This commit is contained in:
Ghommie
2020-03-12 20:31:14 +01:00
958 changed files with 221881 additions and 212761 deletions
+6
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@@ -48,6 +48,8 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
icon_state = "space_near"
dynamic_lighting = DYNAMIC_LIGHTING_IFSTARLIGHT
/area/space/station_ruins //Paint this area where you want station ruins to be allowed to spawn
/area/start
name = "start area"
icon_state = "start"
@@ -849,6 +851,10 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
name = "Medbay Treatment Center"
icon_state = "exam_room"
/area/medical/paramedic
name = "Paramedic Station"
icon_state = "paramedic"
//Security
+11 -34
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@@ -63,6 +63,9 @@
var/xenobiology_compatible = FALSE //Can the Xenobio management console transverse this area by default?
var/list/canSmoothWithAreas //typecache to limit the areas that atoms in this area can smooth with
/// Color on minimaps, if it's null (which is default) it makes one at random.
var/minimap_color
/**
* These two vars allow for multiple unique areas to be linked to a master area
* and share some functionalities such as APC powernet nodes, fire alarms etc, without sacrificing
@@ -96,7 +99,14 @@ GLOBAL_LIST_EMPTY(teleportlocs)
// ===
/area/New()
// This interacts with the map loader, so it needs to be set immediately
if(!minimap_color) // goes in New() because otherwise it doesn't fucking work
// generate one using the icon_state
if(icon_state && icon_state != "unknown")
var/icon/I = new(icon, icon_state, dir)
I.Scale(1,1)
minimap_color = I.GetPixel(1,1)
else // no icon state? use random.
minimap_color = rgb(rand(50,70),rand(50,70),rand(50,70)) // This interacts with the map loader, so it needs to be set immediately
// rather than waiting for atoms to initialize.
if (unique)
GLOB.areas_by_type[type] = src
@@ -514,39 +524,6 @@ GLOBAL_LIST_EMPTY(teleportlocs)
/client/proc/ResetAmbiencePlayed()
played = FALSE
/atom/proc/has_gravity(turf/T)
if(!T || !isturf(T))
T = get_turf(src)
if(!T)
return 0
var/list/forced_gravity = list()
SEND_SIGNAL(src, COMSIG_ATOM_HAS_GRAVITY, T, forced_gravity)
if(!forced_gravity.len)
SEND_SIGNAL(T, COMSIG_TURF_HAS_GRAVITY, src, forced_gravity)
if(forced_gravity.len)
var/max_grav
for(var/i in forced_gravity)
max_grav = max(max_grav, i)
if(max_grav)
return max_grav
if(isspaceturf(T)) // Turf never has gravity
return 0
var/area/A = get_area(T)
if(A.has_gravity) // Areas which always has gravity
return A.has_gravity
else
// There's a gravity generator on our z level
if(GLOB.gravity_generators["[T.z]"])
var/max_grav = 0
for(var/obj/machinery/gravity_generator/main/G in GLOB.gravity_generators["[T.z]"])
max_grav = max(G.setting,max_grav)
return max_grav
return SSmapping.level_trait(T.z, ZTRAIT_GRAVITY)
/area/proc/setup(a_name)
name = a_name
power_equip = FALSE
+2
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@@ -3,6 +3,8 @@
/area/ruin/space
has_gravity = FALSE
blob_allowed = FALSE //Nope, no winning in space as a blob. Gotta eat the station.
outdoors = TRUE
ambientsounds = SPACE
/area/ruin/space/has_grav
has_gravity = STANDARD_GRAVITY
+54 -8
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@@ -28,7 +28,6 @@
var/list/managed_overlays
var/datum/proximity_monitor/proximity_monitor
var/buckle_message_cooldown = 0
var/fingerprintslast
var/list/filter_data //For handling persistent filters
@@ -98,7 +97,7 @@
var/temp_list = list()
for(var/i in custom_materials)
temp_list[getmaterialref(i)] = custom_materials[i] //Get the proper instanced version
temp_list[SSmaterials.GetMaterialRef(i)] = custom_materials[i] //Get the proper instanced version
custom_materials = null //Null the list to prepare for applying the materials properly
set_custom_materials(temp_list)
@@ -361,11 +360,12 @@
. = list()
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_OVERLAYS, .)
/atom/proc/relaymove(mob/user)
if(buckle_message_cooldown <= world.time)
buckle_message_cooldown = world.time + 50
/atom/proc/relaymove(mob/living/user)
if(!istype(user))
return //why are you buckling nonliving mobs to atoms?
if(user.buckle_message_cooldown <= world.time)
user.buckle_message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>You can't move while buckled to [src]!</span>")
return
/atom/proc/contents_explosion(severity, target)
return //For handling the effects of explosions on contents that would not normally be effected
@@ -904,7 +904,7 @@ Proc for attack log creation, because really why not
if(custom_materials) //Only runs if custom materials existed at first. Should usually be the case but check anyways
for(var/i in custom_materials)
var/datum/material/custom_material = getmaterialref(i)
var/datum/material/custom_material = SSmaterials.GetMaterialRef(i)
custom_material.on_removed(src, material_flags) //Remove the current materials
if(!length(materials))
@@ -913,8 +913,54 @@ Proc for attack log creation, because really why not
custom_materials = list() //Reset the list
for(var/x in materials)
var/datum/material/custom_material = getmaterialref(x)
var/datum/material/custom_material = SSmaterials.GetMaterialRef(x)
if(!(material_flags & MATERIAL_NO_EFFECTS))
custom_material.on_applied(src, materials[custom_material] * multiplier * material_modifier, material_flags)
custom_materials[custom_material] += materials[x] * multiplier
/**
* Returns true if this atom has gravity for the passed in turf
*
* Sends signals COMSIG_ATOM_HAS_GRAVITY and COMSIG_TURF_HAS_GRAVITY, both can force gravity with
* the forced gravity var
*
* Gravity situations:
* * No gravity if you're not in a turf
* * No gravity if this atom is in is a space turf
* * Gravity if the area it's in always has gravity
* * Gravity if there's a gravity generator on the z level
* * Gravity if the Z level has an SSMappingTrait for ZTRAIT_GRAVITY
* * otherwise no gravity
*/
/atom/proc/has_gravity(turf/T)
if(!T || !isturf(T))
T = get_turf(src)
if(!T)
return 0
var/list/forced_gravity = list()
SEND_SIGNAL(src, COMSIG_ATOM_HAS_GRAVITY, T, forced_gravity)
if(!forced_gravity.len)
SEND_SIGNAL(T, COMSIG_TURF_HAS_GRAVITY, src, forced_gravity)
if(forced_gravity.len)
var/max_grav
for(var/i in forced_gravity)
max_grav = max(max_grav, i)
return max_grav
if(isspaceturf(T)) // Turf never has gravity
return 0
var/area/A = get_area(T)
if(A.has_gravity) // Areas which always has gravity
return A.has_gravity
else
// There's a gravity generator on our z level
if(GLOB.gravity_generators["[T.z]"])
var/max_grav = 0
for(var/obj/machinery/gravity_generator/main/G in GLOB.gravity_generators["[T.z]"])
max_grav = max(G.setting,max_grav)
return max_grav
return SSmapping.level_trait(T.z, ZTRAIT_GRAVITY)
+10 -307
View File
@@ -131,7 +131,7 @@
return FALSE
// Are we trying to pull something we are already pulling? Then enter grab cycle and end.
if(AM == pulling)
grab_state = state
setGrabState(state)
if(istype(AM,/mob/living))
var/mob/living/AMob = AM
AMob.grabbedby(src)
@@ -142,7 +142,7 @@
AM.pulledby.stop_pulling() //an object can't be pulled by two mobs at once.
pulling = AM
AM.pulledby = src
grab_state = state
setGrabState(state)
if(ismob(AM))
var/mob/M = AM
log_combat(src, M, "grabbed", addition="passive grab")
@@ -155,10 +155,10 @@
pulling.pulledby = null
var/mob/living/ex_pulled = pulling
pulling = null
grab_state = 0
setGrabState(0)
if(isliving(ex_pulled))
var/mob/living/L = ex_pulled
L.update_canmove()// mob gets up if it was lyng down in a chokehold
L.update_mobility()// mob gets up if it was lyng down in a chokehold
/atom/movable/proc/Move_Pulled(atom/A)
if(!pulling)
@@ -194,160 +194,6 @@
stop_pulling()
return
////////////////////////////////////////
// Here's where we rewrite how byond handles movement except slightly different
// To be removed on step_ conversion
// All this work to prevent a second bump
/atom/movable/Move(atom/newloc, direct=0)
. = FALSE
if(!newloc || newloc == loc)
return
if(!direct)
direct = get_dir(src, newloc)
setDir(direct)
if(!loc.Exit(src, newloc))
return
if(!newloc.Enter(src, src.loc))
return
// Past this is the point of no return
var/atom/oldloc = loc
var/area/oldarea = get_area(oldloc)
var/area/newarea = get_area(newloc)
loc = newloc
. = TRUE
oldloc.Exited(src, newloc)
if(oldarea != newarea)
oldarea.Exited(src, newloc)
for(var/i in oldloc)
if(i == src) // Multi tile objects
continue
var/atom/movable/thing = i
thing.Uncrossed(src)
newloc.Entered(src, oldloc)
if(oldarea != newarea)
newarea.Entered(src, oldloc)
for(var/i in loc)
if(i == src) // Multi tile objects
continue
var/atom/movable/thing = i
thing.Crossed(src)
//
////////////////////////////////////////
/atom/movable/Move(atom/newloc, direct)
var/atom/movable/pullee = pulling
var/turf/T = loc
if(pulling)
if(pullee && get_dist(src, pullee) > 1)
stop_pulling()
if(pullee && pullee.loc != loc && !isturf(pullee.loc) ) //to be removed once all code that changes an object's loc uses forceMove().
log_game("DEBUG:[src]'s pull on [pullee] wasn't broken despite [pullee] being in [pullee.loc]. Pull stopped manually.")
stop_pulling()
if(!loc || !newloc)
return FALSE
var/atom/oldloc = loc
if(loc != newloc)
if (!(direct & (direct - 1))) //Cardinal move
. = ..()
else //Diagonal move, split it into cardinal moves
moving_diagonally = FIRST_DIAG_STEP
var/first_step_dir
// The `&& moving_diagonally` checks are so that a forceMove taking
// place due to a Crossed, Bumped, etc. call will interrupt
// the second half of the diagonal movement, or the second attempt
// at a first half if step() fails because we hit something.
if (direct & NORTH)
if (direct & EAST)
if (step(src, NORTH) && moving_diagonally)
first_step_dir = NORTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, EAST)
else if (moving_diagonally && step(src, EAST))
first_step_dir = EAST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, NORTH)
else if (direct & WEST)
if (step(src, NORTH) && moving_diagonally)
first_step_dir = NORTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, WEST)
else if (moving_diagonally && step(src, WEST))
first_step_dir = WEST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, NORTH)
else if (direct & SOUTH)
if (direct & EAST)
if (step(src, SOUTH) && moving_diagonally)
first_step_dir = SOUTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, EAST)
else if (moving_diagonally && step(src, EAST))
first_step_dir = EAST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, SOUTH)
else if (direct & WEST)
if (step(src, SOUTH) && moving_diagonally)
first_step_dir = SOUTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, WEST)
else if (moving_diagonally && step(src, WEST))
first_step_dir = WEST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, SOUTH)
if(moving_diagonally == SECOND_DIAG_STEP)
if(!.)
setDir(first_step_dir)
else if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(direct)
moving_diagonally = 0
return
if(!loc || (loc == oldloc && oldloc != newloc))
last_move = 0
return
if(.)
Moved(oldloc, direct)
if(. && pulling && pulling == pullee) //we were pulling a thing and didn't lose it during our move.
if(pulling.anchored)
stop_pulling()
else
var/pull_dir = get_dir(src, pulling)
//puller and pullee more than one tile away or in diagonal position
if(get_dist(src, pulling) > 1 || (moving_diagonally != SECOND_DIAG_STEP && ((pull_dir - 1) & pull_dir)))
pulling.Move(T, get_dir(pulling, T)) //the pullee tries to reach our previous position
if(pulling && get_dist(src, pulling) > 1) //the pullee couldn't keep up
stop_pulling()
if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1)//separated from our puller and not in the middle of a diagonal move.
pulledby.stop_pulling()
last_move = direct
setDir(direct)
if(. && has_buckled_mobs() && !handle_buckled_mob_movement(loc,direct)) //movement failed due to buckled mob(s)
return FALSE
//Called after a successful Move(). By this point, we've already moved
/atom/movable/proc/Moved(atom/OldLoc, Dir, Forced = FALSE)
SEND_SIGNAL(src, COMSIG_MOVABLE_MOVED, OldLoc, Dir, Forced)
if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(Dir)
if (length(client_mobs_in_contents))
update_parallax_contents()
return TRUE
/atom/movable/Destroy(force)
QDEL_NULL(proximity_monitor)
QDEL_NULL(language_holder)
@@ -372,143 +218,6 @@
orbiting.end_orbit(src)
orbiting = null
// Make sure you know what you're doing if you call this, this is intended to only be called by byond directly.
// You probably want CanPass()
/atom/movable/Cross(atom/movable/AM)
. = TRUE
SEND_SIGNAL(src, COMSIG_MOVABLE_CROSS, AM)
return CanPass(AM, AM.loc, TRUE)
//oldloc = old location on atom, inserted when forceMove is called and ONLY when forceMove is called!
/atom/movable/Crossed(atom/movable/AM, oldloc)
SEND_SIGNAL(src, COMSIG_MOVABLE_CROSSED, AM)
/atom/movable/Uncross(atom/movable/AM, atom/newloc)
. = ..()
if(SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSS, AM) & COMPONENT_MOVABLE_BLOCK_UNCROSS)
return FALSE
if(isturf(newloc) && !CheckExit(AM, newloc))
return FALSE
/atom/movable/Uncrossed(atom/movable/AM)
SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSSED, AM)
/atom/movable/Bump(atom/A)
if(!A)
CRASH("Bump was called with no argument.")
SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A)
. = ..()
if(!QDELETED(throwing))
throwing.hit_atom(A)
. = TRUE
if(QDELETED(A))
return
A.Bumped(src)
/atom/movable/proc/forceMove(atom/destination)
. = FALSE
if(destination)
. = doMove(destination)
else
CRASH("No valid destination passed into forceMove")
/atom/movable/proc/moveToNullspace()
return doMove(null)
/atom/movable/proc/doMove(atom/destination)
. = FALSE
if(destination)
if(pulledby)
pulledby.stop_pulling()
var/atom/oldloc = loc
var/same_loc = oldloc == destination
var/area/old_area = get_area(oldloc)
var/area/destarea = get_area(destination)
loc = destination
moving_diagonally = 0
if(!same_loc)
if(oldloc)
oldloc.Exited(src, destination)
if(old_area && old_area != destarea)
old_area.Exited(src, destination)
for(var/atom/movable/AM in oldloc)
AM.Uncrossed(src)
var/turf/oldturf = get_turf(oldloc)
var/turf/destturf = get_turf(destination)
var/old_z = (oldturf ? oldturf.z : null)
var/dest_z = (destturf ? destturf.z : null)
if (old_z != dest_z)
onTransitZ(old_z, dest_z)
destination.Entered(src, oldloc)
if(destarea && old_area != destarea)
destarea.Entered(src, oldloc)
for(var/atom/movable/AM in destination)
if(AM == src)
continue
AM.Crossed(src, oldloc)
Moved(oldloc, NONE, TRUE)
. = TRUE
//If no destination, move the atom into nullspace (don't do this unless you know what you're doing)
else
. = TRUE
if (loc)
var/atom/oldloc = loc
var/area/old_area = get_area(oldloc)
oldloc.Exited(src, null)
if(old_area)
old_area.Exited(src, null)
loc = null
/atom/movable/proc/onTransitZ(old_z,new_z)
SEND_SIGNAL(src, COMSIG_MOVABLE_Z_CHANGED, old_z, new_z)
for (var/item in src) // Notify contents of Z-transition. This can be overridden IF we know the items contents do not care.
var/atom/movable/AM = item
AM.onTransitZ(old_z,new_z)
/atom/movable/proc/setMovetype(newval)
movement_type = newval
//Called whenever an object moves and by mobs when they attempt to move themselves through space
//And when an object or action applies a force on src, see newtonian_move() below
//Return 0 to have src start/keep drifting in a no-grav area and 1 to stop/not start drifting
//Mobs should return 1 if they should be able to move of their own volition, see client/Move() in mob_movement.dm
//movement_dir == 0 when stopping or any dir when trying to move
/atom/movable/proc/Process_Spacemove(movement_dir = 0)
if(has_gravity(src))
return 1
if(pulledby)
return 1
if(throwing)
return 1
if(!isturf(loc))
return 1
if(locate(/obj/structure/lattice) in range(1, get_turf(src))) //Not realistic but makes pushing things in space easier
return 1
return 0
/atom/movable/proc/newtonian_move(direction) //Only moves the object if it's under no gravity
if(!loc || Process_Spacemove(0))
inertia_dir = 0
return 0
inertia_dir = direction
if(!direction)
return 1
inertia_last_loc = loc
SSspacedrift.processing[src] = src
return 1
/atom/movable/proc/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
set waitfor = 0
SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum)
@@ -610,17 +319,6 @@
SSthrowing.currentrun[src] = TT
TT.tick()
/atom/movable/proc/handle_buckled_mob_movement(newloc,direct)
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
if(!buckled_mob.Move(newloc, direct))
forceMove(buckled_mob.loc)
last_move = buckled_mob.last_move
inertia_dir = last_move
buckled_mob.inertia_dir = last_move
return 0
return 1
/atom/movable/proc/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
return FALSE
@@ -639,7 +337,7 @@
/atom/movable/CanPass(atom/movable/mover, turf/target)
if(mover in buckled_mobs)
return 1
return TRUE
return ..()
// called when this atom is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.
@@ -865,6 +563,11 @@
return FALSE
return TRUE
/// Updates the grab state of the movable
/// This exists to act as a hook for behaviour
/atom/movable/proc/setGrabState(newstate)
grab_state = newstate
/obj/item/proc/do_pickup_animation(atom/target)
set waitfor = FALSE
if(!istype(loc, /turf))
+307
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@@ -0,0 +1,307 @@
// File for movement procs for atom/movable
////////////////////////////////////////
// Here's where we rewrite how byond handles movement except slightly different
// To be removed on step_ conversion
// All this work to prevent a second bump
/atom/movable/Move(atom/newloc, direct=0)
. = FALSE
if(!newloc || newloc == loc)
return
if(!direct)
direct = get_dir(src, newloc)
setDir(direct)
if(!loc.Exit(src, newloc))
return
if(!newloc.Enter(src, src.loc))
return
// Past this is the point of no return
var/atom/oldloc = loc
var/area/oldarea = get_area(oldloc)
var/area/newarea = get_area(newloc)
loc = newloc
. = TRUE
oldloc.Exited(src, newloc)
if(oldarea != newarea)
oldarea.Exited(src, newloc)
for(var/i in oldloc)
if(i == src) // Multi tile objects
continue
var/atom/movable/thing = i
thing.Uncrossed(src)
newloc.Entered(src, oldloc)
if(oldarea != newarea)
newarea.Entered(src, oldloc)
for(var/i in loc)
if(i == src) // Multi tile objects
continue
var/atom/movable/thing = i
thing.Crossed(src)
//
////////////////////////////////////////
/atom/movable/Move(atom/newloc, direct)
var/atom/movable/pullee = pulling
var/turf/T = loc
if(pulling)
if(pullee && get_dist(src, pullee) > 1)
stop_pulling()
if(pullee && pullee.loc != loc && !isturf(pullee.loc) ) //to be removed once all code that changes an object's loc uses forceMove().
log_game("DEBUG:[src]'s pull on [pullee] wasn't broken despite [pullee] being in [pullee.loc]. Pull stopped manually.")
stop_pulling()
if(!loc || !newloc)
return FALSE
var/atom/oldloc = loc
if(loc != newloc)
if (!(direct & (direct - 1))) //Cardinal move
. = ..()
else //Diagonal move, split it into cardinal moves
moving_diagonally = FIRST_DIAG_STEP
var/first_step_dir
// The `&& moving_diagonally` checks are so that a forceMove taking
// place due to a Crossed, Bumped, etc. call will interrupt
// the second half of the diagonal movement, or the second attempt
// at a first half if step() fails because we hit something.
if (direct & NORTH)
if (direct & EAST)
if (step(src, NORTH) && moving_diagonally)
first_step_dir = NORTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, EAST)
else if (moving_diagonally && step(src, EAST))
first_step_dir = EAST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, NORTH)
else if (direct & WEST)
if (step(src, NORTH) && moving_diagonally)
first_step_dir = NORTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, WEST)
else if (moving_diagonally && step(src, WEST))
first_step_dir = WEST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, NORTH)
else if (direct & SOUTH)
if (direct & EAST)
if (step(src, SOUTH) && moving_diagonally)
first_step_dir = SOUTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, EAST)
else if (moving_diagonally && step(src, EAST))
first_step_dir = EAST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, SOUTH)
else if (direct & WEST)
if (step(src, SOUTH) && moving_diagonally)
first_step_dir = SOUTH
moving_diagonally = SECOND_DIAG_STEP
. = step(src, WEST)
else if (moving_diagonally && step(src, WEST))
first_step_dir = WEST
moving_diagonally = SECOND_DIAG_STEP
. = step(src, SOUTH)
if(moving_diagonally == SECOND_DIAG_STEP)
if(!.)
setDir(first_step_dir)
else if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(direct)
moving_diagonally = 0
return
if(!loc || (loc == oldloc && oldloc != newloc))
last_move = NONE
return
if(.)
last_move = direct
setDir(direct)
if(has_buckled_mobs() && !handle_buckled_mob_movement(loc,direct)) //movement failed due to buckled mob(s)
return FALSE
if(pulling && pulling == pullee) //we were pulling a thing and didn't lose it during our move.
if(pulling.anchored)
stop_pulling()
else
var/pull_dir = get_dir(src, pulling)
//puller and pullee more than one tile away or in diagonal position
if(get_dist(src, pulling) > 1 || (moving_diagonally != SECOND_DIAG_STEP && ((pull_dir - 1) & pull_dir)))
pulling.Move(T, get_dir(pulling, T)) //the pullee tries to reach our previous position
if(pulling && get_dist(src, pulling) > 1) //the pullee couldn't keep up
stop_pulling()
if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1)//separated from our puller and not in the middle of a diagonal move.
pulledby.stop_pulling()
Moved(oldloc, direct)
/atom/movable/proc/handle_buckled_mob_movement(newloc,direct)
for(var/m in buckled_mobs)
var/mob/living/buckled_mob = m
if(!buckled_mob.Move(newloc, direct))
forceMove(buckled_mob.loc)
last_move = buckled_mob.last_move
inertia_dir = last_move
buckled_mob.inertia_dir = last_move
return FALSE
return TRUE
//Called after a successful Move(). By this point, we've already moved
/atom/movable/proc/Moved(atom/OldLoc, Dir, Forced = FALSE)
SEND_SIGNAL(src, COMSIG_MOVABLE_MOVED, OldLoc, Dir, Forced)
if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(Dir)
if (length(client_mobs_in_contents))
update_parallax_contents()
return TRUE
// Make sure you know what you're doing if you call this, this is intended to only be called by byond directly.
// You probably want CanPass()
/atom/movable/Cross(atom/movable/AM)
. = TRUE
SEND_SIGNAL(src, COMSIG_MOVABLE_CROSS, AM)
return CanPass(AM, AM.loc, TRUE)
//oldloc = old location on atom, inserted when forceMove is called and ONLY when forceMove is called!
/atom/movable/Crossed(atom/movable/AM, oldloc)
SEND_SIGNAL(src, COMSIG_MOVABLE_CROSSED, AM)
/atom/movable/Uncross(atom/movable/AM, atom/newloc)
. = ..()
if(SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSS, AM) & COMPONENT_MOVABLE_BLOCK_UNCROSS)
return FALSE
if(isturf(newloc) && !CheckExit(AM, newloc))
return FALSE
/atom/movable/Uncrossed(atom/movable/AM)
SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSSED, AM)
/atom/movable/Bump(atom/A)
if(!A)
CRASH("Bump was called with no argument.")
SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A)
. = ..()
if(!QDELETED(throwing))
throwing.hit_atom(A)
. = TRUE
if(QDELETED(A))
return
A.Bumped(src)
/atom/movable/proc/onTransitZ(old_z,new_z)
SEND_SIGNAL(src, COMSIG_MOVABLE_Z_CHANGED, old_z, new_z)
for (var/item in src) // Notify contents of Z-transition. This can be overridden IF we know the items contents do not care.
var/atom/movable/AM = item
AM.onTransitZ(old_z,new_z)
/atom/movable/proc/setMovetype(newval)
movement_type = newval
///////////// FORCED MOVEMENT /////////////
/atom/movable/proc/forceMove(atom/destination)
. = FALSE
if(destination)
. = doMove(destination)
else
CRASH("No valid destination passed into forceMove")
/atom/movable/proc/moveToNullspace()
return doMove(null)
/atom/movable/proc/doMove(atom/destination)
. = FALSE
if(destination)
if(pulledby)
pulledby.stop_pulling()
var/atom/oldloc = loc
var/same_loc = oldloc == destination
var/area/old_area = get_area(oldloc)
var/area/destarea = get_area(destination)
loc = destination
moving_diagonally = 0
if(!same_loc)
if(oldloc)
oldloc.Exited(src, destination)
if(old_area && old_area != destarea)
old_area.Exited(src, destination)
for(var/atom/movable/AM in oldloc)
AM.Uncrossed(src)
var/turf/oldturf = get_turf(oldloc)
var/turf/destturf = get_turf(destination)
var/old_z = (oldturf ? oldturf.z : null)
var/dest_z = (destturf ? destturf.z : null)
if (old_z != dest_z)
onTransitZ(old_z, dest_z)
destination.Entered(src, oldloc)
if(destarea && old_area != destarea)
destarea.Entered(src, oldloc)
for(var/atom/movable/AM in destination)
if(AM == src)
continue
AM.Crossed(src, oldloc)
Moved(oldloc, NONE, TRUE)
. = TRUE
//If no destination, move the atom into nullspace (don't do this unless you know what you're doing)
else
. = TRUE
if (loc)
var/atom/oldloc = loc
var/area/old_area = get_area(oldloc)
oldloc.Exited(src, null)
if(old_area)
old_area.Exited(src, null)
loc = null
//Called whenever an object moves and by mobs when they attempt to move themselves through space
//And when an object or action applies a force on src, see newtonian_move() below
//Return 0 to have src start/keep drifting in a no-grav area and 1 to stop/not start drifting
//Mobs should return 1 if they should be able to move of their own volition, see client/Move() in mob_movement.dm
//movement_dir == 0 when stopping or any dir when trying to move
/atom/movable/proc/Process_Spacemove(movement_dir = 0)
if(has_gravity(src))
return 1
if(pulledby)
return 1
if(throwing)
return 1
if(!isturf(loc))
return 1
if(locate(/obj/structure/lattice) in range(1, get_turf(src))) //Not realistic but makes pushing things in space easier
return 1
return 0
/atom/movable/proc/newtonian_move(direction) //Only moves the object if it's under no gravity
if(!loc || Process_Spacemove(0))
inertia_dir = 0
return 0
inertia_dir = direction
if(!direction)
return 1
inertia_last_loc = loc
SSspacedrift.processing[src] = src
return 1
@@ -2,6 +2,7 @@
ruletype = "Event"
var/typepath // typepath of the event
var/triggering
var/earliest_start = 20 MINUTES
/datum/dynamic_ruleset/event/get_blackbox_info()
var/list/ruleset_data = list()
@@ -25,8 +26,10 @@
return E
/datum/dynamic_ruleset/event/ready(forced = FALSE) // same as midround cause we're still using enemy system
/datum/dynamic_ruleset/event/ready(forced = FALSE)
if (!forced)
if(earliest_start >= world.time-SSticker.round_start_time)
return FALSE
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
@@ -56,6 +59,7 @@
required_enemies = list(2,2,1,1,0,0,0,0,0,0)
weight = 5
cost = 10
earliest_start = 30 MINUTES
blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear)
requirements = list(70,60,50,50,40,40,40,30,20,15)
property_weights = list("story_potential" = 1, "trust" = 1, "chaos" = 1)
@@ -157,17 +161,18 @@
required_enemies = list(3,3,3,3,3,3,3,3,3,3)
cost = 15
weight = 3
earliest_start = 25 MINUTES
repeatable_weight_decrease = 2
requirements = list(60,50,40,30,30,30,30,30,30,30)
high_population_requirement = 30
property_weights = list("extended" = -2)
/datum/dynamic_ruleset/event/meteor_wave/ready()
if(mode.threat_level > 40 && mode.threat >= 25 && prob(20))
if(world.time-SSticker.round_start_time > 35 MINUTES && mode.threat_level > 40 && mode.threat >= 25 && prob(30))
name = "Meteor Wave: Threatening"
cost = 25
typepath = /datum/round_event/meteor_wave/threatening
else if(mode.threat_level > 50 && mode.threat >= 40 && prob(30))
else if(world.time-SSticker.round_start_time > 45 MINUTES && mode.threat_level > 50 && mode.threat >= 40 && prob(30))
name = "Meteor Wave: Catastrophic"
cost = 40
typepath = /datum/round_event/meteor_wave/catastrophic
@@ -280,6 +285,7 @@
cost = 4
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
earliest_start = 10 MINUTES
repeatable = TRUE
property_weights = list("extended" = 1)
@@ -324,6 +330,7 @@
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
repeatable = TRUE
earliest_start = 0 MINUTES
property_weights = list("extended" = 1)
always_max_weight = TRUE
@@ -381,3 +388,67 @@
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
property_weights = list("extended" = 1,"chaos" = 1)
/datum/dynamic_ruleset/event/portal_storm_syndicate
name = "Portal Storm"
config_tag = "portal_storm"
typepath = /datum/round_event/portal_storm/syndicate_shocktroop
cost = 10
weight = 1
enemy_roles = list("Head of Security","Security Officer","AI","Captain","Shaft Miner")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(101,101,101,30,30,30,30,30,30,30)
high_population_requirement = 30
earliest_start = 30 MINUTES
property_weights = list("teamwork" = 1,"chaos" = 1, "extended" = -1)
/datum/dynamic_ruleset/event/wormholes
name = "Wormholes"
config_tag = "wormhole"
typepath = /datum/round_event/wormholes
cost = 3
weight = 4
enemy_roles = list("AI","Medical Doctor","Station Engineer","Head of Personnel","Captain")
required_enemies = list(2,2,2,2,2,2,2,2,2,2)
requirements = list(5,5,5,5,5,5,5,5,5,5)
high_population_requirement = 5
property_weights = list("extended" = 1)
/datum/dynamic_ruleset/event/swarmers
name = "Swarmers"
config_tag = "swarmer"
typepath = /datum/round_event/spawn_swarmer
cost = 10
weight = 1
earliest_start = 30 MINUTES
enemy_roles = list("AI","Security Officer","Head of Security","Captain","Station Engineer","Atmos Technician","Chief Engineer")
required_enemies = list(4,4,4,4,3,3,2,2,1,1)
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 5
property_weights = list("extended" = -2)
/datum/dynamic_ruleset/event/sentient_disease
name = "Sentient Disease"
config_tag = "sentient_disease"
typepath = /datum/round_event/ghost_role/sentient_disease
enemy_roles = list("Virologist","Chief Medical Officer","Captain","Chemist")
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(30,30,20,20,15,10,10,10,10,5) // yes, it can even happen in "extended"!
property_weights = list("story_potential" = 1, "extended" = 1, "valid" = -2)
high_population_requirement = 5
/datum/dynamic_ruleset/event/revenant
name = "Revenant"
config_tag = "revenant"
typepath = /datum/round_event/ghost_role/revenant
enemy_roles = list("Chief Engineer","Station Engineer","Captain","Chaplain","AI")
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(30,30,30,30,20,15,15,15,15,15)
high_population_requirement = 15
property_weights = list("story_potential" = -2, "extended" = -1)
@@ -523,88 +523,6 @@
log_game("DYNAMIC: [key_name(S)] was spawned as a Nightmare by the midround ruleset.")
return S
//////////////////////////////////////////////
// //
// SENTIENT DISEASE //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease
name = "Sentient Disease"
config_tag = "sentient_disease"
antag_flag = ROLE_ALIEN
enemy_roles = list("Virologist","Chief Medical Officer","Captain","Chemist")
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(30,30,20,20,15,10,10,10,10,5) // yes, it can even happen in "extended"!
property_weights = list("story_potential" = 1, "extended" = 1, "valid" = -2)
high_population_requirement = 5
/datum/dynamic_ruleset/midround/from_ghosts/sentient_disease/generate_ruleset_body(mob/applicant)
var/mob/camera/disease/virus = new /mob/camera/disease(SSmapping.get_station_center())
applicant.transfer_ckey(virus, FALSE)
INVOKE_ASYNC(virus, /mob/camera/disease/proc/pick_name)
message_admins("[ADMIN_LOOKUPFLW(virus)] has been made into a sentient disease by the midround ruleset.")
log_game("[key_name(virus)] was spawned as a sentient disease by the midround ruleset.")
return virus
//////////////////////////////////////////////
// //
// REVENANT //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/revenant
name = "Revenant"
config_tag = "revenant"
antag_flag = ROLE_REVENANT
enemy_roles = list("Chief Engineer","Station Engineer","Captain","Chaplain","AI")
required_enemies = list(2,1,1,1,0,0,0,0,0,0)
required_candidates = 1
weight = 4
cost = 5
requirements = list(30,30,30,30,20,15,15,15,15,15)
high_population_requirement = 15
property_weights = list("story_potential" = -2, "extended" = -1)
var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/acceptable(population = 0,threat = 0)
var/deadMobs = 0
for(var/mob/M in GLOB.dead_mob_list)
deadMobs++
if(deadMobs < REVENANT_SPAWN_THRESHOLD)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/ready(forced = FALSE)
for(var/mob/living/L in GLOB.dead_mob_list) //look for any dead bodies
var/turf/T = get_turf(L)
if(T && is_station_level(T.z))
spawn_locs += T
if(!spawn_locs.len || spawn_locs.len < 15) //look for any morgue trays, crematoriums, ect if there weren't alot of dead bodies on the station to pick from
for(var/obj/structure/bodycontainer/bc in GLOB.bodycontainers)
var/turf/T = get_turf(bc)
if(T && is_station_level(T.z))
spawn_locs += T
if(!spawn_locs.len) //If we can't find any valid spawnpoints, try the carp spawns
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
if(isturf(L.loc))
spawn_locs += L.loc
if(!spawn_locs.len) //If we can't find THAT, then just give up and cry
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/revenant/generate_ruleset_body(mob/applicant)
var/mob/living/simple_animal/revenant/revvie = new(pick(spawn_locs))
applicant.transfer_ckey(revvie, FALSE)
message_admins("[ADMIN_LOOKUPFLW(revvie)] has been made into a revenant by the midround ruleset.")
log_game("[key_name(revvie)] was spawned as a revenant by the midround ruleset.")
return revvie
//////////////////////////////////////////////
// //
// SLAUGHTER DEMON //
@@ -668,11 +586,11 @@
required_candidates = 2
weight = 8
cost = 10
requirements = list(101,101,70,50,40,30,30,20,15,15)
requirements = list(101,101,70,50,40,30,30,30,30,30)
blocking_rules = list(/datum/dynamic_ruleset/roundstart/nuclear,/datum/dynamic_ruleset/midround/from_ghosts/nuclear)
high_population_requirement = 15
var/datum/team/abductor_team/team
property_weights = list("story_potential" = 1, "extended" = -2, "valid" = 1, "trust" = -1, "chaos" = 2)
property_weights = list("extended" = -2, "valid" = 1, "trust" = -1, "chaos" = 2)
repeatable_weight_decrease = 4
repeatable = TRUE
@@ -742,11 +660,12 @@
var/datum/antagonist/ninja/ninjadatum = new
ninjadatum.helping_station = pick(TRUE,FALSE)
if(ninjadatum.helping_station)
mode.refund_threat(5)
mode.refund_threat(cost+5)
mode.log_threat("Ninja was helping station; [cost+5] cost refunded.")
Mind.add_antag_datum(ninjadatum)
if(Ninja.mind != Mind) //something has gone wrong!
throw EXCEPTION("Ninja created with incorrect mind")
stack_trace("Ninja created with incorrect mind")
message_admins("[ADMIN_LOOKUPFLW(Ninja)] has been made into a ninja by dynamic.")
log_game("[key_name(Ninja)] was spawned as a ninja by dynamic.")
@@ -623,8 +623,7 @@
config_tag = "clownops"
antag_datum = /datum/antagonist/nukeop/clownop
antag_leader_datum = /datum/antagonist/nukeop/leader/clownop
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
weight = 1
property_weights = list("trust" = 2, "chaos" = 2, "extended" = -2, "story_potential" = 2, "valid" = 2)
@@ -1,16 +1,22 @@
/datum/dynamic_storyteller
var/name = "none"
var/config_tag = null
var/desc = "A coder's idiocy."
var/list/property_weights = list()
var/curve_centre = 0
var/curve_width = 1.8
var/name = "none" // Name for voting.
var/config_tag = null // Config tag for config weights.
var/desc = "A coder's idiocy." // Description for voting.
var/list/property_weights = list() // See below.
var/curve_centre = 0 // As GLOB.dynamic_curve_centre.
var/curve_width = 1.8 // As GLOB.dynamic_curve_width.
var/forced_threat_level = -1
/*
NO_ASSASSIN: Will not have permanent assassination targets.
WAROPS_ALWAYS_ALLOWED: Can always do warops, regardless of threat level.
USE_PREF_WEIGHTS: Will use peoples' preferences to change the threat centre.
*/
var/flags = 0
var/weight = 3 // how many rounds need to have been recently played for this storyteller to be left out of the vote
var/event_frequency_lower = 6 MINUTES
var/event_frequency_upper = 20 MINUTES
var/datum/game_mode/dynamic/mode = null
var/weight = 3 // Weights for randomly picking storyteller. Multiplied by score after voting.
var/event_frequency_lower = 6 MINUTES // How rare events will be, at least.
var/event_frequency_upper = 20 MINUTES // How rare events will be, at most.
var/pop_antag_ratio = 5 // How many non-antags there should be vs antags.
var/datum/game_mode/dynamic/mode = null // Cached as soon as it's made, by dynamic.
/**
Property weights are:
@@ -80,7 +86,7 @@ Property weights are:
var/chance = 0
// If the high pop override is in effect, we reduce the impact of population on the antag injection chance
var/high_pop_factor = (mode.current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit)
var/max_pop_per_antag = max(5,15 - round(mode.threat_level/10) - round(mode.current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
var/max_pop_per_antag = max(pop_antag_ratio,15 - round(mode.threat_level/10) - round(mode.current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
if (!mode.current_players[CURRENT_LIVING_ANTAGS].len)
chance += 80 // No antags at all? let's boost those odds!
else
@@ -173,12 +179,13 @@ Property weights are:
name = "Chaotic"
config_tag = "chaotic"
curve_centre = 10
desc = "Chaos: high. Variation: high. Likely antags: clock cult, revs, wizard."
desc = "High chaos modes. Revs, wizard, clock cult. Multiple antags at once. Chaos is kept up all round."
property_weights = list("extended" = -1, "chaos" = 10)
weight = 1
event_frequency_lower = 2 MINUTES
event_frequency_upper = 10 MINUTES
flags = WAROPS_ALWAYS_ALLOWED
pop_antag_ratio = 4
var/refund_cooldown = 0
/datum/dynamic_storyteller/cowabunga/get_midround_cooldown()
@@ -189,14 +196,14 @@ Property weights are:
/datum/dynamic_storyteller/cowabunga/do_process()
if(refund_cooldown < world.time)
mode.refund_threat(20)
mode.log_threat("Cowabunga it is. Refunded 20 threat. Threat is now [mode.threat].")
refund_cooldown = world.time + 600 SECONDS
mode.refund_threat(40)
mode.log_threat("Chaotic storyteller refunded 40 threat. Threat is now [mode.threat].")
refund_cooldown = world.time + 1200 SECONDS
/datum/dynamic_storyteller/team
name = "Teamwork"
config_tag = "teamwork"
desc = "Chaos: high. Variation: low. Likely antags: nukies, clockwork cult, wizard, blob, xenomorph."
desc = "Modes where the crew must band together. Nukies, xenos, blob. Only one antag threat at once."
curve_centre = 2
curve_width = 1.5
weight = 2
@@ -209,56 +216,71 @@ Property weights are:
/datum/dynamic_storyteller/conversion
name = "Conversion"
config_tag = "conversion"
desc = "Chaos: high. Variation: medium. Likely antags: cults, bloodsuckers, revs."
desc = "Conversion antags. Cults, revs."
curve_centre = 3
curve_width = 1
weight = 2
weight = 0
flags = WAROPS_ALWAYS_ALLOWED
property_weights = list("valid" = 1, "conversion" = 20)
/datum/dynamic_storyteller/classic
name = "Random"
config_tag = "random"
desc = "Chaos: varies. Variation: highest. No special weights attached."
weight = 6
flags = USE_PREF_WEIGHTS
desc = "No special weights attached. Anything goes."
weight = 4
curve_width = 4
pop_antag_ratio = 7
flags = USE_PREF_WEIGHTS
/datum/dynamic_storyteller/memes
name = "Story"
config_tag = "story"
desc = "Chaos: varies. Variation: high. Likely antags: abductors, nukies, wizard, traitor."
weight = 4
flags = USE_PREF_WEIGHTS
curve_width = 4
desc = "Antags with options for loadouts and gimmicks. Traitor, wizard, nukies."
weight = 2
curve_width = 2
pop_antag_ratio = 7
property_weights = list("story_potential" = 10)
/datum/dynamic_storyteller/suspicion
name = "Intrigue"
config_tag = "intrigue"
desc = "Chaos: low. Variation: high. Likely antags: traitor, bloodsucker. Rare: revs, blood cult."
weight = 4
flags = USE_PREF_WEIGHTS
curve_width = 4
desc = "Antags that instill distrust in the crew. Traitors, bloodsuckers."
weight = 2
curve_width = 2
pop_antag_ratio = 7
property_weights = list("trust" = -5)
/datum/dynamic_storyteller/liteextended
name = "Calm"
config_tag = "calm"
desc = "Chaos: low. Variation: medium. Likely antags: bloodsuckers, traitors, sentient disease, revenant."
desc = "Low-chaos round. Few antags. No conversion."
curve_centre = -3
curve_width = 0.5
flags = NO_ASSASSIN
weight = 1
pop_antag_ratio = 10
property_weights = list("extended" = 1, "chaos" = -1, "valid" = -1, "story_potential" = 1, "conversion" = -10)
/datum/dynamic_storyteller/no_antag
name = "Extended"
config_tag = "semiextended"
desc = "No standard antags. Threatening events may still spawn."
curve_centre = -5
curve_width = 0.5
flags = NO_ASSASSIN
weight = 2
property_weights = list("extended" = 1, "chaos" = -1, "valid" = -1, "story_potential" = 1, "conversion" = -10)
weight = 1
property_weights = list("extended" = 2)
/datum/dynamic_storyteller/liteextended/get_injection_chance(dry_run = FALSE)
return ..()/2
/datum/dynamic_storyteller/no_antag/roundstart_draft()
return list()
/datum/dynamic_storyteller/no_antag/get_injection_chance(dry_run)
return 0
/datum/dynamic_storyteller/extended
name = "Extended"
name = "Super Extended"
config_tag = "extended"
desc = "Chaos: none. Variation: none. Likely antags: none."
desc = "No antags. No dangerous events."
curve_centre = -20
weight = 0
curve_width = 0.5
+1 -1
View File
@@ -54,6 +54,6 @@
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)
H.DefaultCombatKnockdown(100)
gangster_mind.add_antag_datum(/datum/antagonist/gang, gang)
return TRUE
+25 -4
View File
@@ -86,8 +86,10 @@ GLOBAL_LIST_EMPTY(objectives)
if(M)
. += M
/datum/objective/proc/find_target()
/datum/objective/proc/find_target(dupe_search_range, blacklist)
var/list/datum/mind/owners = get_owners()
if(!dupe_search_range)
dupe_search_range = get_owners()
var/list/possible_targets = list()
var/try_target_late_joiners = FALSE
for(var/I in owners)
@@ -96,7 +98,8 @@ GLOBAL_LIST_EMPTY(objectives)
try_target_late_joiners = TRUE
for(var/datum/mind/possible_target in get_crewmember_minds())
if(!(possible_target in owners) && ishuman(possible_target.current) && (possible_target.current.stat != DEAD) && is_unique_objective(possible_target))
possible_targets += possible_target
if(!(possible_target in blacklist))
possible_targets += possible_target
if(try_target_late_joiners)
var/list/all_possible_targets = possible_targets.Copy()
for(var/I in all_possible_targets)
@@ -1075,7 +1078,7 @@ GLOBAL_LIST_EMPTY(cult_contraband)
var/mob/living/carbon/human/H = owner
H.equip_in_one_of_slots(I, list("backpack" = SLOT_IN_BACKPACK))
hoarded_item = I
GLOBAL_LIST_EMPTY(possible_sabotages)
@@ -1092,7 +1095,7 @@ GLOBAL_LIST_EMPTY(possible_sabotages)
if(!GLOB.possible_sabotages.len)//Only need to fill the list when it's needed.
for(var/I in subtypesof(/datum/sabotage_objective))
new I
/datum/objective/sabotage/find_target()
var/list/datum/mind/owners = get_owners()
var/approved_targets = list()
@@ -1155,3 +1158,21 @@ GLOBAL_LIST_EMPTY(possible_sabotages)
/datum/objective/flavor/wizard
flavor_file = "strings/flavor_objectives/wizard.txt"
/datum/objective/contract
var/payout = 0
var/payout_bonus = 0
var/area/dropoff = null
/datum/objective/contract/proc/generate_dropoff() // Generate a random valid area on the station that the dropoff will happen.
var/found = FALSE
while(!found)
var/area/dropoff_area = pick(GLOB.sortedAreas)
if(dropoff_area && is_station_level(dropoff_area.z) && !dropoff_area.outdoors && !istype(dropoff_area, /area/shuttle/))
dropoff = dropoff_area
found = TRUE
/datum/objective/contract/proc/dropoff_check(mob/user, mob/target) // Check if both the contractor and contract target are at the dropoff point.
var/area/user_area = get_area(user)
var/area/target_area = get_area(target)
return (istype(user_area, dropoff) && istype(target_area, dropoff))
+4 -4
View File
@@ -23,18 +23,18 @@
START_PROCESSING(SSprocessing, src)
/datum/sabotage_objective/processing/proc/check_condition_processing()
return 100
return 1
/datum/sabotage_objective/processing/process()
check_condition_processing()
if(won >= 100)
if(won >= 1)
STOP_PROCESSING(SSprocessing,src)
/datum/sabotage_objective/processing/check_conditions()
return won
/datum/sabotage_objective/processing/power_sink
name = "Drain at least 1 gigajoule of power using a power sink."
name = "Drain at least 100 megajoules of power using a power sink."
sabotage_type = "powersink"
special_equipment = list(/obj/item/sbeacondrop/powersink)
var/sink_found = FALSE
@@ -47,7 +47,7 @@
for(var/datum/powernet/PN in GLOB.powernets)
for(var/obj/item/powersink/sink in PN.nodes)
sink_found_this_time = TRUE
won = max(won,sink.power_drained/1e9)
won = max(won,sink.power_drained/1e8)
sink_found = sink_found_this_time
count = 0
return FALSE
+1 -1
View File
@@ -185,7 +185,7 @@ Class Procs:
A.forceMove(T)
if(isliving(A))
var/mob/living/L = A
L.update_canmove()
L.update_mobility()
if(occupant)
SEND_SIGNAL(src, COMSIG_MACHINE_EJECT_OCCUPANT, occupant)
occupant = null
+1 -1
View File
@@ -140,7 +140,7 @@
/obj/machinery/autolathe/proc/AfterMaterialInsert(obj/item/item_inserted, id_inserted, amount_inserted)
if(istype(item_inserted, /obj/item/stack/ore/bluespace_crystal))
use_power(MINERAL_MATERIAL_AMOUNT / 10)
else if(item_inserted.custom_materials?.len && item_inserted.custom_materials[getmaterialref(/datum/material/glass)])
else if(item_inserted.custom_materials?.len && item_inserted.custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)])
flick("autolathe_r",src)//plays glass insertion animation by default otherwise
else
flick("autolathe_o",src)//plays metal insertion animation
+1 -1
View File
@@ -18,7 +18,7 @@
if(!charging)
return
. += image(charging.icon, charging.icon_state)
. += mutable_appearance(charging.icon, charging.icon_state)
. += "ccharger-on"
if(!(stat & (BROKEN|NOPOWER)))
var/newlevel = round(charging.percent() * 4 / 100)
+13 -10
View File
@@ -77,6 +77,8 @@
name = "cloning data disk"
icon_state = "datadisk0" //Gosh I hope syndies don't mistake them for the nuke disk.
var/list/fields = list()
var/list/mutations = list()
var/max_mutations = 6
var/read_only = 0 //Well,it's still a floppy disk
//Disk stuff.
@@ -129,7 +131,7 @@
return examine(user)
//Start growing a human clone in the pod!
/obj/machinery/clonepod/proc/growclone(ckey, clonename, ui, se, mindref, datum/species/mrace, list/features, factions, list/quirks)
/obj/machinery/clonepod/proc/growclone(ckey, clonename, ui, mutation_index, mindref, datum/species/mrace, list/features, factions, list/quirks)
if(panel_open)
return FALSE
if(mess || attempting)
@@ -165,8 +167,9 @@
var/mob/living/carbon/human/H = new /mob/living/carbon/human(src)
H.hardset_dna(ui, se, H.real_name, null, mrace, features)
H.randmutb() //100% bad mutation. Can be cured with mutadone.
H.hardset_dna(ui, mutation_index, H.real_name, null, mrace, features)
H.easy_randmut(NEGATIVE+MINOR_NEGATIVE) //100% bad mutation. Can be cured with mutadone.
H.silent = 20 //Prevents an extreme edge case where clones could speak if they said something at exactly the right moment.
occupant = H
@@ -491,29 +494,29 @@
/obj/machinery/clonepod/update_overlays()
. = ..()
if(mess)
var/image/gib1 = image(CRYOMOBS, "gibup")
var/image/gib2 = image(CRYOMOBS, "gibdown")
var/mutable_appearance/gib1 = mutable_appearance(CRYOMOBS, "gibup")
var/mutable_appearance/gib2 = mutable_appearance(CRYOMOBS, "gibdown")
gib1.pixel_y = 27 + round(sin(world.time) * 3)
gib1.pixel_x = round(sin(world.time * 3))
gib2.pixel_y = 27 + round(cos(world.time) * 3)
gib2.pixel_x = round(cos(world.time * 3))
. += gib2
. += gib1
. += "cover-on"
else if(occupant)
var/image/occupant_overlay
var/mutable_appearance/occupant_overlay
var/completion = (flesh_number - unattached_flesh.len) / flesh_number
if(unattached_flesh.len <= 0)
occupant_overlay = image(occupant.icon, occupant.icon_state)
occupant_overlay = mutable_appearance(occupant.icon, occupant.icon_state)
occupant_overlay.copy_overlays(occupant)
. += "cover-on"
else
occupant_overlay = image(CRYOMOBS, "clone_meat")
occupant_overlay = mutable_appearance(CRYOMOBS, "clone_meat")
var/matrix/tform = matrix()
tform.Scale(completion)
tform.Turn(cos(world.time * 2) * 3)
occupant_overlay.transform = tform
occupant_overlay.appearance_flags = 0
occupant_overlay.appearance_flags = NONE
occupant_overlay.dir = SOUTH
occupant_overlay.pixel_y = 27 + round(sin(world.time) * 3)
@@ -217,7 +217,7 @@
M.vomit(10, distance = 5)
if(ORION_TRAIL_FLUX)
if(prob(75))
M.Knockdown(60)
M.DefaultCombatKnockdown(60)
say("A sudden gust of powerful wind slams [M] into the floor!")
M.take_bodypart_damage(25)
playsound(loc, 'sound/weapons/genhit.ogg', 100, 1)
+1 -1
View File
@@ -485,7 +485,7 @@
R.fields["id"] = copytext_char(md5(mob_occupant.real_name), 2, 6)
R.fields["UE"] = dna.unique_enzymes
R.fields["UI"] = dna.uni_identity
R.fields["SE"] = dna.struc_enzymes
R.fields["SE"] = dna.mutation_index
R.fields["blood_type"] = dna.blood_type
R.fields["features"] = dna.features
R.fields["factions"] = mob_occupant.faction
+10 -5
View File
@@ -15,6 +15,7 @@
var/message_cooldown = 0
var/ai_message_cooldown = 0
var/tmp_alertlevel = 0
var/static/security_level_cd // used to stop mass spam.
var/const/STATE_DEFAULT = 1
var/const/STATE_CALLSHUTTLE = 2
var/const/STATE_CANCELSHUTTLE = 3
@@ -94,16 +95,18 @@
I = pda.id
if (I && istype(I))
if(ACCESS_CAPTAIN in I.access)
if(security_level_cd > world.time)
to_chat(usr, "<span class='warning'>Security level protocols are currently on cooldown. Please stand by.</span>")
return
var/old_level = GLOB.security_level
if(!tmp_alertlevel)
tmp_alertlevel = SEC_LEVEL_GREEN
if(tmp_alertlevel < SEC_LEVEL_GREEN)
tmp_alertlevel = SEC_LEVEL_GREEN
if(tmp_alertlevel == SEC_LEVEL_BLUE)
tmp_alertlevel = SEC_LEVEL_BLUE
if(tmp_alertlevel > SEC_LEVEL_AMBER)
tmp_alertlevel = SEC_LEVEL_AMBER //Cannot engage delta with this
set_security_level(tmp_alertlevel)
security_level_cd = world.time + 15 SECONDS
if(GLOB.security_level != old_level)
to_chat(usr, "<span class='notice'>Authorization confirmed. Modifying security level.</span>")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
@@ -376,19 +379,21 @@
if("ai-announce")
make_announcement(usr, 1)
if("ai-securitylevel")
if(security_level_cd > world.time)
to_chat(usr, "<span class='warning'>Security level protocols are currently on cooldown. Please stand by.</span>")
return
tmp_alertlevel = text2num( href_list["newalertlevel"] )
if(!tmp_alertlevel)
tmp_alertlevel = 0
tmp_alertlevel = SEC_LEVEL_GREEN
var/old_level = GLOB.security_level
if(!tmp_alertlevel)
tmp_alertlevel = SEC_LEVEL_GREEN
if(tmp_alertlevel < SEC_LEVEL_GREEN)
tmp_alertlevel = SEC_LEVEL_GREEN
if(tmp_alertlevel == SEC_LEVEL_BLUE)
tmp_alertlevel = SEC_LEVEL_BLUE
if(tmp_alertlevel > SEC_LEVEL_AMBER)
tmp_alertlevel = SEC_LEVEL_AMBER //Cannot engage delta with this
set_security_level(tmp_alertlevel)
security_level_cd = world.time + 15 SECONDS
if(GLOB.security_level != old_level)
//Only notify people if an actual change happened
var/security_level = get_security_level()
+592 -142
View File
@@ -1,14 +1,16 @@
#define INJECTOR_TIMEOUT 100
#define REJUVENATORS_INJECT 15
#define REJUVENATORS_MAX 90
#define NUMBER_OF_BUFFERS 3
#define SCRAMBLE_TIMEOUT 600
#define JOKER_TIMEOUT 12000 //20 minutes
#define JOKER_UPGRADE 1800
#define RADIATION_STRENGTH_MAX 15
#define RADIATION_STRENGTH_MULTIPLIER 1 //larger has a more range
#define RADIATION_STRENGTH_MULTIPLIER 1 //larger has more range
#define RADIATION_DURATION_MAX 30
#define RADIATION_ACCURACY_MULTIPLIER 3 //larger is less accurate
#define RADIATION_IRRADIATION_MULTIPLIER 1 //multiplier for how much radiation a test subject receives
#define SCANNER_ACTION_SE 1
@@ -23,22 +25,44 @@
icon_keyboard = "med_key"
density = TRUE
circuit = /obj/item/circuitboard/computer/scan_consolenew
var/radduration = 2
var/radstrength = 1
var/list/buffer[NUMBER_OF_BUFFERS]
var/injectorready = 0 //world timer cooldown var
var/current_screen = "mainmenu"
var/obj/machinery/dna_scannernew/connected = null
var/obj/item/disk/data/diskette = null
var/list/delayed_action = null
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 400
light_color = LIGHT_COLOR_BLUE
var/datum/techweb/stored_research
var/max_storage = 6
var/combine
var/radduration = 2
var/radstrength = 1
var/max_chromosomes = 6
///Amount of mutations we can store
var/list/buffer[NUMBER_OF_BUFFERS]
///mutations we have stored
var/list/stored_mutations = list()
///chromosomes we have stored
var/list/stored_chromosomes = list()
///combinations of injectors for the 'injector selection'. format is list("Elsa" = list(Cryokinesis, Geladikinesis), "The Hulk" = list(Hulk, Gigantism), etc) Glowy and the gang being an initialized datum
var/list/injector_selection = list()
///max amount of selections you can make
var/max_injector_selections = 2
///hard-cap on the advanced dna injector
var/max_injector_mutations = 10
///the max instability of the advanced injector.
var/max_injector_instability = 50
var/injectorready = 0 //world timer cooldown var
var/jokerready = 0
var/scrambleready = 0
var/current_screen = "mainmenu"
var/current_mutation //what block are we inspecting? only used when screen = "info"
var/current_storage //what storage block are we looking at?
var/obj/machinery/dna_scannernew/connected = null
var/obj/item/disk/data/diskette = null
var/list/delayed_action = null
/obj/machinery/computer/scan_consolenew/attackby(obj/item/I, mob/user, params)
if (istype(I, /obj/item/disk/data)) //INSERT SOME DISKETTES
if (!src.diskette)
@@ -48,6 +72,28 @@
to_chat(user, "<span class='notice'>You insert [I].</span>")
src.updateUsrDialog()
return
if (istype(I, /obj/item/chromosome))
if(LAZYLEN(stored_chromosomes) < max_chromosomes)
I.forceMove(src)
stored_chromosomes += I
to_chat(user, "<span class='notice'>You insert [I].</span>")
else
to_chat(user, "<span class='warning'>You cannot store any more chromosomes!</span>")
return
if(istype(I, /obj/item/dnainjector/activator))
var/obj/item/dnainjector/activator/A = I
if(A.used)
to_chat(user,"<span class='notice'>Recycled [I].</span>")
if(A.research)
var/c_typepath = generate_chromosome()
var/obj/item/chromosome/CM = new c_typepath (drop_location())
to_chat(user,"<span class='notice'>Recycled [I].</span>")
if((LAZYLEN(stored_chromosomes) < max_chromosomes) && prob(60))
CM.forceMove(src)
stored_chromosomes += CM
to_chat(user,"<span class='notice'>[capitalize(CM.name)] added to storage.</span>")
qdel(I)
return
else
return ..()
@@ -58,12 +104,26 @@
if(!isnull(connected))
break
injectorready = world.time + INJECTOR_TIMEOUT
scrambleready = world.time + SCRAMBLE_TIMEOUT
jokerready = world.time + JOKER_TIMEOUT
stored_research = SSresearch.science_tech
/obj/machinery/computer/scan_consolenew/examine(mob/user)
. = ..()
if(jokerready < world.time)
. += "<span class='notice'>JOKER algorithm available.</span>"
else
. += "<span class='notice'>JOKER algorithm available in about [round(0.00166666667 * (jokerready - world.time))] minutes."
/obj/machinery/computer/scan_consolenew/ui_interact(mob/user, last_change)
. = ..()
if(!user)
return
var/datum/browser/popup = new(user, "scannernew", "DNA Modifier Console", 800, 630) // Set up the popup browser window
if(user.client)
var/datum/asset/simple/assets = get_asset_datum(/datum/asset/simple/genetics)
assets.send(user.client)
if(!(in_range(src, user) || hasSiliconAccessInArea(user)))
popup.close()
return
@@ -88,8 +148,6 @@
occupant_status += "</div></div>"
occupant_status += "<div class='line'><div class='statusLabel'>Health:</div><div class='progressBar'><div style='width: [viable_occupant.health]%;' class='progressFill good'></div></div><div class='statusValue'>[viable_occupant.health] %</div></div>"
occupant_status += "<div class='line'><div class='statusLabel'>Radiation Level:</div><div class='progressBar'><div style='width: [viable_occupant.radiation/(RAD_MOB_SAFE/100)]%;' class='progressFill bad'></div></div><div class='statusValue'>[viable_occupant.radiation/(RAD_MOB_SAFE/100)] %</div></div>"
var/rejuvenators = viable_occupant.reagents.get_reagent_amount(/datum/reagent/medicine/potass_iodide)
occupant_status += "<div class='line'><div class='statusLabel'>Rejuvenators:</div><div class='progressBar'><div style='width: [round((rejuvenators / REJUVENATORS_MAX) * 100)]%;' class='progressFill highlight'></div></div><div class='statusValue'>[rejuvenators] units</div></div>"
occupant_status += "<div class='line'><div class='statusLabel'>Unique Enzymes :</div><div class='statusValue'><span class='highlight'>[viable_occupant.dna.unique_enzymes]</span></div></div>"
occupant_status += "<div class='line'><div class='statusLabel'>Last Operation:</div><div class='statusValue'>[last_change ? last_change : "----"]</div></div>"
else
@@ -147,28 +205,61 @@
buttons += "<a href='?src=[REF(src)];task=togglelock;'>[connected.locked ? "Unlock" : "Lock"] Scanner</a>"
else
buttons += "<span class='linkOff'>Open Scanner</span> <span class='linkOff'>Lock Scanner</span>"
if(viable_occupant)
buttons += "<a href='?src=[REF(src)];task=rejuv'>Inject Rejuvenators</a>"
if(viable_occupant && (scrambleready < world.time))
buttons += "<a href='?src=[REF(src)];task=scramble'>Scramble DNA</a>"
else
buttons += "<span class='linkOff'>Inject Rejuvenators</span>"
buttons += "<span class='linkOff'>Scramble DNA</span>"
if(diskette)
buttons += "<a href='?src=[REF(src)];task=ejectdisk'>Eject Disk</a>"
buttons += "<a href='?src=[REF(src)];task=screen;text=disk;'>Disk</a>"
else
buttons += "<span class='linkOff'>Eject Disk</span>"
if(current_screen == "buffer")
buttons += "<a href='?src=[REF(src)];task=screen;text=mainmenu;'>Radiation Emitter Menu</a>"
buttons += "<span class='linkOff'>Disk</span>"
if(current_screen == "mutations")
buttons += "<span class='linkOff'>Mutations</span>"
else
buttons += "<a href='?src=[REF(src)];task=screen;text=buffer;'>Buffer Menu</a>"
buttons += "<a href='?src=[REF(src)];task=screen;text=mutations;'>Mutations</a>"
if((current_screen == "mainmenu") || !current_screen)
buttons += "<span class='linkOff'>Genetic Sequencer</span>"
else
buttons += "<a href='?src=[REF(src)];task=screen;text=mainmenu;'>Genetic Sequencer</a>"
if(current_screen == "ui")
buttons += "<span class='linkOff'>Unique Identifiers</span>"
else
buttons += "<a href='?src=[REF(src)];task=screen;text=ui;'>Unique Identifiers</a>"
if(current_screen == "advinjector")
buttons += "<span class='linkOff'>Adv. Injectors</span>"
else
buttons += "<a href='?src=[REF(src)];task=screen;text=advinjector;'>Adv. Injectors</a>"
switch(current_screen)
if("working")
temp_html += status
temp_html += "<h1>System Busy</h1>"
temp_html += "Working ... Please wait ([DisplayTimeText(radduration*10)])"
if("buffer")
if("ui")
temp_html += status
temp_html += buttons
temp_html += "<h1>Buffer Menu</h1>"
temp_html += "<h1>Unique Identifiers</h1>"
temp_html += "<a href='?src=[REF(src)];task=setstrength;num=[radstrength-1];'>--</a> <a href='?src=[REF(src)];task=setstrength;'>Output Level</a> <a href='?src=[REF(src)];task=setstrength;num=[radstrength+1];'>++</a>"
temp_html += "<br><a href='?src=[REF(src)];task=setduration;num=[radduration-1];'>--</a> <a href='?src=[REF(src)];task=setduration;'>Pulse Duration</a> <a href='?src=[REF(src)];task=setduration;num=[radduration+1];'>++</a>"
temp_html += "<h3>Irradiate Subject</h3>"
temp_html += "<div class='line'><div class='statusLabel'>Unique Identifier:</div><div class='statusValue'><div class='clearBoth'>"
var/max_line_len = 7*DNA_BLOCK_SIZE
if(viable_occupant)
temp_html += "<div class='dnaBlockNumber'>1</div>"
var/char = ""
var/ui_text = viable_occupant.dna.uni_identity
var/len_byte = length(ui_text)
var/char_it = 0
for(var/byte_it = 1, byte_it <= len_byte, byte_it += length(char))
char_it++
char = ui_text[byte_it]
temp_html += "<a class='dnaBlock' href='?src=[REF(src)];task=pulseui;num=[char_it];'>[char]</a>"
if((char_it % max_line_len) == 0)
temp_html += "</div><div class='clearBoth'>"
if((char_it % DNA_BLOCK_SIZE) == 0 && byte_it < len_byte)
temp_html += "<div class='dnaBlockNumber'>[(char_it / DNA_BLOCK_SIZE) + 1]</div>"
else
temp_html += "---------"
temp_html += "</div></div><br><h1>Buffer Menu</h1>"
if(istype(buffer))
for(var/i=1, i<=buffer.len, i++)
@@ -188,7 +279,6 @@
temp_html += "<span class='linkOff'>Save to Disk</span>"
else
var/ui = buffer_slot["UI"]
var/se = buffer_slot["SE"]
var/ue = buffer_slot["UE"]
var/name = buffer_slot["name"]
var/label = buffer_slot["label"]
@@ -234,19 +324,6 @@
temp_html += "<a href='?src=[REF(src)];task=injector;num=[i];text=mixed'>UI+UE Injector</a>"
else
temp_html += "<span class='linkOff'>UI+UE Injector</span>"
if(se)
temp_html += "<br>\tSE: [se] "
if(viable_occupant)
temp_html += "<a href='?src=[REF(src)];task=transferbuffer;num=[i];text=se'>Occupant</a>"
else
temp_html += "<span class='linkOff'>Occupant</span>"
temp_html += "<a href='?src=[REF(src)];task=setdelayed;num=[i];delayaction=[SCANNER_ACTION_SE]'>Occupant:Delayed</a>"
if(injectorready < world.time )
temp_html += "<a href='?src=[REF(src)];task=injector;num=[i];text=se'>Injector</a>"
else
temp_html += "<span class='linkOff'>Injector</span>"
else
temp_html += "<br>\tSE: No Data"
if(viable_occupant)
temp_html += "<br><a href='?src=[REF(src)];task=setbuffer;num=[i];'>Save to Buffer</a>"
else
@@ -260,58 +337,225 @@
temp_html += "<a href='?src=[REF(src)];task=savedisk;num=[i];'>Save to Disk</a>"
else
temp_html += "<span class='linkOff'>Save to Disk</span>"
if("disk")
temp_html += status
temp_html += buttons
if(diskette)
temp_html += "<h3>[diskette.name]</h3><br>"
temp_html += "<a href='?src=[REF(src)];task=ejectdisk'>Eject Disk</a><br>"
if(LAZYLEN(diskette.mutations))
temp_html += "<table>"
for(var/datum/mutation/human/A in diskette.mutations)
temp_html += "<tr><td><span class='linkOff'>[A.name]</span></td>"
temp_html += "<td><a href='?src=[REF(src)];task=deletediskmut;num=[diskette.mutations.Find(A)];'>Delete</a></td>"
if(LAZYLEN(stored_mutations) < max_storage)
temp_html += "<td><a href='?src=[REF(src)];task=importdiskmut;num=[diskette.mutations.Find(A)];'>Import</a></td>"
else
temp_html += "<td><td><span class='linkOff'>Import</span></td>"
temp_html += "</tr>"
temp_html += "</table>"
else
temp_html += "<br>Load diskette to start ----------"
if("info")
if(LAZYLEN(stored_mutations))
if(LAZYLEN(stored_mutations) >= current_storage)
var/datum/mutation/human/HM = stored_mutations[current_storage]
if(HM)
temp_html += display_sequence(HM.type, current_storage)
else
current_screen = "mainmenu"
if("mutations")
temp_html += status
temp_html += buttons
temp_html += "<h3>Mutation Storage:<br></h3>"
temp_html += "<table>"
for(var/datum/mutation/human/HM in stored_mutations)
var/i = stored_mutations.Find(HM)
temp_html += "<tr><td><a href='?src=[REF(src)];task=inspectstorage;num=[i]'>[HM.name]</a></td>"
temp_html += "<td><a href='?src=[REF(src)];task=exportdiskmut;path=[HM.type]'>Export</a></td>"
temp_html += "<td><a href='?src=[REF(src)];task=deletemut;num=[i]'>Delete</a></td>"
if(combine == HM.type)
temp_html += "<td><span class='linkOff'>Combine</span></td></tr>"
else
temp_html += "<td><a href='?src=[REF(src)];task=combine;num=[i]'>Combine</a></td></tr>"
temp_html += "</table><br>"
temp_html += "<h3>Chromosome Storage:<br></h3>"
temp_html += "<table>"
for(var/i in 1 to stored_chromosomes.len)
var/obj/item/chromosome/CM = stored_chromosomes[i]
temp_html += "<td><a href='?src=[REF(src)];task=ejectchromosome;num=[i]'>[CM.name]</a></td><br>"
temp_html += "</table>"
if("advinjector")
temp_html += status
temp_html += buttons
temp_html += "<div class='line'><div class='statusLabel'><b>Advanced Injectors:</b></div></div><br>"
temp_html += "<div class='statusLine'><a href='?src=[REF(src)];task=add_advinjector;'>New Selection</a></div>"
for(var/A in injector_selection)
temp_html += "<div class='statusDisplay'><b>[A]</b>"
var/list/true_selection = injector_selection[A]
temp_html += "<br>"
for(var/B in true_selection)
var/datum/mutation/human/HM = B
var/mutcolor
switch(HM.quality)
if(POSITIVE)
mutcolor = "good"
if(MINOR_NEGATIVE)
mutcolor = "average"
if(NEGATIVE)
mutcolor = "bad"
temp_html += "<div class='statusLine'><span class='[mutcolor]'>[HM.name] </span>"
temp_html += "<a href='?src=[REF(src)];task=remove_from_advinjector;injector=[A];path=[HM.type];'>Remove</a></div>"
if (injectorready < world.time)
temp_html += "<div class='statusLine'> <a href='?src=[REF(src)];task=advinjector;injector=[A];'>Print Advanced Injector</a>"
else
temp_html += "<div class='statusLine'> <span class='linkOff'>Print Advanced Injector</span>"
temp_html += "<a href='?src=[REF(src)];task=remove_advinjector;injector=[A];'>Remove Injector</a></div>"
temp_html += "<br></div>"
else
temp_html += status
temp_html += buttons
temp_html += "<h1>Radiation Emitter Menu</h1>"
temp_html += "<a href='?src=[REF(src)];task=setstrength;num=[radstrength-1];'>--</a> <a href='?src=[REF(src)];task=setstrength;'>Output Level</a> <a href='?src=[REF(src)];task=setstrength;num=[radstrength+1];'>++</a>"
temp_html += "<br><a href='?src=[REF(src)];task=setduration;num=[radduration-1];'>--</a> <a href='?src=[REF(src)];task=setduration;'>Pulse Duration</a> <a href='?src=[REF(src)];task=setduration;num=[radduration+1];'>++</a>"
temp_html += "<h3>Irradiate Subject</h3>"
temp_html += "<div class='line'><div class='statusLabel'>Unique Identifier:</div><div class='statusValue'><div class='clearBoth'>"
var/max_line_len = 7*DNA_BLOCK_SIZE
temp_html += "<div class='line'><div class='statusLabel'>Genetic Sequence:</div><br>"
if(viable_occupant)
temp_html += "<div class='dnaBlockNumber'>1</div>"
var/char = ""
var/ui_text = viable_occupant.dna.uni_identity
var/len_byte = length(ui_text)
var/char_it = 0
for(var/byte_it = 1, byte_it <= len_byte, byte_it += length(char))
char_it++
char = ui_text[byte_it]
temp_html += "<a class='dnaBlock' href='?src=[REF(src)];task=pulseui;num=[char_it];'>[char]</a>"
if((char_it % max_line_len) == 0)
temp_html += "</div><div class='clearBoth'>"
if((char_it % DNA_BLOCK_SIZE) == 0 && byte_it < len_byte)
temp_html += "<div class='dnaBlockNumber'>[(char_it / DNA_BLOCK_SIZE) + 1]</div>"
if(viable_occupant)
for(var/A in get_mutation_list())
temp_html += display_inactive_sequence(A)
temp_html += "<br>"
else
temp_html += "----"
if(viable_occupant && (current_mutation in get_mutation_list(viable_occupant)))
temp_html += display_sequence(current_mutation)
temp_html += "</div><br>"
else
temp_html += "----"
temp_html += "</div></div></div><br>"
temp_html += "<br><div class='line'><div class='statusLabel'>Structural Enzymes:</div><div class='statusValue'><div class='clearBoth'>"
if(viable_occupant)
temp_html += "<div class='dnaBlockNumber'>1</div>"
var/char = ""
var/se_text = viable_occupant.dna.struc_enzymes
var/len_byte = length(se_text)
var/char_it = 0
for(var/byte_it = 1, byte_it <= len_byte, byte_it += length(char))
char_it++
char = se_text[byte_it]
temp_html += "<a class='dnaBlock' href='?src=[REF(src)];task=pulsese;num=[char_it];'>[char]</a>"
if((char_it % max_line_len) == 0)
temp_html += "</div><div class='clearBoth'>"
if((char_it % DNA_BLOCK_SIZE) == 0 && byte_it < len_byte)
temp_html += "<div class='dnaBlockNumber'>[(char_it / DNA_BLOCK_SIZE) + 1]</div>"
else
temp_html += "----"
temp_html += "</div></div></div>"
temp_html += "----------"
popup.set_content(temp_html.Join())
popup.open()
/obj/machinery/computer/scan_consolenew/proc/display_inactive_sequence(mutation)
var/temp_html = ""
var/class = "unselected"
var/mob/living/carbon/viable_occupant = get_viable_occupant()
if(!viable_occupant)
return
var/location = viable_occupant.dna.mutation_index.Find(mutation) //We do this because we dont want people using sysexp or similair tools to just read the mutations.
if(!location) //Do this only when needed, dont make a list with mutations for every iteration if you dont need to
var/list/mutations = get_mutation_list(TRUE)
if(mutation in mutations)
location = mutations.Find(mutation)
if(mutation == current_mutation)
class = "selected"
if(location > DNA_MUTATION_BLOCKS)
temp_html += "<a class='clean' href='?src=[REF(src)];task=inspect;num=[location];'><img class='[class]' src='dna_extra.gif' width = '65' alt='Extra Mutation'></a>"
else if(mutation in stored_research.discovered_mutations)
temp_html += "<a class='clean' href='?src=[REF(src)];task=inspect;num=[location];'><img class='[class]' src='dna_discovered.gif' width = '65' alt='Discovered Mutation'></a>"
else
temp_html += "<a class='clean' clean href='?src=[REF(src)];task=inspect;num=[location];'><img class='[class]' src='dna_undiscovered.gif' width = '65' alt=Undiscovered Mutation'></a>"
return temp_html
/obj/machinery/computer/scan_consolenew/proc/display_sequence(mutation, storage_slot) //Storage slot is for when viewing from the stored mutations
var/temp_html = ""
if(!mutation)
temp_html += "ERR-"
return
var/mut_name = "Unknown gene"
var/mut_desc = "No information available."
var/alias
var/discovered = FALSE
var/active = FALSE
var/scrambled = FALSE
var/instability
var/mob/living/carbon/viable_occupant = get_viable_occupant()
var/datum/mutation/human/HM = get_valid_mutation(mutation)
if(viable_occupant)
var/datum/mutation/human/M = viable_occupant.dna.get_mutation(mutation)
if(M)
scrambled = M.scrambled
active = TRUE
var/datum/mutation/human/A = GET_INITIALIZED_MUTATION(mutation)
alias = A.alias
if(active && !scrambled)
discover(mutation)
if(stored_research && (mutation in stored_research.discovered_mutations))
mut_name = A.name
mut_desc = A.desc
discovered = TRUE
instability = A.instability
var/extra
if(viable_occupant && !(storage_slot || viable_occupant.dna.mutation_in_sequence(mutation)))
extra = TRUE
if(discovered && !scrambled)
var/mutcolor
switch(A.quality)
if(POSITIVE)
mutcolor = "good"
if(MINOR_NEGATIVE)
mutcolor = "average"
if(NEGATIVE)
mutcolor = "bad"
if(HM)
instability *= GET_MUTATION_STABILIZER(HM)
temp_html += "<div class='statusDisplay'><div class='statusLine'><span class='[mutcolor]'><b>[mut_name]</b></span><small> ([alias])</small><br>"
temp_html += "<div class='statusLine'>Instability : [round(instability)]</span><br>"
else
temp_html += "<div class='statusDisplay'><div class='statusLine'><b>[alias]</b><br>"
temp_html += "<div class='statusLine'>[mut_desc]<br></div>"
if(active && !storage_slot)
if(HM?.can_chromosome && (HM in viable_occupant.dna.mutations))
var/i = viable_occupant.dna.mutations.Find(HM)
var/chromosome_name = "<a href='?src=[REF(src)];task=applychromosome;path=[mutation];num=[i];'>----</a>"
if(HM.chromosome_name)
chromosome_name = HM.chromosome_name
temp_html += "<div class='statusLine'>Chromosome status: [chromosome_name]<br></div>"
temp_html += "<div class='statusLine'>Sequence:<br><br></div>"
if(!scrambled)
for(var/block in 1 to A.blocks)
var/whole_sequence = get_valid_gene_string(mutation)
var/sequence = copytext(whole_sequence, 1+(block-1)*(DNA_SEQUENCE_LENGTH*2),(DNA_SEQUENCE_LENGTH*2*block+1))
temp_html += "<div class='statusLine'><table class='statusDisplay'><tr>"
for(var/i in 1 to DNA_SEQUENCE_LENGTH)
var/num = 1+(i-1)*2
var/genenum = num+(DNA_SEQUENCE_LENGTH*2*(block-1))
temp_html += "<td><div class='statusLine'><span class='dnaBlockNumber'><a href='?src=[REF(src)];task=pulsegene;num=[genenum];path=[mutation];'>[sequence[num]]</span></a></div></td>"
temp_html += "</tr><tr>"
for(var/i in 1 to DNA_SEQUENCE_LENGTH)
temp_html += "<td><div class='statusLine'>|</div></td>"
temp_html += "</tr><tr>"
for(var/i in 1 to DNA_SEQUENCE_LENGTH)
var/num = i*2
var/genenum = num+(DNA_SEQUENCE_LENGTH*2*(block-1))
temp_html += "<td><div class='statusLine'><span class='dnaBlockNumber'><a href='?src=[REF(src)];task=pulsegene;num=[genenum];path=[mutation];'>[sequence[num]]</span></a></div></td>"
temp_html += "</tr></table></div>"
temp_html += "<br><br><br><br><br>"
else
temp_html = "<div class='statusLine'>Sequence unreadable due to unpredictable mutation.</div>"
if((active || storage_slot) && (injectorready < world.time) && !scrambled)
temp_html += "<a href='?src=[REF(src)];task=activator;path=[mutation];slot=[storage_slot];'>Print Activator</a>"
temp_html += "<a href='?src=[REF(src)];task=mutator;path=[mutation];slot;=[storage_slot];'>Print Mutator</a>"
else
temp_html += "<span class='linkOff'>Print Activator</span>"
temp_html += "<span class='linkOff'>Print Mutator</span>"
temp_html += "<br><div class='statusLine'>"
if(storage_slot)
temp_html += "<a href='?src=[REF(src)];task=deletemut;num=[storage_slot];'>Delete</a>"
if((LAZYLEN(stored_mutations) < max_storage) && diskette && !diskette.read_only)
temp_html += "<a href='?src=[REF(src)];task=exportdiskmut;path=[mutation];'>Export</a>"
else
temp_html += "<span class='linkOff'>Export</span>"
temp_html += "<a href='?src=[REF(src)];task=screen;text=mutations;'>Back</a>"
else if(active && !scrambled)
temp_html += "<a href='?src=[REF(src)];task=savemut;path=[mutation];'>Store</a>"
temp_html += "<a href='?src=[REF(src)];task=expand_advinjector;path=[mutation];'>Adv. Injector</a>"
if(extra || scrambled)
temp_html += "<a href='?src=[REF(src)];task=nullify;'>Nullify</a>"
else
temp_html += "<span class='linkOff'>Nullify</span>"
temp_html += "</div></div>"
return temp_html
/obj/machinery/computer/scan_consolenew/Topic(href, href_list)
if(..())
@@ -350,13 +594,15 @@
radstrength = WRAP(num, 1, RADIATION_STRENGTH_MAX+1)
if("screen")
current_screen = href_list["text"]
if("rejuv")
if(viable_occupant && viable_occupant.reagents)
var/potassiodide_amount = viable_occupant.reagents.get_reagent_amount(/datum/reagent/medicine/potass_iodide)
var/can_add = max(min(REJUVENATORS_MAX - potassiodide_amount, REJUVENATORS_INJECT), 0)
viable_occupant.reagents.add_reagent(/datum/reagent/medicine/potass_iodide, can_add)
if("scramble")
if(viable_occupant && (scrambleready < world.time))
viable_occupant.dna.remove_all_mutations(list(MUT_NORMAL, MUT_EXTRA))
viable_occupant.dna.generate_dna_blocks()
scrambleready = world.time + SCRAMBLE_TIMEOUT
to_chat(usr,"<span class'notice'>DNA scrambled.</span>")
viable_occupant.radiation += RADIATION_STRENGTH_MULTIPLIER*50/(connected.damage_coeff ** 2)
if("setbufferlabel")
var/text = sanitize(input(usr, "Input a new label:", "Input an Text", null) as text|null)
var/text = sanitize(input(usr, "Input a new label:", "Input a Text", null) as text|null)
if(num && text)
num = CLAMP(num, 1, NUMBER_OF_BUFFERS)
var/list/buffer_slot = buffer[num]
@@ -368,7 +614,6 @@
buffer[num] = list(
"label"="Buffer[num]:[viable_occupant.real_name]",
"UI"=viable_occupant.dna.uni_identity,
"SE"=viable_occupant.dna.struc_enzymes,
"UE"=viable_occupant.dna.unique_enzymes,
"name"=viable_occupant.real_name,
"blood_type"=viable_occupant.dna.blood_type
@@ -382,8 +627,6 @@
if("transferbuffer")
if(num && viable_occupant)
switch(href_list["text"]) //Numbers are this high because other way upgrading laser is just not worth the hassle, and i cant think of anything better to inmrove
if("se")
apply_buffer(SCANNER_ACTION_SE,num)
if("ui")
apply_buffer(SCANNER_ACTION_UI,num)
if("ue")
@@ -397,28 +640,6 @@
if(istype(buffer_slot))
var/obj/item/dnainjector/timed/I
switch(href_list["text"])
if("se")
if(buffer_slot["SE"])
I = new /obj/item/dnainjector/timed(loc)
var/powers = 0
for(var/datum/mutation/human/HM in GLOB.good_mutations + GLOB.bad_mutations + GLOB.not_good_mutations)
if(HM.check_block_string(buffer_slot["SE"]))
I.add_mutations.Add(HM)
if(HM in GLOB.good_mutations)
powers += 1
if(HM in GLOB.bad_mutations + GLOB.not_good_mutations)
powers -= 1 //To prevent just unlocking everything to get all powers to a syringe for max tech
else
I.remove_mutations.Add(HM)
var/time_coeff
for(var/datum/mutation/human/HM in I.add_mutations)
if(!time_coeff)
time_coeff = HM.time_coeff
continue
time_coeff = min(time_coeff,HM.time_coeff)
if(connected)
I.duration = I.duration * time_coeff * connected.damage_coeff
I.damage_coeff = connected.damage_coeff
if("ui")
if(buffer_slot["UI"])
I = new /obj/item/dnainjector/timed(loc)
@@ -457,7 +678,7 @@
if("setdelayed")
if(num)
delayed_action = list("action"=text2num(href_list["delayaction"]),"buffer"=num)
if("pulseui","pulsese")
if("pulseui")
if(num && viable_occupant && connected)
radduration = WRAP(radduration, 1, RADIATION_DURATION_MAX+1)
radstrength = WRAP(radstrength, 1, RADIATION_STRENGTH_MAX+1)
@@ -469,7 +690,7 @@
ui_interact(usr)
sleep(radduration*10)
current_screen = "mainmenu"
current_screen = "ui"
if(viable_occupant && connected && connected.occupant==viable_occupant)
viable_occupant.radiation += (RADIATION_IRRADIATION_MULTIPLIER*radduration*radstrength)/(connected.damage_coeff ** 2) //Read comment in "transferbuffer" section above for explanation
@@ -478,7 +699,7 @@
var/len = length_char(viable_occupant.dna.uni_identity)
num = WRAP(num, 1, len+1)
num = randomize_radiation_accuracy(num, radduration + (connected.precision_coeff ** 2), len) //Each manipulator level above 1 makes randomization as accurate as selected time + manipulator lvl^2
//Value is this high for the same reason as with laser - not worth the hassle of upgrading if the bonus is low
//Value is this high for the same reason as with laser - not worth the hassle of upgrading if the bonus is low
var/block = round((num-1)/DNA_BLOCK_SIZE)+1
var/subblock = num - block*DNA_BLOCK_SIZE
last_change = "UI #[block]-[subblock]; "
@@ -490,35 +711,229 @@
viable_occupant.dna.uni_identity = copytext_char(viable_occupant.dna.uni_identity, 1, num) + hex + copytext_char(viable_occupant.dna.uni_identity, num + 1)
viable_occupant.updateappearance(mutations_overlay_update=1)
if("pulsese")
var/len = length(viable_occupant.dna.struc_enzymes)
num = WRAP(num, 1, len+1)
num = randomize_radiation_accuracy(num, radduration + (connected.precision_coeff ** 2), len)
var/block = round((num-1)/DNA_BLOCK_SIZE)+1
var/subblock = num - block*DNA_BLOCK_SIZE
last_change = "SE #[block]-[subblock]; "
var/hex = copytext_char(viable_occupant.dna.struc_enzymes, num, num+1)
last_change += "[hex]"
hex = scramble(hex, radstrength, radduration)
last_change += "->[hex]"
viable_occupant.dna.struc_enzymes = copytext_char(viable_occupant.dna.struc_enzymes, 1, num) + hex + copytext_char(viable_occupant.dna.struc_enzymes, num + 1)
viable_occupant.domutcheck()
else
current_screen = "mainmenu"
if(connected)
connected.locked = locked_state
if("inspect")
if(viable_occupant)
var/list/mutations = get_mutation_list(TRUE)
if(current_mutation == mutations[num])
current_mutation = null
else
current_mutation = mutations[num]
if("inspectstorage")
current_storage = num
current_screen = "info"
if("savemut")
if(viable_occupant)
var/succes
if(LAZYLEN(stored_mutations) < max_storage)
var/mutation = text2path(href_list["path"])
if(ispath(mutation, /datum/mutation/human)) //sanity checks
var/datum/mutation/human/HM = viable_occupant.dna.get_mutation(mutation)
if(HM)
var/datum/mutation/human/A = new HM.type()
A.copy_mutation(HM)
succes = TRUE
stored_mutations += A
to_chat(usr,"<span class='notice'>Mutation succesfully stored.</span>")
if(!succes) //we can exactly return here
to_chat(usr,"<span class='warning'>Mutation storage is full.</span>")
if("deletemut")
var/datum/mutation/human/HM = stored_mutations[num]
if(HM)
stored_mutations.Remove(HM)
qdel(HM)
current_screen = "mutations"
if("activator")
if(injectorready < world.time)
var/mutation = text2path(href_list["path"])
if(ispath(mutation, /datum/mutation/human))
var/datum/mutation/human/HM = get_valid_mutation(mutation)
if(HM)
var/obj/item/dnainjector/activator/I = new /obj/item/dnainjector/activator(loc)
I.add_mutations += new HM.type (copymut = HM)
I.name = "[HM.name] activator"
I.research = TRUE
if(connected)
I.damage_coeff = connected.damage_coeff*4
injectorready = world.time + INJECTOR_TIMEOUT * (1 - 0.1 * connected.precision_coeff) //precision_coeff being the matter bin rating
else
injectorready = world.time + INJECTOR_TIMEOUT
if("mutator")
if(injectorready < world.time)
var/mutation = text2path(href_list["path"])
if(ispath(mutation, /datum/mutation/human))
var/datum/mutation/human/HM = get_valid_mutation(mutation)
if(HM)
var/obj/item/dnainjector/activator/I = new /obj/item/dnainjector/activator(loc)
I.add_mutations += new HM.type (copymut = HM)
I.doitanyway = TRUE
I.name = "[HM.name] injector"
if(connected)
I.damage_coeff = connected.damage_coeff
injectorready = world.time + INJECTOR_TIMEOUT * 5 * (1 - 0.1 * connected.precision_coeff)
else
injectorready = world.time + INJECTOR_TIMEOUT * 5
if("advinjector")
var/selection = href_list["injector"]
if(injectorready < world.time)
if(injector_selection.Find(selection))
var/list/true_selection = injector_selection[selection]
if(LAZYLEN(injector_selection))
var/obj/item/dnainjector/activator/I = new /obj/item/dnainjector/activator(loc)
for(var/A in true_selection)
var/datum/mutation/human/HM = A
I.add_mutations += new HM.type (copymut = HM)
I.doitanyway = TRUE
I.name = "Advanced [selection] injector"
if(connected)
I.damage_coeff = connected.damage_coeff
injectorready = world.time + INJECTOR_TIMEOUT * 8 * (1 - 0.1 * connected.precision_coeff)
else
injectorready = world.time + INJECTOR_TIMEOUT * 8
if("nullify")
if(viable_occupant)
var/datum/mutation/human/A = viable_occupant.dna.get_mutation(current_mutation)
if(A && (!viable_occupant.dna.mutation_in_sequence(current_mutation) || A.scrambled))
viable_occupant.dna.remove_mutation(current_mutation)
current_screen = "mainmenu"
current_mutation = null
if("pulsegene")
if(current_screen != "info")
var/path = text2path(href_list["path"])
if(viable_occupant && num && (path in viable_occupant.dna.mutation_index))
var/list/genes = list("A","T","G","C","X")
if(jokerready < world.time)
genes += "JOKER"
var/sequence = GET_GENE_STRING(path, viable_occupant.dna)
var/original = sequence[num]
var/new_gene = input("From [original] to-", "New block", original) as null|anything in genes
if(!new_gene)
new_gene = original
if(viable_occupant == get_viable_occupant()) //No cheesing
if((new_gene == "JOKER") && (jokerready < world.time))
var/true_genes = GET_SEQUENCE(current_mutation)
new_gene = true_genes[num]
jokerready = world.time + JOKER_TIMEOUT - (JOKER_UPGRADE * (connected.precision_coeff-1))
sequence = copytext(sequence, 1, num) + new_gene + copytext(sequence, num+1, length(sequence)+1)
viable_occupant.dna.mutation_index[path] = sequence
viable_occupant.radiation += RADIATION_STRENGTH_MULTIPLIER/connected.damage_coeff
viable_occupant.domutcheck()
if("exportdiskmut")
if(diskette && !diskette.read_only)
var/path = text2path(href_list["path"])
if(ispath(path, /datum/mutation/human))
var/datum/mutation/human/A = get_valid_mutation(path)
if(A && diskette && (LAZYLEN(diskette.mutations) < diskette.max_mutations))
var/datum/mutation/human/HM = new A.type()
diskette.mutations += HM
HM.copy_mutation(A)
to_chat(usr, "<span class='notice'>Succesfully written [A.name] to [diskette.name].</span>")
if("deletediskmut")
if(diskette && !diskette.read_only)
if(num && (LAZYLEN(diskette.mutations) >= num))
var/datum/mutation/human/A = diskette.mutations[num]
diskette.mutations.Remove(A)
qdel(A)
if("importdiskmut")
if(diskette && (LAZYLEN(diskette.mutations) >= num))
if(LAZYLEN(stored_mutations) < max_storage)
var/datum/mutation/human/A = diskette.mutations[num]
var/datum/mutation/human/HM = new A.type()
HM.copy_mutation(A)
stored_mutations += HM
to_chat(usr,"<span class='notice'>Succesfully written [A.name] to storage.")
if("combine")
if(num && (LAZYLEN(stored_mutations) >= num))
if(LAZYLEN(stored_mutations) < max_storage)
var/datum/mutation/human/A = stored_mutations[num]
var/path = A.type
if(combine)
var/result_path = get_mixed_mutation(combine, path)
if(result_path)
stored_mutations += new result_path()
to_chat(usr, "<span class='boldnotice'>Succes! New mutation has been added to storage</span>")
discover(result_path)
combine = null
else
to_chat(usr, "<span class='warning'>Failed. No mutation could be created.</span>")
combine = null
else
combine = path
to_chat(usr,"<span class='notice'>Selected [A.name] for combining</span>")
else
to_chat(usr, "<span class='warning'>Not enough space to store potential mutation.</span>")
if("ejectchromosome")
if(LAZYLEN(stored_chromosomes) <= num)
var/obj/item/chromosome/CM = stored_chromosomes[num]
CM.forceMove(drop_location())
adjust_item_drop_location(CM)
stored_chromosomes -= CM
if("applychromosome")
if(viable_occupant && (LAZYLEN(viable_occupant.dna.mutations) <= num))
var/datum/mutation/human/HM = viable_occupant.dna.mutations[num]
var/list/chromosomes = list()
for(var/obj/item/chromosome/CM in stored_chromosomes)
if(CM.can_apply(HM))
chromosomes += CM
if(chromosomes.len)
var/obj/item/chromosome/CM = input("Select a chromosome to apply", "Apply Chromosome") as null|anything in sortNames(chromosomes)
if(CM)
to_chat(usr, "<span class='notice'>You apply [CM] to [HM.name].</span>")
stored_chromosomes -= CM
CM.apply(HM)
if("expand_advinjector")
var/mutation = text2path(href_list["path"])
var/datum/mutation/human/HM = get_valid_mutation(mutation)
if(HM && LAZYLEN(injector_selection))
var/which_injector = input(usr, "Select Adv. Injector", "Advanced Injectors") as null|anything in injector_selection
if(injector_selection.Find(which_injector))
var/list/true_selection = injector_selection[which_injector]
var/total_instability
for(var/B in true_selection)
var/datum/mutation/human/mootacion = B
total_instability += mootacion.instability
total_instability += HM.instability
if((total_instability > max_injector_instability) || (true_selection.len + 1) > max_injector_mutations)
to_chat(usr, "<span class='warning'>Adding more mutations would make the advanced injector too unstable!</span>")
else
true_selection += HM //reminder that this works. because I keep forgetting this works
if("remove_from_advinjector")
var/mutation = text2path(href_list["path"])
var/selection = href_list["injector"]
if(injector_selection.Find(selection))
var/list/true_selection = injector_selection[selection]
for(var/B in true_selection)
var/datum/mutation/human/HM = B
if(HM.type == mutation)
true_selection -= HM
break
if("remove_advinjector")
var/selection = href_list["injector"]
for(selection in injector_selection)
if(selection == selection)
injector_selection.Remove(selection)
if("add_advinjector")
if(LAZYLEN(injector_selection) < max_injector_selections)
var/new_selection = input(usr, "Enter Adv. Injector name", "Advanced Injectors") as text|null
if(new_selection && !(new_selection in injector_selection))
injector_selection[new_selection] = list()
ui_interact(usr,last_change)
/obj/machinery/computer/scan_consolenew/proc/scramble(input,rs,rd)
/obj/machinery/computer/scan_consolenew/proc/scramble(input,rs,rd) //hexadecimal genetics. dont confuse with scramble button
var/length = length(input)
var/ran = gaussian(0, rs*RADIATION_STRENGTH_MULTIPLIER)
if(ran == 0)
ran = pick(-1,1) //hacky, statistically should almost never happen. 0-change makes people mad though
ran = pick(-1,1) //hacky, statistically should almost never happen. 0-chance makes people mad though
else if(ran < 0)
ran = round(ran) //negative, so floor it
else
@@ -547,10 +962,6 @@
//Each laser level reduces damage by lvl^2, so no effect on 1 lvl, 4 times less damage on 2 and 9 times less damage on 3
//Numbers are this high because other way upgrading laser is just not worth the hassle, and i cant think of anything better to inmrove
switch(action)
if(SCANNER_ACTION_SE)
if(buffer_slot["SE"])
viable_occupant.dna.struc_enzymes = buffer_slot["SE"]
viable_occupant.domutcheck()
if(SCANNER_ACTION_UI)
if(buffer_slot["UI"])
viable_occupant.dna.uni_identity = buffer_slot["UI"]
@@ -572,15 +983,54 @@
viable_occupant.dna.blood_type = buffer_slot["blood_type"]
/obj/machinery/computer/scan_consolenew/proc/on_scanner_close()
if(delayed_action && connected)
if(delayed_action && get_viable_occupant())
to_chat(connected.occupant, "<span class='notice'>[src] activates!</span>")
apply_buffer(delayed_action["action"],delayed_action["buffer"])
delayed_action = null //or make it stick + reset button ?
/obj/machinery/computer/scan_consolenew/proc/get_valid_mutation(mutation)
var/mob/living/carbon/C = get_viable_occupant()
if(C)
var/datum/mutation/human/HM = C.dna.get_mutation(mutation)
if(HM)
return HM
for(var/datum/mutation/human/A in stored_mutations)
if(A.type == mutation)
return A
/obj/machinery/computer/scan_consolenew/proc/get_mutation_list(include_storage) //Returns a list of the mutation index types and any extra mutations
var/mob/living/carbon/viable_occupant = get_viable_occupant()
var/list/paths = list()
if(viable_occupant)
for(var/A in viable_occupant.dna.mutation_index)
paths += A
for(var/datum/mutation/human/A in viable_occupant.dna.mutations)
if(A.class == MUT_EXTRA)
paths += A.type
if(include_storage)
for(var/datum/mutation/human/A in stored_mutations)
paths += A.type
return paths
/obj/machinery/computer/scan_consolenew/proc/get_valid_gene_string(mutation)
var/mob/living/carbon/C = get_viable_occupant()
if(C && (mutation in C.dna.mutation_index))
return GET_GENE_STRING(mutation, C.dna)
else if(C && (LAZYLEN(C.dna.mutations)))
for(var/datum/mutation/human/A in C.dna.mutations)
if(A.type == mutation)
return GET_SEQUENCE(mutation)
for(var/datum/mutation/human/A in stored_mutations)
if(A.type == mutation)
return GET_SEQUENCE(mutation)
/obj/machinery/computer/scan_consolenew/proc/discover(mutation)
if(stored_research && !(mutation in stored_research.discovered_mutations))
stored_research.discovered_mutations += mutation
return TRUE
/////////////////////////// DNA MACHINES
#undef INJECTOR_TIMEOUT
#undef REJUVENATORS_INJECT
#undef REJUVENATORS_MAX
#undef NUMBER_OF_BUFFERS
#undef RADIATION_STRENGTH_MAX
+2 -2
View File
@@ -145,7 +145,7 @@
if(5)
dat += "<CENTER><B>Virus Database</B></CENTER>"
for(var/Dt in typesof(/datum/disease/))
var/datum/disease/Dis = new Dt(0)
var/datum/disease/Dis = new Dt(FALSE)
if(istype(Dis, /datum/disease/advance))
continue // TODO (tm): Add advance diseases to the virus database which no one uses.
if(!Dis.desc)
@@ -248,7 +248,7 @@
else if(href_list["vir"])
var/type = href_list["vir"]
var/datum/disease/Dis = new type(0)
var/datum/disease/Dis = new type(FALSE)
var/AfS = ""
for(var/mob/M in Dis.viable_mobtypes)
AfS += " [initial(M.name)];"
+9 -10
View File
@@ -37,12 +37,11 @@
dat += "[R.name] |"
if(R.stat)
dat += " Not Responding |"
else if (!R.canmove)
else if(R.locked_down)
dat += " Locked Down |"
else
dat += " Operating Normally |"
if (!R.canmove)
else if(R.cell)
if(R.cell)
dat += " Battery Installed ([R.cell.charge]/[R.cell.maxcharge]) |"
else
dat += " No Cell Installed |"
@@ -62,7 +61,7 @@
dat += "<A href='?src=[REF(src)];magbot=[REF(R)]'>(<font color=blue><i>Hack</i></font>)</A> "
else if(IsAdminGhost(user) && !R.emagged)
dat += "<A href='?src=[REF(src)];magbot=[REF(R)]'>(<font color=blue><i>Hack</i></font>)</A> "
dat += "<A href='?src=[REF(src)];stopbot=[REF(R)]'>(<font color=green><i>[R.canmove ? "Lockdown" : "Release"]</i></font>)</A> "
dat += "<A href='?src=[REF(src)];stopbot=[REF(R)]'>(<font color=green><i>[R.locked_down? "Lockdown" : "Release"]</i></font>)</A> "
dat += "<A href='?src=[REF(src)];killbot=[REF(R)]'>(<font color=red><i>Destroy</i></font>)</A>"
dat += "<BR>"
@@ -116,14 +115,14 @@
if(src.allowed(usr))
var/mob/living/silicon/robot/R = locate(href_list["stopbot"]) in GLOB.silicon_mobs
if(can_control(usr, R))
var/choice = input("Are you certain you wish to [R.canmove ? "lock down" : "release"] [R.name]?") in list("Confirm", "Abort")
var/choice = input("Are you certain you wish to [R.locked_down? "lock down" : "release"] [R.name]?") in list("Confirm", "Abort")
if(choice == "Confirm" && can_control(usr, R) && !..())
message_admins("<span class='notice'>[ADMIN_LOOKUPFLW(usr)] [R.canmove ? "locked down" : "released"] [key_name(R, R.client)][ADMIN_LOOKUPFLW(R)]!</span>")
log_game("[key_name(usr)] [R.canmove ? "locked down" : "released"] [key_name(R)]!")
R.SetLockdown(!R.lockcharge)
to_chat(R, "[!R.lockcharge ? "<span class='notice'>Your lockdown has been lifted!" : "<span class='alert'>You have been locked down!"]</span>")
message_admins("<span class='notice'>[ADMIN_LOOKUPFLW(usr)] [R.locked_down? "locked down" : "released"] [key_name(R, R.client)][ADMIN_LOOKUPFLW(R)]!</span>")
log_game("[key_name(usr)] [R.locked_down? "locked down" : "released"] [key_name(R)]!")
R.SetLockdown(!R.locked_down)
to_chat(R, "[!R.locked_down ? "<span class='notice'>Your lockdown has been lifted!" : "<span class='alert'>You have been locked down!"]</span>")
if(R.connected_ai)
to_chat(R.connected_ai, "[!R.lockcharge ? "<span class='notice'>NOTICE - Cyborg lockdown lifted" : "<span class='alert'>ALERT - Cyborg lockdown detected"]: <a href='?src=[REF(R.connected_ai)];track=[html_encode(R.name)]'>[R.name]</a></span><br>")
to_chat(R.connected_ai, "[!R.locked_down ? "<span class='notice'>NOTICE - Cyborg lockdown lifted" : "<span class='alert'>ALERT - Cyborg lockdown detected"]: <a href='?src=[REF(R.connected_ai)];track=[html_encode(R.name)]'>[R.name]</a></span><br>")
else
to_chat(usr, "<span class='danger'>Access Denied.</span>")
+21 -13
View File
@@ -287,6 +287,7 @@
#define CRYO_PRESERVE 1
#define CRYO_OBJECTIVE 2
#define CRYO_IGNORE 3
#define CRYO_DESTROY_LATER 4
/obj/machinery/cryopod/proc/should_preserve_item(obj/item/I)
for(var/datum/objective_item/steal/T in control_computer.theft_cache)
@@ -308,8 +309,8 @@
if(iscyborg(mob_occupant))
var/mob/living/silicon/robot/R = mob_occupant
if(R.mmi?.brain)
cryo_items[R.mmi] = CRYO_IGNORE
cryo_items[R.mmi.brain] = CRYO_IGNORE
cryo_items[R.mmi] = CRYO_DESTROY_LATER
cryo_items[R.mmi.brain] = CRYO_DESTROY_LATER
for(var/obj/item/I in R.module) // the tools the borg has; metal, glass, guns etc
for(var/obj/item/O in I) // the things inside the tools, if anything; mainly for janiborg trash bags
cryo_items[O] = should_preserve_item(O)
@@ -318,7 +319,7 @@
//Drop all items into the pod.
for(var/obj/item/I in mob_occupant)
if(cryo_items[I] == CRYO_IGNORE)
if(cryo_items[I] == CRYO_IGNORE || cryo_items[I] ==CRYO_DESTROY_LATER)
continue
cryo_items[I] = should_preserve_item(I)
mob_occupant.transferItemToLoc(I, src, TRUE)
@@ -334,17 +335,19 @@
if(QDELETED(I)) //edge cases and DROPDEL.
continue
var/preserve = cryo_items[I]
if(preserve == CRYO_IGNORE)
if(preserve == CRYO_DESTROY_LATER)
continue
else if(preserve == CRYO_DESTROY)
qdel(I)
else if(control_computer?.allow_items)
control_computer.frozen_items += I
if(preserve == CRYO_OBJECTIVE)
control_computer.objective_items += I
I.moveToNullspace()
else
I.forceMove(loc)
if(preserve != CRYO_IGNORE)
if(preserve == CRYO_DESTROY)
qdel(I)
else if(control_computer?.allow_items)
control_computer.frozen_items += I
if(preserve == CRYO_OBJECTIVE)
control_computer.objective_items += I
I.moveToNullspace()
else
I.forceMove(loc)
cryo_items -= I
//Update any existing objectives involving this mob.
for(var/datum/objective/O in GLOB.objectives)
@@ -405,6 +408,10 @@
mob_occupant.ghostize(FALSE, penalize = TRUE)
QDEL_NULL(occupant)
for(var/I in cryo_items) //only "CRYO_DESTROY_LATER" atoms are left)
var/atom/A = I
if(!QDELETED(A))
qdel(A)
open_machine()
name = initial(name)
@@ -412,6 +419,7 @@
#undef CRYO_PRESERVE
#undef CRYO_OBJECTIVE
#undef CRYO_IGNORE
#undef CRYO_DESTROY_LATER
/obj/machinery/cryopod/MouseDrop_T(mob/living/target, mob/user)
if(!istype(target) || user.incapacitated() || !target.Adjacent(user) || !Adjacent(user) || !ismob(target) || (!ishuman(user) && !iscyborg(user)) || !istype(user.loc, /turf) || target.buckled)
+1 -1
View File
@@ -433,5 +433,5 @@
. = ..()
if(active)
for(var/mob/living/M in rangers)
if(prob(5+(allowed(M)*4)) && M.canmove)
if(prob(5+(allowed(M)*4)) && CHECK_MOBILITY(M, MOBILITY_MOVE))
dance(M)
+1 -1
View File
@@ -22,7 +22,7 @@
precision_coeff = 0
for(var/obj/item/stock_parts/scanning_module/P in component_parts)
scan_level += P.rating
for(var/obj/item/stock_parts/manipulator/P in component_parts)
for(var/obj/item/stock_parts/matter_bin/P in component_parts)
precision_coeff = P.rating
for(var/obj/item/stock_parts/micro_laser/P in component_parts)
damage_coeff = P.rating
+3 -3
View File
@@ -428,7 +428,7 @@
else
return FALSE
/obj/machinery/door/airlock/update_icon_state(state=0, override=0)
/obj/machinery/door/airlock/update_icon(state=0, override=0)
if(operating && !override)
return
switch(state)
@@ -769,7 +769,7 @@
if(!istype(H.head, /obj/item/clothing/head/helmet))
H.visible_message("<span class='danger'>[user] headbutts the airlock.</span>", \
"<span class='userdanger'>You headbutt the airlock!</span>")
H.Knockdown(100)
H.DefaultCombatKnockdown(100)
H.apply_damage(10, BRUTE, BODY_ZONE_HEAD)
else
visible_message("<span class='danger'>[user] headbutts the airlock. Good thing [user.p_theyre()] wearing a helmet.</span>")
@@ -1033,7 +1033,7 @@
if(!I.use_tool(src, user, 150, volume=50))
to_chat(user, "<span class='warning'>You slip and [charge] detonates!</span>")
charge.ex_act(EXPLODE_DEVASTATE)
user.Knockdown(60)
user.DefaultCombatKnockdown(60)
return
user.visible_message("<span class='notice'>[user] removes [charge] from [src].</span>", \
"<span class='notice'>You gently pry out [charge] from [src] and unhook its wires.</span>")
+1 -1
View File
@@ -508,7 +508,7 @@
throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(L, src)))
SEND_SOUND(L, sound(pick('sound/hallucinations/turn_around1.ogg','sound/hallucinations/turn_around2.ogg'),0,1,50))
flash_color(L, flash_color="#960000", flash_time=20)
L.Knockdown(40)
L.DefaultCombatKnockdown(40)
L.throw_at(throwtarget, 5, 1)
return 0
+2 -2
View File
@@ -319,10 +319,10 @@
else if(ishuman(L)) //For humans
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
L.emote("scream")
L.Knockdown(100)
L.DefaultCombatKnockdown(100)
else if(ismonkey(L)) //For monkeys
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
L.Knockdown(100)
L.DefaultCombatKnockdown(100)
else //for simple_animals & borgs
L.adjustBruteLoss(DOOR_CRUSH_DAMAGE)
var/turf/location = get_turf(src)
+13 -13
View File
@@ -9,7 +9,7 @@
internal_radio = FALSE
//Start growing a human clone in the pod!
/obj/machinery/clonepod/experimental/growclone(ckey, clonename, ui, se, datum/species/mrace, list/features, factions)
/obj/machinery/clonepod/experimental/growclone(clonename, ui, mutation_index, mindref, last_death, blood_type, datum/species/mrace, list/features, factions, list/quirks)
if(panel_open)
return FALSE
if(mess || attempting)
@@ -20,15 +20,15 @@
var/mob/living/carbon/human/H = new /mob/living/carbon/human(src)
H.hardset_dna(ui, se, H.real_name, null, mrace, features)
H.hardset_dna(ui, mutation_index, H.real_name, blood_type, mrace, features)
if(efficiency > 2)
var/list/unclean_mutations = (GLOB.not_good_mutations|GLOB.bad_mutations)
H.dna.remove_mutation_group(unclean_mutations)
if(efficiency > 5 && prob(20))
H.randmutvg()
H.easy_randmut(POSITIVE)
if(efficiency < 3 && prob(50))
var/mob/M = H.randmutb()
var/mob/M = H.easy_randmut(NEGATIVE+MINOR_NEGATIVE)
if(ismob(M))
H = M
@@ -42,18 +42,17 @@
icon_state = "pod_1"
//Get the clone body ready
maim_clone(H)
ADD_TRAIT(H, TRAIT_STABLEHEART, CLONING_POD_TRAIT)
ADD_TRAIT(H, TRAIT_STABLELIVER, CLONING_POD_TRAIT)
ADD_TRAIT(H, TRAIT_EMOTEMUTE, CLONING_POD_TRAIT)
ADD_TRAIT(H, TRAIT_MUTE, CLONING_POD_TRAIT)
ADD_TRAIT(H, TRAIT_NOBREATH, CLONING_POD_TRAIT)
ADD_TRAIT(H, TRAIT_NOCRITDAMAGE, CLONING_POD_TRAIT)
ADD_TRAIT(H, TRAIT_STABLEHEART, "cloning")
ADD_TRAIT(H, TRAIT_EMOTEMUTE, "cloning")
ADD_TRAIT(H, TRAIT_MUTE, "cloning")
ADD_TRAIT(H, TRAIT_NOBREATH, "cloning")
ADD_TRAIT(H, TRAIT_NOCRITDAMAGE, "cloning")
H.Unconscious(80)
var/list/candidates = pollCandidatesForMob("Do you want and agree to play as a [clonename]'s defective clone, respect their character and not engage in ERP without permission from the original?", null, null, null, 100, H, POLL_IGNORE_CLONE)
var/list/candidates = pollCandidatesForMob("Do you want to play as [clonename]'s defective clone?", null, null, null, 100, H)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
C.transfer_ckey(H)
H.key = C.key
if(grab_ghost_when == CLONER_FRESH_CLONE)
H.grab_ghost()
@@ -293,6 +292,7 @@
temp = "<font class='bad'>Cloning cycle already in progress.</font>"
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
else
pod.growclone(null, mob_occupant.real_name, dna.uni_identity, dna.struc_enzymes, clone_species, dna.features, mob_occupant.faction)
pod.growclone(mob_occupant.real_name, dna.uni_identity, dna.mutation_index, null, null, dna.blood_type, clone_species, dna.features, mob_occupant.faction)
temp = "[mob_occupant.real_name] => <font class='good'>Cloning data sent to pod.</font>"
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
+1 -1
View File
@@ -115,7 +115,7 @@
continue
if(L.flash_act(affect_silicon = 1))
L.Knockdown(strength)
L.DefaultCombatKnockdown(strength)
flashed = TRUE
if(flashed)
+2 -1
View File
@@ -138,7 +138,8 @@
limb = new buildpath(loc)
if(selected_category=="human" || selected_category=="lizard") //Species with greyscale parts should be included here
limb.icon = 'icons/mob/human_parts_greyscale.dmi'
limb.should_draw_greyscale = TRUE
limb.base_bp_icon = DEFAULT_BODYPART_ICON_ORGANIC
limb.color_src = MUTCOLORS
else
limb.icon = 'icons/mob/human_parts.dmi'
// Set this limb up using the specias name and body zone
+4 -3
View File
@@ -63,7 +63,7 @@ Buildable meters
if(make_from.flipped)
do_a_flip()
/obj/item/pipe/dropped()
/obj/item/pipe/dropped(mob/user)
if(loc)
setPipingLayer(piping_layer)
return ..()
@@ -90,7 +90,8 @@ Buildable meters
set name = "Flip Pipe"
set src in view(1)
if ( usr.stat || usr.restrained() || !usr.canmove )
var/mob/living/L = usr
if(!istype(L) || !CHECK_MOBILITY(L, MOBILITY_USE))
return
do_a_flip()
@@ -224,7 +225,7 @@ Buildable meters
to_chat(user, "<span class='notice'>You fasten the meter to the [loc.name].</span>")
qdel(src)
/obj/item/pipe_meter/dropped()
/obj/item/pipe_meter/dropped(mob/user)
. = ..()
if(loc)
setAttachLayer(piping_layer)
+5 -4
View File
@@ -34,7 +34,8 @@
/obj/machinery/pipedispenser/Topic(href, href_list)
if(..())
return 1
if(!anchored|| !usr.canmove || usr.stat || usr.restrained() || !in_range(loc, usr))
var/mob/living/L = usr
if(!anchored || !istype(L) || !CHECK_MOBILITY(L, MOBILITY_USE))
usr << browse(null, "window=pipedispenser")
return 1
usr.set_machine(src)
@@ -93,14 +94,14 @@
//Allow you to drag-drop disposal pipes and transit tubes into it
/obj/machinery/pipedispenser/disposal/MouseDrop_T(obj/structure/pipe, mob/usr)
if(!usr.canmove || usr.stat || usr.restrained())
/obj/machinery/pipedispenser/disposal/MouseDrop_T(obj/structure/pipe, mob/living/user)
if(!istype(user) || !CHECK_MOBILITY(user, MOBILITY_USE))
return
if (!istype(pipe, /obj/structure/disposalconstruct) && !istype(pipe, /obj/structure/c_transit_tube) && !istype(pipe, /obj/structure/c_transit_tube_pod))
return
if (get_dist(usr, src) > 1 || get_dist(src,pipe) > 1 )
if (get_dist(user, src) > 1 || get_dist(src,pipe) > 1 )
return
if (pipe.anchored)
@@ -705,7 +705,7 @@
/obj/machinery/porta_turret/syndicate/energy/pirate
max_integrity = 260
integrity_failure = 20
integrity_failure = 0.08
armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
+6
View File
@@ -75,6 +75,12 @@
suit_type = /obj/item/clothing/suit/space/hardsuit/medical
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/paramedic
name = "paramedic suit storage unit"
suit_type = /obj/item/clothing/suit/space/eva/paramedic
helmet_type = /obj/item/clothing/head/helmet/space/eva/paramedic
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/rd
suit_type = /obj/item/clothing/suit/space/hardsuit/rd
mask_type = /obj/item/clothing/mask/breath
@@ -35,8 +35,6 @@
signal.data["compression"] = 0
signal.mark_done()
if(signal.data["slow"] > 0)
sleep(signal.data["slow"]) // simulate the network lag if necessary
signal.broadcast()
/obj/machinery/telecomms/allinone/attackby(obj/item/P, mob/user, params)
@@ -41,9 +41,6 @@ GLOBAL_VAR_INIT(message_delay, 0) // To make sure restarting the recentmessages
return
GLOB.recentmessages.Add(signal_message)
if(signal.data["slow"] > 0)
sleep(signal.data["slow"]) // simulate the network lag if necessary
signal.broadcast()
if(!GLOB.message_delay)
@@ -31,17 +31,10 @@
if(relay_information(signal, /obj/machinery/telecomms/processor))
return
// failed to send to a processor, relay information anyway
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)
var/i = 0
for(var/send in try_send)
if(i)
signal.data["slow"] += rand(0, 1) // slow the signal down only slightly
i++
if(relay_information(signal, send))
break
@@ -79,4 +72,4 @@
/obj/machinery/telecomms/bus/preset_one/birdstation
name = "Bus"
autolinkers = list("processor1", "common")
freq_listening = list()
freq_listening = list()
@@ -28,7 +28,6 @@
if(istype(machine_from, /obj/machinery/telecomms/bus))
relay_direct_information(signal, machine_from) // send the signal back to the machine
else // no bus detected - send the signal to servers instead
signal.data["slow"] += rand(5, 10) // slow the signal down
relay_information(signal, signal.server_type)
//Preset Processors
@@ -39,11 +39,6 @@ GLOBAL_LIST_EMPTY(telecomms_list)
return
var/send_count = 0
// Apply some lag based on traffic rates
var/netlag = round(traffic / 50)
if(netlag > signal.data["slow"])
signal.data["slow"] = netlag
// Loop through all linked machines and send the signal or copy.
for(var/obj/machinery/telecomms/machine in links)
if(filter && !istype( machine, filter ))
+1 -1
View File
@@ -121,7 +121,7 @@
return ..()
/obj/machinery/autoylathe/proc/AfterMaterialInsert(obj/item/item_inserted, id_inserted, amount_inserted)
if(item_inserted.custom_materials?.len && item_inserted.custom_materials[getmaterialref(/datum/material/glass)])
if(item_inserted.custom_materials?.len && item_inserted.custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)])
flick("autolathe_r",src)//plays glass insertion animation by default otherwise
else
flick("autolathe_o",src)//plays metal insertion animation
@@ -226,8 +226,7 @@
return
if(M.health > 0)
M.adjustOxyLoss(-1)
M.AdjustStun(-80)
M.AdjustKnockdown(-80)
M.AdjustAllImmobility(-80)
M.AdjustUnconscious(-80)
if(M.reagents.get_reagent_amount(/datum/reagent/medicine/epinephrine) < 5)
M.reagents.add_reagent(/datum/reagent/medicine/epinephrine, 5)
@@ -283,13 +283,13 @@
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/proc/get_charge()
if(equip_ready) //disabled
return
var/area/A = get_base_area(chassis)
var/pow_chan = get_power_channel(A)
var/area/A = get_area(chassis)
var/pow_chan = get_MUTATION_POWER_channel(A)
if(pow_chan)
return 1000 //making magic
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/proc/get_power_channel(var/area/A)
/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay/proc/get_MUTATION_POWER_channel(var/area/A)
var/pow_chan
if(A)
for(var/c in use_channels)
+1 -1
View File
@@ -177,7 +177,7 @@
M.SetSleeping(0)
M.stuttering += 20
M.adjustEarDamage(0, 30)
M.Knockdown(60)
M.DefaultCombatKnockdown(60)
if(prob(30))
M.Stun(200)
M.Unconscious(80)
+3 -4
View File
@@ -755,7 +755,7 @@
AI.cancel_camera()
AI.controlled_mech = src
AI.remote_control = src
AI.canmove = 1 //Much easier than adding AI checks! Be sure to set this back to 0 if you decide to allow an AI to leave a mech somehow.
AI.mobility_flags = MOBILITY_FLAGS_DEFAULT //Much easier than adding AI checks! Be sure to set this back to 0 if you decide to allow an AI to leave a mech somehow.
AI.can_shunt = 0 //ONE AI ENTERS. NO AI LEAVES.
to_chat(AI, AI.can_dominate_mechs ? "<span class='announce'>Takeover of [name] complete! You are now loaded onto the onboard computer. Do not attempt to leave the station sector!</span>" :\
"<span class='notice'>You have been uploaded to a mech's onboard computer.</span>")
@@ -927,7 +927,7 @@
brainmob.forceMove(src) //should allow relaymove
brainmob.reset_perspective(src)
brainmob.remote_control = src
brainmob.update_canmove()
brainmob.update_mobility()
brainmob.update_mouse_pointer()
icon_state = initial(icon_state)
update_icon()
@@ -941,7 +941,6 @@
/obj/mecha/container_resist(mob/living/user)
go_out()
/obj/mecha/Exited(atom/movable/M, atom/newloc)
if(occupant && occupant == M) // The occupant exited the mech without calling go_out()
go_out(TRUE, newloc)
@@ -993,7 +992,7 @@
L.reset_perspective()
mmi.mecha = null
mmi.update_icon()
L.canmove = 0
L.mobility_flags = NONE
icon_state = initial(icon_state)+"-open"
setDir(dir_in)
+1 -5
View File
@@ -320,11 +320,7 @@
clearInternalDamage(MECHA_INT_CONTROL_LOST)
/obj/mecha/narsie_act()
if(occupant)
var/mob/living/L = occupant
go_out(TRUE)
if(L)
L.narsie_act()
emp_act(EMP_HEAVY)
/obj/mecha/ratvar_act()
if((GLOB.ratvar_awakens || GLOB.clockwork_gateway_activated) && occupant)
+3 -4
View File
@@ -36,8 +36,7 @@
//procs that handle the actual buckling and unbuckling
/atom/movable/proc/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(!buckled_mobs)
buckled_mobs = list()
LAZYINITLIST(buckled_mobs)
if(!istype(M))
return FALSE
@@ -66,7 +65,7 @@
M.buckled = src
M.setDir(dir)
buckled_mobs |= M
M.update_canmove()
M.update_mobility()
M.throw_alert("buckled", /obj/screen/alert/restrained/buckled)
post_buckle_mob(M)
@@ -85,7 +84,7 @@
. = buckled_mob
buckled_mob.buckled = null
buckled_mob.anchored = initial(buckled_mob.anchored)
buckled_mob.update_canmove()
buckled_mob.update_mobility()
buckled_mob.clear_alert("buckled")
buckled_mobs -= buckled_mob
SEND_SIGNAL(src, COMSIG_MOVABLE_UNBUCKLE, buckled_mob, force)
+5 -15
View File
@@ -113,7 +113,7 @@
/obj/effect/anomaly/grav/proc/gravShock(mob/living/A)
if(boing && isliving(A) && !A.stat)
A.Knockdown(40)
A.DefaultCombatKnockdown(40)
var/atom/target = get_edge_target_turf(A, get_dir(src, get_step_away(A, src)))
A.throw_at(target, 5, 1)
boing = 0
@@ -138,13 +138,13 @@
name = "flux wave anomaly"
icon_state = "electricity2"
density = TRUE
var/canshock = 0
var/canshock = FALSE
var/shockdamage = 20
var/explosive = TRUE
/obj/effect/anomaly/flux/anomalyEffect()
..()
canshock = 1
canshock = TRUE
for(var/mob/living/M in range(0, src))
mobShock(M)
@@ -159,18 +159,8 @@
/obj/effect/anomaly/flux/proc/mobShock(mob/living/M)
if(canshock && istype(M))
canshock = 0 //Just so you don't instakill yourself if you slam into the anomaly five times in a second.
if(iscarbon(M))
if(ishuman(M))
M.electrocute_act(shockdamage, "[name]", safety=1)
return
M.electrocute_act(shockdamage, "[name]")
return
else
M.adjustFireLoss(shockdamage)
M.visible_message("<span class='danger'>[M] was shocked by \the [name]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>")
canshock = FALSE //Just so you don't instakill yourself if you slam into the anomaly five times in a second.
M.electrocute_act(shockdamage, "[name]", flags = SHOCK_NOGLOVES)
/obj/effect/anomaly/flux/detonate()
if(explosive)
+60
View File
@@ -409,6 +409,21 @@
desc = "A poster advertising a movie about some masked men."
icon_state = "poster44"
/obj/structure/sign/poster/contraband/buzzfuzz
name = "Buzz Fuzz"
desc = "A poster advertising the newest drink \"Buzz Fuzz\" with its iconic slogan of ~A Hive of Flavour~."
icon_state = "poster45"
/obj/structure/sign/poster/contraband/scum
name = "Security are Scum"
desc = "Anti-security propaganda. Features a human NanoTrasen security officer being shot in the head, with the words 'Scum' and a short inciteful manifesto. Used to anger security."
icon_state = "poster46"
/obj/structure/sign/poster/contraband/syndicate_logo
name = "Syndicate"
desc = "A poster decipting a snake shaped into an ominous 'S'!"
icon_state = "poster47"
/obj/structure/sign/poster/official
poster_item_name = "motivational poster"
poster_item_desc = "An official Nanotrasen-issued poster to foster a compliant and obedient workforce. It comes with state-of-the-art adhesive backing, for easy pinning to any vertical surface."
@@ -595,4 +610,49 @@
desc = "This informational poster teaches the viewer what carbon dioxide is."
icon_state = "poster35_legit"
/obj/structure/sign/poster/official/spiderlings
name = "Spiderlings"
desc = "This poster informs the crew of the dangers of spiderlings."
icon_state = "poster36_legit"
/obj/structure/sign/poster/official/duelshotgun
name = "Cycler Shotgun Ad"
desc = "A poster advertising an advanced dual magazine tubes shotgun, boasting about how easy it is to swap between the two tubes."
icon_state = "poster37_legit"
/obj/structure/sign/poster/official/fashion
name = "Fashion!"
desc = "An advertisement for 'Fashion!', a popular fashion magazine, depicting a woman with a black dress with a golden trim, she also has a red poppy in her hair."
icon_state = "poster38_legit"
/obj/structure/sign/poster/official/pda_ad600
name = "NT PDA600 Ad"
desc = "A poster advertising an old discounted Nanotrasen PDA. This is the old 600 model, it has a small screen and suffered from security and networking issues."
icon_state = "poster39_legit"
/obj/structure/sign/poster/official/pda_ad800
name = "NT PDA800 Ad"
desc = "An advertisement on an old Nanotrasen PDA model. The 800 fixed a lot of security flaws that the 600 had; it also had large touchscreen and hot-swappable cartridges."
icon_state = "poster40_legit"
/obj/structure/sign/poster/official/hydro_ad
name = "Hydroponics Tray"
desc = "An advertisement for hydroponics trays. Space Station 13's botanical department uses a slightly newer model, but the principles are the same. From left to right: Green means the plant is done, red means the plant is unhealthy, flashing red means pests or weeds, yellow means the plant needs nutriment and blue means the plant needs water."
icon_state = "poster41_legit"
/obj/structure/sign/poster/official/medical_green_cross
name = "Medical"
desc = "A green cross, one of the interplanetary symbol of health and aid. It has a bunch of common languages at the top with translations." // Didn't the American Heart Foundation trademark red crosses? I'm playing it safe with green, not that they'll notice spacegame13 poster.
icon_state = "poster42_legit"
/obj/structure/sign/poster/official/nt_storm_officer
name = "NT Storm Ad"
desc = "An advertisement for NanoTrasen Storm. A premium infantry helmet, This is the officer variant. I comes with a better radio, better HUD software and better targeting sensors."
icon_state = "poster43_legit"
/obj/structure/sign/poster/official/nt_storm
name = "NT Storm Ad"
desc = "An advertisement for NanoTrasen Storm. A premium infantry helmet, It contains a rebreather and full head coverage for use on harsh environments where the air isn't always safe to breathe."
icon_state = "poster44_legit"
#undef PLACE_SPEED
@@ -17,7 +17,7 @@
if(gibs_reagent_id)
reagents.add_reagent(gibs_reagent_id, 5)
if(gibs_bloodtype)
add_blood_DNA(list("Non-human DNA" = gibs_bloodtype, diseases))
add_blood_DNA(list("Non-human DNA" = gibs_bloodtype), diseases)
update_icon()
/obj/effect/decal/cleanable/blood/gibs/update_icon()
@@ -104,4 +104,5 @@
if(explosion_message)
location.visible_message("<span class='danger'>The solution violently explodes!</span>", \
"<span class='italics'>You hear an explosion!</span>")
dyn_explosion(location, amount, flashing_factor)
dyn_explosion(location, amount, flashing_factor)
+1 -1
View File
@@ -48,7 +48,7 @@
/obj/effect/mine/stun/mineEffect(mob/living/victim)
if(isliving(victim))
victim.Knockdown(stun_time)
victim.DefaultCombatKnockdown(stun_time)
/obj/effect/mine/kickmine
name = "kick mine"
+24
View File
@@ -28,6 +28,7 @@
take_damage(5, BURN, 0, 0)
/obj/structure/spider/stickyweb
var/genetic = FALSE
icon_state = "stickyweb1"
/obj/structure/spider/stickyweb/Initialize()
@@ -36,6 +37,8 @@
. = ..()
/obj/structure/spider/stickyweb/CanPass(atom/movable/mover, turf/target)
if (genetic)
return
if(istype(mover, /mob/living/simple_animal/hostile/poison/giant_spider))
return TRUE
else if(isliving(mover))
@@ -48,6 +51,27 @@
return prob(30)
return TRUE
/obj/structure/spider/stickyweb/genetic //for the spider genes in genetics
genetic = TRUE
var/mob/living/allowed_mob
/obj/structure/spider/stickyweb/genetic/Initialize(mapload, allowedmob)
allowed_mob = allowedmob
. = ..()
/obj/structure/spider/stickyweb/genetic/CanPass(atom/movable/mover, turf/target)
. = ..() //this is the normal spider web return aka a spider would make this TRUE
if(mover == allowed_mob)
return TRUE
else if(isliving(mover)) //we change the spider to not be able to go through here
if(mover.pulledby == allowed_mob)
return TRUE
if(prob(50))
to_chat(mover, "<span class='danger'>You get stuck in \the [src] for a moment.</span>")
return FALSE
else if(istype(mover, /obj/item/projectile))
return prob(30)
/obj/structure/spider/eggcluster
name = "egg cluster"
desc = "They seem to pulse slightly with an inner life."
+8 -6
View File
@@ -61,10 +61,11 @@
if(AM in T.affecting)
return
if(ismob(AM))
var/mob/M = AM
if(isliving(AM))
var/mob/living/M = AM
if(immobilize)
M.canmove = 0
ADD_TRAIT(M, TRAIT_MOBILITY_NOMOVE, src)
M.update_mobility()
affecting.Add(AM)
while(AM && !stopthrow)
@@ -98,10 +99,11 @@
affecting.Remove(AM)
if(ismob(AM))
var/mob/M = AM
if(isliving(AM))
var/mob/living/M = AM
if(immobilize)
M.canmove = 1
REMOVE_TRAIT(M, TRAIT_MOBILITY_NOMOVE, src)
M.update_mobility()
/* Stops things thrown by a thrower, doesn't do anything */
+14 -7
View File
@@ -175,14 +175,13 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
set category = "Object"
set src in oview(1)
if(!isturf(loc) || usr.stat || usr.restrained() || !usr.canmove)
var/mob/living/L = usr
if(!istype(L) || !isturf(loc) || !CHECK_MOBILITY(L, MOBILITY_USE))
return
var/turf/T = src.loc
src.loc = null
src.loc = T
var/turf/T = loc
loc = null
loc = T
/obj/item/examine(mob/user) //This might be spammy. Remove?
. = ..()
@@ -378,6 +377,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
qdel(src)
item_flags &= ~IN_INVENTORY
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
user.update_equipment_speed_mods()
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
@@ -423,6 +423,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
if(item_action_slot_check(slot, user, A)) //some items only give their actions buttons when in a specific slot.
A.Grant(user)
item_flags |= IN_INVENTORY
user.update_equipment_speed_mods()
//sometimes we only want to grant the item's action if it's equipped in a specific slot.
/obj/item/proc/item_action_slot_check(slot, mob/user, datum/action/A)
@@ -544,7 +545,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
to_chat(M, "<span class='danger'>You drop what you're holding and clutch at your eyes!</span>")
M.adjust_blurriness(10)
M.Unconscious(20)
M.Knockdown(40)
M.DefaultCombatKnockdown(40)
if (prob(eyes.damage - 10 + 1))
M.become_blind(EYE_DAMAGE)
to_chat(M, "<span class='danger'>You go blind!</span>")
@@ -849,3 +850,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
if (HAS_TRAIT(src, TRAIT_NODROP))
return
return ..()
/obj/item/proc/embedded(mob/living/carbon/human/embedded_mob)
return
/obj/item/proc/unembedded()
return
+21 -16
View File
@@ -2,8 +2,8 @@
name = "rapid cable layer"
desc = "A device used to rapidly deploy cables. It has screws on the side which can be removed to slide off the cables. Do not use without insulation!"
icon = 'icons/obj/tools.dmi'
icon_state = "rcl-empty"
item_state = "rcl-0"
icon_state = "rcl"
item_state = "rcl"
var/obj/structure/cable/last
var/obj/item/stack/cable_coil/loaded
opacity = FALSE
@@ -23,6 +23,10 @@
var/datum/radial_menu/persistent/wiring_gui_menu
var/mob/listeningTo
/obj/item/twohanded/rcl/Initialize()
. = ..()
update_icon()
/obj/item/twohanded/rcl/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
@@ -105,7 +109,15 @@
. = ..()
if(!loaded || !loaded.amount)
return
var/mutable_appearance/cable_overlay = mutable_appearance(icon, "rcl-[max(CEILING(loaded.amount/(max_amount/3), 1), 3)]")
var/mutable_appearance/cable_overlay = mutable_appearance(icon, "[initial(icon_state)]-[CEILING(loaded.amount/(max_amount/3), 1)]")
cable_overlay.color = GLOB.cable_colors[colors[current_color_index]]
. += cable_overlay
/obj/item/twohanded/rcl/worn_overlays(isinhands, icon_file, style_flags = NONE)
. = ..()
if(!isinhands || !(loaded?.amount))
return
var/mutable_appearance/cable_overlay = mutable_appearance(icon_file, "rcl-[CEILING(loaded.amount/(max_amount/3), 1)]")
cable_overlay.color = GLOB.cable_colors[colors[current_color_index]]
. += cable_overlay
@@ -279,18 +291,6 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
wiringGuiUpdate(user)
/obj/item/twohanded/rcl/pre_loaded/Initialize() //Comes preloaded with cable, for testing stuff
. = ..()
loaded = new()
loaded.max_amount = max_amount
loaded.amount = max_amount
update_icon()
/obj/item/twohanded/rcl/Initialize()
. = ..()
update_icon()
/obj/item/twohanded/rcl/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/rcl_col))
current_color_index++;
@@ -309,10 +309,15 @@ obj/item/twohanded/rcl/proc/getMobhook(mob/to_hook)
else //open the menu
showWiringGui(user)
/obj/item/twohanded/rcl/pre_loaded/Initialize() //Comes preloaded with cable, for testing stuff
loaded = new()
loaded.max_amount = max_amount
loaded.amount = max_amount
return ..()
/obj/item/twohanded/rcl/ghetto
actions_types = list()
max_amount = 30
name = "makeshift rapid cable layer"
icon_state = "rclg"
item_state = "rclg"
ghetto = TRUE
+2 -2
View File
@@ -66,8 +66,8 @@
if(iswallturf(T))
T.attackby(src, user, params)
var/metal_amt = round(custom_materials[getmaterialref(/datum/material/iron)]/MINERAL_MATERIAL_AMOUNT)
var/glass_amt = round(custom_materials[getmaterialref(/datum/material/glass)]/MINERAL_MATERIAL_AMOUNT)
var/metal_amt = round(custom_materials[SSmaterials.GetMaterialRef(/datum/material/iron)]/MINERAL_MATERIAL_AMOUNT)
var/glass_amt = round(custom_materials[SSmaterials.GetMaterialRef(/datum/material/glass)]/MINERAL_MATERIAL_AMOUNT)
if(istype(W, /obj/item/wrench) && (metal_amt || glass_amt))
to_chat(user, "<span class='notice'>You dismantle [src].</span>")
+92
View File
@@ -0,0 +1,92 @@
/obj/item/chromosome
name = "blank chromosome"
icon = 'icons/obj/chromosomes.dmi'
icon_state = ""
desc = "A tube holding chromosomic data."
force = 0
w_class = WEIGHT_CLASS_SMALL
var/stabilizer_coeff = 1 //lower is better, affects genetic stability
var/synchronizer_coeff = 1 //lower is better, affects chance to backfire
var/power_coeff = 1 //higher is better, affects "strength"
var/energy_coeff = 1 //lower is better. affects recharge time
var/weight = 5
/obj/item/chromosome/proc/can_apply(datum/mutation/human/HM)
if(!HM || !(HM.can_chromosome == CHROMOSOME_NONE))
return FALSE
if((stabilizer_coeff != 1) && (HM.stabilizer_coeff != -1)) //if the chromosome is 1, we dont change anything. If the mutation is -1, we cant change it. sorry
return TRUE
if((synchronizer_coeff != 1) && (HM.synchronizer_coeff != -1))
return TRUE
if((power_coeff != 1) && (HM.power_coeff != -1))
return TRUE
if((energy_coeff != 1) && (HM.energy_coeff != -1))
return TRUE
/obj/item/chromosome/proc/apply(datum/mutation/human/HM)
if(HM.stabilizer_coeff != -1)
HM.stabilizer_coeff = stabilizer_coeff
if(HM.synchronizer_coeff != -1)
HM.synchronizer_coeff = synchronizer_coeff
if(HM.power_coeff != -1)
HM.power_coeff = power_coeff
if(HM.energy_coeff != -1)
HM.energy_coeff = energy_coeff
HM.can_chromosome = 2
HM.chromosome_name = name
HM.modify()
qdel(src)
/proc/generate_chromosome()
var/static/list/chromosomes
if(!chromosomes)
chromosomes = list()
for(var/A in subtypesof(/obj/item/chromosome))
var/obj/item/chromosome/CM = A
if(!initial(CM.weight))
break
chromosomes[A] = initial(CM.weight)
return pickweight(chromosomes)
/obj/item/chromosome/stabilizer
name = "stabilizer chromosome"
desc = "A chromosome that adjusts to the body to reduce genetic damage by 20%."
icon_state = "stabilizer"
stabilizer_coeff = 0.8
weight = 1
/obj/item/chromosome/synchronizer
name = "synchronizer chromosome"
desc = "A chromosome that gives the mind more controle over the mutation, reducing knockback and downsides by 50%."
icon_state = "synchronizer"
synchronizer_coeff = 0.5
/obj/item/chromosome/power
name = "power chromosome"
desc = "A power chromosome for boosting certain mutation's power by 50%."
icon_state = "power"
power_coeff = 1.5
/obj/item/chromosome/energy
name = "energetic chromosome"
desc = "A chromosome that reduces cooldown on action based mutations by 50%."
icon_state = "energy"
energy_coeff = 0.5
/obj/item/chromosome/reinforcer
name = "reinforcement chromosome"
desc = "Renders the mutation immune to mutadone."
icon_state = "reinforcer"
weight = 3
/obj/item/chromosome/reinforcer/can_apply(datum/mutation/human/HM)
if(!HM || !(HM.can_chromosome == CHROMOSOME_NONE))
return FALSE
return !HM.mutadone_proof
/obj/item/chromosome/reinforcer/apply(datum/mutation/human/HM)
HM.mutadone_proof = TRUE
..()
+1 -5
View File
@@ -18,15 +18,11 @@
/obj/item/chrono_eraser/proc/pass_mind(datum/mind/M)
erased_minds += M
/obj/item/chrono_eraser/dropped()
/obj/item/chrono_eraser/dropped(mob/user)
..()
if(PA)
qdel(PA)
/obj/item/chrono_eraser/Destroy()
dropped()
return ..()
/obj/item/chrono_eraser/ui_action_click(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
+1 -1
View File
@@ -856,7 +856,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
if(prob(5))//small chance for the vape to break and deal damage if it's emagged
playsound(get_turf(src), 'sound/effects/pop_expl.ogg', 50, 0)
M.apply_damage(20, BURN, BODY_ZONE_HEAD)
M.Knockdown(300, 1, 0)
M.DefaultCombatKnockdown(300, 1, 0)
var/datum/effect_system/spark_spread/sp = new /datum/effect_system/spark_spread
sp.set_up(5, 1, src)
sp.start()
@@ -74,7 +74,7 @@
build_path = /obj/machinery/dna_scannernew
req_components = list(
/obj/item/stock_parts/scanning_module = 1,
/obj/item/stock_parts/manipulator = 1,
/obj/item/stock_parts/matter_bin = 1,
/obj/item/stock_parts/micro_laser = 1,
/obj/item/stack/sheet/glass = 1,
/obj/item/stack/cable_coil = 2)
+1 -1
View File
@@ -694,7 +694,7 @@
C.blind_eyes(1)
if(C.get_eye_protection() <= 0) // no eye protection? ARGH IT BURNS.
C.confused = max(C.confused, 3)
C.Knockdown(60)
C.DefaultCombatKnockdown(60)
if(ishuman(C) && actually_paints)
var/mob/living/carbon/human/H = C
H.lip_style = "spray_face"
+4 -6
View File
@@ -242,10 +242,8 @@
if(slot == user.getBeltSlot())
return TRUE
/obj/item/defibrillator/compact/loaded/Initialize()
. = ..()
cell = new(src)
update_power()
/obj/item/defibrillator/compact/loaded
cell = /obj/item/stock_parts/cell/high
/obj/item/defibrillator/compact/combat
name = "combat defibrillator"
@@ -451,7 +449,7 @@
M.visible_message("<span class='danger'>[user] zaps [M] with [src]!</span>", \
"<span class='userdanger'>[user] zaps [M] with [src]!</span>")
M.adjustStaminaLoss(50)
M.Knockdown(100)
M.DefaultCombatKnockdown(100)
M.updatehealth() //forces health update before next life tick
playsound(src, 'sound/machines/defib_zap.ogg', 50, 1, -1)
M.emote("gasp")
@@ -508,7 +506,7 @@
H.set_heartattack(TRUE)
H.apply_damage(50, BURN, BODY_ZONE_CHEST)
log_combat(user, H, "overloaded the heart of", defib)
H.Knockdown(100)
H.DefaultCombatKnockdown(100)
H.Jitter(100)
if(req_defib)
defib.deductcharge(revivecost)
+10 -10
View File
@@ -9,7 +9,6 @@ GLOBAL_LIST_EMPTY(PDAs)
#define PDA_SCANNER_HALOGEN 4
#define PDA_SCANNER_GAS 5
#define PDA_SPAM_DELAY 2 MINUTES
#define PDA_STANDARD_OVERLAYS list("pda-r", "blank", "id_overlay", "insert_overlay", "light_overlay", "pai_overlay")
//pda icon overlays list defines
#define PDA_OVERLAY_ALERT 1
@@ -33,14 +32,14 @@ GLOBAL_LIST_EMPTY(PDAs)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
//Main variables
var/owner = null // String name of owner
var/default_cartridge = 0 // Access level defined by cartridge
var/obj/item/cartridge/cartridge = null //current cartridge
var/mode = 0 //Controls what menu the PDA will display. 0 is hub; the rest are either built in or based on cartridge.
var/list/overlays_icons = list('icons/obj/pda_alt.dmi' = list("pda-r", "screen_default", "id_overlay", "insert_overlay", "light_overlay", "pai_overlay"))
var/current_overlays = PDA_STANDARD_OVERLAYS
var/static/list/standard_overlays_icons = list("pda-r", "blank", "id_overlay", "insert_overlay", "light_overlay", "pai_overlay")
var/list/current_overlays //set on Initialize.
//variables exclusively used on 'update_overlays' (which should never be called directly, and 'update_icon' doesn't use args anyway)
var/new_overlays = FALSE
@@ -164,7 +163,7 @@ GLOBAL_LIST_EMPTY(PDAs)
overlays_x_offset = new_offsets[1]
overlays_y_offset = new_offsets[2]
if(!(icon in overlays_icons))
current_overlays = PDA_STANDARD_OVERLAYS
current_overlays = standard_overlays_icons
return
current_overlays = overlays_icons[icon]
@@ -227,9 +226,11 @@ GLOBAL_LIST_EMPTY(PDAs)
. = ..()
if(new_overlays)
set_new_overlays()
. += new_alert ? current_overlays[PDA_OVERLAY_ALERT] : current_overlays[PDA_OVERLAY_SCREEN]
var/mutable_appearance/overlay = new()
var/screen_state = new_alert ? current_overlays[PDA_OVERLAY_ALERT] : current_overlays[PDA_OVERLAY_SCREEN]
var/mutable_appearance/overlay = mutable_appearance(icon, screen_state)
overlay.pixel_x = overlays_x_offset
overlay.pixel_y = overlays_y_offset
. += new /mutable_appearance(overlay)
if(id)
overlay.icon_state = current_overlays[PDA_OVERLAY_ID]
. += new /mutable_appearance(overlay)
@@ -241,7 +242,7 @@ GLOBAL_LIST_EMPTY(PDAs)
. += new /mutable_appearance(overlay)
if(pai)
overlay.icon_state = "[current_overlays[PDA_OVERLAY_PAI]][pai.pai ? "" : "_off"]"
. += new /mutable_appearance(overlay)
. += overlay
new_overlays = FALSE
new_alert = FALSE
@@ -469,7 +470,7 @@ GLOBAL_LIST_EMPTY(PDAs)
var/mob/living/U = usr
//Looking for master was kind of pointless since PDAs don't appear to have one.
if(usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK) && !href_list["close"])
if(usr.canUseTopic(src, BE_CLOSE, FALSE, NO_TK, FALSE) && !href_list["close"])
add_fingerprint(U)
U.set_machine(src)
@@ -757,7 +758,7 @@ GLOBAL_LIST_EMPTY(PDAs)
var/t = stripped_input(U, "Please enter message", name)
if (!t || toff)
return
if(!U.canUseTopic(src, BE_CLOSE))
if(!U.canUseTopic(src, BE_CLOSE, FALSE, NO_TK, FALSE))
return
if(emped)
t = Gibberish(t, 100)
@@ -1223,7 +1224,6 @@ GLOBAL_LIST_EMPTY(PDAs)
#undef PDA_SCANNER_HALOGEN
#undef PDA_SCANNER_GAS
#undef PDA_SPAM_DELAY
#undef PDA_STANDARD_OVERLAYS
#undef PDA_OVERLAY_ALERT
#undef PDA_OVERLAY_SCREEN
@@ -193,8 +193,6 @@
/obj/item/pda/curator
name = "curator PDA"
icon_state = "pda-library"
overlays_icons = list('icons/obj/pda.dmi' = list("pda-r-library","blank","id_overlay","insert_overlay", "light_overlay", "pai_overlay"),
'icons/obj/pda_alt.dmi' = list("pda-r","screen_default","id_overlay","insert_overlay", "light_overlay", "pai_overlay"))
current_overlays = list("pda-r-library","blank","id_overlay","insert_overlay", "light_overlay", "pai_overlay")
default_cartridge = /obj/item/cartridge/curator
inserted_item = /obj/item/pen/fountain
@@ -21,7 +21,7 @@
var/obj/item/cigbutt/butt = /obj/item/cigbutt
saved_appearance = initial(butt.appearance)
/obj/item/chameleon/dropped()
/obj/item/chameleon/dropped(mob/user)
..()
disrupt()
@@ -218,7 +218,7 @@
/obj/item/geiger_counter/cyborg/proc/redirect_rad_act(datum/source, amount)
rad_act(amount)
/obj/item/geiger_counter/cyborg/dropped()
/obj/item/geiger_counter/cyborg/dropped(mob/user)
. = ..()
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_ATOM_RAD_ACT)
@@ -289,3 +289,29 @@
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
/obj/item/choice_beacon/music
name = "instrument delivery beacon"
desc = "Summon your tool of art."
icon_state = "gangtool-red"
/obj/item/choice_beacon/music/generate_display_names()
var/static/list/instruments
if(!instruments)
instruments = list()
var/list/templist = list(/obj/item/instrument/violin,
/obj/item/instrument/piano_synth,
/obj/item/instrument/guitar,
/obj/item/instrument/eguitar,
/obj/item/instrument/glockenspiel,
/obj/item/instrument/accordion,
/obj/item/instrument/trumpet,
/obj/item/instrument/saxophone,
/obj/item/instrument/trombone,
/obj/item/instrument/recorder,
/obj/item/instrument/harmonica
)
for(var/V in templist)
var/atom/A = V
instruments[initial(A.name)] = A
return instruments
@@ -116,7 +116,7 @@
//chance to actually hit the eyes depends on internal component
if(prob(effectchance * diode.rating))
S.flash_act(affect_silicon = 1)
S.Knockdown(rand(100,200))
S.DefaultCombatKnockdown(rand(100,200))
to_chat(S, "<span class='danger'>Your sensors were overloaded by a laser!</span>")
outmsg = "<span class='notice'>You overload [S] by shining [src] at [S.p_their()] sensors.</span>"
else
@@ -152,8 +152,7 @@
if(prob(50))
C.visible_message("<span class='notice'>[C] pounces on the light!</span>","<span class='warning'>LIGHT!</span>")
C.Move(targloc)
C.resting = TRUE
C.update_canmove()
C.set_resting(TRUE)
else
C.visible_message("<span class='notice'>[C] looks uninterested in your games.</span>","<span class='warning'>You spot [user] shining [src] at you. How insulting!</span>")
@@ -118,7 +118,7 @@
s.set_up(3, 1, L)
s.start()
L.Knockdown(100)
L.DefaultCombatKnockdown(100)
if(master)
master.receive_signal()
@@ -192,7 +192,7 @@ Code:
s.set_up(3, 1, L)
s.start()
L.Knockdown(100)
L.DefaultCombatKnockdown(100)
if(master)
master.receive_signal()
+109 -4
View File
@@ -150,7 +150,10 @@ SLIME SCANNER
msg += "\n\t<span class='alert'>Subject appears to have [M.getCloneLoss() > 30 ? "Severe" : "Minor"] cellular damage.</span>"
if(advanced)
msg += "\n\t<span class='info'>Cellular Damage Level: [M.getCloneLoss()].</span>"
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(advanced && H.has_dna())
msg += "\n\t<span class='info'>Genetic Stability: [H.dna.stability]%.</span>"
to_chat(user, msg)
msg = ""
@@ -326,8 +329,8 @@ SLIME SCANNER
breathes = FALSE
if(NOBLOOD in C.dna.species.species_traits)
blooded = FALSE
var/has_liver = (!(NOLIVER in C.dna.species.species_traits))
var/has_stomach = (!(NOSTOMACH in C.dna.species.species_traits))
var/has_liver = C.dna && !(NOLIVER in C.dna.species.species_traits)
var/has_stomach = C.dna && !(NOSTOMACH in C.dna.species.species_traits)
if(!M.getorganslot(ORGAN_SLOT_EYES))
msg += "\t<span class='alert'><b>Subject does not have eyes.</b></span>\n"
if(!M.getorganslot(ORGAN_SLOT_EARS))
@@ -484,7 +487,8 @@ SLIME SCANNER
set name = "Switch Verbosity"
set category = "Object"
if(usr.stat || !usr.canmove || usr.restrained())
var/mob/living/L = usr
if(!istype(L) || !CHECK_MOBILITY(L, MOBILITY_USE))
return
mode = !mode
@@ -775,3 +779,104 @@ SLIME SCANNER
var/response = SEND_SIGNAL(M, COMSIG_NANITE_SCAN, user, TRUE)
if(!response)
to_chat(user, "<span class='info'>No nanites detected in the subject.</span>")
/obj/item/sequence_scanner
name = "genetic sequence scanner"
icon = 'icons/obj/device.dmi'
icon_state = "gene"
item_state = "healthanalyzer"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
desc = "A hand-held scanner for analyzing someones gene sequence on the fly. Hold near a DNA console to update the internal database."
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
throwforce = 3
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
throw_range = 7
custom_materials = list(/datum/material/iron=200)
var/list/discovered = list() //hit a dna console to update the scanners database
var/list/buffer
var/ready = TRUE
var/cooldown = 200
/obj/item/sequence_scanner/attack(mob/living/M, mob/living/carbon/human/user)
add_fingerprint(user)
if (!HAS_TRAIT(M, TRAIT_RADIMMUNE)) //no scanning if its a husk or DNA-less Species
user.visible_message("<span class='notice'>[user] analyzes [M]'s genetic sequence.</span>", \
"<span class='notice'>You analyze [M]'s genetic sequence.</span>")
gene_scan(M, user)
else
user.visible_message("<span class='notice'>[user] failed to analyse [M]'s genetic sequence.</span>", "<span class='warning'>[M] has no readable genetic sequence!</span>")
/obj/item/sequence_scanner/attack_self(mob/user)
display_sequence(user)
/obj/item/sequence_scanner/attack_self_tk(mob/user)
return
/obj/item/sequence_scanner/afterattack(obj/O, mob/user, proximity)
. = ..()
if(!istype(O) || !proximity)
return
if(istype(O, /obj/machinery/computer/scan_consolenew))
var/obj/machinery/computer/scan_consolenew/C = O
if(C.stored_research)
to_chat(user, "<span class='notice'>[name] linked to central research database.</span>")
discovered = C.stored_research.discovered_mutations
else
to_chat(user,"<span class='warning'>No database to update from.</span>")
/obj/item/sequence_scanner/proc/gene_scan(mob/living/carbon/C, mob/living/user)
if(!iscarbon(C) || !C.has_dna())
return
buffer = C.dna.mutation_index
to_chat(user, "<span class='notice'>Subject [C.name]'s DNA sequence has been saved to buffer.</span>")
if(LAZYLEN(buffer))
for(var/A in buffer)
to_chat(user, "<span class='notice'>[get_display_name(A)]</span>")
/obj/item/sequence_scanner/proc/display_sequence(mob/living/user)
if(!LAZYLEN(buffer) || !ready)
return
var/list/options = list()
for(var/A in buffer)
options += get_display_name(A)
var/answer = input(user, "Analyze Potential", "Sequence Analyzer") as null|anything in sortList(options)
if(answer && ready && user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
var/sequence
for(var/A in buffer) //this physically hurts but i dont know what anything else short of an assoc list
if(get_display_name(A) == answer)
sequence = buffer[A]
break
if(sequence)
var/display
for(var/i in 0 to length_char(sequence) / DNA_MUTATION_BLOCKS-1)
if(i)
display += "-"
display += copytext_char(sequence, 1 + i*DNA_MUTATION_BLOCKS, DNA_MUTATION_BLOCKS*(1+i) + 1)
to_chat(user, "<span class='boldnotice'>[display]</span><br>")
ready = FALSE
icon_state = "[icon_state]_recharging"
addtimer(CALLBACK(src, .proc/recharge), cooldown, TIMER_UNIQUE)
/obj/item/sequence_scanner/proc/recharge()
icon_state = initial(icon_state)
ready = TRUE
/obj/item/sequence_scanner/proc/get_display_name(mutation)
var/datum/mutation/human/HM = GET_INITIALIZED_MUTATION(mutation)
if(!HM)
return "ERROR"
if(mutation in discovered)
return "[HM.name] ([HM.alias])"
else
return HM.alias
@@ -44,7 +44,7 @@ effective or pretty fucking useless.
for(var/mob/living/carbon/human/M in urange(10, user, 1))
if(prob(50))
M.Knockdown(rand(200,400))
M.DefaultCombatKnockdown(rand(200,400))
to_chat(M, "<span class='userdanger'>You feel a tremendous, paralyzing wave flood your mind.</span>")
else
@@ -63,10 +63,10 @@
if(attached_device)
attached_device.holder_movement()
/obj/item/transfer_valve/dropped()
/obj/item/transfer_valve/dropped(mob/user)
. = ..()
if(attached_device)
attached_device.dropped()
attached_device.dropped(user)
/obj/item/transfer_valve/on_found(mob/finder)
if(attached_device)
+256 -75
View File
@@ -14,33 +14,25 @@
var/list/add_mutations = list()
var/list/remove_mutations = list()
var/list/add_mutations_static = list()
var/list/remove_mutations_static = list()
var/used = 0
/obj/item/dnainjector/attack_paw(mob/user)
return attack_hand(user)
/obj/item/dnainjector/proc/prepare()
for(var/mut_key in add_mutations_static)
add_mutations.Add(GLOB.mutations_list[mut_key])
for(var/mut_key in remove_mutations_static)
remove_mutations.Add(GLOB.mutations_list[mut_key])
/obj/item/dnainjector/proc/inject(mob/living/carbon/M, mob/user)
prepare()
if(M.has_dna() && !HAS_TRAIT(M, TRAIT_RADIMMUNE) && !HAS_TRAIT(M, TRAIT_NOCLONE))
M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
for(var/datum/mutation/human/HM in remove_mutations)
HM.force_lose(M)
for(var/datum/mutation/human/HM in add_mutations)
if(HM.name == RACEMUT)
for(var/HM in remove_mutations)
M.dna.remove_mutation(HM)
for(var/HM in add_mutations)
if(HM == RACEMUT)
message_admins("[ADMIN_LOOKUPFLW(user)] injected [key_name_admin(M)] with the [name] <span class='danger'>(MONKEY)</span>")
log_msg += " (MONKEY)"
HM.force_give(M)
if(M.dna.mutation_in_sequence(HM))
M.dna.activate_mutation(HM)
else
M.dna.add_mutation(HM, MUT_EXTRA)
if(fields)
if(fields["name"] && fields["UE"] && fields["blood_type"])
M.real_name = fields["name"]
@@ -90,123 +82,123 @@
/obj/item/dnainjector/antihulk
name = "\improper DNA injector (Anti-Hulk)"
desc = "Cures green skin."
remove_mutations_static = list(HULK)
remove_mutations = list(HULK)
/obj/item/dnainjector/hulkmut
name = "\improper DNA injector (Hulk)"
desc = "This will make you big and strong, but give you a bad skin condition."
add_mutations_static = list(HULK)
add_mutations = list(HULK)
/obj/item/dnainjector/xraymut
name = "\improper DNA injector (X-ray)"
desc = "Finally you can see what the Captain does."
add_mutations_static = list(XRAY)
add_mutations = list(XRAY)
/obj/item/dnainjector/antixray
name = "\improper DNA injector (Anti-X-ray)"
desc = "It will make you see harder."
remove_mutations_static = list(XRAY)
remove_mutations = list(XRAY)
/////////////////////////////////////
/obj/item/dnainjector/antiglasses
name = "\improper DNA injector (Anti-Glasses)"
desc = "Toss away those glasses!"
remove_mutations_static = list(BADSIGHT)
remove_mutations = list(BADSIGHT)
/obj/item/dnainjector/glassesmut
name = "\improper DNA injector (Glasses)"
desc = "Will make you need dorkish glasses."
add_mutations_static = list(BADSIGHT)
add_mutations = list(BADSIGHT)
/obj/item/dnainjector/epimut
name = "\improper DNA injector (Epi.)"
desc = "Shake shake shake the room!"
add_mutations_static = list(EPILEPSY)
add_mutations = list(EPILEPSY)
/obj/item/dnainjector/antiepi
name = "\improper DNA injector (Anti-Epi.)"
desc = "Will fix you up from shaking the room."
remove_mutations_static = list(EPILEPSY)
remove_mutations = list(EPILEPSY)
////////////////////////////////////
/obj/item/dnainjector/anticough
name = "\improper DNA injector (Anti-Cough)"
desc = "Will stop that awful noise."
remove_mutations_static = list(COUGH)
remove_mutations = list(COUGH)
/obj/item/dnainjector/coughmut
name = "\improper DNA injector (Cough)"
desc = "Will bring forth a sound of horror from your throat."
add_mutations_static = list(COUGH)
add_mutations = list(COUGH)
/obj/item/dnainjector/antidwarf
name = "\improper DNA injector (Anti-Dwarfism)"
desc = "Helps you grow big and strong."
remove_mutations_static = list(DWARFISM)
remove_mutations = list(DWARFISM)
/obj/item/dnainjector/dwarf
name = "\improper DNA injector (Dwarfism)"
desc = "It's a small world after all."
add_mutations_static = list(DWARFISM)
add_mutations = list(DWARFISM)
/obj/item/dnainjector/clumsymut
name = "\improper DNA injector (Clumsy)"
desc = "Makes clown minions."
add_mutations_static = list(CLOWNMUT)
add_mutations = list(CLOWNMUT)
/obj/item/dnainjector/anticlumsy
name = "\improper DNA injector (Anti-Clumsy)"
desc = "Apply this for Security Clown."
remove_mutations_static = list(CLOWNMUT)
remove_mutations = list(CLOWNMUT)
/obj/item/dnainjector/antitour
name = "\improper DNA injector (Anti-Tour.)"
desc = "Will cure Tourette's."
remove_mutations_static = list(TOURETTES)
remove_mutations = list(TOURETTES)
/obj/item/dnainjector/tourmut
name = "\improper DNA injector (Tour.)"
desc = "Gives you a nasty case of Tourette's."
add_mutations_static = list(TOURETTES)
add_mutations = list(TOURETTES)
/obj/item/dnainjector/stuttmut
name = "\improper DNA injector (Stutt.)"
desc = "Makes you s-s-stuttterrr."
add_mutations_static = list(NERVOUS)
add_mutations = list(NERVOUS)
/obj/item/dnainjector/antistutt
name = "\improper DNA injector (Anti-Stutt.)"
desc = "Fixes that speaking impairment."
remove_mutations_static = list(NERVOUS)
remove_mutations = list(NERVOUS)
/obj/item/dnainjector/antifire
name = "\improper DNA injector (Anti-Fire)"
desc = "Cures fire."
remove_mutations_static = list(COLDRES)
remove_mutations = list(SPACEMUT)
/obj/item/dnainjector/firemut
name = "\improper DNA injector (Fire)"
desc = "Gives you fire."
add_mutations_static = list(COLDRES)
add_mutations = list(SPACEMUT)
/obj/item/dnainjector/blindmut
name = "\improper DNA injector (Blind)"
desc = "Makes you not see anything."
add_mutations_static = list(BLINDMUT)
add_mutations = list(BLINDMUT)
/obj/item/dnainjector/antiblind
name = "\improper DNA injector (Anti-Blind)"
desc = "IT'S A MIRACLE!!!"
remove_mutations_static = list(BLINDMUT)
remove_mutations = list(BLINDMUT)
/obj/item/dnainjector/antitele
name = "\improper DNA injector (Anti-Tele.)"
desc = "Will make you not able to control your mind."
remove_mutations_static = list(TK)
remove_mutations = list(TK)
/obj/item/dnainjector/telemut
name = "\improper DNA injector (Tele.)"
desc = "Super brain man!"
add_mutations_static = list(TK)
add_mutations = list(TK)
/obj/item/dnainjector/telemut/darkbundle
name = "\improper DNA injector"
@@ -215,100 +207,258 @@
/obj/item/dnainjector/deafmut
name = "\improper DNA injector (Deaf)"
desc = "Sorry, what did you say?"
add_mutations_static = list(DEAFMUT)
add_mutations = list(DEAFMUT)
/obj/item/dnainjector/antideaf
name = "\improper DNA injector (Anti-Deaf)"
desc = "Will make you hear once more."
remove_mutations_static = list(DEAFMUT)
remove_mutations = list(DEAFMUT)
/obj/item/dnainjector/h2m
name = "\improper DNA injector (Human > Monkey)"
desc = "Will make you a flea bag."
add_mutations_static = list(RACEMUT)
add_mutations = list(RACEMUT)
/obj/item/dnainjector/m2h
name = "\improper DNA injector (Monkey > Human)"
desc = "Will make you...less hairy."
remove_mutations_static = list(RACEMUT)
remove_mutations = list(RACEMUT)
/obj/item/dnainjector/antichameleon
name = "\improper DNA injector (Anti-Chameleon)"
remove_mutations_static = list(CHAMELEON)
remove_mutations = list(CHAMELEON)
/obj/item/dnainjector/chameleonmut
name = "\improper DNA injector (Chameleon)"
add_mutations_static = list(CHAMELEON)
add_mutations = list(CHAMELEON)
/obj/item/dnainjector/antiwacky
name = "\improper DNA injector (Anti-Wacky)"
remove_mutations_static = list(WACKY)
remove_mutations = list(WACKY)
/obj/item/dnainjector/wackymut
name = "\improper DNA injector (Wacky)"
add_mutations_static = list(WACKY)
add_mutations = list(WACKY)
/obj/item/dnainjector/antimute
name = "\improper DNA injector (Anti-Mute)"
remove_mutations_static = list(MUT_MUTE)
remove_mutations = list(MUT_MUTE)
/obj/item/dnainjector/mutemut
name = "\improper DNA injector (Mute)"
add_mutations_static = list(MUT_MUTE)
add_mutations = list(MUT_MUTE)
/obj/item/dnainjector/antismile
name = "\improper DNA injector (Anti-Smile)"
remove_mutations_static = list(SMILE)
remove_mutations = list(SMILE)
/obj/item/dnainjector/smilemut
name = "\improper DNA injector (Smile)"
add_mutations_static = list(SMILE)
add_mutations = list(SMILE)
/obj/item/dnainjector/unintelligiblemut
name = "\improper DNA injector (Unintelligible)"
add_mutations_static = list(UNINTELLIGIBLE)
add_mutations = list(UNINTELLIGIBLE)
/obj/item/dnainjector/antiunintelligible
name = "\improper DNA injector (Anti-Unintelligible)"
remove_mutations_static = list(UNINTELLIGIBLE)
remove_mutations = list(UNINTELLIGIBLE)
/obj/item/dnainjector/swedishmut
name = "\improper DNA injector (Swedish)"
add_mutations_static = list(SWEDISH)
add_mutations = list(SWEDISH)
/obj/item/dnainjector/antiswedish
name = "\improper DNA injector (Anti-Swedish)"
remove_mutations_static = list(SWEDISH)
remove_mutations = list(SWEDISH)
/obj/item/dnainjector/chavmut
name = "\improper DNA injector (Chav)"
add_mutations_static = list(CHAV)
add_mutations = list(CHAV)
/obj/item/dnainjector/antichav
name = "\improper DNA injector (Anti-Chav)"
remove_mutations_static = list(CHAV)
remove_mutations = list(CHAV)
/obj/item/dnainjector/elvismut
name = "\improper DNA injector (Elvis)"
add_mutations_static = list(ELVIS)
add_mutations = list(ELVIS)
/obj/item/dnainjector/antielvis
name = "\improper DNA injector (Anti-Elvis)"
remove_mutations_static = list(ELVIS)
remove_mutations = list(ELVIS)
/obj/item/dnainjector/lasereyesmut
name = "\improper DNA injector (Laser Eyes)"
add_mutations_static = list(LASEREYES)
add_mutations = list(LASEREYES)
/obj/item/dnainjector/antilasereyes
name = "\improper DNA injector (Anti-Laser Eyes)"
remove_mutations_static = list(LASEREYES)
remove_mutations = list(LASEREYES)
/obj/item/dnainjector/void
name = "\improper DNA injector (Void)"
add_mutations = list(VOID)
/obj/item/dnainjector/antivoid
name = "\improper DNA injector (Anti-Void)"
remove_mutations = list(VOID)
/obj/item/dnainjector/antenna
name = "\improper DNA injector (Antenna)"
add_mutations = list(ANTENNA)
/obj/item/dnainjector/antiantenna
name = "\improper DNA injector (Anti-Antenna)"
remove_mutations = list(ANTENNA)
/obj/item/dnainjector/paranoia
name = "\improper DNA injector (Paranoia)"
add_mutations = list(PARANOIA)
/obj/item/dnainjector/antiparanoia
name = "\improper DNA injector (Anti-Paranoia)"
remove_mutations = list(PARANOIA)
/obj/item/dnainjector/mindread
name = "\improper DNA injector (Mindread)"
add_mutations = list(MINDREAD)
/obj/item/dnainjector/antimindread
name = "\improper DNA injector (Anti-Mindread)"
remove_mutations = list(MINDREAD)
/obj/item/dnainjector/radioactive
name = "\improper DNA injector (Radioactive)"
add_mutations = list(RADIOACTIVE)
/obj/item/dnainjector/antiradioactive
name = "\improper DNA injector (Anti-Radioactive)"
remove_mutations = list(RADIOACTIVE)
/obj/item/dnainjector/olfaction
name = "\improper DNA injector (Olfaction)"
add_mutations = list(OLFACTION)
/obj/item/dnainjector/antiolfaction
name = "\improper DNA injector (Anti-Olfaction)"
remove_mutations = list(OLFACTION)
/obj/item/dnainjector/insulated
name = "\improper DNA injector (Insulated)"
add_mutations = list(INSULATED)
/obj/item/dnainjector/antiinsulated
name = "\improper DNA injector (Anti-Insulated)"
remove_mutations = list(INSULATED)
/obj/item/dnainjector/shock
name = "\improper DNA injector (Shock Touch)"
add_mutations = list(SHOCKTOUCH)
/obj/item/dnainjector/antishock
name = "\improper DNA injector (Anti-Shock Touch)"
remove_mutations = list(SHOCKTOUCH)
/obj/item/dnainjector/spacialinstability
name = "\improper DNA injector (Spacial Instability)"
add_mutations = list(BADBLINK)
/obj/item/dnainjector/antispacialinstability
name = "\improper DNA injector (Anti-Spacial Instability)"
remove_mutations = list(BADBLINK)
/obj/item/dnainjector/acidflesh
name = "\improper DNA injector (Acid Flesh)"
add_mutations = list(ACIDFLESH)
/obj/item/dnainjector/antiacidflesh
name = "\improper DNA injector (Acid Flesh)"
remove_mutations = list(ACIDFLESH)
/obj/item/dnainjector/gigantism
name = "\improper DNA injector (Gigantism)"
add_mutations = list(GIGANTISM)
/obj/item/dnainjector/antigigantism
name = "\improper DNA injector (Anti-Gigantism)"
remove_mutations = list(GIGANTISM)
/obj/item/dnainjector/spastic
name = "\improper DNA injector (Spastic)"
add_mutations = list(SPASTIC)
/obj/item/dnainjector/antispastic
name = "\improper DNA injector (Anti-Spastic)"
remove_mutations = list(SPASTIC)
/obj/item/dnainjector/geladikinesis
name = "\improper DNA injector (Geladikinesis)"
add_mutations = list(GELADIKINESIS)
/obj/item/dnainjector/antigeladikinesis
name = "\improper DNA injector (Anti-Geladikinesis)"
remove_mutations = list(GELADIKINESIS)
/obj/item/dnainjector/cryokinesis
name = "\improper DNA injector (Cryokinesis)"
add_mutations = list(CRYOKINESIS)
/obj/item/dnainjector/anticryokinesis
name = "\improper DNA injector (Anti-Cryokinesis)"
remove_mutations = list(CRYOKINESIS)
/obj/item/dnainjector/thermal
name = "\improper DNA injector (Thermal Vision)"
add_mutations = list(THERMAL)
/obj/item/dnainjector/antithermal
name = "\improper DNA injector (Anti-Thermal Vision)"
remove_mutations = list(THERMAL)
/obj/item/dnainjector/glow
name = "\improper DNA injector (Glowy)"
add_mutations = list(GLOWY)
/obj/item/dnainjector/removeglow
name = "\improper DNA injector (Anti-Glowy)"
remove_mutations = list(GLOWY)
/obj/item/dnainjector/antiglow
name = "\improper DNA injector (Antiglowy)"
add_mutations = list(ANTIGLOWY)
/obj/item/dnainjector/removeantiglow
name = "\improper DNA injector (Anti-Antiglowy)"
remove_mutations = list(ANTIGLOWY)
/obj/item/dnainjector/firebreath
name = "\improper DNA injector (Firebreath)"
add_mutations = list(FIREBREATH)
/obj/item/dnainjector/antifirebreath
name = "\improper DNA injector (Anti-Firebreath)"
remove_mutations = list(FIREBREATH)
/obj/item/dnainjector/tonguespike
name = "\improper DNA injector (Tongue Spike)"
add_mutations = list(TONGUESPIKE)
/obj/item/dnainjector/antitonguespike
name = "\improper DNA injector (Anti-Tongue Spike)"
remove_mutations = list(TONGUESPIKE)
/obj/item/dnainjector/spiderweb
name = "\improper DNA injector (Spider Web)"
add_mutations = list(SPIDER_WEB)
/obj/item/dnainjector/antispiderweb
name = "\improper DNA injector (Anti-Spider Web)"
remove_mutations = list(SPIDER_WEB)
/obj/item/dnainjector/timed
var/duration = 600
/obj/item/dnainjector/timed/inject(mob/living/carbon/M, mob/user)
prepare()
if(M.stat == DEAD) //prevents dead people from having their DNA changed
to_chat(user, "<span class='notice'>You can't modify [M]'s DNA while [M.p_theyre()] dead.</span>")
return FALSE
@@ -317,23 +467,22 @@
M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
var/endtime = world.time+duration
for(var/datum/mutation/human/HM in remove_mutations)
if(HM.name == RACEMUT)
for(var/mutation in remove_mutations)
if(mutation == RACEMUT)
if(ishuman(M))
continue
M = HM.force_lose(M)
M = M.dna.remove_mutation(mutation)
else
HM.force_lose(M)
for(var/datum/mutation/human/HM in add_mutations)
if((HM in M.dna.mutations) && !(M.dna.temporary_mutations[HM.name]))
M.dna.remove_mutation(mutation)
for(var/mutation in add_mutations)
if(M.dna.get_mutation(mutation))
continue //Skip permanent mutations we already have.
if(HM.name == RACEMUT && ishuman(M))
if(mutation == RACEMUT && ishuman(M))
message_admins("[ADMIN_LOOKUPFLW(user)] injected [key_name_admin(M)] with the [name] <span class='danger'>(MONKEY)</span>")
log_msg += " (MONKEY)"
M = HM.force_give(M)
M = M.dna.add_mutation(mutation, MUT_OTHER, endtime)
else
HM.force_give(M)
M.dna.temporary_mutations[HM.name] = endtime
M.dna.add_mutation(mutation, MUT_OTHER, endtime)
if(fields)
if(fields["name"] && fields["UE"] && fields["blood_type"])
if(!M.dna.previous["name"])
@@ -361,9 +510,41 @@
/obj/item/dnainjector/timed/hulk
name = "\improper DNA injector (Hulk)"
desc = "This will make you big and strong, but give you a bad skin condition."
add_mutations_static = list(HULK)
add_mutations = list(HULK)
/obj/item/dnainjector/timed/h2m
name = "\improper DNA injector (Human > Monkey)"
desc = "Will make you a flea bag."
add_mutations_static = list(RACEMUT)
add_mutations = list(RACEMUT)
/obj/item/dnainjector/activator
name = "\improper DNA activator"
desc = "Activates the current mutation on injection, if the subject has it."
var/doitanyway = FALSE
var/research = FALSE //Set to true to get expended and filled injectors for chromosomes
var/filled = FALSE
/obj/item/dnainjector/activator/inject(mob/living/carbon/M, mob/user)
if(M.has_dna() && !HAS_TRAIT(M, TRAIT_RADIMMUNE) && !HAS_TRAIT(M,TRAIT_NOCLONE))
M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
for(var/mutation in add_mutations)
var/datum/mutation/human/HM = mutation
if(istype(HM, /datum/mutation/human))
mutation = HM.type
if(!M.dna.activate_mutation(HM))
if(!doitanyway)
log_msg += "(FAILED)"
else
M.dna.add_mutation(HM, MUT_EXTRA)
name = "expended [name]"
else if(research && M.client)
filled = TRUE
name = "filled [name]"
else
name = "expended [name]"
log_msg += "([mutation])"
log_attack("[log_msg] [loc_name(user)]")
return TRUE
return FALSE
+6 -5
View File
@@ -11,7 +11,7 @@
/obj/item/book/granter/proc/turn_page(mob/user)
playsound(user, pick('sound/effects/pageturn1.ogg','sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg'), 30, 1)
if(do_after(user,50, user))
if(do_after(user,50, TRUE, user))
if(remarks.len)
to_chat(user, "<span class='notice'>[pick(remarks)]</span>")
else
@@ -53,7 +53,7 @@
on_reading_stopped()
reading = FALSE
return
if(do_after(user,50, user))
if(do_after(user,50, TRUE, user))
on_reading_finished(user)
reading = FALSE
return TRUE
@@ -294,7 +294,7 @@
/obj/item/book/granter/spell/knock/recoil(mob/living/user)
..()
to_chat(user,"<span class='warning'>You're knocked down!</span>")
user.Knockdown(40)
user.DefaultCombatKnockdown(40)
/obj/item/book/granter/spell/barnyard
spell = /obj/effect/proc_holder/spell/targeted/barnyardcurse
@@ -402,10 +402,11 @@
martialname = "sleeping carp"
desc = "A scroll filled with strange markings. It seems to be drawings of some sort of martial art."
greet = "<span class='sciradio'>You have learned the ancient martial art of the Sleeping Carp! Your hand-to-hand combat has become much more effective, and you are now able to deflect any projectiles \
directed toward you. However, you are also unable to use any ranged weaponry. You can learn more about your newfound art by using the Recall Teachings verb in the Sleeping Carp tab.</span>"
directed toward you while in Throw Mode. Your body is also honed to protect you from damage and punctures, and even briefly survive space. \
However, you are also unable to use any ranged weaponry, and some medical supplies will prove useless to you. You can learn more about your newfound art by using the Recall Teachings verb in the Sleeping Carp tab.</span>"
icon = 'icons/obj/wizard.dmi'
icon_state = "scroll2"
remarks = list("I must prove myself worthy to the masters of the sleeping carp...", "Stance means everything...", "Focus... And you'll be able to incapacitate any foe in seconds...", "I must pierce armor for maximum damage...", "I don't think this would combine with other martial arts...", "Grab them first so they don't retaliate...", "I must prove myself worthy of this power...")
remarks = list("Wait, a high protein diet is really all it takes to become bulletproof...?", "Overwhelming force, immovable object...", "Focus... And you'll be able to incapacitate any foe in seconds...", "I must pierce armor for maximum damage...", "I don't think this would combine with other martial arts...", "Become one with the carp...", "Glub...")
/obj/item/book/granter/martial/carp/onlearned(mob/living/carbon/user)
..()
@@ -31,7 +31,7 @@
M.show_message("<span class='warning'>BANG</span>", MSG_AUDIBLE)
var/distance = get_dist(get_turf(M), source)
if(!distance || loc == M || loc == M.loc) //Stop allahu akbarring rooms with this.
M.Knockdown(200)
M.DefaultCombatKnockdown(200)
M.soundbang_act(1, 200, 10, 15)
else
M.soundbang_act(1, max(200/max(1,distance), 60), rand(0, 5))
@@ -41,4 +41,4 @@
return
var/distance = get_dist(get_turf(M), source)
if(M.flash_act(affect_silicon = 1))
M.Knockdown(max(200/max(1,distance), 60))
M.DefaultCombatKnockdown(max(200/max(1,distance), 60))
+12 -1
View File
@@ -283,6 +283,7 @@
if(!C.legcuffed && C.get_num_legs(FALSE) >= 2) //beartrap can't cuff your leg if there's already a beartrap or legcuffs, or you don't have two legs.
C.legcuffed = src
forceMove(C)
C.update_equipment_speed_mods()
C.update_inv_legcuffed()
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
else if(isanimal(L))
@@ -341,15 +342,25 @@
/obj/item/restraints/legcuffs/bola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(..() || !iscarbon(hit_atom))//if it gets caught or the target can't be cuffed,
return//abort
var/mob/living/carbon/C = hit_atom
ensnare(hit_atom)
/**
* Attempts to legcuff someone with the bola
*
* Arguments:
* * C - the carbon that we will try to ensnare
*/
/obj/item/restraints/legcuffs/bola/proc/ensnare(mob/living/carbon/C)
if(!C.legcuffed && C.get_num_legs(FALSE) >= 2)
visible_message("<span class='danger'>\The [src] ensnares [C]!</span>")
C.legcuffed = src
forceMove(C)
C.update_equipment_speed_mods()
C.update_inv_legcuffed()
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
to_chat(C, "<span class='userdanger'>\The [src] ensnares you!</span>")
C.Knockdown(knockdown)
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
/obj/item/restraints/legcuffs/bola/tactical//traitor variant
name = "reinforced bola"
+1 -1
View File
@@ -92,7 +92,7 @@
master.emote("scream")
master.remove_status_effect(STATUS_EFFECT_HISGRACE)
REMOVE_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
master.Knockdown(60)
master.DefaultCombatKnockdown(60)
master.adjustBruteLoss(master.maxHealth)
playsound(master, 'sound/effects/splat.ogg', 100, 0)
else
+27 -33
View File
@@ -51,43 +51,37 @@
item_state = "knight_hospitaller"
// CITADEL CHANGES ENDS HERE
/obj/item/holybeacon
/obj/item/choice_beacon/holy
name = "armaments beacon"
desc = "Contains a set of armaments for the chaplain."
icon = 'icons/obj/device.dmi'
icon_state = "gangtool-red"
item_state = "radio"
/obj/item/holybeacon/attack_self(mob/user)
if(user.mind && (user.mind.isholy) && !GLOB.holy_armor_type)
beacon_armor(user)
/obj/item/choice_beacon/holy/canUseBeacon(mob/living/user)
if(user.mind && user.mind.isholy)
return ..()
else
playsound(src, 'sound/machines/buzz-sigh.ogg', 40, 1)
return FALSE
/obj/item/holybeacon/proc/beacon_armor(mob/M)
var/list/holy_armor_list = typesof(/obj/item/storage/box/holy)
var/list/display_names = list()
for(var/V in holy_armor_list)
var/atom/A = V
display_names += list(initial(A.name) = A)
/obj/item/choice_beacon/holy/generate_display_names()
var/static/list/holy_item_list
if(!holy_item_list)
holy_item_list = list()
var/list/templist = typesof(/obj/item/storage/box/holy)
for(var/V in templist)
var/atom/A = V
holy_item_list[initial(A.name)] = A
return holy_item_list
var/choice = input(M,"What holy armor kit would you like to order?","Holy Armor Theme") as null|anything in display_names
var/turf/T = get_turf(M)
if(!T || QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || GLOB.holy_armor_type)
/obj/item/choice_beacon/holy/spawn_option(obj/choice,mob/living/M)
if(!GLOB.holy_armor_type)
..()
playsound(src, 'sound/effects/pray_chaplain.ogg', 40, 1)
SSblackbox.record_feedback("tally", "chaplain_armor", 1, "[choice]")
GLOB.holy_armor_type = choice
else
to_chat(M, "<span class='warning'>A selection has already been made. Self-Destructing...</span>")
return
var/index = display_names.Find(choice)
var/A = holy_armor_list[index]
GLOB.holy_armor_type = A
var/holy_armor_box = new A(T)
SSblackbox.record_feedback("tally", "chaplain_armor", 1, "[choice]")
if(holy_armor_box)
qdel(src)
M.put_in_hands(holy_armor_box)
/obj/item/storage/box/holy
name = "Templar Kit"
@@ -244,7 +238,7 @@
if(user.mind && (user.mind.isholy) && !reskinned)
reskin_holy_weapon(user)
/obj/item/nullrod/proc/reskin_holy_weapon(mob/M)
/obj/item/nullrod/proc/reskin_holy_weapon(mob/living/L)
if(GLOB.holy_weapon_type)
return
var/obj/item/holy_weapon
@@ -255,8 +249,8 @@
if (initial(rodtype.chaplain_spawnable))
display_names[initial(rodtype.name)] = rodtype
var/choice = input(M,"What theme would you like for your holy weapon?","Holy Weapon Theme") as null|anything in display_names
if(QDELETED(src) || !choice || M.stat || !in_range(M, src) || M.restrained() || !M.canmove || reskinned)
var/choice = input(L, "What theme would you like for your holy weapon?","Holy Weapon Theme") as null|anything in display_names
if(QDELETED(src) || !choice || !in_range(L, src) || !CHECK_MOBILITY(L, MOBILITY_USE) || reskinned)
return
var/A = display_names[choice] // This needs to be on a separate var as list member access is not allowed for new
@@ -269,7 +263,7 @@
if(holy_weapon)
holy_weapon.reskinned = TRUE
qdel(src)
M.put_in_active_hand(holy_weapon)
L.put_in_active_hand(holy_weapon)
/obj/item/nullrod/proc/jedi_spin(mob/living/user)
for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH))
@@ -674,7 +668,7 @@
add_fingerprint(user)
if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class ='warning'>You club yourself over the head with [src].</span>")
user.Knockdown(60)
user.DefaultCombatKnockdown(60)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD)
+1 -2
View File
@@ -71,8 +71,7 @@
if(stimulant)
if(isliving(loc))
var/mob/living/L = loc
L.SetStun(0)
L.SetKnockdown(0)
L.SetAllImmobility(0)
L.SetSleeping(0)
L.SetUnconscious(0)
L.reagents.add_reagent(/datum/reagent/medicine/muscle_stimulant, CLAMP(5 - L.reagents.get_reagent_amount(/datum/reagent/medicine/muscle_stimulant), 0, 5)) //If you don't have legs or get bola'd, tough luck!
@@ -78,7 +78,7 @@
return
if(message && imp_in.stat == CONSCIOUS)
imp_in.visible_message("<span class='warning'>[imp_in] doubles over in pain!</span>")
imp_in.Knockdown(140)
imp_in.DefaultCombatKnockdown(140)
/obj/item/implant/explosive/proc/boom_goes_the_weasel()
explosion(get_turf(imp_in ? imp_in : src), heavy, medium, weak, weak, flame_range = weak)
+6
View File
@@ -138,6 +138,12 @@
throwforce = 15
custom_materials = null
/obj/item/kitchen/knife/combat/bone/plastic
name = "plastic knife"
desc = "A plastic knife. Rather harmless to anything."
force = 1
bayonet = FALSE
/obj/item/kitchen/knife/combat/cyborg
name = "cyborg knife"
icon = 'icons/obj/items_cyborg.dmi'
+6 -8
View File
@@ -7,7 +7,6 @@
var/brightness_on = 3
total_mass = 0.4 //Survival flashlights typically weigh around 5 ounces.
/obj/item/melee/transforming/energy/Initialize()
. = ..()
total_mass_on = (total_mass_on ? total_mass_on : (w_class_on * 0.75))
@@ -107,8 +106,12 @@
/obj/item/melee/transforming/energy/sword/transform_weapon(mob/living/user, supress_message_text)
. = ..()
if(. && active && item_color)
icon_state = "sword[item_color]"
if(active)
if(. && item_color)
icon_state = "sword[item_color]"
AddElement(/datum/element/sword_point)
else
RemoveElement(/datum/element/sword_point)
/obj/item/melee/transforming/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active)
@@ -267,11 +270,6 @@
altafterattack(A, user, TRUE, params)
return TRUE
/obj/item/melee/transforming/energy/sword/cx/altafterattack(atom/target, mob/living/carbon/user, proximity_flag, click_parameters) //does right click memes
if(istype(user))
user.visible_message("<span class='notice'>[user] points the tip of [src] at [target].</span>", "<span class='notice'>You point the tip of [src] at [target].</span>")
return TRUE
/obj/item/melee/transforming/energy/sword/cx/transform_weapon(mob/living/user, supress_message_text)
active = !active //I'd use a ..() here but it'd inherit from the regular esword's proc instead, so SPAGHETTI CODE
if(active) //also I'd need to rip out the iconstate changing bits
+134 -27
View File
@@ -73,6 +73,7 @@
/obj/item/melee/sabre/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 30, 95, 5) //fast and effective, but as a sword, it might damage the results.
AddElement(/datum/element/sword_point)
/obj/item/melee/sabre/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
@@ -180,13 +181,60 @@
slot_flags = ITEM_SLOT_BELT
force = 12 //9 hit crit
w_class = WEIGHT_CLASS_NORMAL
var/cooldown = 13
var/on = TRUE
var/last_hit = 0
var/stun_stam_cost_coeff = 1.25
var/hardstun_ds = 1
var/hardstun_ds = TRUE
var/softstun_ds = 0
var/stam_dmg = 30
var/cooldown_check = 0 // Used internally, you don't want to modify
var/cooldown = 13 // Default wait time until can stun again.
var/stun_time_silicon = 60 // How long it stuns silicons for - 6 seconds.
var/affect_silicon = FALSE // Does it stun silicons.
var/on_sound // "On" sound, played when switching between able to stun or not.
var/on_stun_sound = "sound/effects/woodhit.ogg" // Default path to sound for when we stun.
var/stun_animation = TRUE // Do we animate the "hit" when stunning.
var/on = TRUE // Are we on or off
var/on_icon_state // What is our sprite when turned on
var/off_icon_state // What is our sprite when turned off
var/on_item_state // What is our in-hand sprite when turned on
var/force_on // Damage when on - not stunning
var/force_off // Damage when off - not stunning
var/weight_class_on // What is the new size class when turned on
/obj/item/melee/classic_baton/Initialize()
. = ..()
// Description for trying to stun when still on cooldown.
/obj/item/melee/classic_baton/proc/get_wait_description()
return
// Description for when turning their baton "on"
/obj/item/melee/classic_baton/proc/get_on_description()
. = list()
.["local_on"] = "<span class ='warning'>You extend the baton.</span>"
.["local_off"] = "<span class ='notice'>You collapse the baton.</span>"
return .
// Default message for stunning mob.
/obj/item/melee/classic_baton/proc/get_stun_description(mob/living/target, mob/living/user)
. = list()
.["visible"] = "<span class ='danger'>[user] has knocked down [target] with [src]!</span>"
.["local"] = "<span class ='danger'>[user] has knocked down [target] with [src]!</span>"
return .
// Default message for stunning a silicon.
/obj/item/melee/classic_baton/proc/get_silicon_stun_description(mob/living/target, mob/living/user)
. = list()
.["visible"] = "<span class='danger'>[user] pulses [target]'s sensors with the baton!</span>"
.["local"] = "<span class='danger'>You pulse [target]'s sensors with the baton!</span>"
return .
// Are we applying any special effects when we stun to carbon
/obj/item/melee/classic_baton/proc/additional_effects_carbon(mob/living/target, mob/living/user)
return
// Are we applying any special effects when we stun to silicon
/obj/item/melee/classic_baton/proc/additional_effects_silicon(mob/living/target, mob/living/user)
return
/obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user)
if(!on)
@@ -199,7 +247,7 @@
add_fingerprint(user)
if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class ='danger'>You club yourself over the head.</span>")
user.Knockdown(60 * force)
user.DefaultCombatKnockdown(60 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD)
@@ -207,15 +255,28 @@
user.take_bodypart_damage(2*force)
return
if(iscyborg(target))
..()
if(user.a_intent != INTENT_HARM) // We don't stun if we're on harm.
if(affect_silicon)
var/list/desc = get_silicon_stun_description(target, user)
target.flash_act(affect_silicon = TRUE)
target.Stun(stun_time_silicon)
additional_effects_silicon(target, user)
user.visible_message(desc["visible"], desc["local"])
playsound(get_turf(src), on_stun_sound, 100, TRUE, -1)
if(stun_animation)
user.do_attack_animation(target)
else
..()
else
..()
return
if(!isliving(target))
return
if (user.a_intent == INTENT_HARM)
if(user.a_intent == INTENT_HARM)
if(!..() || !iscyborg(target))
return
else
if(last_hit < world.time)
if(cooldown_check < world.time)
if(target.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
return
@@ -223,18 +284,25 @@
var/mob/living/carbon/human/H = target
if(check_martial_counter(H, user))
return
playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
target.Knockdown(softstun_ds, TRUE, FALSE, hardstun_ds, stam_dmg)
var/list/desc = get_stun_description(target, user)
if(stun_animation)
user.do_attack_animation(target)
playsound(get_turf(src), on_stun_sound, 75, 1, -1)
target.DefaultCombatKnockdown(softstun_ds, TRUE, FALSE, hardstun_ds, stam_dmg)
additional_effects_carbon(target, user)
log_combat(user, target, "stunned", src)
src.add_fingerprint(user)
target.visible_message("<span class ='danger'>[user] has knocked down [target] with [src]!</span>", \
"<span class ='userdanger'>[user] has knocked down [target] with [src]!</span>")
add_fingerprint(user)
target.visible_message(desc["visible"], desc["local"])
if(!iscarbon(user))
target.LAssailant = null
else
target.LAssailant = user
last_hit = world.time + cooldown
target.LAssailant = WEAKREF(user)
cooldown_check = world.time + cooldown
user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes swinging batons cost stamina
else
var/wait_desc = get_wait_description()
if(wait_desc)
to_chat(user, wait_desc)
/obj/item/melee/classic_baton/telescopic
name = "telescopic baton"
@@ -249,6 +317,13 @@
item_flags = NONE
force = 0
on = FALSE
on_sound = 'sound/weapons/batonextend.ogg'
on_icon_state = "telebaton_1"
off_icon_state = "telebaton_0"
on_item_state = "nullrod"
force_on = 10
force_off = 0
weight_class_on = WEIGHT_CLASS_BULKY
total_mass = TOTAL_MASS_NORMAL_ITEM
/obj/item/melee/classic_baton/telescopic/suicide_act(mob/user)
@@ -259,7 +334,7 @@
if(!on)
src.attack_self(user)
else
playsound(loc, 'sound/weapons/batonextend.ogg', 50, 1)
playsound(loc, on_sound, 50, 1)
add_fingerprint(user)
sleep(3)
if (H && !QDELETED(H))
@@ -271,25 +346,57 @@
/obj/item/melee/classic_baton/telescopic/attack_self(mob/user)
on = !on
var/list/desc = get_on_description()
if(on)
to_chat(user, "<span class ='warning'>You extend the baton.</span>")
icon_state = "telebaton_1"
item_state = "nullrod"
w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
force = 10 //stunbaton damage
to_chat(user, desc["local_on"])
icon_state = on_icon_state
item_state = on_item_state
w_class = weight_class_on
force = force_on
attack_verb = list("smacked", "struck", "cracked", "beaten")
else
to_chat(user, "<span class ='notice'>You collapse the baton.</span>")
icon_state = "telebaton_0"
to_chat(user, desc["local_off"])
icon_state = off_icon_state
item_state = null //no sprite for concealment even when in hand
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
force = 0 //not so robust now
force = force_off
attack_verb = list("hit", "poked")
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
playsound(src.loc, on_sound, 50, 1)
add_fingerprint(user)
/obj/item/melee/classic_baton/telescopic/contractor_baton
name = "contractor baton"
desc = "A compact, specialised baton assigned to Syndicate contractors. Applies light electrical shocks to targets."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "contractor_baton_0"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
item_state = null
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NONE
force = 5
cooldown = 20
stam_dmg = 45 //4 hit stamcrit
affect_silicon = TRUE
on_sound = 'sound/weapons/contractorbatonextend.ogg'
on_stun_sound = 'sound/effects/contractorbatonhit.ogg'
on_icon_state = "contractor_baton_1"
off_icon_state = "contractor_baton_0"
on_item_state = "contractor_baton"
force_on = 16
force_off = 5
weight_class_on = WEIGHT_CLASS_NORMAL
/obj/item/melee/classic_baton/telescopic/contractor_baton/get_wait_description()
return "<span class='danger'>The baton is still charging!</span>"
/obj/item/melee/classic_baton/telescopic/contractor_baton/additional_effects_carbon(mob/living/target, mob/living/user)
target.Jitter(20)
target.apply_effect(EFFECT_STUTTER, 20)
target.apply_status_effect(/datum/status_effect/electrostaff, 30) //knockdown, disarm, and slowdown, the unholy triumvirate of stam combat
/obj/item/melee/supermatter_sword
name = "supermatter sword"
desc = "In a station full of bad ideas, this might just be the worst."
@@ -514,7 +621,7 @@
item_state = "mace_greyscale"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR //Material type changes the prefix as well as the color.
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Material type changes the prefix as well as the color.
custom_materials = list(/datum/material/iron = 12000) //Defaults to an Iron Mace.
slot_flags = ITEM_SLOT_BELT
force = 14
+89
View File
@@ -12,6 +12,95 @@
w_class = WEIGHT_CLASS_SMALL
attack_verb = list("warned", "cautioned", "smashed")
/obj/item/choice_beacon
name = "choice beacon"
desc = "Hey, why are you viewing this?!! Please let Centcom know about this odd occurance."
icon = 'icons/obj/device.dmi'
icon_state = "gangtool-blue"
item_state = "radio"
/obj/item/choice_beacon/attack_self(mob/user)
if(canUseBeacon(user))
generate_options(user)
/obj/item/choice_beacon/proc/generate_display_names() // return the list that will be used in the choice selection. entries should be in (type.name = type) fashion. see choice_beacon/hero for how this is done.
return list()
/obj/item/choice_beacon/proc/canUseBeacon(mob/living/user)
if(user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return TRUE
else
playsound(src, 'sound/machines/buzz-sigh.ogg', 40, 1)
return FALSE
/obj/item/choice_beacon/proc/generate_options(mob/living/M)
var/list/display_names = generate_display_names()
if(!display_names.len)
return
var/choice = input(M,"Which item would you like to order?","Select an Item") as null|anything in display_names
if(!choice || !M.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
spawn_option(display_names[choice],M)
qdel(src)
/obj/item/choice_beacon/proc/spawn_option(obj/choice,mob/living/M)
var/obj/new_item = new choice()
var/obj/structure/closet/supplypod/bluespacepod/pod = new()
pod.explosionSize = list(0,0,0,0)
new_item.forceMove(pod)
var/msg = "<span class='danger'>After making your selection, you notice a strange target on the ground. It might be best to step back!</span>"
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(istype(H.ears, /obj/item/radio/headset))
msg = "You hear something crackle in your ears for a moment before a voice speaks. \"Please stand by for a message from Central Command. Message as follows: <span class='bold'>Item request received. Your package is inbound, please stand back from the landing site.</span> Message ends.\""
to_chat(M, msg)
new /obj/effect/abstract/DPtarget(get_turf(src), pod)
/obj/item/choice_beacon/hero
name = "heroic beacon"
desc = "To summon heroes from the past to protect the future."
/obj/item/choice_beacon/hero/generate_display_names()
var/static/list/hero_item_list
if(!hero_item_list)
hero_item_list = list()
var/list/templist = typesof(/obj/item/storage/box/hero) //we have to convert type = name to name = type, how lovely!
for(var/V in templist)
var/atom/A = V
hero_item_list[initial(A.name)] = A
return hero_item_list
/obj/item/storage/box/hero
name = "Courageous Tomb Raider - 1940's."
/obj/item/storage/box/hero/PopulateContents()
new /obj/item/clothing/head/fedora/curator(src)
new /obj/item/clothing/suit/curator(src)
new /obj/item/clothing/under/rank/curator/treasure_hunter(src)
new /obj/item/clothing/shoes/workboots/mining(src)
new /obj/item/melee/curator_whip(src)
/obj/item/storage/box/hero/astronaut
name = "First Man on the Moon - 1960's."
/obj/item/storage/box/hero/astronaut/PopulateContents()
new /obj/item/clothing/suit/space/nasavoid(src)
new /obj/item/clothing/head/helmet/space/nasavoid(src)
new /obj/item/tank/internals/emergency_oxygen/double(src)
new /obj/item/gps(src)
/obj/item/storage/box/hero/scottish
name = "Braveheart, the Scottish rebel - 1300's."
/obj/item/storage/box/hero/scottish/PopulateContents()
new /obj/item/clothing/under/kilt(src)
new /obj/item/claymore/weak/ceremonial(src)
new /obj/item/toy/crayon/spraycan(src)
new /obj/item/clothing/shoes/sandal(src)
/obj/item/skub
desc = "It's skub."
name = "skub"
+9 -2
View File
@@ -17,6 +17,7 @@
var/active = FALSE
var/atom/movable/target //The thing we're searching for
var/minimum_range = 0 //at what range the pinpointer declares you to be at your destination
var/ignore_suit_sensor_level = FALSE // Do we find people even if their suit sensors are turned off
var/alert = FALSE // TRUE to display things more seriously
/obj/item/pinpointer/Initialize()
@@ -77,6 +78,8 @@
name = "crew pinpointer"
desc = "A handheld tracking device that points to crew suit sensors."
icon_state = "pinpointer_crew"
var/has_owner = FALSE
var/pinpointer_owner = null
/obj/item/pinpointer/crew/proc/trackable(mob/living/carbon/human/H)
var/turf/here = get_turf(src)
@@ -84,7 +87,7 @@
var/obj/item/clothing/under/U = H.w_uniform
// Suit sensors must be on maximum.
if(!U.has_sensor || U.sensor_mode < SENSOR_COORDS)
if(!U.has_sensor || U.sensor_mode < SENSOR_COORDS && !ignore_suit_sensor_level)
return FALSE
var/turf/there = get_turf(H)
@@ -101,7 +104,11 @@
STOP_PROCESSING(SSfastprocess, src)
update_icon()
return
if (has_owner && !pinpointer_owner)
pinpointer_owner = user
if (pinpointer_owner && pinpointer_owner != user)
to_chat(user, "<span class='notice'>The pinpointer doesn't respond. It seems to only recognise its owner.</span>")
return
var/list/name_counts = list()
var/list/names = list()
+1 -1
View File
@@ -168,7 +168,7 @@
if(pressureSetting >= 3 && iscarbon(user))
var/mob/living/carbon/C = user
C.visible_message("<span class='warning'>[C] is thrown down by the force of the cannon!</span>", "<span class='userdanger'>[src] slams into your shoulder, knocking you down!")
C.Knockdown(60)
C.DefaultCombatKnockdown(60)
/obj/item/pneumatic_cannon/proc/fire_items(turf/target, mob/user)
if(fire_mode == PCANNON_FIREALL)
+7 -2
View File
@@ -64,8 +64,7 @@
/obj/item/banner/proc/inspiration(mob/living/carbon/human/H)
H.adjustBruteLoss(-15)
H.adjustFireLoss(-15)
H.AdjustStun(-40)
H.AdjustKnockdown(-40)
H.AdjustAllImmobility(-40)
H.AdjustUnconscious(-40)
playsound(H, 'sound/magic/staff_healing.ogg', 25, FALSE)
@@ -315,3 +314,9 @@
desc = "This one is rusted."
force = 30
armour_penetration = 15
/obj/item/claymore/weak/ceremonial
desc = "A rusted claymore, once at the heart of a powerful scottish clan struck down and oppressed by tyrants, it has been passed down the ages as a symbol of defiance."
force = 15
block_chance = 30
armour_penetration = 5
+8 -11
View File
@@ -20,7 +20,7 @@
return
user.do_attack_animation(M)
M.Knockdown(100)
M.DefaultCombatKnockdown(100)
M.apply_effect(EFFECT_STUTTER, 5)
M.visible_message("<span class='danger'>[user] has prodded [M] with [src]!</span>", \
@@ -81,8 +81,7 @@
user.visible_message("<span class='notice'>[user] hugs [M] to make [M.p_them()] feel better!</span>", \
"<span class='notice'>You hug [M] to make [M.p_them()] feel better!</span>")
if(M.resting && !M.recoveringstam)
M.resting = FALSE
M.update_canmove()
M.set_resting(FALSE, TRUE)
else
user.visible_message("<span class='notice'>[user] pets [M]!</span>", \
"<span class='notice'>You pet [M]!</span>")
@@ -100,9 +99,8 @@
else
user.visible_message("<span class='warning'>[user] hugs [M] in a firm bear-hug! [M] looks uncomfortable...</span>", \
"<span class='warning'>You hug [M] firmly to make [M.p_them()] feel better! [M] looks uncomfortable...</span>")
if(M.resting && !M.recoveringstam)
M.resting = FALSE
M.update_canmove()
if(!CHECK_MOBILITY(M, MOBILITY_STAND) && !M.recoveringstam)
M.set_resting(FALSE, TRUE)
else
user.visible_message("<span class='warning'>[user] bops [M] on the head!</span>", \
"<span class='warning'>You bop [M] on the head!</span>")
@@ -111,10 +109,9 @@
if(scooldown < world.time)
if(M.health >= 0)
if(ishuman(M)||ismonkey(M))
M.electrocute_act(5, "[user]", safety = 1)
M.electrocute_act(5, "[user]", flags = SHOCK_NOGLOVES)
user.visible_message("<span class='userdanger'>[user] electrocutes [M] with [user.p_their()] touch!</span>", \
"<span class='danger'>You electrocute [M] with your touch!</span>")
M.update_canmove()
else
if(!iscyborg(M))
M.adjustFireLoss(10)
@@ -326,7 +323,7 @@
C.stuttering += 10
C.Jitter(10)
if(2)
C.Knockdown(40)
C.DefaultCombatKnockdown(40)
C.confused += 10
C.stuttering += 15
C.Jitter(25)
@@ -360,7 +357,7 @@
/obj/item/borg/lollipop/equipped()
check_amount()
/obj/item/borg/lollipop/dropped()
/obj/item/borg/lollipop/dropped(mob/user)
check_amount()
/obj/item/borg/lollipop/proc/check_amount() //Doesn't even use processing ticks.
@@ -623,7 +620,7 @@
return host.loc
return null
/obj/item/borg/projectile_dampen/dropped()
/obj/item/borg/projectile_dampen/dropped(mob/user)
. = ..()
host = loc
+2 -4
View File
@@ -317,8 +317,7 @@
O.robot_suit = src
if(!locomotion)
O.lockcharge = 1
O.update_canmove()
O.SetLockdown(TRUE)
to_chat(O, "<span class='warning'>Error: Servo motors unresponsive.</span>")
else
@@ -356,8 +355,7 @@
forceMove(O)
O.robot_suit = src
if(!locomotion)
O.lockcharge = TRUE
O.update_canmove()
O.SetLockdown(TRUE)
else if(istype(W, /obj/item/pen))
to_chat(user, "<span class='warning'>You need to use a multitool to name [src]!</span>")
@@ -577,7 +577,7 @@
return FALSE
R.notransform = TRUE
var/prev_lockcharge = R.lockcharge
var/prev_locked_down = R.locked_down
R.SetLockdown(1)
R.anchored = TRUE
var/datum/effect_system/smoke_spread/smoke = new
@@ -587,7 +587,7 @@
for(var/i in 1 to 4)
playsound(R, pick('sound/items/drill_use.ogg', 'sound/items/jaws_cut.ogg', 'sound/items/jaws_pry.ogg', 'sound/items/welder.ogg', 'sound/items/ratchet.ogg'), 80, 1, -1)
sleep(12)
if(!prev_lockcharge)
if(!prev_locked_down)
R.SetLockdown(0)
R.anchored = FALSE
R.notransform = FALSE
+16
View File
@@ -237,3 +237,19 @@
w_class = WEIGHT_CLASS_HUGE
item_flags = SLOWS_WHILE_IN_HAND
transparent = FALSE
/obj/item/shield/riot/implant
name = "riot tower shield"
desc = "A massive shield that can block a lot of attacks and can take a lot of abuse before breaking." //It cant break unless it is removed from the implant
item_state = "metal"
icon_state = "metal"
icon = 'icons/obj/items_and_weapons.dmi'
block_chance = 30 //May be big but hard to move around to block.
slowdown = 1
transparent = FALSE
item_flags = SLOWS_WHILE_IN_HAND
/obj/item/shield/riot/implant/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
final_block_chance = 60 //Massive shield
return ..()
@@ -33,6 +33,12 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
new /datum/stack_recipe("sofa (corner)", /obj/structure/chair/sofa/corner, one_per_turf = TRUE, on_floor = TRUE), \
)), \
//END OF CIT CHANGES
new/datum/stack_recipe_list("fancy sofas", list( \
new /datum/stack_recipe("sofa (middle)", /obj/structure/chair/sofa/corp, one_per_turf = TRUE, on_floor = TRUE), \
new /datum/stack_recipe("sofa (left)", /obj/structure/chair/sofa/corp/left, one_per_turf = TRUE, on_floor = TRUE), \
new /datum/stack_recipe("sofa (right)", /obj/structure/chair/sofa/corp/right, one_per_turf = TRUE, on_floor = TRUE), \
new /datum/stack_recipe("sofa (corner)", /obj/structure/chair/sofa/corp/corner, one_per_turf = TRUE, on_floor = TRUE), \
)), \
null, \
new/datum/stack_recipe_list("office chairs", list( \
new/datum/stack_recipe("dark office chair", /obj/structure/chair/office/dark, 5, one_per_turf = TRUE, on_floor = TRUE), \
@@ -42,8 +48,10 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
new/datum/stack_recipe("beige comfy chair", /obj/structure/chair/comfy/beige, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("black comfy chair", /obj/structure/chair/comfy/black, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("brown comfy chair", /obj/structure/chair/comfy/brown, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("green comfy chair", /obj/structure/chair/comfy/green, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("lime comfy chair", /obj/structure/chair/comfy/lime, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("teal comfy chair", /obj/structure/chair/comfy/teal, 2, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("purple comfy chair", /obj/structure/chair/comfy/purple, 2, one_per_turf = TRUE, on_floor = TRUE), \
)), \
null, \
new/datum/stack_recipe("rack parts", /obj/item/rack_parts), \
@@ -96,6 +104,21 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \
new/datum/stack_recipe("extinguisher cabinet frame", /obj/item/wallframe/extinguisher_cabinet, 2), \
new/datum/stack_recipe("button frame", /obj/item/wallframe/button, 1), \
null, \
new /datum/stack_recipe_list("chess pieces", list( \
new /datum/stack_recipe("White Pawn", /obj/structure/chess/whitepawn, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("White Rook", /obj/structure/chess/whiterook, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("White Knight", /obj/structure/chess/whiteknight, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("White Bishop", /obj/structure/chess/whitebishop, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("White Queen", /obj/structure/chess/whitequeen, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("White King", /obj/structure/chess/whiteking, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("Black Pawn", /obj/structure/chess/blackpawn, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("Black Rook", /obj/structure/chess/blackrook, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("Black Knight", /obj/structure/chess/blackknight, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("Black Bishop", /obj/structure/chess/blackbishop, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("Black Queen", /obj/structure/chess/blackqueen, 2, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("Black King", /obj/structure/chess/blackking, 2, time = 10, one_per_turf = 1, on_floor = 1), \
)), \
null, \
new/datum/stack_recipe("iron door", /obj/structure/mineral_door/iron, 20, one_per_turf = TRUE, on_floor = TRUE), \
new/datum/stack_recipe("floodlight frame", /obj/structure/floodlight_frame, 5, one_per_turf = TRUE, on_floor = TRUE), \
))
@@ -206,6 +229,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
null, \
new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \
new/datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wood, 2, time = 30), \
new/datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40), \
new/datum/stack_recipe("baseball bat", /obj/item/melee/baseball_bat, 5, time = 15),\
null, \
@@ -347,6 +371,7 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
new/datum/stack_recipe("black gloves", /obj/item/clothing/gloves/color/black, 3), \
null, \
new/datum/stack_recipe("blindfold", /obj/item/clothing/glasses/sunglasses/blindfold, 2), \
null, \
))
/obj/item/stack/sheet/cloth
@@ -439,6 +464,7 @@ GLOBAL_LIST_INIT(cardboard_recipes, list ( \
new /datum/stack_recipe("egg box", /obj/item/storage/fancy/egg_box), \
new /datum/stack_recipe("donk-pockets box", /obj/item/storage/box/donkpockets), \
new /datum/stack_recipe("monkey cube box", /obj/item/storage/box/monkeycubes), \
new /datum/stack_recipe("nugget box", /obj/item/storage/fancy/nugget_box), \
new /datum/stack_recipe("box (internals)", /obj/item/storage/box/otwo), \
null, \
new /datum/stack_recipe("security-styled box", /obj/item/storage/box/seclooking), \
@@ -738,6 +764,7 @@ GLOBAL_LIST_INIT(plastic_recipes, list(
new /datum/stack_recipe("opaque plastic flaps", /obj/structure/plasticflaps/opaque, 5, one_per_turf = TRUE, on_floor = TRUE, time = 40), \
new /datum/stack_recipe("water bottle", /obj/item/reagent_containers/glass/beaker/waterbottle/empty), \
new /datum/stack_recipe("large water bottle", /obj/item/reagent_containers/glass/beaker/waterbottle/large/empty,3), \
new /datum/stack_recipe("shower curtain", /obj/structure/curtain, 10, time = 10, one_per_turf = 1, on_floor = 1), \
new /datum/stack_recipe("wet floor sign", /obj/item/caution, 2)))
/obj/item/stack/sheet/plastic
@@ -790,6 +817,7 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra
/obj/item/stack/sheet/cotton
name = "raw cotton bundle"
desc = "A bundle of raw cotton ready to be spun on the loom."
max_amount = 80
singular_name = "raw cotton ball"
icon_state = "sheet-cotton"
is_fabric = TRUE
+4 -4
View File
@@ -48,7 +48,7 @@
merge_type = type
if(custom_materials && custom_materials.len)
for(var/i in custom_materials)
custom_materials[getmaterialref(i)] = mats_per_stack * amount
custom_materials[SSmaterials.GetMaterialRef(i)] = mats_per_stack * amount
. = ..()
if(merge)
for(var/obj/item/stack/S in loc)
@@ -57,7 +57,7 @@
var/list/temp_recipes = get_main_recipes()
recipes = temp_recipes.Copy()
if(material_type)
var/datum/material/M = getmaterialref(material_type) //First/main material
var/datum/material/M = SSmaterials.GetMaterialRef(material_type) //First/main material
for(var/i in M.categories)
switch(i)
if(MAT_CATEGORY_RIGID)
@@ -225,7 +225,7 @@
if(R.applies_mats && custom_materials && custom_materials.len)
var/list/used_materials = list()
for(var/i in custom_materials)
used_materials[getmaterialref(i)] = R.req_amount / R.res_amount * (MINERAL_MATERIAL_AMOUNT / custom_materials.len)
used_materials[SSmaterials.GetMaterialRef(i)] = R.req_amount / R.res_amount * (MINERAL_MATERIAL_AMOUNT / custom_materials.len)
O.set_custom_materials(used_materials)
//START: oh fuck i'm so sorry
@@ -347,7 +347,7 @@
src.amount += amount
if(custom_materials && custom_materials.len)
for(var/i in custom_materials)
custom_materials[getmaterialref(i)] = MINERAL_MATERIAL_AMOUNT * src.amount
custom_materials[SSmaterials.GetMaterialRef(i)] = MINERAL_MATERIAL_AMOUNT * src.amount
set_custom_materials() //Refresh
update_icon()
update_weight()
+4 -3
View File
@@ -132,7 +132,7 @@
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/Pickup_ores)
listeningTo = user
/obj/item/storage/bag/ore/dropped()
/obj/item/storage/bag/ore/dropped(mob/user)
. = ..()
if(listeningTo)
UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED)
@@ -246,7 +246,8 @@
set name = "Activate Seed Extraction"
set category = "Object"
set desc = "Activate to convert your plants into plantable seeds."
if(usr.stat || !usr.canmove || usr.restrained())
var/mob/living/L = usr
if(istype(L) && !CHECK_MOBILITY(L, MOBILITY_USE))
return
for(var/obj/item/O in contents)
seedify(O, 1)
@@ -353,7 +354,7 @@
if(ishuman(M) || ismonkey(M))
if(prob(10))
M.Knockdown(40)
M.DefaultCombatKnockdown(40)
update_icon()
/obj/item/storage/bag/tray/update_overlays()
+1 -1
View File
@@ -1333,7 +1333,7 @@
/obj/item/storage/box/beakers/bluespace=1,\
/obj/item/storage/box/beakers/variety=1,\
/obj/item/storage/box/material=1,\
/obj/item/storage/belt/medical/surgery_belt_adv
/obj/item/storage/belt/medical/surgery_belt_adv=1
)
generate_items_inside(items_inside, src)
+15 -1
View File
@@ -170,7 +170,7 @@
. = ..()
if(!fancy_open || !contents.len)
return
. *= "[icon_state]_open"
. += "[icon_state]_open"
var/cig_position = 1
for(var/C in contents)
var/mutable_appearance/inserted_overlay = mutable_appearance(icon)
@@ -357,6 +357,20 @@
STR.max_items = 8
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/tinychocolate))
/obj/item/storage/fancy/nugget_box
name = "nugget box"
desc = "A cardboard box used for holding chicken nuggies."
icon = 'icons/obj/food/containers.dmi'
icon_state = "nuggetbox"
icon_type = "nugget"
spawn_type = /obj/item/reagent_containers/food/snacks/nugget
/obj/item/storage/fancy/nugget_box/ComponentInitialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_items = 6
STR.can_hold = typecacheof(list(/obj/item/reagent_containers/food/snacks/nugget))
/*
* Ring Box
*/
@@ -397,3 +397,96 @@
/obj/item/storage/box/syndie_kit/revolver/PopulateContents()
new /obj/item/gun/ballistic/revolver(src)
new /obj/item/ammo_box/a357(src)
/obj/item/storage/box/syndie_kit/contract_kit
name = "contractor kit"
desc = "Supplied to Syndicate contractors in active mission areas."
/obj/item/storage/box/syndicate/contractor_loadout
name = "standard loadout"
desc = "Supplied to Syndicate contractors, providing their specialised space suit and chameleon uniform."
icon_state = "syndiebox"
illustration = "writing_syndie"
/obj/item/paper/contractor_guide
name = "Contractor Guide"
/obj/item/paper/contractor_guide/Initialize()
info = {"<p>Welcome agent, congratulations on your new position as contractor. On top of your already assigned objectives,
this kit will provide you contracts to take on for TC payments.</p>
<p>Provided within, we give your specialist contractor space suit. It's even more compact, being able to fit into a pocket, and faster than the
Syndicate space suit available to you on the uplink. We also provide your chameleon jumpsuit and mask, both of which can be changed
to any form you need for the moment. The cigarettes are a special blend - it'll heal your injuries slowly overtime.</p>
<p>The three additional items, apart from the tablet and loadout box, have been randomly selected from what we had available. We hope
they're useful to you for you mission.</p>
<p>The contractor hub, available at the top right of the uplink, will provide you unique items and abilities. These are bought using Contractor Rep,
with two Rep being provided each time you complete a contract.</p>
<h3>Using the tablet</h3>
<ol>
<li>Open the Syndicate Contract Uplink program.</li>
<li>Assign yourself.</li>
<li>Here, you can accept a contract, and redeem your TC payments from completed contracts.</li>
<li>The payment number shown in brackets is the bonus you'll recieve when bringing your target <b>alive</b>. You recieve the
other number regardless of if they were alive or dead.</li>
<li>Contracts are completed by bringing the target to designated dropoff, calling for extraction, and putting them
inside the pod.</li>
</ol>
<p>Be careful when accepting a contract. While you'll be able to see the location of the dropoff point, cancelling will make it
unavailable to take on again.</p>
<p>The tablet can also be recharged at any cell charger.</p>
<h3>Extracting</h3>
<ol>
<li>Make sure both yourself and your target are at the dropoff.</li>
<li>Call the extraction, and stand back from the drop point</li>
<li>If it fails, make sure your target is inside, and there's a free space for the pod to land.</li>
<li>Grab your target, and drag them into the pod.</li>
</ol>
<h3>Ransoms</h3>
<p>We need your target for our own reasons, but we ransom them back to your mission area once their use is served. They will return back
from where you sent them off from in several minutes time. You will be paid in TC for your services.</p>
<p>Good luck agent. You can burn this document with the supplied lighter.</p>"}
return ..()
/obj/item/storage/box/syndicate/contractor_loadout/PopulateContents()
new /obj/item/clothing/head/helmet/space/syndicate/contract(src)
new /obj/item/clothing/suit/space/syndicate/contract(src)
new /obj/item/clothing/under/chameleon(src)
new /obj/item/clothing/mask/chameleon(src)
new /obj/item/card/id/syndicate(src)
new /obj/item/storage/fancy/cigarettes/cigpack_syndicate(src)
new /obj/item/lighter(src)
/obj/item/storage/box/syndie_kit/contract_kit/PopulateContents()
new /obj/item/modular_computer/tablet/syndicate_contract_uplink/preset/uplink(src)
new /obj/item/storage/box/syndicate/contractor_loadout(src)
new /obj/item/melee/classic_baton/telescopic/contractor_baton(src)
var/list/item_list = list( // All 4 TC or less - some nukeops only items, but fit nicely to the theme.
/obj/item/storage/backpack/duffelbag/syndie/x4,
/obj/item/storage/box/syndie_kit/throwing_weapons,
/obj/item/gun/syringe/syndicate,
/obj/item/pen/edagger,
/obj/item/pen/sleepy,
/obj/item/flashlight/emp,
/obj/item/reagent_containers/syringe/mulligan,
/obj/item/clothing/shoes/chameleon/noslip,
/obj/item/storage/firstaid/tactical,
/obj/item/storage/backpack/duffelbag/syndie/surgery,
/obj/item/encryptionkey/syndicate,
/obj/item/clothing/glasses/thermal/syndi,
/obj/item/slimepotion/slime/sentience/nuclear,
/obj/item/storage/box/syndie_kit/imp_radio,
/obj/item/storage/box/syndie_kit/imp_uplink,
/obj/item/clothing/gloves/krav_maga/combatglovesplus,
/obj/item/gun/ballistic/automatic/c20r/toy/unrestricted/riot,
/obj/item/reagent_containers/syringe/stimulants,
/obj/item/storage/box/syndie_kit/imp_freedom
)
var/obj/item1 = pick_n_take(item_list)
var/obj/item2 = pick_n_take(item_list)
var/obj/item3 = pick_n_take(item_list)
new item1(src) // Create three, non repeat items from the list.
new item2(src)
new item3(src)
new /obj/item/paper/contractor_guide(src) //Paper guide
+5 -3
View File
@@ -25,7 +25,7 @@
/obj/item/melee/baton/examine(mob/user)
. = ..()
. += "<span class='notice'>Right click attack while in combat mode to disarm instead of stun.</span>"
. += "<span class='notice'>Right click attack while in combat mode or attack while in disarm intent to disarm instead of stun.</span>"
/obj/item/melee/baton/get_cell()
. = cell
@@ -149,6 +149,8 @@
//return TRUE to interrupt attack chain.
/obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, disarming = FALSE)
if(user.a_intent == INTENT_DISARM)
disarming = TRUE //override if they're in disarm intent.
if(iscyborg(M) || !isliving(M)) //can't baton cyborgs
return FALSE
if(status && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
@@ -191,7 +193,7 @@
if(!disarming)
if(knockdown)
L.Knockdown(50, override_stamdmg = 0) //knockdown
L.DefaultCombatKnockdown(50, override_stamdmg = 0) //knockdown
L.adjustStaminaLoss(stunpwr)
else
L.drop_all_held_items() //no knockdown/stamina damage, instead disarm.
@@ -218,7 +220,7 @@
user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
user.Knockdown(stamforce*6)
user.DefaultCombatKnockdown(stamforce*6)
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
deductcharge(hitcost)

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