Merge pull request #12 from Citadel-Station-13/master

a
This commit is contained in:
dzahlus
2021-03-10 18:23:32 +01:00
committed by GitHub
734 changed files with 29768 additions and 21946 deletions
+2 -3
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@@ -22,7 +22,6 @@ tgstation.int
tgstation.rsc
tgstation.lk
tgstation.dyn.rsc
libmariadb.dll
rust_g.dll
BSQL.dll
*.dll
Dockerfile
tools/bootstrap/.cache
+7 -1
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@@ -4,7 +4,7 @@ indent_size = 4
charset = utf-8
trim_trailing_whitespace = true
insert_final_newline = true
#end_of_line = lf
# end_of_line = lf
[*.yml]
indent_style = space
@@ -12,3 +12,9 @@ indent_size = 2
[*.py]
indent_style = space
[*.md]
trim_trailing_whitespace = false
[Dockerfile]
indent_style = space
+5 -6
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@@ -1,8 +1,7 @@
* text=auto
## Enforce text mode and LF line breaks
## porter note: not yet LFing dm.
# *.bat text eol=lf
*.bat text eol=lf
*.css text eol=lf
# *.dm text eol=lf
# *.dme text eol=lf
@@ -12,15 +11,15 @@
*.js text eol=lf
*.json text eol=lf
*.jsx text eol=lf
# *.md text eol=lf
*.md text eol=lf
*.py text eol=lf
*.scss text eol=lf
# *.sh text eol=lf
# *.sql text eol=lf
*.sh text eol=lf
*.sql text eol=lf
*.svg text eol=lf
*.ts text eol=lf
*.tsx text eol=lf
# *.txt text eol=lf
*.txt text eol=lf
*.yaml text eol=lf
*.yml text eol=lf
+20 -14
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@@ -10,7 +10,7 @@ jobs:
run_linters:
if: "!contains(github.event.head_commit.message, '[ci skip]')"
name: Run Linters
runs-on: ubuntu-latest
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v2
- name: Setup cache
@@ -21,18 +21,20 @@ jobs:
- name: Install Tools
run: |
pip3 install setuptools
bash tools/ci/install_build_tools.sh
bash tools/ci/install_node.sh
bash tools/ci/install_spaceman_dmm.sh dreamchecker
pip3 install -r tools/mapmerge2/requirements.txt
tools/bootstrap/python -c ''
- name: Run Linters
run: |
bash tools/ci/check_filedirs.sh tgstation.dme
bash tools/ci/check_changelogs.sh
find . -name "*.php" -print0 | xargs -0 -n1 php -l
find . -name "*.json" -not -path "*/node_modules/*" -print0 | xargs -0 python3 ./tools/json_verifier.py
bash tools/ci/build_tgui.sh
tgui/bin/tgui --lint
tgui/bin/tgui --test
bash tools/ci/check_grep.sh
python3 tools/mapmerge2/dmi.py --test
tools/bootstrap/python -m dmi.test
tools/bootstrap/python -m mapmerge2.dmm_test
~/dreamchecker > ${GITHUB_WORKSPACE}/output-annotations.txt 2>&1
- name: Annotate Lints
uses: yogstation13/DreamAnnotate@v1
@@ -43,7 +45,7 @@ jobs:
compile_all_maps:
if: "!contains(github.event.head_commit.message, '[ci skip]')"
name: Compile Maps
runs-on: ubuntu-latest
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v2
- name: Setup cache
@@ -56,11 +58,13 @@ jobs:
bash tools/ci/install_byond.sh
source $HOME/BYOND/byond/bin/byondsetup
python3 tools/ci/template_dm_generator.py
tgui/bin/tgui --build
bash tools/ci/dm.sh -DCIBUILDING -DCITESTING -DALL_MAPS tgstation.dme
run_all_tests:
if: "!contains(github.event.head_commit.message, '[ci skip]')"
name: Integration Tests
runs-on: ubuntu-latest
runs-on: ubuntu-20.04
services:
mysql:
image: mysql:latest
@@ -87,14 +91,16 @@ jobs:
run: |
sudo dpkg --add-architecture i386
sudo apt update || true
sudo apt install libssl1.1:i386
sudo apt install -o APT::Immediate-Configure=false libssl1.1:i386
bash tools/ci/install_rust_g.sh
# - name: Compile and run tests
# run: |
# bash tools/ci/install_byond.sh
# source $HOME/BYOND/byond/bin/byondsetup
# bash tools/ci/dm.sh -DCIBUILDING tgstation.dme
# bash tools/ci/run_server.sh
- name: Compile and run tests
run: |
bash tools/ci/install_byond.sh
source $HOME/BYOND/byond/bin/byondsetup
tgui/bin/tgui --build
bash tools/ci/dm.sh -DCIBUILDING tgstation.dme
# bash tools/ci/run_server.sh
test_windows:
if: "!contains(github.event.head_commit.message, '[ci skip]')"
name: Windows Build
+1 -1
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@@ -7,7 +7,7 @@ on:
jobs:
compile:
name: "Compile changelogs"
runs-on: ubuntu-latest
runs-on: ubuntu-20.04
steps:
- name: "Check for CHANGELOG_ENABLER secret and pass true to output if it exists to be checked by later steps"
id: value_holder
+2 -1
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@@ -7,7 +7,8 @@ on:
jobs:
publish:
runs-on: ubuntu-latest
if: "!contains(github.event.head_commit.message, '[ci skip]')"
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v2
+1 -1
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@@ -6,7 +6,7 @@ on:
jobs:
generate_documentation:
if: "!contains(github.event.head_commit.message, '[ci skip]')"
runs-on: ubuntu-latest
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v2
- name: Setup cache
+1 -1
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@@ -5,7 +5,7 @@ on:
jobs:
link_rounds:
runs-on: ubuntu-latest
runs-on: ubuntu-20.04
steps:
- uses: Cidatel-Station-13/round_linker@master #notice: fork the round linkies from tg!!
with:
+1 -1
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@@ -7,7 +7,7 @@ on:
jobs:
update-dmapi:
runs-on: ubuntu-latest
runs-on: ubuntu-20.04
name: Update the TGS DMAPI
steps:
- name: Clone
+3
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@@ -231,3 +231,6 @@ tools/LinuxOneShot/Database
tools/LinuxOneShot/TGS_Config
tools/LinuxOneShot/TGS_Instances
tools/LinuxOneShot/TGS_Logs
# Common build tooling
!/tools/build
+8
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@@ -0,0 +1,8 @@
static_files:
- name: config
populate: true
- name: data
linux_scripts:
PreCompile.sh: tools/tgs4_scripts/PreCompile.sh
windows_scripts:
PreCompile.bat: tools/tgs4_scripts/PreCompile.bat
+2 -1
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@@ -5,6 +5,7 @@
"EditorConfig.EditorConfig",
"arcanis.vscode-zipfs",
"dbaeumer.vscode-eslint",
"kevinkyang.auto-comment-blocks"
"stylemistake.auto-comment-blocks",
"Donkie.vscode-tgstation-test-adapter"
]
}
+5 -2
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@@ -1,8 +1,10 @@
{
"eslint.nodePath": "tgui/.yarn/sdks",
"eslint.nodePath": "./tgui/.yarn/sdks",
"eslint.workingDirectories": [
"./tgui"
],
"typescript.tsdk": "./tgui/.yarn/sdks/typescript/lib",
"typescript.enablePromptUseWorkspaceTsdk": true,
"search.exclude": {
"tgui/.yarn": true,
"tgui/.pnp.*": true
@@ -14,5 +16,6 @@
}
],
"files.eol": "\n",
"gitlens.advanced.blame.customArguments": ["-w"]
"gitlens.advanced.blame.customArguments": ["-w"],
"tgstationTestExplorer.project.resultsType": "json"
}
+2
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@@ -0,0 +1,2 @@
@call tools\build\build
@pause
+65 -42
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@@ -1,62 +1,85 @@
FROM tgstation/byond:513.1533 as base
# base = ubuntu + full apt update
FROM ubuntu:xenial AS base
FROM base as rust_g
RUN apt-get update \
RUN dpkg --add-architecture i386 \
&& apt-get update \
&& apt-get upgrade -y \
&& apt-get dist-upgrade -y \
&& apt-get install -y --no-install-recommends \
git \
ca-certificates
ca-certificates
# byond = base + byond installed globally
FROM base AS byond
WORKDIR /byond
RUN apt-get install -y --no-install-recommends \
curl \
unzip \
make \
libstdc++6:i386
COPY dependencies.sh .
RUN . ./dependencies.sh \
&& curl "http://www.byond.com/download/build/${BYOND_MAJOR}/${BYOND_MAJOR}.${BYOND_MINOR}_byond_linux.zip" -o byond.zip \
&& unzip byond.zip \
&& cd byond \
&& sed -i 's|install:|&\n\tmkdir -p $(MAN_DIR)/man6|' Makefile \
&& make install \
&& chmod 644 /usr/local/byond/man/man6/* \
&& apt-get purge -y --auto-remove curl unzip make \
&& cd .. \
&& rm -rf byond byond.zip
# build = byond + tgstation compiled and deployed to /deploy
FROM byond AS build
WORKDIR /tgstation
RUN apt-get install -y --no-install-recommends \
curl
COPY . .
RUN env TG_BOOTSTRAP_NODE_LINUX=1 tools/build/build \
&& tools/deploy.sh /deploy
# rust = base + rustc and i686 target
FROM base AS rust
RUN apt-get install -y --no-install-recommends \
curl && \
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh -s -- -y --profile minimal \
&& ~/.cargo/bin/rustup target add i686-unknown-linux-gnu
# rust_g = base + rust_g compiled to /rust_g
FROM rust AS rust_g
WORKDIR /rust_g
RUN apt-get install -y --no-install-recommends \
libssl-dev \
pkg-config \
curl \
gcc-multilib \
&& curl https://sh.rustup.rs -sSf | sh -s -- -y --default-host i686-unknown-linux-gnu \
pkg-config:i386 \
libssl-dev:i386 \
gcc-multilib \
git \
&& git init \
&& git remote add origin https://github.com/tgstation/rust-g
COPY dependencies.sh .
RUN /bin/bash -c "source dependencies.sh \
&& git fetch --depth 1 origin \$RUST_G_VERSION" \
RUN . ./dependencies.sh \
&& git fetch --depth 1 origin "${RUST_G_VERSION}" \
&& git checkout FETCH_HEAD \
&& ~/.cargo/bin/cargo build --release
FROM base as dm_base
&& env PKG_CONFIG_ALLOW_CROSS=1 ~/.cargo/bin/cargo build --release --target i686-unknown-linux-gnu
# final = byond + runtime deps + rust_g + build
FROM byond
WORKDIR /tgstation
FROM dm_base as build
RUN apt-get install -y --no-install-recommends \
libssl1.0.0:i386 \
zlib1g:i386
COPY . .
RUN DreamMaker -max_errors 0 tgstation.dme \
&& tools/deploy.sh /deploy \
&& rm /deploy/*.dll
FROM dm_base
EXPOSE 1337
RUN apt-get update \
&& apt-get install -y --no-install-recommends software-properties-common \
&& add-apt-repository ppa:ubuntu-toolchain-r/test \
&& apt-get update \
&& apt-get upgrade -y \
&& apt-get dist-upgrade -y \
&& apt-get install -y --no-install-recommends \
libmariadb2 \
mariadb-client \
libssl1.0.0 \
&& rm -rf /var/lib/apt/lists/* \
&& mkdir -p /root/.byond/bin
COPY --from=rust_g /rust_g/target/release/librust_g.so /root/.byond/bin/rust_g
COPY --from=build /deploy ./
COPY --from=rust_g /rust_g/target/i686-unknown-linux-gnu/release/librust_g.so ./librust_g.so
VOLUME [ "/tgstation/config", "/tgstation/data" ]
ENTRYPOINT [ "DreamDaemon", "tgstation.dmb", "-port", "1337", "-trusted", "-close", "-verbose" ]
EXPOSE 1337
+3 -3
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@@ -1651,7 +1651,7 @@
/turf/open/floor/plasteel/white,
/area/ruin/space/has_grav/ancientstation/rnd)
"eD" = (
/obj/machinery/mecha_part_fabricator/offstation,
/obj/machinery/mecha_part_fabricator,
/obj/effect/decal/cleanable/dirt,
/turf/open/floor/plasteel/white,
/area/ruin/space/has_grav/ancientstation/rnd)
@@ -2010,12 +2010,12 @@
/turf/open/floor/plasteel,
/area/ruin/space/has_grav/ancientstation/deltacorridor)
"fu" = (
/obj/machinery/rnd/production/protolathe/offstation,
/obj/machinery/rnd/production/protolathe,
/obj/effect/decal/cleanable/dirt,
/turf/open/floor/plasteel/white,
/area/ruin/space/has_grav/ancientstation/rnd)
"fv" = (
/obj/machinery/rnd/production/circuit_imprinter/offstation,
/obj/machinery/rnd/production/circuit_imprinter,
/obj/effect/decal/cleanable/dirt,
/obj/item/reagent_containers/dropper,
/turf/open/floor/plasteel/white,
+108
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@@ -0,0 +1,108 @@
// Keep the identifiers here below 32 characters, you can put the full display name in the actual achievement datum
#define ACHIEVEMENT_DEFAULT "default"
#define ACHIEVEMENT_SCORE "score"
//Misc Medal hub IDs
#define MEDAL_METEOR "Your Life Before Your Eyes"
#define MEDAL_PULSE "Jackpot"
#define MEDAL_TIMEWASTE "Overextended The Joke"
#define MEDAL_RODSUPLEX "Feat of Strength"
#define MEDAL_CLOWNCARKING "Round and Full"
#define MEDAL_THANKSALOT "The Best Driver"
#define MEDAL_HELBITALJANKEN "Hel-bent on Winning"
#define MEDAL_MATERIALCRAFT "Getting an Upgrade"
#define MEDAL_DISKPLEASE "Disk, Please!"
#define MEDAL_GAMER "I'm Not Important"
#define MEDAL_VENDORSQUISH "Teenage Anarchist"
#define MEDAL_SWIRLIE "Bowl-d"
#define MEDAL_SELFOUCH "Hands???"
#define MEDAL_SANDMAN "Mister Sandman"
#define MEDAL_CLEANBOSS "Cleanboss"
#define MEDAL_RULE8 "Rule 8"
#define MEDAL_LONGSHIFT "longshift"
#define MEDAL_SNAIL "KKKiiilll mmmeee"
#define MEDAL_LOOKOUTSIR "Look Out, Sir!"
#define MEDAL_GOTTEM "GOTTEM"
#define MEDAL_ASCENSION "Ascension"
#define MEDAL_FRENCHING "FrenchingTheBubble"
#define MEDAL_ASH_ASCENSION "Ash"
#define MEDAL_FLESH_ASCENSION "Flesh"
#define MEDAL_RUST_ASCENSION "Rust"
#define MEDAL_VOID_ASCENSION "Void"
#define MEDAL_TOOLBOX_SOUL "Toolsoul"
#define MEDAL_CHEM_TUT "Beginner Chemist"
//Skill medal hub IDs
#define MEDAL_LEGENDARY_MINER "Legendary Miner"
//Mafia medal hub IDs (wins)
#define MAFIA_MEDAL_ASSISTANT "Assistant"
#define MAFIA_MEDAL_DETECTIVE "Detective"
#define MAFIA_MEDAL_PSYCHOLOGIST "Psychologist"
#define MAFIA_MEDAL_CHAPLAIN "Chaplain"
#define MAFIA_MEDAL_MD "Medical Doctor"
#define MAFIA_MEDAL_OFFICER "Security Officer"
#define MAFIA_MEDAL_LAWYER "Lawyer"
#define MAFIA_MEDAL_HOP "Head of Personnel"
#define MAFIA_MEDAL_HOS "Head of Security"
#define MAFIA_MEDAL_WARDEN "Warden"
#define MAFIA_MEDAL_CHANGELING "CHANGELING"
#define MAFIA_MEDAL_THOUGHTFEEDER "Thoughtfeeder"
#define MAFIA_MEDAL_TRAITOR "Traitor"
#define MAFIA_MEDAL_NIGHTMARE "Nightmare"
#define MAFIA_MEDAL_FUGITIVE "Fugitive"
#define MAFIA_MEDAL_OBSESSED "Obsessed"
#define MAFIA_MEDAL_CLOWN "Clown"
//Mafia medal hub IDs (misc stuff)
#define MAFIA_MEDAL_HATED "Universally Hated"
#define MAFIA_MEDAL_CHARISMATIC "Charismatic"
#define MAFIA_MEDAL_VIP "VIP"
//Boss medals
// Medal hub IDs for boss medals (Pre-fixes)
#define BOSS_MEDAL_ANY "Boss Killer"
#define BOSS_MEDAL_MINER "Blood-drunk Miner Killer"
#define BOSS_MEDAL_FROSTMINER "Demonic-frost Miner Killer"
#define BOSS_MEDAL_BUBBLEGUM "Bubblegum Killer"
#define BOSS_MEDAL_COLOSSUS "Colossus Killer"
#define BOSS_MEDAL_DRAKE "Drake Killer"
#define BOSS_MEDAL_HIEROPHANT "Hierophant Killer"
#define BOSS_MEDAL_LEGION "Legion Killer"
#define BOSS_MEDAL_TENDRIL "Tendril Exterminator"
#define BOSS_MEDAL_SWARMERS "Swarmer Beacon Killer"
#define BOSS_MEDAL_WENDIGO "Wendigo Killer"
#define BOSS_MEDAL_KINGGOAT "King Goat Killer"
#define BOSS_MEDAL_MINER_CRUSHER "Blood-drunk Miner Crusher"
#define BOSS_MEDAL_FROSTMINER_CRUSHER "Demonic-frost Miner Crusher"
#define BOSS_MEDAL_BUBBLEGUM_CRUSHER "Bubblegum Crusher"
#define BOSS_MEDAL_COLOSSUS_CRUSHER "Colossus Crusher"
#define BOSS_MEDAL_DRAKE_CRUSHER "Drake Crusher"
#define BOSS_MEDAL_HIEROPHANT_CRUSHER "Hierophant Crusher"
#define BOSS_MEDAL_LEGION_CRUSHER "Legion Crusher"
#define BOSS_MEDAL_SWARMERS_CRUSHER "Swarmer Beacon Crusher"
#define BOSS_MEDAL_WENDIGO_CRUSHER "Wendigo Crusher"
#define BOSS_MEDAL_KINGGOAT_CRUSHER "King Goat Crusher"
// Medal hub IDs for boss-kill scores
#define BOSS_SCORE "Bosses Killed"
#define MINER_SCORE "BDMs Killed"
#define FROST_MINER_SCORE "DFMs Killed"
#define BUBBLEGUM_SCORE "Bubblegum Killed"
#define COLOSSUS_SCORE "Colossus Killed"
#define DRAKE_SCORE "Drakes Killed"
#define HIEROPHANT_SCORE "Hierophants Killed"
#define LEGION_SCORE "Legion Killed"
#define SWARMER_BEACON_SCORE "Swarmer Beacs Killed"
#define WENDIGO_SCORE "Wendigos Killed"
#define KINGGOAT_SCORE "King Goat Killed"
#define TENDRIL_CLEAR_SCORE "Tendrils Killed"
// DB ID for hardcore random mode
#define HARDCORE_RANDOM_SCORE "Hardcore Random Score"
// DB ID for amount of consumed maintenance pills
#define MAINTENANCE_PILL_SCORE "Maintenance Pill Score"
+24 -14
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@@ -30,26 +30,36 @@
#define POD_SHAPE_NORML 1
#define POD_SHAPE_OTHER 2
#define POD_TRANSIT "1"
#define POD_FALLING "2"
#define POD_OPENING "3"
#define POD_LEAVING "4"
#define SUPPLYPOD_X_OFFSET -16
/// The baseline unit for cargo crates. Adjusting this will change the cost of all in-game shuttles, crate export values, bounty rewards, and all supply pack import values, as they use this as their unit of measurement.
#define CARGO_CRATE_VALUE 200
GLOBAL_LIST_EMPTY(supplypod_loading_bays)
GLOBAL_LIST_INIT(podstyles, list(\
list(POD_SHAPE_NORML, "pod", TRUE, "default", "yellow", RUBBLE_NORMAL, "supply pod", "A Nanotrasen supply drop pod."),\
list(POD_SHAPE_NORML, "advpod", TRUE, "bluespace", "blue", RUBBLE_NORMAL, "bluespace supply pod" , "A Nanotrasen Bluespace supply pod. Teleports back to CentCom after delivery."),\
list(POD_SHAPE_NORML, "advpod", TRUE, "centcom", "blue", RUBBLE_NORMAL, "\improper CentCom supply pod", "A Nanotrasen supply pod, this one has been marked with Central Command's designations. Teleports back to CentCom after delivery."),\
list(POD_SHAPE_NORML, "darkpod", TRUE, "syndicate", "red", RUBBLE_NORMAL, "blood-red supply pod", "An intimidating supply pod, covered in the blood-red markings of the Syndicate. It's probably best to stand back from this."),\
list(POD_SHAPE_NORML, "darkpod", TRUE, "deathsquad", "blue", RUBBLE_NORMAL, "\improper Deathsquad drop pod", "A Nanotrasen drop pod. This one has been marked the markings of Nanotrasen's elite strike team."),\
list(POD_SHAPE_NORML, "pod", TRUE, "cultist", "red", RUBBLE_NORMAL, "bloody supply pod", "A Nanotrasen supply pod covered in scratch-marks, blood, and strange runes."),\
list(POD_SHAPE_OTHER, "missile", FALSE, FALSE, FALSE, RUBBLE_THIN, "cruise missile", "A big ass missile that didn't seem to fully detonate. It was likely launched from some far-off deep space missile silo. There appears to be an auxillery payload hatch on the side, though manually opening it is likely impossible."),\
list(POD_SHAPE_OTHER, "smissile", FALSE, FALSE, FALSE, RUBBLE_THIN, "\improper Syndicate cruise missile", "A big ass, blood-red missile that didn't seem to fully detonate. It was likely launched from some deep space Syndicate missile silo. There appears to be an auxillery payload hatch on the side, though manually opening it is likely impossible."),\
list(POD_SHAPE_OTHER, "box", TRUE, FALSE, FALSE, RUBBLE_WIDE, "\improper Aussec supply crate", "An incredibly sturdy supply crate, designed to withstand orbital re-entry. Has 'Aussec Armory - 2532' engraved on the side."),\
list(POD_SHAPE_NORML, "clownpod", TRUE, "clown", "green", RUBBLE_NORMAL, "\improper HONK pod", "A brightly-colored supply pod. It likely originated from the Clown Federation."),\
list(POD_SHAPE_OTHER, "orange", TRUE, FALSE, FALSE, RUBBLE_NONE, "\improper Orange", "An angry orange."),\
list(POD_SHAPE_OTHER, FALSE, FALSE, FALSE, FALSE, RUBBLE_NONE, "\improper S.T.E.A.L.T.H. pod MKVII", "A supply pod that, under normal circumstances, is completely invisible to conventional methods of detection. How are you even seeing this?"),\
list(POD_SHAPE_OTHER, "gondola", FALSE, FALSE, FALSE, RUBBLE_NONE, "gondola", "The silent walker. This one seems to be part of a delivery agency."),\
list(POD_SHAPE_OTHER, FALSE, FALSE, FALSE, FALSE, RUBBLE_NONE, FALSE, FALSE, "rl_click", "give_po")\
list(POD_SHAPE_NORML, "pod", TRUE, "default", "yellow", RUBBLE_NORMAL, "supply pod", "A Nanotrasen supply drop pod."),\
list(POD_SHAPE_NORML, "advpod", TRUE, "bluespace", "blue", RUBBLE_NORMAL, "bluespace supply pod" , "A Nanotrasen Bluespace supply pod. Teleports back to CentCom after delivery."),\
list(POD_SHAPE_NORML, "advpod", TRUE, "centcom", "blue", RUBBLE_NORMAL, "\improper CentCom supply pod", "A Nanotrasen supply pod, this one has been marked with Central Command's designations. Teleports back to CentCom after delivery."),\
list(POD_SHAPE_NORML, "darkpod", TRUE, "syndicate", "red", RUBBLE_NORMAL, "blood-red supply pod", "An intimidating supply pod, covered in the blood-red markings of the Syndicate. It's probably best to stand back from this."),\
list(POD_SHAPE_NORML, "darkpod", TRUE, "deathsquad", "blue", RUBBLE_NORMAL, "\improper Deathsquad drop pod", "A Nanotrasen drop pod. This one has been marked the markings of Nanotrasen's elite strike team."),\
list(POD_SHAPE_NORML, "pod", TRUE, "cultist", "red", RUBBLE_NORMAL, "bloody supply pod", "A Nanotrasen supply pod covered in scratch-marks, blood, and strange runes."),\
list(POD_SHAPE_OTHER, "missile", FALSE, FALSE, FALSE, RUBBLE_THIN, "cruise missile", "A big ass missile that didn't seem to fully detonate. It was likely launched from some far-off deep space missile silo. There appears to be an auxillery payload hatch on the side, though manually opening it is likely impossible."),\
list(POD_SHAPE_OTHER, "smissile", FALSE, FALSE, FALSE, RUBBLE_THIN, "\improper Syndicate cruise missile", "A big ass, blood-red missile that didn't seem to fully detonate. It was likely launched from some deep space Syndicate missile silo. There appears to be an auxillery payload hatch on the side, though manually opening it is likely impossible."),\
list(POD_SHAPE_OTHER, "box", TRUE, FALSE, FALSE, RUBBLE_WIDE, "\improper Aussec supply crate", "An incredibly sturdy supply crate, designed to withstand orbital re-entry. Has 'Aussec Armory - 2532' engraved on the side."),\
list(POD_SHAPE_NORML, "clownpod", TRUE, "clown", "green", RUBBLE_NORMAL, "\improper HONK pod", "A brightly-colored supply pod. It likely originated from the Clown Federation."),\
list(POD_SHAPE_OTHER, "orange", TRUE, FALSE, FALSE, RUBBLE_NONE, "\improper Orange", "An angry orange."),\
list(POD_SHAPE_OTHER, FALSE, FALSE, FALSE, FALSE, RUBBLE_NONE, "\improper S.T.E.A.L.T.H. pod MKVII", "A supply pod that, under normal circumstances, is completely invisible to conventional methods of detection. How are you even seeing this?"),\
list(POD_SHAPE_OTHER, "gondola", FALSE, FALSE, FALSE, RUBBLE_NONE, "gondola", "The silent walker. This one seems to be part of a delivery agency."),\
list(POD_SHAPE_OTHER, FALSE, FALSE, FALSE, FALSE, RUBBLE_NONE, FALSE, FALSE, "rl_click", "give_po")\
))
//cit
#define PACK_GOODY_NONE 0
#define PACK_GOODY_PUBLIC 1 //can be bought by both privates and cargo
#define PACK_GOODY_PRIVATE 2 //can be bought only by privates
+6
View File
@@ -52,3 +52,9 @@
#define COLOR_ASSEMBLY_BLUE "#38559E"
#define COLOR_ASSEMBLY_PURPLE "#6F6192"
#define COLOR_ASSEMBLY_PINK "#ff4adc"
#define COLOR_WHITE "#FFFFFF"
#define COLOR_VERY_LIGHT_GRAY "#EEEEEE"
#define COLOR_SILVER "#C0C0C0"
#define COLOR_GRAY "#808080"
#define COLOR_HALF_TRANSPARENT_BLACK "#0000007A"
+1 -1
View File
@@ -22,7 +22,7 @@
#define COMPONENT_GLOB_BLOCK_CINEMATIC 1
// signals from globally accessible objects
/// from SSsun when the sun changes position : (azimuth)
/// from SSsun when the sun changes position : (primary_sun, suns)
#define COMSIG_SUN_MOVED "sun_moved"
//////////////////////////////////////////////////////////////////
+3
View File
@@ -12,6 +12,9 @@
#define MAX_GRANT_SCI 5000
#define MAX_GRANT_SECMEDSRV 3000
//What should vending machines charge when you buy something in-department.
#define VENDING_DISCOUNT 0 // price * discount so 0 = 0
#define ACCOUNT_CIV "CIV"
#define ACCOUNT_CIV_NAME "Civil Budget"
#define ACCOUNT_ENG "ENG"
+15 -4
View File
@@ -67,17 +67,19 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define isslimeperson(A) (is_species(A, /datum/species/jelly/slime))
#define isluminescent(A) (is_species(A, /datum/species/jelly/luminescent))
#define iszombie(A) (is_species(A, /datum/species/zombie))
#define isskeleton(A) (is_species(A, /datum/species/skeleton))
#define ismoth(A) (is_species(A, /datum/species/moth))
#define ishumanbasic(A) (is_species(A, /datum/species/human))
#define iscatperson(A) (ishumanbasic(A) && istype(A.dna.species, /datum/species/human/felinid))
#define isdwarf(A) (is_species(A, /datum/species/dwarf))
#define isethereal(A) (is_species(A, /datum/species/ethereal))
#define isvampire(A) (is_species(A,/datum/species/vampire))
#define isdullahan(A) (is_species(A, /datum/species/dullahan))
#define isangel(A) (is_species(A, /datum/species/angel))
#define isvampire(A) (is_species(A, /datum/species/vampire))
#define ismush(A) (is_species(A, /datum/species/mush))
#define isshadow(A) (is_species(A, /datum/species/shadow))
#define isskeleton(A) (is_species(A, /datum/species/skeleton))
#define isrobotic(A) (is_species(A, /datum/species/ipc) || is_species(A, /datum/species/synthliz))
#define isethereal(A) (is_species(A, /datum/species/ethereal))
#define isdwarf(A) (is_species(A, /datum/species/dwarf))
// Citadel specific species
#define isipcperson(A) (is_species(A, /datum/species/ipc))
@@ -143,6 +145,10 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define ishostile(A) (istype(A, /mob/living/simple_animal/hostile))
// #define israt(A) (istype(A, /mob/living/simple_animal/hostile/rat))
// #define isregalrat(A) (istype(A, /mob/living/simple_animal/hostile/regalrat))
#define isswarmer(A) (istype(A, /mob/living/simple_animal/hostile/swarmer))
#define isguardian(A) (istype(A, /mob/living/simple_animal/hostile/guardian))
@@ -155,6 +161,7 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define isclown(A) (istype(A, /mob/living/simple_animal/hostile/retaliate/clown))
//Misc mobs
#define isobserver(A) (istype(A, /mob/dead/observer))
@@ -184,6 +191,8 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define isitem(A) (istype(A, /obj/item))
#define isstack(A) (istype(A, /obj/item/stack))
#define isgrenade(A) (istype(A, /obj/item/grenade))
#define islandmine(A) (istype(A, /obj/effect/mine))
@@ -206,6 +215,8 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define isclothing(A) (istype(A, /obj/item/clothing))
#define iscash(A) (istype(A, /obj/item/coin) || istype(A, /obj/item/stack/spacecash) || istype(A, /obj/item/holochip))
#define isbodypart(A) (istype(A, /obj/item/bodypart))
#define isprojectile(A) (istype(A, /obj/item/projectile))
-29
View File
@@ -1,29 +0,0 @@
// Medal names
#define BOSS_KILL_MEDAL "Killer"
#define ALL_KILL_MEDAL "Exterminator" //Killing all of x type
#define BOSS_KILL_MEDAL_CRUSHER "Crusher"
//Defines for boss medals
#define BOSS_MEDAL_MINER "Blood-drunk Miner"
#define BOSS_MEDAL_BUBBLEGUM "Bubblegum"
#define BOSS_MEDAL_COLOSSUS "Colossus"
#define BOSS_MEDAL_DRAKE "Drake"
#define BOSS_MEDAL_HIEROPHANT "Hierophant"
#define BOSS_MEDAL_LEGION "Legion"
#define BOSS_MEDAL_TENDRIL "Tendril"
#define BOSS_MEDAL_SWARMERS "Swarmer Beacon"
// Score names
#define HIEROPHANT_SCORE "Hierophants Killed"
#define BOSS_SCORE "Bosses Killed"
#define BUBBLEGUM_SCORE "Bubblegum Killed"
#define COLOSSUS_SCORE "Colossus Killed"
#define DRAKE_SCORE "Drakes Killed"
#define LEGION_SCORE "Legion Killed"
#define SWARMER_BEACON_SCORE "Swarmer Beacons Killed"
#define TENDRIL_CLEAR_SCORE "Tendrils Killed"
//Misc medals
#define MEDAL_METEOR "Your Life Before Your Eyes"
#define MEDAL_PULSE "Jackpot"
#define MEDAL_TIMEWASTE "Overextended The Joke"
+6 -1
View File
@@ -435,8 +435,13 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
//text files
#define BRAIN_DAMAGE_FILE "traumas.json"
#define ION_FILE "ion_laws.json"
#define REDPILL_FILE "redpill.json"
#define PIRATE_NAMES_FILE "pirates.json"
#define REDPILL_FILE "redpill.json"
#define ARCADE_FILE "arcade.json"
// #define BOOMER_FILE "boomer.json"
// #define LOCATIONS_FILE "locations.json"
// #define WANTED_FILE "wanted_message.json"
// #define VISTA_FILE "steve.json"
#define FLESH_SCAR_FILE "wounds/flesh_scar_desc.json"
#define BONE_SCAR_FILE "wounds/bone_scar_desc.json"
#define SCAR_LOC_FILE "wounds/scar_loc.json"
+12 -3
View File
@@ -8,7 +8,7 @@
#define DEFAULT_SCAN_RANGE 7 //default view range for finding targets.
//Mode defines
//Mode defines. If you add a new one make sure you update mode_name in /mob/living/simple_animal/bot
#define BOT_IDLE 0 // idle
#define BOT_HUNT 1 // found target, hunting
#define BOT_PREP_ARREST 2 // at target, preparing to arrest
@@ -27,7 +27,8 @@
#define BOT_NAV 15 // computing navigation
#define BOT_WAIT_FOR_NAV 16 // waiting for nav computation
#define BOT_NO_ROUTE 17 // no destination beacon found (or no route)
#define BOT_TIPPED 18 // someone tipped a medibot over ;_;
#define BOT_SHOWERSTANCE 18 // cleaning unhygienic humans
#define BOT_TIPPED 19 // someone tipped a medibot over ;_;
//Bot types
#define SEC_BOT (1<<0) // Secutritrons (Beepsky) and ED-209s
@@ -37,6 +38,7 @@
#define MED_BOT (1<<4) // Medibots
#define HONK_BOT (1<<5) // Honkbots & ED-Honks
#define FIRE_BOT (1<<6) // Firebots
#define HYGIENE_BOT (1<<7) // Hygienebots
//AI notification defines
#define NEW_BORG 1
@@ -69,8 +71,15 @@
//Checks to determine borg availability depending on the server's config. These are defines in the interest of reducing copypasta
#define BORG_SEC_AVAILABLE (!CONFIG_GET(flag/disable_secborg) && GLOB.security_level >= CONFIG_GET(number/minimum_secborg_alert))
//silicon_privileges flags
//silicon_priviledges flags
#define PRIVILEGES_SILICON (1<<0)
#define PRIVILEGES_PAI (1<<1)
#define PRIVILEGES_BOT (1<<2)
#define PRIVILEGES_DRONE (1<<3)
#define BORG_LAMP_CD_RESET -1 //special value to reset cyborg's lamp_cooldown
/// Defines for whether or not module slots are broken.
#define BORG_MODULE_ALL_DISABLED (1<<0)
#define BORG_MODULE_TWO_DISABLED (1<<1)
#define BORG_MODULE_THREE_DISABLED (1<<2)
+1 -1
View File
@@ -108,7 +108,7 @@
#define INIT_ORDER_SOUNDS 83
#define INIT_ORDER_INSTRUMENTS 82
#define INIT_ORDER_VIS 80
// #define INIT_ORDER_ACHIEVEMENTS 77
#define INIT_ORDER_ACHIEVEMENTS 77
#define INIT_ORDER_RESEARCH 75
#define INIT_ORDER_EVENTS 70
#define INIT_ORDER_JOBS 65
+3
View File
@@ -90,6 +90,9 @@
#define VV_HK_TRIGGER_EMP "empulse"
#define VV_HK_TRIGGER_EXPLOSION "explode"
#define VV_HK_AUTO_RENAME "auto_rename"
// #define VV_HK_RADIATE "radiate"
#define VV_HK_EDIT_FILTERS "edit_filters"
// #define VV_HK_ADD_AI "add_ai"
// /obj
#define VV_HK_OSAY "osay"
+1 -1
View File
@@ -614,7 +614,7 @@
used_key_list[input_key] = 1
return input_key
#if DM_VERSION > 513
#if DM_VERSION > 514
#error Remie said that lummox was adding a way to get a lists
#error contents via list.values, if that is true remove this
#error otherwise, update the version and bug lummox
+319
View File
@@ -0,0 +1,319 @@
#define ICON_NOT_SET "Not Set"
//This is stored as a nested list instead of datums or whatever because it json encodes nicely for usage in tgui
GLOBAL_LIST_INIT(master_filter_info, list(
"alpha" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"icon" = ICON_NOT_SET,
"render_source" = "",
"flags" = 0
),
"flags" = list(
"MASK_INVERSE" = MASK_INVERSE,
"MASK_SWAP" = MASK_SWAP
)
),
"angular_blur" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"size" = 1
)
),
/* Not supported because making a proper matrix editor on the frontend would be a huge dick pain.
Uncomment if you ever implement it
"color" = list(
"defaults" = list(
"color" = matrix(),
"space" = FILTER_COLOR_RGB
)
),
*/
"displace" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"size" = null,
"icon" = ICON_NOT_SET,
"render_source" = ""
)
),
"drop_shadow" = list(
"defaults" = list(
"x" = 1,
"y" = -1,
"size" = 1,
"offset" = 0,
"color" = COLOR_HALF_TRANSPARENT_BLACK
)
),
"blur" = list(
"defaults" = list(
"size" = 1
)
),
"layer" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"icon" = ICON_NOT_SET,
"render_source" = "",
"flags" = FILTER_OVERLAY,
"color" = "",
"transform" = null,
"blend_mode" = BLEND_DEFAULT
)
),
"motion_blur" = list(
"defaults" = list(
"x" = 0,
"y" = 0
)
),
"outline" = list(
"defaults" = list(
"size" = 0,
"color" = COLOR_BLACK,
"flags" = NONE
),
"flags" = list(
"OUTLINE_SHARP" = OUTLINE_SHARP,
"OUTLINE_SQUARE" = OUTLINE_SQUARE
)
),
"radial_blur" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"size" = 0.01
)
),
"rays" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"size" = 16,
"color" = COLOR_WHITE,
"offset" = 0,
"density" = 10,
"threshold" = 0.5,
"factor" = 0,
"flags" = FILTER_OVERLAY | FILTER_UNDERLAY
),
"flags" = list(
"FILTER_OVERLAY" = FILTER_OVERLAY,
"FILTER_UNDERLAY" = FILTER_UNDERLAY
)
),
"ripple" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"size" = 1,
"repeat" = 2,
"radius" = 0,
"falloff" = 1,
"flags" = NONE
),
"flags" = list(
"WAVE_BOUNDED" = WAVE_BOUNDED
)
),
"wave" = list(
"defaults" = list(
"x" = 0,
"y" = 0,
"size" = 1,
"offset" = 0,
"flags" = NONE
),
"flags" = list(
"WAVE_SIDEWAYS" = WAVE_SIDEWAYS,
"WAVE_BOUNDED" = WAVE_BOUNDED
)
)
))
#undef ICON_NOT_SET
//Helpers to generate lists for filter helpers
//This is the only practical way of writing these that actually produces sane lists
/proc/alpha_mask_filter(x, y, icon/icon, render_source, flags)
. = list("type" = "alpha")
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(icon))
.["icon"] = icon
if(!isnull(render_source))
.["render_source"] = render_source
if(!isnull(flags))
.["flags"] = flags
/proc/angular_blur_filter(x, y, size)
. = list("type" = "angular_blur")
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(size))
.["size"] = size
/proc/color_matrix_filter(matrix/in_matrix, space)
. = list("type" = "color")
.["color"] = in_matrix
if(!isnull(space))
.["space"] = space
/proc/displacement_map_filter(icon, render_source, x, y, size = 32)
. = list("type" = "displace")
if(!isnull(icon))
.["icon"] = icon
if(!isnull(render_source))
.["render_source"] = render_source
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(size))
.["size"] = size
/proc/drop_shadow_filter(x, y, size, offset, color)
. = list("type" = "drop_shadow")
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(size))
.["size"] = size
if(!isnull(offset))
.["offset"] = offset
if(!isnull(color))
.["color"] = color
/proc/gauss_blur_filter(size)
. = list("type" = "blur")
if(!isnull(size))
.["size"] = size
/proc/layering_filter(icon, render_source, x, y, flags, color, transform, blend_mode)
. = list("type" = "layer")
if(!isnull(icon))
.["icon"] = icon
if(!isnull(render_source))
.["render_source"] = render_source
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(color))
.["color"] = color
if(!isnull(flags))
.["flags"] = flags
if(!isnull(transform))
.["transform"] = transform
if(!isnull(blend_mode))
.["blend_mode"] = blend_mode
/proc/motion_blur_filter(x, y)
. = list("type" = "motion_blur")
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
/proc/outline_filter(size, color, flags)
. = list("type" = "outline")
if(!isnull(size))
.["size"] = size
if(!isnull(color))
.["color"] = color
if(!isnull(flags))
.["flags"] = flags
/proc/radial_blur_filter(size, x, y)
. = list("type" = "radial_blur")
if(!isnull(size))
.["size"] = size
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
/proc/rays_filter(size, color, offset, density, threshold, factor, x, y, flags)
. = list("type" = "rays")
if(!isnull(size))
.["size"] = size
if(!isnull(color))
.["color"] = color
if(!isnull(offset))
.["offset"] = offset
if(!isnull(density))
.["density"] = density
if(!isnull(threshold))
.["threshold"] = threshold
if(!isnull(factor))
.["factor"] = factor
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(flags))
.["flags"] = flags
/proc/ripple_filter(radius, size, falloff, repeat, x, y, flags)
. = list("type" = "ripple")
if(!isnull(radius))
.["radius"] = radius
if(!isnull(size))
.["size"] = size
if(!isnull(falloff))
.["falloff"] = falloff
if(!isnull(repeat))
.["repeat"] = repeat
if(!isnull(flags))
.["flags"] = flags
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
/proc/wave_filter(x, y, size, offset, flags)
. = list("type" = "wave")
if(!isnull(size))
.["size"] = size
if(!isnull(x))
.["x"] = x
if(!isnull(y))
.["y"] = y
if(!isnull(offset))
.["offset"] = offset
if(!isnull(flags))
.["flags"] = flags
/proc/apply_wibbly_filters(atom/in_atom, length)
for(var/i in 1 to 7)
//This is a very baffling and strange way of doing this but I am just preserving old functionality
var/X
var/Y
var/rsq
do
X = 60*rand() - 30
Y = 60*rand() - 30
rsq = X*X + Y*Y
while(rsq<100 || rsq>900) // Yeah let's just loop infinitely due to bad luck what's the worst that could happen?
var/random_roll = rand()
in_atom.add_filter("wibbly-[i]", 5, wave_filter(x = X, y = Y, size = rand() * 2.5 + 0.5, offset = random_roll))
var/filter = in_atom.get_filter("wibbly-[i]")
animate(filter, offset = random_roll, time = 0, loop = -1, flags = ANIMATION_PARALLEL)
animate(offset = random_roll - 1, time = rand() * 20 + 10)
/proc/remove_wibbly_filters(atom/in_atom)
var/filter
for(var/i in 1 to 7)
filter = in_atom.get_filter("wibbly-[i]")
animate(filter)
in_atom.remove_filter("wibbly-[i]")
+223 -80
View File
@@ -1,81 +1,102 @@
#define POPCOUNT_SURVIVORS "survivors" //Not dead at roundend
#define POPCOUNT_ESCAPEES "escapees" //Not dead and on centcom/shuttles marked as escaped
#define POPCOUNT_SHUTTLE_ESCAPEES "shuttle_escapees" //Emergency shuttle only.
#define POPCOUNT_SURVIVORS "survivors" //Not dead at roundend
#define POPCOUNT_ESCAPEES "escapees" //Not dead and on centcom/shuttles marked as escaped
#define POPCOUNT_SHUTTLE_ESCAPEES "shuttle_escapees" //Emergency shuttle only.
#define PERSONAL_LAST_ROUND "personal last round"
#define SERVER_LAST_ROUND "server last round"
/datum/controller/subsystem/ticker/proc/gather_roundend_feedback()
var/datum/station_state/end_state = new /datum/station_state()
end_state.count()
station_integrity = min(PERCENT(GLOB.start_state.score(end_state)), 100)
gather_antag_data()
record_nuke_disk_location()
var/json_file = file("[GLOB.log_directory]/round_end_data.json")
// All but npcs sublists and ghost category contain only mobs with minds
var/list/file_data = list("escapees" = list("humans" = list(), "silicons" = list(), "others" = list(), "npcs" = list()), "abandoned" = list("humans" = list(), "silicons" = list(), "others" = list(), "npcs" = list()), "ghosts" = list(), "additional data" = list())
var/num_survivors = 0
var/num_escapees = 0
var/num_shuttle_escapees = 0
var/num_survivors = 0 //Count of non-brain non-camera mobs with mind that are alive
var/num_escapees = 0 //Above and on centcom z
var/num_shuttle_escapees = 0 //Above and on escape shuttle
var/list/area/shuttle_areas
if(SSshuttle && SSshuttle.emergency)
if(SSshuttle?.emergency)
shuttle_areas = SSshuttle.emergency.shuttle_areas
for(var/mob/m in GLOB.mob_list)
var/escaped
var/category
for(var/mob/M in GLOB.mob_list)
var/list/mob_data = list()
if(isnewplayer(m))
if(isnewplayer(M))
continue
if (m.client && m.client.prefs && m.client.prefs.auto_ooc)
if (!(m.client.prefs.chat_toggles & CHAT_OOC))
m.client.prefs.chat_toggles ^= CHAT_OOC
if(m.mind)
if(m.stat != DEAD && !isbrain(m) && !iscameramob(m))
// enable their ooc?
if (M.client?.prefs?.auto_ooc)
if (!(M.client.prefs.chat_toggles & CHAT_OOC))
M.client.prefs.chat_toggles ^= CHAT_OOC
var/escape_status = "abandoned" //default to abandoned
var/category = "npcs" //Default to simple count only bracket
var/count_only = TRUE //Count by name only or full info
mob_data["name"] = M.name
if(M.mind)
count_only = FALSE
mob_data["ckey"] = M.mind.key
if(M.stat != DEAD && !isbrain(M) && !iscameramob(M))
num_survivors++
mob_data += list("name" = m.name, "ckey" = ckey(m.mind.key))
if(isobserver(m))
escaped = "ghosts"
else if(isliving(m))
var/mob/living/L = m
mob_data += list("location" = get_area(L), "health" = L.health)
if(EMERGENCY_ESCAPED_OR_ENDGAMED && (M.onCentCom() || M.onSyndieBase()))
num_escapees++
escape_status = "escapees"
if(shuttle_areas[get_area(M)])
num_shuttle_escapees++
if(isliving(M))
var/mob/living/L = M
mob_data["location"] = get_area(L)
mob_data["health"] = L.health
if(ishuman(L))
var/mob/living/carbon/human/H = L
category = "humans"
mob_data += list("job" = H.mind.assigned_role, "species" = H.dna.species.name)
if(H.mind)
mob_data["job"] = H.mind.assigned_role
else
mob_data["job"] = "Unknown"
mob_data["species"] = H.dna.species.name
else if(issilicon(L))
category = "silicons"
if(isAI(L))
mob_data += list("module" = "AI")
if(isAI(L))
mob_data += list("module" = "pAI")
if(iscyborg(L))
mob_data["module"] = "AI"
else if(ispAI(L))
mob_data["module"] = "pAI"
else if(iscyborg(L))
var/mob/living/silicon/robot/R = L
mob_data += list("module" = R.module)
else
category = "others"
mob_data += list("typepath" = m.type)
if(!escaped)
if(EMERGENCY_ESCAPED_OR_ENDGAMED && (m.onCentCom() || m.onSyndieBase()))
escaped = "escapees"
num_escapees++
if(shuttle_areas[get_area(m)])
num_shuttle_escapees++
else
escaped = "abandoned"
if(!m.mind && (!ishuman(m) || !issilicon(m)))
var/list/npc_nest = file_data["[escaped]"]["npcs"]
if(npc_nest.Find(initial(m.name)))
file_data["[escaped]"]["npcs"]["[initial(m.name)]"] += 1
else
file_data["[escaped]"]["npcs"]["[initial(m.name)]"] = 1
else
if(isobserver(m))
var/pos = length(file_data["[escaped]"]) + 1
file_data["[escaped]"]["[pos]"] = mob_data
else
if(!category)
mob_data["module"] = R.module.name
else
category = "others"
mob_data += list("name" = m.name, "typepath" = m.type)
var/pos = length(file_data["[escaped]"]["[category]"]) + 1
file_data["[escaped]"]["[category]"]["[pos]"] = mob_data
mob_data["typepath"] = M.type
//Ghosts don't care about minds, but we want to retain ckey data etc
if(isobserver(M))
count_only = FALSE
escape_status = "ghosts"
if(!M.mind)
mob_data["ckey"] = M.key
category = null //ghosts are one list deep
//All other mindless stuff just gets counts by name
if(count_only)
var/list/npc_nest = file_data["[escape_status]"]["npcs"]
var/name_to_use = initial(M.name)
if(ishuman(M))
name_to_use = "Unknown Human" //Monkeymen and other mindless corpses
if(npc_nest.Find(name_to_use))
file_data["[escape_status]"]["npcs"][name_to_use] += 1
else
file_data["[escape_status]"]["npcs"][name_to_use] = 1
else
//Mobs with minds and ghosts get detailed data
if(category)
var/pos = length(file_data["[escape_status]"]["[category]"]) + 1
file_data["[escape_status]"]["[category]"]["[pos]"] = mob_data
else
var/pos = length(file_data["[escape_status]"]) + 1
file_data["[escape_status]"]["[pos]"] = mob_data
var/datum/station_state/end_state = new /datum/station_state()
end_state.count()
station_integrity = min(PERCENT(GLOB.start_state.score(end_state)), 100)
file_data["additional data"]["station integrity"] = station_integrity
WRITE_FILE(json_file, json_encode(file_data))
SSblackbox.record_feedback("nested tally", "round_end_stats", num_survivors, list("survivors", "total"))
SSblackbox.record_feedback("nested tally", "round_end_stats", num_escapees, list("escapees", "total"))
SSblackbox.record_feedback("nested tally", "round_end_stats", GLOB.joined_player_list.len, list("players", "total"))
@@ -169,10 +190,34 @@
file_data["wanted"] = list("author" = "[GLOB.news_network.wanted_issue.scannedUser]", "criminal" = "[GLOB.news_network.wanted_issue.criminal]", "description" = "[GLOB.news_network.wanted_issue.body]", "photo file" = "[GLOB.news_network.wanted_issue.photo_file]")
WRITE_FILE(json_file, json_encode(file_data))
///Handles random hardcore point rewarding if it applies.
/datum/controller/subsystem/ticker/proc/HandleRandomHardcoreScore(client/player_client)
if(!ishuman(player_client.mob))
return FALSE
var/mob/living/carbon/human/human_mob = player_client.mob
if(!human_mob.hardcore_survival_score) ///no score no glory
return FALSE
if(human_mob.mind && (human_mob.mind.special_role || length(human_mob.mind.antag_datums) > 0))
var/didthegamerwin = TRUE
for(var/a in human_mob.mind.antag_datums)
var/datum/antagonist/antag_datum = a
for(var/i in antag_datum.objectives)
var/datum/objective/objective_datum = i
if(!objective_datum.check_completion())
didthegamerwin = FALSE
if(!didthegamerwin)
return FALSE
player_client.give_award(/datum/award/score/hardcore_random, human_mob, round(human_mob.hardcore_survival_score))
else if(human_mob.onCentCom())
player_client.give_award(/datum/award/score/hardcore_random, human_mob, round(human_mob.hardcore_survival_score))
/datum/controller/subsystem/ticker/proc/declare_completion()
set waitfor = FALSE
to_chat(world, "<BR><BR><BR><span class='big bold'>The round has ended.</span>")
log_game("The round has ended.")
if(LAZYLEN(GLOB.round_end_notifiees))
world.TgsTargetedChatBroadcast("[GLOB.round_end_notifiees.Join(", ")] the round has ended.", FALSE)
@@ -186,6 +231,19 @@
C.RollCredits()
C.playtitlemusic(40)
CONFIG_SET(flag/suicide_allowed,TRUE) // EORG suicides allowed
var/speed_round = FALSE
if(world.time - SSticker.round_start_time <= 300 SECONDS)
speed_round = TRUE
for(var/client/C in GLOB.clients)
if(!C.credits)
C.RollCredits()
C.playtitlemusic(40)
if(speed_round)
C.give_award(/datum/award/achievement/misc/speed_round, C.mob)
HandleRandomHardcoreScore(C)
var/popcount = gather_roundend_feedback()
display_report(popcount)
@@ -215,6 +273,11 @@
CHECK_TICK
// handle_hearts()
set_observer_default_invisibility(0, "<span class='warning'>The round is over! You are now visible to the living.</span>")
CHECK_TICK
//These need update to actually reflect the real antagonists
//Print a list of antagonists to the server log
var/list/total_antagonists = list()
@@ -233,18 +296,13 @@
for(var/antag_name in total_antagonists)
var/list/L = total_antagonists[antag_name]
log_game("[antag_name]s :[L.Join(", ")].")
set_observer_default_invisibility(0, "<span class='warning'>The round is over! You are now visible to the living.</span>")
CHECK_TICK
SSdbcore.SetRoundEnd()
//Collects persistence features
if(mode.station_was_nuked)
SSpersistence.station_was_destroyed = TRUE
if(!mode.allow_persistence_save)
SSpersistence.station_persistence_save_disabled = TRUE
else
if(mode.allow_persistence_save)
SSpersistence.SaveTCGCards()
SSpersistence.CollectData()
SSpersistence.CollectData()
//stop collecting feedback during grifftime
SSblackbox.Seal()
@@ -279,11 +337,15 @@
//Antagonists
parts += antag_report()
parts += hardcore_random_report()
CHECK_TICK
//Medals
parts += medal_report()
//Station Goals
parts += goal_report()
//Economy & Money
parts += market_report()
listclearnulls(parts)
@@ -326,9 +388,9 @@
parts += "[FOURSPACES]<i>Nobody died this shift!</i>"
if(istype(SSticker.mode, /datum/game_mode/dynamic))
var/datum/game_mode/dynamic/mode = SSticker.mode
mode.update_playercounts()
parts += "[FOURSPACES]Final threat level: [mode.threat_level]"
parts += "[FOURSPACES]Final threat: [mode.threat]"
mode.update_playercounts() // ?
parts += "[FOURSPACES]Threat level: [mode.threat_level]"
parts += "[FOURSPACES]Threat left: [mode.threat]"
parts += "[FOURSPACES]Average threat: [mode.threat_average]"
parts += "[FOURSPACES]Executed rules:"
for(var/datum/dynamic_ruleset/rule in mode.executed_rules)
@@ -345,20 +407,47 @@
/client/proc/roundend_report_file()
return "data/roundend_reports/[ckey].html"
/datum/controller/subsystem/ticker/proc/show_roundend_report(client/C, previous = FALSE)
/**
* Log the round-end report as an HTML file
*
* Composits the roundend report, and saves it in two locations.
* The report is first saved along with the round's logs
* Then, the report is copied to a fixed directory specifically for
* housing the server's last roundend report. In this location,
* the file will be overwritten at the end of each shift.
*/
/datum/controller/subsystem/ticker/proc/log_roundend_report()
var/roundend_file = file("[GLOB.log_directory]/round_end_data.html")
var/list/parts = list()
parts += "<div class='panel stationborder'>"
parts += GLOB.survivor_report
parts += "</div>"
parts += GLOB.common_report
var/content = parts.Join()
//Log the rendered HTML in the round log directory
fdel(roundend_file)
WRITE_FILE(roundend_file, content)
//Place a copy in the root folder, to be overwritten each round.
roundend_file = file("data/server_last_roundend_report.html")
fdel(roundend_file)
WRITE_FILE(roundend_file, content)
/datum/controller/subsystem/ticker/proc/show_roundend_report(client/C, report_type = null)
var/datum/browser/roundend_report = new(C, "roundend")
roundend_report.width = 800
roundend_report.height = 600
var/content
var/filename = C.roundend_report_file()
if(!previous)
if(report_type == PERSONAL_LAST_ROUND) //Look at this player's last round
content = file2text(filename)
else if (report_type == SERVER_LAST_ROUND) //Look at the last round that this server has seen
content = file2text("data/server_last_roundend_report.html")
else //report_type is null, so make a new report based on the current round and show that to the player
var/list/report_parts = list(personal_report(C), GLOB.common_report)
content = report_parts.Join()
remove_verb(C, /client/proc/show_previous_roundend_report)
fdel(filename)
text2file(content, filename)
else
content = file2text(filename)
roundend_report.set_content(content)
roundend_report.stylesheets = list()
roundend_report.add_stylesheet("roundend", 'html/browser/roundend.css')
@@ -395,8 +484,9 @@
/datum/controller/subsystem/ticker/proc/display_report(popcount)
GLOB.common_report = build_roundend_report()
GLOB.survivor_report = survivor_report(popcount)
log_roundend_report()
for(var/client/C in GLOB.clients)
show_roundend_report(C, FALSE)
show_roundend_report(C)
give_show_report_button(C)
CHECK_TICK
@@ -414,12 +504,11 @@
if (aiPlayer.connected_robots.len)
var/borg_num = aiPlayer.connected_robots.len
var/robolist = "<br><b>[aiPlayer.real_name]</b>'s minions were: "
parts += "<br><b>[aiPlayer.real_name]</b>'s minions were:"
for(var/mob/living/silicon/robot/robo in aiPlayer.connected_robots)
borg_num--
if(robo.mind)
robolist += "<b>[robo.name]</b>[robo.mind.hide_ckey ? "" : " (Played by: <b>[robo.mind.key]</b>)"] [robo.stat == DEAD ? " <span class='redtext'>(Deactivated)</span>" : ""][borg_num ?", ":""]<br>"
parts += "[robolist]"
parts += "<b>[robo.name]</b>[robo.mind.hide_ckey ? "" : " (Played by: <b>[robo.mind.key]</b>)"] [robo.stat == DEAD ? " <span class='redtext'>(Deactivated)</span>" : ""][borg_num ?", ":""]"
if(!borg_spacer)
borg_spacer = TRUE
@@ -446,6 +535,34 @@
parts += G.get_result()
return "<div class='panel stationborder'><ul>[parts.Join()]</ul></div>"
///Generate a report for how much money is on station, as well as the richest crewmember on the station.
/datum/controller/subsystem/ticker/proc/market_report()
var/list/parts = list()
parts += "<span class='header'>Station Economic Summary:</span>"
///This is the richest account on station at roundend.
var/datum/bank_account/mr_moneybags
///This is the station's total wealth at the end of the round.
var/station_vault = 0
///How many players joined the round.
var/total_players = GLOB.joined_player_list.len
var/list/typecache_bank = typecacheof(list(/datum/bank_account/department, /datum/bank_account/remote))
for(var/i in SSeconomy.generated_accounts)
var/datum/bank_account/current_acc = SSeconomy.generated_accounts[i]
if(typecache_bank[current_acc.type])
continue
station_vault += current_acc.account_balance
if(!mr_moneybags || mr_moneybags.account_balance < current_acc.account_balance)
mr_moneybags = current_acc
parts += "<div class='panel stationborder'>There were [station_vault] credits collected by crew this shift.<br>"
if(total_players > 0)
parts += "An average of [station_vault/total_players] credits were collected.<br>"
// log_econ("Roundend credit total: [station_vault] credits. Average Credits: [station_vault/total_players]")
if(mr_moneybags)
parts += "The most affluent crew member at shift end was <b>[mr_moneybags.account_holder] with [mr_moneybags.account_balance]</b> cr!</div>"
else
parts += "Somehow, nobody made any money this shift! This'll result in some budget cuts...</div>"
return parts
/datum/controller/subsystem/ticker/proc/medal_report()
if(GLOB.commendations.len)
var/list/parts = list()
@@ -455,16 +572,40 @@
return "<div class='panel stationborder'>[parts.Join("<br>")]</div>"
return ""
///Generate a report for all players who made it out alive with a hardcore random character and prints their final score
/datum/controller/subsystem/ticker/proc/hardcore_random_report()
. = list()
var/list/hardcores = list()
for(var/i in GLOB.player_list)
if(!ishuman(i))
continue
var/mob/living/carbon/human/human_player = i
if(!human_player.hardcore_survival_score || !human_player.onCentCom() || human_player.stat == DEAD) ///gotta escape nerd
continue
if(!human_player.mind)
continue
hardcores += human_player
if(!length(hardcores))
return
. += "<div class='panel stationborder'><span class='header'>The following people made it out as a random hardcore character:</span>"
. += "<ul class='playerlist'>"
for(var/mob/living/carbon/human/human_player in hardcores)
. += "<li>[printplayer(human_player.mind)] with a hardcore random score of [round(human_player.hardcore_survival_score)]</li>"
. += "</ul></div>"
/datum/controller/subsystem/ticker/proc/antag_report()
var/list/result = list()
var/list/all_teams = list()
var/list/all_antagonists = list()
// for(var/datum/team/A in GLOB.antagonist_teams)
// all_teams |= A
for(var/datum/antagonist/A in GLOB.antagonists)
if(!A.owner)
continue
all_teams |= A.get_team()
all_antagonists += A
all_antagonists |= A
for(var/datum/team/T in all_teams)
result += T.roundend_report()
@@ -517,9 +658,9 @@
/datum/action/report/Trigger()
if(owner && GLOB.common_report && SSticker.current_state == GAME_STATE_FINISHED)
SSticker.show_roundend_report(owner.client, FALSE)
SSticker.show_roundend_report(owner.client)
/datum/action/report/IsAvailable(silent = FALSE)
/datum/action/report/IsAvailable()
return 1
/datum/action/report/Topic(href,href_list)
@@ -534,7 +675,9 @@
var/jobtext = ""
if(ply.assigned_role)
jobtext = " the <b>[ply.assigned_role]</b>"
var/text = "<b>[ply.hide_ckey ? "<b>[ply.name]</b>[jobtext] " : "[ply.key]</b> was <b>[ply.name]</b>[jobtext] and "]"
var/text = (ply.hide_ckey ? \
"<b>[ply.key]</b> was <b>[ply.name]</b>[jobtext] and" \
: "<b>[ply.name]</b>[jobtext]")
if(ply.current)
if(ply.current.stat == DEAD)
text += " <span class='redtext'>died</span>"
+2 -2
View File
@@ -666,7 +666,7 @@ GLOBAL_LIST_INIT(binary, list("0","1"))
if(fexists(log))
oldjson = json_decode(file2text(log))
oldentries = oldjson["data"]
if(!isemptylist(oldentries))
if(length(oldentries))
for(var/string in accepted)
for(var/old in oldentries)
if(string == old)
@@ -676,7 +676,7 @@ GLOBAL_LIST_INIT(binary, list("0","1"))
var/list/finalized = list()
finalized = accepted.Copy() + oldentries.Copy() //we keep old and unreferenced phrases near the bottom for culling
listclearnulls(finalized)
if(!isemptylist(finalized) && length(finalized) > storemax)
if(length(finalized) > storemax)
finalized.Cut(storemax + 1)
fdel(log)
+28 -16
View File
@@ -1247,28 +1247,40 @@ GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
#define FOR_DVIEW_END GLOB.dview_mob.loc = null
//can a window be here, or is there a window blocking it?
/proc/valid_window_location(turf/T, dir_to_check)
if(!T)
/**
* Checks whether the target turf is in a valid state to accept a directional window
* or other directional pseudo-dense object such as railings.
*
* Returns FALSE if the target turf cannot accept a directional window or railing.
* Returns TRUE otherwise.
*
* Arguments:
* * dest_turf - The destination turf to check for existing windows and railings
* * test_dir - The prospective dir of some atom you'd like to put on this turf.
* * is_fulltile - Whether the thing you're attempting to move to this turf takes up the entire tile or whether it supports multiple movable atoms on its tile.
*/
/proc/valid_window_location(turf/dest_turf, test_dir, is_fulltile = FALSE)
if(!dest_turf)
return FALSE
for(var/obj/O in T)
if(istype(O, /obj/machinery/door/window) && (O.dir == dir_to_check || dir_to_check == FULLTILE_WINDOW_DIR))
return FALSE
if(istype(O, /obj/structure/windoor_assembly))
var/obj/structure/windoor_assembly/W = O
if(W.ini_dir == dir_to_check || dir_to_check == FULLTILE_WINDOW_DIR)
for(var/obj/turf_content in dest_turf)
if(istype(turf_content, /obj/machinery/door/window))
if((turf_content.dir == test_dir) || is_fulltile)
return FALSE
if(istype(O, /obj/structure/window))
var/obj/structure/window/W = O
if(W.ini_dir == dir_to_check || W.ini_dir == FULLTILE_WINDOW_DIR || dir_to_check == FULLTILE_WINDOW_DIR)
if(istype(turf_content, /obj/structure/windoor_assembly))
var/obj/structure/windoor_assembly/windoor_assembly = turf_content
if(windoor_assembly.dir == test_dir || is_fulltile)
return FALSE
if(istype(O, /obj/structure/railing))
var/obj/structure/railing/rail = O
if(rail.ini_dir == dir_to_check || rail.ini_dir == FULLTILE_WINDOW_DIR || dir_to_check == FULLTILE_WINDOW_DIR)
if(istype(turf_content, /obj/structure/window))
var/obj/structure/window/window_structure = turf_content
if(window_structure.dir == test_dir || window_structure.fulltile || is_fulltile)
return FALSE
if(istype(turf_content, /obj/structure/railing))
var/obj/structure/railing/rail = turf_content
if(rail.dir == test_dir || is_fulltile)
return FALSE
return TRUE
/proc/pass()
/proc/pass(...)
return
/proc/get_mob_or_brainmob(occupant)
+5
View File
@@ -126,6 +126,7 @@ GLOBAL_LIST_INIT(ai_core_display_screens, list(
"Not Malf",
"Patriot",
"Pirate",
"Portrait",
"President",
"Rainbow",
"Clown",
@@ -158,6 +159,10 @@ GLOBAL_LIST_INIT(ai_core_display_screens, list(
else
if(input == "Random")
input = pick(GLOB.ai_core_display_screens - "Random")
if(input == "Portrait")
var/datum/portrait_picker/tgui = new(usr)//create the datum
tgui.ui_interact(usr)//datum has a tgui component, here we open the window
return "ai-portrait" //just take this until they decide
return "ai-[lowertext(input)]"
GLOBAL_LIST_INIT(security_depts_prefs, list(SEC_DEPT_RANDOM, SEC_DEPT_NONE, SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, SEC_DEPT_SCIENCE, SEC_DEPT_SUPPLY))
+84 -71
View File
@@ -17,21 +17,6 @@
Therefore, the top right corner (except during admin shenanigans) is at "15,15"
*/
//Lower left, persistent menu
#define ui_inventory "WEST:6,SOUTH:5"
//Middle left indicators
#define ui_lingchemdisplay "WEST,CENTER-1:15"
#define ui_lingstingdisplay "WEST:6,CENTER-3:11"
#define ui_devilsouldisplay "WEST:6,CENTER-1:15"
//Lower center, persistent menu
#define ui_sstore1 "CENTER-5:10,SOUTH:5"
#define ui_id "CENTER-4:12,SOUTH:5"
#define ui_belt "CENTER-3:14,SOUTH:5"
#define ui_back "CENTER-2:14,SOUTH:5"
/proc/ui_hand_position(i) //values based on old hand ui positions (CENTER:-/+16,SOUTH:5)
var/x_off = -(!(i % 2))
var/y_off = round((i-1) / 2)
@@ -46,35 +31,23 @@
var/y_off = round((M.held_items.len-1) / 2)
return "CENTER+[x_off]:16,SOUTH+[y_off+1]:5"
//Lower left, persistent menu
#define ui_inventory "WEST:6,SOUTH:5"
//Middle left indicators
#define ui_lingchemdisplay "WEST,CENTER-1:15"
#define ui_lingstingdisplay "WEST:6,CENTER-3:11"
#define ui_devilsouldisplay "WEST:6,CENTER-1:15"
//Lower center, persistent menu
#define ui_sstore1 "CENTER-5:10,SOUTH:5"
#define ui_id "CENTER-4:12,SOUTH:5"
#define ui_belt "CENTER-3:14,SOUTH:5"
#define ui_back "CENTER-2:14,SOUTH:5"
#define ui_storage1 "CENTER+1:18,SOUTH:5"
#define ui_storage2 "CENTER+2:20,SOUTH:5"
#define ui_borg_sensor "CENTER-3:15, SOUTH:5" //borgs
#define ui_borg_lamp "CENTER-4:15, SOUTH:5" //borgs
#define ui_borg_thrusters "CENTER-5:15, SOUTH:5" //borgs
#define ui_inv1 "CENTER-2:16,SOUTH:5" //borgs
#define ui_inv2 "CENTER-1 :16,SOUTH:5" //borgs
#define ui_inv3 "CENTER :16,SOUTH:5" //borgs
#define ui_borg_module "CENTER+1:16,SOUTH:5" //borgs
#define ui_borg_store "CENTER+2:16,SOUTH:5" //borgs
#define ui_borg_camera "CENTER+3:21,SOUTH:5" //borgs
#define ui_borg_album "CENTER+4:21,SOUTH:5" //borgs
#define ui_borg_language_menu "EAST-1:27,SOUTH+2:8" //borgs
#define ui_monkey_head "CENTER-5:13,SOUTH:5" //monkey
#define ui_monkey_mask "CENTER-4:14,SOUTH:5" //monkey
#define ui_monkey_neck "CENTER-3:15,SOUTH:5" //monkey
#define ui_monkey_back "CENTER-2:16,SOUTH:5" //monkey
//#define ui_alien_storage_l "CENTER-2:14,SOUTH:5"//alien
#define ui_alien_storage_r "CENTER+1:18,SOUTH:5"//alien
#define ui_alien_language_menu "EAST-3:26,SOUTH:5" //alien
#define ui_drone_drop "CENTER+1:18,SOUTH:5" //maintenance drones
#define ui_drone_pull "CENTER+2:2,SOUTH:5" //maintenance drones
#define ui_drone_storage "CENTER-2:14,SOUTH:5" //maintenance drones
#define ui_drone_head "CENTER-3:14,SOUTH:5" //maintenance drones
//Lower right, persistent menu
#define ui_drop_throw "EAST-1:28,SOUTH+1:7"
#define ui_pull_resist "EAST-2:26,SOUTH+1:7"
@@ -88,11 +61,6 @@
#define ui_language_menu "EAST-5:4,SOUTH:21"//CIT CHANGE - ditto
#define ui_voremode "EAST-5:20,SOUTH:5"
#define ui_borg_pull "EAST-2:26,SOUTH+1:7"
#define ui_borg_radio "EAST-1:28,SOUTH+1:7"
#define ui_borg_intents "EAST-2:26,SOUTH:5"
//Upper-middle right (alerts)
#define ui_alert1 "EAST-1:28,CENTER+5:27"
#define ui_alert2 "EAST-1:28,CENTER+4:25"
@@ -100,31 +68,70 @@
#define ui_alert4 "EAST-1:28,CENTER+2:21"
#define ui_alert5 "EAST-1:28,CENTER+1:19"
//Middle right (status indicators)
#define ui_healthdoll "EAST-1:28,CENTER-2:13"
#define ui_health "EAST-1:28,CENTER-1:15"
#define ui_internal "EAST-1:28,CENTER+1:19"//CIT CHANGE - moves internal icon up a little bit to accommodate for the stamina meter
#define ui_mood "EAST-1:28,CENTER-3:10"
// #define ui_spacesuit "EAST-1:28,CENTER-4:10"
//living
//Pop-up inventory
#define ui_shoes "WEST+1:8,SOUTH:5"
#define ui_iclothing "WEST:6,SOUTH+1:7"
#define ui_oclothing "WEST+1:8,SOUTH+1:7"
#define ui_gloves "WEST+2:10,SOUTH+1:7"
#define ui_glasses "WEST:6,SOUTH+3:11"
#define ui_mask "WEST+1:8,SOUTH+2:9"
#define ui_ears "WEST+2:10,SOUTH+2:9"
#define ui_neck "WEST:6,SOUTH+2:9"
#define ui_head "WEST+1:8,SOUTH+3:11"
//Generic living
#define ui_living_pull "EAST-1:28,CENTER-2:15"
#define ui_living_health "EAST-1:28,CENTER:15"
//borgs
#define ui_borg_health "EAST-1:28,CENTER-1:15" //borgs have the health display where humans have the pressure damage indicator.
//Monkeys
#define ui_monkey_head "CENTER-5:13,SOUTH:5"
#define ui_monkey_mask "CENTER-4:14,SOUTH:5"
#define ui_monkey_neck "CENTER-3:15,SOUTH:5"
#define ui_monkey_back "CENTER-2:16,SOUTH:5"
//aliens
#define ui_alien_health "EAST,CENTER-1:15" //aliens have the health display where humans have the pressure damage indicator.
//Drones
#define ui_drone_drop "CENTER+1:18,SOUTH:5"
#define ui_drone_pull "CENTER+2:2,SOUTH:5"
#define ui_drone_storage "CENTER-2:14,SOUTH:5"
#define ui_drone_head "CENTER-3:14,SOUTH:5"
//Cyborgs
#define ui_borg_health "EAST-1:28,CENTER-1:15"
#define ui_borg_pull "EAST-2:26,SOUTH+1:7"
#define ui_borg_radio "EAST-1:28,SOUTH+1:7"
#define ui_borg_intents "EAST-2:26,SOUTH:5"
#define ui_borg_lamp "CENTER-3:16, SOUTH:5"
#define ui_borg_tablet "CENTER-4:16, SOUTH:5"
#define ui_inv1 "CENTER-2:16,SOUTH:5"
#define ui_inv2 "CENTER-1 :16,SOUTH:5"
#define ui_inv3 "CENTER :16,SOUTH:5"
#define ui_borg_module "CENTER+1:16,SOUTH:5"
#define ui_borg_store "CENTER+2:16,SOUTH:5"
#define ui_borg_camera "CENTER+3:21,SOUTH:5"
#define ui_borg_alerts "CENTER+4:21,SOUTH:5"
#define ui_borg_language_menu "CENTER+4:21,SOUTH+1:5"
#define ui_borg_sensor "CENTER-6:16, SOUTH:5" //LEGACY
#define ui_borg_thrusters "CENTER-5:16, SOUTH:5" //LEGACY
//Aliens
#define ui_alien_health "EAST,CENTER-1:15"
#define ui_alienplasmadisplay "EAST,CENTER-2:15"
#define ui_alien_queen_finder "EAST,CENTER-3:15"
#define ui_alien_storage_r "CENTER+1:18,SOUTH:5"
#define ui_alien_language_menu "EAST-3:26,SOUTH:5"
//constructs
//Constructs
#define ui_construct_pull "EAST,CENTER-2:15"
#define ui_construct_health "EAST,CENTER:15" //same as borgs and humans
#define ui_construct_health "EAST,CENTER:15"
// AI
#define ui_ai_core "SOUTH:6,WEST"
#define ui_ai_camera_list "SOUTH:6,WEST+1"
#define ui_ai_track_with_camera "SOUTH:6,WEST+2"
@@ -143,26 +150,32 @@
#define ui_ai_multicam "SOUTH+1:6,WEST+13"
#define ui_ai_add_multicam "SOUTH+1:6,WEST+14"
//Pop-up inventory
#define ui_shoes "WEST+1:8,SOUTH:5"
#define ui_iclothing "WEST:6,SOUTH+1:7"
#define ui_oclothing "WEST+1:8,SOUTH+1:7"
#define ui_gloves "WEST+2:10,SOUTH+1:7"
#define ui_glasses "WEST:6,SOUTH+3:11"
#define ui_mask "WEST+1:8,SOUTH+2:9"
#define ui_ears "WEST+2:10,SOUTH+2:9"
#define ui_neck "WEST:6,SOUTH+2:9"
#define ui_head "WEST+1:8,SOUTH+3:11"
// pAI
// #define ui_pai_software "SOUTH:6,WEST"
// #define ui_pai_shell "SOUTH:6,WEST+1"
// #define ui_pai_chassis "SOUTH:6,WEST+2"
// #define ui_pai_rest "SOUTH:6,WEST+3"
// #define ui_pai_light "SOUTH:6,WEST+4"
// #define ui_pai_newscaster "SOUTH:6,WEST+5"
// #define ui_pai_host_monitor "SOUTH:6,WEST+6"
// #define ui_pai_crew_manifest "SOUTH:6,WEST+7"
// #define ui_pai_state_laws "SOUTH:6,WEST+8"
// #define ui_pai_pda_send "SOUTH:6,WEST+9"
// #define ui_pai_pda_log "SOUTH:6,WEST+10"
// #define ui_pai_take_picture "SOUTH:6,WEST+12"
// #define ui_pai_view_images "SOUTH:6,WEST+13"
//Ghosts
#define ui_ghost_jumptomob "SOUTH:6,CENTER-3:24"
#define ui_ghost_orbit "SOUTH:6,CENTER-2:24"
#define ui_ghost_reenter_corpse "SOUTH:6,CENTER-1:24"
#define ui_ghost_teleport "SOUTH:6,CENTER:24"
#define ui_ghost_pai "SOUTH: 6, CENTER+1:24"
#define ui_ghost_mafia "SOUTH: 6, CENTER+2:24"
#define ui_ghost_spawners "SOUTH: 6, CENTER+1:24" // LEGACY. SAME LOC AS PAI
#define ui_ghost_jumptomob "SOUTH:6,CENTER-2:24"
#define ui_ghost_orbit "SOUTH:6,CENTER-1:24"
#define ui_ghost_reenter_corpse "SOUTH:6,CENTER:24"
#define ui_ghost_teleport "SOUTH:6,CENTER+1:24"
#define ui_ghost_spawners "SOUTH: 6, CENTER+2:24"
// #define ui_wanted_lvl "NORTH,11"
//UI position overrides for 1:1 screen layout. (default is 7:5)
-3
View File
@@ -38,9 +38,6 @@
/obj/screen/plane_master/proc/shadow(_size, _offset = 0, _x = 0, _y = 0, _color = "#04080FAA")
filters += filter(type = "drop_shadow", x = _x, y = _y, color = _color, size = _size, offset = _offset)
/obj/screen/plane_master/proc/clear_filters()
filters = list()
///Contains just the floor
/obj/screen/plane_master/floor
name = "floor plane master"
+112 -75
View File
@@ -68,57 +68,17 @@
var/mob/living/silicon/robot/R = usr
R.uneq_active()
/obj/screen/robot/lamp
name = "headlamp"
icon_state = "lamp0"
/obj/screen/robot/lamp/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.control_headlamp()
/obj/screen/robot/thrusters
name = "ion thrusters"
icon_state = "ionpulse0"
/obj/screen/robot/thrusters/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.toggle_ionpulse()
/obj/screen/robot/sensors
name = "Sensor Augmentation"
icon_state = "cyborg_sensor"
/obj/screen/robot/sensors/Click()
if(..())
return
var/mob/living/silicon/S = usr
S.toggle_sensors()
/obj/screen/robot/language_menu
name = "silicon language selection"
icon_state = "talk_wheel"
/obj/screen/robot/language_menu/Click()
if(..())
return
var/mob/living/silicon/S = usr
S.open_language_menu(usr)
/datum/hud/robot
ui_style = 'icons/mob/screen_cyborg.dmi'
/datum/hud/robot/New(mob/owner)
..()
var/mob/living/silicon/robot/mymobR = mymob
// i, Robit
var/mob/living/silicon/robot/robit = mymob
var/obj/screen/using
using = new/obj/screen/robot/language_menu
using = new/obj/screen/language_menu
using.screen_loc = ui_borg_language_menu
using.hud = src
static_inventory += using
//Radio
@@ -128,56 +88,72 @@
static_inventory += using
//Module select
using = new /obj/screen/robot/module1()
using.screen_loc = ui_inv1
using.hud = src
static_inventory += using
mymobR.inv1 = using
if(!robit.inv1)
robit.inv1 = new /obj/screen/robot/module1()
using = new /obj/screen/robot/module2()
using.screen_loc = ui_inv2
using.hud = src
static_inventory += using
mymobR.inv2 = using
robit.inv1.screen_loc = ui_inv1
robit.inv1.hud = src
static_inventory += robit.inv1
using = new /obj/screen/robot/module3()
using.screen_loc = ui_inv3
using.hud = src
static_inventory += using
mymobR.inv3 = using
if(!robit.inv2)
robit.inv2 = new /obj/screen/robot/module2()
robit.inv2.screen_loc = ui_inv2
robit.inv2.hud = src
static_inventory += robit.inv2
if(!robit.inv3)
robit.inv3 = new /obj/screen/robot/module3()
robit.inv3.screen_loc = ui_inv3
robit.inv3.hud = src
static_inventory += robit.inv3
//End of module select
using = new /obj/screen/robot/lamp()
using.screen_loc = ui_borg_lamp
using.hud = src
static_inventory += using
robit.lampButton = using
var/obj/screen/robot/lamp/lampscreen = using
lampscreen.robot = robit
//Photography stuff
using = new /obj/screen/ai/image_take()
using.screen_loc = ui_borg_camera
using.hud = src
static_inventory += using
using = new /obj/screen/ai/image_view()
using.screen_loc = ui_borg_album
using.hud = src
static_inventory += using
//Sec/Med HUDs
using = new /obj/screen/robot/sensors()
using.screen_loc = ui_borg_sensor
using.hud = src
static_inventory += using
//Headlamp control
using = new /obj/screen/robot/lamp()
using.screen_loc = ui_borg_lamp
//Borg Integrated Tablet
using = new /obj/screen/robot/modPC()
using.screen_loc = ui_borg_tablet
using.hud = src
static_inventory += using
robit.interfaceButton = using
if(robit.modularInterface)
using.vis_contents += robit.modularInterface
var/obj/screen/robot/modPC/tabletbutton = using
tabletbutton.robot = robit
//Alerts
using = new /obj/screen/robot/alerts()
using.screen_loc = ui_borg_alerts
using.hud = src
static_inventory += using
mymobR.lamp_button = using
//Thrusters
using = new /obj/screen/robot/thrusters()
using.screen_loc = ui_borg_thrusters
using.hud = src
static_inventory += using
mymobR.thruster_button = using
robit.thruster_button = using
//Intent
action_intent = new /obj/screen/act_intent/robot()
@@ -191,20 +167,21 @@
infodisplay += healths
//Installed Module
mymobR.hands = new /obj/screen/robot/module()
mymobR.hands.screen_loc = ui_borg_module
static_inventory += mymobR.hands
robit.hands = new /obj/screen/robot/module()
robit.hands.screen_loc = ui_borg_module
robit.hands.hud = src
static_inventory += robit.hands
//Store
module_store_icon = new /obj/screen/robot/store()
module_store_icon.hud = src
module_store_icon.screen_loc = ui_borg_store
module_store_icon.hud = src
pull_icon = new /obj/screen/pull()
pull_icon.icon = 'icons/mob/screen_cyborg.dmi'
pull_icon.screen_loc = ui_borg_pull
pull_icon.hud = src
pull_icon.update_icon()
pull_icon.screen_loc = ui_borg_pull
hotkeybuttons += pull_icon
@@ -242,13 +219,13 @@
screenmob.client.screen += module_store_icon //"store" icon
if(!R.module.modules)
to_chat(usr, "<span class='danger'>Selected module has no modules to select</span>")
to_chat(usr, "<span class='warning'>Selected module has no modules to select!</span>")
return
if(!R.robot_modules_background)
return
var/display_rows = CEILING(length(R.module.get_inactive_modules()) / 8, 1)
var/display_rows = max(CEILING(length(R.module.get_inactive_modules()) / 8, 1),1)
R.robot_modules_background.screen_loc = "CENTER-4:16,SOUTH+1:7 to CENTER+3:16,SOUTH+[display_rows]:7"
screenmob.client.screen += R.robot_modules_background
@@ -305,3 +282,63 @@
else
for(var/obj/item/I in R.held_items)
screenmob.client.screen -= I
/obj/screen/robot/lamp
name = "headlamp"
icon_state = "lamp_off"
var/mob/living/silicon/robot/robot
/obj/screen/robot/lamp/Click()
. = ..()
if(.)
return
robot?.toggle_headlamp()
update_icon()
/obj/screen/robot/lamp/update_icon()
if(robot?.lamp_enabled)
icon_state = "lamp_on"
else
icon_state = "lamp_off"
/obj/screen/robot/alerts
name = "Alert Panel"
icon = 'icons/mob/screen_ai.dmi'
icon_state = "alerts"
/obj/screen/robot/alerts/Click()
. = ..()
if(.)
return
var/mob/living/silicon/robot/borgo = usr
borgo.robot_alerts()
/obj/screen/robot/thrusters
name = "ion thrusters"
icon_state = "ionpulse0"
/obj/screen/robot/thrusters/Click()
if(..())
return
var/mob/living/silicon/robot/R = usr
R.toggle_ionpulse()
/obj/screen/robot/sensors
name = "Sensor Augmentation"
icon_state = "cyborg_sensor"
/obj/screen/robot/sensors/Click()
if(..())
return
var/mob/living/silicon/S = usr
S.toggle_sensors()
/obj/screen/robot/modPC
name = "Modular Interface"
icon_state = "template"
var/mob/living/silicon/robot/robot
/obj/screen/robot/modPC/Click()
. = ..()
if(.)
return
robot.modularInterface?.interact(robot)
+3
View File
@@ -97,6 +97,9 @@
M.lastattacker = user.real_name
M.lastattackerckey = user.ckey
if(force && M == user && user.client)
user.client.give_award(/datum/award/achievement/misc/selfouch, user)
user.do_attack_animation(M)
M.attacked_by(src, user, attackchain_flags, damage_multiplier)
@@ -415,7 +415,7 @@ Example config:
while(recent_round)
adjustment += repeated_mode_adjust[recent_round]
recent_round = SSpersistence.saved_modes.Find(name,recent_round+1,0)
probability *= ((100-adjustment)/100)
probability *= max(0,((100-adjustment)/100))
runnable_storytellers[S] = probability
return runnable_storytellers
@@ -448,7 +448,7 @@ Example config:
while(recent_round)
adjustment += repeated_mode_adjust[recent_round]
recent_round = SSpersistence.saved_modes.Find(M.config_tag,recent_round+1,0)
final_weight *= ((100-adjustment)/100)
final_weight *= max(0,((100-adjustment)/100))
runnable_modes[M] = final_weight
return runnable_modes
@@ -22,11 +22,10 @@
/datum/config_entry/string/cross_comms_name
/datum/config_entry/string/medal_hub_address
/datum/config_entry/string/medal_hub_password
protection = CONFIG_ENTRY_HIDDEN
/datum/config_entry/string/cross_comms_network
protection = CONFIG_ENTRY_LOCKED
/// cit config
/datum/config_entry/keyed_list/cross_server_bunker_override
key_mode = KEY_MODE_TEXT
value_mode = VALUE_MODE_TEXT
@@ -0,0 +1,74 @@
SUBSYSTEM_DEF(achievements)
name = "Achievements"
flags = SS_NO_FIRE
init_order = INIT_ORDER_ACHIEVEMENTS
var/achievements_enabled = FALSE
///List of achievements
var/list/datum/award/achievement/achievements = list()
///List of scores
var/list/datum/award/score/scores = list()
///List of all awards
var/list/datum/award/awards = list()
/datum/controller/subsystem/achievements/Initialize(timeofday)
if(!SSdbcore.Connect())
return ..()
achievements_enabled = TRUE
for(var/T in subtypesof(/datum/award/achievement))
var/instance = new T
achievements[T] = instance
awards[T] = instance
for(var/T in subtypesof(/datum/award/score))
var/instance = new T
scores[T] = instance
awards[T] = instance
update_metadata()
for(var/i in GLOB.clients)
var/client/C = i
if(!C.player_details.achievements.initialized)
C.player_details.achievements.InitializeData()
return ..()
/datum/controller/subsystem/achievements/Shutdown()
save_achievements_to_db()
/datum/controller/subsystem/achievements/proc/save_achievements_to_db()
var/list/cheevos_to_save = list()
for(var/ckey in GLOB.player_details)
var/datum/player_details/PD = GLOB.player_details[ckey]
if(!PD || !PD.achievements)
continue
cheevos_to_save += PD.achievements.get_changed_data()
if(!length(cheevos_to_save))
return
SSdbcore.MassInsert(format_table_name("achievements"),cheevos_to_save,duplicate_key = TRUE)
//Update the metadata if any are behind
/datum/controller/subsystem/achievements/proc/update_metadata()
var/list/current_metadata = list()
//select metadata here
var/datum/db_query/Q = SSdbcore.NewQuery("SELECT achievement_key,achievement_version FROM [format_table_name("achievement_metadata")]")
if(!Q.Execute(async = TRUE))
qdel(Q)
return
else
while(Q.NextRow())
current_metadata[Q.item[1]] = text2num(Q.item[2])
qdel(Q)
var/list/to_update = list()
for(var/T in awards)
var/datum/award/A = awards[T]
if(!A.database_id)
continue
if(!current_metadata[A.database_id] || current_metadata[A.database_id] < A.achievement_version)
to_update += list(A.get_metadata_row())
if(to_update.len)
SSdbcore.MassInsert(format_table_name("achievement_metadata"),to_update,duplicate_key = TRUE)
+16 -7
View File
@@ -1,6 +1,8 @@
/*! How material datums work
Materials are now instanced datums, with an associative list of them being kept in SSmaterials. We only instance the materials once and then re-use these instances for everything.
These materials call on_applied() on whatever item they are applied to, common effects are adding components, changing color and changing description. This allows us to differentiate items based on the material they are made out of.area
*/
SUBSYSTEM_DEF(materials)
@@ -14,12 +16,16 @@ SUBSYSTEM_DEF(materials)
var/list/materialtypes_by_category
///A cache of all material combinations that have been used
var/list/list/material_combos
///List of stackcrafting recipes for materials using rigid materials
///List of stackcrafting recipes for materials using base recipes
var/list/base_stack_recipes = list(
new /datum/stack_recipe("Chair", /obj/structure/chair/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
new /datum/stack_recipe("Toilet", /obj/structure/toilet/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
new /datum/stack_recipe("Sink Frame", /obj/structure/sink/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
new /datum/stack_recipe("Floor tile", /obj/item/stack/tile/material, 1, 4, 20, applies_mats = TRUE),
)
///List of stackcrafting recipes for materials using rigid recipes
var/list/rigid_stack_recipes = list(
new /datum/stack_recipe("chair", /obj/structure/chair/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
new /datum/stack_recipe("toilet", /obj/structure/toilet/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
new /datum/stack_recipe("sink", /obj/structure/sink/greyscale, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
new /datum/stack_recipe("Floor tile", /obj/item/stack/tile/material, 1, 4, 20, applies_mats = TRUE)
// new /datum/stack_recipe("Carving block", /obj/structure/carving_block, 5, one_per_turf = TRUE, on_floor = TRUE, applies_mats = TRUE),
)
///Ran on initialize, populated the materials and materials_by_category dictionaries with their appropiate vars (See these variables for more info)
@@ -29,7 +35,11 @@ SUBSYSTEM_DEF(materials)
materialtypes_by_category = list()
material_combos = list()
for(var/type in subtypesof(/datum/material))
var/datum/material/ref = new type
var/datum/material/ref = type
// if(!(initial(ref.init_flags) & MATERIAL_INIT_MAPLOAD))
// continue // Do not initialize
ref = new ref
materials[type] = ref
for(var/c in ref.categories)
materials_by_category[c] += list(ref)
@@ -40,7 +50,6 @@ SUBSYSTEM_DEF(materials)
InitializeMaterials()
return materials[fakemat] || fakemat
///Returns a list to be used as an object's custom_materials. Lists will be cached and re-used based on the parameters.
/datum/controller/subsystem/materials/proc/FindOrCreateMaterialCombo(list/materials_declaration, multiplier)
if(!material_combos)
-87
View File
@@ -1,87 +0,0 @@
SUBSYSTEM_DEF(medals)
name = "Medals"
flags = SS_NO_FIRE
var/hub_enabled = FALSE
/datum/controller/subsystem/medals/Initialize(timeofday)
if(CONFIG_GET(string/medal_hub_address) && CONFIG_GET(string/medal_hub_password))
hub_enabled = TRUE
return ..()
/datum/controller/subsystem/medals/proc/UnlockMedal(medal, client/player)
set waitfor = FALSE
if(!medal || !hub_enabled)
return
if(isnull(world.SetMedal(medal, player, CONFIG_GET(string/medal_hub_address), CONFIG_GET(string/medal_hub_password))))
hub_enabled = FALSE
log_game("MEDAL ERROR: Could not contact hub to award medal:[medal] player:[player.key]")
message_admins("Error! Failed to contact hub to award [medal] medal to [player.key]!")
return
to_chat(player, "<span class='greenannounce'><B>Achievement unlocked: [medal]!</B></span>")
/datum/controller/subsystem/medals/proc/SetScore(score, client/player, increment, force)
set waitfor = FALSE
if(!score || !hub_enabled)
return
var/list/oldscore = GetScore(score, player, TRUE)
if(increment)
if(!oldscore[score])
oldscore[score] = 1
else
oldscore[score] = (text2num(oldscore[score]) + 1)
else
oldscore[score] = force
var/newscoreparam = list2params(oldscore)
if(isnull(world.SetScores(player.ckey, newscoreparam, CONFIG_GET(string/medal_hub_address), CONFIG_GET(string/medal_hub_password))))
hub_enabled = FALSE
log_game("SCORE ERROR: Could not contact hub to set score. Score:[score] player:[player.key]")
message_admins("Error! Failed to contact hub to set [score] score for [player.key]!")
/datum/controller/subsystem/medals/proc/GetScore(score, client/player, returnlist)
if(!score || !hub_enabled)
return
var/scoreget = world.GetScores(player.ckey, score, CONFIG_GET(string/medal_hub_address), CONFIG_GET(string/medal_hub_password))
if(isnull(scoreget))
hub_enabled = FALSE
log_game("SCORE ERROR: Could not contact hub to get score. Score:[score] player:[player.key]")
message_admins("Error! Failed to contact hub to get score: [score] for [player.key]!")
return
. = params2list(scoreget)
if(!returnlist)
return .[score]
/datum/controller/subsystem/medals/proc/CheckMedal(medal, client/player)
if(!medal || !hub_enabled)
return
if(isnull(world.GetMedal(medal, player, CONFIG_GET(string/medal_hub_address), CONFIG_GET(string/medal_hub_password))))
hub_enabled = FALSE
log_game("MEDAL ERROR: Could not contact hub to get medal:[medal] player: [player.key]")
message_admins("Error! Failed to contact hub to get [medal] medal for [player.key]!")
return
to_chat(player, "[medal] is unlocked")
/datum/controller/subsystem/medals/proc/LockMedal(medal, client/player)
if(!player || !medal || !hub_enabled)
return
var/result = world.ClearMedal(medal, player, CONFIG_GET(string/medal_hub_address), CONFIG_GET(string/medal_hub_password))
switch(result)
if(null)
hub_enabled = FALSE
log_game("MEDAL ERROR: Could not contact hub to clear medal:[medal] player:[player.key]")
message_admins("Error! Failed to contact hub to clear [medal] medal for [player.key]!")
if(TRUE)
message_admins("Medal: [medal] removed for [player.key]")
if(FALSE)
message_admins("Medal: [medal] was not found for [player.key]. Unable to clear.")
/datum/controller/subsystem/medals/proc/ClearScore(client/player)
if(isnull(world.SetScores(player.ckey, "", CONFIG_GET(string/medal_hub_address), CONFIG_GET(string/medal_hub_password))))
log_game("MEDAL ERROR: Could not contact hub to clear scores for [player.key]!")
message_admins("Error! Failed to contact hub to clear scores for [player.key]!")
@@ -70,3 +70,8 @@ PROCESSING_SUBSYSTEM_DEF(weather)
A = W
break
return A
/datum/controller/subsystem/processing/weather/proc/get_weather_by_type(datum/weather/weather_datum_type)
for(var/V in processing)
if(istype(V,weather_datum_type))
return V
+72 -42
View File
@@ -12,6 +12,10 @@ SUBSYSTEM_DEF(shuttle)
var/list/beacons = list()
var/list/transit = list()
//Now it only for ID generation
var/list/assoc_mobile = list()
var/list/assoc_stationary = list()
var/list/transit_requesters = list()
var/list/transit_request_failures = list()
@@ -26,6 +30,7 @@ SUBSYSTEM_DEF(shuttle)
var/emergencyCallAmount = 0 //how many times the escape shuttle was called
var/emergencyNoEscape
var/emergencyNoRecall = FALSE
var/adminEmergencyNoRecall = FALSE
var/list/hostileEnvironments = list() //Things blocking escape shuttle from leaving
var/list/tradeBlockade = list() //Things blocking cargo from leaving.
var/supplyBlocked = FALSE
@@ -65,6 +70,8 @@ SUBSYSTEM_DEF(shuttle)
var/datum/turf_reservation/preview_reservation
var/shuttle_loading
/datum/controller/subsystem/shuttle/Initialize(timeofday)
ordernum = rand(1, 9000)
@@ -134,7 +141,7 @@ SUBSYSTEM_DEF(shuttle)
break
/datum/controller/subsystem/shuttle/proc/CheckAutoEvac()
if(emergencyNoEscape || emergencyNoRecall || !emergency || !SSticker.HasRoundStarted())
if(emergencyNoEscape || adminEmergencyNoRecall || emergencyNoRecall || !emergency || !SSticker.HasRoundStarted())
return
var/threshold = CONFIG_GET(number/emergency_shuttle_autocall_threshold)
@@ -179,31 +186,26 @@ SUBSYSTEM_DEF(shuttle)
return S
WARNING("couldn't find dock with id: [id]")
/// Check if we can call the evac shuttle.
/// Returns TRUE if we can. Otherwise, returns a string detailing the problem.
/datum/controller/subsystem/shuttle/proc/canEvac(mob/user)
var/srd = CONFIG_GET(number/shuttle_refuel_delay)
if(world.time - SSticker.round_start_time < srd)
to_chat(user, "<span class='alert'>The emergency shuttle is refueling. Please wait [DisplayTimeText(srd - (world.time - SSticker.round_start_time))] before trying again.</span>")
return FALSE
return "The emergency shuttle is refueling. Please wait [DisplayTimeText(srd - (world.time - SSticker.round_start_time))] before attempting to call."
switch(emergency.mode)
if(SHUTTLE_RECALL)
to_chat(user, "<span class='alert'>The emergency shuttle may not be called while returning to CentCom.</span>")
return FALSE
return "The emergency shuttle may not be called while returning to CentCom."
if(SHUTTLE_CALL)
to_chat(user, "<span class='alert'>The emergency shuttle is already on its way.</span>")
return FALSE
return "The emergency shuttle is already on its way."
if(SHUTTLE_DOCKED)
to_chat(user, "<span class='alert'>The emergency shuttle is already here.</span>")
return FALSE
return "The emergency shuttle is already here."
if(SHUTTLE_IGNITING)
to_chat(user, "<span class='alert'>The emergency shuttle is firing its engines to leave.</span>")
return FALSE
return "The emergency shuttle is firing its engines to leave."
if(SHUTTLE_ESCAPE)
to_chat(user, "<span class='alert'>The emergency shuttle is moving away to a safe distance.</span>")
return FALSE
return "The emergency shuttle is moving away to a safe distance."
if(SHUTTLE_STRANDED)
to_chat(user, "<span class='alert'>The emergency shuttle has been disabled by CentCom.</span>")
return FALSE
return "The emergency shuttle has been disabled by CentCom."
return TRUE
@@ -221,7 +223,9 @@ SUBSYSTEM_DEF(shuttle)
Good luck.")
emergency = backup_shuttle
if(!canEvac(user))
var/can_evac_or_fail_reason = SSshuttle.canEvac(user)
if(can_evac_or_fail_reason != TRUE)
to_chat(user, "<span class='alert'>[can_evac_or_fail_reason]</span>")
return
call_reason = trim(html_encode(call_reason))
@@ -250,10 +254,11 @@ SUBSYSTEM_DEF(shuttle)
var/area/A = get_area(user)
log_shuttle("[key_name(user)] has called the emergency shuttle.")
deadchat_broadcast(" has called the shuttle at <span class='name'>[A.name]</span>.", "<span class='name'>[user.real_name]</span>", user)
deadchat_broadcast(" has called the shuttle at <span class='name'>[A.name]</span>.", "<span class='name'>[user.real_name]</span>", user) //, message_type=DEADCHAT_ANNOUNCEMENT)
if(call_reason)
SSblackbox.record_feedback("text", "shuttle_reason", 1, "[call_reason]")
log_shuttle("Shuttle call reason: [call_reason]")
SSticker.emergency_reason = call_reason
message_admins("[ADMIN_LOOKUPFLW(user)] has called the shuttle. (<A HREF='?_src_=holder;[HrefToken()];trigger_centcom_recall=1'>TRIGGER CENTCOM RECALL</A>)")
/datum/controller/subsystem/shuttle/proc/centcom_recall(old_timer, admiral_message)
@@ -288,7 +293,7 @@ SUBSYSTEM_DEF(shuttle)
emergency.cancel(get_area(user))
log_shuttle("[key_name(user)] has recalled the shuttle.")
message_admins("[ADMIN_LOOKUPFLW(user)] has recalled the shuttle.")
deadchat_broadcast(" has recalled the shuttle from <span class='name'>[get_area_name(user, TRUE)]</span>.", "<span class='name'>[user.real_name]</span>", user)
deadchat_broadcast(" has recalled the shuttle from <span class='name'>[get_area_name(user, TRUE)]</span>.", "<span class='name'>[user.real_name]</span>", user) //, message_type=DEADCHAT_ANNOUNCEMENT)
return 1
/datum/controller/subsystem/shuttle/proc/canRecall()
@@ -314,7 +319,7 @@ SUBSYSTEM_DEF(shuttle)
if (!SSticker.IsRoundInProgress())
return
var/callShuttle = 1
var/callShuttle = TRUE
for(var/thing in GLOB.shuttle_caller_list)
if(isAI(thing))
@@ -330,7 +335,7 @@ SUBSYSTEM_DEF(shuttle)
var/turf/T = get_turf(thing)
if(T && is_station_level(T.z))
callShuttle = 0
callShuttle = FALSE
break
if(callShuttle)
@@ -406,7 +411,7 @@ SUBSYSTEM_DEF(shuttle)
else
if(M.initiate_docking(getDock(destination)) != DOCKING_SUCCESS)
return 2
return 0 //dock successful
return 0 //dock successful
/datum/controller/subsystem/shuttle/proc/moveShuttle(shuttleId, dockId, timed)
@@ -664,7 +669,7 @@ SUBSYSTEM_DEF(shuttle)
emergencyNoRecall = TRUE
endvote_passed = TRUE
/datum/controller/subsystem/shuttle/proc/action_load(datum/map_template/shuttle/loading_template, obj/docking_port/stationary/destination_port)
/datum/controller/subsystem/shuttle/proc/action_load(datum/map_template/shuttle/loading_template, obj/docking_port/stationary/destination_port, replace = FALSE)
// Check for an existing preview
if(preview_shuttle && (loading_template != preview_template))
preview_shuttle.jumpToNullSpace()
@@ -673,8 +678,8 @@ SUBSYSTEM_DEF(shuttle)
QDEL_NULL(preview_reservation)
if(!preview_shuttle)
if(load_template(loading_template))
preview_shuttle.linkup(loading_template, destination_port)
load_template(loading_template)
// preview_shuttle.linkup(loading_template, destination_port)
preview_template = loading_template
// get the existing shuttle information, if any
@@ -684,7 +689,7 @@ SUBSYSTEM_DEF(shuttle)
if(istype(destination_port))
D = destination_port
else if(existing_shuttle)
else if(existing_shuttle && replace)
timer = existing_shuttle.timer
mode = existing_shuttle.mode
D = existing_shuttle.get_docked()
@@ -703,11 +708,12 @@ SUBSYSTEM_DEF(shuttle)
WARNING("Template shuttle [preview_shuttle] cannot dock at [D] ([result]).")
return
if(existing_shuttle)
if(existing_shuttle && replace)
existing_shuttle.jumpToNullSpace()
var/list/force_memory = preview_shuttle.movement_force
preview_shuttle.movement_force = list("KNOCKDOWN" = 0, "THROW" = 0)
preview_shuttle.mode = SHUTTLE_PREARRIVAL//No idle shuttle moving. Transit dock get removed if shuttle moves too long.
preview_shuttle.initiate_docking(D)
preview_shuttle.movement_force = force_memory
@@ -718,7 +724,7 @@ SUBSYSTEM_DEF(shuttle)
preview_shuttle.timer = timer
preview_shuttle.mode = mode
preview_shuttle.register()
preview_shuttle.register(replace)
// TODO indicate to the user that success happened, rather than just
// blanking the modification tab
@@ -848,7 +854,8 @@ SUBSYSTEM_DEF(shuttle)
return data
/datum/controller/subsystem/shuttle/ui_act(action, params)
if(..())
. = ..()
if(.)
return
var/mob/user = usr
@@ -891,22 +898,10 @@ SUBSYSTEM_DEF(shuttle)
SSblackbox.record_feedback("text", "shuttle_manipulator", 1, "[M.name]")
break
if("preview")
if(S)
. = TRUE
unload_preview()
load_template(S)
if(preview_shuttle)
preview_template = S
user.forceMove(get_turf(preview_shuttle))
if("load")
if(existing_shuttle == backup_shuttle)
// TODO make the load button disabled
WARNING("The shuttle that the selected shuttle will replace \
is the backup shuttle. Backup shuttle is required to be \
intact for round sanity.")
else if(S)
if(S && !shuttle_loading)
. = TRUE
shuttle_loading = TRUE
// If successful, returns the mobile docking port
var/obj/docking_port/mobile/mdp = action_load(S)
if(mdp)
@@ -914,3 +909,38 @@ SUBSYSTEM_DEF(shuttle)
message_admins("[key_name_admin(usr)] loaded [mdp] with the shuttle manipulator.")
log_admin("[key_name(usr)] loaded [mdp] with the shuttle manipulator.</span>")
SSblackbox.record_feedback("text", "shuttle_manipulator", 1, "[mdp.name]")
shuttle_loading = FALSE
if("preview")
//if(preview_shuttle && (loading_template != preview_template))
if(S && !shuttle_loading)
. = TRUE
shuttle_loading = TRUE
unload_preview()
load_template(S)
if(preview_shuttle)
preview_template = S
user.forceMove(get_turf(preview_shuttle))
shuttle_loading = FALSE
if("replace")
if(existing_shuttle == backup_shuttle)
// TODO make the load button disabled
WARNING("The shuttle that the selected shuttle will replace \
is the backup shuttle. Backup shuttle is required to be \
intact for round sanity.")
else if(S && !shuttle_loading)
. = TRUE
shuttle_loading = TRUE
// If successful, returns the mobile docking port
var/obj/docking_port/mobile/mdp = action_load(S, replace = TRUE)
if(mdp)
user.forceMove(get_turf(mdp))
message_admins("[key_name_admin(usr)] load/replaced [mdp] with the shuttle manipulator.")
log_admin("[key_name(usr)] load/replaced [mdp] with the shuttle manipulator.</span>")
SSblackbox.record_feedback("text", "shuttle_manipulator", 1, "[mdp.name]")
shuttle_loading = FALSE
if(emergency == mdp) //you just changed the emergency shuttle, there are events in game + captains that can change your snowflake choice.
var/set_purchase = alert(usr, "Do you want to also disable shuttle purchases/random events that would change the shuttle?", "Butthurt Admin Prevention", "Yes, disable purchases/events", "No, I want to possibly get owned")
if(set_purchase == "Yes, disable purchases/events")
SSshuttle.shuttle_purchased = SHUTTLEPURCHASE_FORCED
+44 -13
View File
@@ -1,32 +1,63 @@
#define OCCLUSION_DISTANCE 20
/datum/sun
var/azimuth = 0 // clockwise, top-down rotation from 0 (north) to 359
var/power_mod = 1 // how much power this sun is outputting relative to standard
/datum/sun/vv_edit_var(var_name, var_value)
. = ..()
if(var_name == NAMEOF(src, azimuth))
SSsun.complete_movement()
/atom/proc/check_obscured(datum/sun/sun, distance = OCCLUSION_DISTANCE)
var/target_x = round(sin(sun.azimuth), 0.01)
var/target_y = round(cos(sun.azimuth), 0.01)
var/x_hit = x
var/y_hit = y
var/turf/hit
for(var/run in 1 to distance)
x_hit += target_x
y_hit += target_y
hit = locate(round(x_hit, 1), round(y_hit, 1), z)
if(hit.opacity)
return TRUE
if(hit.x == 1 || hit.x == world.maxx || hit.y == 1 || hit.y == world.maxy) //edge of the map
break
return FALSE
SUBSYSTEM_DEF(sun)
name = "Sun"
wait = 1 MINUTES
flags = SS_NO_TICK_CHECK
var/azimuth = 0 ///clockwise, top-down rotation from 0 (north) to 359
var/list/datum/sun/suns = list()
var/datum/sun/primary_sun
var/azimuth_mod = 1 ///multiplier against base_rotation
var/base_rotation = 6 ///base rotation in degrees per fire
/datum/controller/subsystem/sun/Initialize(start_timeofday)
azimuth = rand(0, 359)
primary_sun = new
suns += primary_sun
primary_sun.azimuth = rand(0, 359)
azimuth_mod = round(rand(50, 200)/100, 0.01) // 50% - 200% of standard rotation
if(prob(50))
azimuth_mod *= -1
return ..()
/datum/controller/subsystem/sun/fire(resumed = FALSE)
azimuth += azimuth_mod * base_rotation
azimuth = round(azimuth, 0.01)
if(azimuth >= 360)
azimuth -= 360
if(azimuth < 0)
azimuth += 360
for(var/S in suns)
var/datum/sun/sun = S
sun.azimuth += azimuth_mod * base_rotation
sun.azimuth = round(sun.azimuth, 0.01)
if(sun.azimuth >= 360)
sun.azimuth -= 360
if(sun.azimuth < 0)
sun.azimuth += 360
complete_movement()
/datum/controller/subsystem/sun/proc/complete_movement()
SEND_SIGNAL(src, COMSIG_SUN_MOVED, azimuth)
SEND_SIGNAL(src, COMSIG_SUN_MOVED, primary_sun, suns)
/datum/controller/subsystem/sun/vv_edit_var(var_name, var_value)
. = ..()
if(var_name == NAMEOF(src, azimuth))
complete_movement()
#undef OCCLUSION_DISTANCE
+8 -3
View File
@@ -69,6 +69,7 @@ SUBSYSTEM_DEF(ticker)
var/modevoted = FALSE //Have we sent a vote for the gamemode?
var/station_integrity = 100 // stored at roundend for use in some antag goals
var/emergency_reason
/datum/controller/subsystem/ticker/Initialize(timeofday)
load_mode()
@@ -563,7 +564,10 @@ SUBSYSTEM_DEF(ticker)
if(STATION_DESTROYED_NUKE)
news_message = "We would like to reassure all employees that the reports of a Syndicate backed nuclear attack on [station_name()] are, in fact, a hoax. Have a secure day!"
if(STATION_EVACUATED)
news_message = "The crew of [station_name()] has been evacuated amid unconfirmed reports of enemy activity."
if(emergency_reason)
news_message = "[station_name()] has been evacuated after transmitting the following distress beacon:\n\n[emergency_reason]"
else
news_message = "The crew of [station_name()] has been evacuated amid unconfirmed reports of enemy activity."
if(BLOB_WIN)
news_message = "[station_name()] was overcome by an unknown biological outbreak, killing all crew on board. Don't let it happen to you! Remember, a clean work station is a safe work station."
if(BLOB_NUKE)
@@ -589,7 +593,7 @@ SUBSYSTEM_DEF(ticker)
if(WIZARD_KILLED)
news_message = "Tensions have flared with the Space Wizard Federation following the death of one of their members aboard [station_name()]."
if(STATION_NUKED)
news_message = "[station_name()] activated its self destruct device for unknown reasons. Attempts to clone the Captain so he can be arrested and executed are underway."
news_message = "[station_name()] activated its self-destruct device for unknown reasons. Attempts to clone the Captain so he can be arrested and executed are underway."
if(CLOCK_SUMMON)
news_message = "The garbled messages about hailing a mouse and strange energy readings from [station_name()] have been discovered to be an ill-advised, if thorough, prank by a clown."
if(CLOCK_SILICONS)
@@ -604,7 +608,8 @@ SUBSYSTEM_DEF(ticker)
if(SSblackbox.first_death)
var/list/ded = SSblackbox.first_death
if(ded.len)
news_message += " NT Sanctioned Psykers picked up faint traces of someone near the station, allegedly having had died. Their name was: [ded["name"]], [ded["role"]], at [ded["area"]].[ded["last_words"] ? " Their last words were: \"[ded["last_words"]]\"" : ""]"
var/last_words = ded["last_words"] ? " Their last words were: \"[ded["last_words"]]\"" : ""
news_message += " NT Sanctioned Psykers picked up faint traces of someone near the station, allegedly having had died. Their name was: [ded["name"]], [ded["role"]], at [ded["area"]].[last_words]"
else
news_message += " NT Sanctioned Psykers proudly confirm reports that nobody died this shift!"
@@ -0,0 +1,149 @@
///Datum that handles
/datum/achievement_data
///Ckey of this achievement data's owner
var/owner_ckey
///Up to date list of all achievements and their info.
var/data = list()
///Original status of achievement.
var/original_cached_data = list()
///Have we done our set-up yet?
var/initialized = FALSE
/datum/achievement_data/New(ckey)
owner_ckey = ckey
if(SSachievements.initialized && !initialized)
InitializeData()
/datum/achievement_data/proc/InitializeData()
initialized = TRUE
load_all_achievements() //So we know which achievements we have unlocked so far.
///Gets list of changed rows in MassInsert format
/datum/achievement_data/proc/get_changed_data()
. = list()
for(var/T in data)
var/datum/award/A = SSachievements.awards[T]
if(data[T] != original_cached_data[T])//If our data from before is not the same as now, save it to db.
var/deets = A.get_changed_rows(owner_ckey,data[T])
if(deets)
. += list(deets)
/datum/achievement_data/proc/load_all_achievements()
set waitfor = FALSE
var/list/kv = list()
var/datum/db_query/Query = SSdbcore.NewQuery(
"SELECT achievement_key,value FROM [format_table_name("achievements")] WHERE ckey = :ckey",
list("ckey" = owner_ckey)
)
if(!Query.Execute())
qdel(Query)
return
while(Query.NextRow())
var/key = Query.item[1]
var/value = text2num(Query.item[2])
kv[key] = value
qdel(Query)
for(var/T in subtypesof(/datum/award))
var/datum/award/A = SSachievements.awards[T]
if(!A || !A.name) //Skip abstract achievements types
continue
if(!data[T])
data[T] = A.parse_value(kv[A.database_id])
original_cached_data[T] = data[T]
///Updates local cache with db data for the given achievement type if it wasn't loaded yet.
/datum/achievement_data/proc/get_data(achievement_type)
var/datum/award/A = SSachievements.awards[achievement_type]
if(!A.name)
return FALSE
if(!data[achievement_type])
data[achievement_type] = A.load(owner_ckey)
original_cached_data[achievement_type] = data[achievement_type]
///Unlocks an achievement of a specific type. achievement type is a typepath to the award, user is the mob getting the award, and value is an optional value to be used for defining a score to add to the leaderboard
/datum/achievement_data/proc/unlock(achievement_type, mob/user, value = 1)
set waitfor = FALSE
if(!SSachievements.achievements_enabled)
return
var/datum/award/A = SSachievements.awards[achievement_type]
get_data(achievement_type) //Get the current status first if necessary
if(istype(A, /datum/award/achievement))
if(data[achievement_type]) //You already unlocked it so don't bother running the unlock proc
return
data[achievement_type] = TRUE
A.on_unlock(user) //Only on default achievement, as scores keep going up.
else if(istype(A, /datum/award/score))
data[achievement_type] += value
///Getter for the status/score of an achievement
/datum/achievement_data/proc/get_achievement_status(achievement_type)
return data[achievement_type]
///Resets an achievement to default values.
/datum/achievement_data/proc/reset(achievement_type)
if(!SSachievements.achievements_enabled)
return
var/datum/award/A = SSachievements.awards[achievement_type]
get_data(achievement_type)
if(istype(A, /datum/award/achievement))
data[achievement_type] = FALSE
else if(istype(A, /datum/award/score))
data[achievement_type] = 0
/datum/achievement_data/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/simple/achievements),
)
/datum/achievement_data/ui_state(mob/user)
return GLOB.always_state
/datum/achievement_data/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Achievements")
ui.open()
/datum/achievement_data/ui_data(mob/user)
var/ret_data = list() // screw standards (qustinnus you must rename src.data ok)
ret_data["categories"] = list("Bosses", "Misc", "Mafia", "Scores")
ret_data["achievements"] = list()
ret_data["user_key"] = user.ckey
var/datum/asset/spritesheet/simple/assets = get_asset_datum(/datum/asset/spritesheet/simple/achievements)
//This should be split into static data later
for(var/achievement_type in SSachievements.awards)
if(!SSachievements.awards[achievement_type].name) //No name? we a subtype.
continue
if(isnull(data[achievement_type])) //We're still loading
continue
var/list/this = list(
"name" = SSachievements.awards[achievement_type].name,
"desc" = SSachievements.awards[achievement_type].desc,
"category" = SSachievements.awards[achievement_type].category,
"icon_class" = assets.icon_class_name(SSachievements.awards[achievement_type].icon),
"value" = data[achievement_type],
"score" = ispath(achievement_type,/datum/award/score)
)
ret_data["achievements"] += list(this)
return ret_data
/datum/achievement_data/ui_static_data(mob/user)
. = ..()
.["highscore"] = list()
for(var/score in SSachievements.scores)
var/datum/award/score/S = SSachievements.scores[score]
if(!S.name || !S.track_high_scores || !S.high_scores.len)
continue
.["highscore"] += list(list("name" = S.name,"scores" = S.high_scores))
/client/verb/checkachievements()
set category = "OOC"
set name = "Check achievements"
set desc = "See all of your achievements!"
player_details.achievements.ui_interact(usr)
+117
View File
@@ -0,0 +1,117 @@
/datum/award
///Name of the achievement, If null it won't show up in the achievement browser. (Handy for inheritance trees)
var/name
var/desc = "You did it."
///Found in UI_Icons/Achievements
var/icon = "default"
var/category = "Normal"
///What ID do we use in db, limited to 32 characters
var/database_id
//Bump this up if you're changing outdated table identifier and/or achievement type
var/achievement_version = 2
//Value returned on db connection failure, in case we want to differ 0 and nonexistent later on
var/default_value = FALSE
///This proc loads the achievement data from the hub.
/datum/award/proc/load(key)
if(!SSdbcore.Connect())
return default_value
if(!key || !database_id || !name)
return default_value
var/raw_value = get_raw_value(key)
return parse_value(raw_value)
///This saves the changed data to the hub.
/datum/award/proc/get_changed_rows(key, value)
if(!database_id || !key || !name)
return
return list(
"ckey" = key,
"achievement_key" = database_id,
"value" = value,
)
/datum/award/proc/get_metadata_row()
return list(
"achievement_key" = database_id,
"achievement_version" = achievement_version,
"achievement_type" = "award",
"achievement_name" = name,
"achievement_description" = desc,
)
///Get raw numerical achievement value from the database
/datum/award/proc/get_raw_value(key)
var/datum/db_query/Q = SSdbcore.NewQuery(
"SELECT value FROM [format_table_name("achievements")] WHERE ckey = :ckey AND achievement_key = :achievement_key",
list("ckey" = key, "achievement_key" = database_id)
)
if(!Q.Execute(async = TRUE))
qdel(Q)
return 0
var/result = 0
if(Q.NextRow())
result = text2num(Q.item[1])
qdel(Q)
return result
//Should return sanitized value for achievement cache
/datum/award/proc/parse_value(raw_value)
return default_value
///Can be overriden for achievement specific events
/datum/award/proc/on_unlock(mob/user)
return
///Achievements are one-off awards for usually doing cool things.
/datum/award/achievement
desc = "Achievement for epic people"
/datum/award/achievement/get_metadata_row()
. = ..()
.["achievement_type"] = "achievement"
/datum/award/achievement/parse_value(raw_value)
return raw_value > 0
/datum/award/achievement/on_unlock(mob/user)
. = ..()
to_chat(user, "<span class='greenannounce'><B>Achievement unlocked: [name]!</B></span>")
///Scores are for leaderboarded things, such as killcount of a specific boss
/datum/award/score
desc = "you did it sooo many times."
category = "Scores"
default_value = 0
var/track_high_scores = TRUE
var/list/high_scores = list()
/datum/award/score/New()
. = ..()
if(track_high_scores)
LoadHighScores()
/datum/award/score/get_metadata_row()
. = ..()
.["achievement_type"] = "score"
/datum/award/score/proc/LoadHighScores()
var/datum/db_query/Q = SSdbcore.NewQuery(
"SELECT ckey,value FROM [format_table_name("achievements")] WHERE achievement_key = :achievement_key ORDER BY value DESC LIMIT 50",
list("achievement_key" = database_id)
)
if(!Q.Execute(async = TRUE))
qdel(Q)
return
else
while(Q.NextRow())
var/key = Q.item[1]
var/score = text2num(Q.item[2])
high_scores[key] = score
qdel(Q)
/datum/award/score/parse_value(raw_value)
return isnum(raw_value) ? raw_value : 0
@@ -0,0 +1,130 @@
/datum/award/achievement/boss
category = "Bosses"
icon = "baseboss"
/datum/award/achievement/boss/tendril_exterminator
name = "Tendril Exterminator"
desc = "Watch your step"
database_id = BOSS_MEDAL_TENDRIL
icon = "tendril"
/datum/award/achievement/boss/boss_killer
name = "Boss Killer"
desc = "You've come a long ways from asking how to switch hands."
database_id = "Boss Killer"
// icon = "firstboss"
/datum/award/achievement/boss/blood_miner_kill
name = "Blood-Drunk Miner Killer"
desc = "I guess he couldn't handle his drink that well."
database_id = BOSS_MEDAL_MINER
icon = "miner"
/datum/award/achievement/boss/demonic_miner_kill
name = "Demonic-Frost Miner Killer"
desc = "Definitely harder than the Blood-Drunk Miner."
database_id = BOSS_MEDAL_FROSTMINER
/datum/award/achievement/boss/bubblegum_kill
name = "Bubblegum Killer"
desc = "I guess he wasn't made of candy after all"
database_id = BOSS_MEDAL_BUBBLEGUM
icon = "bbgum"
/datum/award/achievement/boss/colossus_kill
name = "Colossus Killer"
desc = "The bigger they are... the better the loot"
database_id = BOSS_MEDAL_COLOSSUS
icon = "colossus"
/datum/award/achievement/boss/drake_kill
name = "Drake Killer"
desc = "Now I can wear Rune Platebodies!"
database_id = BOSS_MEDAL_DRAKE
icon = "drake"
/datum/award/achievement/boss/hierophant_kill
name = "Hierophant Killer"
desc = "Hierophant, but not triumphant."
database_id = BOSS_MEDAL_HIEROPHANT
icon = "hierophant"
/datum/award/achievement/boss/legion_kill
name = "Legion Killer"
desc = "We were many..now we are none."
database_id = BOSS_MEDAL_LEGION
icon = "legion"
/datum/award/achievement/boss/swarmer_beacon_kill
name = "Swarm Beacon Killer"
desc = "GET THEM OFF OF ME!"
database_id = BOSS_MEDAL_SWARMERS
icon = "swarmer"
/datum/award/achievement/boss/wendigo_kill
name = "Wendigo Killer"
desc = "You've now ruined years of mythical storytelling."
database_id = BOSS_MEDAL_WENDIGO
/datum/award/achievement/boss/blood_miner_crusher
name = "Blood-Drunk Miner Crusher"
desc = "I guess he couldn't handle his drink that well."
database_id = BOSS_MEDAL_MINER_CRUSHER
icon = "miner"
/datum/award/achievement/boss/demonic_miner_crusher
name = "Demonic-Frost Miner Crusher"
desc = "Definitely harder than the Blood-Drunk Miner."
database_id = BOSS_MEDAL_FROSTMINER_CRUSHER
/datum/award/achievement/boss/bubblegum_crusher
name = "Bubblegum Crusher"
desc = "I guess he wasn't made of candy after all"
database_id = BOSS_MEDAL_BUBBLEGUM_CRUSHER
icon = "bbgum"
/datum/award/achievement/boss/colossus_crusher
name = "Colossus Crusher"
desc = "The bigger they are... the better the loot"
database_id = BOSS_MEDAL_COLOSSUS_CRUSHER
icon = "colossus"
/datum/award/achievement/boss/drake_crusher
name = "Drake Crusher"
desc = "Now I can wear Rune Platebodies!"
database_id = BOSS_MEDAL_DRAKE_CRUSHER
icon = "drake"
/datum/award/achievement/boss/hierophant_crusher
name = "Hierophant Crusher"
desc = "Hierophant, but not triumphant."
database_id = BOSS_MEDAL_HIEROPHANT_CRUSHER
icon = "hierophant"
/datum/award/achievement/boss/legion_crusher
name = "Legion Crusher"
desc = "We were many... now we are none."
database_id = BOSS_MEDAL_LEGION_CRUSHER
/datum/award/achievement/boss/swarmer_beacon_crusher
name = "Swarm Beacon Crusher"
desc = "GET THEM OFF OF ME!"
database_id = BOSS_MEDAL_SWARMERS_CRUSHER
/datum/award/achievement/boss/wendigo_crusher
name = "Wendigo Crusher"
desc = "You've now ruined years of mythical storytelling."
database_id = BOSS_MEDAL_WENDIGO_CRUSHER
//should be removed soon
// /datum/award/achievement/boss/king_goat_kill
// name = "King Goat Killer"
// desc = "The king is dead, long live the king!"
// database_id = BOSS_MEDAL_KINGGOAT
// icon = "goatboss"
// /datum/award/achievement/boss/king_goat_crusher
// name = "King Goat Crusher"
// desc = "The king is dead, long live the king!"
// database_id = BOSS_MEDAL_KINGGOAT_CRUSHER
// icon = "goatboss"
+54
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@@ -0,0 +1,54 @@
/datum/award/score/tendril_score
name = "Tendril Score"
desc = "Watch your step"
database_id = TENDRIL_CLEAR_SCORE
/datum/award/score/boss_score
name = "Bosses Killed"
desc = "You've killed HOW many?"
database_id = BOSS_SCORE
/datum/award/score/blood_miner_score
name = "Blood-Drunk Miners Killed"
desc = "You've killed HOW many?"
database_id = MINER_SCORE
/datum/award/score/demonic_miner_score
name = "Demonic-Frost Miners Killed"
desc = "You've killed HOW many?"
database_id = FROST_MINER_SCORE
/datum/award/score/bubblegum_score
name = "Bubblegums Killed"
desc = "You've killed HOW many?"
database_id = BUBBLEGUM_SCORE
/datum/award/score/colussus_score
name = "Colossus Killed"
desc = "You've killed HOW many?"
database_id = COLOSSUS_SCORE
/datum/award/score/drake_score
name = "Drakes Killed"
desc = "You've killed HOW many?"
database_id = DRAKE_SCORE
/datum/award/score/hierophant_score
name = "Hierophants Killed"
desc = "You've killed HOW many?"
database_id = HIEROPHANT_SCORE
/datum/award/score/legion_score
name = "Legions Killed"
desc = "You've killed HOW many?"
database_id = LEGION_SCORE
/datum/award/score/swarmer_beacon_score
name = "Swarmer Beacons Killed"
desc = "You've killed HOW many?"
database_id = SWARMER_BEACON_SCORE
/datum/award/score/wendigo_score
name = "Wendigos Killed"
desc = "You've killed HOW many?"
database_id = WENDIGO_SCORE
@@ -0,0 +1,115 @@
/datum/award/achievement/mafia
category = "Mafia"
icon = "basemafia"
///ALL THE ACHIEVEMENTS FOR WINNING A ROUND AS A ROLE///
/datum/award/achievement/mafia/assistant
name = "Assistant Victory"
desc = "If you got killed instead of someone more important, you just flexed the true strength of your \"\"\"\"role\"\"\"\"."
database_id = MAFIA_MEDAL_ASSISTANT
icon = "town"
/datum/award/achievement/mafia/detective
name = "Detective Victory"
desc = "If you did this with a Medical Doctor in the game, i'm not really that impressed."
database_id = MAFIA_MEDAL_DETECTIVE
icon = "town"
/datum/award/achievement/mafia/psychologist
name = "Psychologist Victory"
desc = "You learned how to not reveal someone random night one! Or... maybe you're just a lucky bastard."
database_id = MAFIA_MEDAL_PSYCHOLOGIST
icon = "town"
/datum/award/achievement/mafia/chaplain
name = "Chaplain Victory"
desc = "Useless... until the one night the thoughtfeeder confidently claims themselves as detective. Mafia's true bullshit detector."
database_id = MAFIA_MEDAL_CHAPLAIN
icon = "town"
/datum/award/achievement/mafia/md
name = "Medical Doctor Victory"
desc = "Congratulations on learning how to not talk!"
database_id = MAFIA_MEDAL_MD
icon = "town"
/datum/award/achievement/mafia/officer
name = "Security Officer Victory"
desc = "Don't worry, you can win this if you're dead! You... did use your ability to become dead, right?"
database_id = MAFIA_MEDAL_OFFICER
icon = "town"
/datum/award/achievement/mafia/lawyer
name = "Lawyer Victory"
desc = "Oh don't mind me, i'm just the worst rol- Oops, I just instantly ended the game."
database_id = MAFIA_MEDAL_LAWYER
icon = "town"
/datum/award/achievement/mafia/hop
name = "Head of Personnel Victory"
desc = "King of Assistants, waster of a single mafia's night, thrower of games."
database_id = MAFIA_MEDAL_HOP
icon = "town"
/datum/award/achievement/mafia/warden
name = "Warden Victory"
desc = "Make changelings think you're detective, go on lockdown, actual detective investigates you and dies. Cha cha real smooth!"
database_id = MAFIA_MEDAL_WARDEN
icon = "town"
/datum/award/achievement/mafia/hos
name = "Head of Security Victory"
desc = "Certified not shitcurity."
database_id = MAFIA_MEDAL_HOS
icon = "town"
/datum/award/achievement/mafia/changeling
name = "Changeling Victory"
desc = "I think the changelings are metacomming."
database_id = MAFIA_MEDAL_CHANGELING
icon = "mafia"
/datum/award/achievement/mafia/thoughtfeeder
name = "Thoughtfeeder Victory"
desc = "Clown's best friend. And Obsessed. And fugitive? Whose side are you on?!"
database_id = MAFIA_MEDAL_THOUGHTFEEDER
icon = "mafia"
/datum/award/achievement/mafia/traitor
name = "Traitor Victory"
desc = "Guys, we still have two more changelings to ki-!! TRAITOR VICTORY !!"
database_id = MAFIA_MEDAL_TRAITOR
icon = "neutral"
/datum/award/achievement/mafia/nightmare
name = "Nightmare Victory"
desc = "DID YOUR LIGHT FLICKER?!"
database_id = MAFIA_MEDAL_NIGHTMARE
icon = "neutral"
/datum/award/achievement/mafia/fugitive
name = "Fugitive Victory"
desc = "I'm just the description on an achievement, but if you end up having to choose between town and changelings, go changelings."
database_id = MAFIA_MEDAL_FUGITIVE
icon = "neutral"
/datum/award/achievement/mafia/obsessed
name = "Obsessed Victory"
desc = "You got your target lynched, so instead of being spiteful and annoying, you're just smug and annoying."
database_id = MAFIA_MEDAL_OBSESSED
icon = "neutral"
/datum/award/achievement/mafia/clown
name = "Clown Victory"
desc = "Did you know this works on traitors, despite their immunity? If you hit the jackpot and manage to kill one, they'll salt into the next dimension. Clown tips!"
database_id = MAFIA_MEDAL_CLOWN
icon = "neutral"
///ALL THE ACHIEVEMENTS FOR MISC MAFIA ODDITIES///
/datum/award/achievement/mafia/universally_hated
name = "Universally Hated"
desc = "Managed to get more than 12 votes when put up on trial, jesus christ."
database_id = MAFIA_MEDAL_HATED
icon = "hated"
@@ -0,0 +1,161 @@
/datum/award/achievement/misc
category = "Misc"
icon = "basemisc"
/datum/award/achievement/misc/meteor_examine
name = "Your Life Before Your Eyes"
desc = "Take a close look at hurtling space debris"
database_id = MEDAL_METEOR
icon = "meteors"
/datum/award/achievement/misc/pulse
name = "Jackpot"
desc = "Win a pulse rifle from an arcade machine"
database_id = MEDAL_PULSE
icon = "jackpot"
/datum/award/achievement/misc/time_waste
name = "Time waster"
desc = "Speak no evil, hear no evil, see just errors"
database_id = MEDAL_TIMEWASTE
icon = "timewaste"
/datum/award/achievement/misc/feat_of_strength
name = "Feat of Strength"
desc = "If the rod is immovable, is it passing you or are you passing it?"
database_id = MEDAL_RODSUPLEX
icon = "featofstrength"
/datum/award/achievement/misc/round_and_full
name = "Round and Full"
desc = "Well at least you aren't down the river, I hear they eat people there."
database_id = MEDAL_CLOWNCARKING
icon = "clownking"
/datum/award/achievement/misc/the_best_driver
name = "The Best Driver"
desc = "100 honks later"
database_id = MEDAL_THANKSALOT
icon = "clownthanks"
/datum/award/achievement/misc/helbitaljanken
name = "Helbitaljanken"
desc = "You janked hard"
database_id = MEDAL_HELBITALJANKEN
icon = "helbital"
/datum/award/achievement/misc/getting_an_upgrade
name = "Getting an upgrade"
desc = "Make your first unique material item!"
database_id = MEDAL_MATERIALCRAFT
/datum/award/achievement/misc/rocket_holdup
name = "Disk, Please!"
desc = "Is the man currently pointing a loaded rocket launcher at your head point blank really dumb enough to pull the trigger? Do you really want to find out?"
database_id = MEDAL_DISKPLEASE
/datum/award/achievement/misc/gamer
name = "My Watchlist Status is Not Important"
desc = "You may be under the impression that violent video games are a harmless pastime, but the security and medical personnel swarming your location with batons and knockout gas look like they disagree."
database_id = MEDAL_GAMER
/datum/award/achievement/misc/vendor_squish
name = "I Was a Teenage Anarchist"
desc = "You were doing a great job sticking it to the system until that vending machine decided to fight back."
database_id = MEDAL_VENDORSQUISH
/datum/award/achievement/misc/swirlie
name = "A Bowl-d New World"
desc = "There's a lot of grisly ways to kick it on the Spinward Periphery, but drowning to death in a toilet probably wasn't what you had in mind. Probably."
database_id = MEDAL_SWIRLIE
/datum/award/achievement/misc/selfouch
name = "How Do I Switch Hands???"
desc = "If you saw someone casually club themselves upside the head with a toolbox anywhere in the galaxy but here, you'd probably be pretty concerned for them."
database_id = MEDAL_SELFOUCH
/datum/award/achievement/misc/sandman
name = "Mister Sandman"
desc = "Mechanically speaking, there's no real benefit to being unconscious during surgery. Weird how insistent this doctor is about using the N2O anyway though, huh?"
database_id = MEDAL_SANDMAN
/datum/award/achievement/misc/cleanboss
name = "One Lean, Mean, Cleaning Machine"
desc = "How does it feel to know that your workplace values a mop bucket on wheels more than you?" // i can do better than this give me time
database_id = MEDAL_CLEANBOSS
/datum/award/achievement/misc/rule8
name = "Rule 8"
desc = "Call an admin this is ILLEGAL!!"
database_id = MEDAL_RULE8
icon = "rule8"
/datum/award/achievement/misc/speed_round
name = "Long shift"
desc = "Well, that didn't take long."
database_id = MEDAL_LONGSHIFT
icon = "longshift"
/datum/award/achievement/misc/snail
name = "KKKiiilll mmmeee"
desc = "You were a little too ambitious, but hey, I guess you're still alive?"
database_id = MEDAL_SNAIL
icon = "snail"
/datum/award/achievement/misc/lookoutsir
name = "Look Out, Sir!"
desc = "Either awarded for making the ultimate sacrifice for your comrades, or a really dumb attempt at grenade jumping."
database_id = MEDAL_LOOKOUTSIR
/datum/award/achievement/misc/gottem
name = "HA, GOTTEM"
desc = "Made you look!"
database_id = MEDAL_GOTTEM
/datum/award/achievement/misc/ascension
name = "Ascension"
desc = "Caedite eos. Novit enim Dominus qui sunt eius."
database_id = MEDAL_ASCENSION
icon = "ascension"
/datum/award/achievement/misc/frenching
name = "Frenching"
desc = "Just a taste, for science!"
database_id = MEDAL_FRENCHING
icon = "frenching"
/datum/award/achievement/misc/ash_ascension
name = "Nightwatcher's Eyes"
desc = "You've risen above the flames, became one with the ashes. You've been reborn as one with the Nightwatcher."
database_id = MEDAL_ASH_ASCENSION
icon = "ashascend"
/datum/award/achievement/misc/flesh_ascension
name = "Vortex of Arms"
desc = "You've became something more, something greater. A piece of the emperor resides within you, and you within him."
database_id = MEDAL_FLESH_ASCENSION
icon = "fleshascend"
/datum/award/achievement/misc/rust_ascension
name = "Hills of Rust"
desc = "You've summoned a piece of the Hill of rust, and so the Hills welcome you."
database_id = MEDAL_RUST_ASCENSION
icon = "rustascend"
/datum/award/achievement/misc/void_ascension
name = "All that perish"
desc = "Place of a different being, different time. Everything ends there... but maybe it is just the beginning?"
database_id = MEDAL_VOID_ASCENSION
icon = "voidascend"
/datum/award/achievement/misc/toolbox_soul
name = "SOUL'd Out"
desc = "My eternal soul was destroyed to make a toolbox look funny and all I got was this achievement..."
database_id = MEDAL_TOOLBOX_SOUL
icon = "toolbox_soul"
/datum/award/achievement/misc/chemistry_tut
name = "Perfect chemistry blossom"
desc = "Passed the chemistry tutorial with perfect purity!"
database_id = MEDAL_CHEM_TUT
icon = "chem_tut"
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@@ -0,0 +1,11 @@
///How many times did we survive being a cripple?
/datum/award/score/hardcore_random
name = "Hardcore random points"
desc = "Well, I might be a blind, deaf, crippled guy, but hey, at least I'm alive."
database_id = HARDCORE_RANDOM_SCORE
///How many maintenance pills did you eat?
/datum/award/score/maintenance_pill
name = "Maintenance Pills Consumed"
desc = "Wait why?"
database_id = MAINTENANCE_PILL_SCORE
@@ -0,0 +1,10 @@
/datum/award/achievement/skill
category = "Skills"
icon = "baseskill"
/datum/award/achievement/skill/legendary_miner
name = "Legendary miner"
desc = "No mere rock can stop me!"
database_id = MEDAL_LEGENDARY_MINER
icon = "mining"
+88 -88
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@@ -1,53 +1,53 @@
/**
*# Callback Datums
*A datum that holds a proc to be called on another object, used to track proccalls to other objects
*
* ## USAGE
*
* ```
* var/datum/callback/C = new(object|null, /proc/type/path|"procstring", arg1, arg2, ... argn)
* var/timerid = addtimer(C, time, timertype)
* you can also use the compiler define shorthand
* var/timerid = addtimer(CALLBACK(object|null, /proc/type/path|procstring, arg1, arg2, ... argn), time, timertype)
* ```
*
* Note: proc strings can only be given for datum proc calls, global procs must be proc paths
*
* Also proc strings are strongly advised against because they don't compile error if the proc stops existing
*
* In some cases you can provide a shortform of the procname, see the proc typepath shortcuts documentation below
*
* ## INVOKING THE CALLBACK
*`var/result = C.Invoke(args, to, add)` additional args are added after the ones given when the callback was created
*
* `var/result = C.InvokeAsync(args, to, add)` Asyncronous - returns . on the first sleep then continues on in the background
* after the sleep/block ends, otherwise operates normally.
*
* ## PROC TYPEPATH SHORTCUTS
* (these operate on paths, not types, so to these shortcuts, datum is NOT a parent of atom, etc...)
*
* ### global proc while in another global proc:
* .procname
*
* `CALLBACK(GLOBAL_PROC, .some_proc_here)`
*
* ### proc defined on current(src) object (when in a /proc/ and not an override) OR overridden at src or any of it's parents:
* .procname
*
* `CALLBACK(src, .some_proc_here)`
*
* ### when the above doesn't apply:
*.proc/procname
*
* `CALLBACK(src, .proc/some_proc_here)`
*
*
* proc defined on a parent of a some type
*
* `/some/type/.proc/some_proc_here`
*
* Otherwise you must always provide the full typepath of the proc (/type/of/thing/proc/procname)
*/
*# Callback Datums
*A datum that holds a proc to be called on another object, used to track proccalls to other objects
*
* ## USAGE
*
* ```
* var/datum/callback/C = new(object|null, /proc/type/path|"procstring", arg1, arg2, ... argn)
* var/timerid = addtimer(C, time, timertype)
* you can also use the compiler define shorthand
* var/timerid = addtimer(CALLBACK(object|null, /proc/type/path|procstring, arg1, arg2, ... argn), time, timertype)
* ```
*
* Note: proc strings can only be given for datum proc calls, global procs must be proc paths
*
* Also proc strings are strongly advised against because they don't compile error if the proc stops existing
*
* In some cases you can provide a shortform of the procname, see the proc typepath shortcuts documentation below
*
* ## INVOKING THE CALLBACK
*`var/result = C.Invoke(args, to, add)` additional args are added after the ones given when the callback was created
*
* `var/result = C.InvokeAsync(args, to, add)` Asyncronous - returns . on the first sleep then continues on in the background
* after the sleep/block ends, otherwise operates normally.
*
* ## PROC TYPEPATH SHORTCUTS
* (these operate on paths, not types, so to these shortcuts, datum is NOT a parent of atom, etc...)
*
* ### global proc while in another global proc:
* .procname
*
* `CALLBACK(GLOBAL_PROC, .some_proc_here)`
*
* ### proc defined on current(src) object (when in a /proc/ and not an override) OR overridden at src or any of it's parents:
* .procname
*
* `CALLBACK(src, .some_proc_here)`
*
* ### when the above doesn't apply:
*.proc/procname
*
* `CALLBACK(src, .proc/some_proc_here)`
*
*
* proc defined on a parent of a some type
*
* `/some/type/.proc/some_proc_here`
*
* Otherwise you must always provide the full typepath of the proc (/type/of/thing/proc/procname)
*/
/datum/callback
///The object we will be calling the proc on
@@ -60,13 +60,13 @@
var/datum/weakref/user
/**
* Create a new callback datum
*
* Arguments
* * thingtocall the object to call the proc on
* * proctocall the proc to call on the target object
* * ... an optional list of extra arguments to pass to the proc
*/
* Create a new callback datum
*
* Arguments
* * thingtocall the object to call the proc on
* * proctocall the proc to call on the target object
* * ... an optional list of extra arguments to pass to the proc
*/
/datum/callback/New(thingtocall, proctocall, ...)
if (thingtocall)
object = thingtocall
@@ -76,13 +76,13 @@
if(usr)
user = WEAKREF(usr)
/**
* Immediately Invoke proctocall on thingtocall, with waitfor set to false
*
* Arguments:
* * thingtocall Object to call on
* * proctocall Proc to call on that object
* * ... optional list of arguments to pass as arguments to the proc being called
*/
* Immediately Invoke proctocall on thingtocall, with waitfor set to false
*
* Arguments:
* * thingtocall Object to call on
* * proctocall Proc to call on that object
* * ... optional list of arguments to pass as arguments to the proc being called
*/
/world/proc/ImmediateInvokeAsync(thingtocall, proctocall, ...)
set waitfor = FALSE
@@ -97,13 +97,13 @@
call(thingtocall, proctocall)(arglist(calling_arguments))
/**
* Invoke this callback
*
* Calls the registered proc on the registered object, if the user ref
* can be resolved it also inclues that as an arg
*
* If the datum being called on is varedited, the call is wrapped via WrapAdminProcCall
*/
* Invoke this callback
*
* Calls the registered proc on the registered object, if the user ref
* can be resolved it also inclues that as an arg
*
* If the datum being called on is varedited, the call is wrapped via [WrapAdminProcCall][/proc/WrapAdminProcCall]
*/
/datum/callback/proc/Invoke(...)
if(!usr)
var/datum/weakref/W = user
@@ -130,13 +130,13 @@
return call(object, delegate)(arglist(calling_arguments))
/**
* Invoke this callback async (waitfor=false)
*
* Calls the registered proc on the registered object, if the user ref
* can be resolved it also inclues that as an arg
*
* If the datum being called on is varedited, the call is wrapped via WrapAdminProcCall
*/
* Invoke this callback async (waitfor=false)
*
* Calls the registered proc on the registered object, if the user ref
* can be resolved it also inclues that as an arg
*
* If the datum being called on is varedited, the call is wrapped via WrapAdminProcCall
*/
/datum/callback/proc/InvokeAsync(...)
set waitfor = FALSE
@@ -166,7 +166,7 @@
/**
Helper datum for the select callbacks proc
*/
*/
/datum/callback_select
var/list/finished
var/pendingcount
@@ -192,16 +192,16 @@
finished[index] = rtn
/**
* Runs a list of callbacks asyncronously, returning only when all have finished
*
* Callbacks can be repeated, to call it multiple times
*
* Arguments:
* * list/callbacks the list of callbacks to be called
* * list/callback_args the list of lists of arguments to pass into each callback
* * savereturns Optionally save and return the list of returned values from each of the callbacks
* * resolution The number of byond ticks between each time you check if all callbacks are complete
*/
* Runs a list of callbacks asyncronously, returning only when all have finished
*
* Callbacks can be repeated, to call it multiple times
*
* Arguments:
* * list/callbacks the list of callbacks to be called
* * list/callback_args the list of lists of arguments to pass into each callback
* * savereturns Optionally save and return the list of returned values from each of the callbacks
* * resolution The number of byond ticks between each time you check if all callbacks are complete
*/
/proc/callback_select(list/callbacks, list/callback_args, savereturns = TRUE, resolution = 1)
if (!callbacks)
return
+148 -29
View File
@@ -10,25 +10,37 @@
*/
/datum/component/material_container
/// The total amount of materials this material container contains
var/total_amount = 0
/// The maximum amount of materials this material container can contain
var/max_amount
var/sheet_type
/// Map of material ref -> amount
var/list/materials //Map of key = material ref | Value = amount
/// The list of materials that this material container can accept
var/list/allowed_materials
var/show_on_examine
var/disable_attackby
var/list/allowed_typecache
/// The last main material that was inserted into this container
var/last_inserted_id
/// Whether or not this material container allows specific amounts from sheets to be inserted
var/precise_insertion = FALSE
/// A callback invoked before materials are inserted into this container
var/datum/callback/precondition
/// A callback invoked after materials are inserted into this container
var/datum/callback/after_insert
/// Sets up the proper signals and fills the list of materials with the appropriate references.
/datum/component/material_container/Initialize(list/mat_list, max_amt = 0, _show_on_examine = FALSE, list/allowed_types, datum/callback/_precondition, datum/callback/_after_insert, _disable_attackby)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
materials = list()
max_amount = max(0, max_amt)
show_on_examine = _show_on_examine
disable_attackby = _disable_attackby
allowed_materials = mat_list || list()
if(allowed_types)
if(ispath(allowed_types) && allowed_types == /obj/item/stack)
allowed_typecache = GLOB.typecache_stack
@@ -38,14 +50,32 @@
precondition = _precondition
after_insert = _after_insert
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/OnAttackBy)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/OnExamine)
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/on_attackby)
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine)
for(var/mat in mat_list) //Make the assoc list ref | amount
var/datum/material/M = SSmaterials.GetMaterialRef(mat)
materials[M] = 0
for(var/mat in mat_list) //Make the assoc list material reference -> amount
var/mat_ref = SSmaterials.GetMaterialRef(mat)
if(isnull(mat_ref))
continue
var/mat_amt = mat_list[mat]
if(isnull(mat_amt))
mat_amt = 0
materials[mat_ref] += mat_amt
/datum/component/material_container/Destroy(force, silent)
materials = null
allowed_typecache = null
// if(insertion_check)
// QDEL_NULL(insertion_check)
if(precondition)
QDEL_NULL(precondition)
if(after_insert)
QDEL_NULL(after_insert)
return ..()
/datum/component/material_container/proc/on_examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
/datum/component/material_container/proc/OnExamine(datum/source, mob/user, list/examine_list)
if(show_on_examine)
for(var/I in materials)
var/datum/material/M = I
@@ -54,7 +84,9 @@
examine_list += "<span class='notice'>It has [amt] units of [lowertext(M.name)] stored.</span>"
/// Proc that allows players to fill the parent with mats
/datum/component/material_container/proc/OnAttackBy(datum/source, obj/item/I, mob/living/user)
/datum/component/material_container/proc/on_attackby(datum/source, obj/item/I, mob/living/user)
SIGNAL_HANDLER
var/list/tc = allowed_typecache
if(disable_attackby)
return
@@ -63,48 +95,104 @@
if(I.item_flags & ABSTRACT)
return
if((I.flags_1 & HOLOGRAM_1) || (I.item_flags & NO_MAT_REDEMPTION) || (tc && !is_type_in_typecache(I, tc)))
// if(!(mat_container_flags & MATCONTAINER_SILENT))
to_chat(user, "<span class='warning'>[parent] won't accept [I]!</span>")
return
. = COMPONENT_NO_AFTERATTACK
var/datum/callback/pc = precondition
if(pc && !pc.Invoke(user))
return
var/material_amount = get_item_material_amount(I)
var/material_amount = get_item_material_amount(I) //, mat_container_flags)
if(!material_amount)
to_chat(user, "<span class='warning'>[I] does not contain sufficient materials to be accepted by [parent].</span>")
return
if((!precise_insertion || !GLOB.typecache_stack[I.type]) && !has_space(material_amount))
to_chat(user, "<span class='warning'>[parent] has not enough space. Please remove materials from [parent] in order to insert more.</span>")
to_chat(user, "<span class='warning'>[parent] is full. Please remove materials from [parent] in order to insert more.</span>")
return
user_insert(I, user)
user_insert(I, user) //, mat_container_flags)
/// Proc used for when player inserts materials
/datum/component/material_container/proc/user_insert(obj/item/I, mob/living/user)
/datum/component/material_container/proc/user_insert(obj/item/I, mob/living/user, datum/component/remote_materials/remote = null)
set waitfor = FALSE
var/requested_amount
var/active_held = user.get_active_held_item() // differs from I when using TK
if(istype(I, /obj/item/stack) && precise_insertion)
var/atom/current_parent = parent
var/inserted = 0
//handle stacks specially
if(istype(I, /obj/item/stack))
var/atom/current_parent = remote ? remote.parent : parent //is the user using a remote materials component?
var/obj/item/stack/S = I
requested_amount = input(user, "How much do you want to insert?", "Inserting [S.singular_name]s") as num|null
//try to get ammount to use
var/requested_amount
if(precise_insertion)
requested_amount = input(user, "How much do you want to insert?", "Inserting [S.singular_name]s") as num|null
else
requested_amount= S.amount
if(isnull(requested_amount) || (requested_amount <= 0))
return
if(QDELETED(I) || QDELETED(user) || QDELETED(src) || parent != current_parent || user.physical_can_use_topic(current_parent) < UI_INTERACTIVE || user.get_active_held_item() != active_held)
if(QDELETED(I) || QDELETED(user) || QDELETED(src) || user.get_active_held_item() != active_held)
return
if(!user.temporarilyRemoveItemFromInventory(I))
to_chat(user, "<span class='warning'>[I] is stuck to you and cannot be placed into [parent].</span>")
return
var/inserted = insert_item(I, stack_amt = requested_amount)
//are we still in range after the user input?
if((remote ? remote.parent : parent) != current_parent || user.physical_can_use_topic(current_parent) < UI_INTERACTIVE)
return
inserted = insert_stack(S, requested_amount)
else
if(!user.temporarilyRemoveItemFromInventory(I))
to_chat(user, "<span class='warning'>[I] is stuck to you and cannot be placed into [parent].</span>")
return
inserted = insert_item(I)
qdel(I)
if(inserted)
to_chat(user, "<span class='notice'>You insert a material total of [inserted] into [parent].</span>")
qdel(I)
if(after_insert)
after_insert.Invoke(I, last_inserted_id, inserted)
else if(I == active_held)
user.put_in_active_hand(I)
if(remote && remote.after_insert)
remote.after_insert.Invoke(I, last_inserted_id, inserted)
//Inserts a number of sheets from a stack, returns the amount of sheets used.
/datum/component/material_container/proc/insert_stack(obj/item/stack/S, amt, multiplier = 1)
if(isnull(amt))
amt = S.amount
if(amt <= 0)
return FALSE
if(amt > S.amount)
amt = S.amount
var/material_amt = get_item_material_amount(S)
if(!material_amt)
return FALSE
//get max number of sheets we have room to add
var/mat_per_sheet = material_amt/S.amount
amt = min(amt, round((max_amount - total_amount) / (mat_per_sheet)))
if(!amt)
return FALSE
//add the mats and keep track of how much was added
var/starting_total = total_amount
for(var/MAT in materials)
materials[MAT] += S.mats_per_unit[MAT] * amt * multiplier
total_amount += S.mats_per_unit[MAT] * amt * multiplier
var/total_added = total_amount - starting_total
//update last_inserted_id with mat making up majority of the stack
var/primary_mat
var/max_mat_value = 0
for(var/MAT in materials)
if(S.mats_per_unit[MAT] > max_mat_value)
max_mat_value = S.mats_per_unit[MAT]
primary_mat = MAT
last_inserted_id = primary_mat
S.use(amt)
return total_added
/// Proc specifically for inserting items, returns the amount of materials entered.
/datum/component/material_container/proc/insert_item(obj/item/I, var/multiplier = 1, stack_amt)
/datum/component/material_container/proc/insert_item(obj/item/I, var/multiplier = 1)
if(QDELETED(I))
return FALSE
@@ -117,16 +205,46 @@
last_inserted_id = insert_item_materials(I, multiplier)
return material_amount
/**
* Inserts the relevant materials from an item into this material container.
*
* Arguments:
* - [source][/obj/item]: The source of the materials we are inserting.
* - multiplier: The multiplier for the materials being inserted.
* - breakdown_flags: The breakdown bitflags that will be used to retrieve the materials from the source
*/
/datum/component/material_container/proc/insert_item_materials(obj/item/I, multiplier = 1)
var/primary_mat
var/max_mat_value = 0
for(var/MAT in materials)
materials[MAT] += I.custom_materials[MAT] * multiplier
total_amount += I.custom_materials[MAT] * multiplier
if(I.custom_materials[MAT] > max_mat_value)
var/list/item_materials = I.custom_materials
for(var/MAT in item_materials)
if(!can_hold_material(MAT))
continue
materials[MAT] += item_materials[MAT] * multiplier
total_amount += item_materials[MAT] * multiplier
if(item_materials[MAT] > max_mat_value)
max_mat_value = item_materials[MAT]
primary_mat = MAT
return primary_mat
/**
* The default check for whether we can add materials to this material container.
*
* Arguments:
* - [mat][/atom/material]: The material we are checking for insertability.
*/
/datum/component/material_container/proc/can_hold_material(datum/material/mat)
if(mat in allowed_typecache)
return TRUE
if(istype(mat) && ((mat.id in allowed_typecache) || (mat.type in allowed_materials)))
allowed_materials += mat // This could get messy with passing lists by ref... but if you're doing that the list expansion is probably being taken care of elsewhere anyway...
return TRUE
// if(insertion_check?.Invoke(mat))
// allowed_materials += mat
// return TRUE
return FALSE
/// For inserting an amount of material
/datum/component/material_container/proc/insert_amount_mat(amt, var/datum/material/mat)
if(!istype(mat))
@@ -135,6 +253,7 @@
var/total_amount_saved = total_amount
if(mat)
materials[mat] += amt
total_amount += amt
else
for(var/i in materials)
materials[i] += amt
+5
View File
@@ -275,6 +275,11 @@
else
target.visible_message("<span class='danger'>[target] is hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
to_chat(target, "<span class='userdanger'>You're hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!</span>")
for(var/M in purple_hearts)
var/mob/living/martyr = M
if(martyr.stat == DEAD && martyr.client)
martyr.client.give_award(/datum/award/achievement/misc/lookoutsir, martyr)
UnregisterSignal(parent, COMSIG_PARENT_PREQDELETED)
if(queued_delete)
qdel(parent)
+5 -3
View File
@@ -15,13 +15,15 @@ handles linking back and forth.
var/category
var/allow_standalone
var/local_size = INFINITY
var/datum/callback/after_insert
/datum/component/remote_materials/Initialize(category, mapload, allow_standalone = TRUE, force_connect = FALSE)
/datum/component/remote_materials/Initialize(category, mapload, allow_standalone = TRUE, force_connect = FALSE, _after_insert)
if (!isatom(parent))
return COMPONENT_INCOMPATIBLE
src.category = category
src.allow_standalone = allow_standalone
after_insert = _after_insert
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/OnAttackBy)
@@ -67,7 +69,7 @@ handles linking back and forth.
/datum/material/plastic,
)
mat_container = parent.AddComponent(/datum/component/material_container, allowed_mats, local_size, allowed_types=/obj/item/stack)
mat_container = parent.AddComponent(/datum/component/material_container, allowed_mats, local_size, allowed_types=/obj/item/stack, _after_insert = after_insert)
/datum/component/remote_materials/proc/set_local_size(size)
local_size = size
@@ -103,7 +105,7 @@ handles linking back and forth.
return COMPONENT_NO_AFTERATTACK
else if(silo && istype(I, /obj/item/stack))
if(silo.remote_attackby(parent, user, I))
if(silo.remote_attackby(parent, user, I, src))
return COMPONENT_NO_AFTERATTACK
/datum/component/remote_materials/proc/on_hold()
@@ -40,7 +40,8 @@
_S.add(can_insert)
S.use(can_insert, TRUE)
return TRUE
return ..(S.change_stack(null, can_insert), override)
I = S.split_stack(null, can_insert)
return ..()
/datum/component/storage/concrete/stack/remove_from_storage(obj/item/I, atom/new_location)
var/atom/real_location = real_location()
+12 -12
View File
@@ -99,18 +99,18 @@
falloff_exponent = 5
volume = 50
*/
// /datum/looping_sound/computer
// start_sound = 'sound/machines/computer/computer_start.ogg'
// start_length = 7.2 SECONDS
// start_volume = 10
// mid_sounds = list('sound/machines/computer/computer_mid1.ogg'=1, 'sound/machines/computer/computer_mid2.ogg'=1)
// mid_length = 1.8 SECONDS
// end_sound = 'sound/machines/computer/computer_end.ogg'
// end_volume = 10
// volume = 2
// falloff_exponent = 5 //Ultra quiet very fast
// extra_range = -12
// falloff_distance = 1 //Instant falloff after initial tile
/datum/looping_sound/computer
start_sound = 'sound/machines/computer/computer_start.ogg'
start_length = 7.2 SECONDS
start_volume = 10
mid_sounds = list('sound/machines/computer/computer_mid1.ogg'=1, 'sound/machines/computer/computer_mid2.ogg'=1)
mid_length = 1.8 SECONDS
end_sound = 'sound/machines/computer/computer_end.ogg'
end_volume = 10
volume = 2
falloff_exponent = 5 //Ultra quiet very fast
extra_range = -12
falloff_distance = 1 //Instant falloff after initial tile
// /datum/looping_sound/gravgen
// mid_sounds = list('sound/machines/gravgen/gravgen_mid1.ogg'=1,'sound/machines/gravgen/gravgen_mid2.ogg'=1,'sound/machines/gravgen/gravgen_mid3.ogg'=1,'sound/machines/gravgen/gravgen_mid4.ogg'=1,)
+5 -4
View File
@@ -97,7 +97,7 @@
D.visible_message("<span class='warning'>[A] locks [D] into a restraining position!</span>", \
"<span class='userdanger'>[A] locks you into a restraining position!</span>")
D.apply_damage(damage, STAMINA)
D.Stun(100)
D.Stun(10)
restraining = TRUE
addtimer(VARSET_CALLBACK(src, restraining, FALSE), 50, TIMER_UNIQUE)
return TRUE
@@ -175,7 +175,7 @@
return TRUE
if(CHECK_MOBILITY(D, MOBILITY_MOVE) || !restraining)
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
if(damage >= stunthreshold)
if(damage >= stunthreshold)
I = D.get_active_held_item()
D.visible_message("<span class='warning'>[A] strikes [D]'s jaw with their hand!</span>", \
"<span class='userdanger'>[A] strikes your jaw, disorienting you!</span>")
@@ -196,7 +196,8 @@
log_combat(A, D, "knocked out (Chokehold)(CQC)")
D.visible_message("<span class='danger'>[A] puts [D] into a chokehold!</span>", \
"<span class='userdanger'>[A] puts you into a chokehold!</span>")
D.SetSleeping(400)
if(D.silent <= 10)
D.silent = clamp(D.silent + 10, 0, 10)
restraining = FALSE
if(A.grab_state < GRAB_NECK)
A.setGrabState(GRAB_NECK)
@@ -213,7 +214,7 @@
to_chat(usr, "<span class='notice'>Slam</span>: Grab Harm. Slam opponent into the ground, knocking them down.")
to_chat(usr, "<span class='notice'>CQC Kick</span>: Harm Harm. Knocks opponent away. Knocks out stunned or knocked down opponents.")
to_chat(usr, "<span class='notice'>Restrain</span>: Grab Grab. Locks opponents into a restraining position, disarm to knock them out with a chokehold.")
to_chat(usr, "<span class='notice'>Restrain</span>: Grab Grab. Locks opponents into a restraining position, disarm to mute them with a chokehold.")
to_chat(usr, "<span class='notice'>Pressure</span>: Disarm Grab. Decent stamina damage.")
to_chat(usr, "<span class='notice'>Consecutive CQC</span>: Disarm Disarm Harm. Mainly offensive move, huge damage and decent stamina damage.")
+87 -28
View File
@@ -1,15 +1,24 @@
/*! Material datum
Simple datum which is instanced once per type and is used for every object of said material. It has a variety of variables that define behavior. Subtyping from this makes it easier to create your own materials.
*/
/datum/material
/// What the material is referred to as IC.
var/name = "material"
/// A short description of the material. Not used anywhere, yet...
var/desc = "its..stuff."
/// What the material is indexed by in the SSmaterials.materials list. Defaults to the type of the material.
var/id
///Base color of the material, is used for greyscale. Item isn't changed in color if this is null.
var/color
///Base alpha of the material, is used for greyscale icons.
var/alpha
///Bitflags that influence how SSmaterials handles this material.
// var/init_flags = MATERIAL_INIT_MAPLOAD
///Materials "Traits". its a map of key = category | Value = Bool. Used to define what it can be used for
var/list/categories = list()
///The type of sheet this material creates. This should be replaced as soon as possible by greyscale sheets
@@ -22,7 +31,7 @@ Simple datum which is instanced once per type and is used for every object of sa
var/value_per_unit = 0
///Armor modifiers, multiplies an items normal armor vars by these amounts.
var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
///How beautiful is this material per unit?
///How beautiful is this material per unit.
var/beauty_modifier = 0
///Can be used to override the sound items make, lets add some SLOSHing.
var/item_sound_override
@@ -30,14 +39,31 @@ Simple datum which is instanced once per type and is used for every object of sa
var/turf_sound_override
///what texture icon state to overlay
var/texture_layer_icon_state
///a cached filter for the texture icon
///a cached icon for the texture filter
var/cached_texture_filter
///What type of shard the material will shatter to
var/obj/item/shard_type
/** Handles initializing the material.
*
* Arugments:
* - _id: The ID the material should use. Overrides the existing ID.
*/
/datum/material/proc/Initialize(_id, ...)
if(_id)
id = _id
else if(isnull(id))
id = type
if(texture_layer_icon_state)
cached_texture_filter = icon('icons/materials/composite.dmi', texture_layer_icon_state)
return TRUE
/datum/material/New()
. = ..()
if(texture_layer_icon_state)
var/texture_icon = icon('icons/materials/composite.dmi', texture_layer_icon_state)
cached_texture_filter = filter(type="layer", icon=texture_icon, blend_mode = BLEND_INSET_OVERLAY)
Initialize()
///This proc is called when the material is added to an object.
/datum/material/proc/on_applied(atom/source, amount, material_flags)
@@ -48,18 +74,20 @@ Simple datum which is instanced once per type and is used for every object of sa
source.alpha = alpha
if(texture_layer_icon_state)
ADD_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
source.filters += cached_texture_filter
source.add_filter("material_texture_[name]",1,layering_filter(icon=cached_texture_filter,blend_mode=BLEND_INSET_OVERLAY))
if(alpha < 255)
source.opacity = FALSE
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = "[name] [source.name]"
if(beauty_modifier)
addtimer(CALLBACK(source, /datum.proc/_AddElement, list(/datum/element/beauty, beauty_modifier * amount)), 0)
// if(beauty_modifier) returnign in hardsync2 if i ever port ebeauty cmp
// addtimer(CALLBACK(source, /datum.proc/_AddElement, list(/datum/element/beauty, beauty_modifier * amount)), 0)
if(istype(source, /obj)) //objs
on_applied_obj(source, amount, material_flags)
else if(isturf(source, /turf)) //turfs
if(istype(source, /turf)) //turfs
on_applied_turf(source, amount, material_flags)
source.mat_update_desc(src)
@@ -67,8 +95,9 @@ Simple datum which is instanced once per type and is used for every object of sa
///This proc is called when a material updates an object's description
/atom/proc/mat_update_desc(/datum/material/mat)
return
///This proc is called when the material is added to an object specifically.
/datum/material/proc/on_applied_obj(var/obj/o, amount, material_flags)
/datum/material/proc/on_applied_obj(obj/o, amount, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/new_max_integrity = CEILING(o.max_integrity * integrity_modifier, 1)
o.modify_max_integrity(new_max_integrity)
@@ -92,43 +121,73 @@ Simple datum which is instanced once per type and is used for every object of sa
I.hitsound = item_sound_override
I.usesound = item_sound_override
I.throwhitsound = item_sound_override
// I.mob_throw_hit_sound = item_sound_override
// I.equip_sound = item_sound_override
// I.pickup_sound = item_sound_override
// I.drop_sound = item_sound_override
/datum/material/proc/on_applied_turf(var/turf/T, amount, material_flags)
/datum/material/proc/on_applied_turf(turf/T, amount, material_flags)
if(isopenturf(T))
if(!turf_sound_override)
return
var/turf/open/O = T
O.footstep = turf_sound_override
O.barefootstep = turf_sound_override
O.clawfootstep = turf_sound_override
O.heavyfootstep = turf_sound_override
if(turf_sound_override)
var/turf/open/O = T
O.footstep = turf_sound_override
O.barefootstep = turf_sound_override
O.clawfootstep = turf_sound_override
O.heavyfootstep = turf_sound_override
// if(alpha < 255)
// T.AddElement(/datum/element/turf_z_transparency, TRUE)
return
///This proc is called when the material is removed from an object.
/datum/material/proc/on_removed(atom/source, material_flags)
/datum/material/proc/on_removed(atom/source, amount, material_flags)
if(material_flags & MATERIAL_COLOR) //Prevent changing things with pre-set colors, to keep colored toolboxes their looks for example
if(color)
source.remove_atom_colour(FIXED_COLOUR_PRIORITY, color)
source.alpha = initial(source.alpha)
if(texture_layer_icon_state)
source.filters -= cached_texture_filter
source.remove_filter("material_texture_[name]")
REMOVE_KEEP_TOGETHER(source, MATERIAL_SOURCE(src))
source.alpha = initial(source.alpha)
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = initial(source.name)
if(istype(source, /obj)) //objs
on_removed_obj(source, material_flags)
// if(beauty_modifier) //component/beauty/InheritComponent() will handle the removal.
// addtimer(CALLBACK(source, /datum.proc/_AddElement, list(/datum/element/beauty, -beauty_modifier * amount)), 0)
else if(istype(source, /turf)) //turfs
on_removed_turf(source, material_flags)
if(istype(source, /obj)) //objs
on_removed_obj(source, amount, material_flags)
if(istype(source, /turf)) //turfs
on_removed_turf(source, amount, material_flags)
///This proc is called when the material is removed from an object specifically.
/datum/material/proc/on_removed_obj(obj/o, material_flags)
/datum/material/proc/on_removed_obj(obj/o, amount, material_flags)
if(material_flags & MATERIAL_AFFECT_STATISTICS)
var/new_max_integrity = initial(o.max_integrity)
o.modify_max_integrity(new_max_integrity)
o.force = initial(o.force)
o.throwforce = initial(o.throwforce)
/datum/material/proc/on_removed_turf(turf/T, material_flags)
return
/datum/material/proc/on_removed_turf(turf/T, amount, material_flags)
// if(alpha)
// RemoveElement(/datum/element/turf_z_transparency, FALSE)
/**
* This proc is called when the mat is found in an item that's consumed by accident. see /obj/item/proc/on_accidental_consumption.
* Arguments
* * M - person consuming the mat
* * S - (optional) item the mat is contained in (NOT the item with the mat itself)
*/
/datum/material/proc/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
return FALSE
/** Returns the composition of this material.
*
* Mostly used for alloys when breaking down materials.
*
* Arguments:
* - amount: The amount of the material to break down.
* - breakdown_flags: Some flags dictating how exactly this material is being broken down.
*/
/datum/material/proc/return_composition(amount=1, breakdown_flags=NONE)
return list((src) = amount) // Yes we need the parenthesis, without them BYOND stringifies src into "src" and things break.
+158 -69
View File
@@ -8,12 +8,16 @@
var/description
var/prerequisites
var/admin_notes
/// How much does this shuttle cost the cargo budget to purchase? Put in terms of CARGO_CRATE_VALUE to properly scale the cost with the current balance of cargo's income.
var/credit_cost = INFINITY
/// Can the be legitimately purchased by the station? Used by hardcoded or pre-mapped shuttles like the lavaland or cargo shuttle.
var/can_be_bought = TRUE
/// If set, overrides default movement_force on shuttle
var/list/movement_force
var/port_x_offset
var/port_y_offset
var/extra_desc = ""
/datum/map_template/shuttle/proc/prerequisites_met()
return TRUE
@@ -23,7 +27,7 @@
mappath = "[prefix][shuttle_id].dmm"
. = ..()
/datum/map_template/shuttle/preload_size(path = mappath, force_cache = FALSE)
/datum/map_template/shuttle/preload_size(path, force_cache)
. = ..(path, TRUE) // Done this way because we still want to know if someone actualy wanted to cache the map
if(!cached_map)
return
@@ -64,6 +68,9 @@
continue
if(length(place.baseturfs) < 2) // Some snowflake shuttle shit
continue
// var/list/sanity = place.baseturfs.Copy() // we do not have new baseturfs yet
// sanity.Insert(3, /turf/baseturf_skipover/shuttle)
// place.baseturfs = baseturfs_string_list(sanity, place)
place.baseturfs.Insert(3, /turf/baseturf_skipover/shuttle)
for(var/obj/docking_port/mobile/port in place)
@@ -93,6 +100,7 @@
port.dwidth = port_y_offset - 1
port.dheight = width - port_x_offset
// these three for loops are cit specific.
for(var/obj/structure/closet/closet in place)
if(closet.anchorable)
closet.anchored = TRUE
@@ -104,11 +112,10 @@
rack.AddComponent(/datum/component/magnetic_catch)
//Whatever special stuff you want
/datum/map_template/shuttle/proc/post_load(obj/docking_port/mobile/M)
return
/datum/map_template/shuttle/proc/on_bought()
return
/datum/map_template/shuttle/post_load(obj/docking_port/mobile/M)
if(movement_force)
M.movement_force = movement_force.Copy()
M.linkup()
/datum/map_template/shuttle/emergency
port_id = "emergency"
@@ -117,6 +124,7 @@
/datum/map_template/shuttle/cargo
port_id = "cargo"
name = "Base Shuttle Template (Cargo)"
can_be_bought = FALSE
/datum/map_template/shuttle/ferry
port_id = "ferry"
@@ -137,10 +145,6 @@
port_id = "mining_common"
can_be_bought = FALSE
/datum/map_template/shuttle/cargo
port_id = "cargo"
can_be_bought = FALSE
/datum/map_template/shuttle/arrival
port_id = "arrival"
can_be_bought = FALSE
@@ -189,21 +193,23 @@
name = "Backup Shuttle"
can_be_bought = FALSE
/datum/map_template/shuttle/emergency/airless
suffix = "airless"
/datum/map_template/shuttle/emergency/construction
suffix = "construction"
name = "Build your own shuttle kit"
description = "Save money by building your own shuttle! The chassis will dock upon purchase, but launch will have to be authorized as usual via shuttle call. Interior and lighting not included."
description = "For the enterprising shuttle engineer! The chassis will dock upon purchase, but launch will have to be authorized as usual via shuttle call. Comes stocked with construction materials. Unlocks the ability to buy shuttle engine crates from cargo."
admin_notes = "No brig, no medical facilities, just an empty box."
credit_cost = -7500
/datum/map_template/shuttle/emergency/airless/prerequisites_met()
/datum/map_template/shuttle/emergency/construction/prerequisites_met()
// first 10 minutes only
return world.time - SSticker.round_start_time < 6000
/datum/map_template/shuttle/emergency/airless/on_bought()
//enable buying engines from cargo
var/datum/supply_pack/P = SSshuttle.supply_packs[/datum/supply_pack/engineering/shuttle_engine]
P.special_enabled = TRUE
// this is broken and does not work. Thanks TG
// /datum/map_template/shuttle/emergency/airless/post_load()
// . = ..()
// //enable buying engines from cargo
// var/datum/supply_pack/P = SSshuttle.supply_packs[/datum/supply_pack/engineering/shuttle_engine]
// P.special_enabled = TRUE
/datum/map_template/shuttle/emergency/asteroid
@@ -220,6 +226,13 @@
Has medical facilities."
credit_cost = 5000
// /datum/map_template/shuttle/emergency/pod
// suffix = "pod"
// name = "Emergency Pods"
// description = "We did not expect an evacuation this quickly. All we have available is two escape pods."
// admin_notes = "For player punishment."
// can_be_bought = FALSE
/datum/map_template/shuttle/emergency/russiafightpit
suffix = "russiafightpit"
name = "Mother Russia Bleeds"
@@ -230,9 +243,10 @@
/datum/map_template/shuttle/emergency/meteor
suffix = "meteor"
name = "Asteroid With Engines Strapped To It"
description = "A hollowed out asteroid with engines strapped to it. Due to its size and difficulty in steering it, this shuttle may damage the docking area."
description = "A hollowed out asteroid with engines strapped to it, the hollowing procedure makes it very difficult to hijack but is very expensive. Due to its size and difficulty in steering it, this shuttle may damage the docking area."
admin_notes = "This shuttle will likely crush escape, killing anyone there."
credit_cost = -5000
movement_force = list("KNOCKDOWN" = 3, "THROW" = 2)
/datum/map_template/shuttle/emergency/luxury
suffix = "luxury"
@@ -247,18 +261,30 @@
description = "The glorious results of centuries of plasma research done by Nanotrasen employees. This is the reason why you are here. Get on and dance like you're on fire, burn baby burn!"
admin_notes = "Flaming hot. The main area has a dance machine as well as plasma floor tiles that will be ignited by players every single time."
credit_cost = 10000
// can_be_bought = FALSE
/datum/map_template/shuttle/emergency/arena
suffix = "arena"
name = "The Arena"
description = "The crew must pass through an otherworldy arena to board this shuttle. Expect massive casualties. The source of the Bloody Signal must be tracked down and eliminated to unlock this shuttle."
admin_notes = "RIP AND TEAR."
credit_cost = 10000
// /datum/map_template/shuttle/emergency/arena
// suffix = "arena"
// name = "The Arena"
// description = "The crew must pass through an otherworldy arena to board this shuttle. Expect massive casualties. The source of the Bloody Signal must be tracked down and eliminated to unlock this shuttle."
// admin_notes = "RIP AND TEAR."
// credit_cost = 10000
// /// Whether the arena z-level has been created
// var/arena_loaded = FALSE
/datum/map_template/shuttle/emergency/arena/prerequisites_met()
if("bubblegum" in SSshuttle.shuttle_purchase_requirements_met)
return TRUE
return FALSE
// /datum/map_template/shuttle/emergency/arena/prerequisites_met()
// return SSshuttle.shuttle_purchase_requirements_met["bubblegum"]
// /datum/map_template/shuttle/emergency/arena/post_load(obj/docking_port/mobile/M)
// . = ..()
// if(!arena_loaded)
// arena_loaded = TRUE
// var/datum/map_template/arena/arena_template = new()
// arena_template.load_new_z()
// /datum/map_template/arena
// name = "The Arena"
// mappath = "_maps/templates/the_arena.dmm"
/datum/map_template/shuttle/emergency/birdboat
suffix = "birdboat"
@@ -272,6 +298,13 @@
credit_cost = 2000
description = "The gold standard in emergency exfiltration, this tried and true design is equipped with everything the crew needs for a safe flight home."
// /datum/map_template/shuttle/emergency/donut
// suffix = "donut"
// name = "Donutstation Emergency Shuttle"
// description = "The perfect spearhead for any crude joke involving the station's shape, this shuttle supports a separate containment cell for prisoners and a compact medical wing."
// admin_notes = "Has airlocks on both sides of the shuttle and will probably intersect near the front on some stations that build past departures."
// credit_cost = 2500
/datum/map_template/shuttle/emergency/clown
suffix = "clown"
name = "Snappop(tm)!"
@@ -316,7 +349,9 @@
credit_cost = -1000
description = "Due to a lack of functional emergency shuttles, we bought this second hand from a scrapyard and pressed it into service. Please do not lean too heavily on the exterior windows, they are fragile."
admin_notes = "An abomination with no functional medbay, sections missing, and some very fragile windows. Surprisingly airtight."
movement_force = list("KNOCKDOWN" = 3, "THROW" = 2)
// CIT SPECIFIC
/datum/map_template/shuttle/emergency/syndicate
suffix = "syndicate"
name = "Syndicate GM Battlecruiser"
@@ -325,9 +360,7 @@
admin_notes = "An emag exclusive, stocked with syndicate equipment and turrets that will target any simplemob."
/datum/map_template/shuttle/emergency/syndicate/prerequisites_met()
if("emagged" in SSshuttle.shuttle_purchase_requirements_met)
return TRUE
return FALSE
return SSshuttle.shuttle_purchase_requirements_met["emagged"]
/datum/map_template/shuttle/emergency/narnar
suffix = "narnar"
@@ -335,6 +368,10 @@
description = "Looks like this shuttle may have wandered into the darkness between the stars on route to the station. Let's not think too hard about where all the bodies came from."
admin_notes = "Contains real cult ruins, mob eyeballs, and inactive constructs. Cult mobs will automatically be sentienced by fun balloon. \
Cloning pods in 'medbay' area are showcases and nonfunctional."
credit_cost = 6667 ///The joke is the number so no defines
/datum/map_template/shuttle/emergency/narnar/prerequisites_met()
return SSshuttle.shuttle_purchase_requirements_met["narsie"]
/datum/map_template/shuttle/emergency/pubby
suffix = "pubby"
@@ -354,7 +391,7 @@
/datum/map_template/shuttle/emergency/supermatter
suffix = "supermatter"
name = "Hyperfractal Gigashuttle"
description = "(Emag only) \"I dunno, this seems kinda needlessly complicated.\"\n\
description = "\"I dunno, this seems kinda needlessly complicated.\"\n\
\"This shuttle has very a very high safety record, according to CentCom Officer Cadet Yins.\"\n\
\"Are you sure?\"\n\
\"Yes, it has a safety record of N-A-N, which is apparently larger than 100%.\""
@@ -363,19 +400,19 @@
It does, however, still dust anything on contact, emits high levels of radiation, and induce hallucinations in anyone looking at it without protective goggles. \
Emitters spawn powered on, expect admin notices, they are harmless."
credit_cost = 15000
movement_force = list("KNOCKDOWN" = 3, "THROW" = 2)
/datum/map_template/shuttle/emergency/supermatter/prerequisites_met()
if("emagged" in SSshuttle.shuttle_purchase_requirements_met)
return TRUE
return FALSE
return SSshuttle.shuttle_purchase_requirements_met["emagged"]
/datum/map_template/shuttle/emergency/imfedupwiththisworld
suffix = "imfedupwiththisworld"
name = "Oh, Hi Daniel"
description = "How was space work today? Oh, pretty good. We got a new space station and the company will make a lot of money. What space station? I cannot tell you; it's space confidential. \
Aw, come space on. Why not? No, I can't. Anyway, how is your space roleplay life?"
admin_notes = "Tiny, with a single airlock and wooden walls. What could go wrong?"
// can_be_bought = FALSE
credit_cost = -5000
movement_force = list("KNOCKDOWN" = 3, "THROW" = 2)
/datum/map_template/shuttle/emergency/goon
suffix = "goon"
@@ -383,6 +420,14 @@
description = "The Nanotrasen Emergency Shuttle Port(NES Port for short) is a shuttle used at other less known Nanotrasen facilities and has a more open inside for larger crowds, but fewer onboard shuttle facilities."
credit_cost = 500
// /datum/map_template/shuttle/emergency/rollerdome
// suffix = "rollerdome"
// name = "Uncle Pete's Rollerdome"
// description = "Developed by a member of Nanotrasen's R&D crew that claims to have travelled from the year 2028.
// He says this shuttle is based off an old entertainment complex from the 1990s, though our database has no records on anything pertaining to that decade."
// admin_notes = "ONLY NINETIES KIDS REMEMBER. Uses the fun balloon and drone from the Emergency Bar."
// credit_cost = 500 * 5
/datum/map_template/shuttle/emergency/wabbajack
suffix = "wabbajack"
name = "NT Lepton Violet"
@@ -398,6 +443,7 @@
description = "On the smaller size with a modern design, this shuttle is for the crew who like the cosier things, while still being able to stretch their legs."
credit_cost = 1000
// CIT SPECIFIC
/datum/map_template/shuttle/emergency/gorilla
suffix = "gorilla"
name = "Gorilla Cargo Freighter"
@@ -405,11 +451,17 @@
credit_cost = 2000
/datum/map_template/shuttle/emergency/gorilla/prerequisites_met()
if("emagged" in SSshuttle.shuttle_purchase_requirements_met)
return TRUE
return FALSE
return SSshuttle.shuttle_purchase_requirements_met["emagged"]
/datum/map_template/shuttle/emergency/cruise
// /datum/map_template/shuttle/emergency/cruise
// suffix = "cruise"
// name = "The NTSS Independence"
// description = "Ordinarily reserved for special functions and events, the Cruise Shuttle Independence can bring a summery cheer to your next station evacuation for a 'modest' fee!"
// admin_notes = "This motherfucker is BIG. You might need to force dock it."
// credit_cost = 8000
/datum/map_template/shuttle/emergency/monkey
suffix = "nature"
name = "Dynamic Environmental Interaction Shuttle"
description = "A large shuttle with a center biodome that is flourishing with life. Frolick with the monkeys! (Extra monkeys are stored on the bridge.)"
@@ -441,7 +493,7 @@
/datum/map_template/shuttle/ferry/fancy
suffix = "fancy"
name = "fancy transport ferry"
description = "At some point, someone upgraded the ferry to have fancier flooring... and less seats."
description = "At some point, someone upgraded the ferry to have fancier flooring... and fewer seats."
/datum/map_template/shuttle/ferry/kilo
suffix = "kilo"
@@ -464,6 +516,14 @@
suffix = "cere"
name = "NT Construction Vessel"
// /datum/map_template/shuttle/whiteship/kilo
// suffix = "kilo"
// name = "NT Mining Shuttle"
// /datum/map_template/shuttle/whiteship/donut
// suffix = "donut"
// name = "NT Long-Distance Bluespace Jumper"
/datum/map_template/shuttle/whiteship/delta
suffix = "delta"
name = "NT Frigate"
@@ -476,10 +536,6 @@
suffix = "cog"
name = "NT Prisoner Transport"
/datum/map_template/shuttle/cargo/box
suffix = "box"
name = "supply shuttle (Box)"
/datum/map_template/shuttle/cargo/kilo
suffix = "kilo"
name = "supply shuttle (Kilo)"
@@ -488,6 +544,14 @@
suffix = "birdboat"
name = "supply shuttle (Birdboat)"
// /datum/map_template/shuttle/cargo/donut
// suffix = "donut"
// name = "supply shuttle (Donut)"
// /datum/map_template/shuttle/cargo/pubby
// suffix = "pubby"
// name = "supply shuttle (Pubby)"
/datum/map_template/shuttle/emergency/delta
suffix = "delta"
name = "Delta Station Emergency Shuttle"
@@ -497,11 +561,24 @@
/datum/map_template/shuttle/emergency/raven
suffix = "raven"
name = "CentCom Raven Battlecruiser"
description = "The CentCom Raven Battlecruiser is currently docked at the CentCom ship bay awaiting a mission, this Battlecruiser has been reassigned as an emergency escape shuttle for currently unknown reasons. The CentCom Raven Battlecruiser should comfortably fit a medium to large crew size crew and is complete with all required facitlities including a top of the range CentCom Medical Bay."
admin_notes = "Comes with turrets that will target any simplemob."
name = "CentCom Raven Cruiser"
description = "The CentCom Raven Cruiser is a former high-risk salvage vessel, now repurposed into an emergency escape shuttle. \
Once first to the scene to pick through warzones for valuable remains, it now serves as an excellent escape option for stations under heavy fire from outside forces. \
This escape shuttle boasts shields and numerous anti-personnel turrets guarding its perimeter to fend off meteors and enemy boarding attempts."
admin_notes = "Comes with turrets that will target anything without the neutral faction (nuke ops, xenos etc, but not pets)."
credit_cost = 12500
// /datum/map_template/shuttle/emergency/zeta
// suffix = "zeta"
// name = "Tr%nPo2r& Z3TA"
// description = "A glitch appears on your monitor, flickering in and out of the options laid before you.
// It seems strange and alien, you may need a special technology to access the signal.."
// admin_notes = "Has alien surgery tools, and a void core that provides unlimited power."
// credit_cost = CARGO_CRATE_VALUE * 16
// /datum/map_template/shuttle/emergency/zeta/prerequisites_met()
// return SSshuttle.shuttle_purchase_requirements_met[SHUTTLE_UNLOCK_ALIENTECH]
/datum/map_template/shuttle/emergency/cog
suffix = "cog"
name = "NES Classic"
@@ -524,18 +601,22 @@
suffix = "box"
name = "labour shuttle (Box)"
/datum/map_template/shuttle/labour/kilo
suffix = "kilo"
name = "labour shuttle (Kilo)"
/datum/map_template/shuttle/labour/cog
suffix = "cog"
name = "labour shuttle (Cog)"
// /datum/map_template/shuttle/arrival/donut
// suffix = "donut"
// name = "arrival shuttle (Donut)"
/datum/map_template/shuttle/infiltrator/basic
suffix = "basic"
name = "basic syndicate infiltrator"
// /datum/map_template/shuttle/infiltrator/advanced
// suffix = "advanced"
// name = "advanced syndicate infiltrator"
/datum/map_template/shuttle/cargo/delta
suffix = "delta"
name = "cargo ferry (Delta)"
@@ -548,17 +629,25 @@
suffix = "kilo"
name = "mining shuttle (Kilo)"
// /datum/map_template/shuttle/mining/large
// suffix = "large"
// name = "mining shuttle (Large)"
/datum/map_template/shuttle/labour/delta
suffix = "delta"
name = "labour shuttle (Delta)"
/datum/map_template/shuttle/labour/kilo
suffix = "kilo"
name = "labour shuttle (Kilo)"
/datum/map_template/shuttle/mining_common/meta
suffix = "meta"
name = "lavaland shuttle (Meta)"
/datum/map_template/shuttle/labour/kilo
suffix = "kilo"
name = "labour shuttle (Kilo)"
// /datum/map_template/shuttle/mining_common/kilo
// suffix = "kilo"
// name = "lavaland shuttle (Kilo)"
/datum/map_template/shuttle/arrival/delta
suffix = "delta"
@@ -608,6 +697,18 @@
suffix = "default"
name = "pirate ship (Default)"
/datum/map_template/shuttle/hunter/space_cop
suffix = "space_cop"
name = "Police Spacevan"
/datum/map_template/shuttle/hunter/russian
suffix = "russian"
name = "Russian Cargo Ship"
/datum/map_template/shuttle/hunter/bounty
suffix = "bounty"
name = "Bounty Hunter Ship"
/datum/map_template/shuttle/ruin/caravan_victim
suffix = "caravan_victim"
name = "Small Freighter"
@@ -631,15 +732,3 @@
/datum/map_template/shuttle/snowdin/excavation
suffix = "excavation"
name = "Snowdin Excavation Elevator"
/datum/map_template/shuttle/hunter/space_cop
suffix = "space_cop"
name = "Police Spacevan"
/datum/map_template/shuttle/hunter/russian
suffix = "russian"
name = "Russian Cargo Ship"
/datum/map_template/shuttle/hunter/bounty
suffix = "bounty"
name = "Bounty Hunter Ship"
-2
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@@ -83,8 +83,6 @@
/datum/viewData/proc/apply()
chief.change_view(getView())
safeApplyFormat()
if(chief.prefs.auto_fit_viewport)
chief.fit_viewport()
/datum/viewData/proc/supress()
is_suppressed = TRUE
@@ -22,7 +22,7 @@
target_trait = ZTRAIT_STATION
immunity_type = "rad"
var/radiation_intensity = 100
/datum/weather/rad_storm/telegraph()
+2 -2
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@@ -106,8 +106,8 @@
/datum/world_topic/comms_console/Run(list/input, addr)
minor_announce(input["message"], "Incoming message from [input["message_sender"]]")
for(var/obj/machinery/computer/communications/CM in GLOB.machines)
CM.overrideCooldown()
for(var/obj/machinery/computer/communications/console in GLOB.machines)
console.override_cooldown()
/datum/world_topic/news_report
keyword = "News_Report"
+51 -8
View File
@@ -885,6 +885,9 @@
VV_DROPDOWN_OPTION(VV_HK_ADD_REAGENT, "Add Reagent")
VV_DROPDOWN_OPTION(VV_HK_TRIGGER_EMP, "EMP Pulse")
VV_DROPDOWN_OPTION(VV_HK_TRIGGER_EXPLOSION, "Explosion")
// VV_DROPDOWN_OPTION(VV_HK_RADIATE, "Radiate")
VV_DROPDOWN_OPTION(VV_HK_EDIT_FILTERS, "Edit Filters")
// VV_DROPDOWN_OPTION(VV_HK_ADD_AI, "Add AI controller")
/atom/vv_do_topic(list/href_list)
. = ..()
@@ -928,6 +931,9 @@
var/newname = input(usr, "What do you want to rename this to?", "Automatic Rename") as null|text
if(newname)
vv_auto_rename(newname)
if(href_list[VV_HK_EDIT_FILTERS] && check_rights(R_VAREDIT))
var/client/C = usr.client
C?.open_filter_editor(src)
/atom/vv_get_header()
. = ..()
@@ -1148,7 +1154,6 @@
victim.log_message(message, LOG_ATTACK, color="blue")
// Filter stuff
/atom/proc/add_filter(name,priority,list/params)
LAZYINITLIST(filter_data)
var/list/p = params.Copy()
@@ -1164,26 +1169,64 @@
var/list/arguments = data.Copy()
arguments -= "priority"
filters += filter(arglist(arguments))
UNSETEMPTY(filter_data)
/atom/proc/transition_filter(name, time, list/new_params, easing, loop)
var/filter = get_filter(name)
if(!filter)
return
var/list/old_filter_data = filter_data[name]
var/list/params = old_filter_data.Copy()
for(var/thing in new_params)
params[thing] = new_params[thing]
animate(filter, new_params, time = time, easing = easing, loop = loop)
for(var/param in params)
filter_data[name][param] = params[param]
/atom/proc/change_filter_priority(name, new_priority)
if(!filter_data || !filter_data[name])
return
filter_data[name]["priority"] = new_priority
update_filters()
/obj/item/update_filters()
. = ..()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/atom/proc/get_filter(name)
if(filter_data && filter_data[name])
return filters[filter_data.Find(name)]
/atom/proc/remove_filter(name)
if(filter_data && filter_data[name])
filter_data -= name
update_filters()
return TRUE
/atom/proc/remove_filter(name_or_names)
if(!filter_data)
return
var/list/names = islist(name_or_names) ? name_or_names : list(name_or_names)
for(var/name in names)
if(filter_data[name])
filter_data -= name
update_filters()
/atom/proc/clear_filters()
filter_data = null
filters = null
/atom/proc/intercept_zImpact(atom/movable/AM, levels = 1)
. |= SEND_SIGNAL(src, COMSIG_ATOM_INTERCEPT_Z_FALL, AM, levels)
///Sets the custom materials for an item.
/atom/proc/set_custom_materials(var/list/materials, multiplier = 1)
/atom/proc/set_custom_materials(list/materials, multiplier = 1)
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 = SSmaterials.GetMaterialRef(i)
custom_material.on_removed(src, material_flags) //Remove the current materials
custom_material.on_removed(src, custom_materials[i], material_flags) //Remove the current materials
if(!length(materials))
custom_materials = null
@@ -87,7 +87,7 @@
// Init Sunlight (called from datum_bloodsucker.on_gain(), in case game mode isn't even Bloodsucker
/datum/game_mode/proc/check_start_sunlight()
// Already Sunlight (and not about to cancel)
if(istype(bloodsucker_sunlight) && !bloodsucker_sunlight.cancel_me)
if(istype(bloodsucker_sunlight))
return
bloodsucker_sunlight = new ()
@@ -97,7 +97,6 @@
if(!istype(bloodsucker_sunlight))
return
if(bloodsuckers.len <= 0)
bloodsucker_sunlight.cancel_me = TRUE
qdel(bloodsucker_sunlight)
bloodsucker_sunlight = null
@@ -106,6 +106,7 @@
for(var/i in 1 to 3)
if(config_tag in saved_dynamic_rules[i])
weight_mult -= (repeated_mode_adjust[i]/100)
weight_mult = max(0,weight_mult)
if(config_tag in costs)
cost = costs[config_tag]
if(config_tag in requirementses)
+42 -41
View File
@@ -1,4 +1,6 @@
#define DEFAULT_METEOR_LIFETIME 1800
#define MAP_EDGE_PAD 5
GLOBAL_VAR_INIT(meteor_wave_delay, 625) //minimum wait between waves in tenths of seconds
//set to at least 100 unless you want evarr ruining every round
@@ -30,7 +32,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
var/turf/pickedgoal
var/max_i = 10//number of tries to spawn meteor.
while(!isspaceturf(pickedstart))
var/startSide = dir || pick(GLOB.cardinals)
var/startSide = (dir ? dir : pick(GLOB.cardinals))
var/startZ = pick(SSmapping.levels_by_trait(ZTRAIT_STATION))
pickedstart = spaceDebrisStartLoc(startSide, startZ)
pickedgoal = spaceDebrisFinishLoc(startSide, startZ)
@@ -46,17 +48,17 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
var/startx
switch(startSide)
if(NORTH)
starty = world.maxy-(TRANSITIONEDGE+2)
startx = rand((TRANSITIONEDGE+2), world.maxx-(TRANSITIONEDGE+2))
starty = world.maxy-(TRANSITIONEDGE + MAP_EDGE_PAD)
startx = rand((TRANSITIONEDGE + MAP_EDGE_PAD), world.maxx-(TRANSITIONEDGE + MAP_EDGE_PAD))
if(EAST)
starty = rand((TRANSITIONEDGE+2),world.maxy-(TRANSITIONEDGE+2))
startx = world.maxx-(TRANSITIONEDGE+2)
starty = rand((TRANSITIONEDGE + MAP_EDGE_PAD),world.maxy-(TRANSITIONEDGE + MAP_EDGE_PAD))
startx = world.maxx-(TRANSITIONEDGE + MAP_EDGE_PAD)
if(SOUTH)
starty = (TRANSITIONEDGE+2)
startx = rand((TRANSITIONEDGE+2), world.maxx-(TRANSITIONEDGE+2))
starty = (TRANSITIONEDGE + MAP_EDGE_PAD)
startx = rand((TRANSITIONEDGE + MAP_EDGE_PAD), world.maxx-(TRANSITIONEDGE + MAP_EDGE_PAD))
if(WEST)
starty = rand((TRANSITIONEDGE+2), world.maxy-(TRANSITIONEDGE+2))
startx = (TRANSITIONEDGE+2)
starty = rand((TRANSITIONEDGE + MAP_EDGE_PAD), world.maxy-(TRANSITIONEDGE + MAP_EDGE_PAD))
startx = (TRANSITIONEDGE + MAP_EDGE_PAD)
. = locate(startx, starty, Z)
/proc/spaceDebrisFinishLoc(startSide, Z)
@@ -64,17 +66,17 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
var/endx
switch(startSide)
if(NORTH)
endy = (TRANSITIONEDGE+1)
endx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
endy = (TRANSITIONEDGE + MAP_EDGE_PAD)
endx = rand((TRANSITIONEDGE + MAP_EDGE_PAD), world.maxx-(TRANSITIONEDGE + MAP_EDGE_PAD))
if(EAST)
endy = rand((TRANSITIONEDGE+1), world.maxy-(TRANSITIONEDGE+1))
endx = (TRANSITIONEDGE+1)
endy = rand((TRANSITIONEDGE + MAP_EDGE_PAD), world.maxy-(TRANSITIONEDGE + MAP_EDGE_PAD))
endx = (TRANSITIONEDGE + MAP_EDGE_PAD)
if(SOUTH)
endy = world.maxy-(TRANSITIONEDGE+1)
endx = rand((TRANSITIONEDGE+1), world.maxx-(TRANSITIONEDGE+1))
endy = world.maxy-(TRANSITIONEDGE + MAP_EDGE_PAD)
endx = rand((TRANSITIONEDGE + MAP_EDGE_PAD), world.maxx-(TRANSITIONEDGE + MAP_EDGE_PAD))
if(WEST)
endy = rand((TRANSITIONEDGE+1),world.maxy-(TRANSITIONEDGE+1))
endx = world.maxx-(TRANSITIONEDGE+1)
endy = rand((TRANSITIONEDGE + MAP_EDGE_PAD),world.maxy-(TRANSITIONEDGE + MAP_EDGE_PAD))
endx = world.maxx-(TRANSITIONEDGE + MAP_EDGE_PAD)
. = locate(endx, endy, Z)
///////////////////////
@@ -82,7 +84,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
//////////////////////
/obj/effect/meteor
name = "the concept of meteor"
name = "\proper the concept of meteor"
desc = "You should probably run instead of gawking at this."
icon = 'icons/obj/meteor.dmi'
icon_state = "small"
@@ -92,7 +94,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
var/hitpwr = 2 //Level of ex_act to be called on hit.
var/dest
pass_flags = PASSTABLE
var/heavy = 0
var/heavy = FALSE
var/meteorsound = 'sound/effects/meteorimpact.ogg'
var/z_original
var/threat = 0 // used for determining which meteors are most interesting
@@ -108,12 +110,12 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
. = ..() //process movement...
var/turf/T = get_turf(loc)
if(.)//.. if did move, ram the turf we get in
var/turf/T = get_turf(loc)
ram_turf(T)
if(prob(10) && !isspaceturf(T) && !istype(T, /turf/closed/mineral) && !istype(T, /turf/open/floor/plating/asteroid))//randomly takes a 'hit' from ramming
get_hit()
if(prob(10) && !isspaceturf(T) && !istype(T, /turf/closed/mineral) && !istype(T, /turf/open/floor/plating/asteroid))//randomly takes a 'hit' from ramming, and ignore spare ruin aseroids
get_hit()
/obj/effect/meteor/Destroy()
if (timerid)
@@ -135,24 +137,25 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
/obj/effect/meteor/Bump(atom/A)
if(A)
ram_turf(get_turf(A))
playsound(src.loc, meteorsound, 40, 1)
if(!istype(A, /turf/closed/mineral) && !istype(A, /turf/open/floor/plating/asteroid))
playsound(src.loc, meteorsound, 40, TRUE)
if(!istype(A, /turf/closed/mineral) && !istype(A, /turf/open/floor/plating/asteroid)) // ignore localstation ruins
get_hit()
/obj/effect/meteor/proc/ram_turf(turf/T)
//first bust whatever is in the turf
for(var/atom/A in T)
if(A != src)
if(isliving(A))
A.visible_message("<span class='warning'>[src] slams into [A].</span>", "<span class='userdanger'>[src] slams into you!.</span>")
A.ex_act(hitpwr)
for(var/thing in T)
if(thing == src)
continue
if(isliving(thing))
var/mob/living/living_thing = thing
living_thing.visible_message("<span class='warning'>[src] slams into [living_thing].</span>", "<span class='userdanger'>[src] slams into you!.</span>")
living_thing.ex_act(hitpwr)
//then, ram the turf if it still exists
if(T)
T.ex_act(hitpwr)
//process getting 'hit' by colliding with a dense object
//or randomly when ramming turfs
/obj/effect/meteor/proc/get_hit()
@@ -162,13 +165,10 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
meteor_effect()
qdel(src)
/obj/effect/meteor/ex_act()
return
/obj/effect/meteor/examine(mob/user)
. = ..()
if(!(flags_1 & ADMIN_SPAWNED_1) && isliving(user))
SSmedals.UnlockMedal(MEDAL_METEOR, user.client)
return ..()
user.client.give_award(/datum/award/achievement/misc/meteor_examine, user)
/obj/effect/meteor/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_MINING)
@@ -232,7 +232,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
name = "big meteor"
icon_state = "large"
hits = 6
heavy = 1
heavy = TRUE
dropamt = 4
threat = 10
@@ -245,7 +245,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
name = "flaming meteor"
icon_state = "flaming"
hits = 5
heavy = 1
heavy = TRUE
meteorsound = 'sound/effects/bamf.ogg'
meteordrop = list(/obj/item/stack/ore/plasma)
threat = 20
@@ -258,7 +258,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
/obj/effect/meteor/irradiated
name = "glowing meteor"
icon_state = "glowing"
heavy = 1
heavy = TRUE
meteordrop = list(/obj/item/stack/ore/uranium)
threat = 15
@@ -275,7 +275,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
icon_state = "meateor"
desc = "Just... don't think too hard about where this thing came from."
hits = 2
heavy = 1
heavy = TRUE
meteorsound = 'sound/effects/blobattack.ogg'
meteordrop = list(/obj/item/reagent_containers/food/snacks/meat/slab/human, /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant, /obj/item/organ/heart, /obj/item/organ/lungs, /obj/item/organ/tongue, /obj/item/organ/appendix/)
var/meteorgibs = /obj/effect/gibspawner/generic
@@ -327,7 +327,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
desc = "Your life briefly passes before your eyes the moment you lay them on this monstrosity."
hits = 30
hitpwr = 1
heavy = 1
heavy = TRUE
meteorsound = 'sound/effects/bamf.ogg'
meteordrop = list(/obj/item/stack/ore/plasma)
threat = 50
@@ -358,7 +358,7 @@ GLOBAL_LIST_INIT(meteorsSPOOKY, list(/obj/effect/meteor/pumpkin))
icon = 'icons/obj/meteor_spooky.dmi'
icon_state = "pumpkin"
hits = 10
heavy = 1
heavy = TRUE
dropamt = 1
meteordrop = list(/obj/item/clothing/head/hardhat/pumpkinhead, /obj/item/reagent_containers/food/snacks/grown/pumpkin)
threat = 100
@@ -368,3 +368,4 @@ GLOBAL_LIST_INIT(meteorsSPOOKY, list(/obj/effect/meteor/pumpkin))
meteorsound = pick('sound/hallucinations/im_here1.ogg','sound/hallucinations/im_here2.ogg')
//////////////////////////
#undef DEFAULT_METEOR_LIFETIME
#undef MAP_EDGE_PAD
+13 -1
View File
@@ -8,7 +8,19 @@
max_integrity = 200
var/obj/item/bodypart/storedpart
var/initial_icon_state
var/static/list/style_list_icons = list("standard" = 'icons/mob/augmentation/augments.dmi', "engineer" = 'icons/mob/augmentation/augments_engineer.dmi', "security" = 'icons/mob/augmentation/augments_security.dmi', "mining" = 'icons/mob/augmentation/augments_mining.dmi')
var/static/list/style_list_icons = list("standard" = 'icons/mob/augmentation/augments.dmi',
"engineer" = 'icons/mob/augmentation/augments_engineer.dmi',
"security" = 'icons/mob/augmentation/augments_security.dmi',
"mining" = 'icons/mob/augmentation/augments_mining.dmi',
"Talon" = 'icons/mob/augmentation/cosmetic_prosthetic/talon.dmi',
"Nanotrasen" = 'icons/mob/augmentation/cosmetic_prosthetic/nanotrasen.dmi',
"Hephaesthus" = 'icons/mob/augmentation/cosmetic_prosthetic/hephaestus.dmi',
"Bishop" = 'icons/mob/augmentation/cosmetic_prosthetic/bishop.dmi',
"Xion" = 'icons/mob/augmentation/cosmetic_prosthetic/xion.dmi',
"Grayson" = 'icons/mob/augmentation/cosmetic_prosthetic/grayson.dmi',
"Cybersolutions" = 'icons/mob/augmentation/cosmetic_prosthetic/cybersolutions.dmi',
"Ward" = 'icons/mob/augmentation/cosmetic_prosthetic/ward.dmi'
)
/obj/machinery/aug_manipulator/examine(mob/user)
. = ..()
+41 -41
View File
@@ -1,6 +1,6 @@
#define AUTOLATHE_MAIN_MENU 1
#define AUTOLATHE_CATEGORY_MENU 2
#define AUTOLATHE_SEARCH_MENU 3
#define AUTOLATHE_MAIN_MENU 1
#define AUTOLATHE_CATEGORY_MENU 2
#define AUTOLATHE_SEARCH_MENU 3
/obj/machinery/autolathe
name = "autolathe"
@@ -17,7 +17,7 @@
var/list/L = list()
var/list/LL = list()
var/hacked = FALSE
var/disabled = 0
var/disabled = FALSE
var/shocked = FALSE
var/hack_wire
var/disable_wire
@@ -27,13 +27,13 @@
var/prod_coeff = 1
var/datum/design/being_built
var/datum/techweb/stored_research
var/list/datum/design/matching_designs
var/selected_category
var/screen = 1
var/base_price = 25
var/hacked_price = 50
var/datum/techweb/specialized/autounlocking/stored_research = /datum/techweb/specialized/autounlocking/autolathe
var/list/categories = list(
"Tools",
"Electronics",
@@ -46,19 +46,13 @@
"Dinnerware",
"Imported"
)
var/list/allowed_materials
/// Base print speed
var/base_print_speed = 10
/obj/machinery/autolathe/Initialize()
var/list/mats = allowed_materials
if(!mats)
mats = SSmaterials.materialtypes_by_category[MAT_CATEGORY_RIGID]
AddComponent(/datum/component/material_container, mats, _show_on_examine=TRUE, _after_insert=CALLBACK(src, .proc/AfterMaterialInsert))
AddComponent(/datum/component/material_container, SSmaterials.materialtypes_by_category[MAT_CATEGORY_RIGID], 0, TRUE, null, null, CALLBACK(src, .proc/AfterMaterialInsert))
. = ..()
wires = new /datum/wires/autolathe(src)
stored_research = new stored_research
stored_research = new /datum/techweb/specialized/autounlocking/autolathe
matching_designs = list()
/obj/machinery/autolathe/Destroy()
@@ -83,7 +77,7 @@
if(AUTOLATHE_SEARCH_MENU)
dat = search_win(user)
var/datum/browser/popup = new(user, name, name, 400, 500)
var/datum/browser/popup = new(user, "autolathe", name, 400, 500)
popup.set_content(dat)
popup.open()
@@ -114,9 +108,9 @@
return TRUE
if(istype(O, /obj/item/disk/design_disk))
user.visible_message("[user] begins to load \the [O] in \the [src]...",
"You begin to load a design from \the [O]...",
"You hear the chatter of a floppy drive.")
user.visible_message("<span class='notice'>[user] begins to load \the [O] in \the [src]...</span>",
"<span class='notice'>You begin to load a design from \the [O]...</span>",
"<span class='hear'>You hear the chatter of a floppy drive.</span>")
busy = TRUE
var/obj/item/disk/design_disk/D = O
if(do_after(user, 14.4, target = src))
@@ -128,14 +122,16 @@
return ..()
/obj/machinery/autolathe/proc/AfterMaterialInsert(obj/item/item_inserted, id_inserted, amount_inserted)
/obj/machinery/autolathe/proc/AfterMaterialInsert(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[SSmaterials.GetMaterialRef(/datum/material/glass)])
else if(custom_materials && custom_materials.len && 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
use_power(min(1000, amount_inserted / 100))
updateUsrDialog()
@@ -187,7 +183,7 @@
if(materials.materials[i] > 0)
list_to_show += i
used_material = input("Choose [used_material]", "Custom Material") as null|anything in list_to_show
used_material = input("Choose [used_material]", "Custom Material") as null|anything in sortList(list_to_show, /proc/cmp_typepaths_asc)
if(!used_material)
return //Didn't pick any material, so you can't build shit either.
custom_materials[used_material] += amount_needed
@@ -198,8 +194,8 @@
busy = TRUE
use_power(power)
icon_state = "autolathe_n"
var/time = is_stack ? 10 : base_print_speed * coeff * multiplier
addtimer(CALLBACK(src, .proc/make_item, power, materials_used, custom_materials, multiplier, coeff, is_stack), time)
var/time = is_stack ? 32 : (32 * coeff * multiplier) ** 0.8
addtimer(CALLBACK(src, .proc/make_item, power, materials_used, custom_materials, multiplier, coeff, is_stack, usr), time)
else
to_chat(usr, "<span class=\"alert\">Not enough materials for this operation.</span>")
@@ -218,10 +214,11 @@
return
/obj/machinery/autolathe/proc/make_item(power, var/list/materials_used, var/list/picked_materials, multiplier, coeff, is_stack)
/obj/machinery/autolathe/proc/make_item(power, list/materials_used, list/picked_materials, multiplier, coeff, is_stack, mob/user)
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
var/atom/A = drop_location()
use_power(power)
materials.use_materials(materials_used)
if(is_stack)
@@ -235,6 +232,11 @@
if(length(picked_materials))
new_item.set_custom_materials(picked_materials, 1 / multiplier) //Ensure we get the non multiplied amount
for(var/x in picked_materials)
var/datum/material/M = x
if(!istype(M, /datum/material/glass) && !istype(M, /datum/material/iron))
user.client.give_award(/datum/award/achievement/misc/getting_an_upgrade, user)
icon_state = "autolathe"
busy = FALSE
@@ -246,12 +248,10 @@
T += MB.rating*75000
var/datum/component/material_container/materials = GetComponent(/datum/component/material_container)
materials.max_amount = T
var/manips = 0
var/total_manip_rating = 0
T=1.2
for(var/obj/item/stock_parts/manipulator/M in component_parts)
total_manip_rating += M.rating
manips++
prod_coeff = STANDARD_PART_LEVEL_LATHE_COEFFICIENT(total_manip_rating / (manips? manips : 1))
T -= M.rating*0.2
prod_coeff = min(1,max(0,T)) // Coeff going 1 -> 0,8 -> 0,6 -> 0,4
/obj/machinery/autolathe/examine(mob/user)
. += ..()
@@ -376,6 +376,7 @@
return materials.has_materials(required_materials)
/obj/machinery/autolathe/proc/get_design_cost(datum/design/D)
var/coeff = (ispath(D.build_path, /obj/item/stack) ? 1 : prod_coeff)
var/dat
@@ -416,9 +417,7 @@
hacked = state
for(var/id in SSresearch.techweb_designs)
var/datum/design/D = SSresearch.techweb_design_by_id(id)
if(D.build_type & stored_research.design_autounlock_skip_types)
continue
if((D.build_type & stored_research.design_autounlock_buildtypes) && ("hacked" in D.category))
if((D.build_type & AUTOLATHE) && ("hacked" in D.category))
if(hacked)
stored_research.add_design(D)
else
@@ -428,19 +427,24 @@
. = ..()
adjust_hacked(TRUE)
//Called when the object is constructed by an autolathe
//Has a reference to the autolathe so you can do !!FUN!! things with hacked lathes
/obj/item/proc/autolathe_crafted(obj/machinery/autolathe/A)
return
/obj/machinery/autolathe/secure
name = "secured autolathe"
desc = "It produces items using metal and glass. This model was reprogrammed without some of the more hazardous designs."
circuit = /obj/item/circuitboard/machine/autolathe/secure
stored_research = /datum/techweb/specialized/autounlocking/autolathe/public
base_print_speed = 20
/obj/machinery/autolathe/secure/Initialize()
. = ..()
stored_research = new /datum/techweb/specialized/autounlocking/autolathe/public
/obj/machinery/autolathe/toy
name = "autoylathe"
desc = "It produces toys using plastic, metal and glass."
circuit = /obj/item/circuitboard/machine/autolathe/toy
stored_research = /datum/techweb/specialized/autounlocking/autolathe/toy
categories = list(
"Toys",
"Figurines",
@@ -453,12 +457,8 @@
"Misc",
"Imported"
)
allowed_materials = list(
/datum/material/iron,
/datum/material/glass,
/datum/material/plastic
)
/obj/machinery/autolathe/toy/hacked/Initialize()
. = ..()
adjust_hacked(TRUE)
stored_research = new /datum/techweb/specialized/autounlocking/autolathe/toy
+44 -34
View File
@@ -3,14 +3,7 @@
#define ARCADE_WEIGHT_RARE 1
#define ARCADE_RATIO_PLUSH 0.20 // average 1 out of 6 wins is a plush.
/obj/machinery/computer/arcade
name = "random arcade"
desc = "random arcade machine"
icon_state = "arcade"
icon_keyboard = null
icon_screen = "invaders"
clockwork = TRUE //it'd look weird
var/list/prizes = list(
GLOBAL_LIST_INIT(arcade_prize_pool, list(
/obj/item/toy/balloon = ARCADE_WEIGHT_USELESS,
/obj/item/toy/beach_ball = ARCADE_WEIGHT_USELESS,
/obj/item/toy/cattoy = ARCADE_WEIGHT_USELESS,
@@ -70,9 +63,16 @@
/obj/item/clothing/mask/fakemoustache/italian = ARCADE_WEIGHT_RARE,
/obj/item/clothing/suit/hooded/wintercoat/ratvar/fake = ARCADE_WEIGHT_TRICK,
/obj/item/clothing/suit/hooded/wintercoat/narsie/fake = ARCADE_WEIGHT_TRICK
)
))
/obj/machinery/computer/arcade
name = "random arcade"
desc = "random arcade machine"
icon_state = "arcade"
icon_keyboard = "no_keyboard"
icon_screen = "invaders"
light_color = LIGHT_COLOR_GREEN
var/list/prize_override
/obj/machinery/computer/arcade/proc/Reset()
return
@@ -91,44 +91,54 @@
var/obj/machinery/computer/arcade/A = new CB.build_path(loc, CB)
A.setDir(dir)
return INITIALIZE_HINT_QDEL
//The below object acts as a spawner with a wide array of possible picks, most being uninspired references to past/current player characters.
//Nevertheless, this keeps its ratio constant with the sum of all the others prizes.
prizes[/obj/item/toy/plush/random] = counterlist_sum(prizes) * ARCADE_RATIO_PLUSH
Reset()
/obj/machinery/computer/arcade/proc/prizevend(mob/user, list/rarity_classes)
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "arcade", /datum/mood_event/arcade)
/obj/machinery/computer/arcade/proc/prizevend(mob/user, prizes = 1)
// if(user.mind?.get_skill_level(/datum/skill/gaming) >= SKILL_LEVEL_LEGENDARY && HAS_TRAIT(user, TRAIT_GAMERGOD))
// visible_message("<span class='notice'>[user] inputs an intense cheat code!</span>",
// "<span class='notice'>You hear a flurry of buttons being pressed.</span>")
// say("CODE ACTIVATED: EXTRA PRIZES.")
// prizes *= 2
for(var/i = 0, i < prizes, i++)
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "arcade", /datum/mood_event/arcade)
if(prob(0.0001)) //1 in a million
new /obj/item/gun/energy/pulse/prize(src)
visible_message("<span class='notice'>[src] dispenses.. woah, a gun! Way past cool.</span>", "<span class='notice'>You hear a chime and a shot.</span>")
user.client.give_award(/datum/award/achievement/misc/pulse, user)
return
if(prob(1) && prob(1) && prob(1)) //Proper 1 in a million
new /obj/item/gun/energy/pulse/prize(src)
SSmedals.UnlockMedal(MEDAL_PULSE, usr.client)
var/prizeselect
if(prize_override)
prizeselect = pickweight(prize_override)
else
prizeselect = pickweight(GLOB.arcade_prize_pool)
var/atom/movable/the_prize = new prizeselect(get_turf(src))
playsound(src, 'sound/machines/machine_vend.ogg', 50, TRUE, extrarange = -3)
visible_message("<span class='notice'>[src] dispenses [the_prize]!</span>", "<span class='notice'>You hear a chime and a clunk.</span>")
if(!contents.len)
var/list/toy_raffle
if(rarity_classes)
for(var/A in prizes)
if(prizes[A] in rarity_classes)
LAZYSET(toy_raffle, A, prizes[A])
if(!toy_raffle)
toy_raffle = prizes
var/prizeselect = pickweight(toy_raffle)
new prizeselect(src)
var/atom/movable/prize = pick(contents)
visible_message("<span class='notice'>[src] dispenses [prize]!</span>", "<span class='notice'>You hear a chime and a clunk.</span>")
prize.forceMove(get_turf(src))
/obj/machinery/computer/arcade/emp_act(severity)
. = ..()
var/override = FALSE
if(prize_override)
override = TRUE
if(stat & (NOPOWER|BROKEN) || . & EMP_PROTECT_SELF)
return
var/empprize = null
var/num_of_prizes = rand(round(severity/50),round(severity/100))
var/num_of_prizes = 0
switch(severity)
if(1)
num_of_prizes = rand(1,4)
if(2)
num_of_prizes = rand(0,2)
for(var/i = num_of_prizes; i > 0; i--)
empprize = pickweight(prizes)
if(override)
empprize = pickweight(prize_override)
else
empprize = pickweight(GLOB.arcade_prize_pool)
new empprize(loc)
explosion(loc, -1, 0, 1+num_of_prizes, flame_range = 1+num_of_prizes)
+392 -125
View File
@@ -1,130 +1,399 @@
// ** BATTLE ** //
/obj/machinery/computer/arcade/battle
name = "arcade machine"
desc = "Does not support Pinball."
icon_state = "arcade"
circuit = /obj/item/circuitboard/computer/arcade/battle
var/enemy_name = "Space Villain"
var/temp = "Winners don't use space drugs" //Temporary message, for attack messages, etc
var/player_hp = 30 //Player health/attack points
var/player_mp = 10
var/enemy_hp = 45 //Enemy health/attack points
var/enemy_mp = 20
var/gameover = FALSE
var/blocked = FALSE //Player cannot attack/heal while set
var/turtle = 0
var/turn_speed = 5 //Measured in deciseconds.
var/enemy_name = "Space Villain"
///Enemy health/attack points
var/enemy_hp = 100
var/enemy_mp = 40
///Temporary message, for attack messages, etc
var/temp = "<br><center><h3>Winners don't use space drugs<center><h3>"
///the list of passive skill the enemy currently has. the actual passives are added in the enemy_setup() proc
var/list/enemy_passive
///if all the enemy's weakpoints have been triggered becomes TRUE
var/finishing_move = FALSE
///linked to passives, when it's equal or above the max_passive finishing move will become TRUE
var/pissed_off = 0
///the number of passives the enemy will start with
var/max_passive = 3
///weapon wielded by the enemy, the shotgun doesn't count.
var/chosen_weapon
///Player health
var/player_hp = 85
///player magic points
var/player_mp = 20
///used to remember the last three move of the player before this turn.
var/list/last_three_move
///if the enemy or player died. restart the game when TRUE
var/gameover = FALSE
///the player cannot make any move while this is set to TRUE. should only TRUE during enemy turns.
var/blocked = FALSE
///used to clear the enemy_action proc timer when the game is restarted
var/timer_id
///weapon used by the enemy, pure fluff.for certain actions
var/list/weapons
///unique to the emag mode, acts as a time limit where the player dies when it reaches 0.
var/bomb_cooldown = 19
///creates the enemy base stats for a new round along with the enemy passives
/obj/machinery/computer/arcade/battle/proc/enemy_setup(player_skill)
player_hp = 85
player_mp = 20
enemy_hp = 100
enemy_mp = 40
gameover = FALSE
blocked = FALSE
finishing_move = FALSE
pissed_off = 0
last_three_move = null
enemy_passive = list("short_temper" = TRUE, "poisonous" = TRUE, "smart" = TRUE, "shotgun" = TRUE, "magical" = TRUE, "chonker" = TRUE)
for(var/i = LAZYLEN(enemy_passive); i > max_passive; i--) //we'll remove passives from the list until we have the number of passive we want
var/picked_passive = pick(enemy_passive)
LAZYREMOVE(enemy_passive, picked_passive)
if(LAZYACCESS(enemy_passive, "chonker"))
enemy_hp += 20
if(LAZYACCESS(enemy_passive, "shotgun"))
chosen_weapon = "shotgun"
else if(weapons)
chosen_weapon = pick(weapons)
else
chosen_weapon = "null gun" //if the weapons list is somehow empty, shouldn't happen but runtimes are sneaky bastards.
if(player_skill)
player_hp += player_skill * 2
/obj/machinery/computer/arcade/battle/Reset()
max_passive = 3
var/name_action
var/name_part1
var/name_part2
name_action = pick("Defeat ", "Annihilate ", "Save ", "Strike ", "Stop ", "Destroy ", "Robust ", "Romance ", "Pwn ", "Own ", "Ban ")
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
name_action = pick_list(ARCADE_FILE, "rpg_action_halloween")
name_part1 = pick_list(ARCADE_FILE, "rpg_adjective_halloween")
name_part2 = pick_list(ARCADE_FILE, "rpg_enemy_halloween")
weapons = strings(ARCADE_FILE, "rpg_weapon_halloween")
else if(SSevents.holidays && SSevents.holidays[CHRISTMAS])
name_action = pick_list(ARCADE_FILE, "rpg_action_xmas")
name_part1 = pick_list(ARCADE_FILE, "rpg_adjective_xmas")
name_part2 = pick_list(ARCADE_FILE, "rpg_enemy_xmas")
weapons = strings(ARCADE_FILE, "rpg_weapon_xmas")
else if(SSevents.holidays && SSevents.holidays[VALENTINES])
name_action = pick_list(ARCADE_FILE, "rpg_action_valentines")
name_part1 = pick_list(ARCADE_FILE, "rpg_adjective_valentines")
name_part2 = pick_list(ARCADE_FILE, "rpg_enemy_valentines")
weapons = strings(ARCADE_FILE, "rpg_weapon_valentines")
else
name_action = pick_list(ARCADE_FILE, "rpg_action")
name_part1 = pick_list(ARCADE_FILE, "rpg_adjective")
name_part2 = pick_list(ARCADE_FILE, "rpg_enemy")
weapons = strings(ARCADE_FILE, "rpg_weapon")
name_part1 = pick("the Automatic ", "Farmer ", "Lord ", "Professor ", "the Cuban ", "the Evil ", "the Dread King ", "the Space ", "Lord ", "the Great ", "Duke ", "General ")
name_part2 = pick("Melonoid", "Murdertron", "Sorcerer", "Ruin", "Jeff", "Ectoplasm", "Crushulon", "Uhangoid", "Vhakoid", "Peteoid", "slime", "Griefer", "ERPer", "Lizard Man", "Unicorn", "Bloopers")
enemy_name = ("The " + name_part1 + " " + name_part2)
name = (name_action + " " + enemy_name)
enemy_name = replacetext((name_part1 + name_part2), "the ", "")
name = (name_action + name_part1 + name_part2)
enemy_setup(0) //in the case it's reset we assume the player skill is 0 because the VOID isn't a gamer
/obj/machinery/computer/arcade/battle/ui_interact(mob/user)
. = ..()
screen_setup(user)
///sets up the main screen for the user
/obj/machinery/computer/arcade/battle/proc/screen_setup(mob/user)
var/dat = "<a href='byond://?src=[REF(src)];close=1'>Close</a>"
dat += "<center><h4>[enemy_name]</h4></center>"
dat += "<br><center><h3>[temp]</h3></center>"
dat += "[temp]"
dat += "<br><center>Health: [player_hp] | Magic: [player_mp] | Enemy Health: [enemy_hp]</center>"
if (gameover)
dat += "<center><b><a href='byond://?src=[REF(src)];newgame=1'>New Game</a>"
else
dat += "<center><b><a href='byond://?src=[REF(src)];attack=1'>Attack</a> | "
dat += "<a href='byond://?src=[REF(src)];heal=1'>Heal</a> | "
dat += "<a href='byond://?src=[REF(src)];charge=1'>Recharge Power</a>"
dat += "<center><b><a href='byond://?src=[REF(src)];attack=1'>Light attack</a>"
dat += "<center><b><a href='byond://?src=[REF(src)];defend=1'>Defend</a>"
dat += "<center><b><a href='byond://?src=[REF(src)];counter_attack=1'>Counter attack</a>"
dat += "<center><b><a href='byond://?src=[REF(src)];power_attack=1'>Power attack</a>"
dat += "</b></center>"
var/datum/browser/popup = new(user, "arcade", "Space Villain 2000")
popup.set_content(dat)
popup.open()
if(user.client) //mainly here to avoid a runtime when the player gets gibbed when losing the emag mode.
var/datum/browser/popup = new(user, "arcade", "Space Villain 2000")
popup.set_content(dat)
popup.open()
/obj/machinery/computer/arcade/battle/Topic(href, href_list)
if(..())
return
var/gamerSkill = 0
// if(usr?.mind)
// gamerSkill = usr.mind.get_skill_level(/datum/skill/gaming)
if (!blocked && !gameover)
var/attackamt = rand(5,7) + rand(0, gamerSkill)
if(finishing_move) //time to bonk that fucker,cuban pete will sometime survive a finishing move.
attackamt *= 100
//light attack suck absolute ass but it doesn't cost any MP so it's pretty good to finish an enemy off
if (href_list["attack"])
blocked = TRUE
var/attackamt = rand(2,6)
temp = "You attack for [attackamt] damage!"
playsound(loc, 'sound/arcade/hit.ogg', 50, TRUE, extrarange = -3)
updateUsrDialog()
if(turtle > 0)
turtle--
sleep(turn_speed)
temp = "<br><center><h3>you do quick jab for [attackamt] of damage!</h3></center>"
enemy_hp -= attackamt
arcade_action(usr)
arcade_action(usr,"attack",attackamt)
else if (href_list["heal"])
blocked = TRUE
var/pointamt = rand(1,3)
var/healamt = rand(6,8)
temp = "You use [pointamt] magic to heal for [healamt] damage!"
playsound(loc, 'sound/arcade/heal.ogg', 50, TRUE, extrarange = -3)
updateUsrDialog()
turtle++
//defend lets you gain back MP and take less damage from non magical attack.
else if(href_list["defend"])
temp = "<br><center><h3>you take a defensive stance and gain back 10 mp!</h3></center>"
player_mp += 10
arcade_action(usr,"defend",attackamt)
playsound(src, 'sound/arcade/mana.ogg', 50, TRUE, extrarange = -3)
sleep(turn_speed)
player_mp -= pointamt
player_hp += healamt
blocked = TRUE
updateUsrDialog()
arcade_action(usr)
//mainly used to counter short temper and their absurd damage, will deal twice the damage the player took of a non magical attack.
else if(href_list["counter_attack"] && player_mp >= 10)
temp = "<br><center><h3>you prepare yourself to counter the next attack!</h3></center>"
player_mp -= 10
arcade_action(usr,"counter_attack",attackamt)
playsound(src, 'sound/arcade/mana.ogg', 50, TRUE, extrarange = -3)
else if (href_list["charge"])
blocked = TRUE
var/chargeamt = rand(4,7)
temp = "You regain [chargeamt] points"
playsound(loc, 'sound/arcade/mana.ogg', 50, TRUE, extrarange = -3)
player_mp += chargeamt
if(turtle > 0)
turtle--
else if(href_list["counter_attack"] && player_mp < 10)
temp = "<br><center><h3>you don't have the mp necessary to counter attack and defend yourself instead</h3></center>"
player_mp += 10
arcade_action(usr,"defend",attackamt)
playsound(src, 'sound/arcade/mana.ogg', 50, TRUE, extrarange = -3)
updateUsrDialog()
sleep(turn_speed)
arcade_action(usr)
//power attack deals twice the amount of damage but is really expensive MP wise, mainly used with combos to get weakpoints.
else if (href_list["power_attack"] && player_mp >= 20)
temp = "<br><center><h3>You attack [enemy_name] with all your might for [attackamt * 2] damage!</h3></center>"
enemy_hp -= attackamt * 2
player_mp -= 20
arcade_action(usr,"power_attack",attackamt)
else if(href_list["power_attack"] && player_mp < 20)
temp = "<br><center><h3>You don't have the mp necessary for a power attack and settle for a light attack!</h3></center>"
enemy_hp -= attackamt
arcade_action(usr,"attack",attackamt)
if (href_list["close"])
usr.unset_machine()
usr << browse(null, "window=arcade")
else if (href_list["newgame"]) //Reset everything
temp = "New Round"
player_hp = initial(player_hp)
player_mp = initial(player_mp)
enemy_hp = initial(enemy_hp)
enemy_mp = initial(enemy_mp)
gameover = FALSE
turtle = 0
temp = "<br><center><h3>New Round<center><h3>"
if(obj_flags & EMAGGED)
Reset()
obj_flags &= ~EMAGGED
enemy_setup(gamerSkill)
screen_setup(usr)
add_fingerprint(usr)
updateUsrDialog()
return
/obj/machinery/computer/arcade/battle/proc/arcade_action(mob/user)
if ((enemy_mp <= 0) || (enemy_hp <= 0))
///happens after a player action and before the enemy turn. the enemy turn will be cancelled if there's a gameover.
/obj/machinery/computer/arcade/battle/proc/arcade_action(mob/user,player_stance,attackamt)
screen_setup(user)
blocked = TRUE
if(player_stance == "attack" || player_stance == "power_attack")
if(attackamt > 40)
playsound(src, 'sound/arcade/boom.ogg', 50, TRUE, extrarange = -3)
else
playsound(src, 'sound/arcade/hit.ogg', 50, TRUE, extrarange = -3)
timer_id = addtimer(CALLBACK(src, .proc/enemy_action,player_stance,user),1 SECONDS,TIMER_STOPPABLE)
gameover_check(user)
///the enemy turn, the enemy's action entirely depend on their current passive and a teensy tiny bit of randomness
/obj/machinery/computer/arcade/battle/proc/enemy_action(player_stance,mob/user)
var/list/list_temp = list()
switch(LAZYLEN(last_three_move)) //we keep the last three action of the player in a list here
if(0 to 2)
LAZYADD(last_three_move, player_stance)
if(3)
for(var/i in 1 to 2)
last_three_move[i] = last_three_move[i + 1]
last_three_move[3] = player_stance
if(4 to INFINITY)
last_three_move = null //this shouldn't even happen but we empty the list if it somehow goes above 3
var/enemy_stance
var/attack_amount = rand(8,10) //making the attack amount not vary too much so that it's easier to see if the enemy has a shotgun
if(player_stance == "defend")
attack_amount -= 5
//if emagged, cuban pete will set up a bomb acting up as a timer. when it reaches 0 the player fucking dies
if(obj_flags & EMAGGED)
switch(bomb_cooldown--)
if(18)
list_temp += "<br><center><h3>[enemy_name] takes two valve tank and links them together, what's he planning?<center><h3>"
if(15)
list_temp += "<br><center><h3>[enemy_name] adds a remote control to the tan- ho god is that a bomb?<center><h3>"
if(12)
list_temp += "<br><center><h3>[enemy_name] throws the bomb next to you, you'r too scared to pick it up. <center><h3>"
if(6)
list_temp += "<br><center><h3>[enemy_name]'s hand brushes the remote linked to the bomb, your heart skipped a beat. <center><h3>"
if(2)
list_temp += "<br><center><h3>[enemy_name] is going to press the button! It's now or never! <center><h3>"
if(0)
player_hp -= attack_amount * 1000 //hey it's a maxcap we might as well go all in
//yeah I used the shotgun as a passive, you know why? because the shotgun gives +5 attack which is pretty good
if(LAZYACCESS(enemy_passive, "shotgun"))
if(weakpoint_check("shotgun","defend","defend","power_attack"))
list_temp += "<br><center><h3>You manage to disarm [enemy_name] with a surprise power attack and shoot him with his shotgun until it runs out of ammo! <center><h3> "
enemy_hp -= 10
chosen_weapon = "empty shotgun"
else
attack_amount += 5
//heccing chonker passive, only gives more HP at the start of a new game but has one of the hardest weakpoint to trigger.
if(LAZYACCESS(enemy_passive, "chonker"))
if(weakpoint_check("chonker","power_attack","power_attack","power_attack"))
list_temp += "<br><center><h3>After a lot of power attacks you manage to tip over [enemy_name] as they fall over their enormous weight<center><h3> "
enemy_hp -= 30
//smart passive trait, mainly works in tandem with other traits, makes the enemy unable to be counter_attacked
if(LAZYACCESS(enemy_passive, "smart"))
if(weakpoint_check("smart","defend","defend","attack"))
list_temp += "<br><center><h3>[enemy_name] is confused by your illogical strategy!<center><h3> "
attack_amount -= 5
else if(attack_amount >= player_hp)
player_hp -= attack_amount
list_temp += "<br><center><h3>[enemy_name] figures out you are really close to death and finishes you off with their [chosen_weapon]!<center><h3>"
enemy_stance = "attack"
else if(player_stance == "counter_attack")
list_temp += "<br><center><h3>[enemy_name] is not taking your bait. <center><h3> "
if(LAZYACCESS(enemy_passive, "short_temper"))
list_temp += "However controlling their hatred of you still takes a toll on their mental and physical health!"
enemy_hp -= 5
enemy_mp -= 5
enemy_stance = "defensive"
//short temper passive trait, gets easily baited into being counter attacked but will bypass your counter when low on HP
if(LAZYACCESS(enemy_passive, "short_temper"))
if(weakpoint_check("short_temper","counter_attack","counter_attack","counter_attack"))
list_temp += "<br><center><h3>[enemy_name] is getting frustrated at all your counter attacks and throws a tantrum!<center><h3>"
enemy_hp -= attack_amount
else if(player_stance == "counter_attack")
if(!(LAZYACCESS(enemy_passive, "smart")) && enemy_hp > 30)
list_temp += "<br><center><h3>[enemy_name] took the bait and allowed you to counter attack for [attack_amount * 2] damage!<center><h3>"
player_hp -= attack_amount
enemy_hp -= attack_amount * 2
enemy_stance = "attack"
else if(enemy_hp <= 30) //will break through the counter when low enough on HP even when smart.
list_temp += "<br><center><h3>[enemy_name] is getting tired of your tricks and breaks through your counter with their [chosen_weapon]!<center><h3>"
player_hp -= attack_amount
enemy_stance = "attack"
else if(!enemy_stance)
var/added_temp
if(rand())
added_temp = "you for [attack_amount + 5] damage!"
player_hp -= attack_amount + 5
enemy_stance = "attack"
else
added_temp = "the wall, breaking their skull in the process and losing [attack_amount] hp!" //[enemy_name] you have a literal dent in your skull
enemy_hp -= attack_amount
enemy_stance = "attack"
list_temp += "<br><center><h3>[enemy_name] grits their teeth and charge right into [added_temp]<center><h3>"
//in the case none of the previous passive triggered, Mainly here to set an enemy stance for passives that needs it like the magical passive.
if(!enemy_stance)
enemy_stance = pick("attack","defensive")
if(enemy_stance == "attack")
player_hp -= attack_amount
list_temp += "<br><center><h3>[enemy_name] attacks you for [attack_amount] points of damage with their [chosen_weapon]<center><h3>"
if(player_stance == "counter_attack")
enemy_hp -= attack_amount * 2
list_temp += "<br><center><h3>You counter [enemy_name]'s attack and deal [attack_amount * 2] points of damage!<center><h3>"
if(enemy_stance == "defensive" && enemy_mp < 15)
list_temp += "<br><center><h3>[enemy_name] take some time to get some mp back!<center><h3> "
enemy_mp += attack_amount
else if (enemy_stance == "defensive" && enemy_mp >= 15 && !(LAZYACCESS(enemy_passive, "magical")))
list_temp += "<br><center><h3>[enemy_name] quickly heal themselves for 5 hp!<center><h3> "
enemy_mp -= 15
enemy_hp += 5
//magical passive trait, recharges MP nearly every turn it's not blasting you with magic.
if(LAZYACCESS(enemy_passive, "magical"))
if(player_mp >= 50)
list_temp += "<br><center><h3>the huge amount of magical energy you have acumulated throws [enemy_name] off balance!<center><h3>"
enemy_mp = 0
LAZYREMOVE(enemy_passive, "magical")
pissed_off++
else if(LAZYACCESS(enemy_passive, "smart") && player_stance == "counter_attack" && enemy_mp >= 20)
list_temp += "<br><center><h3>[enemy_name] blasts you with magic from afar for 10 points of damage before you can counter!<center><h3>"
player_hp -= 10
enemy_mp -= 20
else if(enemy_hp >= 20 && enemy_mp >= 40 && enemy_stance == "defensive")
list_temp += "<br><center><h3>[enemy_name] Blasts you with magic from afar!<center><h3>"
enemy_mp -= 40
player_hp -= 30
enemy_stance = "attack"
else if(enemy_hp < 20 && enemy_mp >= 20 && enemy_stance == "defensive") //it's a pretty expensive spell so they can't spam it that much
list_temp += "<br><center><h3>[enemy_name] heal themselves with magic and gain back 20 hp!<center><h3>"
enemy_hp += 20
enemy_mp -= 30
else
list_temp += "<br><center><h3>[enemy_name]'s magical nature lets them get some mp back!<center><h3>"
enemy_mp += attack_amount
//poisonous passive trait, while it's less damage added than the shotgun it acts up even when the enemy doesn't attack at all.
if(LAZYACCESS(enemy_passive, "poisonous"))
if(weakpoint_check("poisonous","attack","attack","attack"))
list_temp += "<br><center><h3>your flurry of attack throws back the poisonnous gas at [enemy_name] and makes them choke on it!<center><h3> "
enemy_hp -= 5
else
list_temp += "<br><center><h3>the stinky breath of [enemy_name] hurts you for 3 hp!<center><h3> "
player_hp -= 3
//if all passive's weakpoint have been triggered, set finishing_move to TRUE
if(pissed_off >= max_passive && !finishing_move)
list_temp += "<br><center><h3>You have weakened [enemy_name] enough for them to show their weak point, you will do 10 times as much damage with your next attack!<center><h3> "
finishing_move = TRUE
playsound(src, 'sound/arcade/heal.ogg', 50, TRUE, extrarange = -3)
temp = list_temp.Join()
gameover_check(user)
screen_setup(user)
blocked = FALSE
/obj/machinery/computer/arcade/battle/proc/gameover_check(mob/user)
var/xp_gained = 0
if(enemy_hp <= 0)
if(!gameover)
if(timer_id)
deltimer(timer_id)
timer_id = null
if(player_hp <= 0)
player_hp = 1 //let's just pretend the enemy didn't kill you so not both the player and enemy look dead.
gameover = TRUE
temp = "[enemy_name] has fallen! Rejoice!"
playsound(loc, 'sound/arcade/win.ogg', 50, TRUE, extrarange = -3)
blocked = FALSE
temp = "<br><center><h3>[enemy_name] has fallen! Rejoice!<center><h3>"
playsound(loc, 'sound/arcade/win.ogg', 50, TRUE)
if(obj_flags & EMAGGED)
new /obj/effect/spawner/newbomb/timer/syndicate(loc)
@@ -133,78 +402,76 @@
log_game("[key_name(usr)] has outbombed Cuban Pete and been awarded a bomb.")
Reset()
obj_flags &= ~EMAGGED
xp_gained += 100
else
prizevend(user)
xp_gained += 50
SSblackbox.record_feedback("nested tally", "arcade_results", 1, list("win", (obj_flags & EMAGGED ? "emagged":"normal")))
else if ((obj_flags & EMAGGED) && (turtle >= 4))
var/boomamt = rand(5,10)
temp = "[enemy_name] throws a bomb, exploding you for [boomamt] damage!"
playsound(loc, 'sound/arcade/boom.ogg', 50, TRUE, extrarange = -3)
player_hp -= boomamt
else if ((enemy_mp <= 5) && (prob(70)))
var/stealamt = rand(2,3)
temp = "[enemy_name] steals [stealamt] of your power!"
playsound(loc, 'sound/arcade/steal.ogg', 50, TRUE, extrarange = -3)
player_mp -= stealamt
updateUsrDialog()
if (player_mp <= 0)
gameover = TRUE
sleep(turn_speed)
temp = "You have been drained! GAME OVER"
playsound(loc, 'sound/arcade/lose.ogg', 50, TRUE, extrarange = -3)
if(obj_flags & EMAGGED)
usr.gib()
SSblackbox.record_feedback("nested tally", "arcade_results", 1, list("loss", "mana", (obj_flags & EMAGGED ? "emagged":"normal")))
else if ((enemy_hp <= 10) && (enemy_mp > 4))
temp = "[enemy_name] heals for 4 health!"
playsound(loc, 'sound/arcade/heal.ogg', 50, TRUE, extrarange = -3)
enemy_hp += 4
enemy_mp -= 4
else
var/attackamt = rand(3,6)
temp = "[enemy_name] attacks for [attackamt] damage!"
playsound(loc, 'sound/arcade/hit.ogg', 50, TRUE, extrarange = -3)
player_hp -= attackamt
if ((player_mp <= 0) || (player_hp <= 0))
else if(player_hp <= 0)
if(timer_id)
deltimer(timer_id)
timer_id = null
gameover = TRUE
temp = "You have been crushed! GAME OVER"
playsound(loc, 'sound/arcade/lose.ogg', 50, TRUE, extrarange = -3)
temp = "<br><center><h3>You have been crushed! GAME OVER<center><h3>"
playsound(loc, 'sound/arcade/lose.ogg', 50, TRUE)
xp_gained += 10//pity points
if(obj_flags & EMAGGED)
usr.gib()
var/mob/living/living_user = user
if (istype(living_user))
living_user.gib()
SSblackbox.record_feedback("nested tally", "arcade_results", 1, list("loss", "hp", (obj_flags & EMAGGED ? "emagged":"normal")))
blocked = FALSE
return
// if(gameover)
// user?.mind?.adjust_experience(/datum/skill/gaming, xp_gained+1)//always gain at least 1 point of XP
///used to check if the last three move of the player are the one we want in the right order and if the passive's weakpoint has been triggered yet
/obj/machinery/computer/arcade/battle/proc/weakpoint_check(passive,first_move,second_move,third_move)
if(LAZYLEN(last_three_move) < 3)
return FALSE
if(last_three_move[1] == first_move && last_three_move[2] == second_move && last_three_move[3] == third_move && LAZYACCESS(enemy_passive, passive))
LAZYREMOVE(enemy_passive, passive)
pissed_off++
return TRUE
else
return FALSE
/obj/machinery/computer/arcade/battle/Destroy()
enemy_passive = null
weapons = null
last_three_move = null
return ..() //well boys we did it, lists are no more
/obj/machinery/computer/arcade/battle/examine_more(mob/user)
to_chat(user, "<span class='notice'>Scribbled on the side of the Arcade Machine you notice some writing...\
\nmagical -> >=50 power\
\nsmart -> defend, defend, light attack\
\nshotgun -> defend, defend, power attack\
\nshort temper -> counter, counter, counter\
\npoisonous -> light attack, light attack, light attack\
\nchonker -> power attack, power attack, power attack</span>")
return ..()
var/list/msg = list("<span class='notice'><i>You notice some writing scribbled on the side of [src]...</i></span>")
msg += "\t<span class='info'>smart -> defend, defend, light attack</span>"
msg += "\t<span class='info'>shotgun -> defend, defend, power attack</span>"
msg += "\t<span class='info'>short temper -> counter, counter, counter</span>"
msg += "\t<span class='info'>poisonous -> light attack, light attack, light attack</span>"
msg += "\t<span class='info'>chonker -> power attack, power attack, power attack</span>"
return msg
/obj/machinery/computer/arcade/battle/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
to_chat(user, "<span class='warning'>A mesmerizing Rhumba beat starts playing from the arcade machine's speakers!</span>")
temp = "If you die in the game, you die for real!"
player_hp = 30
player_mp = 10
enemy_hp = 45
enemy_mp = 20
temp = "<br><center><h2>If you die in the game, you die for real!<center><h2>"
max_passive = 6
bomb_cooldown = 18
var/gamerSkill = 0
// if(usr?.mind)
// gamerSkill = usr.mind.get_skill_level(/datum/skill/gaming)
enemy_setup(gamerSkill)
enemy_hp += 100 //extra HP just to make cuban pete even more bullshit
player_hp += 30 //the player will also get a few extra HP in order to have a fucking chance
screen_setup(user)
gameover = FALSE
blocked = FALSE
obj_flags |= EMAGGED
@@ -268,7 +268,7 @@
visible_message("<span class='notice'>[src] dispenses [itemname]!</span>", "<span class='notice'>You hear a chime and a clunk.</span>")
DISABLE_BITFIELD(obj_flags, EMAGGED)
else
var/dope_prizes = (area >= 480) ? list(ARCADE_WEIGHT_RARE) : (area >= 256) ? list(ARCADE_WEIGHT_RARE, ARCADE_WEIGHT_TRICK) : null
var/dope_prizes = (area >= 480) ? 6 : (area >= 256) ? 4 : 2
prizevend(user, dope_prizes)
if(game_status == MINESWEEPER_GAME_WON)
@@ -8,7 +8,7 @@
icon_state = "arcade"
circuit = /obj/item/circuitboard/computer/arcade/amputation
/obj/machinery/computer/arcade/amputation/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
/obj/machinery/computer/arcade/amputation/on_attack_hand(mob/user)
if(!iscarbon(user))
return
var/mob/living/carbon/c_user = user
@@ -24,8 +24,13 @@
var/obj/item/bodypart/chopchop = c_user.get_bodypart(which_hand)
chopchop.dismember()
qdel(chopchop)
playsound(loc, 'sound/arcade/win.ogg', 50, TRUE, extrarange = -3)
for(var/i=1; i<=rand(3,5); i++)
prizevend(user)
// user.mind?.adjust_experience(/datum/skill/gaming, 100)
playsound(loc, 'sound/arcade/win.ogg', 50, TRUE)
prizevend(user, rand(3,5))
else
to_chat(c_user, "<span class='notice'>You (wisely) decide against putting your hand in the machine.</span>")
/obj/machinery/computer/arcade/amputation/festive //dispenses wrapped gifts instead of arcade prizes, also known as the ancap christmas tree
name = "Mediborg's Festive Amputation Adventure"
desc = "A picture of a blood-soaked medical cyborg wearing a Santa hat flashes on the screen. The mediborg has a speech bubble that says, \"Put your hand in the machine if you aren't a <b>coward!</b>\""
prize_override = list(/obj/item/a_gift/anything = 1)
@@ -1,5 +1,3 @@
// *** THE ORION TRAIL ** //
#define ORION_TRAIL_WINTURN 9
@@ -15,6 +13,8 @@
#define ORION_TRAIL_COLLISION "Collision"
#define ORION_TRAIL_SPACEPORT "Spaceport"
#define ORION_TRAIL_BLACKHOLE "BlackHole"
#define ORION_TRAIL_OLDSHIP "Old Ship"
#define ORION_TRAIL_SEARCH "Old Ship Search"
#define ORION_STATUS_START 1
#define ORION_STATUS_NORMAL 2
@@ -44,7 +44,8 @@
ORION_TRAIL_LING = 3,
ORION_TRAIL_MALFUNCTION = 2,
ORION_TRAIL_COLLISION = 1,
ORION_TRAIL_SPACEPORT = 2
ORION_TRAIL_SPACEPORT = 2,
ORION_TRAIL_OLDSHIP = 2
)
var/list/stops = list()
var/list/stopblurbs = list()
@@ -55,13 +56,27 @@
var/gameStatus = ORION_STATUS_START
var/canContinueEvent = 0
var/obj/item/radio/Radio
var/list/gamers = list()
var/killed_crew = 0
/obj/machinery/computer/arcade/orion_trail/Initialize()
. = ..()
Radio = new /obj/item/radio(src)
Radio.listening = 0
/obj/machinery/computer/arcade/orion_trail/Destroy()
QDEL_NULL(Radio)
return ..()
/obj/machinery/computer/arcade/orion_trail/kobayashi
name = "Kobayashi Maru control computer"
desc = "A test for cadets"
icon = 'icons/obj/machines/particle_accelerator.dmi'
icon_state = "control_boxp"
events = list("Raiders" = 3, "Interstellar Flux" = 1, "Illness" = 3, "Breakdown" = 2, "Malfunction" = 2, "Collision" = 1, "Spaceport" = 2)
prizes = list(/obj/item/paper/fluff/holodeck/trek_diploma = 1)
prize_override = list(/obj/item/paper/fluff/holodeck/trek_diploma = 1)
settlers = list("Kirk","Worf","Gene")
/obj/machinery/computer/arcade/orion_trail/Reset()
@@ -96,14 +111,52 @@
event = null
gameStatus = ORION_STATUS_NORMAL
lings_aboard = 0
killed_crew = 0
//spaceport junk
spaceport_raided = 0
spaceport_freebie = 0
last_spaceport_action = ""
/obj/machinery/computer/arcade/orion_trail/ui_interact(mob/user)
/obj/machinery/computer/arcade/orion_trail/proc/report_player(mob/gamer)
if(gamers[gamer] == -2)
return // enough harassing them
if(gamers[gamer] == -1)
say("WARNING: Continued antisocial behavior detected: Dispensing self-help literature.")
new /obj/item/paper/pamphlet/violent_video_games(drop_location())
gamers[gamer]--
return
if(!(gamer in gamers))
gamers[gamer] = 0
gamers[gamer]++ // How many times the player has 'prestiged' (massacred their crew)
if(gamers[gamer] > 2 && prob(20 * gamers[gamer]))
Radio.set_frequency(FREQ_SECURITY)
Radio.talk_into(src, "SECURITY ALERT: Crewmember [gamer] recorded displaying antisocial tendencies in [get_area(src)]. Please watch for violent behavior.", FREQ_SECURITY)
Radio.set_frequency(FREQ_MEDICAL)
Radio.talk_into(src, "PSYCH ALERT: Crewmember [gamer] recorded displaying antisocial tendencies in [get_area(src)]. Please schedule psych evaluation.", FREQ_MEDICAL)
gamers[gamer] = -1
gamer.client.give_award(/datum/award/achievement/misc/gamer, gamer) // PSYCH REPORT NOTE: patient kept rambling about how they did it for an "achievement", recommend continued holding for observation
// gamer.mind?.adjust_experience(/datum/skill/gaming, 50) // cheevos make u better
if(!isnull(GLOB.data_core.general))
for(var/datum/data/record/R in GLOB.data_core.general)
if(R.fields["name"] == gamer.name)
R.fields["m_stat"] = "*Unstable*"
return
/obj/machinery/computer/arcade/orion_trail/ui_interact(mob/_user)
. = ..()
if (!isliving(_user))
return
var/mob/living/user = _user
if(fuel <= 0 || food <=0 || settlers.len == 0)
gameStatus = ORION_STATUS_GAMEOVER
event = null
@@ -136,6 +189,8 @@
desc = "Learn how our ancestors got to Orion, and have fun in the process!"
dat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];menu=1'>May They Rest In Peace</a></P>"
// user?.mind?.adjust_experience(/datum/skill/gaming, 10)//learning from your mistakes is the first rule of roguelikes
else if(event)
dat = eventdat
else if(gameStatus == ORION_STATUS_NORMAL)
@@ -174,20 +229,32 @@
return
busy = TRUE
// var/gamerSkillLevel = 0
var/gamerSkill = 0
var/gamerSkillRands = 0
// if(usr?.mind)
// gamerSkillLevel = usr.mind.get_skill_level(/datum/skill/gaming)
// gamerSkill = usr.mind.get_skill_modifier(/datum/skill/gaming, SKILL_PROBS_MODIFIER)
// gamerSkillRands = usr.mind.get_skill_modifier(/datum/skill/gaming, SKILL_RANDS_MODIFIER)
var/xp_gained = 0
if (href_list["continue"]) //Continue your travels
if(gameStatus == ORION_STATUS_NORMAL && !event && turns != 7)
if(turns >= ORION_TRAIL_WINTURN)
win(usr)
xp_gained += 34
else
food -= (alive+lings_aboard)*2
fuel -= 5
if(turns == 2 && prob(30))
if(turns == 2 && prob(30-gamerSkill))
event = ORION_TRAIL_COLLISION
event()
else if(prob(75))
else if(prob(75-gamerSkill))
event = pickweight(events)
if(lings_aboard)
if(event == ORION_TRAIL_LING || prob(55))
if(event == ORION_TRAIL_LING || prob(55-gamerSkill))
event = ORION_TRAIL_LING_ATTACK
event()
turns += 1
@@ -195,15 +262,18 @@
var/mob/living/carbon/M = usr //for some vars
switch(event)
if(ORION_TRAIL_RAIDERS)
if(prob(50))
if(prob(50-gamerSkill))
to_chat(usr, "<span class='userdanger'>You hear battle shouts. The tramping of boots on cold metal. Screams of agony. The rush of venting air. Are you going insane?</span>")
M.hallucination += 30
else
to_chat(usr, "<span class='userdanger'>Something strikes you from behind! It hurts like hell and feel like a blunt weapon, but nothing is there...</span>")
M.take_bodypart_damage(30)
playsound(loc, 'sound/weapons/genhit2.ogg', 100, 1)
playsound(loc, 'sound/weapons/genhit2.ogg', 100, TRUE)
if(ORION_TRAIL_ILLNESS)
var/severity = rand(1,3) //pray to RNGesus. PRAY, PIGS
var/maxSeverity = 3
// if(gamerSkillLevel >= SKILL_LEVEL_EXPERT)
// maxSeverity = 2 //part of gitting gud is rng mitigation
var/severity = rand(1,maxSeverity) //pray to RNGesus. PRAY, PIGS
if(severity == 1)
to_chat(M, "<span class='userdanger'>You suddenly feel slightly nauseated.</span>" )
if(severity == 2)
@@ -215,16 +285,16 @@
sleep(30)
M.vomit(10, distance = 5)
if(ORION_TRAIL_FLUX)
if(prob(75))
if(prob(75-gamerSkill))
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)
playsound(loc, 'sound/weapons/genhit.ogg', 100, TRUE)
else
to_chat(M, "<span class='userdanger'>A violent gale blows past you, and you barely manage to stay standing!</span>")
if(ORION_TRAIL_COLLISION) //by far the most damaging event
if(prob(90))
playsound(loc, 'sound/effects/bang.ogg', 100, 1)
if(prob(90-gamerSkill))
playsound(loc, 'sound/effects/bang.ogg', 100, TRUE)
var/turf/open/floor/F
for(F in orange(1, src))
F.ScrapeAway()
@@ -232,15 +302,15 @@
if(hull)
sleep(10)
say("A new floor suddenly appears around [src]. What the hell?")
playsound(loc, 'sound/weapons/genhit.ogg', 100, 1)
playsound(loc, 'sound/weapons/genhit.ogg', 100, TRUE)
var/turf/open/space/T
for(T in orange(1, src))
T.PlaceOnTop(/turf/open/floor/plating)
else
say("Something slams into the floor around [src] - luckily, it didn't get through!")
playsound(loc, 'sound/effects/bang.ogg', 50, 1)
playsound(loc, 'sound/effects/bang.ogg', 50, TRUE)
if(ORION_TRAIL_MALFUNCTION)
playsound(loc, 'sound/effects/empulse.ogg', 50, 1)
playsound(loc, 'sound/effects/empulse.ogg', 50, TRUE)
visible_message("<span class='danger'>[src] malfunctions, randomizing in-game stats!</span>")
var/oldfood = food
var/oldfuel = fuel
@@ -254,7 +324,7 @@
audible_message("<span class='danger'>[src] lets out a somehow ominous chime.</span>")
food = oldfood
fuel = oldfuel
playsound(loc, 'sound/machines/chime.ogg', 50, 1)
playsound(loc, 'sound/machines/chime.ogg', 50, TRUE)
else if(href_list["newgame"]) //Reset everything
if(gameStatus == ORION_STATUS_START)
@@ -266,6 +336,10 @@
food = 80
fuel = 60
settlers = list("Harry","Larry","Bob")
else if(href_list["search"]) //search old ship
if(event == ORION_TRAIL_OLDSHIP)
event = ORION_TRAIL_SEARCH
event()
else if(href_list["slow"]) //slow down
if(event == ORION_TRAIL_FLUX)
food -= (alive+lings_aboard)*2
@@ -302,11 +376,11 @@
event = null
else if(href_list["blackhole"]) //keep speed past a black hole
if(turns == 7)
if(prob(75))
if(prob(75-gamerSkill))
event = ORION_TRAIL_BLACKHOLE
event()
if(obj_flags & EMAGGED)
playsound(loc, 'sound/effects/supermatter.ogg', 100, 1)
playsound(loc, 'sound/effects/supermatter.ogg', 100, TRUE)
say("A miniature black hole suddenly appears in front of [src], devouring [usr] alive!")
if(isliving(usr))
var/mob/living/L = usr
@@ -328,22 +402,29 @@
else if(href_list["killcrew"]) //shoot a crewmember
if(gameStatus == ORION_STATUS_NORMAL || event == ORION_TRAIL_LING)
var/sheriff = remove_crewmember() //I shot the sheriff
playsound(loc,'sound/weapons/gunshot.ogg', 100, 1)
playsound(loc,'sound/weapons/gunshot.ogg', 100, TRUE)
killed_crew++
var/mob/living/user = usr
if(settlers.len == 0 || alive == 0)
say("The last crewmember [sheriff], shot themselves, GAME OVER!")
if(obj_flags & EMAGGED)
usr.death(0)
obj_flags &= EMAGGED
user.death(FALSE)
gameStatus = ORION_STATUS_GAMEOVER
event = null
if(killed_crew >= 4)
xp_gained -= 15//no cheating by spamming game overs
report_player(usr)
else if(obj_flags & EMAGGED)
if(usr.name == sheriff)
say("The crew of the ship chose to kill [usr.name]!")
usr.death(0)
user.death(FALSE)
if(event == ORION_TRAIL_LING) //only ends the ORION_TRAIL_LING event, since you can do this action in multiple places
event = null
killed_crew-- // the kill was valid
//Spaceport specific interactions
//they get a header because most of them don't reset event (because it's a shop, you leave when you want to)
@@ -356,6 +437,7 @@
fuel -= 10
food -= 10
event()
killed_crew-- // I mean not really but you know
else if(href_list["sellcrew"]) //sell a crewmember
if(gameStatus == ORION_STATUS_MARKET)
@@ -377,15 +459,16 @@
else if(href_list["raid_spaceport"])
if(gameStatus == ORION_STATUS_MARKET)
if(!spaceport_raided)
var/success = min(15 * alive,100) //default crew (4) have a 60% chance
var/success = min(15 * alive + gamerSkill,100) //default crew (4) have a 60% chance
spaceport_raided = 1
var/FU = 0
var/FO = 0
if(prob(success))
FU = rand(5,15)
FO = rand(5,15)
FU = rand(5 + gamerSkillRands,15 + gamerSkillRands)
FO = rand(5 + gamerSkillRands,15 + gamerSkillRands)
last_spaceport_action = "You successfully raided the spaceport! You gained [FU] Fuel and [FO] Food! (+[FU]FU,+[FO]FO)"
xp_gained += 10
else
FU = rand(-5,-15)
FO = rand(-5,-15)
@@ -444,8 +527,7 @@
add_fingerprint(usr)
updateUsrDialog()
busy = FALSE
return
// usr?.mind?.adjust_experience(/datum/skill/gaming, xp_gained+1)
/obj/machinery/computer/arcade/orion_trail/proc/event()
eventdat = "<center><h1>[event]</h1></center>"
@@ -474,6 +556,38 @@
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];slow=1'>Slow Down</a> <a href='byond://?src=[REF(src)];keepspeed=1'>Continue</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
if(ORION_TRAIL_OLDSHIP)
eventdat += "<br>Your crew spots an old ship floating through space. It might have some supplies, but then again it looks rather unsafe."
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];search=1'>Search it</a><a href='byond://?src=[REF(src)];eventclose=1'>Leave it</a></P><P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
canContinueEvent = 1
if(ORION_TRAIL_SEARCH)
switch(rand(100))
if(0 to 15)
var/rescued = add_crewmember()
var/oldfood = rand(1,7)
var/oldfuel = rand(4,10)
food += oldfood
fuel += oldfuel
eventdat += "<br>As you look through it you find some supplies and a living person!"
eventdat += "<br>[rescued] was rescued from the abandoned ship!"
eventdat += "<br>You found [oldfood] <b>Food</b> and [oldfuel] <b>Fuel</b>."
if(15 to 35)
var/lfuel = rand(4,7)
var/deadname = remove_crewmember()
fuel -= lfuel
eventdat += "<br>[deadname] was lost deep in the wreckage, and your own vessel lost [lfuel] <b>Fuel</b> maneuvering to the the abandoned ship."
if(35 to 65)
var/oldfood = rand(5,11)
food += oldfood
engine++
eventdat += "<br>You found [oldfood] <b>Food</b> and some parts amongst the wreck."
else
eventdat += "<br>As you look through the wreck you cannot find much of use."
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];eventclose=1'>Continue</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=[REF(src)];close=1'>Close</a></P>"
canContinueEvent = 1
if(ORION_TRAIL_ILLNESS)
eventdat += "A deadly illness has been contracted!"
var/deadname = remove_crewmember()
@@ -687,7 +801,7 @@
//Add Random/Specific crewmember
/obj/machinery/computer/arcade/orion_trail/proc/add_crewmember(var/specific = "")
/obj/machinery/computer/arcade/orion_trail/proc/add_crewmember(specific = "")
var/newcrew = ""
if(specific)
newcrew = specific
@@ -703,7 +817,7 @@
//Remove Random/Specific crewmember
/obj/machinery/computer/arcade/orion_trail/proc/remove_crewmember(var/specific = "", var/dont_remove = "")
/obj/machinery/computer/arcade/orion_trail/proc/remove_crewmember(specific = "", dont_remove = "")
var/list/safe2remove = settlers
var/removed = ""
if(dont_remove)
@@ -779,14 +893,14 @@
to_chat(user, "<span class='warning'>You flip the switch on the underside of [src].</span>")
active = 1
visible_message("<span class='notice'>[src] softly beeps and whirs to life!</span>")
playsound(loc, 'sound/machines/defib_SaftyOn.ogg', 25, 1)
playsound(loc, 'sound/machines/defib_SaftyOn.ogg', 25, TRUE)
say("This is ship ID #[rand(1,1000)] to Orion Port Authority. We're coming in for landing, over.")
sleep(20)
visible_message("<span class='warning'>[src] begins to vibrate...</span>")
say("Uh, Port? Having some issues with our reactor, could you check it out? Over.")
sleep(30)
say("Oh, God! Code Eight! CODE EIGHT! IT'S GONNA BL-")
playsound(loc, 'sound/machines/buzz-sigh.ogg', 25, 1)
playsound(loc, 'sound/machines/buzz-sigh.ogg', 25, TRUE)
sleep(3.6)
visible_message("<span class='userdanger'>[src] explodes!</span>")
explosion(loc, 2,4,8, flame_range = 16)
+23 -14
View File
@@ -92,6 +92,7 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
icon_screen = "tank"
icon_keyboard = "atmos_key"
circuit = /obj/item/circuitboard/computer/atmos_control
light_color = LIGHT_COLOR_CYAN
var/frequency = FREQ_ATMOS_STORAGE
var/list/sensors = list(
@@ -102,6 +103,20 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
ATMOS_GAS_MONITOR_SENSOR_N2O = "Nitrous Oxide Tank",
ATMOS_GAS_MONITOR_SENSOR_AIR = "Mixed Air Tank",
ATMOS_GAS_MONITOR_SENSOR_MIX = "Mix Tank",
// ATMOS_GAS_MONITOR_SENSOR_BZ = "BZ Tank",
// ATMOS_GAS_MONITOR_SENSOR_FREON = "Freon Tank",
// ATMOS_GAS_MONITOR_SENSOR_HALON = "Halon Tank",
// ATMOS_GAS_MONITOR_SENSOR_HEALIUM = "Healium Tank",
// ATMOS_GAS_MONITOR_SENSOR_H2 = "Hydrogen Tank",
// ATMOS_GAS_MONITOR_SENSOR_HYPERNOBLIUM = "Hypernoblium Tank",
// ATMOS_GAS_MONITOR_SENSOR_MIASMA = "Miasma Tank",
// ATMOS_GAS_MONITOR_SENSOR_NO2 = "Nitryl Tank",
// ATMOS_GAS_MONITOR_SENSOR_PLUOXIUM = "Pluoxium Tank",
// ATMOS_GAS_MONITOR_SENSOR_PROTO_NITRATE = "Proto-Nitrate Tank",
// ATMOS_GAS_MONITOR_SENSOR_STIMULUM = "Stimulum Tank",
// ATMOS_GAS_MONITOR_SENSOR_TRITIUM = "Tritium Tank",
// ATMOS_GAS_MONITOR_SENSOR_H2O = "Water Vapor Tank",
// ATMOS_GAS_MONITOR_SENSOR_ZAUKER = "Zauker Tank",
ATMOS_GAS_MONITOR_LOOP_DISTRIBUTION = "Distribution Loop",
ATMOS_GAS_MONITOR_LOOP_ATMOS_WASTE = "Atmos Waste Loop",
ATMOS_GAS_MONITOR_SENSOR_INCINERATOR = "Incinerator Chamber",
@@ -110,7 +125,6 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
var/list/sensor_information = list()
var/datum/radio_frequency/radio_connection
light_color = LIGHT_COLOR_CYAN
/obj/machinery/computer/atmos_control/Initialize()
. = ..()
@@ -165,15 +179,10 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
/obj/machinery/computer/atmos_control/incinerator
name = "Incinerator Air Control"
sensors = list(ATMOS_GAS_MONITOR_SENSOR_INCINERATOR = "Incinerator Chamber")
ui_x = 400
ui_y = 300
//Toxins mix sensor only
/obj/machinery/computer/atmos_control/toxinsmix
name = "Toxins Mixing Air Control"
sensors = list(ATMOS_GAS_MONITOR_SENSOR_TOXINS_LAB = "Toxins Mixing Chamber")
ui_x = 400
ui_y = 300
/////////////////////////////////////////////////////////////
// LARGE TANK CONTROL
@@ -184,13 +193,9 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
var/output_tag
frequency = FREQ_ATMOS_STORAGE
circuit = /obj/item/circuitboard/computer/atmos_control/tank
var/list/input_info
var/list/output_info
ui_x = 500
ui_y = 315
/obj/machinery/computer/atmos_control/tank/oxygen_tank
name = "Oxygen Supply Control"
input_tag = ATMOS_GAS_MONITOR_INPUT_O2
@@ -236,7 +241,7 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
// This hacky madness is the evidence of the fact that a lot of machines were never meant to be constructable, im so sorry you had to see this
/obj/machinery/computer/atmos_control/tank/proc/reconnect(mob/user)
var/list/IO = list()
var/datum/radio_frequency/freq = SSradio.return_frequency(FREQ_ATMOS_STORAGE)
var/datum/radio_frequency/freq = SSradio.return_frequency(frequency)
var/list/devices = freq.devices["_default"]
for(var/obj/machinery/atmospherics/components/unary/vent_pump/U in devices)
var/list/text = splittext(U.id_tag, "_")
@@ -252,10 +257,11 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
src.output_tag = "[S]_out"
name = "[uppertext(S)] Supply Control"
var/list/new_devices = freq.devices["4"]
sensors.Cut()
for(var/obj/machinery/air_sensor/U in new_devices)
var/list/text = splittext(U.id_tag, "_")
if(text[1] == S)
sensors = list("[S]_sensor" = "Tank")
sensors = list("[S]_sensor" = "[S] Tank")
break
for(var/obj/machinery/atmospherics/components/unary/outlet_injector/U in devices)
@@ -268,13 +274,16 @@ GLOBAL_LIST_EMPTY(atmos_air_controllers)
data["tank"] = TRUE
data["inputting"] = input_info ? input_info["power"] : FALSE
data["inputRate"] = input_info ? input_info["volume_rate"] : 0
data["maxInputRate"] = input_info ? MAX_TRANSFER_RATE : 0
data["outputting"] = output_info ? output_info["power"] : FALSE
data["outputPressure"] = output_info ? output_info["internal"] : 0
data["maxOutputPressure"] = output_info ? MAX_OUTPUT_PRESSURE : 0
return data
/obj/machinery/computer/atmos_control/tank/ui_act(action, params)
if(..() || !radio_connection)
. = ..()
if(. || !radio_connection)
return
var/datum/signal/signal = new(list("sigtype" = "command", "user" = usr))
switch(action)
+74 -49
View File
@@ -1,3 +1,5 @@
#define DEFAULT_MAP_SIZE 15
/obj/machinery/computer/security
name = "security camera console"
desc = "Used to access the various cameras on the station."
@@ -8,15 +10,19 @@
var/list/network = list("ss13")
var/obj/machinery/camera/active_camera
/// The turf where the camera was last updated.
var/turf/last_camera_turf
var/list/concurrent_users = list()
// Stuff needed to render the map
var/map_name
var/const/default_map_size = 15
var/obj/screen/cam_screen
var/obj/screen/plane_master/lighting/cam_plane_master
var/obj/screen/map_view/cam_screen
/// All the plane masters that need to be applied.
var/list/cam_plane_masters
var/obj/screen/background/cam_background
interaction_flags_machine = INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_SET_MACHINE //| INTERACT_MACHINE_REQUIRES_SIGHT
/obj/machinery/computer/security/Initialize()
. = ..()
// Map name has to start and end with an A-Z character,
@@ -33,18 +39,20 @@
cam_screen.assigned_map = map_name
cam_screen.del_on_map_removal = FALSE
cam_screen.screen_loc = "[map_name]:1,1"
cam_plane_master = new
cam_plane_master.name = "plane_master"
cam_plane_master.assigned_map = map_name
cam_plane_master.del_on_map_removal = FALSE
cam_plane_master.screen_loc = "[map_name]:CENTER"
cam_plane_masters = list()
for(var/plane in subtypesof(/obj/screen/plane_master))
var/obj/screen/instance = new plane()
instance.assigned_map = map_name
instance.del_on_map_removal = FALSE
instance.screen_loc = "[map_name]:CENTER"
cam_plane_masters += instance
cam_background = new
cam_background.assigned_map = map_name
cam_background.del_on_map_removal = FALSE
/obj/machinery/computer/security/Destroy()
qdel(cam_screen)
qdel(cam_plane_master)
QDEL_LIST(cam_plane_masters)
qdel(cam_background)
return ..()
@@ -56,9 +64,10 @@
/obj/machinery/computer/security/ui_interact(mob/user, datum/tgui/ui)
// Update UI
ui = SStgui.try_update_ui(user, src, ui)
// Show static if can't use the camera
if(!active_camera?.can_use())
show_camera_static()
// Update the camera, showing static if necessary and updating data if the location has moved.
update_active_camera_screen()
if(!ui)
var/user_ref = REF(user)
var/is_living = isliving(user)
@@ -72,7 +81,7 @@
use_power(active_power_usage)
// Register map objects
user.client.register_map_obj(cam_screen)
for(var/plane in cam_plane_master)
for(var/plane in cam_plane_masters)
user.client.register_map_obj(plane)
user.client.register_map_obj(cam_background)
// Open UI
@@ -100,6 +109,7 @@
data["cameras"] += list(list(
name = C.c_tag,
))
return data
/obj/machinery/computer/security/ui_act(action, params)
@@ -110,31 +120,51 @@
if(action == "switch_camera")
var/c_tag = params["name"]
var/list/cameras = get_available_cameras()
var/obj/machinery/camera/C = cameras[c_tag]
active_camera = C
var/obj/machinery/camera/selected_camera = cameras[c_tag]
active_camera = selected_camera
playsound(src, get_sfx("terminal_type"), 25, FALSE)
// Show static if can't use the camera
if(!active_camera?.can_use())
show_camera_static()
if(!selected_camera)
return TRUE
var/list/visible_turfs = list()
for(var/turf/T in (C.isXRay() \
? range(C.view_range, C) \
: view(C.view_range, C)))
visible_turfs += T
var/list/bbox = get_bbox_of_atoms(visible_turfs)
var/size_x = bbox[3] - bbox[1] + 1
var/size_y = bbox[4] - bbox[2] + 1
cam_screen.vis_contents = visible_turfs
cam_background.icon_state = "clear"
cam_background.fill_rect(1, 1, size_x, size_y)
update_active_camera_screen()
return TRUE
/obj/machinery/computer/security/proc/update_active_camera_screen()
// Show static if can't use the camera
if(!active_camera?.can_use())
show_camera_static()
return
var/list/visible_turfs = list()
// Is this camera located in or attached to a living thing? If so, assume the camera's loc is the living thing.
var/cam_location = isliving(active_camera.loc) ? active_camera.loc : active_camera
// If we're not forcing an update for some reason and the cameras are in the same location,
// we don't need to update anything.
// Most security cameras will end here as they're not moving.
var/newturf = get_turf(cam_location)
if(last_camera_turf == newturf)
return
// Cameras that get here are moving, and are likely attached to some moving atom such as cyborgs.
last_camera_turf = get_turf(cam_location)
var/list/visible_things = active_camera.isXRay() ? range(active_camera.view_range, cam_location) : view(active_camera.view_range, cam_location)
for(var/turf/visible_turf in visible_things)
visible_turfs += visible_turf
var/list/bbox = get_bbox_of_atoms(visible_turfs)
var/size_x = bbox[3] - bbox[1] + 1
var/size_y = bbox[4] - bbox[2] + 1
cam_screen.vis_contents = visible_turfs
cam_background.icon_state = "clear"
cam_background.fill_rect(1, 1, size_x, size_y)
/obj/machinery/computer/security/ui_close(mob/user)
var/user_ref = REF(user)
var/is_living = isliving(user)
@@ -151,7 +181,7 @@
/obj/machinery/computer/security/proc/show_camera_static()
cam_screen.vis_contents.Cut()
cam_background.icon_state = "scanline2"
cam_background.fill_rect(1, 1, default_map_size, default_map_size)
cam_background.fill_rect(1, 1, DEFAULT_MAP_SIZE, DEFAULT_MAP_SIZE)
// Returns the list of cameras accessible from this computer
/obj/machinery/computer/security/proc/get_available_cameras()
@@ -179,7 +209,7 @@
name = "security camera monitor"
desc = "An old TV hooked into the station's camera network."
icon_state = "television"
icon_keyboard = null
icon_keyboard = "no_keyboard"
icon_screen = "detective_tv"
pass_flags = PASSTABLE
@@ -211,7 +241,7 @@
/obj/machinery/computer/security/qm
name = "\improper Quartermaster's camera console"
desc = "A console with access to the mining, auxillary base and vault camera networks."
desc = "A console with access to the mining, auxiliary base and vault camera networks."
network = list("mine", "auxbase", "vault")
circuit = null
@@ -222,17 +252,12 @@
desc = "Used for watching an empty arena."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "telescreen"
layer = SIGN_LAYER
network = list("thunder")
density = FALSE
circuit = null
light_power = 0
/obj/machinery/computer/security/telescreen/Initialize()
. = ..()
var/turf/T = get_turf_pixel(src)
if(iswallturf(T))
plane = ABOVE_WALL_PLANE
/obj/machinery/computer/security/telescreen/update_icon_state()
icon_state = initial(icon_state)
if(stat & BROKEN)
@@ -246,21 +271,19 @@
network = list("thunder")
density = FALSE
circuit = null
//interaction_flags_atom = NONE // interact() is called by BigClick()
interaction_flags_atom = NONE // interact() is called by BigClick()
var/icon_state_off = "entertainment_blank"
var/icon_state_on = "entertainment"
/* If someone would like to try to get this long-distance viewing thing working, be my guest. I tried everything I could possibly think of and it just refused to operate correctly.
/obj/machinery/computer/security/telescreen/entertainment/Initialize()
. = ..()
RegisterSignal(src, COMSIG_CLICK, .proc/BigClick)
// Bypass clickchain to allow humans to use the telescreen from a distance
/obj/machinery/computer/security/telescreen/entertainment/proc/BigClick()
interact(usr)
SIGNAL_HANDLER
*/
INVOKE_ASYNC(src, /atom.proc/interact, usr)
/obj/machinery/computer/security/telescreen/entertainment/proc/notify(on)
if(on && icon_state == icon_state_off)
@@ -279,8 +302,8 @@
network = list("rd", "aicore", "aiupload", "minisat", "xeno", "test")
/obj/machinery/computer/security/telescreen/circuitry
name = "circuitry telescreen"
desc = "Used for watching the other eggheads from the safety of the circuitry lab."
name = "research telescreen"
desc = "A telescreen with access to the research division's camera network."
network = list("rd")
/obj/machinery/computer/security/telescreen/ce
@@ -324,8 +347,8 @@
network = list("prison")
/obj/machinery/computer/security/telescreen/auxbase
name = "auxillary base monitor"
desc = "A telescreen that connects to the auxillary base's camera."
name = "auxiliary base monitor"
desc = "A telescreen that connects to the auxiliary base's camera."
network = list("auxbase")
/obj/machinery/computer/security/telescreen/minisat
@@ -346,3 +369,5 @@
for(var/i in network)
network -= i
network += "[idnum][i]"
#undef DEFAULT_MAP_SIZE
File diff suppressed because it is too large Load Diff
+104 -67
View File
@@ -1,21 +1,38 @@
/obj/machinery/computer/pod
name = "mass driver launch control"
desc = "A combined blastdoor and mass driver control unit."
// processing_flags = START_PROCESSING_MANUALLY
/// Connected mass driver
var/obj/machinery/mass_driver/connected = null
var/title = "Mass Driver Controls"
/// ID of the launch control
var/id = 1
var/timing = 0
/// If the launch timer counts down
var/timing = FALSE
/// Time before auto launch
var/time = 30
/// Range in which we search for a mass drivers and poddoors nearby
var/range = 4
/// Countdown timer for the mass driver's delayed launch functionality.
COOLDOWN_DECLARE(massdriver_countdown)
/obj/machinery/computer/pod/Initialize()
. = ..()
for(var/obj/machinery/mass_driver/M in range(range, src))
if(M.id == id)
connected = M
break
/obj/machinery/computer/pod/process(delta_time)
if(COOLDOWN_FINISHED(src, massdriver_countdown))
timing = FALSE
// alarm() sleeps, so we want to end processing first and can't rely on return PROCESS_KILL
// end_processing()
STOP_PROCESSING(SSmachines, src)
alarm()
/**
* Initiates launching sequence by checking if all components are functional, opening poddoors, firing mass drivers and then closing poddoors
*/
/obj/machinery/computer/pod/proc/alarm()
if(stat & (NOPOWER|BROKEN))
return
@@ -39,92 +56,112 @@
if(M.id == id)
M.close()
/obj/machinery/computer/pod/ui_interact(mob/user)
/obj/machinery/computer/pod/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "MassDriverControl", name)
ui.open()
/obj/machinery/computer/pod/ui_data(mob/user)
var/list/data = list()
// If the cooldown has finished, just display the time. If the cooldown hasn't finished, display the cooldown.
var/display_time = COOLDOWN_FINISHED(src, massdriver_countdown) ? time : COOLDOWN_TIMELEFT(src, massdriver_countdown) * 0.1
data["connected"] = connected ? TRUE : FALSE
data["seconds"] = round(display_time % 60)
data["minutes"] = round((display_time - data["seconds"]) / 60)
data["timing"] = timing
data["power"] = connected ? connected.power : 0.25
data["poddoor"] = FALSE
for(var/obj/machinery/door/poddoor/door in range(range, src))
if(door.id == id)
data["poddoor"] = TRUE
break
return data
/obj/machinery/computer/pod/ui_act(action, list/params)
. = ..()
if(!allowed(user))
to_chat(user, "<span class='warning'>Access denied.</span>")
if(.)
return
if(!allowed(usr))
to_chat(usr, "<span class='warning'>Access denied.</span>")
return
var/dat = ""
if(connected)
var/d2
if(timing) //door controls do not need timers.
d2 = "<A href='?src=[REF(src)];time=0'>Stop Time Launch</A>"
else
d2 = "<A href='?src=[REF(src)];time=1'>Initiate Time Launch</A>"
dat += "<HR>\nTimer System: [d2]\nTime Left: [DisplayTimeText(time)] <A href='?src=[REF(src)];tp=-30'>-</A> <A href='?src=[REF(src)];tp=-1'>-</A> <A href='?src=[REF(src)];tp=1'>+</A> <A href='?src=[REF(src)];tp=30'>+</A>"
var/temp = ""
var/list/L = list( 0.25, 0.5, 1, 2, 4, 8, 16 )
for(var/t in L)
if(t == connected.power)
temp += "[t] "
switch(action)
if("set_power")
if(!connected)
return
var/value = text2num(params["power"])
if(!value)
return
value = clamp(value, 0.25, 16)
connected.power = value
return TRUE
if("launch")
alarm()
return TRUE
if("time")
timing = !timing
if(timing)
COOLDOWN_START(src, massdriver_countdown, time SECONDS)
// begin_processing()
START_PROCESSING(SSmachines, src)
else
temp += "<A href = '?src=[REF(src)];power=[t]'>[t]</A> "
dat += "<HR>\nPower Level: [temp]<BR>\n<A href = '?src=[REF(src)];alarm=1'>Firing Sequence</A><BR>\n<A href = '?src=[REF(src)];drive=1'>Test Fire Driver</A><BR>\n<A href = '?src=[REF(src)];door=1'>Toggle Outer Door</A><BR>"
else
dat += "<BR>\n<A href = '?src=[REF(src)];door=1'>Toggle Outer Door</A><BR>"
dat += "<BR><BR><A href='?src=[REF(user)];mach_close=computer'>Close</A>"
add_fingerprint(usr)
var/datum/browser/popup = new(user, "computer", title, 400, 500)
popup.set_content(dat)
popup.open()
/obj/machinery/computer/pod/process()
if(!..())
return
if(timing)
if(time > 0)
time = round(time) - 1
else
alarm()
time = 0
timing = 0
updateDialog()
/obj/machinery/computer/pod/Topic(href, href_list)
if(..())
return
if(usr.contents.Find(src) || (in_range(src, usr) && isturf(loc)) || hasSiliconAccessInArea(usr))
usr.set_machine(src)
if(href_list["power"])
var/t = text2num(href_list["power"])
t = min(max(0.25, t), 16)
if(connected)
connected.power = t
if(href_list["alarm"])
alarm()
if(href_list["time"])
timing = text2num(href_list["time"])
if(href_list["tp"])
var/tp = text2num(href_list["tp"])
time += tp
time = min(max(round(time), 0), 120)
if(href_list["door"])
time = COOLDOWN_TIMELEFT(src, massdriver_countdown) * 0.1
COOLDOWN_RESET(src, massdriver_countdown)
// end_processing()
STOP_PROCESSING(SSmachines, src)
return TRUE
if("input")
var/value = text2num(params["adjust"])
if(!value)
return
value = round(time + value)
time = clamp(value, 0, 120)
return TRUE
if("door")
for(var/obj/machinery/door/poddoor/M in range(range, src))
if(M.id == id)
if(M.density)
M.open()
else
M.close()
if(href_list["drive"])
return TRUE
if("driver_test")
for(var/obj/machinery/mass_driver/M in range(range, src))
if(M.id == id)
M.power = connected.power
M.power = connected?.power
M.drive()
updateUsrDialog()
return TRUE
/obj/machinery/computer/pod/old
name = "\improper DoorMex control console"
title = "Door Controls"
icon_state = "oldcomp"
icon_screen = "library"
icon_keyboard = null
icon_keyboard = "no_keyboard"
// /obj/machinery/computer/pod/old/mass_driver_controller
// name = "\improper Mass Driver Controller"
// icon = 'icons/obj/airlock_machines.dmi'
// icon_state = "airlock_control_standby"
// icon_keyboard = "no_keyboard"
// density = FALSE
// /obj/machinery/computer/pod/old/mass_driver_controller/toxinsdriver
// id = MASSDRIVER_TOXINS
// //for maps where pod doors are outside of the standard 4 tile controller detection range (ie Pubbystation)
// /obj/machinery/computer/pod/old/mass_driver_controller/toxinsdriver/longrange
// range = 6
// /obj/machinery/computer/pod/old/mass_driver_controller/chapelgun
// id = MASSDRIVER_CHAPEL
// /obj/machinery/computer/pod/old/mass_driver_controller/trash
// id = MASSDRIVER_DISPOSALS
/obj/machinery/computer/pod/old/syndicate
name = "\improper ProComp Executive IIc"
desc = "The Syndicate operate on a tight budget. Operates external airlocks."
title = "External Airlock Controls"
req_access = list(ACCESS_SYNDICATE)
/obj/machinery/computer/pod/old/swf
+20 -3
View File
@@ -11,8 +11,24 @@
var/id = 1
var/drive_range = 50 //this is mostly irrelevant since current mass drivers throw into space, but you could make a lower-range mass driver for interstation transport or something I guess.
/obj/machinery/mass_driver/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock, idnum, override=FALSE)
id = "[idnum][id]"
// /obj/machinery/mass_driver/chapelgun
// name = "holy driver"
// id = MASSDRIVER_CHAPEL
// /obj/machinery/mass_driver/toxins
// id = MASSDRIVER_TOXINS
// /obj/machinery/mass_driver/trash
// id = MASSDRIVER_DISPOSALS
// /obj/machinery/mass_driver/Destroy()
// for(var/obj/machinery/computer/pod/control in GLOB.machines)
// if(control.id == id)
// control.connected = null
// return ..()
/obj/machinery/mass_driver/connect_to_shuttle(obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
id = "[port.id]_[id]"
/obj/machinery/mass_driver/proc/drive(amount)
if(stat & (BROKEN|NOPOWER))
@@ -22,6 +38,8 @@
var/atom/target = get_edge_target_turf(src, dir)
for(var/atom/movable/O in loc)
if(!O.anchored || ismecha(O)) //Mechs need their launch platforms.
if(ismob(O) && !isliving(O))
continue
O_limit++
if(O_limit >= 20)
audible_message("<span class='notice'>[src] lets out a screech, it doesn't seem to be able to handle the load.</span>")
@@ -30,7 +48,6 @@
O.throw_at(target, drive_range * power, power)
flick("mass_driver1", src)
/obj/machinery/mass_driver/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
+1 -2
View File
@@ -65,7 +65,7 @@
/obj/machinery/mecha_part_fabricator/Initialize(mapload)
stored_research = new
rmat = AddComponent(/datum/component/remote_materials, "mechfab", mapload && link_on_init)
rmat = AddComponent(/datum/component/remote_materials, "mechfab", mapload && link_on_init, _after_insert=CALLBACK(src, .proc/AfterMaterialInsert))
RefreshParts() //Recalculating local material sizes if the fab isn't linked
return ..()
@@ -676,4 +676,3 @@
/obj/machinery/mecha_part_fabricator/offstation
link_on_init = FALSE
circuit = /obj/item/circuitboard/machine/mechfab/offstation
+5 -1
View File
@@ -133,7 +133,6 @@
icon_state += "-open"
add_radio()
add_cabin()
add_airtank()
spark_system.set_up(2, 0, src)
spark_system.attach(src)
smoke_system.set_up(3, src)
@@ -149,6 +148,11 @@
diag_hud_set_mechhealth()
diag_hud_set_mechcell()
diag_hud_set_mechstat()
return INITIALIZE_HINT_LATELOAD
/obj/mecha/LateInitialize()
. = ..()
add_airtank()
/obj/mecha/get_cell()
return cell
+14 -13
View File
@@ -29,7 +29,7 @@
integrity = round((M.obj_integrity / M.max_integrity) * 100),
charge = M.cell ? round(M.cell.percent()) : null,
airtank = M.internal_tank ? M.return_pressure() : null,
pilot = M.occupant,
pilot = list(M.occupant),
location = get_area_name(M, TRUE),
active_equipment = M.selected,
emp_recharging = MT.recharging,
@@ -38,7 +38,7 @@
if(istype(M, /obj/mecha/working/ripley))
var/obj/mecha/working/ripley/RM = M
mech_data += list(
cargo_space = round((RM.cargo.len / RM.cargo_capacity) * 100)
cargo_space = round((LAZYLEN(RM.cargo) / RM.cargo_capacity) * 100)
)
data["mechs"] += list(mech_data)
@@ -46,7 +46,8 @@
return data
/obj/machinery/computer/mecha/ui_act(action, params)
if(..())
. = ..()
if(.)
return
switch(action)
@@ -57,7 +58,7 @@
var/message = stripped_input(usr, "Input message", "Transmit message")
var/obj/mecha/M = MT.chassis
if(trim(message) && M)
M.occupant_message(message)
to_chat(M.occupant, message)
to_chat(usr, "<span class='notice'>Message sent.</span>")
. = TRUE
if("shock")
@@ -67,8 +68,8 @@
var/obj/mecha/M = MT.chassis
if(M)
MT.shock()
log_game("[key_name(usr)] has activated remote EMP on exosuit [M], located at [loc_name(M)], which is currently [M.occupant? "being piloted by [key_name(M.occupant)]." : "without a pilot."] ")
message_admins("[key_name_admin(usr)][ADMIN_FLW(usr)] has activated remote EMP on exosuit [M][ADMIN_JMP(M)], which is currently [M.occupant ? "being piloted by [key_name_admin(M.occupant)][ADMIN_FLW(M.occupant)]." : "without a pilot."] ")
log_game("[key_name(usr)] has activated remote EMP on exosuit [M], located at [loc_name(M)], which [M.occupant ? "has the occupants [M.occupant]." : "without a pilot."] ")
message_admins("[key_name_admin(usr)][ADMIN_FLW(usr)] has activated remote EMP on exosuit [M][ADMIN_JMP(M)], which is currently [M.occupant ? "occupied by [M.occupant][ADMIN_FLW(M)]." : "without a pilot."] ")
. = TRUE
/obj/item/mecha_parts/mecha_tracking
@@ -85,8 +86,8 @@
var/obj/mecha/chassis
/**
* Returns a html formatted string describing attached mech status
*/
* Returns a html formatted string describing attached mech status
*/
/obj/item/mecha_parts/mecha_tracking/proc/get_mecha_info()
if(!chassis)
return FALSE
@@ -101,7 +102,7 @@
<b>Active Equipment:</b> [chassis.selected || "None"]"}
if(istype(chassis, /obj/mecha/working/ripley))
var/obj/mecha/working/ripley/RM = chassis
answer += "<br><b>Used Cargo Space:</b> [round((RM.cargo.len / RM.cargo_capacity * 100), 0.01)]%"
answer += "<br><b>Used Cargo Space:</b> [round((LAZYLEN(RM.cargo) / RM.cargo_capacity * 100), 0.01)]%"
return answer
@@ -125,8 +126,8 @@
chassis = M
/**
* Attempts to EMP mech that the tracker is attached to, if there is one and tracker is not on cooldown
*/
* Attempts to EMP mech that the tracker is attached to, if there is one and tracker is not on cooldown
*/
/obj/item/mecha_parts/mecha_tracking/proc/shock()
if(recharging)
return
@@ -136,8 +137,8 @@
recharging = TRUE
/**
* Resets recharge variable, allowing tracker to be EMP pulsed again
*/
* Resets recharge variable, allowing tracker to be EMP pulsed again
*/
/obj/item/mecha_parts/mecha_tracking/proc/recharge()
recharging = FALSE
@@ -14,8 +14,41 @@
w_class = WEIGHT_CLASS_SMALL
grind_results = list(/datum/reagent/silicon = 20)
var/build_path = null
///determines if the circuit board originated from a vendor off station or not.
var/onstation = TRUE
/obj/item/circuitboard/proc/apply_default_parts(obj/machinery/M)
if(LAZYLEN(M.component_parts))
// This really shouldn't happen. If it somehow does, print out a stack trace and gracefully handle it.
stack_trace("apply_defauly_parts called on machine that already had component_parts: [M]")
// Move to nullspace so you don't trigger handle_atom_del logic and remove existing parts.
for(var/obj/item/part in M.component_parts)
part.moveToNullspace(loc)
qdel(part)
// List of components always contains the circuit board used to build it.
M.component_parts = list(src)
forceMove(M)
if(M.circuit != src)
// This really shouldn't happen. If it somehow does, print out a stack trace and gracefully handle it.
stack_trace("apply_default_parts called from a circuit board that does not belong to machine: [M]")
// Move to nullspace so you don't trigger handle_atom_del logic, remove old circuit, add new circuit.
M.circuit.moveToNullspace()
qdel(M.circuit)
M.circuit = src
return
/**
* Used to allow the circuitboard to configure a machine in some way, shape or form.
*
* Arguments:
* * machine - The machine to attempt to configure.
*/
/obj/item/circuitboard/proc/configure_machine(obj/machinery/machine)
return
// Circuitboard/machine
@@ -36,8 +69,8 @@ micro-manipulator, console screen, beaker, Microlaser, matter bin, power cells.
if(!req_components)
return
M.component_parts = list(src) // List of components always contains a board
moveToNullspace()
. = ..()
moveToNullspace() // thorw ourselves in nullspace
for(var/comp_path in req_components)
var/comp_amt = req_components[comp_path]
@@ -1,58 +1,22 @@
/obj/item/circuitboard/computer/turbine_computer
name = "Turbine Computer (Computer Board)"
build_path = /obj/machinery/computer/turbine_computer
/obj/item/circuitboard/computer/launchpad_console
name = "Launchpad Control Console (Computer Board)"
build_path = /obj/machinery/computer/launchpad
/obj/item/circuitboard/computer/message_monitor
name = "Message Monitor (Computer Board)"
build_path = /obj/machinery/computer/message_monitor
/obj/item/circuitboard/computer/security
name = "Security Cameras (Computer Board)"
build_path = /obj/machinery/computer/security
/obj/item/circuitboard/computer/security/shuttle
name = "Shuttlelinking Security Cameras (Computer Board)"
build_path = /obj/machinery/computer/security/shuttle
/obj/item/circuitboard/computer/xenobiology
name = "circuit board (Xenobiology Console)"
build_path = /obj/machinery/computer/camera_advanced/xenobio
/obj/item/circuitboard/computer/base_construction
name = "circuit board (Aux Mining Base Construction Console)"
build_path = /obj/machinery/computer/camera_advanced/base_construction
//Command
/obj/item/circuitboard/computer/aiupload
name = "AI Upload (Computer Board)"
icon_state = "command"
build_path = /obj/machinery/computer/upload/ai
/obj/item/circuitboard/computer/borgupload
name = "Cyborg Upload (Computer Board)"
icon_state = "command"
build_path = /obj/machinery/computer/upload/borg
/obj/item/circuitboard/computer/med_data
name = "Medical Records Console (Computer Board)"
build_path = /obj/machinery/computer/med_data
/obj/item/circuitboard/computer/pandemic
name = "PanD.E.M.I.C. 2200 (Computer Board)"
build_path = /obj/machinery/computer/pandemic
/obj/item/circuitboard/computer/scan_consolenew
name = "DNA Machine (Computer Board)"
build_path = /obj/machinery/computer/scan_consolenew
/obj/item/circuitboard/computer/communications
name = "Communications (Computer Board)"
build_path = /obj/machinery/computer/communications
var/lastTimeUsed = 0
/obj/item/circuitboard/computer/bsa_control
name = "Bluespace Artillery Controls (Computer Board)"
build_path = /obj/machinery/computer/bsa_control
/obj/item/circuitboard/computer/card
name = "ID Console (Computer Board)"
icon_state = "command"
build_path = /obj/machinery/computer/card
/obj/item/circuitboard/computer/card/centcom
@@ -73,266 +37,238 @@
return ..()
/obj/item/circuitboard/computer/card/minor/examine(user)
. = ..()
. += "Currently set to \"[dept_list[target_dept]]\"."
..()
to_chat(user, "<span class='notice'>Currently set to \"[dept_list[target_dept]]\".</span>")
//obj/item/circuitboard/computer/shield
// name = "Shield Control (Computer Board)"
// icon_state = "command"
// build_path = /obj/machinery/computer/stationshield
/obj/item/circuitboard/computer/teleporter
name = "Teleporter (Computer Board)"
build_path = /obj/machinery/computer/teleporter
/obj/item/circuitboard/computer/secure_data
name = "Security Records Console (Computer Board)"
build_path = /obj/machinery/computer/secure_data
//Engineering
/obj/item/circuitboard/computer/stationalert
name = "Station Alerts (Computer Board)"
build_path = /obj/machinery/computer/station_alert
/obj/item/circuitboard/computer/apc_control
name = "\improper Power Flow Control Console (Computer Board)"
icon_state = "engineering"
build_path = /obj/machinery/computer/apc_control
/obj/item/circuitboard/computer/atmos_alert
name = "Atmospheric Alert (Computer Board)"
icon_state = "engineering"
build_path = /obj/machinery/computer/atmos_alert
/obj/item/circuitboard/computer/atmos_control
name = "Atmospheric Monitor (Computer Board)"
icon_state = "engineering"
build_path = /obj/machinery/computer/atmos_control
/obj/item/circuitboard/computer/atmos_control/incinerator
name = "Incinerator Air Control (Computer Board)"
build_path = /obj/machinery/computer/atmos_control/incinerator
/obj/item/circuitboard/computer/atmos_control/toxinsmix
name = "Toxins Mixing Air Control (Computer Board)"
build_path = /obj/machinery/computer/atmos_control/toxinsmix
/obj/item/circuitboard/computer/atmos_control/tank
name = "Tank Control (Computer Board)"
build_path = /obj/machinery/computer/atmos_control/tank
/obj/item/circuitboard/computer/atmos_alert
name = "Atmospheric Alert (Computer Board)"
build_path = /obj/machinery/computer/atmos_alert
/obj/item/circuitboard/computer/atmos_control/tank/oxygen_tank
name = "Oxygen Supply Control (Computer Board)"
build_path = /obj/machinery/computer/atmos_control/tank/oxygen_tank
/obj/item/circuitboard/computer/pod
name = "Massdriver control (Computer Board)"
build_path = /obj/machinery/computer/pod
/obj/item/circuitboard/computer/atmos_control/tank/toxin_tank
name = "Plasma Supply Control (Computer Board)"
build_path = /obj/machinery/computer/atmos_control/tank/toxin_tank
/obj/item/circuitboard/computer/robotics
name = "Robotics Control (Computer Board)"
build_path = /obj/machinery/computer/robotics
/obj/item/circuitboard/computer/atmos_control/tank/air_tank
name = "Mixed Air Supply Control (Computer Board)"
build_path = /obj/machinery/computer/atmos_control/tank/air_tank
/obj/item/circuitboard/computer/cloning
name = "Cloning (Computer Board)"
build_path = /obj/machinery/computer/cloning
var/list/records = list()
/obj/item/circuitboard/computer/atmos_control/tank/mix_tank
name = "Gas Mix Supply Control (Computer Board)"
build_path = /obj/machinery/computer/atmos_control/tank/mix_tank
/obj/item/circuitboard/computer/cloning/prototype
name = "Prototype Cloning (Computer Board)"
build_path = /obj/machinery/computer/cloning/prototype
/obj/item/circuitboard/computer/atmos_control/tank/nitrous_tank
name = "Nitrous Oxide Supply Control (Computer Board)"
build_path = /obj/machinery/computer/atmos_control/tank/nitrous_tank
/obj/item/circuitboard/computer/arcade/battle
name = "Arcade Battle (Computer Board)"
build_path = /obj/machinery/computer/arcade/battle
/obj/item/circuitboard/computer/atmos_control/tank/nitrogen_tank
name = "Nitrogen Supply Control (Computer Board)"
build_path = /obj/machinery/computer/atmos_control/tank/nitrogen_tank
/obj/item/circuitboard/computer/arcade/orion_trail
name = "Orion Trail (Computer Board)"
build_path = /obj/machinery/computer/arcade/orion_trail
/obj/item/circuitboard/computer/atmos_control/tank/carbon_tank
name = "Carbon Dioxide Supply Control (Computer Board)"
build_path = /obj/machinery/computer/atmos_control/tank/carbon_tank
/obj/item/circuitboard/computer/arcade/minesweeper
name = "Minesweeper (Computer Board)"
build_path = /obj/machinery/computer/arcade/minesweeper
// /obj/item/circuitboard/computer/atmos_control/tank/bz_tank
// name = "BZ Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/bz_tank
/obj/item/circuitboard/computer/arcade/amputation
name = "Mediborg's Amputation Adventure (Computer Board)"
build_path = /obj/machinery/computer/arcade/amputation
// /obj/item/circuitboard/computer/atmos_control/tank/freon_tank
// name = "Freon Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/freon_tank
/obj/item/circuitboard/computer/turbine_control
name = "Turbine control (Computer Board)"
build_path = /obj/machinery/computer/turbine_computer
// /obj/item/circuitboard/computer/atmos_control/tank/halon_tank
// name = "Halon Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/halon_tank
/obj/item/circuitboard/computer/solar_control
name = "Solar Control (Computer Board)" //name fixed 250810
build_path = /obj/machinery/power/solar_control
// /obj/item/circuitboard/computer/atmos_control/tank/healium_tank
// name = "Healium Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/healium_tank
/obj/item/circuitboard/computer/powermonitor
name = "Power Monitor (Computer Board)" //name fixed 250810
build_path = /obj/machinery/computer/monitor
// /obj/item/circuitboard/computer/atmos_control/tank/hydrogen_tank
// name = "Hydrogen Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/hydrogen_tank
/obj/item/circuitboard/computer/powermonitor/secret
name = "Outdated Power Monitor (Computer Board)" //Variant used on ruins to prevent them from showing up on PDA's.
build_path = /obj/machinery/computer/monitor/secret
// /obj/item/circuitboard/computer/atmos_control/tank/hypernoblium_tank
// name = "Hypernoblium Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/hypernoblium_tank
/obj/item/circuitboard/computer/olddoor
name = "DoorMex (Computer Board)"
build_path = /obj/machinery/computer/pod/old
// /obj/item/circuitboard/computer/atmos_control/tank/miasma_tank
// name = "Miasma Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/miasma_tank
/obj/item/circuitboard/computer/syndicatedoor
name = "ProComp Executive (Computer Board)"
build_path = /obj/machinery/computer/pod/old/syndicate
// /obj/item/circuitboard/computer/atmos_control/tank/nitryl_tank
// name = "Nitryl Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/nitryl_tank
/obj/item/circuitboard/computer/swfdoor
name = "Magix (Computer Board)"
build_path = /obj/machinery/computer/pod/old/swf
// /obj/item/circuitboard/computer/atmos_control/tank/pluoxium_tank
// name = "Pluoxium Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/pluoxium_tank
/obj/item/circuitboard/computer/prisoner
name = "Prisoner Management Console (Computer Board)"
build_path = /obj/machinery/computer/prisoner/management
// /obj/item/circuitboard/computer/atmos_control/tank/proto_nitrate_tank
// name = "Proto-Nitrate Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/proto_nitrate_tank
/obj/item/circuitboard/computer/gulag_teleporter_console
name = "Labor Camp teleporter console (Computer Board)"
build_path = /obj/machinery/computer/prisoner/gulag_teleporter_computer
// /obj/item/circuitboard/computer/atmos_control/tank/stimulum_tank
// name = "Stimulum Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/stimulum_tank
/obj/item/circuitboard/computer/rdconsole/production
name = "R&D Console Production Only (Computer Board)"
build_path = /obj/machinery/computer/rdconsole/production
// /obj/item/circuitboard/computer/atmos_control/tank/tritium_tank
// name = "Tritium Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/tritium_tank
/obj/item/circuitboard/computer/rdconsole
name = "R&D Console (Computer Board)"
build_path = /obj/machinery/computer/rdconsole/core
// /obj/item/circuitboard/computer/atmos_control/tank/water_vapor
// name = "Water Vapor Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/water_vapor
/obj/item/circuitboard/computer/rdconsole/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_SCREWDRIVER)
if(build_path == /obj/machinery/computer/rdconsole/core)
name = "R&D Console - Robotics (Computer Board)"
build_path = /obj/machinery/computer/rdconsole/robotics
to_chat(user, "<span class='notice'>Access protocols successfully updated.</span>")
else
name = "R&D Console (Computer Board)"
build_path = /obj/machinery/computer/rdconsole/core
to_chat(user, "<span class='notice'>Defaulting access protocols.</span>")
else
return ..()
// /obj/item/circuitboard/computer/atmos_control/tank/zauker_tank
// name = "Zauker Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/zauker_tank
/obj/item/circuitboard/computer/mecha_control
name = "Exosuit Control Console (Computer Board)"
build_path = /obj/machinery/computer/mecha
// /obj/item/circuitboard/computer/atmos_control/tank/helium_tank
// name = "Helium Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/helium_tank
/obj/item/circuitboard/computer/rdservercontrol
name = "R&D Server Control (Computer Board)"
build_path = /obj/machinery/computer/rdservercontrol
// /obj/item/circuitboard/computer/atmos_control/tank/antinoblium_tank
// name = "Antinoblium Supply Control (Computer Board)"
// build_path = /obj/machinery/computer/atmos_control/tank/antinoblium_tank
/obj/item/circuitboard/computer/crew
name = "Crew Monitoring Console (Computer Board)"
build_path = /obj/machinery/computer/crew
/obj/item/circuitboard/computer/auxiliary_base
name = "Auxiliary Base Management Console (Computer Board)"
icon_state = "engineering"
build_path = /obj/machinery/computer/auxillary_base
/obj/item/circuitboard/computer/mech_bay_power_console
name = "Mech Bay Power Control Console (Computer Board)"
build_path = /obj/machinery/computer/mech_bay_power_console
/obj/item/circuitboard/computer/base_construction
name = "circuit board (Generic Base Construction Console)"
icon_state = "engineering"
build_path = /obj/machinery/computer/camera_advanced/base_construction
/obj/item/circuitboard/computer/cargo
name = "Supply Console (Computer Board)"
build_path = /obj/machinery/computer/cargo
var/contraband = FALSE
// /obj/item/circuitboard/computer/base_construction/aux
// name = "circuit board (Aux Mining Base Construction Console)"
// icon_state = "engineering"
// build_path = /obj/machinery/computer/camera_advanced/base_construction/aux
/obj/item/circuitboard/computer/cargo/multitool_act(mob/living/user)
if(!(obj_flags & EMAGGED))
contraband = !contraband
to_chat(user, "<span class='notice'>Receiver spectrum set to [contraband ? "Broad" : "Standard"].</span>")
else
to_chat(user, "<span class='notice'>The spectrum chip is unresponsive.</span>")
/obj/item/circuitboard/computer/cargo/emag_act(mob/living/user)
. = ..()
if(obj_flags & EMAGGED)
return
contraband = TRUE
obj_flags |= EMAGGED
to_chat(user, "<span class='notice'>You adjust [src]'s routing and receiver spectrum, unlocking special supplies and contraband.</span>")
return TRUE
/obj/item/circuitboard/computer/cargo/express
name = "Express Supply Console (Computer Board)"
build_path = /obj/machinery/computer/cargo/express
/obj/item/circuitboard/computer/cargo/express/multitool_act(mob/living/user)
if (!(obj_flags & EMAGGED))
to_chat(user, "<span class='notice'>Routing protocols are already set to: \"factory defaults\".</span>")
else
to_chat(user, "<span class='notice'>You reset the routing protocols to: \"factory defaults\".</span>")
obj_flags &= ~EMAGGED
/obj/item/circuitboard/computer/cargo/express/emag_act(mob/living/user)
. = SEND_SIGNAL(src, COMSIG_ATOM_EMAG_ACT)
if(obj_flags & EMAGGED)
return
to_chat(user, "<span class='notice'>You change the routing protocols, allowing the Drop Pod to land anywhere on the station.</span>")
obj_flags |= EMAGGED
return TRUE
/obj/item/circuitboard/computer/cargo/request
name = "Supply Request Console (Computer Board)"
build_path = /obj/machinery/computer/cargo/request
/obj/item/circuitboard/computer/bounty
name = "Nanotrasen Bounty Console (Computer Board)"
build_path = /obj/machinery/computer/bounty
/obj/item/circuitboard/computer/operating
name = "Operating Computer (Computer Board)"
build_path = /obj/machinery/computer/operating
/obj/item/circuitboard/computer/mining
name = "Outpost Status Display (Computer Board)"
build_path = /obj/machinery/computer/security/mining
/obj/item/circuitboard/computer/research
name = "Research Monitor (Computer Board)"
build_path = /obj/machinery/computer/security/research
// /obj/item/circuitboard/computer/base_construction/centcom
// name = "circuit board (Centcom Base Construction Console)"
// icon_state = "engineering"
// build_path = /obj/machinery/computer/camera_advanced/base_construction/centcom
/obj/item/circuitboard/computer/comm_monitor
name = "Telecommunications Monitor (Computer Board)"
icon_state = "engineering"
build_path = /obj/machinery/computer/telecomms/monitor
/obj/item/circuitboard/computer/comm_server
name = "Telecommunications Server Monitor (Computer Board)"
icon_state = "engineering"
build_path = /obj/machinery/computer/telecomms/server
/obj/item/circuitboard/computer/labor_shuttle
name = "Labor Shuttle (Computer Board)"
build_path = /obj/machinery/computer/shuttle/labor
/obj/item/circuitboard/computer/communications
name = "Communications (Computer Board)"
icon_state = "engineering"
build_path = /obj/machinery/computer/communications
/obj/item/circuitboard/computer/labor_shuttle/one_way
name = "Prisoner Shuttle Console (Computer Board)"
build_path = /obj/machinery/computer/shuttle/labor/one_way
/obj/item/circuitboard/computer/message_monitor
name = "Message Monitor (Computer Board)"
icon_state = "engineering"
build_path = /obj/machinery/computer/message_monitor
/obj/item/circuitboard/computer/ferry
name = "Transport Ferry (Computer Board)"
build_path = /obj/machinery/computer/shuttle/ferry
/obj/item/circuitboard/computer/powermonitor
name = "Power Monitor (Computer Board)" //name fixed 250810
icon_state = "engineering"
build_path = /obj/machinery/computer/monitor
/obj/item/circuitboard/computer/ferry/request
name = "Transport Ferry Console (Computer Board)"
build_path = /obj/machinery/computer/shuttle/ferry/request
/obj/item/circuitboard/computer/powermonitor/secret
name = "Outdated Power Monitor (Computer Board)" //Variant used on ruins to prevent them from showing up on PDA's.
icon_state = "engineering"
build_path = /obj/machinery/computer/monitor/secret
/obj/item/circuitboard/computer/mining_shuttle
name = "Mining Shuttle (Computer Board)"
build_path = /obj/machinery/computer/shuttle/mining
/obj/item/circuitboard/computer/sat_control
name = "Satellite Network Control (Computer Board)"
icon_state = "engineering"
build_path = /obj/machinery/computer/sat_control
/obj/item/circuitboard/computer/mining_shuttle/common
name = "Lavaland Shuttle (Computer Board)"
build_path = /obj/machinery/computer/shuttle/mining/common
/obj/item/circuitboard/computer/solar_control
name = "Solar Control (Computer Board)" //name fixed 250810
icon_state = "engineering"
build_path = /obj/machinery/power/solar_control
/obj/item/circuitboard/computer/snow_taxi
name = "Snow Taxi (Computer Board)"
build_path = /obj/machinery/computer/shuttle/snow_taxi
/obj/item/circuitboard/computer/stationalert
name = "Station Alerts (Computer Board)"
icon_state = "engineering"
build_path = /obj/machinery/computer/station_alert
/obj/item/circuitboard/computer/white_ship
name = "White Ship (Computer Board)"
build_path = /obj/machinery/computer/shuttle/white_ship
/obj/item/circuitboard/computer/turbine_computer
name = "Turbine Computer (Computer Board)"
icon_state = "engineering"
build_path = /obj/machinery/computer/turbine_computer
/obj/item/circuitboard/computer/white_ship/pod
name = "Salvage Pod (Computer Board)"
build_path = /obj/machinery/computer/shuttle/white_ship/pod
/obj/item/circuitboard/computer/turbine_control
name = "Turbine control (Computer Board)"
icon_state = "engineering"
build_path = /obj/machinery/computer/turbine_computer
/obj/item/circuitboard/computer/white_ship/pod/recall
name = "Salvage Pod Recall (Computer Board)"
build_path = /obj/machinery/computer/shuttle/white_ship/pod/recall
//Generic
/obj/item/circuitboard/computer/auxillary_base
name = "Auxillary Base Management Console (Computer Board)"
build_path = /obj/machinery/computer/auxillary_base
/obj/item/circuitboard/computer/arcade/amputation
name = "Mediborg's Amputation Adventure (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/arcade/amputation
/obj/item/circuitboard/computer/arcade/battle
name = "Arcade Battle (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/arcade/battle
/obj/item/circuitboard/computer/arcade/orion_trail
name = "Orion Trail (Computer Board)"
build_path = /obj/machinery/computer/arcade/orion_trail
/obj/item/circuitboard/computer/arcade/minesweeper
name = "Minesweeper (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/arcade/minesweeper
/obj/item/circuitboard/computer/holodeck// Not going to let people get this, but it's just here for future
name = "Holodeck Control (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/holodeck
/obj/item/circuitboard/computer/aifixer
name = "AI Integrity Restorer (Computer Board)"
build_path = /obj/machinery/computer/aifixer
/obj/item/circuitboard/computer/slot_machine
name = "Slot Machine (Computer Board)"
build_path = /obj/machinery/computer/slot_machine
/obj/item/circuitboard/computer/libraryconsole
name = "Library Visitor Console (Computer Board)"
build_path = /obj/machinery/computer/libraryconsole
@@ -350,16 +286,34 @@
else
return ..()
/obj/item/circuitboard/computer/apc_control
name = "\improper Power Flow Control Console (Computer Board)"
build_path = /obj/machinery/computer/apc_control
/obj/item/circuitboard/computer/monastery_shuttle
name = "Monastery Shuttle (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/shuttle/monastery_shuttle
/obj/item/circuitboard/computer/olddoor
name = "DoorMex (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/pod/old
/obj/item/circuitboard/computer/pod
name = "Massdriver control (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/pod
/obj/item/circuitboard/computer/slot_machine
name = "Slot Machine (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/slot_machine
/obj/item/circuitboard/computer/swfdoor
name = "Magix (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/pod/old/swf
/obj/item/circuitboard/computer/syndicate_shuttle
name = "Syndicate Shuttle (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/shuttle/syndicate
var/challenge = FALSE
var/moved = FALSE
@@ -372,26 +326,296 @@
GLOB.syndicate_shuttle_boards -= src
return ..()
/obj/item/circuitboard/computer/bsa_control
name = "Bluespace Artillery Controls (Computer Board)"
build_path = /obj/machinery/computer/bsa_control
/obj/item/circuitboard/computer/syndicatedoor
name = "ProComp Executive (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/pod/old/syndicate
/obj/item/circuitboard/computer/sat_control
name = "Satellite Network Control (Computer Board)"
build_path = /obj/machinery/computer/sat_control
/obj/item/circuitboard/computer/white_ship
name = "White Ship (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/shuttle/white_ship
// /obj/item/circuitboard/computer/white_ship/bridge
// name = "White Ship Bridge (Computer Board)"
// icon_state = "generic"
// build_path = /obj/machinery/computer/shuttle/white_ship/bridge
/obj/item/circuitboard/computer/white_ship/pod
name = "Salvage Pod (Computer Board)"
build_path = /obj/machinery/computer/shuttle/white_ship/pod
/obj/item/circuitboard/computer/white_ship/pod/recall
name = "Salvage Pod Recall (Computer Board)"
build_path = /obj/machinery/computer/shuttle/white_ship/pod/recall
/obj/item/circuitboard/computer/snow_taxi
name = "Snow Taxi (Computer Board)"
build_path = /obj/machinery/computer/shuttle/snow_taxi
// /obj/item/circuitboard/computer/bountypad
// name = "Bounty Pad (Computer Board)"
// build_path = /obj/machinery/computer/piratepad_control/civilian
/obj/item/circuitboard/computer/security/shuttle
name = "Shuttlelinking Security Cameras (Computer Board)"
icon_state = "generic"
build_path = /obj/machinery/computer/security/shuttle
//Medical
/obj/item/circuitboard/computer/crew
name = "Crew Monitoring Console (Computer Board)"
icon_state = "medical"
build_path = /obj/machinery/computer/crew
/obj/item/circuitboard/computer/med_data
name = "Medical Records Console (Computer Board)"
icon_state = "medical"
build_path = /obj/machinery/computer/med_data
/obj/item/circuitboard/computer/operating
name = "Operating Computer (Computer Board)"
icon_state = "medical"
build_path = /obj/machinery/computer/operating
/obj/item/circuitboard/computer/pandemic
name = "PanD.E.M.I.C. 2200 (Computer Board)"
icon_state = "medical"
build_path = /obj/machinery/computer/pandemic
/obj/item/circuitboard/computer/cloning
name = "Cloning (Computer Board)"
icon_state = "medical"
build_path = /obj/machinery/computer/cloning
var/list/records = list()
/obj/item/circuitboard/computer/cloning/prototype
name = "Prototype Cloning (Computer Board)"
build_path = /obj/machinery/computer/cloning/prototype
//Science
/obj/item/circuitboard/computer/aifixer
name = "AI Integrity Restorer (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/aifixer
/obj/item/circuitboard/computer/launchpad_console
name = "Launchpad Control Console (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/launchpad
/obj/item/circuitboard/computer/mech_bay_power_console
name = "Mech Bay Power Control Console (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/mech_bay_power_console
/obj/item/circuitboard/computer/mecha_control
name = "Exosuit Control Console (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/mecha
/obj/item/circuitboard/computer/nanite_chamber_control
name = "Nanite Chamber Control (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/nanite_chamber_control
/obj/item/circuitboard/computer/nanite_cloud_controller
name = "Nanite Cloud Control (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/nanite_cloud_controller
/obj/item/circuitboard/computer/rdconsole/production
name = "R&D Console Production Only (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/rdconsole/production
/obj/item/circuitboard/computer/shuttle/flight_control
name = "Shuttle Flight Control (Computer Board)"
build_path = /obj/machinery/computer/custom_shuttle
/obj/item/circuitboard/computer/rdconsole
name = "R&D Console (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/rdconsole/core
/obj/item/circuitboard/computer/rdconsole/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_SCREWDRIVER)
if(build_path == /obj/machinery/computer/rdconsole/core)
name = "R&D Console - Robotics (Computer Board)"
build_path = /obj/machinery/computer/rdconsole/robotics
to_chat(user, "<span class='notice'>Access protocols successfully updated.</span>")
else
name = "R&D Console (Computer Board)"
build_path = /obj/machinery/computer/rdconsole/core
to_chat(user, "<span class='notice'>Defaulting access protocols.</span>")
else
return ..()
/obj/item/circuitboard/computer/rdservercontrol
name = "R&D Server Control (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/rdservercontrol
/obj/item/circuitboard/computer/research
name = "Research Monitor (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/security/research
/obj/item/circuitboard/computer/robotics
name = "Robotics Control (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/robotics
/obj/item/circuitboard/computer/teleporter
name = "Teleporter (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/teleporter
/obj/item/circuitboard/computer/xenobiology
name = "Xenobiology Console (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/camera_advanced/xenobio
/obj/item/circuitboard/computer/scan_consolenew
name = "DNA Console (Computer Board)"
icon_state = "science"
build_path = /obj/machinery/computer/scan_consolenew
// /obj/item/circuitboard/computer/mechpad
// name = "Mecha Orbital Pad Console (Computer Board)"
// icon_state = "science"
// build_path = /obj/machinery/computer/mechpad
//Security
/obj/item/circuitboard/computer/labor_shuttle
name = "Labor Shuttle (Computer Board)"
icon_state = "security"
build_path = /obj/machinery/computer/shuttle/labor
/obj/item/circuitboard/computer/labor_shuttle/one_way
name = "Prisoner Shuttle Console (Computer Board)"
icon_state = "security"
build_path = /obj/machinery/computer/shuttle/labor/one_way
/obj/item/circuitboard/computer/gulag_teleporter_console
name = "Labor Camp teleporter console (Computer Board)"
icon_state = "security"
build_path = /obj/machinery/computer/prisoner/gulag_teleporter_computer
/obj/item/circuitboard/computer/prisoner
name = "Prisoner Management Console (Computer Board)"
icon_state = "security"
build_path = /obj/machinery/computer/prisoner/management
/obj/item/circuitboard/computer/secure_data
name = "Security Records Console (Computer Board)"
icon_state = "security"
build_path = /obj/machinery/computer/secure_data
// /obj/item/circuitboard/computer/warrant
// name = "Security Warrant Viewer (Computer Board)"
// icon_state = "security"
// build_path = /obj/machinery/computer/warrant
/obj/item/circuitboard/computer/security
name = "Security Cameras (Computer Board)"
icon_state = "security"
build_path = /obj/machinery/computer/security
/obj/item/circuitboard/computer/advanced_camera
name = "Advanced Camera Console (Computer Board)"
icon_state = "security"
build_path = /obj/machinery/computer/camera_advanced/syndie
//Service
//Supply
/obj/item/circuitboard/computer/cargo
name = "Supply Console (Computer Board)"
icon_state = "supply"
build_path = /obj/machinery/computer/cargo
var/contraband = FALSE
/obj/item/circuitboard/computer/cargo/multitool_act(mob/living/user)
. = ..()
if(!(obj_flags & EMAGGED))
contraband = !contraband
to_chat(user, "<span class='notice'>Receiver spectrum set to [contraband ? "Broad" : "Standard"].</span>")
else
to_chat(user, "<span class='alert'>The spectrum chip is unresponsive.</span>")
/obj/item/circuitboard/computer/cargo/emag_act(mob/living/user)
. = ..()
if(!(obj_flags & EMAGGED))
contraband = TRUE
obj_flags |= EMAGGED
to_chat(user, "<span class='notice'>You adjust [src]'s routing and receiver spectrum, unlocking special supplies and contraband.</span>")
/obj/item/circuitboard/computer/cargo/configure_machine(obj/machinery/computer/cargo/machine)
if(!istype(machine))
CRASH("Cargo board attempted to configure incorrect machine type: [machine] ([machine?.type])")
machine.contraband = contraband
if (obj_flags & EMAGGED)
machine.obj_flags |= EMAGGED
else
machine.obj_flags &= ~EMAGGED
/obj/item/circuitboard/computer/cargo/express
name = "Express Supply Console (Computer Board)"
build_path = /obj/machinery/computer/cargo/express
/obj/item/circuitboard/computer/cargo/express/emag_act(mob/living/user)
if(!(obj_flags & EMAGGED))
contraband = TRUE
obj_flags |= EMAGGED
to_chat(user, "<span class='notice'>You change the routing protocols, allowing the Drop Pod to land anywhere on the station.</span>")
/obj/item/circuitboard/computer/cargo/express/multitool_act(mob/living/user)
if (!(obj_flags & EMAGGED))
contraband = !contraband
to_chat(user, "<span class='notice'>Receiver spectrum set to [contraband ? "Broad" : "Standard"].</span>")
else
to_chat(user, "<span class='notice'>You reset the destination-routing protocols and receiver spectrum to factory defaults.</span>")
contraband = FALSE
obj_flags &= ~EMAGGED
/obj/item/circuitboard/computer/cargo/request
name = "Supply Request Console (Computer Board)"
build_path = /obj/machinery/computer/cargo/request
/obj/item/circuitboard/computer/bounty
name = "Nanotrasen Bounty Console (Computer Board)"
build_path = /obj/machinery/computer/bounty
/obj/item/circuitboard/computer/ferry
name = "Transport Ferry (Computer Board)"
icon_state = "supply"
build_path = /obj/machinery/computer/shuttle/ferry
/obj/item/circuitboard/computer/ferry/request
name = "Transport Ferry Console (Computer Board)"
icon_state = "supply"
build_path = /obj/machinery/computer/shuttle/ferry/request
/obj/item/circuitboard/computer/mining
name = "Outpost Status Display (Computer Board)"
icon_state = "supply"
build_path = /obj/machinery/computer/security/mining
/obj/item/circuitboard/computer/mining_shuttle
name = "Mining Shuttle (Computer Board)"
icon_state = "supply"
build_path = /obj/machinery/computer/shuttle/mining
/obj/item/circuitboard/computer/mining_shuttle/common
name = "Lavaland Shuttle (Computer Board)"
build_path = /obj/machinery/computer/shuttle/mining/common
/obj/item/circuitboard/computer/shuttle/docker
name = "Shuttle Navigation Computer (Computer Board)"
build_path = /obj/machinery/computer/camera_advanced/shuttle_docker/custom
// DIY shuttle
/obj/item/circuitboard/computer/shuttle/flight_control
name = "Shuttle Flight Control (Computer Board)"
build_path = /obj/machinery/computer/custom_shuttle
File diff suppressed because it is too large Load Diff
+14 -11
View File
@@ -12,7 +12,7 @@
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
icon = 'icons/obj/items_and_weapons.dmi'
w_class = WEIGHT_CLASS_BULKY
w_class = WEIGHT_CLASS_GIGANTIC
force = 12
total_mass = TOTAL_MASS_NORMAL_ITEM // average toolbox
attack_verb = list("robusted")
@@ -70,19 +70,19 @@
else
. += "<span class='his_grace'>[src] is latched closed.</span>"
/obj/item/his_grace/relaymove(mob/living/user) //Allows changelings, etc. to climb out of Him after they revive, provided He isn't active
/obj/item/his_grace/relaymove(mob/living/user, direction) //Allows changelings, etc. to climb out of Him after they revive, provided He isn't active
if(!awakened)
user.forceMove(get_turf(src))
user.visible_message("<span class='warning'>[user] scrambles out of [src]!</span>", "<span class='notice'>You climb out of [src]!</span>")
/obj/item/his_grace/process()
/obj/item/his_grace/process(delta_time)
if(!bloodthirst)
drowse()
return
if(bloodthirst < HIS_GRACE_CONSUME_OWNER && !ascended)
adjust_bloodthirst(1 + FLOOR(LAZYLEN(contents) * 0.5, 1)) //Maybe adjust this?
adjust_bloodthirst((1 + FLOOR(LAZYLEN(contents) * 0.5, 1)) * delta_time) //Maybe adjust this?
else
adjust_bloodthirst(1) //don't cool off rapidly once we're at the point where His Grace consumes all.
adjust_bloodthirst(1 * delta_time) //don't cool off rapidly once we're at the point where His Grace consumes all.
var/mob/living/master = get_atom_on_turf(src, /mob/living)
if(istype(master) && (src in master.held_items))
switch(bloodthirst)
@@ -94,7 +94,7 @@
REMOVE_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
master.DefaultCombatKnockdown(60)
master.adjustBruteLoss(master.maxHealth)
playsound(master, 'sound/effects/splat.ogg', 100, 0)
playsound(master, 'sound/effects/splat.ogg', 100, FALSE)
else
master.apply_status_effect(STATUS_EFFECT_HISGRACE)
return
@@ -115,8 +115,8 @@
if(!L.stat)
L.visible_message("<span class='warning'>[src] lunges at [L]!</span>", "<span class='his_grace big bold'>[src] lunges at you!</span>")
do_attack_animation(L, null, src)
playsound(L, 'sound/weapons/smash.ogg', 50, 1)
playsound(L, 'sound/misc/desceration-01.ogg', 50, 1)
playsound(L, 'sound/weapons/smash.ogg', 50, TRUE)
playsound(L, 'sound/misc/desceration-01.ogg', 50, TRUE)
L.adjustBruteLoss(force)
adjust_bloodthirst(-5) //Don't stop attacking they're right there!
else
@@ -137,6 +137,8 @@
move_gracefully()
/obj/item/his_grace/proc/move_gracefully()
SIGNAL_HANDLER
if(!awakened)
return
var/static/list/transforms
@@ -161,7 +163,7 @@
return
var/turf/T = get_turf(src)
T.visible_message("<span class='boldwarning'>[src] slowly stops rattling and falls still, His latch snapping shut.</span>")
playsound(loc, 'sound/weapons/batonextend.ogg', 100, 1)
playsound(loc, 'sound/weapons/batonextend.ogg', 100, TRUE)
name = initial(name)
desc = initial(desc)
icon_state = initial(icon_state)
@@ -178,8 +180,8 @@
var/victims = 0
meal.visible_message("<span class='warning'>[src] swings open and devours [meal]!</span>", "<span class='his_grace big bold'>[src] consumes you!</span>")
meal.adjustBruteLoss(200)
playsound(meal, 'sound/misc/desceration-02.ogg', 75, 1)
playsound(src, 'sound/items/eatfood.ogg', 100, 1)
playsound(meal, 'sound/misc/desceration-02.ogg', 75, TRUE)
playsound(src, 'sound/items/eatfood.ogg', 100, TRUE)
meal.forceMove(src)
force_bonus += HIS_GRACE_FORCE_BONUS
prev_bloodthirst = bloodthirst
@@ -253,3 +255,4 @@
if(istype(master))
master.visible_message("<span class='his_grace big bold'>Gods will be watching.</span>")
name = "[master]'s mythical toolbox of three powers"
master.client?.give_award(/datum/award/achievement/misc/ascension, master)
+1 -2
View File
@@ -3,9 +3,8 @@
/obj/item/melee/proc/check_martial_counter(mob/living/carbon/human/target, mob/living/carbon/human/user)
if(target.check_martial_melee_block())
target.visible_message("<span class='danger'>[target.name] blocks [src] and twists [user]'s arm behind [user.p_their()] back!</span>",
target.visible_message("<span class='danger'>[target.name] blocks your attack!</span>",
"<span class='userdanger'>You block the attack!</span>")
user.Stun(40)
return TRUE
/obj/item/melee/chainofcommand
+3
View File
@@ -328,6 +328,9 @@
REMOVE_TRAIT(occupant, TRAIT_RESISTHIGHPRESSURE, "bluespace_container_resist_high_pressure")
REMOVE_TRAIT(occupant, TRAIT_RESISTLOWPRESSURE, "bluespace_container_resist_low_pressure")
name = initial(name)
if(iscarbon(occupant))
to_chat(occupant, "You pop out of the [src], slightly dazed!")
occupant.Stun(5 SECONDS)
/obj/item/pet_carrier/bluespace/return_air()
if(!occupant_gas_supply)
+1 -1
View File
@@ -14,7 +14,7 @@
grind_results = list(/datum/reagent/cellulose = 10)
var/value = 0
/obj/item/stack/spacecash/Initialize()
/obj/item/stack/spacecash/Initialize(mapload, new_amount, merge = TRUE)
. = ..()
update_desc()
@@ -41,6 +41,8 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
material_type = /datum/material/glass
point_value = 1
tableVariant = /obj/structure/table/glass
matter_amount = 4
cost = 500
shard_type = /obj/item/shard
/obj/item/stack/sheet/glass/suicide_act(mob/living/carbon/user)
@@ -69,12 +71,13 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
if (get_amount() < 1 || CC.get_amount() < 5)
to_chat(user, "<span class='warning>You need five lengths of coil and one sheet of glass to make wired glass!</span>")
return
CC.use_tool(src, user, 0, 5, skill_gain_mult = TRIVIAL_USE_TOOL_MULT)
CC.use(5)
use(1)
to_chat(user, "<span class='notice'>You attach wire to the [name].</span>")
var/obj/item/stack/light_w/new_tile = new(user.loc)
new_tile.add_fingerprint(user)
else if(istype(W, /obj/item/stack/rods))
return
if(istype(W, /obj/item/stack/rods))
var/obj/item/stack/rods/V = W
if (V.get_amount() >= 1 && get_amount() >= 1)
var/obj/item/stack/sheet/rglass/RG = new (get_turf(user))
@@ -86,9 +89,8 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
user.put_in_hands(RG)
else
to_chat(user, "<span class='warning'>You need one rod and one sheet of glass to make reinforced glass!</span>")
return
else
return ..()
return
return ..()
@@ -164,6 +166,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
merge_type = /obj/item/stack/sheet/rglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/iron = 10)
point_value = 4
matter_amount = 6
shard_type = /obj/item/shard
/obj/item/stack/sheet/rglass/attackby(obj/item/W, mob/user, params)
@@ -211,6 +214,7 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \
merge_type = /obj/item/stack/sheet/plasmarglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10, /datum/reagent/iron = 10)
point_value = 23
matter_amount = 8
shard_type = /obj/item/shard/plasma
/obj/item/stack/sheet/plasmarglass/get_main_recipes()
@@ -19,7 +19,7 @@
///What type of wall does this sheet spawn
var/walltype
/obj/item/stack/sheet/Initialize(mapload, new_amount, merge)
/obj/item/stack/sheet/Initialize(mapload, new_amount, merge = TRUE)
. = ..()
pixel_x = rand(-4, 4)
pixel_y = rand(-4, 4)
+283 -234
View File
@@ -8,15 +8,18 @@
/*
* Stacks
*/
/obj/item/stack
icon = 'icons/obj/stack_objects.dmi'
gender = PLURAL
material_modifier = 0.01
// material_modifier = 0.05 //5%, so that a 50 sheet stack has the effect of 5k materials instead of 100k.
max_integrity = 100
var/list/datum/stack_recipe/recipes
var/singular_name
var/amount = 1
var/max_amount = 50 //also see stack recipes initialisation, param "max_res_amount" must be equal to this max_amount
var/is_cyborg = 0 // It's 1 if module is used by a cyborg, and uses its storage
var/is_cyborg = FALSE // It's TRUE if module is used by a cyborg, and uses its storage
var/datum/robot_energy_storage/source
var/cost = 1 // How much energy from storage it costs
var/merge_type = null // This path and its children should merge with this stack, defaults to src.type
@@ -25,7 +28,6 @@
var/list/mats_per_unit //list that tells you how much is in a single unit.
///Datum material type that this stack is made of
var/material_type
max_integrity = 100
//NOTE: When adding grind_results, the amounts should be for an INDIVIDUAL ITEM - these amounts will be multiplied by the stack size in on_grind()
var/obj/structure/table/tableVariant // we tables now (stores table variant to be built from this stack)
@@ -36,16 +38,8 @@
var/absorption_capacity
/// How quickly we lower the blood flow on a cut wound we're bandaging. Expected lifetime of this bandage in ticks is thus absorption_capacity/absorption_rate, or until the cut heals, whichever comes first
var/absorption_rate
/obj/item/stack/on_grind()
for(var/i in 1 to grind_results.len) //This should only call if it's ground, so no need to check if grind_results exists
grind_results[grind_results[i]] *= get_amount() //Gets the key at position i, then the reagent amount of that key, then multiplies it by stack size
/obj/item/stack/grind_requirements()
if(is_cyborg)
to_chat(usr, "<span class='danger'>[src] is electronically synthesized in your chassis and can't be ground up!</span>")
return
return TRUE
/// Amount of matter for RCD
var/matter_amount = 0
/obj/item/stack/Initialize(mapload, new_amount, merge = TRUE)
if(new_amount != null)
@@ -55,16 +49,19 @@
new type(loc, max_amount, FALSE)
if(!merge_type)
merge_type = type
if(custom_materials && custom_materials.len)
mats_per_unit = list()
var/in_process_mat_list = custom_materials.Copy()
if(LAZYLEN(mats_per_unit))
set_mats_per_unit(mats_per_unit, 1)
else if(LAZYLEN(custom_materials))
// DO NOT REMOVE! we have to inflate the values first
for(var/i in custom_materials)
mats_per_unit[SSmaterials.GetMaterialRef(i)] = in_process_mat_list[i]
custom_materials[i] *= amount
set_mats_per_unit(custom_materials, amount ? 1/amount : 1)
. = ..()
if(merge)
for(var/obj/item/stack/S in loc)
if(S.merge_type == merge_type)
if(can_merge(S))
INVOKE_ASYNC(src, .proc/merge, S)
var/list/temp_recipes = get_main_recipes()
recipes = temp_recipes.Copy()
@@ -73,12 +70,48 @@
for(var/i in M.categories)
switch(i)
if(MAT_CATEGORY_BASE_RECIPES)
var/list/temp = SSmaterials.base_stack_recipes.Copy()
recipes += temp
if(MAT_CATEGORY_RIGID)
var/list/temp = SSmaterials.rigid_stack_recipes.Copy()
recipes += temp
update_weight()
update_icon()
/** Sets the amount of materials per unit for this stack.
*
* Arguments:
* - [mats][/list]: The value to set the mats per unit to.
* - multiplier: The amount to multiply the mats per unit by. Defaults to 1.
*/
/obj/item/stack/proc/set_mats_per_unit(list/mats, multiplier=1)
mats_per_unit = SSmaterials.FindOrCreateMaterialCombo(mats, multiplier)
update_custom_materials()
/** Updates the custom materials list of this stack.
*/
/obj/item/stack/proc/update_custom_materials()
set_custom_materials(mats_per_unit, amount, is_update=TRUE)
/**
* Override to make things like metalgen accurately set custom materials
*/
/obj/item/stack/set_custom_materials(list/materials, multiplier=1, is_update=FALSE)
return is_update ? ..() : set_mats_per_unit(materials, multiplier / (amount || 1))
/obj/item/stack/on_grind()
. = ..()
for(var/i in 1 to length(grind_results)) //This should only call if it's ground, so no need to check if grind_results exists
grind_results[grind_results[i]] *= get_amount() //Gets the key at position i, then the reagent amount of that key, then multiplies it by stack size
/obj/item/stack/grind_requirements()
if(is_cyborg)
to_chat(usr, "<span class='warning'>[src] is electronically synthesized in your chassis and can't be ground up!</span>")
return
return TRUE
/obj/item/stack/proc/get_main_recipes()
SHOULD_CALL_PARENT(TRUE)
return list()//empty list
/obj/item/stack/proc/update_weight()
@@ -99,12 +132,6 @@
else
icon_state = "[initial(icon_state)]_3"
/obj/item/stack/Destroy()
if (usr && usr.machine==src)
usr << browse(null, "window=stack")
. = ..()
/obj/item/stack/examine(mob/user)
. = ..()
if (is_cyborg)
@@ -126,196 +153,208 @@
/obj/item/stack/proc/get_amount()
if(is_cyborg)
. = round(source.energy / cost)
. = round(source?.energy / cost)
else
. = (amount)
/obj/item/stack/attack_self(mob/user)
interact(user)
/**
* Builds all recipes in a given recipe list and returns an association list containing them
*
* Arguments:
* * recipe_to_iterate - The list of recipes we are using to build recipes
*/
/obj/item/stack/proc/recursively_build_recipes(list/recipe_to_iterate)
var/list/L = list()
for(var/recipe in recipe_to_iterate)
if(istype(recipe, /datum/stack_recipe_list))
var/datum/stack_recipe_list/R = recipe
L["[R.title]"] = recursively_build_recipes(R.recipes)
if(istype(recipe, /datum/stack_recipe))
var/datum/stack_recipe/R = recipe
L["[R.title]"] = build_recipe(R)
return L
/obj/item/stack/interact(mob/user, sublist)
ui_interact(user, sublist)
/**
* Returns a list of properties of a given recipe
*
* Arguments:
* * R - The stack recipe we are using to get a list of properties
*/
/obj/item/stack/proc/build_recipe(datum/stack_recipe/R)
return list(
"res_amount" = R.res_amount,
"max_res_amount" = R.max_res_amount,
"req_amount" = R.req_amount,
"ref" = "\ref[R]",
)
/obj/item/stack/ui_interact(mob/user, recipes_sublist)
/**
* Checks if the recipe is valid to be used
*
* Arguments:
* * R - The stack recipe we are checking if it is valid
* * recipe_list - The list of recipes we are using to check the given recipe
*/
/obj/item/stack/proc/is_valid_recipe(datum/stack_recipe/R, list/recipe_list)
for(var/S in recipe_list)
if(S == R)
return TRUE
if(istype(S, /datum/stack_recipe_list))
var/datum/stack_recipe_list/L = S
if(is_valid_recipe(R, L.recipes))
return TRUE
return FALSE
/obj/item/stack/ui_state(mob/user)
return GLOB.hands_state
/obj/item/stack/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Stack", name)
ui.open()
/obj/item/stack/ui_data(mob/user)
var/list/data = list()
data["amount"] = get_amount()
return data
/obj/item/stack/ui_static_data(mob/user)
var/list/data = list()
data["recipes"] = recursively_build_recipes(recipes)
return data
/obj/item/stack/ui_act(action, params)
. = ..()
if (!recipes)
if(.)
return
if (!src || get_amount() <= 0)
user << browse(null, "window=stack")
user.set_machine(src) //for correct work of onclose
var/list/recipe_list = recipes
if (recipes_sublist && recipe_list[recipes_sublist] && istype(recipe_list[recipes_sublist], /datum/stack_recipe_list))
var/datum/stack_recipe_list/srl = recipe_list[recipes_sublist]
recipe_list = srl.recipes
var/t1 = "Amount Left: [get_amount()]<br>"
for(var/i in 1 to length(recipe_list))
var/E = recipe_list[i]
if (isnull(E))
t1 += "<hr>"
continue
if (i>1 && !isnull(recipe_list[i-1]))
t1+="<br>"
if (istype(E, /datum/stack_recipe_list))
var/datum/stack_recipe_list/srl = E
t1 += "<a href='?src=[REF(src)];sublist=[i]'>[srl.title]</a>"
if (istype(E, /datum/stack_recipe))
var/datum/stack_recipe/R = E
var/max_multiplier = round(get_amount() / R.req_amount)
var/title
var/can_build = 1
can_build = can_build && (max_multiplier>0)
if (R.res_amount>1)
title+= "[R.res_amount]x [R.title]\s"
else
title+= "[R.title]"
title+= " ([R.req_amount] [singular_name]\s)"
if (can_build)
t1 += text("<A href='?src=[REF(src)];sublist=[recipes_sublist];make=[i];multiplier=1'>[title]</A> ")
else
t1 += text("[]", title)
continue
if (R.max_res_amount>1 && max_multiplier>1)
max_multiplier = min(max_multiplier, round(R.max_res_amount/R.res_amount))
t1 += " |"
var/list/multipliers = list(5,10,25)
for (var/n in multipliers)
if (max_multiplier>=n)
t1 += " <A href='?src=[REF(src)];make=[i];multiplier=[n]'>[n*R.res_amount]x</A>"
if (!(max_multiplier in multipliers))
t1 += " <A href='?src=[REF(src)];make=[i];multiplier=[max_multiplier]'>[max_multiplier*R.res_amount]x</A>"
var/datum/browser/popup = new(user, "stack", name, 400, 400)
popup.set_content(t1)
popup.open(0)
onclose(user, "stack")
/obj/item/stack/Topic(href, href_list)
..()
if (usr.restrained() || usr.stat || usr.get_active_held_item() != src)
return
if (href_list["sublist"] && !href_list["make"])
interact(usr, text2num(href_list["sublist"]))
if (href_list["make"])
if (get_amount() < 1 && !is_cyborg)
qdel(src)
var/list/recipes_list = recipes
if (href_list["sublist"])
var/datum/stack_recipe_list/srl = recipes_list[text2num(href_list["sublist"])]
recipes_list = srl.recipes
var/datum/stack_recipe/R = recipes_list[text2num(href_list["make"])]
var/multiplier = text2num(href_list["multiplier"])
if (!multiplier ||(multiplier <= 0)) //href protection
return
if(!building_checks(R, multiplier))
return
if (R.time)
var/adjusted_time = 0
usr.visible_message("<span class='notice'>[usr] starts building [R.title].</span>", "<span class='notice'>You start building [R.title]...</span>")
if(HAS_TRAIT(usr, R.trait_booster))
adjusted_time = (R.time * R.trait_modifier)
else
adjusted_time = R.time
if (!do_after(usr, adjusted_time, target = usr))
switch(action)
if("make")
if(get_amount() < 1 && !is_cyborg)
qdel(src)
return
var/datum/stack_recipe/R = locate(params["ref"])
if(!is_valid_recipe(R, recipes)) //href exploit protection
return
var/multiplier = text2num(params["multiplier"])
if(!multiplier || (multiplier <= 0)) //href exploit protection
return
if(!building_checks(R, multiplier))
return
if(R.time)
var/adjusted_time = 0
usr.visible_message("<span class='notice'>[usr] starts building \a [R.title].</span>", "<span class='notice'>You start building \a [R.title]...</span>")
if(HAS_TRAIT(usr, R.trait_booster))
adjusted_time = (R.time * R.trait_modifier)
else
adjusted_time = R.time
if(!do_after(usr, adjusted_time, target = usr))
return
if(!building_checks(R, multiplier))
return
var/obj/O
if(R.max_res_amount > 1) //Is it a stack?
O = new R.result_type(usr.drop_location(), R.res_amount * multiplier)
else if(ispath(R.result_type, /turf))
var/turf/T = usr.drop_location()
if(!isturf(T))
return
T.PlaceOnTop(R.result_type, flags = CHANGETURF_INHERIT_AIR)
var/obj/O
if(R.max_res_amount > 1) //Is it a stack?
O = new R.result_type(usr.drop_location(), R.res_amount * multiplier)
else if(ispath(R.result_type, /turf))
var/turf/T = usr.drop_location()
if(!isturf(T))
return
T.PlaceOnTop(R.result_type, flags = CHANGETURF_INHERIT_AIR)
else
O = new R.result_type(usr.drop_location())
if(O)
O.setDir(usr.dir)
use(R.req_amount * multiplier)
if(R.applies_mats && LAZYLEN(mats_per_unit))
if(isstack(O))
var/obj/item/stack/crafted_stack = O
crafted_stack.set_mats_per_unit(mats_per_unit, R.req_amount / R.res_amount)
else
O.set_custom_materials(mats_per_unit, R.req_amount / R.res_amount)
if(istype(O, /obj/structure/windoor_assembly))
var/obj/structure/windoor_assembly/W = O
W.ini_dir = W.dir
else if(istype(O, /obj/structure/window))
var/obj/structure/window/W = O
W.ini_dir = W.dir
if(QDELETED(O))
return //It's a stack and has already been merged
if(isitem(O))
usr.put_in_hands(O)
O.add_fingerprint(usr)
//BubbleWrap - so newly formed boxes are empty
if(istype(O, /obj/item/storage))
for (var/obj/item/I in O)
qdel(I)
//BubbleWrap END
return TRUE
/obj/item/stack/vv_edit_var(vname, vval)
if(vname == NAMEOF(src, amount))
add(clamp(vval, 1-amount, max_amount - amount)) //there must always be one.
return TRUE
else if(vname == NAMEOF(src, max_amount))
max_amount = max(vval, 1)
add((max_amount < amount) ? (max_amount - amount) : 0) //update icon, weight, ect
return TRUE
return ..()
/obj/item/stack/proc/building_checks(datum/stack_recipe/recipe, multiplier)
if (get_amount() < recipe.req_amount*multiplier)
if (recipe.req_amount*multiplier>1)
to_chat(usr, "<span class='warning'>You haven't got enough [src] to build \the [recipe.req_amount*multiplier] [recipe.title]\s!</span>")
else
O = new R.result_type(get_turf(usr))
if(O)
O.setDir(usr.dir)
log_craft("[O] crafted by [usr] at [loc_name(O.loc)]")
use(R.req_amount * multiplier)
if(R.applies_mats && custom_materials && custom_materials.len)
var/list/used_materials = list()
for(var/i in custom_materials)
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
if(istype(O, /obj/structure/windoor_assembly))
var/obj/structure/windoor_assembly/W = O
W.ini_dir = W.dir
else if(istype(O, /obj/structure/window))
var/obj/structure/window/W = O
W.ini_dir = W.dir
//END: oh fuck i'm so sorry
else if(istype(O, /obj/item/restraints/handcuffs/cable))
var/obj/item/cuffs = O
cuffs.color = color
if (QDELETED(O))
return //It's a stack and has already been merged
if (isitem(O))
usr.put_in_hands(O)
O.add_fingerprint(usr)
//BubbleWrap - so newly formed boxes are empty
if ( istype(O, /obj/item/storage) )
for (var/obj/item/I in O)
qdel(I)
//BubbleWrap END
/obj/item/stack/proc/building_checks(datum/stack_recipe/R, multiplier)
if (get_amount() < R.req_amount*multiplier)
if (R.req_amount*multiplier>1)
to_chat(usr, "<span class='warning'>You haven't got enough [src] to build \the [R.req_amount*multiplier] [R.title]\s!</span>")
else
to_chat(usr, "<span class='warning'>You haven't got enough [src] to build \the [R.title]!</span>")
to_chat(usr, "<span class='warning'>You haven't got enough [src] to build \the [recipe.title]!</span>")
return FALSE
var/turf/T = get_turf(usr)
var/turf/dest_turf = get_turf(usr)
var/obj/D = R.result_type
if(R.window_checks && !valid_window_location(T, initial(D.dir) == FULLTILE_WINDOW_DIR ? FULLTILE_WINDOW_DIR : usr.dir))
to_chat(usr, "<span class='warning'>The [R.title] won't fit here!</span>")
return FALSE
if(R.one_per_turf && (locate(R.result_type) in T))
to_chat(usr, "<span class='warning'>There is another [R.title] here!</span>")
return FALSE
if(R.on_floor)
if(!isfloorturf(T))
to_chat(usr, "<span class='warning'>\The [R.title] must be constructed on the floor!</span>")
// If we're making a window, we have some special snowflake window checks to do.
if(ispath(recipe.result_type, /obj/structure/window))
var/obj/structure/window/result_path = recipe.result_type
if(!valid_window_location(dest_turf, usr.dir, is_fulltile = initial(result_path.fulltile)))
to_chat(usr, "<span class='warning'>The [recipe.title] won't fit here!</span>")
return FALSE
for(var/obj/AM in T)
if(istype(AM,/obj/structure/grille))
if(recipe.one_per_turf && (locate(recipe.result_type) in dest_turf))
to_chat(usr, "<span class='warning'>There is another [recipe.title] here!</span>")
return FALSE
if(recipe.on_floor)
if(!isfloorturf(dest_turf))
to_chat(usr, "<span class='warning'>\The [recipe.title] must be constructed on the floor!</span>")
return FALSE
for(var/obj/object in dest_turf)
if(istype(object, /obj/structure/grille))
continue
if(istype(AM,/obj/structure/table))
if(istype(object, /obj/structure/table))
continue
if(istype(AM,/obj/structure/window))
var/obj/structure/window/W = AM
if(!W.fulltile)
if(istype(object, /obj/structure/window))
var/obj/structure/window/window_structure = object
if(!window_structure.fulltile)
continue
if(AM.density)
to_chat(usr, "<span class='warning'>Theres a [AM.name] here. You cant make a [R.title] here!</span>")
if(object.density)
to_chat(usr, "<span class='warning'>There is \a [object.name] here. You cant make \a [recipe.title] here!</span>")
return FALSE
if(R.placement_checks)
switch(R.placement_checks)
if(recipe.placement_checks)
switch(recipe.placement_checks)
if(STACK_CHECK_CARDINALS)
var/turf/step
for(var/direction in GLOB.cardinals)
step = get_step(T, direction)
if(locate(R.result_type) in step)
to_chat(usr, "<span class='warning'>\The [R.title] must not be built directly adjacent to another!</span>")
step = get_step(dest_turf, direction)
if(locate(recipe.result_type) in step)
to_chat(usr, "<span class='warning'>\The [recipe.title] must not be built directly adjacent to another!</span>")
return FALSE
if(STACK_CHECK_ADJACENT)
if(locate(R.result_type) in range(1, T))
to_chat(usr, "<span class='warning'>\The [R.title] must be constructed at least one tile away from others of its type!</span>")
if(locate(recipe.result_type) in range(1, dest_turf))
to_chat(usr, "<span class='warning'>\The [recipe.title] must be constructed at least one tile away from others of its type!</span>")
return FALSE
return TRUE
@@ -330,10 +369,7 @@
if(check && zero_amount())
return TRUE
if(length(mats_per_unit))
var/temp_materials = custom_materials.Copy()
for(var/i in mats_per_unit)
temp_materials[i] = mats_per_unit[i] * src.amount
set_custom_materials(temp_materials)
update_custom_materials()
update_icon()
update_weight()
return TRUE
@@ -357,22 +393,36 @@
return source.energy < cost
if(amount < 1)
qdel(src)
return 1
return 0
return TRUE
return FALSE
/obj/item/stack/proc/add(amount)
/** Adds some number of units to this stack.
*
* Arguments:
* - _amount: The number of units to add to this stack.
*/
/obj/item/stack/proc/add(_amount)
if (is_cyborg)
source.add_charge(amount * cost)
source.add_charge(_amount * cost)
else
src.amount += amount
amount += _amount
if(length(mats_per_unit))
var/temp_materials = custom_materials.Copy()
for(var/i in mats_per_unit)
temp_materials[i] = mats_per_unit[i] * src.amount
set_custom_materials(temp_materials)
update_custom_materials()
update_icon()
update_weight()
/** Checks whether this stack can merge itself into another stack.
*
* Arguments:
* - [check][/obj/item/stack]: The stack to check for mergeability.
*/
/obj/item/stack/proc/can_merge(obj/item/stack/check)
if(!istype(check, merge_type))
return FALSE
if(!check.is_cyborg && (mats_per_unit != check.mats_per_unit)) // Cyborg stacks don't have materials. This lets them recycle sheets and floor tiles.
return FALSE
return TRUE
/obj/item/stack/proc/merge(obj/item/stack/S) //Merge src into S, as much as possible
if(QDELETED(S) || QDELETED(src) || S == src) //amusingly this can cause a stack to consume itself, let's not allow that.
return
@@ -388,50 +438,53 @@
S.add(transfer)
return transfer
/obj/item/stack/Crossed(obj/o)
if(istype(o, merge_type) && !o.throwing)
merge(o)
/obj/item/stack/Crossed(atom/movable/crossing)
if(!crossing.throwing && can_merge(crossing))
merge(crossing)
. = ..()
/obj/item/stack/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(istype(AM, merge_type))
merge(AM)
/obj/item/stack/hitby(atom/movable/hitting, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if(can_merge(hitting))
merge(hitting)
. = ..()
/obj/item/stack/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/item/stack/on_attack_hand(mob/user)
if(user.get_inactive_held_item() == src)
if(zero_amount())
return
return change_stack(user,1)
return split_stack(user, 1)
else
. = ..()
/obj/item/stack/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
if(isturf(loc)) // to prevent people that are alt clicking a tile to see its content from getting undesidered pop ups
return
if(is_cyborg)
if(is_cyborg || !user.canUseTopic(src, BE_CLOSE, TRUE, FALSE) || zero_amount()) //, !iscyborg(user)
return
else
if(zero_amount())
return
//get amount from user
var/max = get_amount()
var/stackmaterial = round(input(user,"How many sheets do you wish to take out of this stack? (Maximum [max])") as null|num)
max = get_amount()
stackmaterial = min(max, stackmaterial)
if(stackmaterial == null || stackmaterial <= 0 || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return TRUE
else
change_stack(user, stackmaterial)
to_chat(user, "<span class='notice'>You take [stackmaterial] sheets out of the stack</span>")
return TRUE
//get amount from user
var/max = get_amount()
var/stackmaterial = round(input(user,"How many sheets do you wish to take out of this stack? (Maximum [max])") as null|num)
max = get_amount()
stackmaterial = min(max, stackmaterial)
if(stackmaterial == null || stackmaterial <= 0 || !user.canUseTopic(src, BE_CLOSE, TRUE, FALSE)) //, !iscyborg(user)
return
split_stack(user, stackmaterial)
to_chat(user, "<span class='notice'>You take [stackmaterial] sheets out of the stack.</span>")
/obj/item/stack/proc/change_stack(mob/user, amount)
/** Splits the stack into two stacks.
*
* Arguments:
* - [user][/mob]: The mob splitting the stack.
* - amount: The number of units to split from this stack.
*/
/obj/item/stack/proc/split_stack(mob/user, amount)
if(!use(amount, TRUE, FALSE))
return FALSE
return null
var/obj/item/stack/F = new type(user? user : drop_location(), amount, FALSE)
. = F
F.set_mats_per_unit(mats_per_unit, 1) // Required for greyscale sheets and tiles.
F.copy_evidences(src)
if(user)
if(!user.put_in_hands(F, merge_stacks = FALSE))
@@ -441,7 +494,7 @@
zero_amount()
/obj/item/stack/attackby(obj/item/W, mob/user, params)
if(istype(W, merge_type))
if(can_merge(W))
var/obj/item/stack/S = W
if(merge(S))
to_chat(user, "<span class='notice'>Your [S.name] stack now contains [S.get_amount()] [S.singular_name]\s.</span>")
@@ -455,8 +508,8 @@
fingerprints = from.fingerprints.Copy()
if(from.fingerprintshidden)
fingerprintshidden = from.fingerprintshidden.Copy()
if(from.fingerprintslast)
fingerprintslast = from.fingerprintslast
fingerprintslast = from.fingerprintslast
//TODO bloody overlay
/obj/item/stack/microwave_act(obj/machinery/microwave/M)
if(istype(M) && M.dirty < 100)
@@ -474,15 +527,12 @@
var/time = 0
var/one_per_turf = FALSE
var/on_floor = FALSE
var/window_checks = FALSE
var/placement_checks = FALSE
var/applies_mats = FALSE
var/trait_booster = null
var/trait_modifier = 1
/datum/stack_recipe/New(title, result_type, req_amount = 1, res_amount = 1, max_res_amount = 1,time = 0, one_per_turf = FALSE, on_floor = FALSE, window_checks = FALSE, placement_checks = FALSE, applies_mats = FALSE, trait_booster = null, trait_modifier = 1)
src.title = title
src.result_type = result_type
src.req_amount = req_amount
@@ -491,7 +541,6 @@
src.time = time
src.one_per_turf = one_per_turf
src.on_floor = on_floor
src.window_checks = window_checks
src.placement_checks = placement_checks
src.applies_mats = applies_mats
src.trait_booster = trait_booster
+2 -2
View File
@@ -1143,9 +1143,9 @@
desc = "A box containing a gift for worthy golems."
/obj/item/storage/box/rndboards/PopulateContents()
new /obj/item/circuitboard/machine/protolathe/offstation(src)
new /obj/item/circuitboard/machine/protolathe(src)
new /obj/item/circuitboard/machine/destructive_analyzer(src)
new /obj/item/circuitboard/machine/circuit_imprinter/offstation(src)
new /obj/item/circuitboard/machine/circuit_imprinter(src)
new /obj/item/circuitboard/computer/rdconsole(src)
/obj/item/storage/box/silver_sulf
@@ -164,11 +164,15 @@
/obj/item/storage/secure/briefcase/hos/mws_pack_hos/PopulateContents()
new /obj/item/gun/ballistic/revolver/mws(src)
new /obj/item/ammo_box/magazine/mws_mag(src)
new /obj/item/ammo_box/magazine/mws_mag(src)
new /obj/item/ammo_casing/mws_batt/lethal(src)
new /obj/item/ammo_casing/mws_batt/lethal(src)
new /obj/item/ammo_casing/mws_batt/lethal(src)
new /obj/item/ammo_casing/mws_batt/stun(src)
new /obj/item/ammo_casing/mws_batt/stun(src)
new /obj/item/ammo_casing/mws_batt/stun(src)
new /obj/item/ammo_casing/mws_batt/ion(src)
new /obj/item/ammo_casing/mws_batt/taser(src)
/obj/item/storage/secure/briefcase/hos/multiphase_box
name = "\improper X-01 Multiphase energy gun box"
+42 -30
View File
@@ -1,10 +1,12 @@
/obj/item/tank
name = "tank"
icon = 'icons/obj/tank.dmi'
icon_state = "generic"
lefthand_file = 'icons/mob/inhands/equipment/tanks_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tanks_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BACK
// worn_icon = 'icons/mob/clothing/back.dmi' //since these can also get thrown into suit storage slots. if something goes on the belt, set this to null.
hitsound = 'sound/weapons/smash.ogg'
pressure_resistance = ONE_ATMOSPHERE * 5
force = 5
@@ -18,6 +20,8 @@
var/distribute_pressure = ONE_ATMOSPHERE
var/integrity = 3
var/volume = 70
/// Icon state when in a tank holder. Null makes it incompatible with tank holder.
var/tank_holder_icon_state = "holder_generic"
/obj/item/tank/ui_action_click(mob/user)
toggle_internals(user)
@@ -84,18 +88,23 @@
/obj/item/tank/Destroy()
if(air_contents)
qdel(air_contents)
QDEL_NULL(air_contents)
STOP_PROCESSING(SSobj, src)
. = ..()
// /obj/item/tank/ComponentInitialize()
// . = ..()
// if(tank_holder_icon_state)
// AddComponent(/datum/component/container_item/tank_holder, tank_holder_icon_state)
/obj/item/tank/examine(mob/user)
var/obj/icon = src
. = ..()
if(istype(src.loc, /obj/item/assembly))
icon = src.loc
if(!in_range(src, user) && !isobserver(user))
if (icon == src)
if(icon == src)
. += "<span class='notice'>If you want any more information you'll need to get closer.</span>"
return
@@ -140,14 +149,14 @@
if(T)
T.assume_air(air_contents)
air_update_turf()
playsound(src.loc, 'sound/effects/spray.ogg', 10, 1, -3)
playsound(src.loc, 'sound/effects/spray.ogg', 10, TRUE, -3)
qdel(src)
/obj/item/tank/suicide_act(mob/user)
var/mob/living/carbon/human/H = user
user.visible_message("<span class='suicide'>[user] is putting [src]'s valve to [user.p_their()] lips! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/effects/spray.ogg', 10, 1, -3)
if (!QDELETED(H) && air_contents && air_contents.return_pressure() >= 1000)
playsound(loc, 'sound/effects/spray.ogg', 10, TRUE, -3)
if(!QDELETED(H) && air_contents && air_contents.return_pressure() >= 1000)
for(var/obj/item/W in H)
H.dropItemToGround(W)
if(prob(50))
@@ -159,12 +168,10 @@
H.spawn_gibs()
H.spill_organs()
H.spread_bodyparts()
return (BRUTELOSS)
/obj/item/tank/attack_ghost(mob/dead/observer/O)
. = ..()
atmosanalyzer_scan(air_contents, O, src, FALSE)
return MANUAL_SUICIDE
else
to_chat(user, "<span class='warning'>There isn't enough pressure in [src] to commit suicide with...</span>")
return SHAME
/obj/item/tank/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
@@ -182,27 +189,30 @@
ui = new(user, src, "Tank", name)
ui.open()
/obj/item/tank/ui_static_data(mob/user)
. = list (
"defaultReleasePressure" = round(TANK_DEFAULT_RELEASE_PRESSURE),
"minReleasePressure" = round(TANK_MIN_RELEASE_PRESSURE),
"maxReleasePressure" = round(TANK_MAX_RELEASE_PRESSURE),
"leakPressure" = round(TANK_LEAK_PRESSURE),
"fragmentPressure" = round(TANK_FRAGMENT_PRESSURE)
)
/obj/item/tank/ui_data(mob/user)
var/list/data = list()
data["tankPressure"] = round(air_contents.return_pressure() ? air_contents.return_pressure() : 0)
data["releasePressure"] = round(distribute_pressure ? distribute_pressure : 0)
data["defaultReleasePressure"] = round(TANK_DEFAULT_RELEASE_PRESSURE)
data["minReleasePressure"] = round(TANK_MIN_RELEASE_PRESSURE)
data["maxReleasePressure"] = round(TANK_MAX_RELEASE_PRESSURE)
. = list(
"tankPressure" = round(air_contents.return_pressure()),
"releasePressure" = round(distribute_pressure)
)
var/mob/living/carbon/C = user
if(!istype(C))
C = loc.loc
if(!istype(C))
return data
if(C.internal == src)
data["connected"] = TRUE
return data
if(istype(C) && C.internal == src)
.["connected"] = TRUE
/obj/item/tank/ui_act(action, params)
if(..())
. = ..()
if(.)
return
switch(action)
if("pressure")
@@ -228,6 +238,9 @@
/obj/item/tank/return_air()
return air_contents
// /obj/item/tank/return_analyzable_air()
// return air_contents
/obj/item/tank/assume_air(datum/gas_mixture/giver)
air_contents.merge(giver)
@@ -239,10 +252,9 @@
return null
var/tank_pressure = air_contents.return_pressure()
if(tank_pressure < distribute_pressure)
distribute_pressure = tank_pressure
var/actual_distribute_pressure = clamp(tank_pressure, 0, distribute_pressure)
var/moles_needed = distribute_pressure*volume_to_return/(R_IDEAL_GAS_EQUATION*air_contents.return_temperature())
var/moles_needed = actual_distribute_pressure*volume_to_return/(R_IDEAL_GAS_EQUATION*air_contents.return_temperature())
return remove_air(moles_needed)
@@ -267,7 +279,7 @@
//Give the gas a chance to build up more pressure through reacting
air_contents.react(src)
air_contents.react(src)
//Citadel Edit: removing extra react for "balance"
pressure = air_contents.return_pressure()
var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE
var/turf/epicenter = get_turf(loc)
@@ -285,7 +297,7 @@
if(!T)
return
T.assume_air(air_contents)
playsound(src.loc, 'sound/effects/spray.ogg', 10, 1, -3)
playsound(src.loc, 'sound/effects/spray.ogg', 10, TRUE, -3)
qdel(src)
else
integrity--
+123 -72
View File
@@ -24,9 +24,9 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
*/
/obj/item/banhammer/attack(mob/M, mob/user)
if(user.zone_selected == BODY_ZONE_HEAD)
M.visible_message("<span class='danger'>[user] are stroking the head of [M] with a bangammer</span>", "<span class='userdanger'>[user] are stroking the head with a bangammer</span>", "you hear a bangammer stroking a head");
M.visible_message("<span class='danger'>[user] are stroking the head of [M] with a bangammer.</span>", "<span class='userdanger'>[user] are stroking your head with a bangammer.</span>", "<span class='hear'>You hear a bangammer stroking a head.</span>") // see above comment
else
M.visible_message("<span class='danger'>[M] has been banned FOR NO REISIN by [user]</span>", "<span class='userdanger'>You have been banned FOR NO REISIN by [user]</span>", "you hear a banhammer banning someone")
M.visible_message("<span class='danger'>[M] has been banned FOR NO REISIN by [user]!</span>", "<span class='userdanger'>You have been banned FOR NO REISIN by [user]!</span>", "<span class='hear'>You hear a banhammer banning someone.</span>")
playsound(loc, 'sound/effects/adminhelp.ogg', 15) //keep it at 15% volume so people don't jump out of their skin too much
if(user.a_intent != INTENT_HELP)
return ..(M, user)
@@ -89,7 +89,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/claymore/highlander //ALL COMMENTS MADE REGARDING THIS SWORD MUST BE MADE IN ALL CAPS
desc = "<b><i>THERE CAN BE ONLY ONE, AND IT WILL BE YOU!!!</i></b>\nActivate it in your hand to point to the nearest victim."
flags_1 = CONDUCT_1
item_flags = DROPDEL
item_flags = DROPDEL //WOW BRO YOU LOST AN ARM, GUESS WHAT YOU DONT GET YOUR SWORD ANYMORE //I CANT BELIEVE SPOOKYDONUT WOULD BREAK THE REQUIREMENTS
slot_flags = null
block_chance = 0 //RNG WON'T HELP YOU NOW, PANSY
light_range = 3
@@ -130,8 +130,6 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/claymore/highlander/dropped(mob/living/user)
. = ..()
user.unignore_slowdown(HIGHLANDER)
if(!QDELETED(src))
qdel(src) //If this ever happens, it's because you lost an arm
/obj/item/claymore/highlander/examine(mob/user)
. = ..()
@@ -141,8 +139,8 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/claymore/highlander/attack(mob/living/target, mob/living/user)
. = ..()
if(!QDELETED(target) && iscarbon(target) && target.stat == DEAD && target.mind && target.mind.special_role == "highlander")
user.fully_heal() //STEAL THE LIFE OF OUR FALLEN FOES
if(!QDELETED(target) && target.stat == DEAD && target.mind && target.mind.special_role == "highlander")
user.fully_heal(admin_revive = FALSE) //STEAL THE LIFE OF OUR FALLEN FOES
add_notch(user)
target.visible_message("<span class='warning'>[target] crumbles to dust beneath [user]'s blows!</span>", "<span class='userdanger'>As you fall, your body crumbles to dust!</span>")
target.dust()
@@ -150,9 +148,13 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/claymore/highlander/attack_self(mob/living/user)
var/closest_victim
var/closest_distance = 255
for(var/mob/living/carbon/human/H in GLOB.player_list - user)
if(H.client && H.mind.special_role == "highlander" && (!closest_victim || get_dist(user, closest_victim) < closest_distance))
closest_victim = H
for(var/mob/living/carbon/human/scot in GLOB.player_list - user)
if(scot.mind.special_role == "highlander" && (!closest_victim || get_dist(user, closest_victim) < closest_distance))
closest_victim = scot
for(var/mob/living/silicon/robot/siliscot in GLOB.player_list - user)
if(siliscot.mind.special_role == "highlander" && (!closest_victim || get_dist(user, closest_victim) < closest_distance))
closest_victim = siliscot
if(!closest_victim)
to_chat(user, "<span class='warning'>[src] thrums for a moment and falls dark. Perhaps there's nobody nearby.</span>")
return
@@ -161,7 +163,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/claymore/highlander/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if((attack_type & ATTACK_TYPE_PROJECTILE) && is_energy_reflectable_projectile(object))
return BLOCK_SUCCESS | BLOCK_SHOULD_REDIRECT | BLOCK_PHYSICAL_EXTERNAL | BLOCK_REDIRECTED
return ..()
return ..() //YOU THINK YOUR PUNY LASERS CAN STOP ME?
/obj/item/claymore/highlander/proc/add_notch(mob/living/user) //DYNAMIC CLAYMORE PROGRESSION SYSTEM - THIS IS THE FUTURE
notches++
@@ -214,7 +216,22 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
remove_atom_colour(ADMIN_COLOUR_PRIORITY)
name = new_name
playsound(user, 'sound/items/screwdriver2.ogg', 50, 1)
playsound(user, 'sound/items/screwdriver2.ogg', 50, TRUE)
/obj/item/claymore/highlander/robot //BLOODTHIRSTY BORGS NOW COME IN PLAID
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "claymore_cyborg"
var/mob/living/silicon/robot/robot
/obj/item/claymore/highlander/robot/Initialize()
var/obj/item/robot_module/kiltkit = loc
robot = kiltkit.loc
if(!istype(robot))
qdel(src)
return ..()
/obj/item/claymore/highlander/robot/process()
loc.layer = LARGE_MOB_LAYER
/obj/item/katana
name = "katana"
@@ -227,7 +244,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 40
throwforce = 10
w_class = WEIGHT_CLASS_BULKY
w_class = WEIGHT_CLASS_HUGE
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50
@@ -417,7 +434,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
desc = "A misnomer of sorts, this is effectively a blunt katana made from steelwood, a dense organic wood derived from steelcaps. Why steelwood? Druids can use it. Duh."
icon_state = "bokken_steel"
item_state = "bokken_steel"
force = 12
force = 12
stamina_damage_increment = 3
/obj/item/melee/bokken/waki
@@ -427,7 +444,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
item_state = "wakibokken"
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_NORMAL
force = 6
force = 6
stamina_damage_increment = 4
block_parry_data = /datum/block_parry_data/bokken/waki
default_parry_data = /datum/block_parry_data/bokken/waki
@@ -442,7 +459,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
parry_time_perfect_leeway = 1
parry_imperfect_falloff_percent = 7.5
parry_efficiency_to_counterattack = 120
parry_efficiency_considered_successful = 65
parry_efficiency_considered_successful = 65
parry_efficiency_perfect = 120
parry_efficiency_perfect_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 30,
@@ -455,10 +472,10 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/datum/block_parry_data/bokken/waki/quick_parry //For the parry spammer in you
parry_stamina_cost = 2 // Slam that parry button
parry_time_active = 2.5
parry_time_perfect = 1
parry_time_perfect = 1
parry_time_perfect_leeway = 1
parry_failed_stagger_duration = 1 SECONDS
parry_failed_clickcd_duration = 1 SECONDS
parry_failed_clickcd_duration = 1 SECONDS
/datum/block_parry_data/bokken/waki/quick_parry/proj
parry_efficiency_perfect_override = list()
@@ -468,7 +485,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
desc = "A misnomer of sorts, this is effectively a blunt wakizashi made from steelwood, a dense organic wood derived from steelcaps. Why steelwood? Druids can use it. Duh."
icon_state = "wakibokken_steel"
item_state = "wakibokken_steel"
force = 8
force = 8
stamina_damage_increment = 2
/obj/item/melee/bokken/debug
@@ -575,7 +592,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
user.put_in_hands(S)
to_chat(user, "<span class='notice'>You fasten the glass shard to the top of the rod with the cable.</span>")
else if(istype(I, /obj/item/assembly/igniter) && !HAS_TRAIT(I, TRAIT_NODROP))
else if(istype(I, /obj/item/assembly/igniter) && !(HAS_TRAIT(I, TRAIT_NODROP)))
var/obj/item/melee/baton/cattleprod/P = new /obj/item/melee/baton/cattleprod
remove_item_from_storage(user)
@@ -598,13 +615,13 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
force = 2
throwforce = 10 //This is never used on mobs since this has a 100% embed chance.
throwforce = 10 //10 + 2 (WEIGHT_CLASS_SMALL) * 4 (EMBEDDED_IMPACT_PAIN_MULTIPLIER) = 18 damage on hit due to guaranteed embedding
throw_speed = 4
embedding = list("pain_mult" = 4, "embed_chance" = 100, "fall_chance" = 0, "embed_chance_turf_mod" = 15)
armour_penetration = 40
w_class = WEIGHT_CLASS_SMALL
sharpness = SHARP_EDGED
sharpness = SHARP_POINTY
custom_materials = list(/datum/material/iron=500, /datum/material/glass=500)
resistance_flags = FIRE_PROOF
@@ -639,27 +656,23 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
attack_verb = list("stubbed", "poked")
resistance_flags = FIRE_PROOF
var/extended = 0
var/extended_force = 20
var/extended_throwforce = 23
var/extended_icon_state = "switchblade_ext"
var/retracted_icon_state = "switchblade"
/obj/item/switchblade/attack_self(mob/user)
extended = !extended
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, TRUE)
if(extended)
force = extended_force
force = 20
w_class = WEIGHT_CLASS_NORMAL
throwforce = extended_throwforce
icon_state = extended_icon_state
throwforce = 23
icon_state = "switchblade_ext"
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
else
force = initial(force)
force = 3
w_class = WEIGHT_CLASS_SMALL
throwforce = initial(throwforce)
icon_state = retracted_icon_state
throwforce = 5
icon_state = "switchblade"
attack_verb = list("stubbed", "poked")
hitsound = 'sound/weapons/genhit.ogg'
sharpness = SHARP_NONE
@@ -750,6 +763,10 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
user.visible_message("<span class='suicide'>[user] is inhaling [src]! It looks like [user.p_theyre()] trying to visit the astral plane!</span>")
return (OXYLOSS)
// /obj/item/ectoplasm/angelic
// icon = 'icons/obj/wizard.dmi'
// icon_state = "angelplasm"
/obj/item/mounted_chainsaw
name = "mounted chainsaw"
desc = "A chainsaw that has replaced your arm."
@@ -758,7 +775,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
lefthand_file = 'icons/mob/inhands/weapons/chainsaw_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi'
item_flags = ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_BULKY
w_class = WEIGHT_CLASS_HUGE
force = 24
throwforce = 0
throw_range = 0
@@ -801,7 +818,13 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/statuebust/Initialize()
. = ..()
AddElement(/datum/element/art, impressiveness)
addtimer(CALLBACK(src, /datum.proc/_AddElement, list(/datum/element/beauty, 1000)), 0)
// AddComponent(/datum/component/beauty, 1000)
// /obj/item/statuebust/hippocratic
// name = "hippocrates bust"
// desc = "A bust of the famous Greek physician Hippocrates of Kos, often referred to as the father of western medicine."
// icon_state = "hippocratic"
// impressiveness = 50
/obj/item/tailclub
name = "tail club"
@@ -825,8 +848,8 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
icon_state = "catwhip"
/obj/item/melee/skateboard
name = "improvised skateboard"
desc = "A skateboard. It can be placed on its wheels and ridden, or used as a strong weapon."
name = "skateboard"
desc = "A skateboard. It can be placed on its wheels and ridden, or used as a radical weapon."
icon_state = "skateboard"
item_state = "skateboard"
force = 12
@@ -839,17 +862,22 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/melee/skateboard/attack_self(mob/user)
if(!user.canUseTopic(src, TRUE, FALSE, TRUE))
return
var/obj/vehicle/ridden/scooter/skateboard/S = new board_item_type(get_turf(user))
var/obj/vehicle/ridden/scooter/skateboard/S = new board_item_type(get_turf(user))//this probably has fucky interactions with telekinesis but for the record it wasn't my fault
S.buckle_mob(user)
qdel(src)
/obj/item/melee/skateboard/improvised
name = "improvised skateboard"
desc = "A jury-rigged skateboard. It can be placed on its wheels and ridden, or used as a radical weapon."
// board_item_type = /obj/vehicle/ridden/scooter/skateboard/improvised
/obj/item/melee/skateboard/pro
name = "skateboard"
desc = "A RaDSTORMz brand professional skateboard. It looks sturdy and well made."
desc = "An EightO brand professional skateboard. It looks sturdy and well made."
icon_state = "skateboard2"
item_state = "skateboard2"
board_item_type = /obj/vehicle/ridden/scooter/skateboard/pro
custom_premium_price = 500
custom_premium_price = PAYCHECK_HARD * 5
/obj/item/melee/skateboard/hoverboard
name = "hoverboard"
@@ -857,10 +885,10 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
icon_state = "hoverboard_red"
item_state = "hoverboard_red"
board_item_type = /obj/vehicle/ridden/scooter/skateboard/hoverboard
custom_premium_price = 2015
custom_premium_price = PAYCHECK_COMMAND * 5.4 //If I can't make it a meme I'll make it RAD
/obj/item/melee/skateboard/hoverboard/admin
name = "\improper Board Of Directors"
name = "Board Of Directors"
desc = "The engineering complexity of a spaceship concentrated inside of a board. Just as expensive, too."
icon_state = "hoverboard_nt"
item_state = "hoverboard_nt"
@@ -879,11 +907,19 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
throwforce = 12
attack_verb = list("beat", "smacked")
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 3.5)
w_class = WEIGHT_CLASS_BULKY
w_class = WEIGHT_CLASS_HUGE
var/homerun_ready = 0
var/homerun_able = 0
total_mass = 2.7 //a regular wooden major league baseball bat weighs somewhere between 2 to 3.4 pounds, according to google
/obj/item/melee/baseball_bat/Initialize()
. = ..()
if(prob(1))
name = "cricket bat"
desc = "You've got red on you."
icon_state = "baseball_bat_brit"
item_state = "baseball_bat_brit"
/obj/item/melee/baseball_bat/chaplain
name = "blessed baseball bat"
desc = "There ain't a cult in the league that can withstand a swatter."
@@ -908,11 +944,11 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
..()
return
if(homerun_ready)
to_chat(user, "<span class='notice'>You're already ready to do a home run!</span>")
to_chat(user, "<span class='warning'>You're already ready to do a home run!</span>")
..()
return
to_chat(user, "<span class='warning'>You begin gathering strength...</span>")
playsound(get_turf(src), 'sound/magic/lightning_chargeup.ogg', 65, 1)
playsound(get_turf(src), 'sound/magic/lightning_chargeup.ogg', 65, TRUE)
if(do_after(user, 90, target = src))
to_chat(user, "<span class='userdanger'>You gather power! Time for a home run!</span>")
homerun_ready = 1
@@ -920,12 +956,14 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/melee/baseball_bat/attack(mob/living/target, mob/living/user)
. = ..()
if(HAS_TRAIT(user, TRAIT_PACIFISM))
return
var/atom/throw_target = get_edge_target_turf(target, user.dir)
if(homerun_ready)
user.visible_message("<span class='userdanger'>It's a home run!</span>")
target.throw_at(throw_target, rand(8,10), 14, user)
target.ex_act(EXPLODE_HEAVY)
playsound(get_turf(src), 'sound/weapons/homerun.ogg', 100, 1)
playsound(get_turf(src), 'sound/weapons/homerun.ogg', 100, TRUE)
homerun_ready = 0
return
else if(!target.anchored)
@@ -956,7 +994,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/melee/flyswatter
name = "flyswatter"
desc = "Useful for killing insects of all sizes."
desc = "Useful for killing pests of all sizes."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "flyswatter"
item_state = "flyswatter"
@@ -969,7 +1007,6 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
w_class = WEIGHT_CLASS_SMALL
//Things in this list will be instantly splatted. Flyman weakness is handled in the flyman species weakness proc.
var/list/strong_against
var/list/spider_panic
/obj/item/melee/flyswatter/Initialize()
. = ..()
@@ -977,13 +1014,11 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/mob/living/simple_animal/hostile/poison/bees/,
/mob/living/simple_animal/butterfly,
/mob/living/simple_animal/cockroach,
/obj/item/queen_bee
))
spider_panic = typecacheof(list(
/mob/living/simple_animal/banana_spider,
/mob/living/simple_animal/hostile/poison/giant_spider,
/obj/item/queen_bee,
/obj/structure/spider/spiderling
))
/obj/item/melee/flyswatter/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(proximity_flag)
@@ -993,11 +1028,6 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
if(istype(target, /mob/living/))
var/mob/living/bug = target
bug.death(1)
if(is_type_in_typecache(target, spider_panic))
to_chat(user, "<span class='warning'>You easily land a critical blow on the [target].</span>")
if(istype(target, /mob/living/))
var/mob/living/bug = target
bug.adjustBruteLoss(35) //What kinda mad man would go into melee with a spider?!
else
qdel(target)
@@ -1007,7 +1037,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
icon_state = "madeyoulook"
force = 0
throwforce = 0
item_flags = DROPDEL | ABSTRACT
item_flags = DROPDEL | ABSTRACT // | HAND_ITEM
attack_verb = list("bopped")
/obj/item/circlegame/Initialize()
@@ -1030,6 +1060,8 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/// Stage 1: The mistake is made
/obj/item/circlegame/proc/ownerExamined(mob/living/owner, mob/living/sucker)
SIGNAL_HANDLER
if(!istype(sucker) || !in_range(owner, sucker))
return
addtimer(CALLBACK(src, .proc/waitASecond, owner, sucker), 4)
@@ -1076,6 +1108,10 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
to_chat(owner, "<span class='warning'>[sucker] looks down at your [src.name] before trying to avert [sucker.p_their()] eyes, but it's too late!</span>")
to_chat(sucker, "<span class='danger'><b>[owner] sees the fear in your eyes as you try to look away from [owner.p_their()] [src.name]!</b></span>")
owner.face_atom(sucker)
if(owner.client)
owner.client.give_award(/datum/award/achievement/misc/gottem, owner) // then everybody clapped
playsound(get_turf(owner), 'sound/effects/hit_punch.ogg', 50, TRUE, -1)
owner.do_attack_animation(sucker)
@@ -1103,7 +1139,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
item_state = "nothing"
force = 0
throwforce = 0
item_flags = DROPDEL | ABSTRACT
item_flags = DROPDEL | ABSTRACT // | HAND_ITEM
attack_verb = list("slapped")
hitsound = 'sound/effects/snap.ogg'
@@ -1112,16 +1148,12 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
var/mob/living/carbon/human/L = M
if(L && L.dna && L.dna.species)
L.dna.species.stop_wagging_tail(M)
if(user.a_intent != INTENT_HARM && ((user.zone_selected == BODY_ZONE_PRECISE_MOUTH) || (user.zone_selected == BODY_ZONE_PRECISE_EYES) || (user.zone_selected == BODY_ZONE_HEAD)))
user.do_attack_animation(M)
playsound(M, 'sound/weapons/slap.ogg', 50, 1, -1)
user.visible_message("<span class='danger'>[user] slaps [M]!</span>",
"<span class='notice'>You slap [M]!</span>",\
"You hear a slap.")
return
else
..()
user.do_attack_animation(M)
playsound(M, 'sound/weapons/slap.ogg', 50, TRUE, -1)
user.visible_message("<span class='danger'>[user] slaps [M]!</span>",
"<span class='notice'>You slap [M]!</span>",\
"<span class='hear'>You hear a slap.</span>")
return
/obj/item/proc/can_trigger_gun(mob/living/user)
if(!user.can_use_guns(src))
return FALSE
@@ -1138,6 +1170,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
force = 0
throwforce = 5
reach = 2
var/min_reach = 2
/obj/item/extendohand/acme
name = "\improper ACME Extendo-Hand"
@@ -1145,13 +1178,26 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/extendohand/attack(atom/M, mob/living/carbon/human/user)
var/dist = get_dist(M, user)
if(dist < reach)
if(dist < min_reach)
to_chat(user, "<span class='warning'>[M] is too close to use [src] on.</span>")
return
M.attack_hand(user)
//HF blade
// /obj/item/gohei
// name = "gohei"
// desc = "A wooden stick with white streamers at the end. Originally used by shrine maidens to purify things. Now used by the station's valued weeaboos."
// force = 5
// throwforce = 5
// hitsound = "swing_hit"
// attack_verb_continuous = list("whacks", "thwacks", "wallops", "socks")
// attack_verb_simple = list("whack", "thwack", "wallop", "sock")
// icon = 'icons/obj/items_and_weapons.dmi'
// icon_state = "gohei"
// inhand_icon_state = "gohei"
// lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
// righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
//HF blade
/obj/item/vibro_weapon
icon_state = "hfrequency0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
@@ -1160,6 +1206,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
desc = "A potent weapon capable of cutting through nearly anything. Wielding it in two hands will allow you to deflect gunfire."
armour_penetration = 100
block_chance = 40
force = 20
throwforce = 20
throw_speed = 4
sharpness = SHARP_EDGED
@@ -1182,10 +1229,14 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/// triggered on wield of two handed item
/obj/item/vibro_weapon/proc/on_wield(obj/item/source, mob/user)
SIGNAL_HANDLER
wielded = TRUE
/// triggered on unwield of two handed item
/obj/item/vibro_weapon/proc/on_unwield(obj/item/source, mob/user)
SIGNAL_HANDLER
wielded = FALSE
/obj/item/vibro_weapon/update_icon_state()

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