another batch - MAJOR: teleportaiton, displaycase (ico port needed),

This commit is contained in:
Letter N
2020-07-24 19:58:48 +08:00
parent 3ea09e7d97
commit 8e177bf01e
20 changed files with 758 additions and 658 deletions
@@ -24,7 +24,7 @@
var/obj/machinery/computer/camera_advanced/abductor/camera
var/list/datum/icon_snapshot/disguises = list()
/obj/machinery/abductor/console/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
/obj/machinery/abductor/console/attack_hand(mob/user)
. = ..()
if(.)
return
@@ -32,93 +32,93 @@
to_chat(user, "<span class='warning'>You start mashing alien buttons at random!</span>")
if(do_after(user,100, target = src))
TeleporterSend()
return
user.set_machine(src)
var/dat = ""
dat += "<H3> Abductsoft 3000 </H3>"
/obj/machinery/abductor/console/ui_status(mob/user)
if(!isabductor(user) && !isobserver(user))
return UI_CLOSE
return ..()
/obj/machinery/abductor/console/ui_state(mob/user)
return GLOB.physical_state
/obj/machinery/abductor/console/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "AbductorConsole", name)
ui.open()
/obj/machinery/abductor/console/ui_static_data(mob/user)
var/list/data = list()
data["categories"] = list()
for(var/category in possible_gear)
var/list/cat = list(
"name" = category,
"items" = (category == selected_cat ? list() : null))
for(var/gear in possible_gear[category])
var/datum/abductor_gear/AG = possible_gear[category][gear]
cat["items"] += list(list(
"name" = AG.name,
"cost" = AG.cost,
"desc" = AG.description,
))
data["categories"] += list(cat)
return data
/obj/machinery/abductor/console/ui_data(mob/user)
var/list/data = list()
data["compactMode"] = compact_mode
data["experiment"] = experiment ? TRUE : FALSE
if(experiment)
var/points = experiment.points
var/credits = experiment.credits
dat += "Collected Samples : [points] <br>"
dat += "Gear Credits: [credits] <br>"
dat += "<b>Transfer data in exchange for supplies:</b><br>"
dat += "<a href='?src=[REF(src)];dispense=baton'>Advanced Baton (2 Credits)</A><br>"
dat += "<a href='?src=[REF(src)];dispense=mind_device'>Mental Interface Device (2 Credits)</A><br>"
dat += "<a href='?src=[REF(src)];dispense=chem_dispenser'>Reagent Synthesizer (2 Credits)</A><br>"
dat += "<a href='?src=[REF(src)];dispense=helmet'>Agent Helmet (1 Credit)</A><br>"
dat += "<a href='?src=[REF(src)];dispense=vest'>Agent Vest (1 Credit)</A><br>"
dat += "<a href='?src=[REF(src)];dispense=silencer'>Radio Silencer (1 Credit)</A><br>"
dat += "<a href='?src=[REF(src)];dispense=tool'>Science Tool (1 Credit)</A><br>"
dat += "<a href='?src=[REF(src)];dispense=tongue'>Superlingual Matrix (1 Credit)</a><br>"
else
dat += "<span class='bad'>NO EXPERIMENT MACHINE DETECTED</span> <br>"
data["points"] = experiment.points
data["credits"] = experiment.credits
data["pad"] = pad ? TRUE : FALSE
if(pad)
dat += "<span class='bad'>Emergency Teleporter System.</span>"
dat += "<span class='bad'>Consider using primary observation console first.</span>"
dat += "<a href='?src=[REF(src)];teleporter_send=1'>Activate Teleporter</A><br>"
if(gizmo && gizmo.marked)
dat += "<a href='?src=[REF(src)];teleporter_retrieve=1'>Retrieve Mark</A><br>"
else
dat += "<span class='linkOff'>Retrieve Mark</span><br>"
else
dat += "<span class='bad'>NO TELEPAD DETECTED</span></br>"
data["gizmo"] = gizmo && gizmo.marked ? TRUE : FALSE
data["vest"] = vest ? TRUE : FALSE
if(vest)
dat += "<h4> Agent Vest Mode </h4><br>"
var/mode = vest.mode
if(mode == VEST_STEALTH)
dat += "<a href='?src=[REF(src)];flip_vest=1'>Combat</A>"
dat += "<span class='linkOff'>Stealth</span>"
else
dat += "<span class='linkOff'>Combat</span>"
dat += "<a href='?src=[REF(src)];flip_vest=1'>Stealth</A>"
data["vest_mode"] = vest.mode
data["vest_lock"] = HAS_TRAIT_FROM(vest, TRAIT_NODROP, ABDUCTOR_VEST_TRAIT)
return data
dat+="<br>"
dat += "<a href='?src=[REF(src)];select_disguise=1'>Select Agent Vest Disguise</a><br>"
dat += "<a href='?src=[REF(src)];toggle_vest=1'>[HAS_TRAIT_FROM(vest, TRAIT_NODROP, ABDUCTOR_VEST_TRAIT) ? "Unlock" : "Lock"] Vest</a><br>"
else
dat += "<span class='bad'>NO AGENT VEST DETECTED</span>"
var/datum/browser/popup = new(user, "computer", "Abductor Console", 400, 500)
popup.set_content(dat)
popup.open()
/obj/machinery/abductor/console/Topic(href, href_list)
if(..())
/obj/machinery/abductor/console/ui_act(action, list/params)
. = ..()
if(.)
return
usr.set_machine(src)
if(href_list["teleporter_send"])
TeleporterSend()
else if(href_list["teleporter_retrieve"])
TeleporterRetrieve()
else if(href_list["flip_vest"])
FlipVest()
else if(href_list["toggle_vest"])
if(vest)
switch(action)
if("buy")
var/item_name = params["name"]
var/list/buyable_items = list()
for(var/category in possible_gear)
buyable_items += possible_gear[category]
for(var/key in buyable_items)
var/datum/abductor_gear/AG = buyable_items[key]
if(AG.name == item_name)
Dispense(AG.build_path, AG.cost)
return TRUE
if("teleporter_send")
TeleporterSend()
return TRUE
if("teleporter_retrieve")
TeleporterRetrieve()
return TRUE
if("flip_vest")
FlipVest()
return TRUE
if("toggle_vest")
if(!vest)
return
vest.toggle_nodrop()
else if(href_list["select_disguise"])
SelectDisguise()
else if(href_list["dispense"])
switch(href_list["dispense"])
if("baton")
Dispense(/obj/item/abductor/baton,cost=2)
if("helmet")
Dispense(/obj/item/clothing/head/helmet/abductor)
if("silencer")
Dispense(/obj/item/abductor/silencer)
if("tool")
Dispense(/obj/item/abductor/gizmo)
if("vest")
Dispense(/obj/item/clothing/suit/armor/abductor/vest)
if("mind_device")
Dispense(/obj/item/abductor/mind_device,cost=2)
if("chem_dispenser")
Dispense(/obj/item/abductor_machine_beacon/chem_dispenser,cost=2)
if("tongue")
Dispense(/obj/item/organ/tongue/abductor)
updateUsrDialog()
return TRUE
if("select_disguise")
SelectDisguise()
return TRUE
if("select")
selected_cat = params["category"]
return TRUE
if("compact_toggle")
compact_mode = !compact_mode
return TRUE
/obj/machinery/abductor/console/proc/TeleporterRetrieve()
if(pad && gizmo && gizmo.marked)
@@ -159,7 +159,6 @@
pad.teleport_target = location
to_chat(user, "<span class='notice'>Location marked as test subject release point.</span>")
/obj/machinery/abductor/console/Initialize(mapload)
..()
return INITIALIZE_HINT_LATELOAD
@@ -22,41 +22,44 @@
gland_colors[i] = random_color()
amounts[i] = rand(1,5)
/obj/machinery/abductor/gland_dispenser/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
/obj/machinery/abductor/gland_dispenser/ui_status(mob/user)
if(!isabductor(user) && !isobserver(user))
return UI_CLOSE
return ..()
/obj/machinery/abductor/gland_dispenser/ui_state(mob/user)
return GLOB.physical_state
/obj/machinery/abductor/gland_dispenser/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "GlandDispenser", name)
ui.open()
/obj/machinery/abductor/gland_dispenser/ui_data(mob/user)
var/list/data = list()
data["glands"] = list()
for(var/gland_number=1,gland_number<=gland_colors.len,gland_number++)
var/list/gland_information = list(
"color" = gland_colors[gland_number],
"amount" = amounts[gland_number],
"id" = gland_number,
)
data["glands"] += list(gland_information)
return data
/obj/machinery/abductor/gland_dispenser/ui_act(action, list/params)
. = ..()
if(.)
return
if(!isabductor(user))
return
user.set_machine(src)
var/box_css = {"
<style>
a.box.gland {
float: left;
width: 20px;
height: 20px;
margin: 5px;
border-width: 1px;
border-style: solid;
border-color: rgba(0,0,0,.2);
text-align: center;
}
</style>"}
var/dat = ""
var/item_count = 0
for(var/i=1,i<=gland_colors.len,i++)
item_count++
var/g_color = gland_colors[i]
var/amount = amounts[i]
dat += "<a class='box gland' style='background-color:[g_color]' href='?src=[REF(src)];dispense=[i]'>[amount]</a>"
if(item_count == 4) // Four boxes per line
dat +="</br></br>"
item_count = 0
var/datum/browser/popup = new(user, "glands", "Gland Dispenser", 200, 200)
popup.add_head_content(box_css)
popup.set_content(dat)
popup.open()
return
switch(action)
if("dispense")
var/gland_id = text2num(params["gland_id"])
if(!gland_id)
return
Dispense(gland_id)
return TRUE
/obj/machinery/abductor/gland_dispenser/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/organ/heart/gland))
@@ -68,15 +71,6 @@
else
return ..()
/obj/machinery/abductor/gland_dispenser/Topic(href, href_list)
if(..())
return
usr.set_machine(src)
if(href_list["dispense"])
Dispense(text2num(href_list["dispense"]))
updateUsrDialog()
/obj/machinery/abductor/gland_dispenser/proc/Dispense(count)
if(amounts[count]>0)
amounts[count]--
@@ -15,19 +15,13 @@
var/breakout_time = 450
/obj/machinery/abductor/experiment/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !target.Adjacent(user) || !ishuman(target))
var/mob/living/L = user
if(user.stat || (isliving(user) && (!(L.mobility_flags & MOBILITY_STAND) || !(L.mobility_flags & MOBILITY_UI))) || !Adjacent(user) || !target.Adjacent(user) || !ishuman(target))
return
if(isabductor(target))
return
close_machine(target)
/obj/machinery/abductor/experiment/attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
. = ..()
if(.)
return
experimentUI(user)
/obj/machinery/abductor/experiment/open_machine()
if(!state_open && !panel_open)
..()
@@ -51,7 +45,7 @@
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [DisplayTimeText(breakout_time)].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
"<span class='hear'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time), target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
return
@@ -59,122 +53,84 @@
"<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
/obj/machinery/abductor/experiment/proc/dissection_icon(mob/living/carbon/human/H)
var/icon/photo = null
var/g = (H.dna.features["body_model"] == FEMALE) ? "f" : "m"
if(H.dna.species.use_skintones)
photo = icon("icon" = 'icons/mob/human.dmi', "icon_state" = "[H.skin_tone]_[g]")
else
photo = icon("icon" = 'icons/mob/human.dmi', "icon_state" = "[H.dna.species.id]_[g]")
photo.Blend("#[H.dna.features["mcolor"]]", ICON_MULTIPLY)
/obj/machinery/abductor/experiment/ui_status(mob/user)
if(user == occupant)
return UI_CLOSE
return ..()
var/icon/eyes
if(EYECOLOR in H.dna.species.species_traits)
eyes = icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = "eyes")
eyes.Blend("#[H.eye_color]", ICON_MULTIPLY)
/obj/machinery/abductor/experiment/ui_state(mob/user)
return GLOB.physical_state
var/datum/sprite_accessory/S
S = GLOB.hair_styles_list[H.hair_style]
if(S && (HAIR in H.dna.species.species_traits))
var/icon/hair = icon("icon" = S.icon, "icon_state" = "[S.icon_state]")
hair.Blend("#[H.hair_color]", ICON_MULTIPLY)
eyes.Blend(hair, ICON_OVERLAY)
/obj/machinery/abductor/experiment/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ProbingConsole", name)
ui.open()
S = GLOB.facial_hair_styles_list[H.facial_hair_style]
if(S && (FACEHAIR in H.dna.species.species_traits))
var/icon/facial = icon("icon" = S.icon, "icon_state" = "[S.icon_state]")
facial.Blend("#[H.facial_hair_color]", ICON_MULTIPLY)
eyes.Blend(facial, ICON_OVERLAY)
if(eyes)
photo.Blend(eyes, ICON_OVERLAY)
var/icon/splat = icon("icon" = 'icons/mob/dam_mob.dmi',"icon_state" = "chest30")
photo.Blend(splat,ICON_OVERLAY)
return photo
/obj/machinery/abductor/experiment/proc/experimentUI(mob/user)
var/dat
dat += "<h3> Experiment </h3>"
if(occupant)
var/obj/item/photo/P = new
P.picture = new
P.picture.picture_image = icon(dissection_icon(occupant), dir = SOUTH)
user << browse_rsc(P.picture.picture_image, "dissection_img")
dat += "<table><tr><td>"
dat += "<img src=dissection_img height=80 width=80>" //Avert your eyes
dat += "</td><td>"
dat += "<a href='?src=[REF(src)];experiment=1'>Probe</a><br>"
dat += "<a href='?src=[REF(src)];experiment=2'>Dissect</a><br>"
dat += "<a href='?src=[REF(src)];experiment=3'>Analyze</a><br>"
dat += "</td></tr></table>"
else
dat += "<span class='linkOff'>Experiment </span>"
if(!occupant)
dat += "<h3>Machine Unoccupied</h3>"
else
dat += "<h3>Subject Status : </h3>"
dat += "[occupant.name] => "
var/mob/living/mob_occupant = occupant
switch(mob_occupant.stat)
if(CONSCIOUS)
dat += "<span class='good'>Conscious</span>"
if(UNCONSCIOUS)
dat += "<span class='average'>Unconscious</span>"
else // DEAD
dat += "<span class='bad'>Deceased</span>"
dat += "<br>"
dat += "[flash]"
dat += "<br>"
dat += "<a href='?src=[REF(src)];refresh=1'>Scan</a>"
dat += "<a href='?src=[REF(src)];[state_open ? "close=1'>Close</a>" : "open=1'>Open</a>"]"
var/datum/browser/popup = new(user, "experiment", "Probing Console", 300, 300)
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.set_content(dat)
popup.open()
/obj/machinery/abductor/experiment/Topic(href, href_list)
if(..() || usr == occupant)
return
usr.set_machine(src)
if(href_list["refresh"])
updateUsrDialog()
return
if(href_list["open"])
open_machine()
return
if(href_list["close"])
close_machine()
return
/obj/machinery/abductor/experiment/ui_data(mob/user)
var/list/data = list()
data["open"] = state_open
data["feedback"] = flash
data["occupant"] = occupant ? TRUE : FALSE
data["occupant_name"] = null
data["occupant_status"] = null
if(occupant)
var/mob/living/mob_occupant = occupant
if(mob_occupant.stat != DEAD)
if(href_list["experiment"])
flash = Experiment(occupant,href_list["experiment"],usr)
updateUsrDialog()
add_fingerprint(usr)
data["occupant_name"] = mob_occupant.name
data["occupant_status"] = mob_occupant.stat
return data
/obj/machinery/abductor/experiment/proc/Experiment(mob/occupant,type,mob/user)
/obj/machinery/abductor/experiment/ui_act(action, list/params)
. = ..()
if(.)
return
switch(action)
if("door")
if(state_open)
close_machine()
return TRUE
else
open_machine()
return TRUE
if("experiment")
if(!occupant)
return
var/mob/living/mob_occupant = occupant
if(mob_occupant.stat == DEAD)
return
flash = experiment(occupant, params["experiment_type"], usr)
return TRUE
/**
* experiment: Performs selected experiment on occupant mob, resulting in a point reward on success
*
* Arguments:
* * occupant The mob inside the machine
* * type The type of experiment to be performed
* * user The mob starting the experiment
*/
/obj/machinery/abductor/experiment/proc/experiment(mob/occupant, type, mob/user)
LAZYINITLIST(history)
var/mob/living/carbon/human/H = occupant
var/datum/antagonist/abductor/user_abductor = user.mind.has_antag_datum(/datum/antagonist/abductor)
if(!user_abductor)
return "<span class='bad'>Authorization failure. Contact mothership immidiately.</span>"
return "Authorization failure. Contact mothership immediately."
var/point_reward = 0
if(!H)
return "Invalid or missing specimen."
if(H in history)
return "<span class='bad'>Specimen already in database.</span>"
return "Specimen already in database."
if(H.stat == DEAD)
say("Specimen deceased - please provide fresh sample.")
return "<span class='bad'>Specimen deceased.</span>"
return "Specimen deceased."
var/obj/item/organ/heart/gland/GlandTest = locate() in H.internal_organs
if(!GlandTest)
say("Experimental dissection not detected!")
return "<span class='bad'>No glands detected!</span>"
if(H.mind != null && (H.voluntary_ghosted || (H.ckey != null)))
return "No glands detected!"
if(H.mind != null && H.ckey != null)
LAZYINITLIST(abductee_minds)
LAZYADD(history, H)
LAZYADD(abductee_minds, H.mind)
@@ -196,22 +152,27 @@
point_reward++
if(point_reward > 0)
open_machine()
SendBack(H)
playsound(src.loc, 'sound/machines/ding.ogg', 50, 1)
send_back(H)
playsound(src.loc, 'sound/machines/ding.ogg', 50, TRUE)
points += point_reward
credits += point_reward
return "<span class='good'>Experiment successful! [point_reward] new data-points collected.</span>"
return "Experiment successful! [point_reward] new data-points collected."
else
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, 1)
return "<span class='bad'>Experiment failed! No replacement organ detected.</span>"
playsound(src.loc, 'sound/machines/buzz-sigh.ogg', 50, TRUE)
return "Experiment failed! No replacement organ detected."
else
say("Brain activity nonexistent - disposing sample...")
open_machine()
SendBack(H)
return "<span class='bad'>Specimen braindead - disposed.</span>"
send_back(H)
return "Specimen braindead - disposed."
/obj/machinery/abductor/experiment/proc/SendBack(mob/living/carbon/human/H)
/**
* send_back: Sends a mob back to a selected teleport location if safe
*
* Arguments:
* * H The human mob to be sent back
*/
/obj/machinery/abductor/experiment/proc/send_back(mob/living/carbon/human/H)
H.Sleeping(160)
H.uncuff()
if(console && console.pad && console.pad.teleport_target)
@@ -221,7 +182,6 @@
SSjob.SendToLateJoin(H, FALSE)
return
/obj/machinery/abductor/experiment/update_icon_state()
if(state_open)
icon_state = "experiment-open"
@@ -13,10 +13,13 @@
changeling = null
. = ..()
/datum/cellular_emporium/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.always_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/datum/cellular_emporium/ui_state(mob/user)
return GLOB.always_state
/datum/cellular_emporium/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_key, "CellularEmporium", name, 900, 480, master_ui, state)
ui = new(user, src, "CellularEmporium", name)
ui.open()
/datum/cellular_emporium/ui_data(mob/user)
@@ -7,17 +7,13 @@
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
ui_x = 350
ui_y = 442
var/timer_set = 90
var/default_timer_set = 90
var/minimum_timer_set = 90
var/maximum_timer_set = 3600
ui_style = "nanotrasen"
var/numeric_input = ""
var/ui_mode = NUKEUI_AWAIT_DISK
var/timing = FALSE
var/exploding = FALSE
var/exploded = FALSE
@@ -34,7 +30,6 @@
var/interior = ""
var/proper_bomb = TRUE //Please
var/obj/effect/countdown/nuclearbomb/countdown
var/nuclear_cooldown //used to stop global spam.
/obj/machinery/nuclearbomb/Initialize()
. = ..()
@@ -77,15 +72,16 @@
/obj/machinery/nuclearbomb/syndicate/get_cinematic_type(off_station)
var/datum/game_mode/nuclear/NM = SSticker.mode
switch(off_station)
if(FALSE)
if(0)
if(istype(NM) && !NM.nuke_team.syndies_escaped())
return CINEMATIC_ANNIHILATION
else
return CINEMATIC_NUKE_WIN
if(NUKE_MISS_STATION)
if(1)
return CINEMATIC_NUKE_MISS
else
if(2)
return CINEMATIC_NUKE_FAR
return CINEMATIC_NUKE_FAR
/obj/machinery/nuclearbomb/proc/disk_check(obj/item/disk/nuclear/D)
if(D.fake)
@@ -194,7 +190,7 @@
icon_state = "nuclearbomb_exploding"
/obj/machinery/nuclearbomb/update_overlays()
. = ..()
. += ..()
update_icon_interior()
update_icon_lights()
@@ -236,7 +232,7 @@
explode()
else
var/volume = (get_time_left() <= 20 ? 30 : 5)
playsound(loc, 'sound/items/timer.ogg', volume, 0)
playsound(loc, 'sound/items/timer.ogg', volume, FALSE)
/obj/machinery/nuclearbomb/proc/update_ui_mode()
if(exploded)
@@ -261,17 +257,18 @@
ui_mode = NUKEUI_AWAIT_TIMER
/obj/machinery/nuclearbomb/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state=GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/machinery/nuclearbomb/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_key, "NuclearBomb", name, ui_x, ui_y, master_ui, state)
ui = new(user, src, "NuclearBomb", name)
ui.open()
/obj/machinery/nuclearbomb/ui_data(mob/user)
var/list/data = list()
data["disk_present"] = auth
var/hidden_code = (ui_mode == NUKEUI_AWAIT_CODE && numeric_input != "ERROR")
var/current_code = ""
if(hidden_code)
while(length(current_code) < length(numeric_input))
@@ -388,14 +385,13 @@
if("anchor")
if(auth && yes_code)
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
set_anchor(usr)
set_anchor()
else
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
/obj/machinery/nuclearbomb/proc/set_anchor(mob/user)
if((istype(get_area(src), /area/space) || isinspace()) && !anchored)
to_chat(user, "<span class='warning'>This is not a suitable platform for anchoring [src]!</span>")
/obj/machinery/nuclearbomb/proc/set_anchor()
if(isinspace() && !anchored)
to_chat(usr, "<span class='warning'>There is nothing to anchor to!</span>")
else
anchored = !anchored
@@ -416,9 +412,6 @@
if(safety)
to_chat(usr, "<span class='danger'>The safety is still on.</span>")
return
if(!timing && nuclear_cooldown > world.time)
to_chat(usr, "<span class='danger'>[src]'s timer protocols are currently on cooldown, please stand by.</span>")
return
timing = !timing
if(timing)
previous_level = NUM2SECLEVEL(GLOB.security_level)
@@ -427,12 +420,6 @@
S.switch_mode_to(TRACK_INFILTRATOR)
countdown.start()
set_security_level("delta")
nuclear_cooldown = world.time + 15 SECONDS
if(GLOB.war_declared)
var/area/A = get_area(src)
priority_announce("Alert: Unexpected increase in radiation levels near [A.name] ([src.x],[src.y],[src.z]). Please send an authorized radiation specialist to investigate.", "Sensory Nuclear Indexer Telemetry Calculation Helper")
else
detonation_timer = null
set_security_level(previous_level)
@@ -483,12 +470,19 @@
var/off_station = FALSE
var/turf/bomb_location = get_turf(src)
if(!bomb_location || !is_station_level(bomb_location.z))
off_station = NUKE_MISS_STATION
var/area/A = get_area(bomb_location)
if(bomb_location && is_station_level(bomb_location.z))
if(istype(A, /area/space))
off_station = NUKE_NEAR_MISS
if((bomb_location.x < (128-NUKERANGE)) || (bomb_location.x > (128+NUKERANGE)) || (bomb_location.y < (128-NUKERANGE)) || (bomb_location.y > (128+NUKERANGE)))
off_station = NUKE_NEAR_MISS
else if(bomb_location.onSyndieBase())
off_station = NUKE_SYNDICATE_BASE
else
off_station = NUKE_MISS_STATION
if(!off_station)
if(off_station < 2) //can only launch when nuke is on syndie base or space
SSshuttle.registerHostileEnvironment(src)
SSshuttle.lockdown = TRUE
@@ -502,13 +496,13 @@
INVOKE_ASYNC(GLOBAL_PROC,.proc/KillEveryoneOnZLevel, z)
/obj/machinery/nuclearbomb/proc/get_cinematic_type(off_station)
if(!off_station)
if(off_station < 2)
return CINEMATIC_SELFDESTRUCT
else
return CINEMATIC_SELFDESTRUCT_MISS
/obj/machinery/nuclearbomb/beer
name = "Nanotrasen-brand nuclear fission explosive"
name = "\improper Nanotrasen-brand nuclear fission explosive"
desc = "One of the more successful achievements of the Nanotrasen Corporate Warfare Division, their nuclear fission explosives are renowned for being cheap to produce and devastatingly effective. Signs explain that though this particular device has been decommissioned, every Nanotrasen station is equipped with an equivalent one, just in case. All Captains carefully guard the disk needed to detonate them - at least, the sign says they do. There seems to be a tap on the back."
proper_bomb = FALSE
var/obj/structure/reagent_dispensers/beerkeg/keg
@@ -521,9 +515,9 @@
/obj/machinery/nuclearbomb/beer/examine(mob/user)
. = ..()
if(keg.reagents.total_volume)
. += "<span class='notice'>It has [keg.reagents.total_volume] unit\s left.</span>"
to_chat(user, "<span class='notice'>It has [keg.reagents.total_volume] unit\s left.</span>")
else
. += "<span class='danger'>It's empty.</span>"
to_chat(user, "<span class='danger'>It's empty.</span>")
/obj/machinery/nuclearbomb/beer/attackby(obj/item/W, mob/user, params)
if(W.is_refillable())
@@ -535,6 +529,8 @@
return ..()
/obj/machinery/nuclearbomb/beer/actually_explode()
//Unblock roundend, we're not actually exploding.
SSticker.roundend_check_paused = FALSE
var/turf/bomb_location = get_turf(src)
if(!bomb_location)
disarm()
@@ -583,7 +579,7 @@
This is here to make the tiles around the station mininuke change when it's armed.
*/
/obj/machinery/nuclearbomb/selfdestruct/set_anchor(mob/user)
/obj/machinery/nuclearbomb/selfdestruct/set_anchor()
return
/obj/machinery/nuclearbomb/selfdestruct/set_active()
@@ -641,18 +637,19 @@ This is here to make the tiles around the station mininuke change when it's arme
if(newturf && lastlocation == newturf)
if(last_disk_move < world.time - 5000 && prob((world.time - 5000 - last_disk_move)*0.0001))
var/datum/round_event_control/operative/loneop = locate(/datum/round_event_control/operative) in SSevents.control
if(istype(loneop))
if(istype(loneop) && loneop.occurrences < loneop.max_occurrences)
loneop.weight += 1
if(loneop.weight % 5 == 0)
if(loneop.weight % 5 == 0 && SSticker.totalPlayers > 1) //players count now
message_admins("[src] is stationary in [ADMIN_VERBOSEJMP(newturf)]. The weight of Lone Operative is now [loneop.weight].")
log_game("[src] is stationary for too long in [loc_name(newturf)], and has increased the weight of the Lone Operative event to [loneop.weight].")
else
lastlocation = newturf
last_disk_move = world.time
var/datum/round_event_control/operative/loneop = locate(/datum/round_event_control/operative) in SSevents.control
if(istype(loneop) && prob(loneop.weight))
if(istype(loneop) && loneop.occurrences < loneop.max_occurrences && prob(loneop.weight))
loneop.weight = max(loneop.weight - 1, 0)
if(loneop.weight % 5 == 0)
if(loneop.weight % 5 == 0 && SSticker.totalPlayers > 1)
message_admins("[src] is on the move (currently in [ADMIN_VERBOSEJMP(newturf)]). The weight of Lone Operative is now [loneop.weight].")
log_game("[src] being on the move has reduced the weight of the Lone Operative event to [loneop.weight].")
@@ -661,9 +658,18 @@ This is here to make the tiles around the station mininuke change when it's arme
if(!fake)
return
if(isobserver(user) || HAS_TRAIT(user, TRAIT_DISK_VERIFIER) || (user.mind && HAS_TRAIT(user.mind, TRAIT_DISK_VERIFIER)))
if(isobserver(user) || HAS_TRAIT(user.mind, TRAIT_DISK_VERIFIER))
. += "<span class='warning'>The serial numbers on [src] are incorrect.</span>"
/*
* You can't accidentally eat the nuke disk, bro
*/
/obj/item/disk/nuclear/on_accidental_consumption(mob/living/carbon/M, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
M.visible_message("<span class='warning'>[M] looks like [M.p_theyve()] just bitten into something important.</span>", \
"<span class='warning'>Wait, is this the nuke disk?</span>")
return discover_after
/obj/item/disk/nuclear/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/claymore/highlander) && !fake)
var/obj/item/claymore/highlander/H = I
@@ -686,7 +692,7 @@ This is here to make the tiles around the station mininuke change when it's arme
/obj/item/disk/nuclear/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is going delta! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, 'sound/machines/alarm.ogg', 50, -1, 1)
playsound(src, 'sound/machines/alarm.ogg', 50, -1, TRUE)
for(var/i in 1 to 100)
addtimer(CALLBACK(user, /atom/proc/add_atom_colour, (i % 2)? "#00FF00" : "#FF0000", ADMIN_COLOUR_PRIORITY), i)
addtimer(CALLBACK(src, .proc/manual_suicide, user), 101)
@@ -694,7 +700,7 @@ This is here to make the tiles around the station mininuke change when it's arme
/obj/item/disk/nuclear/proc/manual_suicide(mob/living/user)
user.remove_atom_colour(ADMIN_COLOUR_PRIORITY)
user.visible_message("<span class='suicide'>[user] was destroyed by the nuclear blast!</span>")
user.visible_message("<span class='suicide'>[user] is destroyed by the nuclear blast!</span>")
user.adjustOxyLoss(200)
user.death(0)
+4 -7
View File
@@ -4,8 +4,6 @@
icon_state = "infrared"
custom_materials = list(/datum/material/iron=1000, /datum/material/glass=500)
is_position_sensitive = TRUE
var/ui_x = 225
var/ui_y = 110
var/on = FALSE
var/visible = FALSE
var/maxlength = 8
@@ -134,7 +132,7 @@
. = ..()
setDir(t)
/obj/item/assembly/infra/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE)
/obj/item/assembly/infra/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE)
. = ..()
olddir = dir
@@ -186,11 +184,10 @@
return ..()
return UI_CLOSE
/obj/item/assembly/infra/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/item/assembly/infra/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_key, "InfraredEmitter", name, ui_x, ui_y, master_ui, state)
ui = new(user, src, "InfraredEmitter", name)
ui.open()
/obj/item/assembly/infra/ui_data(mob/user)
+3 -6
View File
@@ -4,8 +4,6 @@
icon_state = "prox"
custom_materials = list(/datum/material/iron=800, /datum/material/glass=200)
attachable = TRUE
var/ui_x = 250
var/ui_y = 185
var/scanning = FALSE
var/timing = FALSE
var/time = 10
@@ -113,11 +111,10 @@
return ..()
return UI_CLOSE
/obj/item/assembly/prox_sensor/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/item/assembly/prox_sensor/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_key, "ProximitySensor", name, ui_x, ui_y, master_ui, state)
ui = new(user, src, "ProximitySensor", name)
ui.open()
/obj/item/assembly/prox_sensor/ui_data(mob/user)
+29 -81
View File
@@ -8,33 +8,46 @@
custom_materials = list(/datum/material/iron=400, /datum/material/glass=120)
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
attachable = TRUE
var/ui_x = 280
var/ui_y = 132
var/code = DEFAULT_SIGNALER_CODE
var/frequency = FREQ_SIGNALER
var/datum/radio_frequency/radio_connection
var/suicider = null
///Holds the mind that commited suicide.
var/datum/mind/suicider
///Holds a reference string to the mob, decides how much of a gamer you are.
var/suicide_mob
var/hearing_range = 1
/obj/item/assembly/signaler/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] eats \the [src]! If it is signaled, [user.p_they()] will die!</span>")
playsound(src, 'sound/items/eatfood.ogg', 50, TRUE)
user.transferItemToLoc(src, user, TRUE)
suicider = user
return MANUAL_SUICIDE
moveToNullspace()
suicider = user.mind
suicide_mob = REF(user)
return MANUAL_SUICIDE_NONLETHAL
/obj/item/assembly/signaler/proc/manual_suicide(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user]'s \the [src] receives a signal, killing [user.p_them()] instantly!</span>")
/obj/item/assembly/signaler/proc/manual_suicide(datum/mind/suicidee)
var/mob/living/user = suicidee.current
if(!istype(user))
return
if(suicide_mob == REF(user))
user.visible_message("<span class='suicide'>[user]'s [src] receives a signal, killing [user.p_them()] instantly!</span>")
else
user.visible_message("<span class='suicide'>[user]'s [src] receives a signal and [user.p_they()] die[user.p_s()] like a gamer!</span>")
user.adjustOxyLoss(200)//it sends an electrical pulse to their heart, killing them. or something.
user.death(0)
user.set_suicide(TRUE)
user.suicide_log()
playsound(user, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
qdel(src)
/obj/item/assembly/signaler/Initialize()
. = ..()
set_frequency(frequency)
/obj/item/assembly/signaler/Destroy()
SSradio.remove_object(src,frequency)
suicider = null
. = ..()
/obj/item/assembly/signaler/activate()
@@ -53,11 +66,10 @@
return ..()
return UI_CLOSE
/obj/item/assembly/signaler/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/item/assembly/signaler/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_key, "Signaler", name, ui_x, ui_y, master_ui, state)
ui = new(user, src, "Signaler", name)
ui.open()
/obj/item/assembly/signaler/ui_data(mob/user)
@@ -66,12 +78,12 @@
data["code"] = code
data["minFrequency"] = MIN_FREE_FREQ
data["maxFrequency"] = MAX_FREE_FREQ
return data
/obj/item/assembly/signaler/ui_act(action, params)
if(..())
return
switch(action)
if("signal")
INVOKE_ASYNC(src, .proc/signal)
@@ -115,9 +127,6 @@
if(usr)
GLOB.lastsignalers.Add("[time] <B>:</B> [usr.key] used [src] @ location ([T.x],[T.y],[T.z]) <B>:</B> [format_frequency(frequency)]/[code]")
return
/obj/item/assembly/signaler/receive_signal(datum/signal/signal)
. = FALSE
if(!signal)
@@ -128,6 +137,7 @@
return
if(suicider)
manual_suicide(suicider)
return
pulse(TRUE)
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*", null, hearing_range)
for(var/CHM in get_hearers_in_view(hearing_range, src))
@@ -136,7 +146,6 @@
LM.playsound_local(get_turf(src), 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
return TRUE
/obj/item/assembly/signaler/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
@@ -165,69 +174,8 @@
return
return ..(signal)
// Embedded signaller used in anomalies.
/obj/item/assembly/signaler/anomaly
name = "anomaly core"
desc = "The neutralized core of an anomaly. It'd probably be valuable for research."
icon_state = "anomaly core"
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
resistance_flags = FIRE_PROOF
var/anomaly_type = /obj/effect/anomaly
/obj/item/assembly/signaler/anomaly/receive_signal(datum/signal/signal)
if(!signal)
return FALSE
if(signal.data["code"] != code)
return FALSE
if(suicider)
manual_suicide(suicider)
for(var/obj/effect/anomaly/A in get_turf(src))
A.anomalyNeutralize()
return TRUE
/obj/item/assembly/signaler/anomaly/manual_suicide(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user]'s [src] is reacting to the radio signal, warping [user.p_their()] body!</span>")
user.suiciding = TRUE
user.suicide_log()
user.gib()
/obj/item/assembly/signaler/anomaly/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_ANALYZER)
to_chat(user, "<span class='notice'>Analyzing... [src]'s stabilized field is fluctuating along frequency [format_frequency(frequency)], code [code].</span>")
..()
//Anomaly cores
/obj/item/assembly/signaler/anomaly/pyro
name = "\improper pyroclastic anomaly core"
desc = "The neutralized core of a pyroclastic anomaly. It feels warm to the touch. It'd probably be valuable for research."
icon_state = "pyro core"
anomaly_type = /obj/effect/anomaly/pyro
/obj/item/assembly/signaler/anomaly/grav
name = "\improper gravitational anomaly core"
desc = "The neutralized core of a gravitational anomaly. It feels much heavier than it looks. It'd probably be valuable for research."
icon_state = "grav core"
anomaly_type = /obj/effect/anomaly/grav
/obj/item/assembly/signaler/anomaly/flux
name = "\improper flux anomaly core"
desc = "The neutralized core of a flux anomaly. Touching it makes your skin tingle. It'd probably be valuable for research."
icon_state = "flux core"
anomaly_type = /obj/effect/anomaly/flux
/obj/item/assembly/signaler/anomaly/bluespace
name = "\improper bluespace anomaly core"
desc = "The neutralized core of a bluespace anomaly. It keeps phasing in and out of view. It'd probably be valuable for research."
icon_state = "anomaly core"
anomaly_type = /obj/effect/anomaly/bluespace
/obj/item/assembly/signaler/anomaly/vortex
name = "\improper vortex anomaly core"
desc = "The neutralized core of a vortex anomaly. It won't sit still, as if some invisible force is acting on it. It'd probably be valuable for research."
icon_state = "vortex core"
anomaly_type = /obj/effect/anomaly/bhole
/obj/item/assembly/signaler/anomaly/attack_self()
return
/obj/item/assembly/signaler/cyborg
+4 -6
View File
@@ -4,8 +4,7 @@
icon_state = "timer"
custom_materials = list(/datum/material/iron=500, /datum/material/glass=50)
attachable = TRUE
var/ui_x = 275
var/ui_y = 115
var/timing = FALSE
var/time = 5
var/saved_time = 5
@@ -88,11 +87,10 @@
return ..()
return UI_CLOSE
/obj/item/assembly/timer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.hands_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
/obj/item/assembly/timer/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_key, "Timer", name, ui_x, ui_y, master_ui, state)
ui = new(user, src, "Timer", name)
ui.open()
/obj/item/assembly/timer/ui_data(mob/user)