoss((overall_damage*ratio) * (H.getToxLoss() / overall_damage), 0)
H.adjustFireLoss((overall_damage*ratio) * (H.getFireLoss() / overall_damage), 0)
H.adjustBruteLoss((overall_damage*ratio) * (H.getBruteLoss() / overall_damage), 0)
H.updatehealth()
playsound(get_turf(H), 'sound/magic/staff_healing.ogg', 25)
new /obj/effect/temp_visual/cult/sparks(get_turf(H))
user.Beam(H,icon_state="sendbeam",time=15)
else
if(H.stat == DEAD)
to_chat(user,"<span class='warning'>Their blood has stopped flowing, you'll have to find another way to extract it.</span>")
return
if(H.cultslurring)
to_chat(user,"<span class='danger'>Their blood has been tainted by an even stronger form of blood magic, it's no use to us like this!</span>")
return
if(H.blood_volume > BLOOD_VOLUME_SAFE)
H.blood_volume -= 100
uses += 50
user.Beam(H,icon_state="drainbeam",time=10)
playsound(get_turf(H), 'sound/magic/enter_blood.ogg', 50)
H.visible_message("<span class='danger'>[user] has drained some of [H]'s blood!</span>")
to_chat(user,"<span class='cultitalic'>Your blood rite gains 50 charges from draining [H]'s blood.</span>")
new /obj/effect/temp_visual/cult/sparks(get_turf(H))
else
to_chat(user,"<span class='danger'>They're missing too much blood - you cannot drain them further!</span>")
return
if(isconstruct(target))
var/mob/living/simple_animal/M = target
var/missing = M.maxHealth - M.health
if(missing)
if(uses > missing)
M.adjustHealth(-missing)
M.visible_message("<span class='warning'>[M] is fully-healed by [user]'s blood magic!</span>")
uses -= missing
else
M.adjustHealth(-uses)
M.visible_message("<span class='warning'>[M] is healed by [user]'sblood magic!</span>")
uses = 0
playsound(get_turf(M), 'sound/magic/staff_healing.ogg', 25)
user.Beam(M,icon_state="sendbeam",time=10)
if(istype(target, /obj/effect/decal/cleanable/blood))
blood_draw(target, user)
..()
/obj/item/melee/blood_magic/manipulator/proc/blood_draw(atom/target, mob/living/carbon/human/user)
var/temp = 0
var/turf/T = get_turf(target)
if(T)
for(var/obj/effect/decal/cleanable/blood/B in view(T, 2))
if(B.blood_state == "blood")
if(B.bloodiness == 100) //Bonus for "pristine" bloodpools, also to prevent cheese with footprint spam
temp += 30
else
temp += max((B.bloodiness**2)/800,1)
new /obj/effect/temp_visual/cult/turf/floor(get_turf(B))
qdel(B)
for(var/obj/effect/decal/cleanable/trail_holder/TH in view(T, 2))
qdel(TH)
var/obj/item/clothing/shoes/shoecheck = user.shoes
if(shoecheck && shoecheck.bloody_shoes["blood"])
temp += shoecheck.bloody_shoes["blood"]/20
shoecheck.bloody_shoes["blood"] = 0
if(temp)
user.Beam(T,icon_state="drainbeam",time=15)
new /obj/effect/temp_visual/cult/sparks(get_turf(user))
playsound(T, 'sound/magic/enter_blood.ogg', 50)
to_chat(user, "<span class='cultitalic'>Your blood rite has gained [round(temp)] charge\s from blood sources around you!</span>")
uses += round(temp)
/obj/item/melee/blood_magic/manipulator/attack_self(mob/living/user)
if(iscultist(user))
var/list/options = list("Blood Spear (200)", "Blood Bolt Barrage (400)", "Blood Beam (600)")
var/choice = input(user, "Choose a greater blood rite...", "Greater Blood Rites") as null|anything in options
if(!choice)
to_chat(user, "<span class='cultitalic'>You decide against conducting a greater blood rite.</span>")
return
switch(choice)
if("Blood Spear (200)")
if(uses < 200)
to_chat(user, "<span class='cultitalic'>You need 200 charges to perform this rite.</span>")
else
uses -= 200
var/turf/T = get_turf(user)
qdel(src)
var/datum/action/innate/cult/spear/S = new(user)
var/obj/item/twohanded/cult_spear/rite = new(T)
S.Grant(user, rite)
rite.spear_act = S
if(user.put_in_hands(rite))
to_chat(user, "<span class='cultitalic'>A [rite.name] appears in your hand!</span>")
else
user.visible_message("<span class='warning'>A [rite.name] appears at [user]'s feet!</span>", \
"<span class='cultitalic'>A [rite.name] materializes at your feet.</span>")
if("Blood Bolt Barrage (400)")
if(uses < 400)
to_chat(user, "<span class='cultitalic'>You need 400 charges to perform this rite.</span>")
else
var/obj/rite = new /obj/item/gun/ballistic/shotgun/boltaction/enchanted/arcane_barrage/blood()
uses -= 400
qdel(src)
if(user.put_in_hands(rite))
to_chat(user, "<span class='cult'><b>Your hands glow with power!</b></span>")
else
to_chat(user, "<span class='cultitalic'>You need a free hand for this rite!</span>")
qdel(rite)
if("Blood Beam (600)")
if(uses < 600)
to_chat(user, "<span class='cultitalic'>You need 600 charges to perform this rite.</span>")
else
var/obj/rite = new /obj/item/blood_beam()
uses -= 600
qdel(src)
if(user.put_in_hands(rite))
to_chat(user, "<span class='cultlarge'><b>Your hands glow with POWER OVERWHELMING!!!</b></span>")
else
to_chat(user, "<span class='cultitalic'>You need a free hand for this rite!</span>")
qdel(rite)
@@ -1,306 +1,4 @@
/obj/item/dogborg/jaws/big
name = "combat jaws"
icon = 'icons/mob/dogborg.dmi'
icon_state = "jaws"
desc = "The jaws of the law."
flags_1 = CONDUCT_1
force = 12
throwforce = 0
hitsound = 'sound/weapons/bite.ogg'
attack_verb = list("chomped", "bit", "ripped", "mauled", "enforced")
w_class = 3
sharpness = IS_SHARP
/obj/item/dogborg/jaws/small
name = "puppy jaws"
icon = 'icons/mob/dogborg.dmi'
icon_state = "smalljaws"
desc = "The jaws of a small dog."
flags_1 = CONDUCT_1
force = 6
throwforce = 0
hitsound = 'sound/weapons/bite.ogg'
attack_verb = list("nibbled", "bit", "gnawed", "chomped", "nommed")
w_class = 3
sharpness = IS_SHARP
/obj/item/dogborg/jaws/attack(atom/A, mob/living/silicon/robot/user)
..()
user.do_attack_animation(A, ATTACK_EFFECT_BITE)
/obj/item/dogborg/jaws/small/attack_self(mob/user)
var/mob/living/silicon/robot.R = user
if(R.emagged)
name = "combat jaws"
icon = 'icons/mob/dogborg.dmi'
icon_state = "jaws"
desc = "The jaws of the law."
flags_1 = CONDUCT_1
force = 12
throwforce = 0
hitsound = 'sound/weapons/bite.ogg'
attack_verb = list("chomped", "bit", "ripped", "mauled", "enforced")
w_class = 3
sharpness = IS_SHARP
else
name = "puppy jaws"
icon = 'icons/mob/dogborg.dmi'
icon_state = "smalljaws"
desc = "The jaws of a small dog."
flags_1 = CONDUCT_1
force = 5
throwforce = 0
hitsound = 'sound/weapons/bite.ogg'
attack_verb = list("nibbled", "bit", "gnawed", "chomped", "nommed")
w_class = 3
sharpness = IS_SHARP
update_icon()
//Cuffs
/obj/item/restraints/handcuffs/cable/zipties/cyborg/dog/attack(mob/living/carbon/C, mob/user)
if(!C.handcuffed)
playsound(loc, 'sound/weapons/cablecuff.ogg', 60, 1, -2)
C.visible_message("<span class='danger'>[user] is trying to put zipties on [C]!</span>", \
"<span class='userdanger'>[user] is trying to put zipties on [C]!</span>")
if(do_mob(user, C, 60))
if(!C.handcuffed)
C.handcuffed = new /obj/item/restraints/handcuffs/cable/zipties/used(C)
C.update_inv_handcuffed(0)
to_chat(user,"<span class='notice'>You handcuff [C].</span>")
playsound(loc, pick('sound/voice/bgod.ogg', 'sound/voice/biamthelaw.ogg', 'sound/voice/bsecureday.ogg', 'sound/voice/bradio.ogg', 'sound/voice/binsult.ogg', 'sound/voice/bcreep.ogg'), 50, 0)
add_logs(user, C, "handcuffed")
else
to_chat(user,"<span class='warning'>You fail to handcuff [C]!</span>")
//Boop
/obj/item/device/analyzer/nose
name = "boop module"
icon = 'icons/mob/dogborg.dmi'
icon_state = "nose"
desc = "The BOOP module"
flags_1 = CONDUCT_1
force = 0
throwforce = 0
attack_verb = list("nuzzled", "nosed", "booped")
w_class = 1
/obj/item/device/analyzer/nose/attack_self(mob/user)
user.visible_message("[user] sniffs around the air.", "<span class='warning'>You sniff the air for gas traces.</span>")
var/turf/location = user.loc
if(!istype(location))
return
var/datum/gas_mixture/environment = location.return_air()
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
to_chat(user, "<span class='info'><B>Results:</B></span>")
if(abs(pressure - ONE_ATMOSPHERE) < 10)
to_chat(user, "<span class='info'>Pressure: [round(pressure,0.1)] kPa</span>")
else
to_chat(user, "<span class='alert'>Pressure: [round(pressure,0.1)] kPa</span>")
if(total_moles)
var/list/env_gases = environment.gases
environment.assert_gases(arglist(GLOB.hardcoded_gases))
var/o2_concentration = env_gases[/datum/gas/oxygen][MOLES]/total_moles
var/n2_concentration = env_gases[/datum/gas/nitrogen][MOLES]/total_moles
var/co2_concentration = env_gases[/datum/gas/carbon_dioxide][MOLES]/total_moles
var/plasma_concentration = env_gases[/datum/gas/plasma][MOLES]/total_moles
environment.garbage_collect()
if(abs(n2_concentration - N2STANDARD) < 20)
to_chat(user, "<span class='info'>Nitrogen: [round(n2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='alert'>Nitrogen: [round(n2_concentration*100, 0.01)] %</span>")
if(abs(o2_concentration - O2STANDARD) < 2)
to_chat(user, "<span class='info'>Oxygen: [round(o2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='alert'>Oxygen: [round(o2_concentration*100, 0.01)] %</span>")
if(co2_concentration > 0.01)
to_chat(user, "<span class='alert'>CO2: [round(co2_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='info'>CO2: [round(co2_concentration*100, 0.01)] %</span>")
if(plasma_concentration > 0.005)
to_chat(user, "<span class='alert'>Plasma: [round(plasma_concentration*100, 0.01)] %</span>")
else
to_chat(user, "<span class='info'>Plasma: [round(plasma_concentration*100, 0.01)] %</span>")
for(var/id in env_gases)
if(id in GLOB.hardcoded_gases)
continue
var/gas_concentration = env_gases[id][MOLES]/total_moles
to_chat(user, "<span class='alert'>[env_gases[id][GAS_META][META_GAS_NAME]]: [round(gas_concentration*100, 0.01)] %</span>")
to_chat(user, "<span class='info'>Temperature: [round(environment.temperature-T0C)] &deg;C</span>")
/obj/item/device/analyzer/nose/AltClick(mob/user) //Barometer output for measuring when the next storm happens
. = ..()
//Delivery
/obj/item/storage/bag/borgdelivery
name = "fetching storage"
desc = "Fetch the thing!"
icon = 'icons/mob/dogborg.dmi'
icon_state = "dbag"
//Can hold one big item at a time. Drops contents on unequip.(see inventory.dm)
w_class = 5
max_w_class = 2
max_combined_w_class = 2
storage_slots = 1
collection_mode = 0
can_hold = list() // any
cant_hold = list(/obj/item/disk/nuclear)
//Tongue stuff
/obj/item/soap/tongue
name = "synthetic tongue"
desc = "Useful for slurping mess off the floor before affectionally licking the crew members in the face."
icon = 'icons/mob/dogborg.dmi'
icon_state = "synthtongue"
hitsound = 'sound/effects/attackblob.ogg'
cleanspeed = 80
/obj/item/soap/tongue/scrubpup
cleanspeed = 25 //slightly faster than a mop.
/obj/item/soap/tongue/New()
..()
flags_1 |= NOBLUDGEON_1 //No more attack messages
/obj/item/trash/rkibble
name = "robo kibble"
desc = "A novelty bowl of assorted mech fabricator byproducts. Mockingly feed this to the sec-dog to help it recharge."
icon = 'icons/mob/dogborg.dmi'
icon_state= "kibble"
/obj/item/soap/tongue/attack_self(mob/user)
var/mob/living/silicon/robot.R = user
if(R.emagged)
name = "hacked tongue of doom"
desc = "Your tongue has been upgraded successfully. Congratulations."
icon = 'icons/mob/dogborg.dmi'
icon_state = "syndietongue"
cleanspeed = 10 //(nerf'd)tator soap stat
else
name = "synthetic tongue"
desc = "Useful for slurping mess off the floor before affectionally licking the crew members in the face."
icon = 'icons/mob/dogborg.dmi'
icon_state = "synthtongue"
cleanspeed = initial(cleanspeed)
update_icon()
/obj/item/soap/tongue/afterattack(atom/target, mob/user, proximity)
var/mob/living/silicon/robot.R = user
if(!proximity || !check_allowed_items(target))
return
if(R.client && (target in R.client.screen))
to_chat(R, "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>")
else if(is_cleanable(target))
R.visible_message("[R] begins to lick off \the [target.name].", "<span class='warning'>You begin to lick off \the [target.name]...</span>")
if(do_after(R, src.cleanspeed, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
to_chat(R, "<span class='notice'>You finish licking off \the [target.name].</span>")
qdel(target)
R.cell.give(50)
else if(isobj(target)) //hoo boy. danger zone man
if(istype(target,/obj/item/trash))
R.visible_message("[R] nibbles away at \the [target.name].", "<span class='warning'>You begin to nibble away at \the [target.name]...</span>")
if(do_after(R, src.cleanspeed, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
qdel(target)
R.cell.give(250)
return
if(istype(target,/obj/item/stock_parts/cell))
R.visible_message("[R] begins cramming \the [target.name] down its throat.", "<span class='warning'>You begin cramming \the [target.name] down your throat...</span>")
if(do_after(R, 50, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
var/obj/item/stock_parts/cell.C = target
R.cell.charge = R.cell.charge + (C.charge / 3) //Instant full cell upgrades op idgaf
qdel(target)
return
var/obj/item/I = target //HAHA FUCK IT, NOT LIKE WE ALREADY HAVE A SHITTON OF WAYS TO REMOVE SHIT
if(!I.anchored && R.emagged)
R.visible_message("[R] begins chewing up \the [target.name]. Looks like it's trying to loophole around its diet restriction!", "<span class='warning'>You begin chewing up \the [target.name]...</span>")
if(do_after(R, 100, target = I)) //Nerf dat time yo
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check. Even emags don't make you magically eat things at range.
return //If they moved away, you can't eat them.
visible_message("<span class='warning'>[R] chews up \the [target.name] and cleans off the debris!</span>")
to_chat(R, "<span class='notice'>You finish off \the [target.name].</span>")
qdel(I)
R.cell.give(500)
return
R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(R, src.cleanspeed, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't clean them.
to_chat(R,"<span class='notice'>You clean \the [target.name].</span>")
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
else if(ishuman(target))
if(R.emagged)
var/mob/living/L = target
if(R.cell.charge <= 666)
return
L.Stun(4) // normal stunbaton is force 7 gimme a break good sir!
L.Knockdown(80)
L.apply_effect(STUTTER, 4)
L.visible_message("<span class='danger'>[R] has shocked [L] with its tongue!</span>", \
"<span class='userdanger'>[R] has shocked you with its tongue! You can feel the betrayal.</span>")
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
R.cell.use(666)
else
R.visible_message("<span class='warning'>\the [R] affectionally licks \the [target]'s face!</span>", "<span class='notice'>You affectionally lick \the [target]'s face!</span>")
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
return
else if(istype(target, /obj/structure/window))
R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(R, src.cleanspeed, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't clean them.
to_chat(R, "<span class='notice'>You clean \the [target.name].</span>")
target.color = initial(target.color)
else
R.visible_message("[R] begins to lick \the [target.name] clean...", "<span class='notice'>You begin to lick \the [target.name] clean...</span>")
if(do_after(R, src.cleanspeed, target = target))
if(!in_range(src, target)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't clean them.
to_chat(R, "<span class='notice'>You clean \the [target.name].</span>")
var/obj/effect/decal/cleanable/C = locate() in target
qdel(C)
SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRENGTH_BLOOD)
return
//Defibs
/obj/item/twohanded/shockpaddles/cyborg/hound
name = "defibrillator paws"
desc = "MediHound specific shock paws."
icon = 'icons/mob/dogborg.dmi'
icon_state = "defibpaddles0"
item_state = "defibpaddles0"
//Sleeper
// Dogborg Sleeper units
/obj/item/device/dogborg/sleeper
name = "hound sleeper"
@@ -363,7 +61,7 @@
return
if(!(target.client && target.client.prefs && target.client.prefs.toggles && (target.client.prefs.toggles & MEDIHOUND_SLEEPER)))
to_chat(user, "<span class='warning'>This person is incompatible with our equipment.</span>")
return
return
if(target.buckled)
to_chat(user, "<span class='warning'>The user is buckled and can not be put into your [src.name].</span>")
return
@@ -799,101 +497,4 @@
user.visible_message("<span class='warning'>[hound.name]'s garbage processor groans lightly as [trashman] slips inside.</span>", "<span class='notice'>Your garbage compactor groans lightly as [trashman] slips inside.</span>")
playsound(hound, 'sound/effects/bin_close.ogg', 80, 1)
return
return
// Pounce stuff for K-9
/obj/item/dogborg/pounce
name = "pounce"
icon = 'icons/mob/dogborg.dmi'
icon_state = "pounce"
desc = "Leap at your target to momentarily stun them."
force = 0
throwforce = 0
/obj/item/dogborg/pounce/New()
..()
flags_1 |= NOBLUDGEON_1
/mob/living/silicon/robot
var/leaping = 0
var/pounce_cooldown = 0
var/pounce_cooldown_time = 50 //Nearly doubled, u happy?
var/pounce_spoolup = 3
var/leap_at
var/disabler
var/laser
var/sleeper_g
var/sleeper_r
#define MAX_K9_LEAP_DIST 4 //because something's definitely borked the pounce functioning from a distance.
/obj/item/dogborg/pounce/afterattack(atom/A, mob/user)
var/mob/living/silicon/robot/R = user
if(R && !R.pounce_cooldown)
R.pounce_cooldown = !R.pounce_cooldown
to_chat(R, "<span class ='warning'>Your targeting systems lock on to [A]...</span>")
addtimer(CALLBACK(R, /mob/living/silicon/robot.proc/leap_at, A), R.pounce_spoolup)
spawn(R.pounce_cooldown_time)
R.pounce_cooldown = !R.pounce_cooldown
else if(R && R.pounce_cooldown)
to_chat(R, "<span class='danger'>Your leg actuators are still recharging!</span>")
/mob/living/silicon/robot/proc/leap_at(atom/A)
if(leaping || stat || buckled || lying)
return
if(!has_gravity(src) || !has_gravity(A))
to_chat(src,"<span class='danger'>It is unsafe to leap without gravity!</span>")
//It's also extremely buggy visually, so it's balance+bugfix
return
if(cell.charge <= 500)
to_chat(src,"<span class='danger'>Insufficent reserves for jump actuators!</span>")
return
else
leaping = 1
weather_immunities += "lava"
pixel_y = 10
update_icons()
throw_at(A, MAX_K9_LEAP_DIST, 1, spin=0, diagonals_first = 1)
cell.use(500) //Doubled the energy consumption
weather_immunities -= "lava"
/mob/living/silicon/robot/throw_impact(atom/A)
if(!leaping)
return ..()
if(A)
if(isliving(A))
var/mob/living/L = A
var/blocked = 0
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.check_shields(0, "the [name]", src, attack_type = LEAP_ATTACK))
blocked = 1
if(!blocked)
L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
L.Knockdown(45)
playsound(src, 'sound/weapons/Egloves.ogg', 50, 1)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
step_towards(src,L)
else
Knockdown(45, 1, 1)
pounce_cooldown = !pounce_cooldown
spawn(pounce_cooldown_time) //3s by default
pounce_cooldown = !pounce_cooldown
else if(A.density && !A.CanPass(src))
visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='userdanger'>You smash into [A]!</span>")
playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
Knockdown(45, 1, 1)
if(leaping)
leaping = 0
pixel_y = initial(pixel_y)
update_icons()
update_canmove()
return
-13
View File
@@ -1,13 +0,0 @@
/mob/var/skincmds = list()
/obj/proc/SkinCmd(mob/user as mob, var/data as text)
/proc/SkinCmdRegister(mob/user, name as text, obj/O)
user.skincmds[name] = O
/mob/verb/skincmd(data as text)
set hidden = 1
var/ref = copytext(data, 1, findtext(data, ";"))
if (src.skincmds[ref] != null)
var/obj/a = src.skincmds[ref]
a.SkinCmd(src, copytext(data, findtext(data, ";") + 1))
@@ -1,36 +0,0 @@
/obj/machinery/zvent
name = "interfloor air transfer system"
icon = 'icons/obj/atmospherics/components/unary_devices.dmi'
icon_state = "vent_map"
density = FALSE
anchored=1
desc = "This may be needed some day."
var/on = FALSE
var/volume_rate = 800
/obj/machinery/zvent/New()
..()
SSair.atmos_machinery += src
/obj/machinery/zvent/Destroy()
SSair.atmos_machinery -= src
return ..()
/obj/machinery/zvent/process_atmos()
//all this object does, is make its turf share air with the ones above and below it, if they have a vent too.
if(isturf(loc)) //if we're not on a valid turf, forget it
for (var/new_z in list(-1,1)) //change this list if a fancier system of z-levels gets implemented
var/turf/open/zturf_conn = locate(x,y,z+new_z)
if (istype(zturf_conn))
var/obj/machinery/zvent/zvent_conn= locate(/obj/machinery/zvent) in zturf_conn
if (istype(zvent_conn))
//both floors have simulated turfs, share()
var/turf/open/myturf = loc
var/datum/gas_mixture/conn_air = zturf_conn.air //TODO: pop culture reference
var/datum/gas_mixture/my_air = myturf.air
if (istype(conn_air) && istype(my_air))
my_air.share(conn_air)
air_update_turf()
-25
View File
@@ -1,25 +0,0 @@
/client/verb/sethotkeys(from_pref = 0 as num)
set name = "Set Hotkeys"
set hidden = TRUE
set waitfor = FALSE
set desc = "Used to set mob-specific hotkeys or load hoykey mode from preferences"
var/hotkey_default = "default"
var/hotkey_macro = "hotkeys"
var/current_setting
var/list/default_macros = list("default", "robot-default")
if(from_pref)
current_setting = (prefs.hotkeys ? hotkey_macro : hotkey_default)
else
current_setting = winget(src, "mainwindow", "macro")
if(mob)
hotkey_macro = mob.macro_hotkeys
hotkey_default = mob.macro_default
if(current_setting in default_macros)
winset(src, null, "mainwindow.macro=[hotkey_default] input.focus=true input.background-color=#d3b5b5")
else
winset(src, null, "mainwindow.macro=[hotkey_macro] mapwindow.map.focus=true input.background-color=#e0e0e0")
-17
View File
@@ -1,17 +0,0 @@
/datum/round_event_control/solar_flare
name = "Solar Flare"
typepath = /datum/round_event/solar_flare
max_occurrences = 1
/datum/round_event/solar_flare
/datum/round_event/solar_flare/setup()
startWhen = 3
endWhen = startWhen + 1
announceWhen = 1
/datum/round_event/solar_flare/announce()
priority_announce("Incoming solar flare detected near the station. Expect power outages in all exposed areas for a short duration.", "Anomaly Alert", 'sound/effects/alert.ogg')
/datum/round_event/solar_flare/start()
SSweather.run_weather("solar flare",1)
-111
View File
@@ -1,111 +0,0 @@
/obj/machinery/computer/holodeck/attack_hand(var/mob/user as mob)
user.set_machine(src)
var/dat = "<h3>Current Loaded Programs</h3>"
dat += "<a href='?src=\ref[src];loadarea=[offline_program.type]'>Power Off</a><br>"
for(var/area/A in program_cache)
dat += "<a href='?src=\ref[src];loadarea=[A.type]'>[A.name]</a><br>"
if(emagged && emag_programs.len)
dat += "<span class='warning'>SUPERVISOR ACCESS - SAFETY PROTOCOLS DISABLED - CAUTION: EMITTER ANOMALY</span><br>"
for(var/area/A in emag_programs)
dat += "<a href='?src=\ref[src];loadarea=[A.type]'>[A.name]</a><br>"
var/datum/browser/popup = new(user, "computer", name, 400, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
/obj/machinery/computer/holodeck/attack_ai(var/mob/user as mob)
var/dat = "<h3>Current Loaded Programs</h3>"
dat += "<a href='?src=\ref[src];loadarea=[offline_program.type]'>Power Off</a><br>"
for(var/area/A in program_cache)
dat += "<a href='?src=\ref[src];loadarea=[A.type]'>[A.name]</a><br>"
if(emag_programs.len)
dat += "<br>"
if(emagged)
dat += "Safety protocol: <span class='bad'>Offline</span> <a href='?\ref[src];safety=1'>Engage</a><br>"
for(var/area/A in emag_programs)
dat += "<a href='?src=\ref[src];loadarea=[A.type]'>[A.name]</a><br>"
else
dat += "Safety protocol: <span class='good'>Online</span> <a href='?\ref[src];safety=0'>Disengage</a><br>"
var/datum/browser/popup = new(user, "computer", name, 400, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/computer/holodeck/proc/load_program(var/area/A, var/force = 0, var/delay = 0)
if(stat)
A = offline_program
force = 1
delay = 0
if(program == A)
return
if(world.time < (last_change + 25 + (damaged?500:0)) && !force)
if(delay)
sleep(25)
else
if(world.time < (last_change + 15))//To prevent super-spam clicking, reduced process size and annoyance -Sieve
return
if(get_dist(usr,src) <= 3)
to_chat(usr, "<span class='warning'>ERROR. Recalibrating projection apparatus.</span>")
return
last_change = world.time
active = (A != offline_program)
use_power = active ? ACTIVE_POWER_USE : IDLE_POWER_USE
for(var/obj/effect/holodeck_effect/HE in effects)
HE.deactivate(src)
for(var/item in spawned)
derez(item, forced=force)
program = A
// note nerfing does not yet work on guns, should
// should also remove/limit/filter reagents?
// this is an exercise left to others I'm afraid. -Sayu
spawned = A.copy_contents_to(linked, 1, nerf_weapons = !emagged)
for(var/obj/machinery/M in spawned)
M.flags_1 |= NODECONSTRUCT_1
for(var/obj/structure/S in spawned)
S.flags_1 |= NODECONSTRUCT_1
effects = list()
spawn(30)
var/list/added = list()
for(var/obj/effect/holodeck_effect/HE in spawned)
effects += HE
spawned -= HE
var/atom/x = HE.activate(src)
if(istype(x) || islist(x))
spawned += x // holocarp are not forever
added += x
for(var/obj/machinery/M in added)
M.flags_1 |= NODECONSTRUCT_1
for(var/obj/structure/S in added)
S.flags_1 |= NODECONSTRUCT_1
/obj/machinery/computer/holodeck/proc/derez(var/obj/obj, var/silent = 1, var/forced = 0)
// Emagging a machine creates an anomaly in the derez systems.
if(obj && src.emagged && !src.stat && !forced)
if((ismob(obj) || istype(obj.loc,/mob)) && prob(50))
spawn(50) .(obj,silent) // may last a disturbingly long time
return
spawned.Remove(obj)
if(!obj)
return
var/turf/T = get_turf(obj)
for(var/atom/movable/AM in obj.contents) // these should be derezed if they were generated
AM.loc = T
if(ismob(AM))
silent = FALSE // otherwise make sure they are dropped
if(!silent)
visible_message("The [obj.name] fades away!")
qdel(obj)
+1 -1
View File
@@ -98,7 +98,7 @@ proc/get_top_level_mob(var/mob/S)
return FALSE
user.log_message(message, INDIVIDUAL_EMOTE_LOG)
message = "<b>[user]</b> " + message
message = "<b>[user]</b> " + "<i>[message]</i>"
for(var/mob/M in GLOB.dead_mob_list)
if(!M.client || isnewplayer(M))
+2 -2
View File
@@ -129,7 +129,7 @@
display_name = "Basic Bluespace Theory"
description = "Basic studies into the mysterious alternate dimension known as bluespace."
prereq_ids = list("base")
design_ids = list("beacon", "xenobioconsole")
design_ids = list("beacon") //CIT CHANGE removed xenobioconsole from here.
research_cost = 2500
export_price = 5000
@@ -148,7 +148,7 @@
display_name = "Applied Bluespace Research"
description = "Using bluespace to make things faster and better."
prereq_ids = list("bluespace_basic", "engineering")
design_ids = list("bs_rped","minerbag_holding", "telesci_gps", "bluespacebeaker", "bluespacesyringe", "bluespacebodybag", "phasic_scanning", "roastingstick")
design_ids = list("bs_rped","minerbag_holding", "telesci_gps", "bluespacebeaker", "bluespacesyringe", "bluespacebodybag", "phasic_scanning", "roastingstick", "xenobioconsole") //CIT CHANGE added xenobioconsole here
research_cost = 5000
export_price = 5000
-162
View File
@@ -1,162 +0,0 @@
// THIS IS NOW MERELY LEGACY, because memes. hopefully it won't be dumb.
//
// The belly object is what holds onto a mob while they're inside a predator.
// It takes care of altering the pred's decription, digesting the prey, relaying struggles etc.
//
// If you change what variables are on this, then you need to update the copy() proc.
//
// Parent type of all the various "belly" varieties.
//
/datum/belly
var/name // Name of this location
var/inside_flavor // Flavor text description of inside sight/sound/smells/feels.
var/vore_sound = 'sound/vore/pred/swallow_01.ogg' // Sound when ingesting someone
var/vore_verb = "ingest" // Verb for eating with this in messages
var/human_prey_swallow_time = 10 SECONDS // Time in deciseconds to swallow /mob/living/carbon/human
var/nonhuman_prey_swallow_time = 5 SECONDS // Time in deciseconds to swallow anything else
var/emoteTime = 30 SECONDS // How long between stomach emotes at prey
var/digest_brute = 0 // Brute damage per tick in digestion mode
var/digest_burn = 1 // Burn damage per tick in digestion mode
var/digest_tickrate = 9 // Modulus this of air controller tick number to iterate gurgles on
var/immutable = FALSE // Prevents this belly from being deleted
var/escapable = FALSE // Belly can be resisted out of at any time
var/escapetime = 60 SECONDS // Deciseconds, how long to escape this belly
var/digestchance = 0 // % Chance of stomach beginning to digest if prey struggles
// var/silenced = FALSE // Will the heartbeat/fleshy internal loop play?
var/escapechance = 0 // % Chance of prey beginning to escape if prey struggles.
var/datum/belly/transferlocation = null // Location that the prey is released if they struggle and get dropped off.
var/transferchance = 0 // % Chance of prey being transferred to transfer location when resisting
var/autotransferchance = 0 // % Chance of prey being autotransferred to transfer location
var/autotransferwait = 10 // Time between trying to transfer.
var/can_taste = FALSE // If this belly prints the flavor of prey when it eats someone.
var/tmp/digest_mode = DM_HOLD // Whether or not to digest. Default to not digest.
var/tmp/list/digest_modes = list(DM_HOLD,DM_DIGEST,DM_HEAL,DM_NOISY) // Possible digest modes
var/tmp/mob/living/owner // The mob whose belly this is.
var/tmp/list/internal_contents = list() // People/Things you've eaten into this belly!
var/tmp/is_full // Flag for if digested remeans are present. (for disposal messages)
var/tmp/emotePend = FALSE // If there's already a spawned thing counting for the next emote
var/swallow_time = 10 SECONDS // for mob transfering automation
var/vore_capacity = 1 // The capacity (in people) this person can hold
// Don't forget to watch your commas at the end of each line if you change these.
var/list/struggle_messages_outside = list(
"%pred's %belly wobbles with a squirming meal.",
"%pred's %belly jostles with movement.",
"%pred's %belly briefly swells outward as someone pushes from inside.",
"%pred's %belly fidgets with a trapped victim.",
"%pred's %belly jiggles with motion from inside.",
"%pred's %belly sloshes around.",
"%pred's %belly gushes softly.",
"%pred's %belly lets out a wet squelch.")
var/list/struggle_messages_inside = list(
"Your useless squirming only causes %pred's slimy %belly to squelch over your body.",
"Your struggles only cause %pred's %belly to gush softly around you.",
"Your movement only causes %pred's %belly to slosh around you.",
"Your motion causes %pred's %belly to jiggle.",
"You fidget around inside of %pred's %belly.",
"You shove against the walls of %pred's %belly, making it briefly swell outward.",
"You jostle %pred's %belly with movement.",
"You squirm inside of %pred's %belly, making it wobble around.")
var/list/digest_messages_owner = list(
"You feel %prey's body succumb to your digestive system, which breaks it apart into soft slurry.",
"You hear a lewd glorp as your %belly muscles grind %prey into a warm pulp.",
"Your %belly lets out a rumble as it melts %prey into sludge.",
"You feel a soft gurgle as %prey's body loses form in your %belly. They're nothing but a soft mass of churning slop now.",
"Your %belly begins gushing %prey's remains through your system, adding some extra weight to your thighs.",
"Your %belly begins gushing %prey's remains through your system, adding some extra weight to your rump.",
"Your %belly begins gushing %prey's remains through your system, adding some extra weight to your belly.",
"Your %belly groans as %prey falls apart into a thick soup. You can feel their remains soon flowing deeper into your body to be absorbed.",
"Your %belly kneads on every fiber of %prey, softening them down into mush to fuel your next hunt.",
"Your %belly churns %prey down into a hot slush. You can feel the nutrients coursing through your digestive track with a series of long, wet glorps.")
var/list/digest_messages_prey = list(
"Your body succumbs to %pred's digestive system, which breaks you apart into soft slurry.",
"%pred's %belly lets out a lewd glorp as their muscles grind you into a warm pulp.",
"%pred's %belly lets out a rumble as it melts you into sludge.",
"%pred feels a soft gurgle as your body loses form in their %belly. You're nothing but a soft mass of churning slop now.",
"%pred's %belly begins gushing your remains through their system, adding some extra weight to %pred's thighs.",
"%pred's %belly begins gushing your remains through their system, adding some extra weight to %pred's rump.",
"%pred's %belly begins gushing your remains through their system, adding some extra weight to %pred's belly.",
"%pred's %belly groans as you fall apart into a thick soup. Your remains soon flow deeper into %pred's body to be absorbed.",
"%pred's %belly kneads on every fiber of your body, softening you down into mush to fuel their next hunt.",
"%pred's %belly churns you down into a hot slush. Your nutrient-rich remains course through their digestive track with a series of long, wet glorps.")
var/list/examine_messages = list(
"They have something solid in their %belly!",
"It looks like they have something in their %belly!")
//Mostly for being overridden on precreated bellies on mobs. Could be VV'd into
//a carbon's belly if someone really wanted. No UI for carbons to adjust this.
//List has indexes that are the digestion mode strings, and keys that are lists of strings.
var/list/emote_lists = list()
//OLD: This only exists for legacy conversion purposes
//It's called whenever an old datum-style belly is loaded
/datum/belly/proc/copy(obj/belly/new_belly)
//// Non-object variables
new_belly.name = name
new_belly.desc = inside_flavor
new_belly.vore_sound = vore_sound
new_belly.vore_verb = vore_verb
new_belly.human_prey_swallow_time = human_prey_swallow_time
new_belly.nonhuman_prey_swallow_time = nonhuman_prey_swallow_time
new_belly.emote_time = emoteTime
new_belly.digest_brute = digest_brute
new_belly.digest_burn = digest_burn
new_belly.immutable = immutable
new_belly.can_taste = can_taste
new_belly.escapable = escapable
new_belly.escapetime = escapetime
new_belly.digestchance = digestchance
new_belly.escapechance = escapechance
new_belly.transferchance = transferchance
new_belly.transferlocation = transferlocation
//// Object-holding variables
//struggle_messages_outside - strings
new_belly.struggle_messages_outside.Cut()
for(var/I in struggle_messages_outside)
new_belly.struggle_messages_outside += I
//struggle_messages_inside - strings
new_belly.struggle_messages_inside.Cut()
for(var/I in struggle_messages_inside)
new_belly.struggle_messages_inside += I
//digest_messages_owner - strings
new_belly.digest_messages_owner.Cut()
for(var/I in digest_messages_owner)
new_belly.digest_messages_owner += I
//digest_messages_prey - strings
new_belly.digest_messages_prey.Cut()
for(var/I in digest_messages_prey)
new_belly.digest_messages_prey += I
//examine_messages - strings
new_belly.examine_messages.Cut()
for(var/I in examine_messages)
new_belly.examine_messages += I
//emote_lists - index: digest mode, key: list of strings
new_belly.emote_lists.Cut()
for(var/K in emote_lists)
new_belly.emote_lists[K] = list()
for(var/I in emote_lists[K])
new_belly.emote_lists[K] += I
return new_belly
// // // // // // // // // // // //
// // // LEGACY USE ONLY!! // // //
// // // // // // // // // // // //
// See top of file! //
// // // // // // // // // // // //
-655
View File
@@ -1,655 +0,0 @@
//#define VORE_SOUND_FALLOFF 0.05
//
// Belly system 2.0, now using objects instead of datums because EH at datums.
// How many times have I rewritten bellies and vore now? -Aro
//
// If you change what variables are on this, then you need to update the copy() proc.
//
// Parent type of all the various "belly" varieties.
//
/obj/belly
name = "belly" // Name of this location
desc = "It's a belly! You're in it!" // Flavor text description of inside sight/sound/smells/feels.
var/vore_sound = 'sound/vore/pred/swallow_01.ogg' // Sound when ingesting someone
var/vore_verb = "ingest" // Verb for eating with this in messages
var/release_sound = 'sound/effects/splat.ogg'
var/human_prey_swallow_time = 100 // Time in deciseconds to swallow /mob/living/carbon/human
var/nonhuman_prey_swallow_time = 30 // Time in deciseconds to swallow anything else
var/emote_time = 60 SECONDS // How long between stomach emotes at prey
var/digest_brute = 2 // Brute damage per tick in digestion mode
var/digest_burn = 2 // Burn damage per tick in digestion mode
var/immutable = FALSE // Prevents this belly from being deleted
var/escapable = TRUE // Belly can be resisted out of at any time
var/escapetime = 20 SECONDS // Deciseconds, how long to escape this belly
var/digestchance = 0 // % Chance of stomach beginning to digest if prey struggles
var/absorbchance = 0 // % Chance of stomach beginning to absorb if prey struggles
var/escapechance = 100 // % Chance of prey beginning to escape if prey struggles.
var/can_taste = FALSE // If this belly prints the flavor of prey when it eats someone.
var/bulge_size = 0.25 // The minimum size the prey has to be in order to show up on examine.
// var/shrink_grow_size = 1 // This horribly named variable determines the minimum/maximum size it will shrink/grow prey to.
var/silent = FALSE
var/transferlocation = null // Location that the prey is released if they struggle and get dropped off.
var/transferchance = 0 // % Chance of prey being transferred to transfer location when resisting
var/autotransferchance = 0 // % Chance of prey being autotransferred to transfer location
var/autotransferwait = 10 // Time between trying to transfer.
var/swallow_time = 10 SECONDS // for mob transfering automation
var/vore_capacity = 1 // simple animal nom capacity
//I don't think we've ever altered these lists. making them static until someone actually overrides them somewhere.
var/tmp/static/list/digest_modes = list(DM_HOLD,DM_DIGEST,DM_HEAL,DM_NOISY) // Possible digest modes
var/tmp/mob/living/owner // The mob whose belly this is.
var/tmp/digest_mode = DM_HOLD // Current mode the belly is set to from digest_modes (+transform_modes if human)
var/tmp/next_process = 0 // Waiting for this SSbellies times_fired to process again.
var/tmp/list/items_preserved = list() // Stuff that wont digest so we shouldn't process it again.
var/tmp/next_emote = 0 // When we're supposed to print our next emote, as a belly controller tick #
var/tmp/recent_sound = FALSE // Prevent audio spam
// Don't forget to watch your commas at the end of each line if you change these.
var/list/struggle_messages_outside = list(
"%pred's %belly wobbles with a squirming meal.",
"%pred's %belly jostles with movement.",
"%pred's %belly briefly swells outward as someone pushes from inside.",
"%pred's %belly fidgets with a trapped victim.",
"%pred's %belly jiggles with motion from inside.",
"%pred's %belly sloshes around.",
"%pred's %belly gushes softly.",
"%pred's %belly lets out a wet squelch.")
var/list/struggle_messages_inside = list(
"Your useless squirming only causes %pred's slimy %belly to squelch over your body.",
"Your struggles only cause %pred's %belly to gush softly around you.",
"Your movement only causes %pred's %belly to slosh around you.",
"Your motion causes %pred's %belly to jiggle.",
"You fidget around inside of %pred's %belly.",
"You shove against the walls of %pred's %belly, making it briefly swell outward.",
"You jostle %pred's %belly with movement.",
"You squirm inside of %pred's %belly, making it wobble around.")
var/list/digest_messages_owner = list(
"You feel %prey's body succumb to your digestive system, which breaks it apart into soft slurry.",
"You hear a lewd glorp as your %belly muscles grind %prey into a warm pulp.",
"Your %belly lets out a rumble as it melts %prey into sludge.",
"You feel a soft gurgle as %prey's body loses form in your %belly. They're nothing but a soft mass of churning slop now.",
"Your %belly begins gushing %prey's remains through your system, adding some extra weight to your thighs.",
"Your %belly begins gushing %prey's remains through your system, adding some extra weight to your rump.",
"Your %belly begins gushing %prey's remains through your system, adding some extra weight to your belly.",
"Your %belly groans as %prey falls apart into a thick soup. You can feel their remains soon flowing deeper into your body to be absorbed.",
"Your %belly kneads on every fiber of %prey, softening them down into mush to fuel your next hunt.",
"Your %belly churns %prey down into a hot slush. You can feel the nutrients coursing through your digestive track with a series of long, wet glorps.")
var/list/digest_messages_prey = list(
"Your body succumbs to %pred's digestive system, which breaks you apart into soft slurry.",
"%pred's %belly lets out a lewd glorp as their muscles grind you into a warm pulp.",
"%pred's %belly lets out a rumble as it melts you into sludge.",
"%pred feels a soft gurgle as your body loses form in their %belly. You're nothing but a soft mass of churning slop now.",
"%pred's %belly begins gushing your remains through their system, adding some extra weight to %pred's thighs.",
"%pred's %belly begins gushing your remains through their system, adding some extra weight to %pred's rump.",
"%pred's %belly begins gushing your remains through their system, adding some extra weight to %pred's belly.",
"%pred's %belly groans as you fall apart into a thick soup. Your remains soon flow deeper into %pred's body to be absorbed.",
"%pred's %belly kneads on every fiber of your body, softening you down into mush to fuel their next hunt.",
"%pred's %belly churns you down into a hot slush. Your nutrient-rich remains course through their digestive track with a series of long, wet glorps.")
var/list/examine_messages = list(
"They have something solid in their %belly!",
"It looks like they have something in their %belly!")
//Mostly for being overridden on precreated bellies on mobs. Could be VV'd into
//a carbon's belly if someone really wanted. No UI for carbons to adjust this.
//List has indexes that are the digestion mode strings, and keys that are lists of strings.
var/tmp/list/emote_lists = list()
//For serialization, keep this updated, required for bellies to save correctly.
/obj/belly/vars_to_save()
return ..() + list(
"name",
"desc",
"vore_sound",
"vore_verb",
"release_sound",
"human_prey_swallow_time",
"nonhuman_prey_swallow_time",
"emote_time",
"digest_brute",
"digest_burn",
"immutable",
"can_taste",
"escapable",
"escapetime",
"digestchance",
"absorbchance",
"escapechance",
"transferchance",
"transferlocation",
"bulge_size",
"struggle_messages_outside",
"struggle_messages_inside",
"digest_messages_owner",
"digest_messages_prey",
"examine_messages",
"emote_lists",
"silent"
)
//ommitted list
// "shrink_grow_size",
/obj/belly/New(var/newloc)
. = ..(newloc)
//If not, we're probably just in a prefs list or something.
if(isliving(newloc))
owner = loc
owner.vore_organs |= src
SSbellies.belly_list += src
/obj/belly/Destroy()
SSbellies.belly_list -= src
if(owner)
owner.vore_organs -= src
owner = null
. = ..()
// Called whenever an atom enters this belly
/obj/belly/Entered(var/atom/movable/thing,var/atom/OldLoc)
if(OldLoc in contents)
return //Someone dropping something (or being stripdigested)
//Generic entered message
to_chat(owner,"<span class='notice'>[thing] slides into your [lowertext(name)].</span>")
//Sound w/ antispam flag setting
if(!silent && !recent_sound)
for(var/mob/M in get_hearers_in_view(5, get_turf(owner)))
if(M.client && M.client.prefs.toggles & EATING_NOISES)
playsound(get_turf(owner),"[src.vore_sound]",50,0,-5,0,ignore_walls = FALSE,channel=CHANNEL_PRED)
recent_sound = TRUE
//Messages if it's a mob
if(isliving(thing))
var/mob/living/M = thing
if(desc)
to_chat(M, "<span class='notice'><B>[desc]</B></span>")
var/taste
if(can_taste && (taste = M.get_taste_message(FALSE)))
to_chat(owner, "<span class='notice'>[M] tastes of [taste].</span>")
// Release all contents of this belly into the owning mob's location.
// If that location is another mob, contents are transferred into whichever of its bellies the owning mob is in.
// Returns the number of mobs so released.
/obj/belly/proc/release_all_contents(var/include_absorbed = FALSE)
var/atom/destination = drop_location()
var/count = 0
for(var/thing in contents)
var/atom/movable/AM = thing
if(isliving(AM))
var/mob/living/L = AM
if(L.absorbed && !include_absorbed)
continue
L.absorbed = FALSE
for(var/mob/living/W in AM)
W.stop_sound_channel(CHANNEL_PREYLOOP)
AM.forceMove(destination) // Move the belly contents into the same location as belly's owner.
count++
for(var/mob/M in get_hearers_in_view(5, get_turf(owner)))
if(M.client && M.client.prefs.toggles & EATING_NOISES)
playsound(get_turf(owner),"[src.release_sound]",50,0,-5,0,ignore_walls = FALSE,channel=CHANNEL_PRED)
items_preserved.Cut()
owner.visible_message("<font color='green'><b>[owner] expels everything from their [lowertext(name)]!</b></font>")
owner.update_icons()
return count
// Release a specific atom from the contents of this belly into the owning mob's location.
// If that location is another mob, the atom is transferred into whichever of its bellies the owning mob is in.
// Returns the number of atoms so released.
/obj/belly/proc/release_specific_contents(var/atom/movable/M)
if (!(M in contents))
return FALSE // They weren't in this belly anyway
M.forceMove(drop_location()) // Move the belly contents into the same location as belly's owner.
items_preserved -= M
for(var/mob/living/P in M)
P.stop_sound_channel(CHANNEL_PREYLOOP)
if(release_sound)
for(var/mob/H in get_hearers_in_view(5, get_turf(owner)))
if(H.client && H.client.prefs.toggles & EATING_NOISES)
playsound(get_turf(owner),"[src.release_sound]",50,0,-5,0,ignore_walls = FALSE,channel=CHANNEL_PRED)
if(istype(M,/mob/living))
var/mob/living/ML = M
var/mob/living/OW = owner
if(ML.absorbed)
ML.absorbed = FALSE
if(ishuman(M) && ishuman(OW))
var/mob/living/carbon/human/Prey = M
var/mob/living/carbon/human/Pred = OW
var/absorbed_count = 2 //Prey that we were, plus the pred gets a portion
for(var/mob/living/P in contents)
if(P.absorbed)
absorbed_count++
Pred.reagents.trans_to(Prey, Pred.reagents.total_volume / absorbed_count)
owner.visible_message("<font color='green'><b>[owner] expels [M] from their [lowertext(name)]!</b></font>")
owner.update_icons()
return TRUE
// Actually perform the mechanics of devouring the tasty prey.
// The purpose of this method is to avoid duplicate code, and ensure that all necessary
// steps are taken.
/obj/belly/proc/nom_mob(var/mob/prey, var/mob/user)
var/sound/preyloop = sound('sound/vore/prey/loop.ogg', repeat = TRUE)
if(owner.stat == DEAD)
return
if (prey.buckled)
prey.buckled.unbuckle_mob(prey,TRUE)
prey.forceMove(src)
prey.playsound_local(loc,preyloop,70,0, channel = CHANNEL_PREYLOOP)
owner.updateVRPanel()
for(var/mob/living/M in contents)
M.updateVRPanel()
// Setup the autotransfer checks if needed
if(transferlocation && autotransferchance > 0)
addtimer(CALLBACK(src, /obj/belly/.proc/check_autotransfer, prey), autotransferwait)
/obj/belly/proc/check_autotransfer(var/mob/prey)
// Some sanity checks
if(transferlocation && (autotransferchance > 0) && (prey in contents))
if(prob(autotransferchance))
// Double check transferlocation isn't insane
if(verify_transferlocation())
transfer_contents(prey, transferlocation)
else
// Didn't transfer, so wait before retrying
addtimer(CALLBACK(src, /obj/belly/.proc/check_autotransfer, prey), autotransferwait)
/obj/belly/proc/verify_transferlocation()
for(var/I in owner.vore_organs)
var/obj/belly/B = owner.vore_organs[I]
if(B == transferlocation)
return TRUE
for(var/I in owner.vore_organs)
var/obj/belly/B = owner.vore_organs[I]
if(B == transferlocation)
transferlocation = B
return TRUE
return FALSE
// Get the line that should show up in Examine message if the owner of this belly
// is examined. By making this a proc, we not only take advantage of polymorphism,
// but can easily make the message vary based on how many people are inside, etc.
// Returns a string which shoul be appended to the Examine output.
/obj/belly/proc/get_examine_msg()
if(contents.len && examine_messages.len)
var/formatted_message
var/raw_message = pick(examine_messages)
var/total_bulge = 0
formatted_message = replacetext(raw_message,"%belly",lowertext(name))
formatted_message = replacetext(formatted_message,"%pred",owner)
formatted_message = replacetext(formatted_message,"%prey",english_list(contents))
for(var/mob/living/P in contents)
if(!P.absorbed) //This is required first, in case there's a person absorbed and not absorbed in a stomach.
total_bulge += P.mob_size
if(total_bulge >= bulge_size && bulge_size != 0)
return("<span class='warning'>[formatted_message]</span><BR>")
else
return ""
// The next function gets the messages set on the belly, in human-readable format.
// This is useful in customization boxes and such. The delimiter right now is \n\n so
// in message boxes, this looks nice and is easily delimited.
/obj/belly/proc/get_messages(var/type, var/delim = "\n\n")
ASSERT(type == "smo" || type == "smi" || type == "dmo" || type == "dmp" || type == "em")
var/list/raw_messages
switch(type)
if("smo")
raw_messages = struggle_messages_outside
if("smi")
raw_messages = struggle_messages_inside
if("dmo")
raw_messages = digest_messages_owner
if("dmp")
raw_messages = digest_messages_prey
if("em")
raw_messages = examine_messages
var/messages = list2text(raw_messages,delim)
return messages
// The next function sets the messages on the belly, from human-readable var
// replacement strings and linebreaks as delimiters (two \n\n by default).
// They also sanitize the messages.
/obj/belly/proc/set_messages(var/raw_text, var/type, var/delim = "\n\n")
ASSERT(type == "smo" || type == "smi" || type == "dmo" || type == "dmp" || type == "em")
var/list/raw_list = text2list(html_encode(raw_text),delim)
if(raw_list.len > 10)
raw_list.Cut(11)
testing("[owner] tried to set [lowertext(name)] with 11+ messages")
for(var/i = 1, i <= raw_list.len, i++)
if(length(raw_list[i]) > 160 || length(raw_list[i]) < 10) //160 is fudged value due to htmlencoding increasing the size
raw_list.Cut(i,i)
testing("[owner] tried to set [lowertext(name)] with >121 or <10 char message")
else
raw_list[i] = readd_quotes(raw_list[i])
//Also fix % sign for var replacement
raw_list[i] = replacetext(raw_list[i],"&#37;","%")
ASSERT(raw_list.len <= 10) //Sanity
switch(type)
if("smo")
struggle_messages_outside = raw_list
if("smi")
struggle_messages_inside = raw_list
if("dmo")
digest_messages_owner = raw_list
if("dmp")
digest_messages_prey = raw_list
if("em")
examine_messages = raw_list
return
// Handle the death of a mob via digestion.
// Called from the process_Life() methods of bellies that digest prey.
// Default implementation calls M.death() and removes from internal contents.
// Indigestable items are removed, and M is deleted.
/obj/belly/proc/digestion_death(var/mob/living/M)
//M.death(1) // "Stop it he's already dead..." Basically redundant and the reason behind screaming mouse carcasses.
if(M.ckey)
message_admins("[key_name(owner)] has digested [key_name(M)] in their [lowertext(name)] ([owner ? "<a href='?_src_=holder;adminplayerobservecoodjump=1;X=[owner.x];Y=[owner.y];Z=[owner.z]'>JMP</a>" : "null"])")
log_attack("[key_name(owner)] digested [key_name(M)].")
// If digested prey is also a pred... anyone inside their bellies gets moved up.
if(is_vore_predator(M))
for(var/belly in M.vore_organs)
var/obj/belly/B = belly
for(var/thing in B)
var/atom/movable/AM = thing
AM.forceMove(owner.loc)
if(isliving(AM))
to_chat(AM,"As [M] melts away around you, you find yourself in [owner]'s [lowertext(name)]")
//Drop all items into the belly
for(var/obj/item/W in M)
if(!M.dropItemToGround(W))
qdel(W)
/* //Reagent transfer //maybe someday
if(ishuman(owner))
var/mob/living/carbon/human/Pred = owner
if(ishuman(M))
var/mob/living/carbon/human/Prey = M
Prey.bloodstr.del_reagent("numbenzyme")
Prey.bloodstr.trans_to_holder(Pred.bloodstr, Prey.bloodstr.total_volume, 0.5, TRUE) // Copy=TRUE because we're deleted anyway
Prey.ingested.trans_to_holder(Pred.bloodstr, Prey.ingested.total_volume, 0.5, TRUE) // Therefore don't bother spending cpu
Prey.touching.trans_to_holder(Pred.bloodstr, Prey.touching.total_volume, 0.5, TRUE) // On updating the prey's reagents
else if(M.reagents)
M.reagents.trans_to_holder(Pred.bloodstr, M.reagents.total_volume, 0.5, TRUE) */
// Delete the digested mob
qdel(M)
// Handle a mob being absorbed
/obj/belly/proc/absorb_living(var/mob/living/M)
M.absorbed = TRUE
to_chat(M,"<span class='notice'>[owner]'s [lowertext(name)] absorbs your body, making you part of them.</span>")
to_chat(owner,"<span class='notice'>Your [lowertext(name)] absorbs [M]'s body, making them part of you.</span>")
// Reagent sharing is neat, but eh. I'll figure it out later
/* if(ishuman(M) && ishuman(owner))
var/mob/living/carbon/human/Prey = M
var/mob/living/carbon/human/Pred = owner
//Reagent sharing for absorbed with pred - Copy so both pred and prey have these reagents.
Prey.bloodstr.trans_to_holder(Pred.bloodstr, Prey.bloodstr.total_volume, copy = TRUE)
Prey.ingested.trans_to_holder(Pred.bloodstr, Prey.ingested.total_volume, copy = TRUE)
Prey.touching.trans_to_holder(Pred.bloodstr, Prey.touching.total_volume, copy = TRUE)
// TODO - Find a way to make the absorbed prey share the effects with the pred.
// Currently this is infeasible because reagent containers are designed to have a single my_atom, and we get
// problems when A absorbs B, and then C absorbs A, resulting in B holding onto an invalid reagent container.
*/
//This is probably already the case, but for sub-prey, it won't be.
if(M.loc != src)
M.forceMove(src)
//Seek out absorbed prey of the prey, absorb them too.
//This in particular will recurse oddly because if there is absorbed prey of prey of prey...
//it will just move them up one belly. This should never happen though since... when they were
//absobred, they should have been absorbed as well!
for(var/belly in M.vore_organs)
var/obj/belly/B = belly
for(var/mob/living/Mm in B)
if(Mm.absorbed)
absorb_living(Mm)
//Update owner
owner.updateVRPanel()
//Digest a single item
//Receives a return value from digest_act that's how much nutrition
//the item should be worth
/obj/belly/proc/digest_item(var/obj/item/item)
var/digested = item.digest_act(src, owner)
if(!digested)
items_preserved |= item
else
// owner.nutrition += (5 * digested) // haha no.
if(iscyborg(owner))
var/mob/living/silicon/robot/R = owner
R.cell.charge += (50 * digested)
//Determine where items should fall out of us into.
//Typically just to the owner's location.
/obj/belly/drop_location()
//Should be the case 99.99% of the time
if(owner)
return owner.loc
//Sketchy fallback for safety, put them somewhere safe.
else if(ismob(src))
testing("[src] (\ref[src]) doesn't have an owner, and dropped someone at a latespawn point!")
SSjob.SendToLateJoin(src)
// wew lad. let's see if this never gets used, hopefully
else
qdel(src) //final option, I guess.
testing("[src] (\ref[src]) was QDEL'd for not having a drop_location!")
//Handle a mob struggling
// Called from /mob/living/carbon/relaymove()
/obj/belly/proc/relay_resist(var/mob/living/R)
if (!(R in contents))
return // User is not in this belly
R.setClickCooldown(50)
if(owner.stat || !owner.client && R.a_intent != INTENT_HELP) //If owner is stat (dead, KO) we can actually escape
to_chat(R,"<span class='warning'>You attempt to climb out of \the [lowertext(name)]. (This will take around 5 seconds.)</span>")
to_chat(owner,"<span class='warning'>Someone is attempting to climb out of your [lowertext(name)]!</span>")
if(do_after(R, 50, owner))
if(owner.stat && (R in contents) && R.a_intent != INTENT_HELP) //Can still escape and want to?
release_specific_contents(R)
return
else if(!(R in contents)) //Aren't even in the belly. Quietly fail.
return
else //Belly became inescapable or mob revived
to_chat(R,"<span class='warning'>Your attempt to escape [lowertext(name)] has failed!</span>")
to_chat(owner,"<span class='notice'>The attempt to escape from your [lowertext(name)] has failed!</span>")
return
return
var/struggle_outer_message = pick(struggle_messages_outside)
var/struggle_user_message = pick(struggle_messages_inside)
struggle_outer_message = replacetext(struggle_outer_message,"%pred",owner)
struggle_outer_message = replacetext(struggle_outer_message,"%prey",R)
struggle_outer_message = replacetext(struggle_outer_message,"%belly",lowertext(name))
struggle_user_message = replacetext(struggle_user_message,"%pred",owner)
struggle_user_message = replacetext(struggle_user_message,"%prey",R)
struggle_user_message = replacetext(struggle_user_message,"%belly",lowertext(name))
struggle_outer_message = "<span class='alert'>" + struggle_outer_message + "</span>"
struggle_user_message = "<span class='alert'>" + struggle_user_message + "</span>"
for(var/mob/M in get_hearers_in_view(3, get_turf(owner)))
M.show_message(struggle_outer_message, 2) // hearable
to_chat(R,struggle_user_message)
if(!silent)
for(var/mob/M in get_hearers_in_view(5, get_turf(owner)))
if(M.client && M.client.prefs.toggles & EATING_NOISES)
playsound(get_turf(owner),"struggle_sound",35,0,-5,1,ignore_walls = FALSE,channel=CHANNEL_PRED)
R.stop_sound_channel(CHANNEL_PRED)
var/sound/prey_struggle = sound(get_sfx("prey_struggle"))
R.playsound_local(get_turf(R),prey_struggle,45,0)
if(R.a_intent != INTENT_HELP) //If on non help intent
to_chat(R,"<span class='warning'>You start to climb out of \the [lowertext(name)].</span>")
to_chat(owner,"<span class='warning'>Someone is attempting to climb out of your [lowertext(name)]!</span>")
if(do_after(R, escapetime, owner))
if((owner.stat || !owner.client || escapable) && (R in contents))
release_specific_contents(R)
to_chat(R,"<span class='warning'>You climb out of \the [lowertext(name)].</span>")
to_chat(owner,"<span class='warning'>[R] climbs out of your [lowertext(name)]!</span>")
for(var/mob/M in hearers(4, owner))
M.show_message("<span class='warning'>[R] climbs out of [owner]'s [lowertext(name)]!</span>", 2)
return
else if(!istype(loc, /obj/belly)) //Aren't even in the belly. Quietly fail.
return
else //Belly became inescapable.
to_chat(R,"<span class='warning'>Your attempt to escape [lowertext(name)] has failed!</span>")
to_chat(owner,"<span class='notice'>The attempt to escape from your [lowertext(name)] has failed!</span>")
return
else if(prob(transferchance) && transferlocation) //Next, let's have it see if they end up getting into an even bigger mess then when they started.
var/obj/belly/dest_belly
for(var/belly in owner.vore_organs)
var/obj/belly/B = belly
if(B.name == transferlocation)
dest_belly = B
break
if(!dest_belly)
to_chat(owner, "<span class='warning'>Something went wrong with your belly transfer settings. Your <b>[lowertext(name)]</b> has had it's transfer chance and transfer location cleared as a precaution.</span>")
transferchance = 0
transferlocation = null
return
to_chat(R,"<span class='warning'>Your attempt to escape [lowertext(name)] has failed and your struggles only results in you sliding into [owner]'s [transferlocation]!</span>")
to_chat(owner,"<span class='warning'>Someone slid into your [transferlocation] due to their struggling inside your [lowertext(name)]!</span>")
transfer_contents(R, dest_belly)
return
/*
else if(prob(absorbchance) && digest_mode != DM_ABSORB) //After that, let's have it run the absorb chance.
to_chat(R,"<span class='warning'>In response to your struggling, \the [lowertext(name)] begins to cling more tightly...</span>")
to_chat(owner,"<span class='warning'>You feel your [lowertext(name)] start to cling onto its contents...</span>")
digest_mode = DM_ABSORB
return
else if(prob(digestchance) && digest_mode != DM_ITEMWEAK && digest_mode != DM_DIGEST) //Finally, let's see if it should run the digest chance.
to_chat(R,"<span class='warning'>In response to your struggling, \the [lowertext(name)] begins to get more active...</span>")
to_chat(owner,"<span class='warning'>You feel your [lowertext(name)] beginning to become active!</span>")
digest_mode = DM_ITEMWEAK
return
else if(prob(digestchance) && digest_mode == DM_ITEMWEAK) //Oh god it gets even worse if you fail twice!
to_chat(R,"<span class='warning'>In response to your struggling, \the [lowertext(name)] begins to get even more active!</span>")
to_chat(owner,"<span class='warning'>You feel your [lowertext(name)] beginning to become even more active!</span>")
digest_mode = DM_DIGEST
return */
else if(prob(digestchance)) //Finally, let's see if it should run the digest chance.)
to_chat(R, "<span class='warning'>In response to your struggling, \the [name] begins to get more active...</span>")
to_chat(owner, "<span class='warning'>You feel your [name] beginning to become active!</span>")
digest_mode = DM_DIGEST
return
else //Nothing interesting happened.
to_chat(R,"<span class='warning'>You make no progress in escaping [owner]'s [lowertext(name)].</span>")
to_chat(owner,"<span class='warning'>Your prey appears to be unable to make any progress in escaping your [lowertext(name)].</span>")
return
//Transfers contents from one belly to another
/obj/belly/proc/transfer_contents(var/atom/movable/content, var/obj/belly/target, silent = FALSE)
if(!(content in src) || !istype(target))
return
target.nom_mob(content, target.owner)
if(!silent)
for(var/mob/M in get_hearers_in_view(5, get_turf(owner)))
if(M.client && M.client.prefs.toggles & EATING_NOISES)
playsound(get_turf(owner),"[src.vore_sound]",50,0,-5,0,ignore_walls = FALSE,channel=CHANNEL_PRED)
owner.updateVRPanel()
for(var/mob/living/M in contents)
M.updateVRPanel()
// Belly copies and then returns the copy
// Needs to be updated for any var changes
/obj/belly/proc/copy(mob/new_owner)
var/obj/belly/dupe = new /obj/belly(new_owner)
//// Non-object variables
dupe.name = name
dupe.desc = desc
dupe.vore_sound = vore_sound
dupe.vore_verb = vore_verb
dupe.release_sound = release_sound
dupe.human_prey_swallow_time = human_prey_swallow_time
dupe.nonhuman_prey_swallow_time = nonhuman_prey_swallow_time
dupe.emote_time = emote_time
dupe.digest_brute = digest_brute
dupe.digest_burn = digest_burn
dupe.immutable = immutable
dupe.can_taste = can_taste
dupe.escapable = escapable
dupe.escapetime = escapetime
dupe.digestchance = digestchance
dupe.absorbchance = absorbchance
dupe.escapechance = escapechance
dupe.transferchance = transferchance
dupe.transferlocation = transferlocation
dupe.bulge_size = bulge_size
// dupe.shrink_grow_size = shrink_grow_size
//// Object-holding variables
//struggle_messages_outside - strings
dupe.struggle_messages_outside.Cut()
for(var/I in struggle_messages_outside)
dupe.struggle_messages_outside += I
//struggle_messages_inside - strings
dupe.struggle_messages_inside.Cut()
for(var/I in struggle_messages_inside)
dupe.struggle_messages_inside += I
//digest_messages_owner - strings
dupe.digest_messages_owner.Cut()
for(var/I in digest_messages_owner)
dupe.digest_messages_owner += I
//digest_messages_prey - strings
dupe.digest_messages_prey.Cut()
for(var/I in digest_messages_prey)
dupe.digest_messages_prey += I
//examine_messages - strings
dupe.examine_messages.Cut()
for(var/I in examine_messages)
dupe.examine_messages += I
//emote_lists - index: digest mode, key: list of strings
dupe.emote_lists.Cut()
for(var/K in emote_lists)
dupe.emote_lists[K] = list()
for(var/I in emote_lists[K])
dupe.emote_lists[K] += I
dupe.silent = silent
return dupe
-186
View File
@@ -1,186 +0,0 @@
// Process the predator's effects upon the contents of its belly (i.e digestion/transformation etc)
/obj/belly/proc/process_belly(var/times_fired,var/wait) //Passed by controller
if((times_fired < next_process) || !contents.len)
recent_sound = FALSE
return SSBELLIES_IGNORED
if(loc != owner)
if(istype(owner))
loc = owner
else
qdel(src)
return SSBELLIES_PROCESSED
next_process = times_fired + (6 SECONDS/wait) //Set up our next process time.
/////////////////////////// Auto-Emotes ///////////////////////////
if(contents.len && next_emote <= times_fired)
next_emote = times_fired + round(emote_time/wait,1)
var/list/EL = emote_lists[digest_mode]
for(var/mob/living/M in contents)
if(M.digestable || !(digest_mode == DM_DIGEST)) // don't give digesty messages to indigestible people
to_chat(M,"<span class='notice'>[pick(EL)]</span>")
/////////////////////////// Exit Early ////////////////////////////
var/list/touchable_items = contents - items_preserved
if(!length(touchable_items))
return SSBELLIES_PROCESSED
////////////////////////// Sound vars /////////////////////////////
var/sound/prey_digest = sound(get_sfx("digest_prey"))
var/sound/prey_death = sound(get_sfx("death_prey"))
///////////////////////////// DM_HOLD /////////////////////////////
if(digest_mode == DM_HOLD)
return SSBELLIES_PROCESSED
//////////////////////////// DM_DIGEST ////////////////////////////
else if(digest_mode == DM_DIGEST)
for (var/mob/living/M in contents)
if(prob(25))
M.stop_sound_channel(CHANNEL_DIGEST)
for(var/mob/H in get_hearers_in_view(5, get_turf(owner)))
if(H.client && H.client.prefs.toggles & DIGESTION_NOISES)
playsound(get_turf(owner),"digest_pred",50,0,-5,0,ignore_walls = FALSE,channel=CHANNEL_DIGEST)
M.stop_sound_channel(CHANNEL_DIGEST)
M.playsound_local(get_turf(M), prey_digest, 45)
//Pref protection!
if (!M.digestable || M.absorbed)
continue
//Person just died in guts!
if(M.stat == DEAD)
var/digest_alert_owner = pick(digest_messages_owner)
var/digest_alert_prey = pick(digest_messages_prey)
//Replace placeholder vars
digest_alert_owner = replacetext(digest_alert_owner,"%pred",owner)
digest_alert_owner = replacetext(digest_alert_owner,"%prey",M)
digest_alert_owner = replacetext(digest_alert_owner,"%belly",lowertext(name))
digest_alert_prey = replacetext(digest_alert_prey,"%pred",owner)
digest_alert_prey = replacetext(digest_alert_prey,"%prey",M)
digest_alert_prey = replacetext(digest_alert_prey,"%belly",lowertext(name))
//Send messages
to_chat(owner, "<span class='warning'>[digest_alert_owner]</span>")
to_chat(M, "<span class='warning'>[digest_alert_prey]</span>")
M.visible_message("<span class='notice'>You watch as [owner]'s form loses its additions.</span>")
owner.nutrition += 400 // so eating dead mobs gives you *something*.
M.stop_sound_channel(DIGESTION_NOISES)
for(var/mob/H in get_hearers_in_view(5, get_turf(owner)))
if(H.client && H.client.prefs.toggles & DIGESTION_NOISES)
playsound(get_turf(owner),"death_pred",50,0,-5,0,ignore_walls = FALSE,channel=CHANNEL_DIGEST)
M.stop_sound_channel(DIGESTION_NOISES)
M.stop_sound_channel(CHANNEL_PREYLOOP)
M.playsound_local(get_turf(M), prey_death, 65)
digestion_death(M)
owner.update_icons()
continue
// Deal digestion damage (and feed the pred)
if(!(M.status_flags & GODMODE))
M.adjustFireLoss(digest_burn)
owner.nutrition += 1
//Contaminate or gurgle items
var/obj/item/T = pick(touchable_items)
if(istype(T))
if(istype(T,/obj/item/reagent_containers/food) || istype(T,/obj/item/organ))
digest_item(T)
owner.updateVRPanel()
///////////////////////////// DM_HEAL /////////////////////////////
if(digest_mode == DM_HEAL)
for (var/mob/living/M in contents)
if(prob(25))
M.stop_sound_channel(CHANNEL_DIGEST)
for(var/mob/H in get_hearers_in_view(5, get_turf(owner)))
if(H.client && H.client.prefs.toggles & DIGESTION_NOISES)
playsound(get_turf(owner),"digest_pred",50,0,-5,0,ignore_walls = FALSE,channel=CHANNEL_DIGEST)
M.stop_sound_channel(CHANNEL_DIGEST)
M.playsound_local(get_turf(M), prey_digest, 65)
if(M.stat != DEAD)
if(owner.nutrition >= NUTRITION_LEVEL_STARVING && (M.health < M.maxHealth))
M.adjustBruteLoss(-3)
M.adjustFireLoss(-3)
owner.nutrition -= 5
return
////////////////////////// DM_NOISY /////////////////////////////////
//for when you just want people to squelch around
if(digest_mode == DM_NOISY)
for (var/mob/living/M in contents)
if(prob(35))
M.stop_sound_channel(CHANNEL_DIGEST)
for(var/mob/H in get_hearers_in_view(5, get_turf(owner)))
if(H.client && H.client.prefs.toggles & DIGESTION_NOISES)
playsound(get_turf(owner),"digest_pred",50,0,-5,0,ignore_walls = FALSE,channel=CHANNEL_DIGEST)
M.stop_sound_channel(CHANNEL_PRED)
M.playsound_local(get_turf(M), prey_digest, 65)
//////////////////////////DM_DRAGON /////////////////////////////////////
//because dragons need snowflake guts
if(digest_mode == DM_DRAGON)
for (var/mob/living/M in contents)
if(prob(25))
M.stop_sound_channel(CHANNEL_DIGEST)
for(var/mob/H in get_hearers_in_view(5, get_turf(owner)))
if(H.client && H.client.prefs.toggles & DIGESTION_NOISES)
playsound(get_turf(owner),"digest_pred",50,0,-5,0,ignore_walls = FALSE,channel=CHANNEL_DIGEST)
M.stop_sound_channel(CHANNEL_DIGEST)
M.playsound_local(get_turf(M), prey_digest, 65)
//No digestion protection for megafauna.
//Person just died in guts!
if(M.stat == DEAD)
var/digest_alert_owner = pick(digest_messages_owner)
var/digest_alert_prey = pick(digest_messages_prey)
//Replace placeholder vars
digest_alert_owner = replacetext(digest_alert_owner,"%pred",owner)
digest_alert_owner = replacetext(digest_alert_owner,"%prey",M)
digest_alert_owner = replacetext(digest_alert_owner,"%belly",lowertext(name))
digest_alert_prey = replacetext(digest_alert_prey,"%pred",owner)
digest_alert_prey = replacetext(digest_alert_prey,"%prey",M)
digest_alert_prey = replacetext(digest_alert_prey,"%belly",lowertext(name))
//Send messages
to_chat(owner, "<span class='warning'>[digest_alert_owner]</span>")
to_chat(M, "<span class='warning'>[digest_alert_prey]</span>")
M.visible_message("<span class='notice'>You watch as [owner]'s guts loudly rumble as it finishes off a meal.</span>")
M.stop_sound_channel(CHANNEL_DIGEST)
for(var/mob/H in get_hearers_in_view(5, get_turf(owner)))
if(H.client && H.client.prefs.toggles & DIGESTION_NOISES)
playsound(get_turf(owner),"death_pred",50,0,-5,0,ignore_walls = FALSE,channel=CHANNEL_DIGEST)
M.stop_sound_channel(CHANNEL_DIGEST)
M.playsound_local(get_turf(M), prey_death, 65)
M.spill_organs(FALSE,TRUE,TRUE)
M.stop_sound_channel(CHANNEL_PREYLOOP)
digestion_death(M)
owner.update_icons()
continue
// Deal digestion damage (and feed the pred)
if(!(M.status_flags & GODMODE))
M.adjustFireLoss(digest_burn)
M.adjustToxLoss(2) // something something plasma based acids
M.adjustCloneLoss(1) // eventually this'll kill you if you're healing everything else, you nerds.
//Contaminate or gurgle items
var/obj/item/T = pick(touchable_items)
if(istype(T))
if(istype(T,/obj/item/reagent_containers/food) || istype(T,/obj/item/organ))
digest_item(T)
owner.updateVRPanel()
-119
View File
@@ -1,119 +0,0 @@
//Please make sure to:
//return FALSE: You are not going away, stop asking me to digest.
//return non-negative integer: Amount of nutrition/charge gained (scaled to nutrition, other end can multiply for charge scale).
// Ye default implementation.
/obj/item/proc/digest_act(var/atom/movable/item_storage = null)
for(var/obj/item/O in contents)
if(istype(O,/obj/item/storage/internal)) //Dump contents from dummy pockets.
for(var/obj/item/SO in O)
if(item_storage)
SO.forceMove(item_storage)
qdel(O)
else if(item_storage)
O.forceMove(item_storage)
qdel(src)
return w_class
/////////////
// Some indigestible stuff
/////////////
/obj/item/hand_tele/digest_act(...)
return FALSE
/obj/item/card/id/digest_act(...)
return FALSE
/obj/item/aicard/digest_act(...)
return FALSE
/obj/item/paicard/digest_act(...)
return FALSE
/obj/item/pinpointer/digest_act(...)
return FALSE
/obj/item/disk/nuclear/digest_act(...)
return FALSE
/obj/item/device/perfect_tele_beacon/digest_act(...)
return FALSE //Sorta important to not digest your own beacons.
/obj/item/device/pda/digest_act(...)
return FALSE
/obj/item/gun/digest_act(...)
return FALSE
/obj/item/clothing/shoes/magboots/digest_act(...)
return FALSE
/obj/item/clothing/head/helmet/space/digest_act(...)
return FALSE
/obj/item/clothing/suit/space/digest_act(...)
return FALSE
/obj/item/reagent_containers/hypospray/CMO/digest_act(...)
return FALSE
/obj/item/tank/jetpack/oxygen/captain/digest_act(...)
return FALSE
/obj/item/clothing/accessory/medal/gold/captain/digest_act(...)
return FALSE
/obj/item/clothing/suit/armor/digest_act(...)
return FALSE
/obj/item/documents/digest_act(...)
return FALSE
/obj/item/nuke_core/digest_act(...)
return FALSE
/obj/item/nuke_core_container/digest_act(...)
return FALSE
/obj/item/areaeditor/blueprints/digest_act(...)
return FALSE
/obj/item/documents/syndicate/digest_act(...)
return FALSE
/obj/item/bombcore/digest_act(...)
return FALSE
/obj/item/grenade/digest_act(...)
return FALSE
/obj/item/storage/digest_act(...)
return FALSE
/////////////
// Some special treatment
/////////////
/*
//PDAs need to lose their ID to not take it with them, so we can get a digested ID
/obj/item/device/pda/digest_act(var/atom/movable/item_storage = null)
if(id)
id = null
. = ..()
*/
/obj/item/reagent_containers/food/digest_act(var/atom/movable/item_storage = null)
if(isbelly(item_storage))
var/obj/belly/B = item_storage
if(ishuman(B.owner))
var/mob/living/carbon/human/H = B.owner
reagents.trans_to(H, (reagents.total_volume * 0.3), 1, 0)
else if(iscyborg(B.owner))
var/mob/living/silicon/robot/R = B.owner
R.cell.charge += 150
. = ..()
/*
/obj/item/holder/digest_act(var/atom/movable/item_storage = null)
for(var/mob/living/M in contents)
if(item_storage)
M.forceMove(item_storage)
held_mob = null
. = ..() */
/obj/item/organ/digest_act(var/atom/movable/item_storage = null)
if((. = ..()))
. += 70 //Organs give a little more
/obj/item/storage/digest_act(var/atom/movable/item_storage = null)
for(var/obj/item/I in contents)
I.screen_loc = null
. = ..()
/////////////
// Some more complicated stuff
/////////////
/obj/item/device/mmi/digital/posibrain/digest_act(var/atom/movable/item_storage = null)
//Replace this with a VORE setting so all types of posibrains can/can't be digested on a whim
return FALSE

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