This commit is contained in:
Ghommie
2019-12-21 18:22:58 +01:00
1295 changed files with 29737 additions and 14320 deletions
+3 -3
View File
@@ -327,7 +327,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
for(var/obj/machinery/light/L in src)
L.update()
/area/proc/updateicon()
/area/proc/update_icon()
var/weather_icon
for(var/V in SSweather.processing)
var/datum/weather/W = V
@@ -337,7 +337,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
if(!weather_icon)
icon_state = null
/area/space/updateicon()
/area/space/update_icon()
icon_state = null
/*
@@ -370,7 +370,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
/area/proc/power_change()
for(var/obj/machinery/M in src) // for each machine in the area
M.power_change() // reverify power status (to update icons etc.)
updateicon()
update_icon()
/area/proc/usage(chan)
var/used = 0
+14 -18
View File
@@ -280,35 +280,35 @@
///Generate the full examine string of this atom (including icon for goonchat)
/atom/proc/get_examine_string(mob/user, thats = FALSE)
. = "[icon2html(src, user)] [thats? "That's ":""][get_examine_name(user)]"
return "[icon2html(src, user)] [thats? "That's ":""][get_examine_name(user)]"
/atom/proc/examine(mob/user)
to_chat(user, "[get_examine_string(user, TRUE)].")
. = list("[get_examine_string(user, TRUE)].")
if(desc)
to_chat(user, desc)
. += desc
if(reagents)
if(reagents.reagents_holder_flags & TRANSPARENT)
to_chat(user, "It contains:")
if(reagents.reagent_list.len)
. += "It contains:"
if(length(reagents.reagent_list))
if(user.can_see_reagents()) //Show each individual reagent
for(var/datum/reagent/R in reagents.reagent_list)
to_chat(user, "[R.volume] units of [R.name]")
. += "[R.volume] units of [R.name]"
else //Otherwise, just show the total volume
var/total_volume = 0
for(var/datum/reagent/R in reagents.reagent_list)
total_volume += R.volume
to_chat(user, "[total_volume] units of various reagents")
. += "[total_volume] units of various reagents"
else
to_chat(user, "Nothing.")
. += "Nothing."
else if(reagents.reagents_holder_flags & AMOUNT_VISIBLE)
if(reagents.total_volume)
to_chat(user, "<span class='notice'>It has [reagents.total_volume] unit\s left.</span>")
. += "<span class='notice'>It has [reagents.total_volume] unit\s left.</span>"
else
to_chat(user, "<span class='danger'>It's empty.</span>")
. += "<span class='danger'>It's empty.</span>"
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user)
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user, .)
/atom/proc/relaymove(mob/user)
if(buckle_message_cooldown <= world.time)
@@ -316,9 +316,6 @@
to_chat(user, "<span class='warning'>You can't move while buckled to [src]!</span>")
return
/atom/proc/prevent_content_explosion()
return FALSE
/atom/proc/contents_explosion(severity, target)
return //For handling the effects of explosions on contents that would not normally be effected
@@ -660,7 +657,7 @@
var/atom/L = loc
if(!L)
return null
return L.AllowDrop() ? L : get_turf(L)
return L.AllowDrop() ? L : L.drop_location()
/atom/Entered(atom/movable/AM, atom/oldLoc)
SEND_SIGNAL(src, COMSIG_ATOM_ENTERED, AM, oldLoc)
@@ -812,8 +809,7 @@ Proc for attack log creation, because really why not
// Filter stuff
/atom/movable/proc/add_filter(name,priority,list/params)
if(!filter_data)
filter_data = list()
LAZYINITLIST(filter_data)
var/list/p = params.Copy()
p["priority"] = priority
filter_data[name] = p
@@ -821,7 +817,7 @@ Proc for attack log creation, because really why not
/atom/movable/proc/update_filters()
filters = null
sortTim(filter_data,associative = TRUE)
filter_data = sortTim(filter_data, /proc/cmp_filter_data_priority, TRUE)
for(var/f in filter_data)
var/list/data = filter_data[f]
var/list/arguments = data.Copy()
+7 -1
View File
@@ -189,7 +189,13 @@
if(tod)
var/tdelta = round(world.time - timeofdeath)
if(tdelta < (DEFIB_TIME_LIMIT * 10))
holder.icon_state = "huddefib"
var/obj/item/organ/heart/He = getorgan(/obj/item/organ/heart)
if(He)
holder.icon_state = "huddefib"
if(He.organ_flags & ORGAN_FAILING)
holder.icon_state = "huddefibheart"
else
holder.icon_state = "huddefibheart"
return
holder.icon_state = "huddead"
else
@@ -0,0 +1,292 @@
/datum/game_mode
var/list/datum/mind/bloodsuckers = list() // List of minds belonging to this game mode.
var/list/datum/mind/vassals = list() // List of minds that have been turned into Vassals.
//var/list/datum/mind/vamphunters = list() // List of minds hunting vampires. Disabled at the moment
var/obj/effect/sunlight/bloodsucker_sunlight // Sunlight Timer. Created on first Bloodsucker assign. Destroyed on last removed Bloodsucker.
// LISTS //
var/list/vassal_allowed_antags = list(/datum/antagonist/brother, /datum/antagonist/traitor, /datum/antagonist/traitor/internal_affairs, /datum/antagonist/survivalist, \
/datum/antagonist/rev, /datum/antagonist/nukeop, /datum/antagonist/pirate, /datum/antagonist/cult, /datum/antagonist/abductee)
// The antags you're allowed to be if turning Vassal.
/datum/game_mode/bloodsucker
name = "bloodsucker"
config_tag = "bloodsucker"
traitor_name = "Bloodsucker"
antag_flag = ROLE_BLOODSUCKER
false_report_weight = 1
restricted_jobs = list("AI","Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 20
required_enemies = 2
recommended_enemies = 4
reroll_friendly = FALSE
enemy_minimum_age = 7
round_ends_with_antag_death = FALSE
announce_span = "danger"
announce_text = "Filthy, bloodsucking vampires are crawling around disguised as crewmembers!\n\
<span class='danger'>Bloodsuckers</span>: The crew are cattle, while you are both shepherd and slaughterhouse.\n\
<span class='notice'>Crew</span>: Put an end to the undead infestation before the station is overcome!"
/datum/game_mode/bloodsucker/generate_report()
return "Reports indicate that some of your crew may have toppled statues in the past week, angering the gods and becoming cursed with undeath and a desire for blood. Watch out for crewmembers that seem to shun the light or are found pale and delirious."
// Seems to be run by game ONCE, and finds all potential players to be antag.
/datum/game_mode/bloodsucker/pre_setup()
// Set Restricted Jobs
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_jobs += protected_jobs
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
restricted_jobs += "Assistant"
// Set number of Vamps
recommended_enemies = CLAMP(round(num_players()/10), 1, 6);
// Select Antags
for(var/i = 0, i < recommended_enemies, i++)
if (!antag_candidates.len)
break
var/datum/mind/bloodsucker = pick(antag_candidates)
// Can we even BE a bloodsucker?
//if (can_make_bloodsucker(bloodsucker, display_warning=FALSE))
bloodsuckers += bloodsucker
bloodsucker.restricted_roles = restricted_jobs
log_game("[bloodsucker.key] (ckey) has been selected as a Bloodsucker.")
antag_candidates.Remove(bloodsucker) // Apparently you can also write antag_candidates -= bloodsucker
// Assign Hunters (as many as monsters, plus one)
//assign_monster_hunters(bloodsuckers.len, TRUE, bloodsuckers) // Disabled for now
// Do we have enough vamps to continue?
return bloodsuckers.len >= required_enemies
// Gamemode is all done being set up. We have all our Vamps. We now pick objectives and let them know what's happening.
/datum/game_mode/bloodsucker/post_setup()
// Sunlight (Creating Bloodsuckers manually will check to create this, too)
check_start_sunlight()
// Vamps
for(var/datum/mind/bloodsucker in bloodsuckers)
// spawn() --> Run block of code but game continues on past it.
// sleep() --> Run block of code and freeze code there (including whoever called us) until it's resolved.
//Clean Bloodsucker Species (racist?)
//clean_invalid_species(bloodsucker)
// TO-DO !!!
// Add Bloodsucker Antag Datum (or remove from list on Fail)
if (!make_bloodsucker(bloodsucker))
bloodsuckers -= bloodsucker
// NOTE: Hunters are done in ..() parent proc
return ..()
// Checking for ACTUALLY Dead Vamps
/datum/game_mode/bloodsucker/are_special_antags_dead()
// Bloodsucker not Final Dead
for(var/datum/mind/bloodsucker in bloodsuckers)
if(!bloodsucker.AmFinalDeath())
return FALSE
return TRUE
// Init Sunlight (called from datum_bloodsucker.on_gain(), in case game mode isn't even Bloodsucker
/datum/game_mode/proc/check_start_sunlight()
// Already Sunlight (and not about to cancel)
if (istype(bloodsucker_sunlight) && !bloodsucker_sunlight.cancel_me)
return
bloodsucker_sunlight = new ()
// End Sun (last bloodsucker removed)
/datum/game_mode/proc/check_cancel_sunlight()
// No Sunlight
if (!istype(bloodsucker_sunlight))
return
if (bloodsuckers.len <= 0)
bloodsucker_sunlight.cancel_me = TRUE
qdel(bloodsucker_sunlight)
bloodsucker_sunlight = null
/datum/game_mode/proc/is_daylight()
return istype(bloodsucker_sunlight) && bloodsucker_sunlight.amDay
//////////////////////////////////////////////////////////////////////////////
/datum/game_mode/proc/can_make_bloodsucker(datum/mind/bloodsucker, datum/mind/creator, display_warning=TRUE) // Creator is just here so we can display fail messages to whoever is turning us.
// No Mind
if(!bloodsucker || !bloodsucker.key) // KEY is client login?
//if(creator) // REMOVED. You wouldn't see their name if there is no mind, so why say anything?
// to_chat(creator, "<span class='danger'>[bloodsucker] isn't self-aware enough to be raised as a Bloodsucker!</span>")
return FALSE
// Current body is invalid
if(!ishuman(bloodsucker.current))// && !ismonkey(bloodsucker.current))
if(display_warning && creator)
to_chat(creator, "<span class='danger'>[bloodsucker] isn't evolved enough to be raised as a Bloodsucker!</span>")
return FALSE
// Species Must have a HEART (Sorry Plasmabois)
var/mob/living/carbon/human/H = bloodsucker.current
if(NOBLOOD in H.dna.species.species_traits)
if(display_warning && creator)
to_chat(creator, "<span class='danger'>[bloodsucker]'s DNA isn't compatible!</span>")
return FALSE
// Already a Non-Human Antag
if(bloodsucker.has_antag_datum(/datum/antagonist/abductor) || bloodsucker.has_antag_datum(/datum/antagonist/devil) || bloodsucker.has_antag_datum(/datum/antagonist/changeling))
return FALSE
// Already a vamp
if(bloodsucker.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
if(display_warning && creator)
to_chat(creator, "<span class='danger'>[bloodsucker] is already a Bloodsucker!</span>")
return FALSE
// Not High Enough
if(creator)
var/datum/antagonist/bloodsucker/creator_bloodsucker = creator.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(!istype(creator_bloodsucker) || creator_bloodsucker.vamplevel < BLOODSUCKER_LEVEL_TO_EMBRACE)
to_chat(creator, "<span class='danger'>Your blood is too thin to turn this corpse!</span>")
return FALSE
return TRUE
/datum/game_mode/proc/make_bloodsucker(datum/mind/bloodsucker, datum/mind/creator = null) // NOTE: This is a game_mode/proc, NOT a game_mode/bloodsucker/proc! We need to access this function despite the game mode.
if (!can_make_bloodsucker(bloodsucker))
return FALSE
// Create Datum: Fledgling
var/datum/antagonist/bloodsucker/A
// [FLEDGLING]
if (creator)
A = new (bloodsucker)
A.creator = creator
bloodsucker.add_antag_datum(A)
// Log
message_admins("[bloodsucker] has become a Bloodsucker, and was created by [creator].")
log_admin("[bloodsucker] has become a Bloodsucker, and was created by [creator].")
// [MASTER]
else
A = bloodsucker.add_antag_datum(ANTAG_DATUM_BLOODSUCKER)
return TRUE
/datum/game_mode/proc/remove_bloodsucker(datum/mind/bloodsucker)
bloodsucker.remove_antag_datum(ANTAG_DATUM_BLOODSUCKER)
/datum/game_mode/proc/clean_invalid_species(datum/mind/bloodsucker)
// Only checking for Humans here
if (!ishuman(bloodsucker.current) || !bloodsucker.current.client)
return
var/am_valid = TRUE
var/mob/living/carbon/human/H = bloodsucker.current
// Check if PLASMAMAN?
if(NOBLOOD in H.dna.species.species_traits)
am_valid = FALSE
// PROBLEM:
//
// Setting species leaves clothes on. If you were a plasmaman, we need to reassign your entire outfit. Otherwise
// everyone will wonder why you're a human with Plasma clothes (jk they'll know you're antag)
// Convert to HUMAN (along with ID and PDA)
if (!am_valid)
H.set_species(/datum/species/human)
H.real_name = H.client.prefs.custom_names["human"]
var/obj/item/card/id/ID = H.wear_id?.GetID()
if(ID)
ID.registered_name = H.real_name
ID.update_label()
/datum/game_mode/proc/can_make_vassal(mob/living/target, datum/mind/creator, display_warning=TRUE)//, check_antag_or_loyal=FALSE)
// Not Correct Type: Abort
if (!iscarbon(target) || !creator)
return FALSE
if (target.stat > UNCONSCIOUS)
return FALSE
// Check Overdose: Am I even addicted to blood? Do I even have any in me?
//if (!target.reagents.addiction_list || !target.reagents.reagent_list)
//message_admins("DEBUG2: can_make_vassal() Abort: No reagents")
// return 0
// Check Overdose: Did my current volume go over the Overdose threshold?
//var/am_addicted = 0
//for (var/datum/reagent/blood/vampblood/blood in target.reagents.addiction_list) // overdosed is tracked in reagent_list, not addiction_list.
//message_admins("DEBUG3: can_make_vassal() Found Blood! [blood] [blood.overdose]")
//if (blood.overdosed)
// am_addicted = 1 // Blood is present in addiction? That's all we need.
// break
//if (!am_addicted)
//message_admins("DEBUG4: can_make_vassal() Abort: No Blood")
// return 0
// No Mind!
if (!target.mind || !target.mind.key)
if (display_warning)
to_chat(creator, "<span class='danger'>[target] isn't self-aware enough to be made into a Vassal.</span>")
return FALSE
// Already MY Vassal
var/datum/antagonist/vassal/V = target.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
if (istype(V) && V.master)
if (V.master.owner == creator)
if (display_warning)
to_chat(creator, "<span class='danger'>[target] is already your loyal Vassal!</span>")
else
if (display_warning)
to_chat(creator, "<span class='danger'>[target] is the loyal Vassal of another Bloodsucker!</span>")
return FALSE
// Already Antag or Loyal (Vamp Hunters count as antags)
if (target.mind.enslaved_to || AmInvalidAntag(target.mind)) //!VassalCheckAntagValid(target.mind, check_antag_or_loyal)) // HAS_TRAIT(target, TRAIT_MINDSHIELD, "implant") ||
if (display_warning)
to_chat(creator, "<span class='danger'>[target] resists the power of your blood to dominate their mind!</span>")
return FALSE
return TRUE
/datum/game_mode/proc/AmValidAntag(datum/mind/M)
// No List?
if(!islist(M.antag_datums) || M.antag_datums.len == 0)
return FALSE
// Am I NOT an invalid Antag? NOTE: We already excluded non-antags above. Don't worry about the "No List?" check in AmInvalidIntag()
return !AmInvalidAntag(M)
/datum/game_mode/proc/AmInvalidAntag(datum/mind/M)
// No List?
if(!islist(M.antag_datums) || M.antag_datums.len == 0)
return FALSE
// Does even ONE antag appear in this mind that isn't in the list? Then FAIL!
for(var/datum/antagonist/antag_datum in M.antag_datums)
if (!(antag_datum.type in vassal_allowed_antags)) // vassal_allowed_antags is a list stored in the game mode, above.
//message_admins("DEBUG VASSAL: Found Invalid: [antag_datum] // [antag_datum.type]")
return TRUE
//message_admins("DEBUG VASSAL: Valid Antags! (total of [M.antag_datums.len])")
// WHEN YOU DELETE THE ABOVE: Remove the 3 second timer on converting the vassal too.
return FALSE
/datum/game_mode/proc/make_vassal(mob/living/target, datum/mind/creator)
if (!can_make_vassal(target,creator))
return FALSE
// Make Vassal
var/datum/antagonist/vassal/V = new (target.mind)
var/datum/antagonist/bloodsucker/B = creator.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
V.master = B
target.mind.add_antag_datum(V, V.master.get_team())
// Update Bloodsucker Title (we're a daddy now)
B.SelectTitle(am_fledgling = FALSE) // Only works if you have no title yet.
// Log
message_admins("[target] has become a Vassal, and is enslaved to [creator].")
log_admin("[target] has become a Vassal, and is enslaved to [creator].")
return TRUE
/datum/game_mode/proc/remove_vassal(datum/mind/vassal)
vassal.remove_antag_datum(ANTAG_DATUM_VASSAL)
+50
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@@ -0,0 +1,50 @@
/*
// Called from game mode pre_setup()
/datum/game_mode/proc/assign_monster_hunters(monster_count = 4, guaranteed_hunters = FALSE, list/datum/mind/exclude_from_hunter)
// Not all game modes GUARANTEE a hunter
if (rand(0,2) == 0) // 50% of the time, we get fewer or NO Hunters
if (!guaranteed_hunters)
return
else
monster_count /= 2
var/list/no_hunter_jobs = list("AI","Cyborg")
// Set Restricted Jobs
if(CONFIG_GET(flag/protect_roles_from_antagonist))
no_hunter_jobs += list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
no_hunter_jobs += "Assistant"
// Find Valid Hunters
var/list/datum/mind/hunter_candidates = get_players_for_role(ROLE_MONSTERHUNTER)
// Assign Hunters (as many as vamps, plus one)
for(var/i = 1, i < monster_count, i++) // Start at 1 so we skip Hunters if there's only one sucker.
if (!hunter_candidates.len)
break
// Assign Hunter
var/datum/mind/hunter = pick(hunter_candidates)
hunter_candidates.Remove(hunter) // Remove Either Way
// Already Antag? Skip
if (islist(exclude_from_hunter) && (locate(hunter) in exclude_from_hunter)) //if (islist(hunter.antag_datums) && hunter.antag_datums.len)
i --
continue
// NOTE:
vamphunters += hunter
hunter.restricted_roles = no_hunter_jobs
log_game("[hunter.key] (ckey) has been selected as a Hunter.")
// Called from game mode post_setup()
/datum/game_mode/proc/finalize_monster_hunters(monster_count = 4)
var/amEvil = TRUE // First hunter is always an evil boi
for(var/datum/mind/hunter in vamphunters)
var/datum/antagonist/vamphunter/A = new (hunter)
A.bad_dude = amEvil
hunter.add_antag_datum(A)
amEvil = FALSE // Every other hunter is just a boring greytider
*/
+4 -8
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@@ -339,10 +339,6 @@ Credit where due:
CLOCKCULTCHANGELOG\
</ul>\
<hr>\
<li><b>Zelus oil:</b> A new reagent. It can be used to heal the faithful to Ratvar, or kill heretics and moreso stun blood cultists,\
or splashed onto metal sheets to make brass. This chemical can be found in minimal quantities by grinding brass sheets.\
<li><b>Brass Flasks:</b>Intended to store Zelus Oil in, but can also be used as fragile single use throwing weapons in a pinch! \
These are crafted with a single sheet of brass and fit in the Clockwork Cuirass' suit storage.\
<b>Good luck!</b>"
/obj/item/paper/servant_primer/Initialize()
@@ -353,7 +349,7 @@ Credit where due:
changelog_contents += "<li>[entry]</li>"
info = replacetext(info, "CLOCKCULTCHANGELOG", changelog_contents)
/obj/item/paper/servant_primer/examine(mob/user)
if(!is_servant_of_ratvar(user) && !isobserver(user))
to_chat(user, "<span class='danger'>You can't understand any of the words on [src].</span>")
..()
/obj/item/paper/servant_primer/oui_getcontent(mob/target)
if(!is_servant_of_ratvar(target) && !isobserver(target))
return "<HTML><HEAD><TITLE>[name]</TITLE></HEAD><BODY>[stars(info)]<HR>[stamps]</BODY></HTML>"
return ..()
+1 -1
View File
@@ -53,7 +53,7 @@
/datum/outfit/syndicate/clownop/no_crystals
tc = 0
/datum/outfit/syndicate/clownop/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
/datum/outfit/syndicate/clownop/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
..()
if(visualsOnly)
return
@@ -265,6 +265,7 @@
armor = list("melee" = 40, "bullet" = 40, "laser" = 50, "energy" = 35, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 35000
operation_req_access = list(ACCESS_SYNDICATE)
internals_req_access = list(ACCESS_SYNDICATE)
wreckage = /obj/structure/mecha_wreckage/honker/dark
max_equip = 3
spawn_tracked = FALSE
+39 -8
View File
@@ -236,6 +236,9 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
return rule.round_result()
return ..()
/datum/game_mode/dynamic/generate_report()
return "Mysterious signals that demonstrate strange dynamics have been detected in your sector. Watch out for oddities."
/datum/game_mode/dynamic/send_intercept()
. = "<b><i>Central Command Status Summary</i></b><hr>"
switch(round(threat_level))
@@ -297,6 +300,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
/datum/game_mode/dynamic/proc/log_threat(var/log_str,var/verbose = FALSE)
threat_log_verbose += ("[worldtime2text()]: "+log_str)
SSblackbox.record_feedback("tally","dynamic_threat_log",1,log_str)
if(!verbose)
threat_log += log_str
@@ -326,6 +330,10 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
peaceful_percentage = round(LORENTZ_CUMULATIVE_DISTRIBUTION(relative_threat, GLOB.dynamic_curve_centre, GLOB.dynamic_curve_width), 0.01)*100
threat = threat_level
SSblackbox.record_feedback("tally","dynamic_threat",threat_level,"Initial threat level")
SSblackbox.record_feedback("tally","dynamic_threat",GLOB.dynamic_curve_centre,"Curve centre")
SSblackbox.record_feedback("tally","dynamic_threat",GLOB.dynamic_curve_width,"Curve width")
SSblackbox.record_feedback("tally","dynamic_threat",peaceful_percentage,"Percent of same-vote rounds that are more peaceful")
/datum/game_mode/dynamic/can_start()
message_admins("Dynamic mode parameters for the round:")
@@ -337,6 +345,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if(GLOB.dynamic_forced_threat_level >= 0)
threat_level = round(GLOB.dynamic_forced_threat_level, 0.1)
threat = threat_level
SSblackbox.record_feedback("tally","dynamic_threat",threat_level,"Threat level (forced by admins)")
else
generate_threat()
@@ -381,7 +390,8 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if (roundstart_rules.len <= 0)
log_game("DYNAMIC: [roundstart_rules.len] rules.")
return TRUE
SSblackbox.record_feedback("tally","dynamic",roundstart_rules.len,"Roundstart rules considered")
SSblackbox.record_feedback("tally","dynamic",roundstart_rules.len,"Players readied up")
if(GLOB.dynamic_forced_roundstart_ruleset.len > 0)
rigged_roundstart()
else
@@ -409,7 +419,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
message_admins("Drafting players for forced ruleset [rule.name].")
log_game("DYNAMIC: Drafting players for forced ruleset [rule.name].")
rule.mode = src
rule.acceptable(GLOB.player_list.len, threat_level) // Assigns some vars in the modes, running it here for consistency
rule.acceptable(roundstart_pop_ready, threat_level) // Assigns some vars in the modes, running it here for consistency
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready(TRUE))
@@ -421,7 +431,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
return TRUE
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
if (rule.acceptable(GLOB.player_list.len, threat_level) && threat >= rule.cost) // If we got the population and threat required
if (rule.acceptable(roundstart_pop_ready, threat_level) && threat >= rule.cost) // If we got the population and threat required
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready() && rule.candidates.len > 0)
@@ -429,12 +439,12 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if(!drafted_rules.len)
message_admins("Not enough threat level for roundstart antags!")
log_game("DYNAMIC: Not enough threat level for roundstart antags!")
var/indice_pop = min(10,round(GLOB.player_list.len/pop_per_requirement)+1)
var/indice_pop = min(10,round(roundstart_pop_ready/pop_per_requirement)+1)
extra_rulesets_amount = 0
if (GLOB.dynamic_classic_secret)
extra_rulesets_amount = 0
else
if (GLOB.player_list.len > GLOB.dynamic_high_pop_limit)
if (roundstart_pop_ready > GLOB.dynamic_high_pop_limit)
message_admins("High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
log_game("DYNAMIC: High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
if (threat_level > high_pop_second_rule_req)
@@ -510,7 +520,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
var/added_threat = starting_rule.scale_up(extra_rulesets_amount, threat)
if (starting_rule.pre_execute())
spend_threat(starting_rule.cost + added_threat)
log_threat("[starting_rule.ruletype] - <b>[starting_rule.name]</b> -[starting_rule.cost + starting_rule.scaled_times * starting_rule.scaling_cost] threat")
log_threat("[starting_rule.ruletype] - <b>[starting_rule.name]</b> -[starting_rule.cost + starting_rule.scaled_times * starting_rule.scaling_cost] threat", verbose = TRUE)
if(starting_rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(starting_rule.flags & ONLY_RULESET)
@@ -534,6 +544,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if(rule.execute())
if(rule.persistent)
current_rules += rule
SSblackbox.record_feedback("associative","dynamic_rulesets",1,rule.get_blackbox_info())
return TRUE
rule.clean_up() // Refund threat, delete teams and so on.
executed_rules -= rule
@@ -605,13 +616,14 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
new_rule.trim_candidates()
if (new_rule.ready(forced))
spend_threat(new_rule.cost)
log_threat("[new_rule.ruletype] - <b>[new_rule.name]</b> -[new_rule.cost] threat")
log_threat("[new_rule.ruletype] - <b>[new_rule.name]</b> -[new_rule.cost] threat", verbose = TRUE)
if (new_rule.execute()) // This should never fail since ready() returned 1
if(new_rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(new_rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
log_game("DYNAMIC: Making a call to a specific ruleset...[new_rule.name]!")
SSblackbox.record_feedback("associative","dynamic_rulesets",1,new_rule.get_blackbox_info())
executed_rules += new_rule
if (new_rule.persistent)
current_rules += new_rule
@@ -626,7 +638,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if (rule.execute())
log_game("DYNAMIC: Injected a [rule.ruletype == "latejoin" ? "latejoin" : "midround"] ruleset [rule.name].")
spend_threat(rule.cost)
log_threat("[rule.ruletype] [rule.name] spent [rule.cost]")
log_threat("[rule.ruletype] [rule.name] spent [rule.cost]", verbose = TRUE)
if(rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(rule.flags & ONLY_RULESET)
@@ -636,6 +648,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
message_admins("[key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
log_game("DYNAMIC: [key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
executed_rules += rule
SSblackbox.record_feedback("associative","dynamic_rulesets",1,rule.get_blackbox_info())
rule.candidates.Cut()
if (rule.persistent)
current_rules += rule
@@ -652,6 +665,8 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
for (var/datum/dynamic_ruleset/rule in current_rules)
if(rule.rule_process() == RULESET_STOP_PROCESSING) // If rule_process() returns 1 (RULESET_STOP_PROCESSING), stop processing.
current_rules -= rule
SSblackbox.record_feedback("tally","dynamic",1,"Rulesets finished")
SSblackbox.record_feedback("associative","dynamic_rulesets_finished",1,rule.get_blackbox_info())
if (midround_injection_cooldown < world.time)
if (GLOB.dynamic_forced_extended)
@@ -670,6 +685,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
update_playercounts()
if (get_injection_chance())
SSblackbox.record_feedback("tally","dynamic",1,"Attempted midround injections")
var/cur_threat_frac = threat/threat_level
var/list/drafted_rules = list()
var/antag_num = current_players[CURRENT_LIVING_ANTAGS].len
@@ -685,12 +701,16 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
drafted_rules[rule] = round(rule.get_weight() + (rule.cost * cur_threat_frac))
else
drafted_rules[rule] = rule.get_weight()
else if(threat < rule.cost)
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat to spend")
if (drafted_rules.len > 0)
SSblackbox.record_feedback("tally","dynamic",1,"Successful midround injections")
picking_midround_latejoin_rule(drafted_rules)
else
midround_injection_cooldown = (midround_injection_cooldown + world.time)/2
if(event_injection_cooldown < world.time)
SSblackbox.record_feedback("tally","dynamic",1,"Attempted event injections")
var/event_injection_cooldown_middle = 0.5*(GLOB.dynamic_event_delay_max + GLOB.dynamic_event_delay_min)
event_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(event_injection_cooldown_middle), GLOB.dynamic_event_delay_min, GLOB.dynamic_event_delay_max)) + world.time)
message_admins("DYNAMIC: Doing event injection.")
@@ -701,7 +721,10 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if(rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
if(rule.ready())
drafted_rules[rule] = rule.get_weight()
else if(threat < rule.cost)
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat to spend")
if(drafted_rules.len > 0)
SSblackbox.record_feedback("tally","dynamic",1,"Successful event injections")
picking_midround_latejoin_rule(drafted_rules)
/// Updates current_players.
@@ -792,6 +815,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
forced_latejoin_rule = null
else if (latejoin_injection_cooldown < world.time && prob(get_injection_chance()))
SSblackbox.record_feedback("tally","dynamic",1,"Attempted latejoin injections")
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/latejoin/rule in latejoin_rules)
if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
@@ -809,22 +833,29 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
drafted_rules[rule] = rule.get_weight()
if (drafted_rules.len > 0 && picking_midround_latejoin_rule(drafted_rules))
SSblackbox.record_feedback("tally","dynamic",1,"Successful latejoin injections")
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time
/// Refund threat, but no more than threat_level.
/datum/game_mode/dynamic/proc/refund_threat(regain)
threat = min(threat_level,threat+regain)
SSblackbox.record_feedback("tally","dynamic_threat",regain,"Refunded threat")
log_threat("[regain] refunded. Threat is now [threat].", verbose = TRUE)
/// Generate threat and increase the threat_level if it goes beyond, capped at 100
/datum/game_mode/dynamic/proc/create_threat(gain)
threat = min(100, threat+gain)
if(threat > threat_level)
threat_level = threat
SSblackbox.record_feedback("tally","dynamic_threat",gain,"Created threat")
log_threat("[gain] created. Threat is now [threat] and threat level is now [threat_level].", verbose = TRUE)
/// Expend threat, can't fall under 0.
/datum/game_mode/dynamic/proc/spend_threat(cost)
threat = max(threat-cost,0)
SSblackbox.record_feedback("tally","dynamic_threat",cost,"Threat spent")
log_threat("[cost] spent. Threat is now [threat].", verbose = TRUE)
/// Turns the value generated by lorentz distribution to threat value between 0 and 100.
/datum/game_mode/dynamic/proc/lorentz_to_threat(x)
@@ -80,6 +80,9 @@
/// Delay for when execute will get called from the time of post_setup (roundstart) or process (midround/latejoin).
/// Make sure your ruleset works with execute being called during the game when using this, and that the clean_up proc reverts it properly in case of faliure.
var/delay = 0
/// Whether or not recent-round weight values are taken into account for this ruleset.
/// Weight reduction uses the same values as secret's recent-round mode weight reduction.
var/always_max_weight = FALSE
/datum/dynamic_ruleset/New()
..()
@@ -91,8 +94,15 @@
var/costs = CONFIG_GET(keyed_list/dynamic_cost)
var/requirementses = CONFIG_GET(keyed_list/dynamic_requirements) // can't damn well use requirements
var/high_population_requirements = CONFIG_GET(keyed_list/dynamic_high_population_requirement)
var/list/repeated_mode_adjust = CONFIG_GET(number_list/repeated_mode_adjust)
if(config_tag in weights)
weight = weights[config_tag]
var/weight_mult = 1
if(!always_max_weight && SSpersistence.saved_dynamic_rules.len == 3 && repeated_mode_adjust.len == 3)
var/saved_dynamic_rules = SSpersistence.saved_dynamic_rules
for(var/i in 1 to 3)
if(config_tag in saved_dynamic_rules[i])
weight_mult -= (repeated_mode_adjust[i]/100)
weight = weights[config_tag] * weight_mult
if(config_tag in costs)
cost = costs[config_tag]
if(config_tag in requirementses)
@@ -115,12 +125,15 @@
/// If your rule has extra checks, such as counting security officers, do that in ready() instead
/datum/dynamic_ruleset/proc/acceptable(population = 0, threat_level = 0)
if(minimum_players > population)
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to low pop")
return FALSE
if(maximum_players > 0 && population > maximum_players)
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to high pop")
return FALSE
if (population >= GLOB.dynamic_high_pop_limit)
indice_pop = 10
if(threat_level < high_population_requirement)
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat level")
log_game("DYNAMIC: [name] did not reach threat level threshold: [threat_level]/[high_population_requirement]")
return FALSE
else
@@ -132,6 +145,7 @@
log_game("DYNAMIC: requirements and antag_cap lists have different lengths in ruleset [name]. Likely config issue, report this.")
indice_pop = min(requirements.len,round(population/pop_per_requirement)+1)
if(threat_level < requirements[indice_pop])
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough threat level")
log_game("DYNAMIC: [name] did not reach threat level threshold: [threat_level]/[requirements[indice_pop]]")
return FALSE
else
@@ -178,6 +192,7 @@
/// IMPORTANT: If ready() returns TRUE, that means pre_execute() or execute() should never fail!
/datum/dynamic_ruleset/proc/ready(forced = 0)
if (required_candidates > candidates.len)
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough candidates")
return FALSE
return TRUE
@@ -212,6 +227,24 @@
/datum/dynamic_ruleset/proc/check_finished()
return FALSE
/// Returns a list to be displayed on statbus.
/datum/dynamic_ruleset/proc/get_blackbox_info()
var/list/ruleset_data = list()
ruleset_data["name"] = name
ruleset_data["rule_type"] = ruletype
ruleset_data["cost"] = total_cost
ruleset_data["weight"] = weight
ruleset_data["scaled_times"] = scaled_times
ruleset_data["antagonist_type"] = antag_datum
ruleset_data["population_tier"] = indice_pop
ruleset_data["assigned"] = list()
for (var/datum/mind/M in assigned)
var/assigned_data = list()
assigned_data["key"] = M.key
assigned_data["name"] = M.name
ruleset_data["assigned"] += list(assigned_data)
return ruleset_data
//////////////////////////////////////////////
// //
// ROUNDSTART RULESETS //
@@ -3,6 +3,17 @@
var/typepath // typepath of the event
var/triggering
/datum/dynamic_ruleset/event/get_blackbox_info()
var/list/ruleset_data = list()
ruleset_data["name"] = name
ruleset_data["rule_type"] = ruletype
ruleset_data["cost"] = total_cost
ruleset_data["weight"] = weight
ruleset_data["scaled_times"] = scaled_times
ruleset_data["event_type"] = typepath
ruleset_data["population_tier"] = indice_pop
return ruleset_data
/datum/dynamic_ruleset/event/execute()
var/datum/round_event/E = new typepath()
E.current_players = get_active_player_count(alive_check = 1, afk_check = 1, human_check = 1)
@@ -26,6 +37,7 @@
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough enemy roles")
return FALSE
return TRUE
@@ -125,6 +137,7 @@
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
always_max_weight = TRUE
//////////////////////////////////////////////
// //
@@ -143,16 +156,18 @@
repeatable_weight_decrease = 2
requirements = list(60,50,40,30,30,30,30,30,30,30)
high_population_requirement = 30
repeatable = TRUE
/datum/dynamic_ruleset/event/meteor_wave/ready()
if(mode.threat_level > 40 && mode.threat >= 25 && prob(20))
name = "Meteor Wave: Threatening"
cost = 25
typepath = /datum/round_event/meteor_wave/threatening
else if(mode.threat_level > 50 && mode.threat >= 40 && prob(30))
name = "Meteor Wave: Catastrophic"
cost = 40
typepath = /datum/round_event/meteor_wave/catastrophic
else
name = "Meteor Wave: Normal"
cost = 15
typepath = /datum/round_event/meteor_wave
return ..()
@@ -270,7 +285,7 @@
repeatable = TRUE
/datum/dynamic_ruleset/event/processor_overload
name = "Processer Overload"
name = "Processor Overload"
config_tag = "processor_overload"
typepath = /datum/round_event/processor_overload
cost = 4
@@ -281,6 +296,7 @@
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
always_max_weight = TRUE
/datum/dynamic_ruleset/event/space_dust
name = "Minor Space Dust"
@@ -294,6 +310,7 @@
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
always_max_weight = TRUE
/datum/dynamic_ruleset/event/major_dust
name = "Major Space Dust"
@@ -333,6 +350,7 @@
requirements = list(101,101,101,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
always_max_weight = TRUE
/datum/dynamic_ruleset/event/radiation_storm
name = "Radiation Storm"
@@ -36,9 +36,9 @@
continue // Dead players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough enemy roles")
return FALSE
return ..()
@@ -69,6 +69,7 @@
high_population_requirement = 15
repeatable = TRUE
flags = TRAITOR_RULESET
always_max_weight = TRUE
//////////////////////////////////////////////
// //
@@ -41,6 +41,9 @@
if (!istype(M, required_type))
trimmed_list.Remove(M)
continue
if (M.GetComponent(/datum/component/virtual_reality))
trimmed_list.Remove(M)
continue
if (!M.client) // Are they connected?
trimmed_list.Remove(M)
continue
@@ -84,6 +87,7 @@
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough enemy roles")
return FALSE
return TRUE
@@ -91,11 +95,8 @@
var/list/possible_candidates = list()
possible_candidates.Add(dead_players)
possible_candidates.Add(list_observers)
send_applications(possible_candidates)
if(assigned.len > 0)
return TRUE
else
return FALSE
var/application_successful = send_applications(possible_candidates)
return assigned.len > 0 && application_successful
/// This sends a poll to ghosts if they want to be a ghost spawn from a ruleset.
/datum/dynamic_ruleset/midround/from_ghosts/proc/send_applications(list/possible_volunteers = list())
@@ -107,28 +108,21 @@
candidates = pollGhostCandidates("The mode is looking for volunteers to become a [name]", antag_flag, SSticker.mode, antag_flag, poll_time = 300)
if(!candidates || candidates.len <= 0)
message_admins("The ruleset [name] received no applications.")
log_game("DYNAMIC: The ruleset [name] received no applications.")
mode.refund_threat(cost)
mode.log_threat("Rule [name] refunded [cost] (no applications)",verbose=TRUE)
mode.executed_rules -= src
return
if(!candidates || candidates.len <= required_candidates)
message_admins("The ruleset [name] did not receive enough applications.")
log_game("DYNAMIC: The ruleset [name] did not receive enough applications.")
return FALSE
message_admins("[candidates.len] players volunteered for the ruleset [name].")
log_game("DYNAMIC: [candidates.len] players volunteered for [name].")
review_applications()
return TRUE
/// Here is where you can check if your ghost applicants are valid for the ruleset.
/// Called by send_applications().
/datum/dynamic_ruleset/midround/from_ghosts/proc/review_applications()
for (var/i = 1, i <= required_candidates, i++)
if(candidates.len <= 0)
if(i == 1)
// We have found no candidates so far and we are out of applicants.
mode.refund_threat(cost)
mode.log_threat("Rule [name] refunded [cost] (all applications invalid)",verbose=TRUE)
mode.executed_rules -= src
break
var/mob/applicant = pick(candidates)
candidates -= applicant
@@ -150,7 +144,7 @@
finish_setup(new_character, i)
assigned += applicant
notify_ghosts("[new_character] has been picked for the ruleset [name]!", source = new_character, action = NOTIFY_ORBIT, header="Something Interesting!")
notify_ghosts("[new_character] has been picked for the ruleset [name]!", source = new_character, action = NOTIFY_ORBIT)
/datum/dynamic_ruleset/midround/from_ghosts/proc/generate_ruleset_body(mob/applicant)
var/mob/living/carbon/human/new_character = makeBody(applicant)
@@ -186,6 +180,7 @@
repeatable = TRUE
high_population_requirement = 15
flags = TRAITOR_RULESET
always_max_weight = TRUE
/datum/dynamic_ruleset/midround/autotraitor/acceptable(population = 0, threat = 0)
var/player_count = mode.current_players[CURRENT_LIVING_PLAYERS].len
@@ -283,6 +278,7 @@
/datum/dynamic_ruleset/midround/from_ghosts/wizard
name = "Wizard"
config_tag = "midround_wizard"
persistent = TRUE
antag_datum = /datum/antagonist/wizard
antag_flag = ROLE_WIZARD
enemy_roles = list("Security Officer","Detective","Head of Security", "Captain")
@@ -293,9 +289,11 @@
requirements = list(90,90,70,50,50,50,50,40,30,30)
high_population_requirement = 30
repeatable = TRUE
var/datum/mind/wizard
/datum/dynamic_ruleset/midround/from_ghosts/wizard/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
if(GLOB.wizardstart.len == 0)
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
@@ -307,6 +305,20 @@
..()
new_character.forceMove(pick(GLOB.wizardstart))
/datum/dynamic_ruleset/midround/from_ghosts/wizard/rule_process() // i can literally copy this from are_special_antags_dead it's great
if(isliving(wizard.current) && wizard.current.stat!=DEAD)
return FALSE
for(var/obj/item/phylactery/P in GLOB.poi_list) //TODO : IsProperlyDead()
if(P.mind && P.mind.has_antag_datum(/datum/antagonist/wizard))
return FALSE
if(SSevents.wizardmode) //If summon events was active, turn it off
SSevents.toggleWizardmode()
SSevents.resetFrequency()
return RULESET_STOP_PROCESSING
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES (MIDROUND) //
@@ -344,6 +356,7 @@
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
return ..()
@@ -380,6 +393,7 @@
/datum/dynamic_ruleset/midround/from_ghosts/blob/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
return ..()
@@ -411,6 +425,7 @@
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
return ..()
@@ -510,6 +525,7 @@
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
return ..()
@@ -548,6 +564,7 @@
if(deadMobs < REVENANT_SPAWN_THRESHOLD)
return FALSE
if(required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
for(var/mob/living/L in GLOB.dead_mob_list) //look for any dead bodies
var/turf/T = get_turf(L)
@@ -595,6 +612,7 @@
/datum/dynamic_ruleset/midround/from_ghosts/slaughter_demon/ready(forced = FALSE)
if(required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
@@ -646,6 +664,7 @@
/datum/dynamic_ruleset/midround/from_ghosts/abductors/ready(forced = FALSE)
if(required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
team = new /datum/team/abductor_team
if(team.team_number > ABDUCTOR_MAX_TEAMS)
@@ -685,6 +704,7 @@
/datum/dynamic_ruleset/midround/from_ghosts/ninja/ready(forced = FALSE)
if(required_candidates > (dead_players.len + list_observers.len))
SSblackbox.record_feedback("tally","dynamic",1,"Times rulesets rejected due to not enough ghosts")
return FALSE
if(!spawn_loc)
var/list/spawn_locs = list()
@@ -725,3 +745,31 @@
#undef ABDUCTOR_MAX_TEAMS
#undef REVENANT_SPAWN_THRESHOLD
//////////////////////////////////////////////
// //
// BLOODSUCKERS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/bloodsucker
name = "Bloodsucker Infiltrator"
config_tag = "latejoin_bloodsucker"
antag_datum = ANTAG_DATUM_BLOODSUCKER
antag_flag = ROLE_TRAITOR
restricted_roles = list("AI", "Cyborg")
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 1
weight = 3
cost = 10
requirements = list(90,80,70,60,55,50,45,40,35,30)
high_population_requirement = 30
repeatable = TRUE
/datum/dynamic_ruleset/latejoin/bloodsucker/execute()
var/mob/M = pick(candidates)
assigned += M.mind
M.mind.special_role = antag_flag
if(mode.make_bloodsucker(M.mind))
mode.bloodsuckers += M
return TRUE
@@ -21,6 +21,7 @@
requirements = list(50,50,50,50,50,50,50,50,50,50)
high_population_requirement = 40
antag_cap = list(1,1,1,1,2,2,2,2,3,3)
always_max_weight = TRUE
var/autotraitor_cooldown = 450 // 15 minutes (ticks once per 2 sec)
/datum/dynamic_ruleset/roundstart/traitor/pre_execute()
@@ -149,6 +150,7 @@
/datum/dynamic_ruleset/roundstart/wizard
name = "Wizard"
config_tag = "wizard"
persistent = TRUE
antag_flag = ROLE_WIZARD
antag_datum = /datum/antagonist/wizard
minimum_required_age = 14
@@ -183,8 +185,25 @@
for(var/datum/mind/M in assigned)
M.current.forceMove(pick(GLOB.wizardstart))
M.add_antag_datum(new antag_datum())
roundstart_wizards += M
return TRUE
/datum/dynamic_ruleset/roundstart/wizard/rule_process() // i can literally copy this from are_special_antags_dead it's great
for(var/datum/mind/wizard in roundstart_wizards)
if(isliving(wizard.current) && wizard.current.stat!=DEAD)
return FALSE
for(var/obj/item/phylactery/P in GLOB.poi_list) //TODO : IsProperlyDead()
if(P.mind && P.mind.has_antag_datum(/datum/antagonist/wizard))
return FALSE
if(SSevents.wizardmode) //If summon events was active, turn it off
SSevents.toggleWizardmode()
SSevents.resetFrequency()
return RULESET_STOP_PROCESSING
//////////////////////////////////////////////
// //
// BLOOD CULT //
@@ -263,7 +282,7 @@
requirements = list(100,90,80,70,60,50,50,50,50,50)
high_population_requirement = 50
flags = HIGHLANDER_RULESET
antag_cap = list(2,2,2,3,3,3,4,4,5,5)
antag_cap = list(1,1,2,3,4,5,5,5,5,5)
var/datum/team/nuclear/nuke_team
/datum/dynamic_ruleset/roundstart/nuclear/ready(forced = FALSE)
@@ -760,3 +779,42 @@
var/ramp_up_final = CLAMP(round(meteorminutes/rampupdelta), 1, 10)
spawn_meteors(ramp_up_final, wavetype)
//////////////////////////////////////////////
// //
// BLOODSUCKERS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/bloodsucker
name = "Bloodsuckers"
config_tag = "bloodsucker"
persistent = TRUE
antag_flag = ROLE_BLOODSUCKER
antag_datum = ANTAG_DATUM_BLOODSUCKER
minimum_required_age = 0
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
restricted_roles = list("Cyborg", "AI")
required_candidates = 1
weight = 2
cost = 15
scaling_cost = 10
requirements = list(90,80,70,60,50,50,50,50,50,50)
high_population_requirement = 50
antag_cap = list(1,1,1,1,1,2,2,2,2,2)
/datum/dynamic_ruleset/roundstart/bloodsucker/pre_execute()
var/num_bloodsuckers = antag_cap[indice_pop] * (scaled_times + 1)
for (var/i = 1 to num_bloodsuckers)
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_BLOODSUCKER
M.mind.restricted_roles = restricted_roles
return TRUE
/datum/dynamic_ruleset/roundstart/bloodsucker/execute()
mode.check_start_sunlight()
for(var/datum/mind/M in assigned)
if(mode.make_bloodsucker(M))
mode.bloodsuckers += M
return TRUE
+79 -38
View File
@@ -81,6 +81,7 @@
///Everyone should now be on the station and have their normal gear. This is the place to give the special roles extra things
/datum/game_mode/proc/post_setup(report) //Gamemodes can override the intercept report. Passing TRUE as the argument will force a report.
//finalize_monster_hunters() Disabled for now
if(!report)
report = !CONFIG_GET(flag/no_intercept_report)
addtimer(CALLBACK(GLOBAL_PROC, .proc/display_roundstart_logout_report), ROUNDSTART_LOGOUT_REPORT_TIME)
@@ -305,48 +306,88 @@
// The odds become:
// Player A: 150 / 250 = 0.6 = 60%
// Player B: 100 / 250 = 0.4 = 40%
/datum/game_mode/proc/antag_pick(list/datum/candidates)
//Use return list if you want a list, with the arg being the number you want returned.
//WARNING: THIS PROC DOES NOT TAKE INTO ACCOUNT WHAT SSPersistence ALREADY HAS FOR "ADJUST ANTAG REP". If this is used more than once
//and the person rolls more than once, they will not get even more deduction!
//More efficient if you use return list instead of calling this multiple times
//fail_default_pick makes it use pick() instead of antag rep if it can't find anyone
//allow_zero_if_insufficient allows it to pick people with zero rep if there isn't enough antags
/datum/game_mode/proc/antag_pick(list/datum/mind/candidates, return_list = FALSE, fail_default_pick = TRUE, allow_zero_if_insufficient = TRUE)
if(!CONFIG_GET(flag/use_antag_rep)) // || candidates.len <= 1)
return pick(candidates)
// Tickets start at 100
var/DEFAULT_ANTAG_TICKETS = CONFIG_GET(number/default_antag_tickets)
//whoever named the config entries is a bad person :(
// You may use up to 100 extra tickets (double your odds)
var/MAX_TICKETS_PER_ROLL = CONFIG_GET(number/max_tickets_per_roll)
var/total_tickets = 0
MAX_TICKETS_PER_ROLL += DEFAULT_ANTAG_TICKETS
var/p_ckey
var/p_rep
for(var/datum/mind/mind in candidates)
p_ckey = ckey(mind.key)
total_tickets += min(SSpersistence.antag_rep[p_ckey] + DEFAULT_ANTAG_TICKETS, MAX_TICKETS_PER_ROLL)
var/antag_select = rand(1,total_tickets)
var/current = 1
for(var/datum/mind/mind in candidates)
p_ckey = ckey(mind.key)
p_rep = SSpersistence.antag_rep[p_ckey]
var/previous = current
var/spend = min(p_rep + DEFAULT_ANTAG_TICKETS, MAX_TICKETS_PER_ROLL)
current += spend
if(antag_select >= previous && antag_select <= (current-1))
SSpersistence.antag_rep_change[p_ckey] = -(spend - DEFAULT_ANTAG_TICKETS)
// WARNING("AR_DEBUG: Player [mind.key] won spending [spend] tickets from starting value [SSpersistence.antag_rep[p_ckey]]")
return mind
WARNING("Something has gone terribly wrong. /datum/game_mode/proc/antag_pick failed to select a candidate. Falling back to pick()")
return pick(candidates)
//Tickets you get for free
var/free_tickets = CONFIG_GET(number/default_antag_tickets)
//Max extra tickets you can use
var/additional_tickets = CONFIG_GET(number/max_tickets_per_roll)
var/list/ckey_to_mind = list() //this is admittedly shitcode but I'm webediting
var/list/prev_tickets = SSpersistence.antag_rep //cache for hyper-speed in theory. how many tickets someone has stored
var/list/curr_tickets = list() //how many tickets someone has for *this* antag roll, so with the free tickets
var/list/datum/mind/insufficient = list() //who got cucked out of an antag roll due to not having *any* tickets
for(var/datum/mind/M in candidates)
var/mind_ckey = ckey(M.key)
var/can_spend = min(prev_tickets[mind_ckey], additional_tickets) //they can only spend up to config/max_tickets_per_roll
var/amount = can_spend + free_tickets //but they get config/default_antag_tickets for free
if(amount <= 0) //if they don't have any
insufficient += M //too bad!
continue
curr_tickets[mind_ckey] = amount
ckey_to_mind[mind_ckey] = M //make sure we can look them up after picking
if(!return_list) //return a single guy
var/ckey
if(length(curr_tickets))
ckey = pickweight(curr_tickets)
SSpersistence.antag_rep_change[ckey] = -(curr_tickets[ckey] - free_tickets) //deduct what they spent
var/mind = ckey_to_mind[ckey] || (allow_zero_if_insufficient? pick(insufficient) : null) //we want their mind
if(!mind) //no mind
var/warning = "WARNING: No antagonists were successfully picked by /datum/gamemode/proc/antag_pick()![fail_default_pick? " Defaulting to pick()!":""]"
message_admins(warning)
log_game(warning)
if(fail_default_pick)
mind = pick(candidates)
return mind
else //the far more efficient and proper use of this, to get a list
var/list/rolled = list()
var/list/spend_tickets = list()
for(var/i in 1 to return_list)
if(!length(curr_tickets)) //ah heck, we're out of candidates..
break
var/ckey = pickweight(curr_tickets) //pick
rolled += ckey //add
spend_tickets[ckey] = curr_tickets[ckey] - free_tickets
curr_tickets -= ckey //don't roll them again
var/missing = return_list - length(rolled)
var/list/add
if((missing > 0) && allow_zero_if_insufficient) //need more..
for(var/i in 1 to missing)
if(!length(insufficient))
break //still not enough
var/datum/mind/M = pick_n_take(insufficient)
add += M
if(!length(rolled) && !length(add)) //if no one could normally roll AND no one can zero roll
var/warning = "WARNING: No antagonists were successfully picked by /datum/gamemode/proc/antag_pick()![fail_default_pick? " Defaulting to pick()!":""]"
message_admins(warning)
log_game(warning)
var/list/failed = list()
if(fail_default_pick)
var/list/C = candidates.Copy()
for(var/i in 1 to return_list)
if(!length(C))
break
failed += pick_n_take(C)
return failed //Wew, no one qualified!
for(var/i in 1 to length(rolled))
var/ckey = rolled[i]
SSpersistence.antag_rep_change[ckey] = -(spend_tickets[ckey]) //deduct what all of the folks who rolled spent
rolled[i] = ckey_to_mind[ckey] //whoever called us wants minds, not ckeys
if(add)
rolled += add
return rolled
/datum/game_mode/proc/get_players_for_role(role)
var/list/players = list()
+246
View File
@@ -0,0 +1,246 @@
#define DOM_BLOCKED_SPAM_CAP 6
//32 instead of 40 for safety reasons. How many turfs aren't walls around dominator for it to work
//Update ppl somehow fuckup at 32, now we are down to 25. I hope to god they don't try harder to wall it.
#define DOM_REQUIRED_TURFS 25
#define DOM_HULK_HITS_REQUIRED 10
/obj/machinery/dominator
name = "dominator"
desc = "A visibly sinister device. Looks like you can break it if you hit it enough."
icon = 'icons/obj/machines/dominator.dmi'
icon_state = "dominator"
density = TRUE
anchored = TRUE
layer = HIGH_OBJ_LAYER
max_integrity = 300
integrity_failure = 100
armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 10, "acid" = 70)
var/datum/team/gang/gang
var/operating = FALSE //false=standby or broken, true=takeover
var/warned = FALSE //if this device has set off the warning at <3 minutes yet
var/spam_prevention = DOM_BLOCKED_SPAM_CAP //first message is immediate
var/datum/effect_system/spark_spread/spark_system
var/obj/effect/countdown/dominator/countdown
/obj/machinery/dominator/Initialize()
. = ..()
set_light(l_range = 2, l_power = 0.75)
GLOB.poi_list |= src
spark_system = new
spark_system.set_up(5, TRUE, src)
countdown = new(src)
update_icon()
/obj/machinery/dominator/Destroy()
if(!(stat & BROKEN))
set_broken()
GLOB.poi_list.Remove(src)
gang = null
QDEL_NULL(spark_system)
QDEL_NULL(countdown)
STOP_PROCESSING(SSmachines, src)
return ..()
/obj/machinery/dominator/emp_act(severity)
take_damage(100, BURN, "energy", 0)
..()
/obj/machinery/dominator/hulk_damage()
return (max_integrity - integrity_failure) / DOM_HULK_HITS_REQUIRED
/obj/machinery/dominator/tesla_act()
qdel(src)
/obj/machinery/dominator/update_icon()
cut_overlays()
if(stat & BROKEN)
icon_state = "dominator-broken"
return
icon_state = "dominator"
if(operating)
var/mutable_appearance/dominator_overlay = mutable_appearance('icons/obj/machines/dominator.dmi', "dominator-overlay")
if(gang)
dominator_overlay.color = gang.color
add_overlay(dominator_overlay)
if(obj_integrity/max_integrity < 0.66)
add_overlay("damage")
/obj/machinery/dominator/examine(mob/user)
. = ..()
if(stat & BROKEN)
return
if(gang && gang.domination_time != NOT_DOMINATING)
if(gang.domination_time > world.time)
. += "<span class='notice'>Hostile Takeover in progress. Estimated [gang.domination_time_remaining()] seconds remain.</span>"
else
. += "<span class='notice'>Hostile Takeover of [station_name()] successful. Have a great day.</span>"
else
. += "<span class='notice'>System on standby.</span>"
. += "<span class='danger'>System Integrity: [round((obj_integrity/max_integrity)*100,1)]%</span>"
/obj/machinery/dominator/process()
..()
if(gang && gang.domination_time != NOT_DOMINATING)
var/time_remaining = gang.domination_time_remaining()
if(time_remaining > 0)
if(!is_station_level(z))
explosion(src, 5, 10, 20, 30) //you now get a nice explosion if this moves off station.
qdel(src) //to make sure it doesn't continue to exist.
if(excessive_walls_check())
gang.domination_time += 20
if(spam_prevention < DOM_BLOCKED_SPAM_CAP)
spam_prevention++
else
playsound(loc, 'sound/machines/buzz-two.ogg', 50, 0) // Play sound buzz-two.ogg, not before cause its annoying.
gang.message_gangtools("Warning: There are too many walls around your gang's dominator, its signal is being blocked!")
say("Error: Takeover signal is currently blocked! There are too many walls within 3 standard units of this device.")
spam_prevention = 0
return
. = TRUE
playsound(loc, 'sound/items/timer.ogg', 10, 0)
if(!warned && (time_remaining < 180))
warned = TRUE
var/area/domloc = get_area(loc)
gang.message_gangtools("Less than 3 minutes remains in hostile takeover. Defend your dominator at [domloc.map_name]!")
for(var/G in GLOB.gangs)
var/datum/team/gang/tempgang = G
if(tempgang != gang)
tempgang.message_gangtools("WARNING: [gang.name] Gang takeover imminent. Their dominator at [domloc.map_name] must be destroyed!",1,1)
else
Cinematic(CINEMATIC_MALF,world) //Here is the gang victory trigger on the dominator ending.
gang.winner = TRUE
SSticker.news_report = GANG_VICTORY
SSticker.force_ending = TRUE
if(!.)
STOP_PROCESSING(SSmachines, src)
/obj/machinery/dominator/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src, 'sound/effects/bang.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
playsound(src.loc, 'sound/items/welder.ogg', 100, 1)
/obj/machinery/dominator/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
. = ..()
if(.)
if(obj_integrity/max_integrity > 0.66)
if(prob(damage_amount*2))
spark_system.start()
else if(!(stat & BROKEN))
spark_system.start()
update_icon()
/obj/machinery/dominator/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1))
set_broken()
/obj/machinery/dominator/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(!(stat & BROKEN))
set_broken()
new /obj/item/stack/sheet/plasteel(src.loc)
qdel(src)
/obj/machinery/dominator/attacked_by(obj/item/I, mob/living/user)
add_fingerprint(user)
..()
/obj/machinery/dominator/attack_hand(mob/user)
if(operating || (stat & BROKEN))
examine(user)
return
var/datum/team/gang/tempgang
var/datum/antagonist/gang/GA = user.mind.has_antag_datum(/datum/antagonist/gang)
if(GA)
tempgang = GA.gang
if(!tempgang)
examine(user)
return
if(tempgang.domination_time != NOT_DOMINATING)
to_chat(user, "<span class='warning'>Error: Hostile Takeover is already in progress.</span>")
return
if(!tempgang.dom_attempts)
to_chat(user, "<span class='warning'>Error: Unable to breach station network. Firewall has logged our signature and is blocking all further attempts.</span>")
return
var/time = round(tempgang.determine_domination_time()/60,0.1)
if(alert(user,"A takeover will require [time] minutes.\nYour gang will be unable to gain influence while it is active.\nThe entire station will likely be alerted to it once it starts.\nYou have [tempgang.dom_attempts] attempt(s) remaining. Are you ready?","Confirm","Ready","Later") == "Ready")
if((tempgang.domination_time != NOT_DOMINATING) || !tempgang.dom_attempts || !in_range(src, user) || !isturf(loc))
return 0
var/area/A = get_area(loc)
var/locname = A.map_name
gang = tempgang
gang.dom_attempts --
priority_announce("Network breach detected in [locname]. The [gang.name] Gang is attempting to seize control of the station!","Network Alert")
gang.domination()
SSshuttle.registerHostileEnvironment(src)
name = "[gang.name] Gang [name]"
operating = TRUE
update_icon()
countdown.start()
countdown.color = gang.color
set_light(l_range = 3, l_power = 0.9)
light_color = gang.color
START_PROCESSING(SSmachines, src)
gang.message_gangtools("Hostile takeover in progress: Estimated [time] minutes until victory.[gang.dom_attempts ? "" : " This is your final attempt."]")
for(var/G in GLOB.gangs)
var/datum/team/gang/vagos = G
if(vagos != gang)
vagos.message_gangtools("Enemy takeover attempt detected in [locname]: Estimated [time] minutes until our defeat.",1,1)
/obj/machinery/dominator/proc/excessive_walls_check() // why the fuck was this even a global proc...
var/open = 0
for(var/turf/T in view(3, src))
if(!iswallturf(T)) //Check for /closed/wall, isclosedturf() moves it back to just checking for /closed/ which makes it very finicky.
open++
//to_chat(world, "THE DOMINATOR SEES [open] OPEN TURFS") uncomment to see what this shitty fucking wallcheck sees
if(open < DOM_REQUIRED_TURFS)
return TRUE
else
return FALSE
/obj/machinery/dominator/proc/set_broken()
if(gang)
gang.domination_time = NOT_DOMINATING
var/takeover_in_progress = FALSE
for(var/G in GLOB.gangs)
var/datum/team/gang/ballas = G
if(ballas.domination_time != NOT_DOMINATING)
takeover_in_progress = TRUE
break
if(!takeover_in_progress)
var/was_stranded = SSshuttle.emergency.mode == SHUTTLE_STRANDED
if(!was_stranded)
priority_announce("All hostile activity within station systems has ceased.","Network Alert")
if(get_security_level() == "delta")
set_security_level("red")
SSshuttle.clearHostileEnvironment(src)
gang.message_gangtools("Hostile takeover cancelled: Dominator is no longer operational.[gang.dom_attempts ? " You have [gang.dom_attempts] attempt remaining." : " The station network will have likely blocked any more attempts by us."]",1,1)
set_light(0)
operating = FALSE
stat |= BROKEN
update_icon()
STOP_PROCESSING(SSmachines, src)
#undef DOM_BLOCKED_SPAM_CAP
#undef DOM_REQUIRED_TURFS
#undef DOM_HULK_HITS_REQUIRED
@@ -0,0 +1,13 @@
/obj/effect/countdown/dominator
name = "dominator countdown"
text_size = 1
color = "#e5e5e5" // Overwritten when the dominator starts
/obj/effect/countdown/dominator/get_value()
var/obj/machinery/dominator/D = attached_to
if(!istype(D))
return
else if(D.gang && D.gang.domination_time != NOT_DOMINATING)
return D.gang.domination_time_remaining()
else
return "OFFLINE"
+477
View File
@@ -0,0 +1,477 @@
/datum/antagonist/gang
name = "Gangster"
roundend_category = "gangsters"
can_coexist_with_others = FALSE
job_rank = ROLE_GANG
antagpanel_category = "Gang"
var/hud_type = "gangster"
var/message_name = "Gangster"
var/datum/team/gang/gang
/datum/antagonist/gang/can_be_owned(datum/mind/new_owner)
. = ..()
if(.)
if(new_owner.unconvertable)
return FALSE
/datum/antagonist/gang/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_gang_icons_added(M)
/datum/antagonist/gang/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
update_gang_icons_removed(M)
/datum/antagonist/gang/get_team()
return gang
/datum/antagonist/gang/greet()
gang.greet_gangster(owner)
/datum/antagonist/gang/farewell()
if(ishuman(owner.current))
owner.current.visible_message("<span class='deconversion_message'>[owner.current] looks like [owner.current.p_theyve()] just remembered [owner.current.p_their()] real allegiance!</span>", null, null, null, owner.current)
to_chat(owner, "<span class='userdanger'>You are no longer a gangster!</span>")
/datum/antagonist/gang/on_gain()
if(!gang)
create_team()
..()
var/mob/living/carbon/human/H = owner.current
if(istype(H))
if(owner.assigned_role == "Clown")
to_chat(owner, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
H.dna.remove_mutation(CLOWNMUT)
add_to_gang()
/datum/antagonist/gang/on_removal()
remove_from_gang()
..()
/datum/antagonist/gang/create_team(team)
if(!gang) // add_antag_datum calls create_team, so we need to avoid generating two gangs in that case
if(team)
gang = team
return
var/datum/team/gang/gangteam = pick_n_take(GLOB.possible_gangs)
if(gangteam)
gang = new gangteam
/datum/antagonist/gang/proc/equip_gang() // Bosses get equipped with their tools
return
/datum/antagonist/gang/proc/update_gang_icons_added(mob/living/M)
var/datum/atom_hud/antag/gang/ganghud = GLOB.huds[gang.hud_entry_num]
if(!ganghud)
ganghud = new/datum/atom_hud/antag/gang()
gang.hud_entry_num = GLOB.huds.len+1 // this is the index the gang hud will be added at
GLOB.huds += ganghud
ganghud.color = gang.color
ganghud.join_hud(M)
set_antag_hud(M,hud_type)
/datum/antagonist/gang/proc/update_gang_icons_removed(mob/living/M)
var/datum/atom_hud/antag/gang/ganghud = GLOB.huds[gang.hud_entry_num]
if(ganghud)
ganghud.leave_hud(M)
set_antag_hud(M, null)
/datum/antagonist/gang/proc/can_be_converted(mob/living/candidate)
if(!candidate.mind)
return FALSE
if(!can_be_owned(candidate.mind))
return FALSE
var/mob/living/carbon/human/H = candidate
if(!istype(H)) //Can't nonhumans
return FALSE
return TRUE
/datum/antagonist/gang/proc/promote() // Bump up to boss
var/datum/team/gang/old_gang = gang
var/datum/mind/old_owner = owner
owner.remove_antag_datum(/datum/antagonist/gang)
var/datum/antagonist/gang/boss/lieutenant/new_boss = new
new_boss.silent = TRUE
old_owner.add_antag_datum(new_boss,old_gang)
new_boss.silent = FALSE
log_game("[key_name(old_owner)] has been promoted to Lieutenant in the [old_gang.name] Gang")
to_chat(old_owner, "<FONT size=3 color=red><B>You have been promoted to Lieutenant!</B></FONT>")
// Admin commands
/datum/antagonist/gang/get_admin_commands()
. = ..()
.["Promote"] = CALLBACK(src,.proc/admin_promote)
.["Set Influence"] = CALLBACK(src, .proc/admin_adjust_influence)
if(gang.domination_time != NOT_DOMINATING)
.["Set domination time left"] = CALLBACK(src, .proc/set_dom_time_left)
/datum/antagonist/gang/admin_add(datum/mind/new_owner,mob/admin)
var/new_or_existing = input(admin, "Which gang do you want to be assigned to the user?", "Gangs") as null|anything in list("New","Existing")
if(isnull(new_or_existing))
return
else if(new_or_existing == "New")
var/newgang = input(admin, "Select a gang, or select random to pick a random one.", "New gang") as null|anything in GLOB.possible_gangs + "Random"
if(isnull(newgang))
return
else if(newgang == "Random")
var/datum/team/gang/G = pick_n_take(GLOB.possible_gangs)
gang = new G
else
GLOB.possible_gangs -= newgang
gang = new newgang
else
if(!GLOB.gangs.len) // no gangs exist
to_chat(admin, "<span class='danger'>No gangs exist, please create a new one instead.</span>")
return
var/existinggang = input(admin, "Select a gang, or select random to pick a random one.", "Existing gang") as null|anything in GLOB.gangs + "Random"
if(isnull(existinggang))
return
else if(existinggang == "Random")
gang = pick(GLOB.gangs)
else
gang = existinggang
..()
return TRUE
/datum/antagonist/gang/proc/admin_promote(mob/admin)
message_admins("[key_name_admin(admin)] has promoted [owner] to gang boss.")
log_admin("[key_name(admin)] has promoted [owner] to boss.")
promote()
/datum/antagonist/gang/proc/admin_adjust_influence()
var/inf = input("Influence for [gang.name]","Gang influence", gang.influence) as null | num
if(!isnull(inf))
gang.influence = inf
message_admins("[key_name_admin(usr)] changed [gang.name]'s influence to [inf].")
log_admin("[key_name(usr)] changed [gang.name]'s influence to [inf].")
/datum/antagonist/gang/proc/add_to_gang()
gang.add_member(owner)
owner.current.log_message("<font color='red'>Has been converted to the [gang.name] gang!</font>", INDIVIDUAL_ATTACK_LOG)
/datum/antagonist/gang/proc/remove_from_gang()
gang.remove_member(owner)
owner.current.log_message("<font color='red'>Has been deconverted from the [gang.name] gang!</font>", INDIVIDUAL_ATTACK_LOG)
/datum/antagonist/gang/proc/set_dom_time_left(mob/admin)
if(gang.domination_time == NOT_DOMINATING)
return // an admin shouldn't need this
var/seconds = input(admin, "Set the time left for the gang to win, in seconds", "Domination time left") as null|num
if(seconds && seconds > 0)
gang.domination_time = world.time + seconds*10
gang.message_gangtools("Takeover shortened to [gang.domination_time_remaining()] seconds by your Syndicate benefactors.")
// Boss type. Those can use gang tools to buy items for their gang, in particular the Dominator, used to win the gamemode, along with more gang tools to promote fellow gangsters to boss status.
/datum/antagonist/gang/boss
name = "Gang boss"
hud_type = "gang_boss"
message_name = "Leader"
/datum/antagonist/gang/boss/on_gain()
..()
if(gang)
gang.leaders += owner
/datum/antagonist/gang/boss/on_removal()
if(gang)
gang.leaders -= owner
..()
/datum/antagonist/gang/boss/antag_listing_name()
return ..() + "(Boss)"
/datum/antagonist/gang/boss/equip_gang(gangtool = TRUE, pen = TRUE, spraycan = TRUE, hud = TRUE) // usually has to be called separately
var/mob/living/carbon/human/H = owner.current
if(!istype(H))
return
var/list/slots = list (
"backpack" = SLOT_IN_BACKPACK,
"left pocket" = SLOT_L_STORE,
"right pocket" = SLOT_R_STORE,
"hands" = SLOT_HANDS
)
if(gangtool)//Here is where all of the text occurs when a gang boss first spawns in.
var/obj/item/device/gangtool/G = new()
var/where = H.equip_in_one_of_slots(G, slots)
if (!where)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a Gangtool.")
else
G.register_device(H)
to_chat(H, "The <b>Gangtool</b> in your [where] will allow you to purchase weapons and equipment, send messages to your gang, and recall the emergency shuttle from anywhere on the station.")
to_chat(H, "As the gang boss, you can also promote your gang members to <b>lieutenant</b>. Unlike regular gangsters, Lieutenants cannot be deconverted and are able to use gangtools too.")
if(pen)
var/obj/item/pen/gang/T = new()
var/where2 = H.equip_in_one_of_slots(T, slots)
if (!where2)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a recruitment pen to start.")
else
to_chat(H, "The <b>recruitment pen</b> in your [where2] will help you get your gang started. Stab unsuspecting crew members with it to recruit them. All gangsters can use these, distribute them to see your gang grow.")
if(spraycan)
var/obj/item/toy/crayon/spraycan/gang/SC = new(null,gang)
var/where3 = H.equip_in_one_of_slots(SC, slots)
if (!where3)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a territory spraycan to start.")
else
to_chat(H, "The <b>territory spraycan</b> in your [where3] can be used to claim areas of the station for your gang. The more territory your gang controls, the more influence you get. All gangsters can use these, so distribute them to grow your influence faster.")
if(hud)
var/obj/item/clothing/glasses/hud/security/chameleon/C = new(null,gang)
var/where4 = H.equip_in_one_of_slots(C, slots)
if (!where4)
to_chat(H, "Your Syndicate benefactors were unfortunately unable to get you a chameleon security HUD.")
else
to_chat(H, "The <b>chameleon security HUD</b> in your [where4] will help you keep track of who is mindshield-implanted, and unable to be recruited.")
// Admin commands for bosses
/datum/antagonist/gang/boss/admin_add(datum/mind/new_owner,mob/admin)
if(!new_owner.has_antag_datum(parent_type))
..()
to_chat(new_owner.current, "<span class='userdanger'>You are a member of the [gang.name] Gang leadership now!</span>")
return
promote()
message_admins("[key_name_admin(admin)] has made [new_owner.current] a boss of the [gang.name] gang.")
log_admin("[key_name(admin)] has made [new_owner.current] a boss of the [gang.name] gang.")
to_chat(new_owner.current, "<span class='userdanger'>You are a member of the [gang.name] Gang leadership now!</span>")
/datum/antagonist/gang/boss/get_admin_commands()
. = ..()
. -= "Promote"
.["Take gangtool"] = CALLBACK(src,.proc/admin_take_gangtool)
.["Give gangtool"] = CALLBACK(src,.proc/admin_give_gangtool)
.["Demote"] = CALLBACK(src,.proc/admin_demote)
/datum/antagonist/gang/boss/proc/demote()
var/old_gang = gang
var/datum/mind/old_owner = owner
silent = TRUE
owner.remove_antag_datum(/datum/antagonist/gang/boss)
var/datum/antagonist/gang/new_gangster = new /datum/antagonist/gang()
new_gangster.silent = TRUE
old_owner.add_antag_datum(new_gangster,old_gang)
new_gangster.silent = FALSE
log_game("[key_name(old_owner)] has been demoted to Gangster in the [gang.name] Gang")
to_chat(old_owner, "<span class='userdanger'>The gang has been disappointed of your leader traits! You are a regular gangster now!</span>")
/datum/antagonist/gang/boss/proc/admin_take_gangtool(mob/admin)
var/list/L = owner.current.get_contents()
var/obj/item/device/gangtool/gangtool = locate() in L
if (!gangtool)
to_chat(admin, "<span class='danger'>Deleting gangtool failed!</span>")
return
qdel(gangtool)
/datum/antagonist/gang/boss/proc/admin_give_gangtool(mob/admin)
equip_gang(TRUE, FALSE, FALSE, FALSE)
/datum/antagonist/gang/boss/proc/admin_demote(datum/mind/target,mob/user)
message_admins("[key_name_admin(user)] has demoted [owner.current] from gang boss.")
log_admin("[key_name(user)] has demoted [owner.current] from gang boss.")
admin_take_gangtool(user)
demote()
/datum/antagonist/gang/boss/lieutenant
name = "Gang Lieutenant"
message_name = "Lieutenant"
hud_type = "gang_lt"
#define MAXIMUM_RECALLS 3
#define INFLUENCE_INTERVAL 1200 //This handles the interval between each count of influence.
// Gang team datum. This handles the gang itself.
/datum/team/gang
name = "Gang"
member_name = "gangster"
var/hud_entry_num // because if you put something other than a number in GLOB.huds, god have mercy on your fucking soul friend
var/list/leaders = list() // bosses
var/max_leaders = MAX_LEADERS_GANG
var/list/territories = list() // territories owned by the gang.
var/list/lost_territories = list() // territories lost by the gang.
var/list/new_territories = list() // territories captured by the gang.
var/list/gangtools = list()
var/domination_time = NOT_DOMINATING
var/dom_attempts = INITIAL_DOM_ATTEMPTS
var/color
var/influence = 0 // influence of the gang, based on how many territories they own. Can be used to buy weapons and tools from a gang uplink.
var/winner // Once the gang wins with a dominator, this becomes true. For roundend credits purposes.
var/list/inner_outfits = list()
var/list/outer_outfits = list()
var/next_point_time
var/recalls = MAXIMUM_RECALLS // Once this reaches 0, this gang cannot force recall the shuttle with their gangtool anymore
/datum/team/gang/New(starting_members)
. = ..()
GLOB.gangs += src
if(starting_members)
if(islist(starting_members))
for(var/datum/mind/groveboss in starting_members)
leaders += groveboss
var/datum/antagonist/gang/boss/gb = new
groveboss.add_antag_datum(gb, src)
gb.equip_gang()
else
var/datum/mind/CJ = starting_members
if(istype(CJ))
leaders += CJ
var/datum/antagonist/gang/boss/bossdatum = new
CJ.add_antag_datum(bossdatum, src)
bossdatum.equip_gang()
next_point_time = world.time + INFLUENCE_INTERVAL
addtimer(CALLBACK(src, .proc/handle_territories), INFLUENCE_INTERVAL)
/datum/team/gang/Destroy()
GLOB.gangs -= src
..()
/datum/team/gang/roundend_report() //roundend report.
var/list/report = list()
report += "<span class='header'>[name]:</span>"
if(winner)
report += "<span class='greentext'>The [name] gang successfully activated the mind dominator!</span>"
else
report += "<span class='redtext'>The [name] gang has failed!</span>"
report += "The [name] gang bosses were:"
report += printplayerlist(leaders)
report += "The [name] [member_name]s were:"
report += printplayerlist(members-leaders)
return "<div class='panel redborder'>[report.Join("<br>")]</div>"
/datum/team/gang/proc/greet_gangster(datum/mind/gangster) //The text a person receives when recruited.
var/message = "<FONT size=3 color=red><B>You are now a member of the <font color='[color]'>[name]</font> Gang!</B></FONT>"
message += "<font color='red'>Help your bosses take over the station by claiming territory with <b>spraycans</b>. Simply spray on any unclaimed area of the station.</font>"
message += "<font color='red'>You can also use recruitment pens to recruit more to your cause, If your boss provides you one.</font>"
message += "<font color='red'>Their ultimate objective is to take over the station with a Dominator machine.</font>"
message += "<font color='red'>You can identify your mates by their <b>large, <font color='[color]'> \[G\]</font> icon</b>.</font>"
to_chat(gangster, message)
gangster.store_memory("You are a member of the [name] Gang!")
/datum/team/gang/proc/handle_territories()
next_point_time = world.time + INFLUENCE_INTERVAL
if(!leaders.len)
return
var/added_names = ""
var/lost_names = ""
//Re-add territories that were reclaimed, so if they got tagged over, they can still earn income if they tag it back before the next status report
var/list/reclaimed_territories = new_territories & lost_territories
territories |= reclaimed_territories
new_territories -= reclaimed_territories
lost_territories -= reclaimed_territories
//Process lost territories
for(var/area in lost_territories)
if(lost_names != "")
lost_names += ", "
lost_names += "[lost_territories[area]]"
territories -= area
//Calculate and report influence growth
//Process new territories
for(var/area in new_territories)
if(added_names != "")
added_names += ", "
added_names += "[new_territories[area]]"
territories += area
//Report territory changes
var/message = "<b>[src] Gang Status Report:</b>.<BR>*---------*<BR>"
message += "<b>[new_territories.len] new territories:</b><br><i>[added_names]</i><br>"
message += "<b>[lost_territories.len] territories lost:</b><br><i>[lost_names]</i><br>"
//Clear the lists
new_territories = list()
lost_territories = list()
var/total_territories = total_claimable_territories()
var/control = round((territories.len/total_territories)*100, 1)
var/uniformed = check_clothing()
message += "Your gang now has <b>[control]% control</b> of the station.<BR>*---------*<BR>"
if(domination_time != NOT_DOMINATING)
var/new_time = max(world.time, domination_time - (uniformed * 4) - (territories.len * 2))
if(new_time < domination_time)
message += "Takeover shortened by [(domination_time - new_time)*0.1] seconds for defending [territories.len] territories.<BR>"
domination_time = new_time
message += "<b>[domination_time_remaining()] seconds remain</b> in hostile takeover.<BR>"
else
var/new_influence = check_territory_income()
if(new_influence != influence)
message += "Gang influence has increased by [new_influence - influence] for defending [territories.len] territories and [uniformed] uniformed gangsters.<BR>"
influence = new_influence
message += "Your gang now has <b>[influence] influence</b>.<BR>"
message_gangtools(message)
addtimer(CALLBACK(src, .proc/handle_territories), INFLUENCE_INTERVAL)
/datum/team/gang/proc/total_claimable_territories()
var/list/valid_territories = list()
for(var/z in SSmapping.levels_by_trait(ZTRAIT_STATION)) //First, collect all area types on the station zlevel
for(var/ar in SSmapping.areas_in_z["[z]"])
var/area/A = ar
if(!(A.type in valid_territories) && A.valid_territory)
valid_territories |= A.type
return valid_territories.len
/datum/team/gang/proc/check_territory_income()
var/new_influence = min(999,influence + 15 + (check_clothing() * 2) + territories.len)
return new_influence
/datum/team/gang/proc/check_clothing()
//Count uniformed gangsters
var/uniformed = 0
for(var/datum/mind/gangmind in members)
if(ishuman(gangmind.current))
var/mob/living/carbon/human/gangster = gangmind.current
//Gangster must be alive and should return 0 not continue if conditions are met.
if(!istype(gangster) || gangster.stat == DEAD)
return 0
var/obj/item/clothing/outfit
var/obj/item/clothing/gang_outfit
if(gangster.w_uniform)
outfit = gangster.w_uniform
if(outfit.type in inner_outfits)
gang_outfit = outfit
if(gangster.wear_suit)
outfit = gangster.wear_suit
if(outfit.type in outer_outfits)
gang_outfit = outfit
if(gang_outfit)
uniformed++
return uniformed
/datum/team/gang/proc/adjust_influence(value)
influence = max(0, influence + value)
/datum/team/gang/proc/message_gangtools(message)
if(!gangtools.len || !message)
return
for(var/i in gangtools)
var/obj/item/device/gangtool/tool = i
var/mob/living/mob = get(tool.loc, /mob/living)
if(mob && mob.mind && mob.stat == CONSCIOUS)
var/datum/antagonist/gang/gangster = mob.mind.has_antag_datum(/datum/antagonist/gang)
if(gangster.gang == src)
to_chat(mob, "<span class='warning'>[icon2html(tool, mob)] [message]</span>")
playsound(mob.loc, 'sound/machines/twobeep.ogg', 50, 1)
return
/datum/team/gang/proc/domination()
domination_time = world.time + determine_domination_time()*10
set_security_level("delta")
/datum/team/gang/proc/determine_domination_time() // calculates the value in seconds (this is the initial domination time!)
var/total_territories = total_claimable_territories()
return max(180,480 - (round((territories.len/total_territories)*100, 1) * 9))
/datum/team/gang/proc/domination_time_remaining() // retrieves the value from world.time based deciseconds to seconds
var/diff = domination_time - world.time
return round(diff * 0.1)
#undef MAXIMUM_RECALLS
#undef INFLUENCE_INTERVAL
+139
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// Gang datums go here. If you want to create a new gang, you must be sure to edit:
// name
// color (must be a hex, "blue" isn't acceptable due to how spraycans are handled)
// inner_outfits (must be a list() with typepaths of the clothes in it. One is fine, but there is support for multiple: one will be picked at random when bought)
// outer_outfits (same as above)
// You also need to make a gang graffiti, that will go in crayondecal.dmi inside our icons, with the same name of the gang it's assigned to. Nothing else,just the icon.
// Those are all required. If one is missed, stuff could break.
/datum/team/gang/clandestine
name = "Clandestine"
color = "#FF0000"
inner_outfits = list(/obj/item/clothing/under/syndicate/combat)
outer_outfits = list(/obj/item/clothing/suit/jacket)
/datum/team/gang/prima
name = "Prima"
color = "#FFFF00"
inner_outfits = list(/obj/item/clothing/under/color/yellow)
outer_outfits = list(/obj/item/clothing/suit/hastur)
/datum/team/gang/zerog
name = "Zero-G"
color = "#C0C0C0"
inner_outfits = list(/obj/item/clothing/under/suit_jacket/white)
outer_outfits = list(/obj/item/clothing/suit/hooded/wintercoat)
/datum/team/gang/max
name = "Max"
color = "#800000"
inner_outfits = list(/obj/item/clothing/under/color/maroon)
outer_outfits = list(/obj/item/clothing/suit/poncho/red)
/datum/team/gang/blasto
name = "Blasto"
color = "#000080"
inner_outfits = list(/obj/item/clothing/under/suit_jacket/navy)
outer_outfits = list(/obj/item/clothing/suit/jacket/miljacket)
/datum/team/gang/waffle
name = "Waffle"
color = "#808000" //shared color with cyber, but they can keep brown cause waffles.
inner_outfits = list(/obj/item/clothing/under/suit_jacket/green)
outer_outfits = list(/obj/item/clothing/suit/poncho)
/datum/team/gang/north
name = "North"
color = "#00FF00"
inner_outfits = list(/obj/item/clothing/under/color/green)
outer_outfits = list(/obj/item/clothing/suit/poncho/green)
/datum/team/gang/omni
name = "Omni"
color = "#008080"
inner_outfits = list(/obj/item/clothing/under/color/teal)
outer_outfits = list(/obj/item/clothing/suit/chaplain/studentuni)
/datum/team/gang/newton
name = "Newton"
color = "#A52A2A"
inner_outfits = list(/obj/item/clothing/under/color/brown)
outer_outfits = list(/obj/item/clothing/suit/toggle/owlwings)
/datum/team/gang/cyber
name = "Cyber"
color = "#00f904" //Cyber and waffle shared colors, I made these guys green and made weed darker green.
inner_outfits = list(/obj/item/clothing/under/color/lightbrown)
outer_outfits = list(/obj/item/clothing/suit/chaplain/pharaoh)
/datum/team/gang/donk
name = "Donk"
color = "#0000FF"
inner_outfits = list(/obj/item/clothing/under/color/darkblue)
outer_outfits = list(/obj/item/clothing/suit/apron/overalls)
/datum/team/gang/gene
name = "Gene"
color = "#00FFFF"
inner_outfits = list(/obj/item/clothing/under/color/blue)
outer_outfits = list(/obj/item/clothing/suit/apron)
/datum/team/gang/gib
name = "Gib"
color = "#636060" //Applying black to grayscale... Zero-G is already grey too. oh well.
inner_outfits = list(/obj/item/clothing/under/color/black)
outer_outfits = list(/obj/item/clothing/suit/jacket/leather/overcoat)
/datum/team/gang/tunnel
name = "Tunnel"
color = "#FF00FF" //Gave the leather jacket to the tunnel gang over diablo.
inner_outfits = list(/obj/item/clothing/under/villain)
outer_outfits = list(/obj/item/clothing/suit/jacket/leather)
/datum/team/gang/diablo
name = "Diablo"
color = "#FF0000" //literal early 90s skinhead regalia.
inner_outfits = list(/obj/item/clothing/under/pants/classicjeans)
outer_outfits = list(/obj/item/clothing/suit/suspenders)
/datum/team/gang/psyke
name = "Psyke"
color = "#808080"
inner_outfits = list(/obj/item/clothing/under/color/grey)
outer_outfits = list(/obj/item/clothing/suit/toggle/owlwings/griffinwings)
/datum/team/gang/osiron
name = "Osiron"
color = "#FFFFFF"
inner_outfits = list(/obj/item/clothing/under/color/white)
outer_outfits = list(/obj/item/clothing/suit/toggle/labcoat)
/datum/team/gang/sirius
name = "Sirius"
color = "#FFC0CB"
inner_outfits = list(/obj/item/clothing/under/color/pink)
outer_outfits = list(/obj/item/clothing/suit/jacket/puffer/vest)
/datum/team/gang/sleepingcarp
name = "Sleeping Carp"
color = "#800080"
inner_outfits = list(/obj/item/clothing/under/color/lightpurple)
outer_outfits = list(/obj/item/clothing/suit/hooded/carp_costume)
/datum/team/gang/h
name = "H"
color = "#993333"
inner_outfits = list(/obj/item/clothing/under/jabroni) //Why not?
outer_outfits = list(/obj/item/clothing/suit/toggle/owlwings)
/datum/team/gang/rigatonifamily
name = "Rigatoni family"
color = "#cc9900" // p a s t a colored
inner_outfits = list(/obj/item/clothing/under/rank/chef)
outer_outfits = list(/obj/item/clothing/suit/apron/chef)
/datum/team/gang/weed
name = "Weed"
color = "#6cd648"
inner_outfits = list(/obj/item/clothing/under/color/darkgreen)
outer_outfits = list(/obj/item/clothing/suit/vapeshirt)
+38
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/obj/effect/decal/cleanable/crayon/Initialize(mapload, main, type, e_name, graf_rot, alt_icon = null)
. = ..()
if(type == "poseur tag")
var/datum/team/gang/gang = pick(subtypesof(/datum/team/gang))
var/gangname = initial(gang.name)
icon = 'icons/effects/crayondecal.dmi'
icon_state = "[gangname]"
type = null
/obj/effect/decal/cleanable/crayon/gang
icon = 'icons/effects/crayondecal.dmi'
layer = ABOVE_NORMAL_TURF_LAYER //Harder to hide
plane = GAME_PLANE
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/team/gang/gang
/obj/effect/decal/cleanable/crayon/gang/Initialize(mapload, datum/team/gang/G, e_name = "gang tag", rotation = 0, mob/user)
if(!G)
return INITIALIZE_HINT_QDEL
gang = G
var/newcolor = G.color
var/area/territory = get_area(src)
icon_state = G.name
G.new_territories |= list(territory.type = territory.name)
//If this isn't tagged by a specific gangster there's no bonus income.
.=..(mapload, newcolor, icon_state, e_name, rotation)
/obj/effect/decal/cleanable/crayon/gang/Destroy()
if(gang)
var/area/territory = get_area(src)
gang.territories -= territory.type
gang.new_territories -= territory.type
gang.lost_territories |= list(territory.type = territory.name)
gang = null
return ..()
/obj/effect/decal/cleanable/crayon/NeverShouldHaveComeHere(turf/T)
return isspaceturf(T) || islava(T) || istype(T, /turf/open/water) || ischasm(T)
+34
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/datum/atom_hud/antag/gang
var/color = null
/datum/atom_hud/antag/gang/add_to_hud(atom/A)
if(!A)
return
var/image/holder = A.hud_list[ANTAG_HUD]
if(holder)
holder.color = color
..()
/datum/atom_hud/antag/gang/remove_from_hud(atom/A)
if(!A)
return
var/image/holder = A.hud_list[ANTAG_HUD]
if(holder)
holder.color = null
..()
/datum/atom_hud/antag/gang/join_hud(mob/M)
if(!istype(M))
CRASH("join_hud(): [M] ([M.type]) is not a mob!")
var/image/holder = M.hud_list[ANTAG_HUD]
if(holder)
holder.color = color
..()
/datum/atom_hud/antag/gang/leave_hud(mob/M)
if(!istype(M))
CRASH("leave_hud(): [M] ([M.type]) is not a mob!")
var/image/holder = M.hud_list[ANTAG_HUD]
if(holder)
holder.color = null
..()
+417
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/datum/gang_item
var/name
var/item_path
var/cost
var/spawn_msg
var/category
var/list/gang_whitelist = list()
var/list/gang_blacklist = list()
var/id
/datum/gang_item/proc/purchase(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool, check_canbuy = TRUE)
if(check_canbuy && !can_buy(user, gang, gangtool))
return FALSE
var/real_cost = get_cost(user, gang, gangtool)
if(!spawn_item(user, gang, gangtool))
gang.adjust_influence(-real_cost)
to_chat(user, "<span class='notice'>You bought \the [name].</span>")
return TRUE
/datum/gang_item/proc/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool) // If this returns anything other than null, something fucked up and influence won't lower.
if(item_path)
var/obj/item/O = new item_path(user.loc)
user.put_in_hands(O)
else
return TRUE
if(spawn_msg)
to_chat(user, "[spawn_msg]")
/datum/gang_item/proc/can_buy(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return gang && (gang.influence >= get_cost(user, gang, gangtool)) && can_see(user, gang, gangtool)
/datum/gang_item/proc/can_see(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return TRUE
/datum/gang_item/proc/get_cost(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return cost
/datum/gang_item/proc/get_cost_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return "([get_cost(user, gang, gangtool)] Influence)"
/datum/gang_item/proc/get_name_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return name
/datum/gang_item/proc/get_extra_info(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
return
///////////////////
//CLOTHING
///////////////////
/datum/gang_item/clothing
category = "Purchase Gang Clothes (Only the jumpsuit and suit give you added influence):"
/datum/gang_item/clothing/under
name = "Gang Uniform"
id = "under"
cost = 1
/datum/gang_item/clothing/under/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.inner_outfits.len)
var/outfit = pick(gang.inner_outfits)
if(outfit)
var/obj/item/O = new outfit(user.loc)
user.put_in_hands(O)
to_chat(user, "<span class='notice'> This is your gang's official uniform, wearing it will increase your influence")
return
return TRUE
/datum/gang_item/clothing/suit
name = "Gang Armored Outerwear"
id = "suit"
cost = 1
/datum/gang_item/clothing/suit/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang.outer_outfits.len)
var/outfit = pick(gang.outer_outfits)
if(outfit)
var/obj/item/O = new outfit(user.loc)
O.armor = O.armor.setRating(melee = 25, bullet = 35, laser = 15, energy = 10, bomb = 30, bio = 0, rad = 0, fire = 30, acid = 30)
O.desc += " Tailored for the [gang.name] Gang to offer the wearer moderate protection against ballistics and physical trauma."
user.put_in_hands(O)
to_chat(user, "<span class='notice'> This is your gang's official outerwear, wearing it will increase your influence")
return
return TRUE
/datum/gang_item/clothing/hat
name = "Pimp Hat"
id = "hat"
cost = 16
item_path = /obj/item/clothing/head/collectable/petehat/gang
/obj/item/clothing/head/collectable/petehat/gang
name = "pimpin' hat"
desc = "The undisputed king of style."
/datum/gang_item/clothing/mask
name = "Golden Death Mask"
id = "mask"
cost = 18
item_path = /obj/item/clothing/mask/gskull
/obj/item/clothing/mask/gskull
name = "golden death mask"
icon_state = "gskull"
desc = "Strike terror, and envy, into the hearts of your enemies."
/datum/gang_item/clothing/shoes
name = "Bling Boots"
id = "boots"
cost = 20
item_path = /obj/item/clothing/shoes/gang
/obj/item/clothing/shoes/gang
name = "blinged-out boots"
desc = "Stand aside peasants."
icon_state = "bling"
/datum/gang_item/clothing/neck
name = "Gold Necklace"
id = "necklace"
cost = 9
item_path = /obj/item/clothing/neck/necklace/dope
/datum/gang_item/clothing/hands
name = "Decorative Brass Knuckles"
id = "hand"
cost = 11
item_path = /obj/item/clothing/gloves/gang
/obj/item/clothing/gloves/gang
name = "braggadocio's brass knuckles"
desc = "Purely decorative, don't find out the hard way."
icon_state = "knuckles"
w_class = 3
datum/gang_item/clothing/shades //Addition: Why not have cool shades on a gang member anyways?
name = "Cool Sunglasses"
id = "glasses"
cost = 5
item_path = /obj/item/clothing/glasses/sunglasses
/datum/gang_item/clothing/belt
name = "Badass Belt"
id = "belt"
cost = 13
item_path = /obj/item/storage/belt/military/gang
/obj/item/storage/belt/military/gang
name = "badass belt"
icon_state = "gangbelt"
item_state = "gang"
desc = "The belt buckle simply reads 'BAMF'."
///////////////////
//WEAPONS
///////////////////
/datum/gang_item/weapon
category = "Purchase Weapons:"
/datum/gang_item/weapon/ammo
/datum/gang_item/weapon/shuriken
name = "Shuriken"
id = "shuriken"
cost = 2
item_path = /obj/item/throwing_star
/datum/gang_item/weapon/switchblade
name = "Switchblade"
id = "switchblade"
cost = 5
item_path = /obj/item/switchblade
/datum/gang_item/weapon/surplus //For when a gang boss is extra broke or cheap.
name = "Surplus Rifle"
id = "surplus"
cost = 6
item_path = /obj/item/gun/ballistic/automatic/surplus
/datum/gang_item/weapon/ammo/surplus_ammo
name = "Surplus Rifle Ammo"
id = "surplus_ammo"
cost = 3
item_path = /obj/item/ammo_box/magazine/m10mm/rifle
/datum/gang_item/weapon/improvised
name = "Sawn-Off Improvised Shotgun"
id = "sawn"
cost = 5
item_path = /obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
/datum/gang_item/weapon/ammo/improvised_ammo
name = "Box of Buckshot"
id = "buckshot"
cost = 5
item_path = /obj/item/storage/box/lethalshot
/datum/gang_item/weapon/pistol
name = "10mm Pistol"
id = "pistol"
cost = 25
item_path = /obj/item/gun/ballistic/automatic/pistol
/datum/gang_item/weapon/ammo/pistol_ammo
name = "10mm Ammo"
id = "pistol_ammo"
cost = 10
item_path = /obj/item/ammo_box/magazine/m10mm
/datum/gang_item/weapon/sniper
name = "Black Market .50cal Sniper Rifle"
id = "sniper"
cost = 35
item_path = /obj/item/gun/ballistic/automatic/sniper_rifle
/datum/gang_item/weapon/ammo/sniper_ammo
name = "Smuggled .50cal Sniper Rounds"
id = "sniper_ammo"
cost = 15
item_path = /obj/item/ammo_box/magazine/sniper_rounds
/datum/gang_item/weapon/ammo/sleeper_ammo
name = "Illicit Soporific Cartridges"
id = "sniper_ammo"
cost = 15
item_path = /obj/item/ammo_box/magazine/sniper_rounds/soporific
/datum/gang_item/weapon/machinegun
name = "Mounted Machine Gun"
id = "MG"
cost = 45
item_path = /obj/machinery/manned_turret
spawn_msg = "<span class='notice'>The mounted machine gun features enhanced responsiveness. Hold down on the trigger while firing to control where you're shooting.</span>"
/datum/gang_item/weapon/machinegun/spawn_item(mob/living/carbon/user, obj/item/device/gangtool/gangtool)
new item_path(user.loc)
to_chat(user, spawn_msg)
/datum/gang_item/weapon/uzi
name = "Uzi SMG"
id = "uzi"
cost = 50
item_path = /obj/item/gun/ballistic/automatic/mini_uzi
/datum/gang_item/weapon/ammo/uzi_ammo
name = "Uzi Ammo"
id = "uzi_ammo"
cost = 20
item_path = /obj/item/ammo_box/magazine/uzim9mm
///////////////////
//EQUIPMENT
///////////////////
/datum/gang_item/equipment
category = "Purchase Equipment:"
/datum/gang_item/equipment/spraycan
name = "Territory Spraycan"
id = "spraycan"
cost = 1
item_path = /obj/item/toy/crayon/spraycan/gang
/datum/gang_item/equipment/spraycan/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/obj/item/O = new item_path(user.loc, gang)
user.put_in_hands(O)
/datum/gang_item/equipment/sharpener
name = "Sharpener"
id = "whetstone"
cost = 3
item_path = /obj/item/sharpener
/datum/gang_item/equipment/emp
name = "EMP Grenade"
id = "EMP"
cost = 7
item_path = /obj/item/grenade/empgrenade
/datum/gang_item/equipment/c4
name = "C4 Explosive"
id = "c4"
cost = 7
item_path = /obj/item/grenade/plastic/c4
/datum/gang_item/equipment/frag
name = "Fragmentation Grenade"
id = "frag nade"
cost = 5
item_path = /obj/item/grenade/syndieminibomb/concussion/frag
/datum/gang_item/equipment/stimpack
name = "Black Market Stimulants"
id = "stimpack"
cost = 12
item_path = /obj/item/reagent_containers/syringe/stimulants
/datum/gang_item/equipment/implant_breaker
name = "Implant Breaker"
id = "implant_breaker"
cost = 10
item_path = /obj/item/implanter/gang
/datum/gang_item/equipment/implant_breaker/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/obj/item/O = new item_path(user.loc, gang)
user.put_in_hands(O)
to_chat(user, "<span class='notice'>The <b>implant breaker</b> is a single-use device that destroys all implants within the target before trying to recruit them to your gang. Also works on enemy gangsters.</span>")
/datum/gang_item/equipment/wetwork_boots
name = "Wetwork boots"
id = "wetwork"
cost = 8
item_path = /obj/item/clothing/shoes/combat/gang
/obj/item/clothing/shoes/combat/gang
name = "Wetwork boots"
desc = "A gang's best hitmen are prepared for anything."
permeability_coefficient = 0.01
clothing_flags = NOSLIP
datum/gang_item/equipment/shield
name = "Riot Shield"
id = "riot_shield"
cost = 25
item_path = /obj/item/shield/riot
datum/gang_item/equipment/gangsheild
name = "Tower Shield"
id = "metal"
cost = 45 //High block of melee and even higher for bullets
item_path = /obj/item/shield/riot/tower
/datum/gang_item/equipment/pen
name = "Recruitment Pen"
id = "pen"
cost = 20
item_path = /obj/item/pen/gang
spawn_msg = "<span class='notice'>More <b>recruitment pens</b> will allow you to recruit gangsters faster. Only gang leaders can recruit with pens.</span>"
/datum/gang_item/equipment/pen/purchase(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(..())
gangtool.free_pen = FALSE
return TRUE
return FALSE
/datum/gang_item/equipment/pen/get_cost(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool && gangtool.free_pen)
return 0
return ..()
/datum/gang_item/equipment/pen/get_cost_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gangtool && gangtool.free_pen)
return "(GET ONE FREE)"
return ..()
/datum/gang_item/equipment/gangtool
id = "gangtool"
cost = 5
/datum/gang_item/equipment/gangtool/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/item_type
if(gang)
item_type = /obj/item/device/gangtool/spare/lt
if(gang.leaders.len < MAX_LEADERS_GANG)
to_chat(user, "<span class='notice'><b>Gangtools</b> allow you to promote a gangster to be your Lieutenant, enabling them to recruit and purchase items like you. Simply have them register the gangtool. You may promote up to [MAX_LEADERS_GANG-gang.leaders.len] more Lieutenants</span>")
else
item_type = /obj/item/device/gangtool/spare
var/obj/item/device/gangtool/spare/tool = new item_type(user.loc)
user.put_in_hands(tool)
/datum/gang_item/equipment/gangtool/get_name_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang && (gang.leaders.len < gang.max_leaders))
return "Promote a Gangster"
return "Spare Gangtool"
/datum/gang_item/equipment/dominator
name = "Station Dominator"
id = "dominator"
cost = 30
item_path = /obj/machinery/dominator
spawn_msg = "<span class='notice'>The <b>dominator</b> will secure your gang's dominance over the station. Turn it on when you are ready to defend it.</span>"
/datum/gang_item/equipment/dominator/can_buy(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return FALSE
return ..()
/datum/gang_item/equipment/dominator/get_name_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return ..()
return "<b>[..()]</b>"
/datum/gang_item/equipment/dominator/get_cost_display(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(!gang || !gang.dom_attempts)
return "(Out of stock)"
return ..()
/datum/gang_item/equipment/dominator/get_extra_info(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
if(gang)
return "This device requires a 5x5 area clear of walls to FUNCTION. (Estimated Takeover Time: [round(gang.determine_domination_time()/60,0.1)] minutes)"
/datum/gang_item/equipment/dominator/purchase(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
var/area/userarea = get_area(user)
if(!(userarea.type in gang.territories|gang.new_territories))
to_chat(user,"<span class='warning'>The <b>dominator</b> can be spawned only on territory controlled by your gang!</span>")
return FALSE
for(var/obj/obj in get_turf(user))
if(obj.density)
to_chat(user, "<span class='warning'>There's not enough room here!</span>")
return FALSE
return ..()
/datum/gang_item/equipment/dominator/spawn_item(mob/living/carbon/user, datum/team/gang/gang, obj/item/device/gangtool/gangtool)
new item_path(user.loc)
to_chat(user, spawn_msg)
+59
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/*
* Gang Boss Pens
*/
/obj/item/pen/gang
var/cooldown
var/last_used
/obj/item/pen/gang/Initialize()
. = ..()
last_used = world.time
/obj/item/pen/gang/attack(mob/living/M, mob/user, stealth = TRUE) //ha
if(!istype(M))
return
if(!ishuman(M) || !ishuman(user) || M.stat == DEAD)
return ..()
//var/datum/antagonist/gang/boss/L = user.mind.has_antag_datum(/datum/antagonist/gang/boss) //Pen works with bosses only.
var/datum/antagonist/gang/L = user.mind.has_antag_datum(/datum/antagonist/gang) //Pen works with anyone in gang.
if(!L)
return ..()
if(!..())
return
if(cooldown)
to_chat(user, "<span class='warning'>[src] needs more time to recharge before it can be used.</span>")
return
if(!M.client || !M.mind)
to_chat(user, "<span class='warning'>A braindead gangster is an useless gangster!</span>")
return
var/datum/team/gang/gang = L.gang
if(!add_gangster(user, gang, M.mind))
return
cooldown = TRUE
icon_state = "pen_blink"
var/cooldown_time = 600/gang.leaders.len
addtimer(CALLBACK(src, .proc/cooldown), cooldown_time)
/obj/item/pen/gang/proc/cooldown()
cooldown = FALSE
icon_state = "pen"
var/mob/M = loc
if(istype(M))
to_chat(M, "<span class='notice'>[icon2html(src, M)] [src][(loc == M)?(""):(" in your [loc]")] vibrates softly. It is ready to be used again.</span>")
/obj/item/pen/gang/proc/add_gangster(mob/user, datum/team/gang/gang, datum/mind/gangster_mind, check = TRUE) // Basically a wrapper to add_antag_datum.
var/datum/antagonist/dudegang = gangster_mind.has_antag_datum(/datum/antagonist/gang)
if(dudegang)
if(dudegang == gang)
to_chat(user, "<span class='danger'>This mind is already controlled by your gang!</span>")
return
to_chat(user, "<span class='danger'>This mind is already controlled by someone else!</span>")
return
if(check && HAS_TRAIT(gangster_mind.current, TRAIT_MINDSHIELD)) //Check to see if the potential gangster is implanted
to_chat(user, "<span class='danger'>This mind is too strong to control!</span>")
return
var/mob/living/carbon/human/H = gangster_mind.current // we are sure the dude's human cause it's checked in attack()
H.silent = max(H.silent, 5)
H.Knockdown(100)
gangster_mind.add_antag_datum(/datum/antagonist/gang, gang)
return TRUE
+65
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//gang.dm
//Gang War Game Mode
GLOBAL_LIST_INIT(possible_gangs, subtypesof(/datum/team/gang))
GLOBAL_LIST_EMPTY(gangs)
/datum/game_mode/gang
name = "gang war"
config_tag = "gang"
antag_flag = ROLE_GANG
restricted_jobs = list("Security Officer", "Warden", "Detective", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security")
required_players = 15
required_enemies = 0
recommended_enemies = 2
enemy_minimum_age = 14
announce_span = "danger"
announce_text = "A violent turf war has erupted on the station!\n\
<span class='danger'>Gangsters</span>: Take over the station with a dominator.\n\
<span class='notice'>Crew</span>: Prevent the gangs from expanding and initiating takeover."
var/list/datum/mind/gangboss_candidates = list()
/datum/game_mode/gang/generate_report()
return "Cybersun Industries representatives claimed that they, in joint research with the Tiger Cooperative, have made a major breakthrough in brainwashing technology, and have \
made the nanobots that apply the \"conversion\" very small and capable of fitting into usually innocent objects - namely, pens. While they refused to outsource this technology for \
months to come due to its flaws, they reported some as missing but passed it off to carelessness. At Central Command, we don't like mysteries, and we have reason to believe that this \
technology was stolen for anti-Nanotrasen use. Be on the lookout for territory claims and unusually violent crew behavior, applying mindshield implants as necessary."
/datum/game_mode/gang/pre_setup()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_jobs += protected_jobs
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
restricted_jobs += "Assistant"
//Spawn more bosses depending on server population
var/gangs_to_create = 2
if(prob(num_players()) && num_players() > 1.5*required_players)
gangs_to_create++
if(prob(num_players()) && num_players() > 2*required_players)
gangs_to_create++
gangs_to_create = min(gangs_to_create, GLOB.possible_gangs.len)
for(var/i in 1 to gangs_to_create)
if(!antag_candidates.len)
break
//Now assign a boss for the gang
var/datum/mind/boss = pick_n_take(antag_candidates)
antag_candidates -= boss
gangboss_candidates += boss
boss.restricted_roles = restricted_jobs
if(gangboss_candidates.len < 1) //Need at least one gangs
return
return TRUE
/datum/game_mode/gang/post_setup()
set waitfor = FALSE
..()
for(var/i in gangboss_candidates)
var/datum/mind/M = i
var/datum/antagonist/gang/boss/B = new()
M.add_antag_datum(B)
B.equip_gang()
+259
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//gangtool device
/obj/item/device/gangtool
name = "suspicious device"
desc = "A strange device of sorts. Hard to really make out what it actually does if you don't know how to operate it."
icon = 'icons/obj/device.dmi'
icon_state = "gangtool"
item_state = "radio"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
flags_1 = CONDUCT_1
var/datum/team/gang/gang //Which gang uses this?
var/recalling = 0
var/outfits = 2
var/free_pen = 0
var/promotable = FALSE
var/static/list/buyable_items = list()
var/list/tags = list()
/obj/item/device/gangtool/Initialize()
. = ..()
update_icon()
for(var/i in subtypesof(/datum/gang_item))
var/datum/gang_item/G = i
var/id = initial(G.id)
var/cat = initial(G.category)
if(id)
if(!islist(buyable_items[cat]))
buyable_items[cat] = list()
buyable_items[cat][id] = new G
/obj/item/device/gangtool/Destroy()
if(gang)
gang.gangtools -= src
return ..()
/obj/item/device/gangtool/attack_self(mob/user)
..()
if (!can_use(user))
return
var/datum/antagonist/gang/boss/L = user.mind.has_antag_datum(/datum/antagonist/gang/boss)
var/dat
if(!gang)
dat += "This device is not registered.<br><br>"
if(L)
if(promotable && L.gang.leaders.len < L.gang.max_leaders)
dat += "Give this device to another member of your organization to use to promote them to Lieutenant.<br><br>"
dat += "If this is meant as a spare device for yourself:<br>"
dat += "<a href='?src=[REF(src)];register=1'>Register Device as Spare</a><br>"
else if(promotable)
var/datum/antagonist/gang/sweet = user.mind.has_antag_datum(/datum/antagonist/gang)
if(sweet.gang.leaders.len < sweet.gang.max_leaders)
dat += "You have been selected for a promotion!<br>"
dat += "<a href='?src=[REF(src)];register=1'>Accept Promotion</a><br>"
else
dat += "No promotions available: All positions filled.<br>"
else
dat += "This device is not authorized to promote.<br>"
else
if(gang.domination_time != NOT_DOMINATING)
dat += "<center><font color='red'>Takeover In Progress:<br><B>[DisplayTimeText(gang.domination_time_remaining() * 10)] remain</B></font></center>"
dat += "Registration: <B>[gang.name] Gang Boss</B><br>"
dat += "Organization Size: <B>[gang.members.len]</B> | Station Control: <B>[gang.territories.len] territories under control.</B> | Influence: <B>[gang.influence]</B><br>"
dat += "Time until Influence grows: <B>[time2text(gang.next_point_time - world.time, "mm:ss")]</B><br>"
dat += "<a href='?src=[REF(src)];commute=1'>Send message to Gang</a><br>"
dat += "<a href='?src=[REF(src)];recall=1'>Recall shuttle</a><br>"
dat += "<hr>"
for(var/cat in buyable_items)
dat += "<b>[cat]</b><br>"
for(var/id in buyable_items[cat])
var/datum/gang_item/G = buyable_items[cat][id]
if(!G.can_see(user, gang, src))
continue
var/cost = G.get_cost_display(user, gang, src)
if(cost)
dat += cost + " "
var/toAdd = G.get_name_display(user, gang, src)
if(G.can_buy(user, gang, src))
toAdd = "<a href='?src=[REF(src)];purchase=1;id=[id];cat=[cat]'>[toAdd]</a>"
dat += toAdd
var/extra = G.get_extra_info(user, gang, src)
if(extra)
dat += "<br><i>[extra]</i>"
dat += "<br>"
dat += "<br>"
dat += "<a href='?src=[REF(src)];choice=refresh'>Refresh</a><br>"
var/datum/browser/popup = new(user, "gangtool", "Welcome to GangTool v4.0", 340, 625)
popup.set_content(dat)
popup.open()
/obj/item/device/gangtool/Topic(href, href_list)
if(!can_use(usr))
return
add_fingerprint(usr)
if(href_list["register"])
register_device(usr)
else if(!gang) //Gangtool must be registered before you can use the functions below
return
if(href_list["purchase"])
if(islist(buyable_items[href_list["cat"]]))
var/list/L = buyable_items[href_list["cat"]]
var/datum/gang_item/G = L[href_list["id"]]
if(G && G.can_buy(usr, gang, src))
G.purchase(usr, gang, src, FALSE)
if(href_list["commute"])
ping_gang(usr)
if(href_list["recall"])
recall(usr)
attack_self(usr)
/obj/item/device/gangtool/update_icon()
overlays.Cut()
var/image/I = new(icon, "[icon_state]-overlay")
if(gang)
I.color = gang.color
overlays.Add(I)
/obj/item/device/gangtool/proc/ping_gang(mob/user)
if(!can_use(user))
return
var/message = stripped_input(user,"Discreetly send a gang-wide message.","Send Message")
if(!message || !can_use(user))
return
if(!is_station_level(user.z))
to_chat(user, "<span class='info'>[icon2html(src, user)]Error: Station out of range.</span>")
return
if(gang.members.len)
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
if(!G)
return
var/ping = "<span class='danger'><B><i>[gang.name] [G.message_name] [user.real_name]</i>: [message]</B></span>"
for(var/datum/mind/ganger in gang.members)
if(ganger.current && is_station_level(ganger.current.z) && (ganger.current.stat == CONSCIOUS))
to_chat(ganger.current, ping)
for(var/mob/M in GLOB.dead_mob_list)
var/link = FOLLOW_LINK(M, user)
to_chat(M, "[link] [ping]")
user.log_talk(message,LOG_SAY, tag="[gang.name] gangster")
/obj/item/device/gangtool/proc/register_device(mob/user)
if(gang) //It's already been registered!
return
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
if(G)
gang = G.gang
gang.gangtools += src
update_icon()
if(!(user.mind in gang.leaders) && promotable)
G.promote()
free_pen = TRUE
gang.message_gangtools("[user] has been promoted to Lieutenant.")
to_chat(user, "The <b>Gangtool</b> you registered will allow you to purchase weapons and equipment, and send messages to your gang.")
to_chat(user, "Unlike regular gangsters, you may use <b>recruitment pens</b> to add recruits to your gang. Use them on unsuspecting crew members to recruit them. Don't forget to get your one free pen from the gangtool.")
else
to_chat(user, "<span class='warning'>ACCESS DENIED: Unauthorized user.</span>")
/obj/item/device/gangtool/proc/recall(mob/user)
if(!recallchecks(user))
return
if(recalling)
to_chat(user, "<span class='warning'>Error: Recall already in progress.</span>")
return
gang.message_gangtools("[user] is attempting to recall the emergency shuttle.")
recalling = TRUE
to_chat(user, "<span class='info'>[icon2html(src, loc)]Generating shuttle recall order with codes retrieved from last call signal...</span>")
addtimer(CALLBACK(src, .proc/recall2, user), rand(100,300))
/obj/item/device/gangtool/proc/recall2(mob/user)
if(!recallchecks(user))
return
to_chat(user, "<span class='info'>[icon2html(src, loc)]Shuttle recall order generated. Accessing station long-range communication arrays...</span>")
addtimer(CALLBACK(src, .proc/recall3, user), rand(100,300))
/obj/item/device/gangtool/proc/recall3(mob/user)
if(!recallchecks(user))
return
var/list/living_crew = list()//shamelessly copied from mulligan code, there should be a helper for this
for(var/mob/Player in GLOB.mob_list)
if(Player.mind && Player.stat != DEAD && !isnewplayer(Player) && !isbrain(Player) && Player.client)
living_crew += Player
var/malc = CONFIG_GET(number/midround_antag_life_check)
if(living_crew.len / GLOB.joined_player_list.len <= malc) //Shuttle cannot be recalled if too many people died
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Station communication systems compromised. Unable to establish connection.</span>")
recalling = FALSE
return
to_chat(user, "<span class='info'>[icon2html(src, loc)]Comm arrays accessed. Broadcasting recall signal...</span>")
addtimer(CALLBACK(src, .proc/recallfinal, user), rand(100,300))
/obj/item/device/gangtool/proc/recallfinal(mob/user)
if(!recallchecks(user))
return
recalling = FALSE
log_game("[key_name(user)] has tried to recall the shuttle with a gangtool.")
message_admins("[key_name_admin(user)] has tried to recall the shuttle with a gangtool.", 1)
if(SSshuttle.cancelEvac(user))
gang.recalls--
return TRUE
to_chat(user, "<span class='info'>[icon2html(src, loc)]No response recieved. Emergency shuttle cannot be recalled at this time.</span>")
return
/obj/item/device/gangtool/proc/recallchecks(mob/user)
if(!can_use(user))
return
if(SSshuttle.emergencyNoRecall)
return
if(!gang.recalls)
to_chat(user, "<span class='warning'>Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
return
if(SSshuttle.emergency.mode != SHUTTLE_CALL) //Shuttle can only be recalled when it's moving to the station
to_chat(user, "<span class='warning'>[icon2html(src, user)]Emergency shuttle cannot be recalled at this time.</span>")
recalling = FALSE
return
if(!gang.dom_attempts)
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Unable to access communication arrays. Firewall has logged our signature and is blocking all further attempts.</span>")
recalling = FALSE
return
if(!is_station_level(user.z)) //Shuttle can only be recalled while on station
to_chat(user, "<span class='warning'>[icon2html(src, user)]Error: Device out of range of station communication arrays.</span>")
recalling = FALSE
return
return TRUE
/obj/item/device/gangtool/proc/can_use(mob/living/carbon/human/user)
if(!istype(user))
return
if(user.incapacitated())
return
if(!(src in user.contents))
return
if(!user.mind)
return
var/datum/antagonist/gang/G = user.mind.has_antag_datum(/datum/antagonist/gang)
if(!G)
to_chat(user, "<span class='notice'>Huh, what's this?</span>")
return
if(!isnull(gang) && G.gang != gang)
to_chat(user, "<span class='danger'>You cannot use gang tools owned by enemy gangs!</span>")
return
return TRUE
/obj/item/device/gangtool/spare
outfits = TRUE
/obj/item/device/gangtool/spare/lt
promotable = TRUE
+61
View File
@@ -0,0 +1,61 @@
/obj/item/implant/gang
name = "gang implant"
desc = "Makes you a gangster or such."
activated = 0
var/datum/team/gang/gang
/obj/item/implant/gang/Initialize(loc, setgang)
.=..()
gang = setgang
/obj/item/implant/gang/Destroy()
gang = null
return ..()
/obj/item/implant/gang/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
<b>Name:</b> Criminal brainwash implant<BR>
<b>Life:</b> A few seconds after injection.<BR>
<b>Important Notes:</b> Illegal<BR>
<HR>
<b>Implant Details:</b><BR>
<b>Function:</b> Contains a small pod of nanobots that change the host's brain to be loyal to a certain organization.<BR>
<b>Special Features:</b> This device will also emit a small EMP pulse, destroying any other implants within the host's brain.<BR>
<b>Integrity:</b> Implant's EMP function will destroy itself in the process."}
return dat
/obj/item/implant/gang/implant(mob/living/target, mob/user, silent = 0)
if(!target || !target.mind || target.stat == DEAD)
return 0
var/datum/antagonist/gang/G = target.mind.has_antag_datum(/datum/antagonist/gang)
if(G && G.gang == G)
return 0 // it's pointless
if(..())
for(var/obj/item/implant/I in target.implants)
if(I != src)
qdel(I)
if(ishuman(target))
var/success
if(G)
if(!istype(G, /datum/antagonist/gang/boss))
success = TRUE //Was not a gang boss, convert as usual
target.mind.remove_antag_datum(/datum/antagonist/gang)
else
success = TRUE
if(!success)
target.visible_message("<span class='warning'>[target] seems to resist the implant!</span>", "<span class='warning'>You feel the influence of your enemies try to invade your mind!</span>")
return FALSE
target.mind.add_antag_datum(/datum/antagonist/gang, gang)
qdel(src)
return TRUE
/obj/item/implanter/gang
name = "implanter (gang)"
/obj/item/implanter/gang/Initialize(loc, gang)
if(!gang)
qdel(src)
return
imp = new /obj/item/implant/gang(src,gang)
.=..()
+1 -1
View File
@@ -167,7 +167,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
/obj/effect/meteor/examine(mob/user)
if(!(flags_1 & ADMIN_SPAWNED_1) && isliving(user))
SSmedals.UnlockMedal(MEDAL_METEOR, user.client)
..()
return ..()
/obj/effect/meteor/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_MINING)
+1 -1
View File
@@ -144,7 +144,7 @@
/datum/outfit/syndicate/no_crystals
tc = 0
/datum/outfit/syndicate/post_equip(mob/living/carbon/human/H)
/datum/outfit/syndicate/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
var/obj/item/radio/R = H.ears
R.set_frequency(FREQ_SYNDICATE)
R.freqlock = TRUE
+2 -2
View File
@@ -14,8 +14,8 @@
false_report_weight = 10
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 30
required_enemies = 2
required_players = 20
required_enemies = 1
recommended_enemies = 3
enemy_minimum_age = 14
+3 -3
View File
@@ -25,10 +25,10 @@
// update the invisibility and icon
/obj/machinery/bluespace_beacon/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
updateicon()
update_icon()
// update the icon_state
/obj/machinery/bluespace_beacon/proc/updateicon()
/obj/machinery/bluespace_beacon/update_icon()
var/state="floor_beacon"
if(invisibility)
@@ -45,4 +45,4 @@
else if (Beacon.loc != loc)
Beacon.forceMove(loc)
updateicon()
update_icon()
+118 -11
View File
@@ -12,6 +12,7 @@
density = FALSE
state_open = TRUE
circuit = /obj/item/circuitboard/machine/sleeper
req_access = list(ACCESS_CMO) //Used for reagent deletion and addition of non medicines
var/efficiency = 1
var/min_health = 30
var/list/available_chems
@@ -28,9 +29,27 @@
/obj/machinery/sleeper/Initialize()
. = ..()
create_reagents(500, NO_REACT)
occupant_typecache = GLOB.typecache_living
update_icon()
reset_chem_buttons()
RefreshParts()
add_inital_chems()
/obj/machinery/sleeper/on_deconstruction()
var/obj/item/reagent_containers/sleeper_buffer/buffer = new (loc)
buffer.volume = reagents.maximum_volume
buffer.reagents.maximum_volume = reagents.maximum_volume
reagents.trans_to(buffer.reagents, reagents.total_volume)
/obj/machinery/sleeper/proc/add_inital_chems()
for(var/i in available_chems)
var/datum/reagent/R = reagents.has_reagent(i)
if(!R)
reagents.add_reagent(i, (20))
continue
if(R.volume < 20)
reagents.add_reagent(i, (20 - R.volume))
/obj/machinery/sleeper/RefreshParts()
var/E
@@ -47,6 +66,11 @@
available_chems |= possible_chems[i]
reset_chem_buttons()
//Total container size 500 - 2000u
if(reagents)
reagents.maximum_volume = (500*E)
/obj/machinery/sleeper/update_icon()
icon_state = initial(icon_state)
if(state_open)
@@ -81,7 +105,42 @@
if (. & EMP_PROTECT_SELF)
return
if(is_operational() && occupant)
var/datum/reagent/R = pick(reagents.reagent_list)
inject_chem(R.id, occupant)
open_machine()
//Is this too much?
if(severity == EMP_HEAVY)
var/chem = pick(available_chems)
available_chems -= chem
available_chems += get_random_reagent_id()
reset_chem_buttons()
/obj/machinery/sleeper/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/reagent_containers/sleeper_buffer))
var/obj/item/reagent_containers/sleeper_buffer/SB = I
if((SB.reagents.total_volume + reagents.total_volume) < reagents.maximum_volume)
SB.reagents.trans_to(reagents, SB.reagents.total_volume)
visible_message("[user] places the [SB] into the [src].")
qdel(SB)
return
else
SB.reagents.trans_to(reagents, SB.reagents.total_volume)
visible_message("[user] adds as much as they can to the [src] from the [SB].")
return
if(istype(I, /obj/item/reagent_containers))
var/obj/item/reagent_containers/RC = I
if(RC.reagents.total_volume == 0)
to_chat(user, "<span class='notice'>The [I] is empty!</span>")
for(var/datum/reagent/R in RC.reagents.reagent_list)
if((obj_flags & EMAGGED) || (allowed(usr)))
break
if(!istype(R, /datum/reagent/medicine))
visible_message("The [src] gives out a hearty boop and rejects the [I]. The Sleeper's screen flashes with a pompous \"Medicines only, please.\"")
return
RC.reagents.trans_to(reagents, 1000)
visible_message("[user] adds as much as they can to the [src] from the [I].")
return
/obj/machinery/sleeper/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
@@ -122,16 +181,18 @@
open_machine()
/obj/machinery/sleeper/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)))
return
if(state_open)
close_machine()
else
open_machine()
return TRUE
/obj/machinery/sleeper/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click [src] to [state_open ? "close" : "open"] it.</span>")
. = ..()
. += "<span class='notice'>Alt-click [src] to [state_open ? "close" : "open"] it.</span>"
/obj/machinery/sleeper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
@@ -141,18 +202,24 @@
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "sleeper", name, 375, 550, master_ui, state)
ui = new(user, src, ui_key, "sleeper", name, 550, 700, master_ui, state)
ui.open()
/obj/machinery/sleeper/ui_data()
var/list/data = list()
data["occupied"] = occupant ? 1 : 0
data["open"] = state_open
data["efficiency"] = efficiency
data["current_vol"] = reagents.total_volume
data["tot_capacity"] = reagents.maximum_volume
data["chems"] = list()
for(var/chem in available_chems)
var/datum/reagent/R = GLOB.chemical_reagents_list[chem]
data["chems"] += list(list("name" = R.name, "id" = R.id, "allowed" = chem_allowed(chem)))
var/datum/reagent/R = reagents.has_reagent(chem)
R = GLOB.chemical_reagents_list[chem]
data["synthchems"] += list(list("name" = R.name, "id" = R.id, "synth_allowed" = synth_allowed(chem)))
for(var/datum/reagent/R in reagents.reagent_list)
data["chems"] += list(list("name" = R.name, "id" = R.id, "vol" = R.volume, "purity" = R.purity, "allowed" = chem_allowed(R.id)))
data["occupant"] = list()
var/mob/living/mob_occupant = occupant
@@ -184,8 +251,15 @@
if(mob_occupant.reagents && mob_occupant.reagents.reagent_list.len)
for(var/datum/reagent/R in mob_occupant.reagents.reagent_list)
data["occupant"]["reagents"] += list(list("name" = R.name, "volume" = R.volume))
data["occupant"]["failing_organs"] = list()
var/mob/living/carbon/C = mob_occupant
if(C)
for(var/obj/item/organ/Or in C.getFailingOrgans())
if(istype(Or, /obj/item/organ/brain))
continue
data["occupant"]["failing_organs"] += list(list("name" = Or.name))
if(mob_occupant.has_dna()) // Blood-stuff is mostly a copy-paste from the healthscanner.
var/mob/living/carbon/C = mob_occupant
var/blood_id = C.get_blood_id()
if(blood_id)
data["occupant"]["blood"] = list() // We can start populating this list.
@@ -196,7 +270,7 @@
blood_type = R.name
else
blood_type = blood_id
data["occupant"]["blood"]["maxBloodVolume"] = BLOOD_VOLUME_NORMAL
data["occupant"]["blood"]["maxBloodVolume"] = (BLOOD_VOLUME_NORMAL*C.blood_ratio)
data["occupant"]["blood"]["currentBloodVolume"] = C.blood_volume
data["occupant"]["blood"]["dangerBloodVolume"] = BLOOD_VOLUME_SAFE
data["occupant"]["blood"]["bloodType"] = blood_type
@@ -216,24 +290,49 @@
. = TRUE
if("inject")
var/chem = params["chem"]
var/amount = text2num(params["volume"])
if(!is_operational() || !mob_occupant)
return
if(mob_occupant.health < min_health && chem != "epinephrine")
return
if(inject_chem(chem, usr))
if(inject_chem(chem, usr, amount))
. = TRUE
if(scrambled_chems && prob(5))
to_chat(usr, "<span class='warning'>Chemical system re-route detected, results may not be as expected!</span>")
if("synth")
var/chem = params["chem"]
if(!is_operational())
return
reagents.add_reagent(chem_buttons[chem], 10) //other_purity = 0.75 for when the mechanics are in
if("purge")
var/chem = params["chem"]
if(allowed(usr))
if(!is_operational())
return
reagents.remove_reagent(chem, 10)
return
if(chem in available_chems)
if(!is_operational())
return
/*var/datum/reagent/R = reagents.has_reagent(chem) //For when purity effects are in
if(R.purity < 0.8)*/
reagents.remove_reagent(chem, 10)
else
visible_message("<span class='warning'>Access Denied.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
/obj/machinery/sleeper/emag_act(mob/user)
. = ..()
obj_flags |= EMAGGED
scramble_chem_buttons()
to_chat(user, "<span class='warning'>You scramble the sleeper's user interface!</span>")
return TRUE
/obj/machinery/sleeper/proc/inject_chem(chem, mob/user)
if((chem in available_chems) && chem_allowed(chem))
occupant.reagents.add_reagent(chem_buttons[chem], 10) //emag effect kicks in here so that the "intended" chem is used for all checks, for extra FUUU
//trans to
/obj/machinery/sleeper/proc/inject_chem(chem, mob/user, volume = 10)
if(chem_allowed(chem))
reagents.trans_id_to(occupant, chem, volume)//emag effect kicks in here so that the "intended" chem is used for all checks, for extra FUUU
if(user)
log_combat(user, occupant, "injected [chem] into", addition = "via [src]")
return TRUE
@@ -246,6 +345,14 @@
var/occ_health = mob_occupant.health > min_health || chem == "epinephrine"
return amount && occ_health
/obj/machinery/sleeper/proc/synth_allowed(chem)
var/datum/reagent/R = reagents.has_reagent(chem)
if(!R)
return TRUE
if(R.volume < 50)
return TRUE
return FALSE
/obj/machinery/sleeper/proc/reset_chem_buttons()
scrambled_chems = FALSE
LAZYINITLIST(chem_buttons)
+9 -8
View File
@@ -181,8 +181,9 @@ Class Procs:
if(isliving(A))
var/mob/living/L = A
L.update_canmove()
SEND_SIGNAL(src, COMSIG_MACHINE_EJECT_OCCUPANT, occupant)
occupant = null
if(occupant)
SEND_SIGNAL(src, COMSIG_MACHINE_EJECT_OCCUPANT, occupant)
occupant = null
/obj/machinery/proc/can_be_occupant(atom/movable/am)
return occupant_typecache ? is_type_in_typecache(am, occupant_typecache) : isliving(am)
@@ -454,20 +455,20 @@ Class Procs:
/obj/machinery/examine(mob/user)
. = ..()
if(stat & BROKEN)
to_chat(user, "<span class='notice'>It looks broken and non-functional.</span>")
. += "<span class='notice'>It looks broken and non-functional.</span>"
if(!(resistance_flags & INDESTRUCTIBLE))
if(resistance_flags & ON_FIRE)
to_chat(user, "<span class='warning'>It's on fire!</span>")
. += "<span class='warning'>It's on fire!</span>"
var/healthpercent = (obj_integrity/max_integrity) * 100
switch(healthpercent)
if(50 to 99)
to_chat(user, "It looks slightly damaged.")
. += "It looks slightly damaged."
if(25 to 50)
to_chat(user, "It appears heavily damaged.")
. += "It appears heavily damaged."
if(0 to 25)
to_chat(user, "<span class='warning'>It's falling apart!</span>")
. += "<span class='warning'>It's falling apart!</span>"
if(user.research_scanner && component_parts)
to_chat(user, display_parts(user, TRUE))
. += display_parts(user, TRUE)
//called on machinery construction (i.e from frame to machinery) but not on initialization
/obj/machinery/proc/on_construction()
+2 -2
View File
@@ -14,8 +14,8 @@
req_access = list(ACCESS_AI_UPLOAD)
/obj/machinery/ai_slipper/examine(mob/user)
..()
to_chat(user, "<span class='notice'>It has <b>[uses]</b> uses of foam remaining.</span>")
. = ..()
. += "<span class='notice'>It has <b>[uses]</b> uses of foam remaining.</span>"
/obj/machinery/ai_slipper/power_change()
if(stat & BROKEN)
+4 -4
View File
@@ -11,9 +11,9 @@
var/static/list/style_list_icons = list("standard" = 'icons/mob/augmentation/augments.dmi', "engineer" = 'icons/mob/augmentation/augments_engineer.dmi', "security" = 'icons/mob/augmentation/augments_security.dmi', "mining" = 'icons/mob/augmentation/augments_mining.dmi')
/obj/machinery/aug_manipulator/examine(mob/user)
..()
. = ..()
if(storedpart)
to_chat(user, "<span class='notice'>Alt-click to eject the limb.</span>")
. += "<span class='notice'>Alt-click to eject the limb.</span>"
/obj/machinery/aug_manipulator/Initialize()
initial_icon_state = initial(icon_state)
@@ -132,8 +132,8 @@
..()
if(!user.canUseTopic(src))
return
else
eject_part(user)
eject_part(user)
return TRUE
/obj/machinery/aug_manipulator/power_change()
..()
+67 -92
View File
@@ -12,7 +12,6 @@
var/filling = FALSE
var/obj/item/reagent_containers/blood/bag = null
var/obj/item/reagent_containers/blood/outbag = null
var/bloodstored = 0
var/maxbloodstored = 1000
var/menustat = "menu"
var/efficiency = 0
@@ -20,7 +19,7 @@
/obj/machinery/bloodbankgen/Initialize()
. = ..()
create_reagents(1000)
create_reagents(maxbloodstored, AMOUNT_VISIBLE)
update_icon()
/obj/machinery/bloodbankgen/Destroy()
@@ -28,12 +27,13 @@
QDEL_NULL(outbag)
return ..()
/obj/machinery/bloodbankgen/contents_explosion(severity, target)
..()
/obj/machinery/bloodbankgen/examine(mob/user)
. = ..()
if(bag)
bag.ex_act(severity, target)
. += "<span class='notice'>It has \a [bag.name] hooked to its <b>input</b> slot. The counter reads: \"Current Capacity: [bag.reagents.total_volume] of [bag.reagents.maximum_volume]\"</span>"
if(outbag)
outbag.ex_act(severity, target)
. += "<span class='notice'>It has \a [bag.name] hooked to its <b>output</b> slot. The counter reads: \"Current Capacity: [outbag.reagents.total_volume] of [outbag.reagents.maximum_volume]\"</span>"
/obj/machinery/bloodbankgen/handle_atom_del(atom/A)
..()
@@ -115,80 +115,48 @@
/obj/machinery/bloodbankgen/process()
if(!is_operational())
return PROCESS_KILL
bloodstored = reagents.total_volume
return
var/transfer_amount = 20
if(draining)
if(reagents.total_volume >= reagents.maximum_volume)
draining = FALSE
if(reagents.total_volume >= reagents.maximum_volume || !bag || !bag.reagents.total_volume)
beep_stop_pumping()
return
if(bag)
if(bag.reagents.total_volume)
var/datum/reagent/blood/B = bag.reagents.has_reagent("blood")
if(B)
var/amount = reagents.maximum_volume - reagents.total_volume //monitor the machine's internal storage
amount = min(amount, transfer_amount)
if(!amount)
draining = FALSE
updateUsrDialog()
visible_message("[src] beeps loudly.")
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
return
if(bag.blood_type == "SY") //no infinite loops using synthetics.
reagents.add_reagent("syntheticblood", amount)
else
reagents.add_reagent("syntheticblood", (amount+(5*efficiency)))
if(bag.reagents.total_volume >= amount)
bag.reagents.remove_reagent("blood", amount)
else
visible_message("[src] beeps loudly.")
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
draining = FALSE
bag.update_icon()
update_icon()
updateUsrDialog()
else
draining = FALSE
updateUsrDialog()
var/blood_amount = bag.reagents.get_reagent_amount("blood")
//monitor the machine and blood bag's reagents storage.
var/amount = min(blood_amount, min(transfer_amount, reagents.maximum_volume - reagents.total_volume))
if(!amount)
beep_stop_pumping()
return
var/bonus = bag.blood_type == "SY" ? 0 : 5 * efficiency //no infinite loops using synthetics.
reagents.add_reagent("syntheticblood", amount + bonus)
bag.reagents.remove_reagent("blood", amount)
update_icon()
if(filling)
if(!reagents || !reagents.total_volume)
filling = FALSE //there ain't anything in the machine yo.
if(!reagents.total_volume || !outbag || outbag.reagents.total_volume >= outbag.reagents.maximum_volume)
beep_stop_pumping("[src] pings.", TRUE)
return
if(outbag && outbag.reagents.total_volume < outbag.reagents.maximum_volume)
var/amount = outbag.reagents.maximum_volume - outbag.reagents.total_volume //monitor the output bag's internal storage
amount = min(amount, transfer_amount)
if(!amount)
filling = FALSE
visible_message("[src] pings.")
playsound(loc, 'sound/machines/beep.ogg', 50, 1)
updateUsrDialog()
return
//monitor the output bag's reagents storage.
var/amount = min(transfer_amount, outbag.reagents.maximum_volume - outbag.reagents.total_volume)
reagents.trans_to(outbag, amount)
update_icon()
reagents.trans_to(outbag, amount)
outbag.update_icon()
update_icon()
updateUsrDialog()
else
visible_message("[src] pings.")
playsound(loc, 'sound/machines/beep.ogg', 50, 1)
filling = FALSE
updateUsrDialog()
return
/obj/machinery/bloodbankgen/proc/beep_stop_pumping(msg = "[src] beeps loudly.", out_instead_of_in = FALSE)
if(out_instead_of_in)
filling = FALSE
else
draining = FALSE
updateUsrDialog()
audible_message(msg)
playsound(loc, 'sound/machines/twobeep.ogg', 50, 1)
/obj/machinery/bloodbankgen/attackby(obj/item/O, mob/user, params)
if(user.a_intent == INTENT_HARM)
return ..()
if(default_deconstruction_screwdriver(user, "bloodbank-off", "bloodbank-off", O))
if(default_deconstruction_screwdriver(user, "bloodbank-off", "bloodbank-off", O) || default_unfasten_wrench(user, O, 20) == SUCCESSFUL_UNFASTEN)
if(bag)
var/obj/item/reagent_containers/blood/B = bag
B.forceMove(drop_location())
@@ -204,31 +172,37 @@
return
if(istype(O, /obj/item/reagent_containers/blood))
. = 1 //no afterattack
if(!panel_open)
if(bag && outbag)
to_chat(user, "<span class='warning'>This machine already has bags attached.</span>")
if(!bag && !outbag)
var/choice = alert(user, "Choose where to place [O]", "", "Input", "Cancel", "Output")
switch(choice)
if("Cancel")
return FALSE
if("Input")
attachinput(O, user)
if("Output")
attachoutput(O, user)
else if(!bag)
attachinput(O, user)
else if(!outbag)
attachoutput(O, user)
else
to_chat(user, "<span class='warning'>Close the maintenance panel first.</span>")
return
. = TRUE //no afterattack
var/msg
if(panel_open)
. += "Close the maintenance panel"
if(!anchored)
. += "[msg ? " and a" : "A"]nchor its bolts"
if(length(msg))
to_chat(user, "<span class='warning'>[msg] first.</span>")
return
if(bag && outbag)
to_chat(user, "<span class='warning'>This machine already has bags attached.</span>")
if(!bag && !outbag)
var/choice = alert(user, "Choose where to place [O]", "", "Input", "Cancel", "Output")
switch(choice)
if("Cancel")
return FALSE
if("Input")
attachinput(O, user)
if("Output")
attachoutput(O, user)
else if(!bag)
attachinput(O, user)
else if(!outbag)
attachoutput(O, user)
else
to_chat(user, "<span class='warning'>You cannot put this in [src]!</span>")
/obj/machinery/bloodbankgen/is_operational()
return ..() && anchored
/obj/machinery/bloodbankgen/ui_interact(mob/user)
. = ..()
@@ -268,7 +242,7 @@
if(!bag && !outbag)
dat += "<div class='statusDisplay'>No containers inside, please insert container.</div>"
var/datum/browser/popup = new(user, "bloodbankgen", name, 350, 520)
var/datum/browser/popup = new(user, "bloodbankgen", name, 350, 420)
popup.set_content(dat)
popup.open()
@@ -306,6 +280,7 @@
if(usr && Adjacent(usr) && !issiliconoradminghost(usr))
usr.put_in_hands(bag)
bag = null
draining = null
update_icon()
/obj/machinery/bloodbankgen/proc/detachoutput()
@@ -314,6 +289,7 @@
if(usr && Adjacent(usr) && !issiliconoradminghost(usr))
usr.put_in_hands(outbag)
outbag = null
filling = null
update_icon()
/obj/machinery/bloodbankgen/proc/attachinput(obj/item/O, mob/user)
@@ -339,23 +315,22 @@
to_chat(user, "<span class='notice'>There is already something in this slot!</span>")
/obj/machinery/bloodbankgen/Topic(href, href_list)
if(..() || panel_open)
. = ..()
if(. | !is_operational())
return
usr.set_machine(src)
if(href_list["activateinput"])
activateinput()
updateUsrDialog()
else if(href_list["detachinput"])
detachinput()
updateUsrDialog()
else if(href_list["activateoutput"])
activateoutput()
updateUsrDialog()
else if(href_list["detachoutput"])
detachoutput()
updateUsrDialog()
updateUsrDialog()
+7 -7
View File
@@ -13,7 +13,7 @@
var/chargelevel = -1
var/charge_rate = 500
/obj/machinery/cell_charger/proc/updateicon()
/obj/machinery/cell_charger/update_icon()
cut_overlays()
if(charging)
add_overlay(image(charging.icon, charging.icon_state))
@@ -24,10 +24,10 @@
add_overlay("ccharger-o[newlevel]")
/obj/machinery/cell_charger/examine(mob/user)
..()
to_chat(user, "There's [charging ? "a" : "no"] cell in the charger.")
. = ..()
. += "There's [charging ? "a" : "no"] cell in the charger."
if(charging)
to_chat(user, "Current charge: [round(charging.percent(), 1)]%.")
. += "Current charge: [round(charging.percent(), 1)]%."
/obj/machinery/cell_charger/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stock_parts/cell) && !panel_open)
@@ -53,7 +53,7 @@
charging = W
user.visible_message("[user] inserts a cell into [src].", "<span class='notice'>You insert a cell into [src].</span>")
chargelevel = -1
updateicon()
update_icon()
else
if(!charging && default_deconstruction_screwdriver(user, icon_state, icon_state, W))
return
@@ -76,7 +76,7 @@
charging.update_icon()
charging = null
chargelevel = -1
updateicon()
update_icon()
/obj/machinery/cell_charger/attack_hand(mob/user)
. = ..()
@@ -127,4 +127,4 @@
use_power(charge_rate)
charging.give(charge_rate) //this is 2558, efficient batteries exist
updateicon()
update_icon()
+5 -5
View File
@@ -93,20 +93,20 @@
to_chat(user, "<span class='notice'>You flip the write-protect tab to [read_only ? "protected" : "unprotected"].</span>")
/obj/item/disk/data/examine(mob/user)
..()
to_chat(user, "The write-protect tab is set to [read_only ? "protected" : "unprotected"].")
. = ..()
. += "The write-protect tab is set to [read_only ? "protected" : "unprotected"]."
//Clonepod
/obj/machinery/clonepod/examine(mob/user)
..()
. = ..()
var/mob/living/mob_occupant = occupant
if(mess)
to_chat(user, "It's filled with blood and viscera. You swear you can see it moving...")
. += "It's filled with blood and viscera. You swear you can see it moving..."
if(is_operational() && mob_occupant)
if(mob_occupant.stat != DEAD)
to_chat(user, "Current clone cycle is [round(get_completion())]% complete.")
. += "Current clone cycle is [round(get_completion())]% complete."
/obj/machinery/clonepod/return_air()
// We want to simulate the clone not being in contact with
@@ -762,13 +762,13 @@
var/active = 0 //if the ship is on
/obj/item/orion_ship/examine(mob/user)
..()
. = ..()
if(!(in_range(user, src)))
return
if(!active)
to_chat(user, "<span class='notice'>There's a little switch on the bottom. It's flipped down.</span>")
. += "<span class='notice'>There's a little switch on the bottom. It's flipped down.</span>"
else
to_chat(user, "<span class='notice'>There's a little switch on the bottom. It's flipped up.</span>")
. += "<span class='notice'>There's a little switch on the bottom. It's flipped up.</span>"
/obj/item/orion_ship/attack_self(mob/user) //Minibomb-level explosion. Should probably be more because of how hard it is to survive the machine! Also, just over a 5-second fuse
if(active)
+12 -10
View File
@@ -19,7 +19,7 @@
return
to_chat(user, "<span class='notice'>You start deconstructing the frame...</span>")
if(P.use_tool(src, user, 20, volume=50))
if(P.use_tool(src, user, 20, volume=50) && state == 0)
to_chat(user, "<span class='notice'>You deconstruct the frame.</span>")
var/obj/item/stack/sheet/metal/M = new (drop_location(), 5)
M.add_fingerprint(user)
@@ -28,7 +28,7 @@
if(1)
if(istype(P, /obj/item/wrench))
to_chat(user, "<span class='notice'>You start to unfasten the frame...</span>")
if(P.use_tool(src, user, 20, volume=50))
if(P.use_tool(src, user, 20, volume=50) && state == 1)
to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
setAnchored(FALSE)
state = 0
@@ -72,9 +72,7 @@
if(!P.tool_start_check(user, amount=5))
return
to_chat(user, "<span class='notice'>You start adding cables to the frame...</span>")
if(P.use_tool(src, user, 20, volume=50, amount=5))
if(state != 2)
return
if(P.use_tool(src, user, 20, 5, 50, CALLBACK(src, .proc/check_state, 2)))
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
state = 3
icon_state = "3"
@@ -94,9 +92,7 @@
return
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
to_chat(user, "<span class='notice'>You start to put in the glass panel...</span>")
if(P.use_tool(src, user, 20, amount=2))
if(state != 3)
return
if(P.use_tool(src, user, 20, 2, 0, CALLBACK(src, .proc/check_state, 3)))
to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
state = 4
src.icon_state = "4"
@@ -121,6 +117,11 @@
if(user.a_intent == INTENT_HARM)
return ..()
//callback proc used on stacks use_tool to stop unnecessary amounts being wasted from spam clicking.
/obj/structure/frame/computer/proc/check_state(target_state)
if(state == target_state)
return TRUE
return FALSE
/obj/structure/frame/computer/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
@@ -132,12 +133,13 @@
..()
/obj/structure/frame/computer/AltClick(mob/user)
..()
. = ..()
if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(anchored)
to_chat(usr, "<span class='warning'>You must unwrench [src] before rotating it!</span>")
return
return TRUE
setDir(turn(dir, -90))
return TRUE
+19 -30
View File
@@ -17,13 +17,7 @@
network += lowertext(i)
/obj/machinery/computer/security/check_eye(mob/user)
if(CHECK_BITFIELD(stat, NOPOWER|BROKEN) || is_blind(user) || !in_view_range(user, src) || !user.canUseTopic(src, !issilicon(user), FALSE))
user.unset_machine()
return
if(!(user in watchers))
user.unset_machine()
return
if(!watchers[user])
if(!can_interact(user) || !(user in watchers) || !watchers[user])
user.unset_machine()
return
var/obj/machinery/camera/C = watchers[user]
@@ -41,55 +35,50 @@
M.unset_machine() //to properly reset the view of the users if the console is deleted.
return ..()
/obj/machinery/computer/security/attack_hand(mob/user)
/obj/machinery/computer/security/can_interact(mob/user)
if((!issilicon(user) && !Adjacent(user)) || is_blind(user) || !in_view_range(user, src))
return FALSE
return ..()
/obj/machinery/computer/security/interact(mob/user, special_state)
. = ..()
if(.)
return
if(stat)
if (ismob(user) && !isliving(user)) // ghosts don't need cameras
return
if (!network)
throw EXCEPTION("No camera network")
CRASH("No camera network")
user.unset_machine()
return
return FALSE
if (!(islist(network)))
throw EXCEPTION("Camera network is not a list")
CRASH("Camera network is not a list")
user.unset_machine()
return
if(..())
user.unset_machine()
return
return FALSE
var/list/camera_list = get_available_cameras()
if(!(user in watchers))
for(var/Num in camera_list)
var/obj/machinery/camera/CAM = camera_list[Num]
if(istype(CAM))
if(CAM.can_use())
watchers[user] = CAM //let's give the user the first usable camera, and then let him change to the camera he wants.
break
if(istype(CAM) && CAM.can_use())
watchers[user] = CAM //let's give the user the first usable camera, and then let him change to the camera he wants.
break
if(!(user in watchers))
user.unset_machine() // no usable camera on the network, we disconnect the user from the computer.
return
return FALSE
playsound(src, 'sound/machines/terminal_prompt.ogg', 25, 0)
use_camera_console(user)
/obj/machinery/computer/security/proc/use_camera_console(mob/user)
var/list/camera_list = get_available_cameras()
var/t = input(user, "Which camera should you change to?") as null|anything in camera_list
if(user.machine != src) //while we were choosing we got disconnected from our computer or are using another machine.
if(!src || user.machine != src) //while we were choosing we got disconnected from our computer or are using another machine.
return
if(!t)
if(!t || t == "Cancel")
user.unset_machine()
playsound(src, 'sound/machines/terminal_off.ogg', 25, 0)
return
var/obj/machinery/camera/C = camera_list[t]
if(t == "Cancel")
user.unset_machine()
playsound(src, 'sound/machines/terminal_off.ogg', 25, 0)
return
if(!C || !C.can_use() || CHECK_BITFIELD(stat, NOPOWER|BROKEN) || is_blind(user) || !in_view_range(user, src) || !user.canUseTopic(src, !issilicon(user), FALSE))
if(!C || !C.can_use() || !can_interact(user))
user.unset_machine()
return FALSE
+37 -35
View File
@@ -56,33 +56,34 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
/obj/machinery/computer/card/centcom/get_jobs()
return get_all_centcom_jobs()
/obj/machinery/computer/card/examine(mob/user)
. = ..()
if(inserted_scan_id || inserted_modify_id)
to_chat(user, "<span class='notice'>Alt-click to eject the ID card.</span>")
/obj/machinery/computer/card/Initialize()
. = ..()
change_position_cooldown = CONFIG_GET(number/id_console_jobslot_delay)
/obj/machinery/computer/card/examine(mob/user)
. = ..()
if(inserted_scan_id || inserted_modify_id)
. += "<span class='notice'>Alt-click to eject the ID card.</span>"
/obj/machinery/computer/card/attackby(obj/I, mob/user, params)
if(isidcard(I))
if(check_access(I) && !inserted_scan_id)
if(id_insert(user, I, inserted_scan_id))
inserted_scan_id = I
updateUsrDialog()
else if(!inserted_modify_id)
if(id_insert(user, I, inserted_modify_id))
inserted_modify_id = I
updateUsrDialog()
else if(id_insert(user, I, inserted_modify_id))
inserted_modify_id = I
updateUsrDialog()
else
return ..()
/obj/machinery/computer/card/Destroy()
if(inserted_scan_id)
QDEL_NULL(inserted_scan_id)
qdel(inserted_scan_id)
inserted_scan_id = null
if(inserted_modify_id)
QDEL_NULL(inserted_modify_id)
qdel(inserted_modify_id)
inserted_modify_id = null
return ..()
/obj/machinery/computer/card/handle_atom_del(atom/A)
@@ -106,7 +107,6 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
/obj/machinery/computer/card/proc/job_blacklisted(jobtitle)
return (jobtitle in blacklisted)
//Logic check for Topic() if you can open the job
/obj/machinery/computer/card/proc/can_open_job(datum/job/job)
if(job)
@@ -131,6 +131,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
return JOB_MAX_POSITIONS
return JOB_DENIED
/obj/machinery/computer/card/proc/id_insert(mob/user, obj/item/inserting_item, obj/item/target)
var/obj/item/card/id/card_to_insert = inserting_item
var/holder_item = FALSE
@@ -169,19 +170,19 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
return TRUE
/obj/machinery/computer/card/AltClick(mob/user)
..()
. = ..()
if(!user.canUseTopic(src, !issilicon(user)) || !is_operational())
return
if(inserted_modify_id)
if(id_eject(user, inserted_modify_id))
inserted_modify_id = null
updateUsrDialog()
return
return TRUE
if(inserted_scan_id)
if(id_eject(user, inserted_scan_id))
inserted_scan_id = null
updateUsrDialog()
return
return TRUE
/obj/machinery/computer/card/ui_interact(mob/user)
. = ..()
@@ -202,8 +203,8 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if(job.title in blacklisted)
continue
dat += {"<td>[job.title]</td>
<td>[job.current_positions]/[job.total_positions]</td>
<td>"}
<td>[job.current_positions]/[job.total_positions]</td>
<td>"}
switch(can_open_job(job))
if(JOB_ALLOWED)
if(authenticated == 2)
@@ -224,7 +225,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
dat += "<a href='?src=[REF(src)];choice=make_job_unavailable;job=[job.title]'>Close Position</a>"
else
dat += "Close Position"
if(-JOB_COOLDOWN)
if(JOB_COOLDOWN)
var/time_to_wait = round(change_position_cooldown - ((world.time / 10) - GLOB.time_last_changed_position), 1)
var/mins = round(time_to_wait / 60)
var/seconds = time_to_wait - (60*mins)
@@ -251,6 +252,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
dat += "</table>"
else
var/list/header = list()
var/scan_name = inserted_scan_id ? html_encode(inserted_scan_id.name) : "--------"
var/target_name = inserted_modify_id ? html_encode(inserted_modify_id.name) : "--------"
var/target_owner = (inserted_modify_id && inserted_modify_id.registered_name) ? html_encode(inserted_modify_id.registered_name) : "--------"
@@ -261,7 +263,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
Target: <a href='?src=[REF(src)];choice=inserted_modify_id'>[target_name]</a><br>
Confirm Identity: <a href='?src=[REF(src)];choice=inserted_scan_id'>[scan_name]</a><br>"}
else
header += {"<div align='center'><br>"
header += {"<div align='center'><br>
Target: <a href='?src=[REF(src)];choice=inserted_modify_id'>Remove [target_name]</a> ||
Confirm Identity: <a href='?src=[REF(src)];choice=inserted_scan_id'>Remove [scan_name]</a><br>
<a href='?src=[REF(src)];choice=mode;mode_target=1'>Access Crew Manifest</a><br>
@@ -297,7 +299,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
allJobsSlot.innerHTML = "<a href='#' onclick='showAll()'>show</a>";
}
</script>"}
carddesc += {"<form name='cardcomp' action='?src=[REF(src)]' method='get'>"
carddesc += {"<form name='cardcomp' action='?src=[REF(src)]' method='get'>
<input type='hidden' name='src' value='[REF(src)]'>
<input type='hidden' name='choice' value='reg'>
<b>registered name:</b> <input type='text' id='namefield' name='reg' value='[target_owner]' style='width:250px; background-color:white;' onchange='markRed()'>
@@ -312,7 +314,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
jobs += "<b>Assignment:</b> [target_rank] (<a href='?src=[REF(src)];choice=demote'>Demote</a>)</span>"
var/list/accesses = list()
if(istype(src, /obj/machinery/computer/card/centcom)) //REE
if(istype(src, /obj/machinery/computer/card/centcom)) // REE
accesses += "<h5>Central Command:</h5>"
for(var/A in get_all_centcom_access())
if(A in inserted_modify_id.access)
@@ -340,13 +342,13 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
accesses += "<br>"
accesses += "</td>"
accesses += "</tr></table>"
body = "[carddesc.Join()]<br>[jobs]<br><br>[accesses.Join()]<hr>" //CHECK THIS
body = "[carddesc.Join()]<br>[jobs.Join()]<br><br>[accesses.Join()]<hr>" //CHECK THIS
else if (!authenticated)
body = {"<a href='?src=[REF(src)];choice=auth'>Log In</a> <br><hr>
body = {"<a href='?src=[REF(src)];choice=auth'>Log In</a><br><hr>
<a href='?src=[REF(src)];choice=mode;mode_target=1'>Access Crew Manifest</a><br><hr>"}
if(!target_dept)
body += "<br><hr><a href='?src=[REF(src)];choice=mode;mode_target=2'>Job Management</a><hr>"
body += "<a href='?src=[REF(src)];choice=mode;mode_target=2'>Job Management</a><hr>"
dat = list("<tt>", header.Join(), body, "<br></tt>")
var/datum/browser/popup = new(user, "id_com", src.name, 900, 620)
@@ -366,7 +368,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
usr.set_machine(src)
switch(href_list["choice"])
if ("inserted_modify_id")
if (inserted_modify_id && !usr.get_active_held_item())
if(inserted_modify_id && !usr.get_active_held_item())
if(id_eject(usr, inserted_modify_id))
inserted_modify_id = null
updateUsrDialog()
@@ -378,7 +380,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
inserted_modify_id = id_to_insert
updateUsrDialog()
if ("inserted_scan_id")
if (inserted_scan_id && !usr.get_active_held_item())
if(inserted_scan_id && !usr.get_active_held_item())
if(id_eject(usr, inserted_scan_id))
inserted_scan_id = null
updateUsrDialog()
@@ -386,7 +388,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if(usr.get_id_in_hand())
var/obj/item/held_item = usr.get_active_held_item()
var/obj/item/card/id/id_to_insert = held_item.GetID()
if(id_insert(usr, held_item, inserted_modify_id))
if(id_insert(usr, held_item, inserted_scan_id))
inserted_scan_id = id_to_insert
updateUsrDialog()
if ("auth")
@@ -462,7 +464,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
updateUsrDialog()
break
if(!jobdatum)
to_chat(usr, "<span class='error'>No log exists for this job.</span>")
to_chat(usr, "<span class='alert'>No log exists for this job.</span>")
updateUsrDialog()
return
@@ -475,7 +477,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
inserted_modify_id.assignment = "Unassigned"
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
else
to_chat(usr, "<span class='error'>You are not authorized to demote this position.</span>")
to_chat(usr, "<span class='alert'>You are not authorized to demote this position.</span>")
if ("reg")
if (authenticated)
var/t2 = inserted_modify_id
@@ -485,7 +487,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
inserted_modify_id.registered_name = newName
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
else
to_chat(usr, "<span class='error'>Invalid name entered.</span>")
to_chat(usr, "<span class='alert'>Invalid name entered.</span>")
updateUsrDialog()
return
if ("mode")
@@ -498,7 +500,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if("make_job_available")
// MAKE ANOTHER JOB POSITION AVAILABLE FOR LATE JOINERS
if(authenticated && (ACCESS_CHANGE_IDS in inserted_scan_id.access) && !target_dept)
if(authenticated && !target_dept)
var/edit_job_target = href_list["job"]
var/datum/job/j = SSjob.GetJob(edit_job_target)
if(!j)
@@ -515,7 +517,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if("make_job_unavailable")
// MAKE JOB POSITION UNAVAILABLE FOR LATE JOINERS
if(authenticated && (ACCESS_CHANGE_IDS in inserted_scan_id.access) && !target_dept)
if(authenticated && !target_dept)
var/edit_job_target = href_list["job"]
var/datum/job/j = SSjob.GetJob(edit_job_target)
if(!j)
@@ -533,7 +535,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
if ("prioritize_job")
// TOGGLE WHETHER JOB APPEARS AS PRIORITIZED IN THE LOBBY
if(authenticated && (ACCESS_CHANGE_IDS in inserted_scan_id.access) && !target_dept)
if(authenticated && !target_dept)
var/priority_target = href_list["job"]
var/datum/job/j = SSjob.GetJob(priority_target)
if(!j)
@@ -549,7 +551,7 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
return
else
SSjob.prioritized_jobs += j
to_chat(usr, "<span class='notice'>[j.title] has been successfully [priority ? "prioritized" : "unprioritized"]. Potential employees will notice your request.</span>")
to_chat(usr, "<span class='notice'>[j.title] has been successfully [priority ? "prioritized" : "unprioritized"]. Potential employees will notice your request.</span>")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
if ("print")
@@ -625,4 +627,4 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
#undef JOB_ALLOWED
#undef JOB_COOLDOWN
#undef JOB_MAX_POSITIONS
#undef JOB_DENIED
#undef JOB_DENIED
+2 -10
View File
@@ -42,12 +42,6 @@
. = ..()
GLOB.shuttle_caller_list += src
/obj/machinery/computer/communications/process()
if(..())
var/ai_autoupdate = aistate != STATE_STATUSDISPLAY && aistate != STATE_CALLSHUTTLE && aistate != STATE_PURCHASE && aistate != STATE_VIEWMESSAGE
var/machine_user_autoupdate = state != STATE_STATUSDISPLAY && state != STATE_CALLSHUTTLE && state != STATE_PURCHASE && state != STATE_VIEWMESSAGE
updateDialog(machine_user_autoupdate,ai_autoupdate)
/obj/machinery/computer/communications/Topic(href, href_list)
if(..())
return
@@ -76,7 +70,7 @@
if(check_access(I))
authenticated = 1
auth_id = "[I.registered_name] ([I.assignment])"
if((20 in I.access))
if((ACCESS_CAPTAIN in I.access))
authenticated = 2
playsound(src, 'sound/machines/terminal_on.ogg', 50, 0)
if(obj_flags & EMAGGED)
@@ -285,7 +279,7 @@
// OMG CENTCOM LETTERHEAD
if("MessageCentCom")
if(authenticated==2)
if(authenticated)
if(!checkCCcooldown())
to_chat(usr, "<span class='warning'>Arrays recycling. Please stand by.</span>")
return
@@ -586,8 +580,6 @@
popup.set_content(dat)
popup.open()
popup.set_content(dat)
popup.open()
/obj/machinery/computer/communications/proc/get_javascript_header(form_id)
var/dat = {"<script type="text/javascript">
@@ -74,8 +74,8 @@
t += "<A href='?src=[REF(src)];lowery=1;raisex=1;pad=[current_pad]'>O</A><BR>"//down-right
t += "<BR>"
t += "<div class='statusDisplay'>Current offset:</div><BR>"
t += "<div class='statusDisplay'>[abs(pad.y_offset)] [pad.y_offset > 0 ? "N":"S"]</div><BR>"
t += "<div class='statusDisplay'>[abs(pad.x_offset)] [pad.x_offset > 0 ? "E":"W"]</div><BR>"
t += "<div class='statusDisplay'>[abs(pad.y_offset)] [pad.y_offset > 0 ? "N":"S"] <a href='?src=[REF(src)];sety=1;pad=[current_pad]'>\[SET\]</a></div><BR>"
t += "<div class='statusDisplay'>[abs(pad.x_offset)] [pad.x_offset > 0 ? "E":"W"] <a href='?src=[REF(src)];setx=1;pad=[current_pad]'>\[SET\]</a></div><BR>"
t += "<BR><A href='?src=[REF(src)];launch=1;pad=[current_pad]'>Launch</A>"
t += " <A href='?src=[REF(src)];pull=1;pad=[current_pad]'>Pull</A>"
@@ -132,6 +132,16 @@
if(!new_name)
return
pad.display_name = new_name
if(href_list["setx"])
var/newx = input(usr, "Input new x offset", pad.display_name, pad.x_offset) as null|num
if(!isnull(newx))
pad.x_offset = CLAMP(newx, -pad.range, pad.range)
if(href_list["sety"])
var/newy = input(usr, "Input new y offset", pad.display_name, pad.y_offset) as null|num
if(!isnull(newy))
pad.y_offset = CLAMP(newy, -pad.range, pad.range)
if(href_list["remove"])
if(usr && alert(usr, "Are you sure?", "Remove Launchpad", "I'm Sure", "Abort") != "Abort")
@@ -145,4 +155,4 @@
sending = FALSE
teleport(usr, pad)
updateDialog()
updateDialog()
@@ -5,7 +5,7 @@
if(contained_id)
contained_id.forceMove(get_turf(src))
return ..()
/obj/machinery/computer/prisoner/examine(mob/user)
. = ..()
@@ -15,8 +15,9 @@
/obj/machinery/computer/prisoner/AltClick(mob/user)
..()
id_eject(user)
return ..()
return TRUE
/obj/machinery/computer/prisoner/proc/id_insert(mob/user, obj/item/card/id/prisoner/P)
if(istype(P))
+5 -5
View File
@@ -8,9 +8,9 @@
var/state = 1
/obj/structure/frame/examine(user)
..()
. = ..()
if(circuit)
to_chat(user, "It has \a [circuit] installed.")
. += "It has \a [circuit] installed."
/obj/structure/frame/deconstruct(disassembled = TRUE)
@@ -29,7 +29,7 @@
var/list/req_component_names = null // user-friendly names of components
/obj/structure/frame/machine/examine(user)
..()
. = ..()
if(state == 3 && req_components && req_component_names)
var/hasContent = 0
var/requires = "It requires"
@@ -44,9 +44,9 @@
hasContent = 1
if(hasContent)
to_chat(user, requires + ".")
. += requires + "."
else
to_chat(user, "It does not require any more components.")
. += "It does not require any more components."
/obj/structure/frame/machine/proc/update_namelist()
if(!req_components)
+6 -4
View File
@@ -24,13 +24,13 @@
. = ..()
/obj/machinery/defibrillator_mount/examine(mob/user)
..()
. = ..()
if(defib)
to_chat(user, "<span class='notice'>There is a defib unit hooked up. Alt-click to remove it.<span>")
. += "<span class='notice'>There is a defib unit hooked up. Alt-click to remove it.<span>"
if(GLOB.security_level >= SEC_LEVEL_RED)
to_chat(user, "<span class='notice'>Due to a security situation, its locking clamps can be toggled by swiping any ID.</span>")
. += "<span class='notice'>Due to a security situation, its locking clamps can be toggled by swiping any ID.</span>"
else
to_chat(user, "<span class='notice'>Its locking clamps can be [clamps_locked ? "dis" : ""]engaged by swiping an ID with access.</span>")
. += "<span class='notice'>Its locking clamps can be [clamps_locked ? "dis" : ""]engaged by swiping an ID with access.</span>"
/obj/machinery/defibrillator_mount/process()
if(defib && defib.cell && defib.cell.charge < defib.cell.maxcharge && is_operational())
@@ -115,8 +115,10 @@
return TRUE
/obj/machinery/defibrillator_mount/AltClick(mob/living/carbon/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
. = TRUE
if(!defib)
to_chat(user, "<span class='warning'>It'd be hard to remove a defib unit from a mount that has none.</span>")
return
+4 -2
View File
@@ -149,13 +149,15 @@
var/mode = SINGLE
/obj/item/grenade/barrier/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to toggle modes.</span>")
. = ..()
. += "<span class='notice'>Alt-click to toggle modes.</span>"
/obj/item/grenade/barrier/AltClick(mob/living/carbon/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
toggle_mode(user)
return TRUE
/obj/item/grenade/barrier/proc/toggle_mode(mob/user)
switch(mode)
+4 -2
View File
@@ -27,9 +27,9 @@
RefreshParts()
/obj/machinery/dish_drive/examine(mob/user)
..()
. = ..()
if(user.Adjacent(src))
to_chat(user, "<span class='notice'>Alt-click it to beam its contents to any nearby disposal bins.</span>")
. += "<span class='notice'>Alt-click it to beam its contents to any nearby disposal bins.</span>"
/obj/machinery/dish_drive/attack_hand(mob/living/user)
if(!contents.len)
@@ -97,8 +97,10 @@
do_the_dishes(TRUE)
/obj/machinery/dish_drive/AltClick(mob/living/user)
. = ..()
if(user.canUseTopic(src, !issilicon(user)))
do_the_dishes(TRUE)
return TRUE
/obj/machinery/dish_drive/proc/do_the_dishes(manual)
if(!contents.len)
+2
View File
@@ -164,9 +164,11 @@
toggle_open(user)
/obj/machinery/dna_scannernew/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)))
return
interact(user)
return TRUE
/obj/machinery/dna_scannernew/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
+20 -20
View File
@@ -640,47 +640,47 @@
update_icon(AIRLOCK_CLOSED)
/obj/machinery/door/airlock/examine(mob/user)
..()
. = ..()
if(obj_flags & EMAGGED)
to_chat(user, "<span class='warning'>Its access panel is smoking slightly.</span>")
. += "<span class='warning'>Its access panel is smoking slightly.</span>"
if(charge && !panel_open && in_range(user, src))
to_chat(user, "<span class='warning'>The maintenance panel seems haphazardly fastened.</span>")
. += "<span class='warning'>The maintenance panel seems haphazardly fastened.</span>"
if(charge && panel_open)
to_chat(user, "<span class='warning'>Something is wired up to the airlock's electronics!</span>")
. += "<span class='warning'>Something is wired up to the airlock's electronics!</span>"
if(note)
if(!in_range(user, src))
to_chat(user, "There's a [note.name] pinned to the front. You can't read it from here.")
. += "There's a [note.name] pinned to the front. You can't read it from here."
else
to_chat(user, "There's a [note.name] pinned to the front...")
note.examine(user)
. += "There's a [note.name] pinned to the front..."
. += note.examine(user)
if(panel_open)
switch(security_level)
if(AIRLOCK_SECURITY_NONE)
to_chat(user, "Its wires are exposed!")
. += "Its wires are exposed!"
if(AIRLOCK_SECURITY_METAL)
to_chat(user, "Its wires are hidden behind a welded metal cover.")
. += "Its wires are hidden behind a welded metal cover."
if(AIRLOCK_SECURITY_PLASTEEL_I_S)
to_chat(user, "There is some shredded plasteel inside.")
. += "There is some shredded plasteel inside."
if(AIRLOCK_SECURITY_PLASTEEL_I)
to_chat(user, "Its wires are behind an inner layer of plasteel.")
. += "Its wires are behind an inner layer of plasteel."
if(AIRLOCK_SECURITY_PLASTEEL_O_S)
to_chat(user, "There is some shredded plasteel inside.")
. += "There is some shredded plasteel inside."
if(AIRLOCK_SECURITY_PLASTEEL_O)
to_chat(user, "There is a welded plasteel cover hiding its wires.")
. += "There is a welded plasteel cover hiding its wires."
if(AIRLOCK_SECURITY_PLASTEEL)
to_chat(user, "There is a protective grille over its panel.")
. += "There is a protective grille over its panel."
else if(security_level)
if(security_level == AIRLOCK_SECURITY_METAL)
to_chat(user, "It looks a bit stronger.")
. += "It looks a bit stronger."
else
to_chat(user, "It looks very robust.")
. += "It looks very robust."
if(issilicon(user) && (!stat & BROKEN))
to_chat(user, "<span class='notice'>Shift-click [src] to [ density ? "open" : "close"] it.</span>")
to_chat(user, "<span class='notice'>Ctrl-click [src] to [ locked ? "raise" : "drop"] its bolts.</span>")
to_chat(user, "<span class='notice'>Alt-click [src] to [ secondsElectrified ? "un-electrify" : "permanently electrify"] it.</span>")
to_chat(user, "<span class='notice'>Ctrl-Shift-click [src] to [ emergency ? "disable" : "enable"] emergency access.</span>")
. += "<span class='notice'>Shift-click [src] to [ density ? "open" : "close"] it.</span>"
. += "<span class='notice'>Ctrl-click [src] to [ locked ? "raise" : "drop"] its bolts.</span>"
. += "<span class='notice'>Alt-click [src] to [ secondsElectrified ? "un-electrify" : "permanently electrify"] it.</span>"
. += "<span class='notice'>Ctrl-Shift-click [src] to [ emergency ? "disable" : "enable"] emergency access.</span>"
/obj/machinery/door/airlock/attack_ai(mob/user)
if(!src.canAIControl(user))
@@ -7,8 +7,8 @@
var/unres_sides = 0 //unrestricted sides, or sides of the airlock that will open regardless of access
/obj/item/electronics/airlock/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Has a neat <i>selection menu</i> for modifying airlock access levels.</span>")
. = ..()
. += "<span class='notice'>Has a neat <i>selection menu</i> for modifying airlock access levels.</span>"
/obj/item/electronics/airlock/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
+3 -5
View File
@@ -593,14 +593,12 @@
return ..()
/obj/machinery/door/airlock/clockwork/examine(mob/user)
..()
var/gear_text = "The cogwheel is flickering and twisting wildly. Report this to a coder."
. = ..()
switch(construction_state)
if(GEAR_SECURE)
gear_text = "<span class='brass'>The cogwheel is solidly <b>wrenched</b> to the brass around it.</span>"
. += "<span class='brass'>The cogwheel is solidly <b>wrenched</b> to the brass around it.</span>"
if(GEAR_LOOSE)
gear_text = "<span class='alloy'>The cogwheel has been <i>loosened</i>, but remains <b>connected loosely</b> to the door!</span>"
to_chat(user, gear_text)
. += "<span class='alloy'>The cogwheel has been <i>loosened</i>, but remains <b>connected loosely</b> to the door!</span>"
/obj/machinery/door/airlock/clockwork/emp_act(severity)
if(prob(80/severity))
+4 -4
View File
@@ -37,14 +37,14 @@
var/unres_sides = 0 //Unrestricted sides. A bitflag for which direction (if any) can open the door with no access
/obj/machinery/door/examine(mob/user)
..()
. = ..()
if(red_alert_access)
if(GLOB.security_level >= SEC_LEVEL_RED)
to_chat(user, "<span class='notice'>Due to a security threat, its access requirements have been lifted!</span>")
. += "<span class='notice'>Due to a security threat, its access requirements have been lifted!</span>"
else
to_chat(user, "<span class='notice'>In the event of a red alert, its access requirements will automatically lift.</span>")
. += "<span class='notice'>In the event of a red alert, its access requirements will automatically lift.</span>"
if(!poddoor)
to_chat(user, "<span class='notice'>Its maintenance panel is <b>screwed</b> in place.</span>")
. += "<span class='notice'>Its maintenance panel is <b>screwed</b> in place.</span>"
/obj/machinery/door/check_access_list(list/access_list)
if(red_alert_access && GLOB.security_level >= SEC_LEVEL_RED)
+10 -10
View File
@@ -34,13 +34,13 @@
/obj/machinery/door/firedoor/examine(mob/user)
..()
if(!density)
to_chat(user, "<span class='notice'>It is open, but could be <b>pried</b> closed.</span>")
. += "<span class='notice'>It is open, but could be <b>pried</b> closed.</span>"
else if(!welded)
to_chat(user, "<span class='notice'>It is closed, but could be <i>pried</i> open. Deconstruction would require it to be <b>welded</b> shut.</span>")
. += "<span class='notice'>It is closed, but could be <i>pried</i> open. Deconstruction would require it to be <b>welded</b> shut.</span>"
else if(boltslocked)
to_chat(user, "<span class='notice'>It is <i>welded</i> shut. The floor bolts have been locked by <b>screws</b>.</span>")
. += "<span class='notice'>It is <i>welded</i> shut. The floor bolts have been locked by <b>screws</b>.</span>"
else
to_chat(user, "<span class='notice'>The bolt locks have been <i>unscrewed</i>, but the bolts themselves are still <b>wrenched</b> to the floor.</span>")
. += "<span class='notice'>The bolt locks have been <i>unscrewed</i>, but the bolts themselves are still <b>wrenched</b> to the floor.</span>"
/obj/machinery/door/firedoor/proc/CalculateAffectingAreas()
remove_from_areas()
@@ -270,18 +270,18 @@
var/reinforced = 0
/obj/structure/firelock_frame/examine(mob/user)
..()
. = ..()
switch(constructionStep)
if(CONSTRUCTION_PANEL_OPEN)
to_chat(user, "<span class='notice'>It is <i>unbolted</i> from the floor. A small <b>loosely connected</b> metal plate is covering the wires.</span>")
. += "<span class='notice'>It is <i>unbolted</i> from the floor. A small <b>loosely connected</b> metal plate is covering the wires.</span>"
if(!reinforced)
to_chat(user, "<span class='notice'>It could be reinforced with plasteel.</span>")
. += "<span class='notice'>It could be reinforced with plasteel.</span>"
if(CONSTRUCTION_WIRES_EXPOSED)
to_chat(user, "<span class='notice'>The maintenance plate has been <i>pried away</i>, and <b>wires</b> are trailing.</span>")
. += "<span class='notice'>The maintenance plate has been <i>pried away</i>, and <b>wires</b> are trailing.</span>"
if(CONSTRUCTION_GUTTED)
to_chat(user, "<span class='notice'>The maintenance panel is missing <i>wires</i> and the circuit board is <b>loosely connected</b>.</span>")
. += "<span class='notice'>The maintenance panel is missing <i>wires</i> and the circuit board is <b>loosely connected</b>.</span>"
if(CONSTRUCTION_NOCIRCUIT)
to_chat(user, "<span class='notice'>There are no <i>firelock electronics</i> in the frame. The frame could be <b>cut</b> apart.</span>")
. += "<span class='notice'>There are no <i>firelock electronics</i> in the frame. The frame could be <b>cut</b> apart.</span>"
/obj/structure/firelock_frame/update_icon()
..()
+1 -1
View File
@@ -22,7 +22,7 @@
if(voice_activated)
flags_1 |= HEAR_1
/obj/machinery/door/password/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode)
/obj/machinery/door/password/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode, atom/movable/source)
. = ..()
if(!density || !voice_activated || radio_freq)
return
+5 -5
View File
@@ -22,8 +22,8 @@ GLOBAL_LIST_EMPTY(doppler_arrays)
return ..()
/obj/machinery/doppler_array/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Its dish is facing to the [dir2text(dir)].</span>")
. = ..()
. += "<span class='notice'>Its dish is facing to the [dir2text(dir)].</span>"
/obj/machinery/doppler_array/process()
return PROCESS_KILL
@@ -114,13 +114,13 @@ GLOBAL_LIST_EMPTY(doppler_arrays)
return
var/point_gain = 0
/*****The Point Calculator*****/
if(orig_light < 10)
say("Explosion not large enough for research calculations.")
return
else if(orig_light < 4500)
else if(orig_light < 4500)
point_gain = (83300 * orig_light) / (orig_light + 3000)
else
point_gain = TECHWEB_BOMB_POINTCAP
+2 -2
View File
@@ -129,9 +129,9 @@
break_message = "slowly falls dark, lights stuttering."
/obj/machinery/droneDispenser/examine(mob/user)
..()
. = ..()
if((mode == DRONE_RECHARGING) && !stat && recharging_text)
to_chat(user, "<span class='warning'>[recharging_text]</span>")
. += "<span class='warning'>[recharging_text]</span>"
/obj/machinery/droneDispenser/power_change()
..()
+48 -62
View File
@@ -58,8 +58,6 @@
/obj/machinery/firealarm/update_icon()
cut_overlays()
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
var/area/A = src.loc
A = A.loc
if(panel_open)
icon_state = "fire_b[buildstage]"
@@ -69,23 +67,32 @@
icon_state = "firex"
return
icon_state = "fire0"
if(stat & NOPOWER)
icon_state = "fire0"
return
if(is_station_level(z))
add_overlay("overlay_[GLOB.security_level]")
SSvis_overlays.add_vis_overlay(src, icon, "overlay_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("overlay_[SEC_LEVEL_GREEN]")
SSvis_overlays.add_vis_overlay(src, icon, "overlay_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
add_overlay("fire_overlay")
if(detecting)
add_overlay("overlay_[A.fire ? "fire" : "clear"]")
SSvis_overlays.add_vis_overlay(src, icon, "overlay_[A.fire ? "fire" : "clear"]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
if(is_station_level(z))
add_overlay("fire_[GLOB.security_level]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("overlay_fire")
SSvis_overlays.add_vis_overlay(src, icon, "overlay_fire", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
add_overlay("fire_[SEC_LEVEL_GREEN]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
var/area/A = src.loc
A = A.loc
if(!detecting || !A.fire)
add_overlay("fire_off")
SSvis_overlays.add_vis_overlay(src, icon, "fire_off", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else if(obj_flags & EMAGGED)
add_overlay("fire_emagged")
SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_on")
SSvis_overlays.add_vis_overlay(src, icon, "fire_on", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
/obj/machinery/firealarm/emp_act(severity)
. = ..()
@@ -101,6 +108,7 @@
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
update_icon()
if(user)
user.visible_message("<span class='warning'>Sparks fly out of [src]!</span>",
"<span class='notice'>You emag [src], disabling its thermal sensors.</span>")
@@ -112,51 +120,39 @@
alarm()
..()
/obj/machinery/firealarm/proc/alarm()
if(!is_operational() && (last_alarm+FIREALARM_COOLDOWN < world.time))
/obj/machinery/firealarm/proc/alarm(mob/user)
if(!is_operational() || (last_alarm+FIREALARM_COOLDOWN > world.time))
return
last_alarm = world.time
var/area/A = get_area(src)
A.firealert(src)
playsound(src.loc, 'goon/sound/machinery/FireAlarm.ogg', 75)
playsound(loc, 'goon/sound/machinery/FireAlarm.ogg', 75)
if(user)
log_game("[user] triggered a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/proc/reset()
/obj/machinery/firealarm/proc/reset(mob/user)
if(!is_operational())
return
var/area/A = get_area(src)
A.firereset(src)
if(user)
log_game("[user] reset a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "firealarm", name, 300, 150, master_ui, state)
ui.open()
/obj/machinery/firealarm/ui_data(mob/user)
var/list/data = list()
data["emagged"] = obj_flags & EMAGGED ? 1 : 0
if(is_station_level(z))
data["seclevel"] = get_security_level()
else
data["seclevel"] = "green"
/obj/machinery/firealarm/attack_hand(mob/user)
if(buildstage != 2)
return ..()
add_fingerprint(user)
var/area/A = get_area(src)
data["alarm"] = A.fire
if(A.fire)
reset(user)
else
alarm(user)
return data
/obj/machinery/firealarm/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/ui_act(action, params)
if(..() || buildstage != 2)
return
switch(action)
if("reset")
reset()
. = TRUE
if("alarm")
alarm()
. = TRUE
/obj/machinery/firealarm/attack_robot(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
@@ -200,6 +196,12 @@
to_chat(user, "<span class='notice'>You cut the wires from \the [src].</span>")
update_icon()
return
else if(W.force) //hit and turn it on
..()
var/area/A = get_area(src)
if(!A.fire)
alarm()
return
if(1)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
@@ -254,17 +256,6 @@
return
return ..()
/obj/machinery/firealarm/alt_attack_hand(mob/user)
if(can_interact(usr))
var/area/A = get_area(src)
if(istype(A))
if(A.fire)
reset()
else
alarm()
return TRUE
return FALSE
/obj/machinery/firealarm/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
if(.) //damage received
@@ -332,8 +323,3 @@
if (!party_overlay)
party_overlay = iconstate2appearance('icons/turf/areas.dmi', "party")
A.add_overlay(party_overlay)
/obj/machinery/firealarm/partyalarm/ui_data(mob/user)
. = ..()
var/area/A = get_area(src)
.["alarm"] = A && A.party
+2 -2
View File
@@ -196,8 +196,8 @@
var/id = null
/obj/item/wallframe/flasher/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Its channel ID is '[id]'.</span>")
. = ..()
. += "<span class='notice'>Its channel ID is '[id]'.</span>"
/obj/item/wallframe/flasher/after_attach(var/obj/O)
..()
+5 -3
View File
@@ -51,10 +51,12 @@
open_machine()
/obj/machinery/harvester/AltClick(mob/user)
. = ..()
if(harvesting || !user || !isliving(user) || state_open)
return
if(can_harvest())
start_harvest()
return TRUE
/obj/machinery/harvester/proc/can_harvest()
if(!powered(EQUIP) || state_open || !occupant || !iscarbon(occupant))
@@ -183,10 +185,10 @@
container_resist(user)
/obj/machinery/harvester/examine(mob/user)
..()
. = ..()
if(stat & BROKEN)
return
if(state_open)
to_chat(user, "<span class='notice'>[src] must be closed before harvesting.</span>")
. += "<span class='notice'>[src] must be closed before harvesting.</span>"
else if(!harvesting)
to_chat(user, "<span class='notice'>Alt-click [src] to start harvesting.</span>")
. += "<span class='notice'>Alt-click [src] to start harvesting.</span>"
+2 -2
View File
@@ -408,7 +408,7 @@ GLOBAL_LIST_EMPTY(network_holopads)
/*This is the proc for special two-way communication between AI and holopad/people talking near holopad.
For the other part of the code, check silicon say.dm. Particularly robot talk.*/
/obj/machinery/holopad/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
/obj/machinery/holopad/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode, atom/movable/source)
. = ..()
if(speaker && LAZYLEN(masters) && !radio_freq)//Master is mostly a safety in case lag hits or something. Radio_freq so AIs dont hear holopad stuff through radios.
for(var/mob/living/silicon/ai/master in masters)
@@ -418,7 +418,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(HC.connected_holopad == src && speaker != HC.hologram)
HC.user.Hear(message, speaker, message_language, raw_message, radio_freq, spans, message_mode)
HC.user.Hear(message, speaker, message_language, raw_message, radio_freq, spans, message_mode, source)
if(outgoing_call && speaker == outgoing_call.user)
outgoing_call.hologram.say(raw_message)
-1
View File
@@ -221,7 +221,6 @@
. += "\t<span class='notice'>No chemicals are attached.</span>\n"
. += "\t<span class='notice'>[attached ? attached : "No one"] is attached.</span>"
to_chat(user,.)
#undef IV_TAKING
#undef IV_INJECTING
+7 -7
View File
@@ -21,9 +21,9 @@
name = "light switch ([area.name])"
on = area.lightswitch
updateicon()
update_icon()
/obj/machinery/light_switch/proc/updateicon()
/obj/machinery/light_switch/update_icon()
if(stat & NOPOWER)
icon_state = "light-p"
else
@@ -33,19 +33,19 @@
icon_state = "light0"
/obj/machinery/light_switch/examine(mob/user)
..()
to_chat(user, "It is [on? "on" : "off"].")
. = ..()
. += "It is [on? "on" : "off"]."
/obj/machinery/light_switch/interact(mob/user)
. = ..()
on = !on
area.lightswitch = on
area.updateicon()
area.update_icon()
for(var/obj/machinery/light_switch/L in area)
L.on = on
L.updateicon()
L.update_icon()
area.power_change()
@@ -57,7 +57,7 @@
else
stat |= NOPOWER
updateicon()
update_icon()
/obj/machinery/light_switch/emp_act(severity)
. = ..()
+3 -3
View File
@@ -46,10 +46,10 @@
// update the invisibility and icon
/obj/machinery/magnetic_module/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
updateicon()
update_icon()
// update the icon_state
/obj/machinery/magnetic_module/proc/updateicon()
/obj/machinery/magnetic_module/update_icon()
var/state="floor_magnet"
var/onstate=""
if(!on)
@@ -161,7 +161,7 @@
else
use_power = NO_POWER_USE
updateicon()
update_icon()
/obj/machinery/magnetic_module/proc/magnetic_process() // proc that actually does the magneting
+3 -3
View File
@@ -72,10 +72,10 @@
// hide the object if turf is intact
/obj/machinery/navbeacon/hide(intact)
invisibility = intact ? INVISIBILITY_MAXIMUM : 0
updateicon()
update_icon()
// update the icon_state
/obj/machinery/navbeacon/proc/updateicon()
/obj/machinery/navbeacon/update_icon()
var/state="navbeacon[open]"
if(invisibility)
@@ -94,7 +94,7 @@
user.visible_message("[user] [open ? "opens" : "closes"] the beacon's cover.", "<span class='notice'>You [open ? "open" : "close"] the beacon's cover.</span>")
updateicon()
update_icon()
else if (istype(I, /obj/item/card/id)||istype(I, /obj/item/pda))
if(open)
@@ -838,10 +838,10 @@
T.cp = src
/obj/machinery/turretid/examine(mob/user)
..()
. = ..()
if(issilicon(user) && (!stat & BROKEN))
to_chat(user, "<span class='notice'>Ctrl-click [src] to [ enabled ? "disable" : "enable"] turrets.</span>")
to_chat(user, "<span class='notice'>Alt-click [src] to set turrets to [ lethal ? "stun" : "kill"].</span>")
. += "<span class='notice'>Ctrl-click [src] to [ enabled ? "disable" : "enable"] turrets.</span>"
. += "<span class='notice'>Alt-click [src] to set turrets to [ lethal ? "stun" : "kill"].</span>"
/obj/machinery/turretid/attackby(obj/item/I, mob/user, params)
if(stat & BROKEN)
+4 -4
View File
@@ -30,12 +30,12 @@
return ..()
/obj/machinery/quantumpad/examine(mob/user)
..()
to_chat(user, "<span class='notice'>It is [ linked_pad ? "currently" : "not"] linked to another pad.</span>")
. = ..()
. += "<span class='notice'>It is [ linked_pad ? "currently" : "not"] linked to another pad.</span>"
if(!panel_open)
to_chat(user, "<span class='notice'>The panel is <i>screwed</i> in, obstructing the linking device.</span>")
. += "<span class='notice'>The panel is <i>screwed</i> in, obstructing the linking device.</span>"
else
to_chat(user, "<span class='notice'>The <i>linking</i> device is now able to be <i>scanned<i> with a multitool.</span>")
. += "<span class='notice'>The <i>linking</i> device is now able to be <i>scanned<i> with a multitool.</span>"
/obj/machinery/quantumpad/RefreshParts()
var/E = 0
+17 -16
View File
@@ -18,8 +18,8 @@
var/item_recycle_sound = 'sound/items/welder.ogg'
/obj/machinery/recycler/Initialize()
AddComponent(/datum/component/butchering/recycler, 1, amount_produced,amount_produced/5)
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_GLASS, MAT_PLASMA, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_URANIUM, MAT_BANANIUM, MAT_TITANIUM, MAT_BLUESPACE, MAT_PLASTIC), INFINITY, FALSE, null, null, null, TRUE)
AddComponent(/datum/component/butchering, 1, amount_produced,amount_produced/5)
. = ..()
update_icon()
req_one_access = get_all_accesses() + get_all_centcom_access()
@@ -35,15 +35,15 @@
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.max_amount = mat_mod
amount_produced = min(50, amt_made) + 50
var/datum/component/butchering/butchering = GetComponent(/datum/component/butchering)
var/datum/component/butchering/butchering = GetComponent(/datum/component/butchering/recycler)
butchering.effectiveness = amount_produced
butchering.bonus_modifier = amount_produced/5
/obj/machinery/recycler/examine(mob/user)
..()
to_chat(user, "The power light is [(stat & NOPOWER) ? "off" : "on"].")
to_chat(user, "The safety-mode light is [safety_mode ? "on" : "off"].")
to_chat(user, "The safety-sensors status light is [obj_flags & EMAGGED ? "off" : "on"].")
. = ..()
. += "The power light is [(stat & NOPOWER) ? "off" : "on"]."
. += "The safety-mode light is [safety_mode ? "on" : "off"]."
. += "The safety-sensors status light is [obj_flags & EMAGGED ? "off" : "on"]."
/obj/machinery/recycler/power_change()
..()
@@ -83,20 +83,24 @@
is_powered = FALSE
icon_state = icon_name + "[is_powered]" + "[(blood ? "bld" : "")]" // add the blood tag at the end
/obj/machinery/recycler/Bumped(atom/movable/AM)
if(stat & (BROKEN|NOPOWER))
return
/obj/machinery/recycler/CanPass(atom/movable/AM)
. = ..()
if(!anchored)
return
if(safety_mode)
return
var/move_dir = get_dir(loc, AM.loc)
if(move_dir == eat_dir)
eat(AM)
return TRUE
/obj/machinery/recycler/Crossed(atom/movable/AM)
eat(AM)
. = ..()
/obj/machinery/recycler/proc/eat(atom/AM0, sound=TRUE)
if(stat & (BROKEN|NOPOWER))
return
if(safety_mode)
return
var/list/to_eat
if(isitem(AM0))
to_eat = AM0.GetAllContentsIgnoring(GLOB.typecache_mob)
@@ -194,9 +198,6 @@
// Instantly lie down, also go unconscious from the pain, before you die.
L.Unconscious(100)
L.adjustBruteLoss(crush_damage)
if(L.stat == DEAD && (L.butcher_results || L.guaranteed_butcher_results))
var/datum/component/butchering/butchering = GetComponent(/datum/component/butchering)
butchering.Butcher(src,L)
/obj/machinery/recycler/deathtrap
name = "dangerous old crusher"
+4 -4
View File
@@ -46,12 +46,12 @@
return ..()
/obj/machinery/space_heater/examine(mob/user)
..()
to_chat(user, "\The [src] is [on ? "on" : "off"], and the hatch is [panel_open ? "open" : "closed"].")
. = ..()
. += "\The [src] is [on ? "on" : "off"], and the hatch is [panel_open ? "open" : "closed"]."
if(cell)
to_chat(user, "The charge meter reads [cell ? round(cell.percent(), 1) : 0]%.")
. += "The charge meter reads [cell ? round(cell.percent(), 1) : 0]%."
else
to_chat(user, "There is no power cell installed.")
. += "There is no power cell installed."
/obj/machinery/space_heater/update_icon()
if(on)
+11 -12
View File
@@ -114,12 +114,11 @@
/obj/machinery/status_display/examine(mob/user)
. = ..()
if (message1 || message2)
var/list/msg = list("The display says:")
. += "The display says:"
if (message1)
msg += "<br>\t<tt>[html_encode(message1)]</tt>"
. += "\t<tt>[html_encode(message1)]</tt>"
if (message2)
msg += "<br>\t<tt>[html_encode(message2)]</tt>"
to_chat(user, msg.Join())
. += "\t<tt>[html_encode(message2)]</tt>"
// Helper procs for child display types.
/obj/machinery/status_display/proc/display_shuttle_status(obj/docking_port/mobile/shuttle)
@@ -146,9 +145,9 @@
modestr = "<br>\t<tt>[modestr]: [shuttle.getTimerStr()]</tt>"
else
modestr = "<br>\t<tt>[modestr]</tt>"
to_chat(user, "The display says:<br>\t<tt>[shuttle.name]</tt>[modestr]")
return "The display says:<br>\t<tt>[shuttle.name]</tt>[modestr]"
else
to_chat(user, "The display says:<br>\t<tt>Shuttle missing!</tt>")
return "The display says:<br>\t<tt>Shuttle missing!</tt>"
/// Evac display which shows shuttle timer or message set by Command.
@@ -195,9 +194,9 @@
/obj/machinery/status_display/evac/examine(mob/user)
. = ..()
if(mode == SD_EMERGENCY)
examine_shuttle(user, SSshuttle.emergency)
. += examine_shuttle(user, SSshuttle.emergency)
else if(!message1 && !message2)
to_chat(user, "The display is blank.")
. += "The display is blank."
/obj/machinery/status_display/evac/receive_signal(datum/signal/signal)
switch(signal.data["command"])
@@ -257,9 +256,9 @@
else
shuttleMsg = "[shuttle.getModeStr()]: [shuttle.getTimerStr()]"
if (shuttleMsg)
to_chat(user, "The display says:<br>\t<tt>[shuttleMsg]</tt>")
. += "The display says:<br>\t<tt>[shuttleMsg]</tt>"
else
to_chat(user, "The display is blank.")
. += "The display is blank."
/// General-purpose shuttle status display.
@@ -278,9 +277,9 @@
/obj/machinery/status_display/shuttle/examine(mob/user)
. = ..()
if(shuttle_id)
examine_shuttle(user, SSshuttle.getShuttle(shuttle_id))
. += examine_shuttle(user, SSshuttle.getShuttle(shuttle_id))
else
to_chat(user, "The display is blank.")
. += "The display is blank."
/obj/machinery/status_display/shuttle/vv_edit_var(var_name, var_value)
. = ..()
+4 -1
View File
@@ -326,6 +326,9 @@
/obj/machinery/suit_storage_unit/attackby(obj/item/I, mob/user, params)
if(state_open && is_operational())
if(istype(I, /obj/item/clothing/head/mob_holder))
to_chat(user, "<span class='warning'>You can't quite fit that in while you hold it!</span>")
return
if(istype(I, /obj/item/clothing/suit))
if(suit)
to_chat(user, "<span class='warning'>The unit already contains a suit!.</span>")
@@ -437,4 +440,4 @@
if(I)
I.forceMove(loc)
. = TRUE
update_icon()
update_icon()
+2 -2
View File
@@ -99,8 +99,8 @@
return ..()
/obj/machinery/syndicatebomb/examine(mob/user)
..()
to_chat(user, "A digital display on it reads \"[seconds_remaining()]\".")
. = ..()
. += "A digital display on it reads \"[seconds_remaining()]\"."
/obj/machinery/syndicatebomb/update_icon()
icon_state = "[initial(icon_state)][active ? "-active" : "-inactive"][open_panel ? "-wires" : ""]"
@@ -86,7 +86,7 @@
else if(isobj(mobtype))
race = "Machinery"
else if(ispath(mobtype, ))
else if(ispath(mobtype, /mob/living/simple_animal))
race = "Domestic Animal"
else
@@ -426,7 +426,7 @@
))
// this will log the signal and transmit it to the target
linkedServer.receive_information(signal, null)
usr.log_message("(PDA: [name]) sent \"[custommessage]\" to [signal.format_target()]", LOG_PDA)
usr.log_message("(PDA: [name] | [usr.real_name]) sent \"[custommessage]\" to [signal.format_target()]", LOG_PDA)
//Request Console Logs - KEY REQUIRED
@@ -35,7 +35,7 @@
signal.data["slow"] += rand(1, 5) // slow the signal down only slightly
// Try sending it!
var/list/try_send = list(signal.server_type, /obj/machinery/telecomms/hub, /obj/machinery/telecomms/broadcaster, /obj/machinery/telecomms/bus)
var/list/try_send = list(signal.server_type, /obj/machinery/telecomms/hub, /obj/machinery/telecomms/broadcaster)
var/i = 0
for(var/send in try_send)
@@ -39,5 +39,5 @@
network = "tcommsat"
autolinkers = list("hub", "relay", "s_relay", "m_relay", "r_relay", "h_relay", "science", "medical",
"supply", "service", "common", "command", "engineering", "security",
"receiverA", "receiverB", "broadcasterA", "broadcasterB")
"receiverA", "receiverB", "broadcasterA", "broadcasterB", "autorelay")
@@ -49,6 +49,11 @@
/obj/machinery/telecomms/relay/preset
network = "tcommsat"
/obj/machinery/telecomms/relay/Initialize(mapload)
. = ..()
if(autolinkers.len) //We want lateloaded presets to autolink (lateloaded aways/ruins/shuttles)
return INITIALIZE_HINT_LATELOAD
/obj/machinery/telecomms/relay/preset/station
id = "Station Relay"
autolinkers = list("s_relay")
@@ -74,3 +79,8 @@
icon = 'icons/obj/clockwork_objects.dmi'
hide = TRUE
autolinkers = list("h_relay")
//Generic preset relay
/obj/machinery/telecomms/relay/preset/auto
hide = TRUE
autolinkers = list("autorelay")
@@ -107,6 +107,7 @@ GLOBAL_LIST_EMPTY(telecomms_list)
for(var/x in autolinkers)
if(x in T.autolinkers)
links |= T
T.links |= src
/obj/machinery/telecomms/update_icon()
if(on)
+1 -1
View File
@@ -28,7 +28,7 @@
/obj/machinery/transformer/examine(mob/user)
. = ..()
if(cooldown && (issilicon(user) || isobserver(user)))
to_chat(user, "It will be ready in [DisplayTimeText(cooldown_timer - world.time)].")
. += "It will be ready in [DisplayTimeText(cooldown_timer - world.time)]."
/obj/machinery/transformer/Destroy()
QDEL_NULL(countdown)
+10 -4
View File
@@ -12,10 +12,11 @@
var/max_wash_capacity = 5
/obj/machinery/washing_machine/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click it to start a wash cycle.</span>")
. = ..()
. += "<span class='notice'>Alt-click it to start a wash cycle.</span>"
/obj/machinery/washing_machine/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src))
return
@@ -24,11 +25,11 @@
if(state_open)
to_chat(user, "<span class='notice'>Close the door first</span>")
return
return TRUE
if(bloody_mess)
to_chat(user, "<span class='warning'>[src] must be cleaned up first.</span>")
return
return TRUE
if(has_corgi)
bloody_mess = 1
@@ -37,6 +38,7 @@
update_icon()
addtimer(CALLBACK(src, .proc/wash_cycle), 200)
START_PROCESSING(SSfastprocess, src)
return TRUE
/obj/machinery/washing_machine/process()
if (!busy)
@@ -217,6 +219,10 @@
update_icon()
return
if(istype(W, /obj/item/clothing/head/mob_holder))
to_chat(user, "<span class='warning'>It's too unwieldly to put in this way.</span>")
return 1
else if(user.a_intent != INTENT_HARM)
if (!state_open)
+1
View File
@@ -27,6 +27,7 @@
max_temperature = 35000
leg_overload_coeff = 100
operation_req_access = list(ACCESS_SYNDICATE)
internals_req_access = list(ACCESS_SYNDICATE)
wreckage = /obj/structure/mecha_wreckage/gygax/dark
max_equip = 4
spawn_tracked = FALSE
+1
View File
@@ -10,6 +10,7 @@
max_temperature = 25000
infra_luminosity = 5
operation_req_access = list(ACCESS_THEATRE)
internals_req_access = list(ACCESS_THEATRE, ACCESS_ROBOTICS)
wreckage = /obj/structure/mecha_wreckage/honker
add_req_access = 0
max_equip = 3
+3
View File
@@ -10,6 +10,7 @@
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
infra_luminosity = 3
operation_req_access = list(ACCESS_CENT_SPECOPS)
internals_req_access = list(ACCESS_CENT_SPECOPS, ACCESS_ROBOTICS)
wreckage = /obj/structure/mecha_wreckage/marauder
add_req_access = 0
internal_damage_threshold = 25
@@ -46,6 +47,7 @@
name = "\improper Seraph"
icon_state = "seraph"
operation_req_access = list(ACCESS_CENT_SPECOPS)
internals_req_access = list(ACCESS_CENT_SPECOPS, ACCESS_ROBOTICS)
step_in = 3
max_integrity = 550
wreckage = /obj/structure/mecha_wreckage/seraph
@@ -72,6 +74,7 @@
name = "\improper Mauler"
icon_state = "mauler"
operation_req_access = list(ACCESS_SYNDICATE)
internals_req_access = list(ACCESS_SYNDICATE)
wreckage = /obj/structure/mecha_wreckage/mauler
max_equip = 5
+3 -1
View File
@@ -12,6 +12,8 @@
layer = ABOVE_MOB_LAYER
breach_time = 100 //ten seconds till all goes to shit
recharge_rate = 100
internals_req_access = list()
add_req_access = 0
wreckage = /obj/structure/mecha_wreckage/durand/neovgre
spawn_tracked = FALSE
@@ -47,7 +49,7 @@
for(var/mob/M in src)
to_chat(M, "<span class='brass'>You are consumed by the fires raging within Neovgre...</span>")
M.dust()
playsound(src, 'sound/magic/lightning_chargeup.ogg', 100, 0)
playsound(src, 'sound/effects/neovgre_exploding.ogg', 100, 0)
src.visible_message("<span class = 'userdanger'>The reactor has gone critical, its going to blow!</span>")
addtimer(CALLBACK(src,.proc/go_critical),breach_time)
+1
View File
@@ -10,6 +10,7 @@
max_temperature = 15000
wreckage = /obj/structure/mecha_wreckage/reticence
operation_req_access = list(ACCESS_THEATRE)
internals_req_access = list(ACCESS_THEATRE, ACCESS_ROBOTICS)
add_req_access = 0
internal_damage_threshold = 25
max_equip = 2
@@ -20,7 +20,7 @@
/obj/item/mecha_parts/mecha_equipment/drill/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 50, 100)
AddComponent(/datum/component/butchering, 50, 100, null, null, TRUE)
/obj/item/mecha_parts/mecha_equipment/drill/action(atom/target)
if(!action_checks(target))
+1 -1
View File
@@ -9,7 +9,7 @@
/turf/open/floor/mech_bay_recharge_floor/airless
icon_state = "recharge_floor_asteroid"
initial_gas_mix = "TEMP=2.7"
initial_gas_mix = AIRLESS_ATMOS
/obj/machinery/mech_bay_recharge_port
name = "mech bay power port"
+10 -10
View File
@@ -68,7 +68,7 @@
var/internal_damage = 0 //contains bitflags
var/list/operation_req_access = list()//required access level for mecha operation
var/list/internals_req_access = list(ACCESS_ENGINE,ACCESS_ROBOTICS)//REQUIRED ACCESS LEVEL TO OPEN CELL COMPARTMENT
var/list/internals_req_access = list(ACCESS_ROBOTICS)//REQUIRED ACCESS LEVEL TO OPEN CELL COMPARTMENT
var/wreckage
@@ -270,23 +270,23 @@
////////////////////////////////////////////////////////////////////////////////
/obj/mecha/examine(mob/user)
..()
. = ..()
var/integrity = obj_integrity*100/max_integrity
switch(integrity)
if(85 to 100)
to_chat(user, "It's fully intact.")
. += "It's fully intact."
if(65 to 85)
to_chat(user, "It's slightly damaged.")
. += "It's slightly damaged."
if(45 to 65)
to_chat(user, "It's badly damaged.")
. += "It's badly damaged."
if(25 to 45)
to_chat(user, "It's heavily damaged.")
. += "It's heavily damaged."
else
to_chat(user, "It's falling apart.")
. += "It's falling apart."
if(equipment && equipment.len)
to_chat(user, "It's equipped with:")
. += "It's equipped with:"
for(var/obj/item/mecha_parts/mecha_equipment/ME in equipment)
to_chat(user, "[icon2html(ME, user)] \A [ME].")
. += "[icon2html(ME, user)] \A [ME]."
//processing internal damage, temperature, air regulation, alert updates, lights power use.
/obj/mecha/process()
@@ -409,7 +409,7 @@
/obj/mecha/proc/drop_item()//Derpfix, but may be useful in future for engineering exosuits.
return
/obj/mecha/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode)
/obj/mecha/Hear(message, atom/movable/speaker, message_language, raw_message, radio_freq, list/spans, message_mode, atom/movable/source)
. = ..()
if(speaker == occupant)
if(radio.broadcasting)
+2
View File
@@ -138,8 +138,10 @@
chassis.toggle_strafe()
/obj/mecha/AltClick(mob/living/user)
. = ..()
if((user == occupant) && user.canUseTopic(src))
toggle_strafe()
return TRUE
/obj/mecha/proc/toggle_strafe()
strafe = !strafe
+2 -2
View File
@@ -30,9 +30,9 @@
AI.remote_control = null
/obj/structure/mecha_wreckage/examine(mob/user)
..()
. = ..()
if(AI)
to_chat(user, "<span class='notice'>The AI recovery beacon is active.</span>")
. += "<span class='notice'>The AI recovery beacon is active.</span>"
/obj/structure/mecha_wreckage/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weldingtool))
+10 -3
View File
@@ -17,8 +17,15 @@
hud.add_hud_to(H)
/obj/mecha/medical/odysseus/go_out()
if(ishuman(occupant))
var/mob/living/carbon/human/H = occupant
if(isliving(occupant))
var/mob/living/carbon/human/L = occupant
var/datum/atom_hud/hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
hud.remove_hud_from(H)
hud.remove_hud_from(L)
..()
/obj/mecha/medical/odysseus/mmi_moved_inside(obj/item/mmi/mmi_as_oc, mob/user)
. = ..()
if(.)
var/datum/atom_hud/hud = GLOB.huds[DATA_HUD_MEDICAL_ADVANCED]
var/mob/living/brain/B = mmi_as_oc.brainmob
hud.add_hud_to(B)
+1 -1
View File
@@ -20,7 +20,7 @@
/obj/effect/countdown/examine(mob/user)
. = ..()
to_chat(user, "This countdown is displaying: [displayed_text].")
. += "This countdown is displaying: [displayed_text]."
/obj/effect/countdown/proc/attach(atom/A)
attached_to = A
@@ -130,12 +130,10 @@
/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
. = ..()
if(shoe_types.len)
. += "You recognise the footprints as belonging to:\n"
. += "You recognise the footprints as belonging to:"
for(var/shoe in shoe_types)
var/obj/item/clothing/shoes/S = shoe
. += "some <B>[initial(S.name)]</B> [icon2html(initial(S.icon), user)]\n"
to_chat(user, .)
. += "some <B>[initial(S.name)]</B> [icon2html(initial(S.icon), user)]"
/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/C)
if(blood_state != C.blood_state) //We only replace footprints of the same type as us
@@ -234,5 +234,5 @@
/obj/effect/turf_decal/trimline/neutral/filled/corner
icon_state = "trimline_corner_fill"
/obj/effect/turf_decal/trimline/brown/filled/end
/obj/effect/turf_decal/trimline/neutral/filled/end
icon_state = "trimline_end_fill"
+1 -1
View File
@@ -36,7 +36,7 @@
/obj/structure/glowshroom/examine(mob/user)
. = ..()
to_chat(user, "This is a [generation]\th generation [name]!")
. += "This is a [generation]\th generation [name]!"
/obj/structure/glowshroom/Destroy()
if(myseed)
@@ -165,7 +165,7 @@
/obj/item/organ/heart/gland/chem = 5,
/obj/item/organ/heart/gland/mindshock = 5,
/obj/item/organ/heart/gland/plasma = 7,
/obj/item/organ/heart/gland/pop = 5,
/obj/item/organ/heart/gland/transform = 5,
/obj/item/organ/heart/gland/slime = 4,
/obj/item/organ/heart/gland/spiderman = 5,
/obj/item/organ/heart/gland/ventcrawling = 1,
@@ -315,6 +315,11 @@
randomdir = 0
duration = 6
/obj/effect/temp_visual/desynchronizer
name = "desynchronizer field"
icon_state = "chronofield"
duration = 3
/obj/effect/temp_visual/impact_effect
icon_state = "impact_bullet"
duration = 5
@@ -344,6 +349,10 @@
icon_state = "impact_laser_purple"
duration = 4
/obj/effect/temp_visual/impact_effect/shrink
icon_state = "m_shield"
duration = 10
/obj/effect/temp_visual/impact_effect/ion
icon_state = "shieldsparkles"
duration = 6
@@ -437,3 +446,10 @@
animate(src, alpha = 0, transform = skew, time = duration)
else
return INITIALIZE_HINT_QDEL
/obj/effect/temp_visual/slugboom
icon = 'icons/effects/96x96.dmi'
icon_state = "slugboom"
randomdir = FALSE
duration = 30
pixel_x = -24
@@ -36,3 +36,7 @@
/obj/effect/projectile/impact/wormhole
icon_state = "wormhole_g"
/obj/effect/projectile/impact/laser/wavemotion
name = "particle impact"
icon_state = "impact_wavemotion"
@@ -28,3 +28,7 @@
/obj/effect/projectile/muzzle/wormhole
icon_state = "wormhole_g"
/obj/effect/projectile/muzzle/laser/wavemotion
name = "particle backblast"
icon_state = "muzzle_wavemotion"
@@ -66,3 +66,7 @@
/obj/effect/projectile/tracer/wormhole
icon_state = "wormhole_g"
/obj/effect/projectile/tracer/laser/wavemotion
name = "particle trail"
icon_state = "tracer_wavemotion"

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