Conflicts galore

This commit is contained in:
Artur
2020-05-21 21:08:12 +03:00
532 changed files with 9131 additions and 5662 deletions
-7
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@@ -83,10 +83,3 @@
#define SPAM_TRIGGER_WARNING 5 //Number of identical messages required before the spam-prevention will warn you to stfu
#define SPAM_TRIGGER_AUTOMUTE 10 //Number of identical messages required before the spam-prevention will automute you
///Max length of a keypress command before it's considered to be a forged packet/bogus command
#define MAX_KEYPRESS_COMMANDLENGTH 16
///Max amount of keypress messages per second over two seconds before client is autokicked
#define MAX_KEYPRESS_AUTOKICK 100
///Length of max held keys
#define MAX_HELD_KEYS 15
+18
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@@ -0,0 +1,18 @@
// Defines for managed input/keybinding system.
/// Max length of a keypress command before it's considered to be a forged packet/bogus command
#define MAX_KEYPRESS_COMMANDLENGTH 16
/// Maximum keys that can be bound to one button
#define MAX_COMMANDS_PER_KEY 5
/// Maximum keys per keybind
#define MAX_KEYS_PER_KEYBIND 3
/// Max amount of keypress messages per second over two seconds before client is autokicked
#define MAX_KEYPRESS_AUTOKICK 100
/// Max keys that can be held down at once by a client
#define MAX_HELD_KEYS 15
/// Macroset name of hotkeys/keybind only/modern mode
#define SKIN_MACROSET_HOTKEYS "hotkeys"
/// Macroset name of classic hotkey mode
#define SKIN_MACROSET_CLASSIC_HOTKEYS "oldhotkeys"
/// Macroset name of classic input mode
#define SKIN_MACROSET_CLASSIC_INPUT "oldinput"
+6 -1
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@@ -103,4 +103,9 @@
#define RCD_COMPUTER 16
#define RCD_UPGRADE_FRAMES 1
#define RCD_UPGRADE_SIMPLE_CIRCUITS 2
#define RCD_UPGRADE_SIMPLE_CIRCUITS 2
//Electrochromatic window defines.
#define NOT_ELECTROCHROMATIC 0
#define ELECTROCHROMATIC_OFF 1
#define ELECTROCHROMATIC_DIMMED 2
+23 -25
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@@ -89,7 +89,7 @@
#define COMSIG_EXIT_AREA "exit_area" //from base of area/Exited(): (/area)
#define COMSIG_CLICK "atom_click" //from base of atom/Click(): (location, control, params, mob/user)
#define COMSIG_CLICK_SHIFT "shift_click" //from base of atom/ShiftClick(): (/mob)
#define COMSIG_CLICK_SHIFT "shift_click" //from base of atom/ShiftClick(): (/mob), return flags also used by other signals.
#define COMPONENT_ALLOW_EXAMINATE 1
#define COMPONENT_DENY_EXAMINATE 2 //Higher priority compared to the above one
@@ -141,13 +141,17 @@
#define HEARING_SOURCE 8*/
#define COMSIG_MOVABLE_DISPOSING "movable_disposing" //called when the movable is added to a disposal holder object for disposal movement: (obj/structure/disposalholder/holder, obj/machinery/disposal/source)
#define COMSIG_MOVABLE_TELEPORTED "movable_teleported" //from base of do_teleport(): (channel, turf/origin, turf/destination)
// /mind signals
#define COMSIG_PRE_MIND_TRANSFER "pre_mind_transfer" //from base of mind/transfer_to() before it's done: (new_character, old_character)
#define COMPONENT_STOP_MIND_TRANSFER 1 //stops the mind transfer from happening.
#define COMSIG_MIND_TRANSFER "mind_transfer" //from base of mind/transfer_to() when it's done: (new_character, old_character)
// /mob signals
#define COMSIG_MOB_EXAMINATE "mob_examinate" //from base of /mob/verb/examinate(): (atom/A)
#define COMSIG_MOB_CLICKED_SHIFT_ON "mob_shift_click_on" //from base of /atom/ShiftClick(): (atom/A), for return values, see COMSIG_CLICK_SHIFT
#define COMSIG_MOB_FOV_VIEW "mob_visible_atoms" //from base of mob/fov_view(): (list/visible_atoms)
#define COMSIG_MOB_EXAMINATE "mob_examinate" //from base of /mob/verb/examinate(): (atom/A), for return values, see COMSIG_CLICK_SHIFT
#define COMPONENT_EXAMINATE_BLIND 3 //outputs the "something is there but you can't see it" message.
#define COMSIG_MOB_DEATH "mob_death" //from base of mob/death(): (gibbed)
#define COMPONENT_BLOCK_DEATH_BROADCAST 1 //stops the death from being broadcasted in deadchat.
#define COMSIG_MOB_CLICKON "mob_clickon" //from base of mob/clickon(): (atom/A, params)
@@ -181,30 +185,14 @@
#define SPEECH_LANGUAGE 5
// #define SPEECH_IGNORE_SPAM 6
// #define SPEECH_FORCED 7
#define COMSIG_MOB_FOV_VIEWER "mob_is_viewer" //from base of /fov_viewers(): (atom/center, depth, viewers_list)
#define COMSIG_MOB_GET_VISIBLE_MESSAGE "mob_get_visible_message" //from base of atom/visible_message(): (atom/A, msg, range, ignored_mobs)
#define COMPONENT_NO_VISIBLE_MESSAGE 1 //exactly what's said on the tin.
#define COMSIG_MOB_ANTAG_ON_GAIN "mob_antag_on_gain" //from base of /datum/antagonist/on_gain(): (antag_datum)
#define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //from base of /obj/effect/proc_holder/spell/can_cast(): (spell)
#define COMSIG_MOB_ACTION_SKILL_MOD "mob_action_skill_mod" //from base of /datum/skill_holder/action_skills_mod() : (proc args list, list/mod_values)
#define ACTION_SKILL_MOD_SKILL 1 //redundancy.
#define ACTION_SKILL_MOD_VALUE 2
#define ACTION_SKILL_MOD_THRESHOLD 3
#define ACTION_SKILL_MOD_IS_MULTI 4
//other mod values, kept separate from the args
#define MOD_VALUES_SKILL_MOD 1
#define COMSIG_MOB_ITEM_ACTION_SKILLS_MOD "mob_item_action_skills_mod" //from base of /datum/skill_holder/item_action_skills_mod() : (proc args list, mod_values)
#define ITEM_SKILLS_MOD_ITEM 1 //redundancy
#define ITEM_SKILLS_MOD_VALUE 2
#define ITEM_SKILLS_MOD_FLAGS 3
#define ITEM_SKILLS_MOD_BAD_FLAGS 4
#define ITEM_SKILLS_MOD_IS_MULTI 5
//other mod values, kept separate from the args
#define MOD_VALUES_ITEM_SKILLS_SUM 1
#define MOD_VALUES_ITEM_SKILLS_DIV 2
#define MOD_VALUES_ITEM_SKILLS_CHECKED 3
#define COMSIG_MOB_SKILL_GET_AFFINITY "mob_skill_get_affinity" //from base of /datum/skill_holder/get_skill_affinity(): (skill_path, list/return_value)
#define COMSIG_ROBOT_UPDATE_ICONS "robot_update_icons" //from base of robot/update_icons(): ()
// /mob/living signals
#define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs)
@@ -214,9 +202,13 @@
#define COMSIG_LIVING_ELECTROCUTE_ACT "living_electrocute_act" //from base of mob/living/electrocute_act(): (shock_damage, source, siemens_coeff, flags)
#define COMSIG_LIVING_MINOR_SHOCK "living_minor_shock" //sent by stuff like stunbatons and tasers: ()
#define COMSIG_LIVING_REVIVE "living_revive" //from base of mob/living/revive() (full_heal, admin_revive)
#define COMSIG_MOB_CLIENT_LOGIN "comsig_mob_client_login" //sent when a mob/login() finishes: (client)
#define COMSIG_MOB_CLIENT_LOGOUT "comsig_mob_client_logout" //sent when a mob/logout() starts: (client)
#define COMSIG_MOB_CLIENT_MOVE "comsig_mob_client_move" //sent when client/Move() finishes with no early returns: (client, direction, n, oldloc)
#define COMSIG_MOB_CLIENT_LOGIN "mob_client_login" //sent when a mob/login() finishes: (client)
#define COMSIG_MOB_CLIENT_LOGOUT "mob_client_logout" //sent when a mob/logout() starts: (client)
#define COMSIG_MOB_CLIENT_MOVE "mob_client_move" //sent when client/Move() finishes with no early returns: (client, direction, n, oldloc)
#define COMSIG_MOB_CLIENT_CHANGE_VIEW "mob_client_change_view" //from base of /client/change_view(): (client, old_view, view)
#define COMSIG_MOB_RESET_PERSPECTIVE "mob_reset_perspective" //from base of /mob/reset_perspective(): (atom/target)
#define COMSIG_LIVING_GUN_PROCESS_FIRE "living_gun_process_fire" //from base of /obj/item/gun/proc/process_fire(): (atom/target, params, zone_override)
// This returns flags as defined for block in __DEFINES/combat.dm!
#define COMSIG_LIVING_RUN_BLOCK "living_do_run_block" //from base of mob/living/do_run_block(): (real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone)
@@ -277,6 +269,9 @@
// THE FOLLOWING TWO BLOCKS SHOULD RETURN BLOCK FLAGS AS DEFINED IN __DEFINES/combat.dm!
#define COMSIG_ITEM_CHECK_BLOCK "check_block" //from base of obj/item/check_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
#define COMSIG_ITEM_RUN_BLOCK "run_block" //from base of obj/item/run_block(): (mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
// Item mouse siganls
#define COMSIG_ITEM_MOUSE_EXIT "item_mouse_exit" //from base of obj/item/MouseExited(): (location, control, params)
#define COMSIG_ITEM_MOUSE_ENTER "item_mouse_enter" //from base of obj/item/MouseEntered(): (location, control, params)
#define COMSIG_ITEM_DECONSTRUCTOR_DEEPSCAN "deconstructor_deepscan" //Called by deconstructive analyzers deepscanning an item: (obj/machinery/rnd/destructive_analyzer/analyzer_machine, mob/user, list/information_list)
// Uncovered information
#define COMPONENT_DEEPSCAN_UNCOVERED_INFORMATION 1
@@ -323,6 +318,9 @@
#define COMSIG_SPECIES_GAIN "species_gain" //from datum/species/on_species_gain(): (datum/species/new_species, datum/species/old_species)
#define COMSIG_SPECIES_LOSS "species_loss" //from datum/species/on_species_loss(): (datum/species/lost_species)
// /datum/mutation signals
#define COMSIG_HUMAN_MUTATION_LOSS "human_mutation_loss" //from datum/mutation/human/on_losing(): (datum/mutation/human/lost_mutation)
/*******Component Specific Signals*******/
//Janitor
#define COMSIG_TURF_IS_WET "check_turf_wet" //(): Returns bitflags of wet values.
+38 -22
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@@ -20,26 +20,41 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define DF_ISPROCESSING (1<<2)
//FLAGS BITMASK
#define HEAR_1 (1<<3) // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define CHECK_RICOCHET_1 (1<<4) // Projectiels will check ricochet on things impacted that have this.
#define CONDUCT_1 (1<<5) // conducts electricity (metal etc.)
#define NODECONSTRUCT_1 (1<<7) // For machines and structures that should not break into parts, eg, holodeck stuff
#define OVERLAY_QUEUED_1 (1<<8) // atom queued to SSoverlay
#define ON_BORDER_1 (1<<9) // item has priority to check when entering or leaving
#define PREVENT_CLICK_UNDER_1 (1<<11) //Prevent clicking things below it on the same turf eg. doors/ fulltile windows
///This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define HEAR_1 (1<<3)
///Projectiels will check ricochet on things impacted that have this.
#define CHECK_RICOCHET_1 (1<<4)
///Conducts electricity (metal etc.).
#define CONDUCT_1 (1<<5)
///For machines and structures that should not break into parts, eg, holodeck stuff.
#define NODECONSTRUCT_1 (1<<7)
///Atom queued to SSoverlay.
#define OVERLAY_QUEUED_1 (1<<8)
///Item has priority to check when entering or leaving.
#define ON_BORDER_1 (1<<9)
///Prevent clicking things below it on the same turf eg. doors/ fulltile windows.
#define PREVENT_CLICK_UNDER_1 (1<<11)
#define HOLOGRAM_1 (1<<12)
#define TESLA_IGNORE_1 (1<<13) // TESLA_IGNORE grants immunity from being targeted by tesla-style electricity
#define INITIALIZED_1 (1<<14) //Whether /atom/Initialize() has already run for the object
#define ADMIN_SPAWNED_1 (1<<15) //was this spawned by an admin? used for stat tracking stuff.
#define PREVENT_CONTENTS_EXPLOSION_1 (1<<16) /// should not get harmed if this gets caught by an explosion?
///Prevents mobs from getting chainshocked by teslas and the supermatter.
#define SHOCKED_1 (1<<13)
///Whether /atom/Initialize() has already run for the object.
#define INITIALIZED_1 (1<<14)
///was this spawned by an admin? used for stat tracking stuff.
#define ADMIN_SPAWNED_1 (1<<15)
/// should not get harmed if this gets caught by an explosion?
#define PREVENT_CONTENTS_EXPLOSION_1 (1<<16)
/// Early returns mob.face_atom()
#define BLOCK_FACE_ATOM_1 (1<<17)
//turf-only flags
#define NOJAUNT_1 (1<<0)
#define UNUSED_RESERVATION_TURF_1 (1<<1)
#define CAN_BE_DIRTY_1 (1<<2) // If a turf can be made dirty at roundstart. This is also used in areas.
#define NO_LAVA_GEN_1 (1<<6) //Blocks lava rivers being generated on the turf
#define NO_RUINS_1 (1<<10) //Blocks ruins spawning on the turf
///If a turf can be made dirty at roundstart. This is also used in areas.
#define CAN_BE_DIRTY_1 (1<<2)
///Blocks lava rivers being generated on the turf.
#define NO_LAVA_GEN_1 (1<<6)
///Blocks ruins spawning on the turf.
#define NO_RUINS_1 (1<<10)
/*
These defines are used specifically with the atom/pass_flags bitmask
@@ -75,14 +90,15 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define GOLIATH_WEAKNESS (1<<9) //CIT CHANGE
//tesla_zap
#define TESLA_MACHINE_EXPLOSIVE (1<<0)
#define TESLA_ALLOW_DUPLICATES (1<<1)
#define TESLA_OBJ_DAMAGE (1<<2)
#define TESLA_MOB_DAMAGE (1<<3)
#define TESLA_MOB_STUN (1<<4)
#define ZAP_MACHINE_EXPLOSIVE (1<<0)
#define ZAP_ALLOW_DUPLICATES (1<<1)
#define ZAP_OBJ_DAMAGE (1<<2)
#define ZAP_MOB_DAMAGE (1<<3)
#define ZAP_MOB_STUN (1<<4)
#define TESLA_DEFAULT_FLAGS ALL
#define TESLA_FUSION_FLAGS TESLA_OBJ_DAMAGE | TESLA_MOB_DAMAGE | TESLA_MOB_STUN
#define ZAP_DEFAULT_FLAGS ALL
#define ZAP_FUSION_FLAGS ZAP_OBJ_DAMAGE | ZAP_MOB_DAMAGE | ZAP_MOB_STUN
#define ZAP_SUPERMATTER_FLAGS NONE
//EMP protection
#define EMP_PROTECT_SELF (1<<0)
+9
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@@ -24,6 +24,15 @@
#define FOOTPRINT_SNAKE "snake"
#define FOOTPRINT_DRAG "drag"
//footstep mob defines
#define FOOTSTEP_MOB_CLAW 1
#define FOOTSTEP_MOB_BAREFOOT 2
#define FOOTSTEP_MOB_HEAVY 3
#define FOOTSTEP_MOB_SHOE 4
#define FOOTSTEP_MOB_HUMAN 5 //Warning: Only works on /mob/living/carbon/human
#define FOOTSTEP_MOB_SLIME 6
#define FOOTSTEP_MOB_CRAWL 7
/*
id = list(
-44
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@@ -148,50 +148,6 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define isclown(A) (istype(A, /mob/living/simple_animal/hostile/retaliate/clown))
GLOBAL_LIST_INIT(shoefootmob, typecacheof(list(
/mob/living/carbon/human/,
/mob/living/simple_animal/cow,
/mob/living/simple_animal/hostile/cat_butcherer,
/mob/living/simple_animal/hostile/faithless,
/mob/living/simple_animal/hostile/nanotrasen,
/mob/living/simple_animal/hostile/pirate,
/mob/living/simple_animal/hostile/russian,
/mob/living/simple_animal/hostile/syndicate,
/mob/living/simple_animal/hostile/wizard,
/mob/living/simple_animal/hostile/zombie,
/mob/living/simple_animal/hostile/retaliate/clown,
/mob/living/simple_animal/hostile/retaliate/spaceman,
/mob/living/simple_animal/hostile/retaliate/nanotrasenpeace,
/mob/living/simple_animal/hostile/retaliate/goat,
/mob/living/carbon/true_devil,
)))
GLOBAL_LIST_INIT(clawfootmob, typecacheof(list(
/mob/living/carbon/alien/humanoid,
/mob/living/simple_animal/hostile/alien,
/mob/living/simple_animal/pet/cat,
/mob/living/simple_animal/pet/dog,
/mob/living/simple_animal/pet/fox,
/mob/living/simple_animal/chicken,
/mob/living/simple_animal/hostile/bear,
/mob/living/simple_animal/hostile/jungle/mega_arachnid,
/mob/living/simple_animal/hostile/asteroid/ice_whelp,
/mob/living/simple_animal/hostile/asteroid/wolf,
/mob/living/simple_animal/hostile/asteroid/polarbear
)))
GLOBAL_LIST_INIT(barefootmob, typecacheof(list(
/mob/living/carbon/monkey,
/mob/living/simple_animal/pet/penguin,
/mob/living/simple_animal/hostile/gorilla,
/mob/living/simple_animal/hostile/jungle/mook
)))
GLOBAL_LIST_INIT(heavyfootmob, typecacheof(list(
/mob/living/simple_animal/hostile/megafauna,
/mob/living/simple_animal/hostile/jungle/leaper
)))
//Misc mobs
#define isobserver(A) (istype(A, /mob/dead/observer))
+41 -18
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@@ -11,16 +11,38 @@
#define PLANE_SPACE_PARALLAX_RENDER_TARGET "PLANE_SPACE_PARALLAX"
#define OPENSPACE_LAYER 17 //Openspace layer over all
#define OPENSPACE_PLANE -4 //Openspace plane below all turfs
#define OPENSPACE_BACKDROP_PLANE -3 //Black square just over openspace plane to guaranteed cover all in openspace turf
#define OPENSPACE_PLANE -10 //Openspace plane below all turfs
#define OPENSPACE_BACKDROP_PLANE -9 //Black square just over openspace plane to guaranteed cover all in openspace turf
#define FLOOR_PLANE -2
#define FLOOR_PLANE -8
#define FLOOR_PLANE_RENDER_TARGET "FLOOR_PLANE"
#define GAME_PLANE -1
#define WALL_PLANE -7
#define WALL_PLANE_RENDER_TARGET "WALL_PLANE"
#define ABOVE_WALL_PLANE -6
#define ABOVE_WALL_PLANE_RENDER_TARGET "ABOVE_WALL_PLANE"
#define FIELD_OF_VISION_BLOCKER_PLANE -5
#define FIELD_OF_VISION_BLOCKER_RENDER_TARGET "*FIELD_OF_VISION_BLOCKER_PLANE"
#define FIELD_OF_VISION_PLANE -4
#define FIELD_OF_VISION_RENDER_TARGET "*FIELD_OF_VISION_PLANE"
#define FIELD_OF_VISION_LAYER 17 //used to place the visual (not the mask) shadow cone above any other floor plane stuff.
#define GAME_PLANE -3
#define GAME_PLANE_RENDER_TARGET "GAME_PLANE"
#define FIELD_OF_VISION_VISUAL_PLANE -2 //Yea, FoV does require quite a few planes to work with 513 filters to a decent degree.
#define FIELD_OF_VISION_VISUAL_RENDER_TARGET "FIELD_OF_VISION_VISUAL_PLANE"
#define CHAT_PLANE -1 //We don't want heard messages to be hidden by FoV.
#define CHAT_LAYER 12.1 //Legacy, it doesn't matter that much because we are displayed above the game plane anyway.
#define BLACKNESS_PLANE 0 //To keep from conflicts with SEE_BLACKNESS internals
#define BLACKNESS_PLANE_RENDER_TARGET "BLACKNESS_PLANE"
///Layers most often used by atoms of plane lower than GAME_PLANE
#define SPACE_LAYER 1.8
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
#define MID_TURF_LAYER 2.02
@@ -40,11 +62,12 @@
#define GAS_PIPE_VISIBLE_LAYER 2.47
#define GAS_FILTER_LAYER 2.48
#define GAS_PUMP_LAYER 2.49
#define LOW_OBJ_LAYER 2.5
#define LOW_SIGIL_LAYER 2.52
#define SIGIL_LAYER 2.54
#define HIGH_SIGIL_LAYER 2.56
///Layers most often used by atoms of plane equal or higher than GAME_PLANE
#define BELOW_OPEN_DOOR_LAYER 2.6
#define BLASTDOOR_LAYER 2.65
#define OPEN_DOOR_LAYER 2.7
@@ -80,8 +103,9 @@
#define SPACEVINE_LAYER 4.8
#define SPACEVINE_MOB_LAYER 4.9
//#define FLY_LAYER 5 //For easy recordkeeping; this is a byond define
#define GASFIRE_LAYER 5.05
#define RIPPLE_LAYER 5.1
#define ABOVE_FLY_LAYER 5.1
#define GASFIRE_LAYER 5.2
#define RIPPLE_LAYER 5.3
#define GHOST_LAYER 6
#define LOW_LANDMARK_LAYER 9
@@ -91,8 +115,6 @@
#define MASSIVE_OBJ_LAYER 11
#define POINT_LAYER 12
#define CHAT_LAYER 12.1
#define EMISSIVE_BLOCKER_PLANE 12
#define EMISSIVE_BLOCKER_LAYER 12
#define EMISSIVE_BLOCKER_RENDER_TARGET "*EMISSIVE_BLOCKER_PLANE"
@@ -136,19 +158,20 @@
#define HUD_LAYER 21
#define HUD_RENDER_TARGET "HUD_PLANE"
#define VOLUMETRIC_STORAGE_BOX_PLANE 23
#define VOLUMETRIC_STORAGE_BOX_LAYER 23
#define VOLUMETRIC_STORAGE_BOX_PLANE 22
#define VOLUMETRIC_STORAGE_BOX_LAYER 22
#define VOLUMETRIC_STORAGE_BOX_RENDER_TARGET "VOLUME_STORAGE_BOX_PLANE"
#define VOLUMETRIC_STORAGE_ITEM_PLANE 24
#define VOLUMETRIC_STORAGE_ITEM_LAYER 24
#define VOLUMETRIC_STORAGE_ITEM_PLANE 23
#define VOLUMETRIC_STORAGE_ITEM_LAYER 23
#define VOLUMETRIC_STORAGE_ACTIVE_ITEM_LAYER 25
#define VOLUMETRIC_STORAGE_ACTIVE_ITEM_PLANE 25
#define VOLUMETRIC_STORAGE_ITEM_RENDER_TARGET "VOLUME_STORAGE_ITEM_PLANE"
#define ABOVE_HUD_PLANE 25
#define ABOVE_HUD_LAYER 25
#define ABOVE_HUD_PLANE 30
#define ABOVE_HUD_LAYER 30
#define ABOVE_HUD_RENDER_TARGET "ABOVE_HUD_PLANE"
#define SPLASHSCREEN_LAYER 30
#define SPLASHSCREEN_PLANE 30
#define SPLASHSCREEN_LAYER 90
#define SPLASHSCREEN_PLANE 90
#define SPLASHSCREEN_RENDER_TARGET "SPLASHSCREEN_PLANE"
+1
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@@ -18,6 +18,7 @@
#define INVESTIGATE_CIRCUIT "circuit"
#define INVESTIGATE_FERMICHEM "fermichem"
#define INVESTIGATE_RCD "rcd"
#define INVESTIGATE_CRYOGENICS "cryogenics"
// Logging types for log_message()
#define LOG_ATTACK (1 << 0)
+1 -1
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@@ -463,7 +463,7 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define PDAIMG(what) {"<span class="pda16x16 [#what]"></span>"}
//Filters
#define AMBIENT_OCCLUSION list("type"="drop_shadow","x"=0,"y"=-2,"size"=4,"color"="#04080FAA")
#define AMBIENT_OCCLUSION(_size, _color) list("type"="drop_shadow","x"=0,"y"=-2,"size"=_size,"color"=_color)
#define EYE_BLUR(size) list("type"="blur", "size"=size)
#define GRAVITY_MOTION_BLUR list("type"="motion_blur","x"=0,"y"=0)
+7
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@@ -290,8 +290,15 @@
#define HUMAN_FIRE_STACK_ICON_NUM 3
#define TYPING_INDICATOR_TIMEOUT 5 MINUTES
#define GRAB_PIXEL_SHIFT_PASSIVE 6
#define GRAB_PIXEL_SHIFT_AGGRESSIVE 12
#define GRAB_PIXEL_SHIFT_NECK 16
#define SLEEP_CHECK_DEATH(X) sleep(X); if(QDELETED(src) || stat == DEAD) return;
/// Field of vision defines.
#define FOV_90_DEGREES 90
#define FOV_180_DEGREES 180
#define FOV_270_DEGREES 270
+13
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@@ -51,6 +51,19 @@
#define ASSEMBLY_FOURTH_STEP 3
#define ASSEMBLY_FIFTH_STEP 4
//Bot Upgrade defines
#define UPGRADE_CLEANER_ADVANCED_MOP (1<<0)
#define UPGRADE_CLEANER_BROOM (1<<1)
#define UPGRADE_MEDICAL_HYPOSPRAY (1<<0)
#define UPGRADE_MEDICAL_CHEM_BOARD (1<<1)
#define UPGRADE_MEDICAL_CRYO_BOARD (1<<2)
#define UPGRADE_MEDICAL_CHEM_MASTER (1<<3)
#define UPGRADE_MEDICAL_SLEEP_BOARD (1<<4)
#define UPGRADE_MEDICAL_PIERERCING (1<<5)
#define UPGRADE_FLOOR_ARTBOX (1<<0)
#define UPGRADE_FLOOR_SYNDIBOX (1<<1)
//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))
-1
View File
@@ -1 +0,0 @@
#define RUSTG_OVERRIDE_BUILTINS
+17 -1
View File
@@ -1,11 +1,27 @@
// rust_g.dm - DM API for rust_g extension library
#define RUST_G "rust_g"
#define RUSTG_JOB_NO_RESULTS_YET "NO RESULTS YET"
#define RUSTG_JOB_NO_SUCH_JOB "NO SUCH JOB"
#define RUSTG_JOB_ERROR "JOB PANICKED"
#define rustg_dmi_strip_metadata(fname) call(RUST_G, "dmi_strip_metadata")(fname)
#define rustg_dmi_create_png(fname,width,height,data) call(RUST_G, "dmi_create_png")(fname,width,height,data)
#define rustg_git_revparse(rev) call(RUST_G, "rg_git_revparse")(rev)
#define rustg_git_commit_date(rev) call(RUST_G, "rg_git_commit_date")(rev)
#define rustg_log_write(fname, text) call(RUST_G, "log_write")(fname, text)
#define rustg_log_write(fname, text, format) call(RUST_G, "log_write")(fname, text, format)
/proc/rustg_log_close_all() return call(RUST_G, "log_close_all")()
// RUST-G defines & procs for HTTP component
#define RUSTG_HTTP_METHOD_GET "get"
#define RUSTG_HTTP_METHOD_POST "post"
#define RUSTG_HTTP_METHOD_PUT "put"
#define RUSTG_HTTP_METHOD_DELETE "delete"
#define RUSTG_HTTP_METHOD_PATCH "patch"
#define RUSTG_HTTP_METHOD_HEAD "head"
#define rustg_http_request_blocking(method, url, body, headers) call(RUST_G, "http_request_blocking")(method, url, body, headers)
#define rustg_http_request_async(method, url, body, headers) call(RUST_G, "http_request_async")(method, url, body, headers)
#define rustg_http_check_request(req_id) call(RUST_G, "http_check_request")(req_id)
+46 -20
View File
@@ -20,34 +20,34 @@
// Standard values for job starting skill affinities
#define STARTING_SKILL_AFFINITY_SURGERY_MEDICAL 1.2
#define STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO 1.2
#define STARTING_SKILL_AFFINITY_DEF_JOB 1.2
// Standard values for skill gain (this is multiplied by affinity)
#define DEF_SKILL_GAIN 1
#define SKILL_GAIN_SURGERY_PER_STEP 0.25
#define SKILL_AFFINITY_MOOD_BONUS 1.25
//An extra point for each few seconds of delay when using a tool. Before the multiplier.
#define SKILL_GAIN_DELAY_DIVISOR 3 SECONDS
///Items skill_flags and other defines
#define SKILL_USE_TOOL (1<<0)
#define SKILL_TRAINING_TOOL (1<<1)
#define SKILL_ATTACK_MOB (1<<2)
#define SKILL_TRAIN_ATTACK_MOB (1<<3)
#define SKILL_ATTACK_OBJ (1<<4)
#define SKILL_TRAIN_ATTACK_OBJ (1<<5)
#define SKILL_STAMINA_COST (1<<6) //Influences the stamina cost from weapon usage.
#define SKILL_THROW_STAM_COST (1<<7)
#define SKILL_COMBAT_MODE (1<<8) //The user must have combat mode on.
#define SKILL_USE_MOOD (1<<9) //Is the skill negatively affected by bad mood.
#define SKILL_TRAIN_MOOD (1<<10) //Is this skill training affected by good mood.
///Items skill_traits and other defines
#define SKILL_USE_TOOL "use_tool"
#define SKILL_TRAINING_TOOL "training_tool"
#define SKILL_ATTACK_MOB "attack_mob"
#define SKILL_TRAIN_ATTACK_MOB "train_attack_mob"
#define SKILL_ATTACK_OBJ "attack_obj"
#define SKILL_TRAIN_ATTACK_OBJ "train_attack_obj"
#define SKILL_STAMINA_COST "stamina_cost" //Influences the stamina cost from weapon usage.
#define SKILL_THROW_STAM_COST "throw_stam_cost"
#define SKILL_COMBAT_MODE "combat_mode" //The user must have combat mode on.
#define SKILL_SANITY "sanity" //Is the skill affected by (in)sanity.
#define SKILL_INTELLIGENCE "intelligence" //Is the skill affected by brain damage?
///competency_threshold index defines
#define THRESHOLD_COMPETENT 1
#define THRESHOLD_EXPERT 2
#define THRESHOLD_MASTER 3
///competency_threshold defines
#define THRESHOLD_UNTRAINED "untrained"
#define THRESHOLD_COMPETENT "competent"
#define THRESHOLD_EXPERT "expert"
#define THRESHOLD_MASTER "master"
/// Level/Experience skills defines.
#define STD_XP_LVL_UP 100
@@ -75,3 +75,29 @@
#define DORF_SKILL_COMPETENT 3
#define DORF_SKILL_EXPERT 8
#define DORF_SKILL_MASTER 12
/// Skill modifier defines and flags.
#define MODIFIER_SKILL_VALUE (1<<0)
#define MODIFIER_SKILL_AFFINITY (1<<1)
#define MODIFIER_SKILL_LEVEL (1<<2)
///makes the skill modifier a multiplier, not an addendum.
#define MODIFIER_SKILL_MULT (1<<3)
///Sets the skill to the defined value if lower than that. Highly reccomended you don't use it with MODIFIER_SKILL_MULT.
#define MODIFIER_SKILL_VIRTUE (1<<4)
///Does the opposite of the above. combining both effectively results in the skill being locked to the specified value.
#define MODIFIER_SKILL_HANDICAP (1<<5)
///Makes it untransferred by mind.transfer_to()
#define MODIFIER_SKILL_BODYBOUND (1<<6)
///Adds the difference of the current value and the value stored at the time the modifier was added to the result.
#define MODIFIER_SKILL_ORIGIN_DIFF (1<<7)
///Will this skill use competency thresholds instead of preset values
#define MODIFIER_USE_THRESHOLDS (1<<8)
#define MODIFIER_TARGET_VALUE "value"
#define MODIFIER_TARGET_LEVEL "level"
#define MODIFIER_TARGET_AFFINITY "affinity"
///Ascending priority defines.
#define MODIFIER_SKILL_PRIORITY_LOW 100
#define MODIFIER_SKILL_PRIORITY_DEF 50
#define MODIFIER_SKILL_PRIORITY_MAX 1 //max priority, meant for job/antag modifiers so they don't null out other (de)buffs
+40
View File
@@ -6,3 +6,43 @@
//More experience value getter macros
#define GET_STANDARD_LVL(lvl) XP_LEVEL(STD_XP_LVL_UP, STD_XP_LVL_MULTI, lvl)
#define GET_DORF_LVL(lvl) DORF_XP_LEVEL(DORF_XP_LVL_UP, DORF_XP_LVL_MULTI, lvl)
#define IS_SKILL_VALUE_GREATER(path, existing, new_value) GLOB.skill_datums[path].is_value_greater(existing, new_value)
#define SANITIZE_SKILL_VALUE(path, value) GLOB.skill_datums[path].sanitize_value(value)
///Doesn't automatically round the value.
#define SANITIZE_SKILL_LEVEL(path, lvl) clamp(lvl, 0, GLOB.skill_datums[path].max_levels)
/// Simple generic identifier macro.
#define GET_SKILL_MOD_ID(path, id) (id ? "[path]&[id]" : path)
/**
* A simple universal comsig for body bound skill modifiers.
* Technically they are still bound to the mind, but other signal procs will take care of adding and removing the modifier
* from/to new/old minds.
*/
#define ADD_SKILL_MODIFIER_BODY(path, id, body, prototype) \
prototype = GLOB.skill_modifiers[GET_SKILL_MOD_ID(path, id)] || new path(id, TRUE);\
if(body.mind){\
body.mind.add_skill_modifier(prototype.identifier)\
} else {\
prototype.RegisterSignal(body, COMSIG_MOB_ON_NEW_MIND, /datum/skill_modifier.proc/on_mob_new_mind, TRUE)\
}
/// Same as above but to remove the skill modifier.
#define REMOVE_SKILL_MODIFIER_BODY(path, id, body) \
if(GLOB.skill_modifiers[GET_SKILL_MOD_ID(path, id)]){\
if(body.mind){\
body.mind.remove_skill_modifier(GET_SKILL_MOD_ID(path, id))\
} else {\
GLOB.skill_modifiers[GET_SKILL_MOD_ID(path, id)].UnregisterSignal(body, COMSIG_MOB_ON_NEW_MIND)\
}\
}
///Macro used when adding generic singleton skill modifiers.
#define ADD_SINGLETON_SKILL_MODIFIER(mind, path, id) \
if(!GLOB.skill_modifiers[GET_SKILL_MOD_ID(path, id)]){\
new path(id, TRUE)\
};\
mind.add_skill_modifier(GET_SKILL_MOD_ID(path, id))
@@ -11,7 +11,21 @@
#define STORAGE_LIMIT_MAX_W_CLASS (1<<3)
#define STORAGE_FLAGS_LEGACY_DEFAULT (STORAGE_LIMIT_MAX_ITEMS | STORAGE_LIMIT_COMBINED_W_CLASS | STORAGE_LIMIT_MAX_W_CLASS)
#define STORAGE_FLAGS_VOLUME_DEFAULT (STORAGE_LIMIT_MAX_ITEMS | STORAGE_LIMIT_VOLUME | STORAGE_LIMIT_MAX_W_CLASS)
#define STORAGE_FLAGS_VOLUME_DEFAULT (STORAGE_LIMIT_VOLUME | STORAGE_LIMIT_MAX_W_CLASS)
// UI defines
/// Size of volumetric box icon
#define VOLUMETRIC_STORAGE_BOX_ICON_SIZE 32
/// Size of EACH left/right border icon for volumetric boxes
#define VOLUMETRIC_STORAGE_BOX_BORDER_SIZE 1
/// Minimum pixels an item must have in volumetric scaled storage UI
#define MINIMUM_PIXELS_PER_ITEM 8
/// Maximum number of objects that will be allowed to be displayed using the volumetric display system. Arbitrary number to prevent server lockups.
#define MAXIMUM_VOLUMETRIC_ITEMS 256
/// How much padding to give between items
#define VOLUMETRIC_STORAGE_ITEM_PADDING 4
/// How much padding to give to edges
#define VOLUMETRIC_STORAGE_EDGE_PADDING 1
//ITEM INVENTORY WEIGHT, FOR w_class
/// Usually items smaller then a human hand, ex: Playing Cards, Lighter, Scalpel, Coins/Money
@@ -26,22 +40,3 @@
#define WEIGHT_CLASS_HUGE 5
/// Essentially means it cannot be picked up or placed in an inventory, ex: Mech Parts, Safe - Can not fit in Boh
#define WEIGHT_CLASS_GIGANTIC 6
/// Macro for automatically getting the volume of an item from its w_class.
#define AUTO_SCALE_VOLUME(w_class) (2 ** w_class)
/// Macro for automatically getting the volume of a storage item from its max_w_class and max_combined_w_class.
#define AUTO_SCALE_STORAGE_VOLUME(w_class, max_combined_w_class) (AUTO_SCALE_VOLUME(w_class) * (max_combined_w_class / w_class))
// UI defines
/// Size of volumetric box icon
#define VOLUMETRIC_STORAGE_BOX_ICON_SIZE 32
/// Size of EACH left/right border icon for volumetric boxes
#define VOLUMETRIC_STORAGE_BOX_BORDER_SIZE 1
/// Minimum pixels an item must have in volumetric scaled storage UI
#define MINIMUM_PIXELS_PER_ITEM 6
/// Maximum number of objects that will be allowed to be displayed using the volumetric display system. Arbitrary number to prevent server lockups.
#define MAXIMUM_VOLUMETRIC_ITEMS 256
/// How much padding to give between items
#define VOLUMETRIC_STORAGE_ITEM_PADDING 1
/// How much padding to give to edges
#define VOLUMETRIC_STORAGE_EDGE_PADDING 1
+39
View File
@@ -0,0 +1,39 @@
// PLEASE KEEP ALL VOLUME DEFINES IN THIS FILE, it's going to be hell to keep track of them later.
#define DEFAULT_VOLUME_TINY 2
#define DEFAULT_VOLUME_SMALL 3
#define DEFAULT_VOLUME_NORMAL 4
#define DEFAULT_VOLUME_BULKY 8
#define DEFAULT_VOLUME_HUGE 16
#define DEFAULT_VOLUME_GIGANTIC 32
GLOBAL_LIST_INIT(default_weight_class_to_volume, list(
"[WEIGHT_CLASS_TINY]" = DEFAULT_VOLUME_TINY,
"[WEIGHT_CLASS_SMALL]" = DEFAULT_VOLUME_SMALL,
"[WEIGHT_CLASS_NORMAL]" = DEFAULT_VOLUME_NORMAL,
"[WEIGHT_CLASS_BULKY]" = DEFAULT_VOLUME_BULKY,
"[WEIGHT_CLASS_HUGE]" = DEFAULT_VOLUME_HUGE,
"[WEIGHT_CLASS_GIGANTIC]" = DEFAULT_VOLUME_GIGANTIC
))
/// Macro for automatically getting the volume of an item from its w_class.
#define AUTO_SCALE_VOLUME(w_class) (GLOB.default_weight_class_to_volume["[w_class]"])
/// Macro for automatically getting the volume of a storage item from its max_w_class and max_combined_w_class.
#define AUTO_SCALE_STORAGE_VOLUME(w_class, max_combined_w_class) (AUTO_SCALE_VOLUME(w_class) * (max_combined_w_class / w_class))
// Let's keep all of this in one place. given what we put above anyways..
// volume amount for items
#define ITEM_VOLUME_DISK DEFAULT_VOLUME_TINY
// #define SAMPLE_VOLUME_AMOUNT 2
// max_weight_class for storages
#define MAX_WEIGHT_CLASS_BACKPACK WEIGHT_CLASS_NORMAL
#define MAX_WEIGHT_CLASS_BAG_OF_HOLDING WEIGHT_CLASS_BULKY
// max_volume for storages
#define STORAGE_VOLUME_BACKPACK (DEFAULT_VOLUME_NORMAL * 7)
#define STORAGE_VOLUME_DUFFLEBAG (DEFAULT_VOLUME_NORMAL * 10)
#define STORAGE_VOLUME_BAG_OF_HOLDING (DEFAULT_VOLUME_NORMAL * 20)
+3 -2
View File
@@ -4,8 +4,9 @@
#define TGS_READ_GLOBAL(Name) GLOB.##Name
#define TGS_WRITE_GLOBAL(Name, Value) GLOB.##Name = ##Value
#define TGS_WORLD_ANNOUNCE(message) to_chat(world, "<span class='boldannounce'>[html_encode(##message)]</span>")
#define TGS_INFO_LOG(message) log_world("TGS: Info: [##message]")
#define TGS_ERROR_LOG(message) log_world("TGS: Error: [##message]")
#define TGS_INFO_LOG(message) log_world("TGS Info: [##message]")
#define TGS_WARNING_LOG(message) log_world("TGS Warn: [##message]")
#define TGS_ERROR_LOG(message) log_world("TGS Error: [##message]")
#define TGS_NOTIFY_ADMINS(event) message_admins(##event)
#define TGS_CLIENT_COUNT GLOB.clients.len
#define TGS_PROTECT_DATUM(Path) GENERAL_PROTECT_DATUM(##Path)
+56 -35
View File
@@ -1,5 +1,7 @@
//tgstation-server DMAPI
#define TGS_DMAPI_VERSION "5.1.1"
//All functions and datums outside this document are subject to change with any version and should not be relied on
//CONFIGURATION
@@ -17,7 +19,6 @@
//Required interfaces (fill in with your codebase equivalent):
//create a global variable named `Name` and set it to `Value`
//These globals must not be modifiable from anywhere outside of the server tools
#define TGS_DEFINE_AND_SET_GLOBAL(Name, Value)
//Read the value in the global variable `Name`
@@ -26,10 +27,10 @@
//Set the value in the global variable `Name` to `Value`
#define TGS_WRITE_GLOBAL(Name, Value)
//Disallow ANYONE from reflecting a given `path`, security measure to prevent in-game priveledge escalation
//Disallow ANYONE from reflecting a given `path`, security measure to prevent in-game use of DD -> TGS capabilities
#define TGS_PROTECT_DATUM(Path)
//display an announcement `message` from the server to all players
//Display an announcement `message` from the server to all players
#define TGS_WORLD_ANNOUNCE(message)
//Notify current in-game administrators of a string `event`
@@ -38,6 +39,9 @@
//Write an info `message` to a server log
#define TGS_INFO_LOG(message)
//Write an warning `message` to a server log
#define TGS_WARNING_LOG(message)
//Write an error `message` to a server log
#define TGS_ERROR_LOG(message)
@@ -48,10 +52,12 @@
//EVENT CODES
#define TGS_EVENT_PORT_SWAP -2 //before a port change is about to happen, extra parameter is new port
#define TGS_EVENT_REBOOT_MODE_CHANGE -1 //before a reboot mode change, extras parameters are the current and new reboot mode enums
#define TGS_EVENT_REBOOT_MODE_CHANGE -1 //Before a reboot mode change, extras parameters are the current and new reboot mode enums
#define TGS_EVENT_PORT_SWAP -2 //Before a port change is about to happen, extra parameters is new port
#define TGS_EVENT_INSTANCE_RENAMED -3 //Before the instance is renamed, extra parameter is the new name
#define TGS_EVENT_WATCHDOG_REATTACH -4 //After the watchdog reattaches to DD, extra parameter is the new /datum/tgs_version of the server
//See the descriptions for these codes here: https://github.com/tgstation/tgstation-server/blob/master/src/Tgstation.Server.Host/Components/EventType.cs
//See the descriptions for the parameters of these codes here: https://github.com/tgstation/tgstation-server/blob/master/src/Tgstation.Server.Host/Components/EventType.cs
#define TGS_EVENT_REPO_RESET_ORIGIN 0
#define TGS_EVENT_REPO_CHECKOUT 1
#define TGS_EVENT_REPO_FETCH 2
@@ -63,9 +69,12 @@
#define TGS_EVENT_COMPILE_START 8
#define TGS_EVENT_COMPILE_CANCELLED 9
#define TGS_EVENT_COMPILE_FAILURE 10
#define TGS_EVENT_COMPILE_COMPLETE 11
#define TGS_EVENT_COMPILE_COMPLETE 11 // Note, this event fires before the new .dmb is loaded into the watchdog. Consider using the TGS_EVENT_DEPLOYMENT_COMPLETE instead
#define TGS_EVENT_INSTANCE_AUTO_UPDATE_START 12
#define TGS_EVENT_REPO_MERGE_CONFLICT 13
#define TGS_EVENT_DEPLOYMENT_COMPLETE 14
#define TGS_EVENT_WATCHDOG_SHUTDOWN 15
#define TGS_EVENT_WATCHDOG_DETACH 16
//OTHER ENUMS
@@ -80,6 +89,7 @@
//REQUIRED HOOKS
//Call this somewhere in /world/New() that is always run
//IMPORTANT: This function may sleep!
//event_handler: optional user defined event handler. The default behaviour is to broadcast the event in english to all connected admin channels
//minimum_required_security_level: The minimum required security level to run the game in which the DMAPI is integrated
/world/proc/TgsNew(datum/tgs_event_handler/event_handler, minimum_required_security_level = TGS_SECURITY_ULTRASAFE)
@@ -109,12 +119,12 @@
//represents a version of tgstation-server
/datum/tgs_version
var/suite //The suite version, can be >=3
var/suite //The suite/major version, can be >=3
//this group of variables can be null to represent a wild card
var/major //The major version
var/minor //The minor version
var/patch //The patch version
var/deprecated_patch //The legacy version
var/raw_parameter //The unparsed parameter
var/deprefixed_parameter //The version only bit of raw_parameter
@@ -123,6 +133,10 @@
/datum/tgs_version/proc/Wildcard()
return
//if the tgs_version equals some other_version
/datum/tgs_version/proc/Equals(datum/tgs_version/other_version)
return
//represents a merge of a GitHub pull request
/datum/tgs_revision_information/test_merge
var/number //pull request number
@@ -179,14 +193,45 @@
return
//Returns TRUE if the world was launched under the server tools and the API matches, FALSE otherwise
//No function below this succeeds if it returns FALSE
//No function below this succeeds if it returns FALSE or if TgsNew() has yet to be called
/world/proc/TgsAvailable()
return
//Forces a hard reboot of BYOND by ending the process
//unlike del(world) clients will try to reconnect
//If the service has not requested a shutdown, the next server will take over
/world/proc/TgsEndProcess()
return
//Send a message to non-admin connected chats
//message: The message to send
//admin_only: If TRUE, message will instead be sent to only admin connected chats
/world/proc/TgsTargetedChatBroadcast(message, admin_only)
return
//Send a private message to a specific user
//message: The message to send
//user: The /datum/tgs_chat_user to send to
/world/proc/TgsChatPrivateMessage(message, datum/tgs_chat_user/user)
return
//The following functions will sleep if a call to TgsNew() is sleeping
//Sends a message to connected game chats
//message: The message to send
//channels: optional channels to limit the broadcast to
/world/proc/TgsChatBroadcast(message, list/channels)
return
//Gets the current /datum/tgs_version of the server tools running the server
/world/proc/TgsVersion()
return
//Gets the current /datum/tgs_version of the DMAPI being used
/world/proc/TgsApiVersion()
return
//Gets the name of the TGS instance running the game
/world/proc/TgsInstanceName()
return
@@ -202,34 +247,10 @@
/world/proc/TgsTestMerges()
return
//Forces a hard reboot of BYOND by ending the process
//unlike del(world) clients will try to reconnect
//If the service has not requested a shutdown, the next server will take over
/world/proc/TgsEndProcess()
return
//Gets a list of connected tgs_chat_channel
/world/proc/TgsChatChannelInfo()
return
//Sends a message to connected game chats
//message: The message to send
//channels: optional channels to limit the broadcast to
/world/proc/TgsChatBroadcast(message, list/channels)
return
//Send a message to non-admin connected chats
//message: The message to send
//admin_only: If TRUE, message will instead be sent to only admin connected chats
/world/proc/TgsTargetedChatBroadcast(message, admin_only)
return
//Send a private message to a specific user
//message: The message to send
//user: The /datum/tgs_chat_user to send to
/world/proc/TgsChatPrivateMessage(message, datum/tgs_chat_user/user)
return
/*
The MIT License
@@ -255,4 +276,4 @@ IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR
ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
*/
+1
View File
@@ -88,6 +88,7 @@
#define TRAIT_SLEEPIMMUNE "sleep_immunity"
#define TRAIT_PUSHIMMUNE "push_immunity"
#define TRAIT_SHOCKIMMUNE "shock_immunity"
#define TRAIT_TESLA_SHOCKIMMUNE "tesla_shock_immunity"
#define TRAIT_STABLEHEART "stable_heart"
#define TRAIT_STABLELIVER "stable_liver"
#define TRAIT_RESISTHEAT "resist_heat"
+3
View File
@@ -123,3 +123,6 @@
// misc
#define VV_HK_SPACEVINE_PURGE "spacevine_purge"
#define VV_HK_REMOVE_PAINTING "remove_painting"
// paintings
#define VV_HK_REMOVE_PAINTING "remove_painting"
-3
View File
@@ -1,9 +1,6 @@
//THIS FILE CONTAINS CONSTANTS, PROCS, AND OTHER THINGS//
/////////////////////////////////////////////////////////
/mob/proc/setClickCooldown(var/timeout)
next_move = max(world.time + timeout, next_move)
/proc/get_matrix_largest()
var/matrix/mtrx=new()
return mtrx.Scale(2)
+11
View File
@@ -37,6 +37,7 @@
* TYPECONT: The typepath of the contents of the list
* COMPARE: The object to compare against, usualy the same as INPUT
* COMPARISON: The variable on the objects to compare
* COMPTYPE: How the current bin item to compare against COMPARE is fetched. By key or value.
*/
#define BINARY_INSERT(INPUT, LIST, TYPECONT, COMPARE, COMPARISON, COMPTYPE) \
do {\
@@ -670,3 +671,13 @@
for(var/key in input)
ret += key
return ret
/proc/is_type_in_ref_list(path, list/L)
if(!ispath(path))//not a path
return
for(var/i in L)
var/datum/D = i
if(!istype(D))//not an usable reference
continue
if(istype(D, path))
return TRUE
+3 -1
View File
@@ -4,7 +4,9 @@
#define SEND_SOUND(target, sound) DIRECT_OUTPUT(target, sound)
#define SEND_TEXT(target, text) DIRECT_OUTPUT(target, text)
#define WRITE_FILE(file, text) DIRECT_OUTPUT(file, text)
#define WRITE_LOG(log, text) rustg_log_write(log, text)
//This is an external call, "true" and "false" are how rust parses out booleans
#define WRITE_LOG(log, text) rustg_log_write(log, text, "true")
#define WRITE_LOG_NO_FORMAT(log, text) rustg_log_write(log, text, "false")
//print a warning message to world.log
#define WARNING(MSG) warning("[MSG] in [__FILE__] at line [__LINE__] src: [UNLINT(src)] usr: [usr].")
+9
View File
@@ -270,6 +270,15 @@
SEND_SIGNAL(A, COMSIG_ATOM_HEARER_IN_VIEW, processing, .)
processing += A.contents
//viewers() but with a signal, for blacklisting.
/proc/fov_viewers(depth = world.view, atom/center)
if(!center)
return
. = viewers(depth, center)
for(var/k in .)
var/mob/M = k
SEND_SIGNAL(M, COMSIG_MOB_FOV_VIEWER, center, depth, .)
/proc/get_mobs_in_radio_ranges(list/obj/item/radio/radios)
. = list()
// Returns a list of mobs who can hear any of the radios given in @radios
+2
View File
@@ -75,6 +75,8 @@
var/datum/emote/E = new path()
E.emote_list[E.key] = E
init_keybindings()
//Uplink Items
for(var/path in subtypesof(/datum/uplink_item))
var/datum/uplink_item/I = path
+6
View File
@@ -18,6 +18,12 @@
return text
return default
/proc/sanitize_islist(value, default)
if(islist(value) && length(value))
return value
if(default)
return default
/proc/sanitize_inlist(value, list/List, default)
if(value in List)
return value
+42
View File
@@ -629,3 +629,45 @@
return null
r += ascii2text(c)
return r
/proc/slot_to_string(slot)
switch(slot)
if(SLOT_BACK)
return "Backpack"
if(SLOT_WEAR_MASK)
return "Mask"
if(SLOT_HANDS)
return "Hands"
if(SLOT_BELT)
return "Belt"
if(SLOT_EARS)
return "Ears"
if(SLOT_GLASSES)
return "Glasses"
if(SLOT_GLOVES)
return "Gloves"
if(SLOT_NECK)
return "Neck"
if(SLOT_HEAD)
return "Head"
if(SLOT_SHOES)
return "Shoes"
if(SLOT_WEAR_SUIT)
return "Suit"
if(SLOT_W_UNIFORM)
return "Uniform"
if(SLOT_IN_BACKPACK)
return "In backpack"
/proc/tg_ui_icon_to_cit_ui(ui_style)
switch(ui_style)
if('icons/mob/screen_plasmafire.dmi')
return 'modular_citadel/icons/ui/screen_plasmafire.dmi'
if('icons/mob/screen_slimecore.dmi')
return 'modular_citadel/icons/ui/screen_slimecore.dmi'
if('icons/mob/screen_operative.dmi')
return 'modular_citadel/icons/ui/screen_operative.dmi'
if('icons/mob/screen_clockwork.dmi')
return 'modular_citadel/icons/ui/screen_clockwork.dmi'
else
return 'modular_citadel/icons/ui/screen_midnight.dmi'
+16 -3
View File
@@ -1,5 +1,3 @@
/*
* A large number of misc global procs.
*/
@@ -391,6 +389,16 @@ Turf and target are separate in case you want to teleport some distance from a t
break
return loc
//Returns a list of all locations the target is within.
/proc/get_nested_locs(atom/movable/M, include_turf = FALSE)
. = list()
var/atom/A = M.loc
while(A && !isturf(A))
. += A
A = A.loc
if(A && include_turf) //At this point, only the turf is left.
. += A
// returns the turf located at the map edge in the specified direction relative to A
// used for mass driver
/proc/get_edge_target_turf(atom/A, direction)
@@ -1594,8 +1602,13 @@ GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
//empty string - use TgsTargetBroadcast with admin_only = FALSE
//other string - use TgsChatBroadcast with the tag that matches config_setting, only works with TGS4, if using TGS3 the above method is used
/proc/send2chat(message, config_setting)
if(config_setting == null || !world.TgsAvailable())
if(config_setting == null)
return
UNTIL(GLOB.tgs_initialized)
if(!world.TgsAvailable())
return
var/datum/tgs_version/version = world.TgsVersion()
if(config_setting == "" || version.suite == 3)
world.TgsTargetedChatBroadcast(message, FALSE)
+9 -7
View File
@@ -132,9 +132,11 @@ GLOBAL_LIST_INIT(bitfields, list(
"NO_RUINS_1" = NO_RUINS_1,
"PREVENT_CLICK_UNDER_1" = PREVENT_CLICK_UNDER_1,
"HOLOGRAM_1" = HOLOGRAM_1,
"TESLA_IGNORE_1" = TESLA_IGNORE_1,
"SHOCKED_1" = SHOCKED_1,
"INITIALIZED_1" = INITIALIZED_1,
"ADMIN_SPAWNED_1" = ADMIN_SPAWNED_1,
"BLOCK_FACE_ATOM_1" = BLOCK_FACE_ATOM_1,
"PREVENT_CONTENTS_EXPLOSION_1" = PREVENT_CONTENTS_EXPLOSION_1
),
"clothing_flags" = list(
"LAVAPROTECT" = LAVAPROTECT,
@@ -148,12 +150,12 @@ GLOBAL_LIST_INIT(bitfields, list(
"IGNORE_HAT_TOSS" = IGNORE_HAT_TOSS,
"SCAN_REAGENTS" = SCAN_REAGENTS
),
"tesla_flags" = list(
"TESLA_MOB_DAMAGE" = TESLA_MOB_DAMAGE,
"TESLA_OBJ_DAMAGE" = TESLA_OBJ_DAMAGE,
"TESLA_MOB_STUN" = TESLA_MOB_STUN,
"TESLA_ALLOW_DUPLICATES" = TESLA_ALLOW_DUPLICATES,
"TESLA_MACHINE_EXPLOSIVE" = TESLA_MACHINE_EXPLOSIVE,
"zap_flags" = list(
"ZAP_MOB_DAMAGE" = ZAP_MOB_DAMAGE,
"ZAP_OBJ_DAMAGE" = ZAP_OBJ_DAMAGE,
"ZAP_MOB_STUN" = ZAP_MOB_STUN,
"ZAP_ALLOW_DUPLICATES" = ZAP_ALLOW_DUPLICATES,
"ZAP_MACHINE_EXPLOSIVE" = ZAP_MACHINE_EXPLOSIVE,
),
"smooth" = list(
"SMOOTH_TRUE" = SMOOTH_TRUE,
+21
View File
@@ -0,0 +1,21 @@
GLOBAL_LIST_EMPTY(classic_keybinding_list_by_key)
GLOBAL_LIST_EMPTY(hotkey_keybinding_list_by_key)
GLOBAL_LIST_EMPTY(keybindings_by_name)
// This is a mapping from JS keys to Byond - ref: https://keycode.info/
GLOBAL_LIST_INIT(_kbMap, list(
"UP" = "North",
"RIGHT" = "East",
"DOWN" = "South",
"LEFT" = "West",
"INSERT" = "Insert",
"HOME" = "Northwest",
"PAGEUP" = "Northeast",
"DEL" = "Delete",
"END" = "Southwest",
"PAGEDOWN" = "Southeast",
"SPACEBAR" = "Space",
"ALT" = "Alt",
"SHIFT" = "Shift",
"CONTROL" = "Ctrl"
))
+31
View File
@@ -0,0 +1,31 @@
/// Creates and sorts all the keybinding datums
/proc/init_keybindings()
for(var/KB in subtypesof(/datum/keybinding))
var/datum/keybinding/keybinding = KB
if(!initial(keybinding.hotkey_keys))
continue
add_keybinding(new keybinding)
// init_emote_keybinds() - Disabled - I don't particularly want this.
/// Adds an instanced keybinding to the global tracker
/proc/add_keybinding(datum/keybinding/instance)
GLOB.keybindings_by_name[instance.name] = instance
// Classic
if(LAZYLEN(instance.classic_keys))
for(var/bound_key in instance.classic_keys)
LAZYADD(GLOB.classic_keybinding_list_by_key[bound_key], list(instance.name))
// Hotkey
if(LAZYLEN(instance.hotkey_keys))
for(var/bound_key in instance.hotkey_keys)
LAZYADD(GLOB.hotkey_keybinding_list_by_key[bound_key], list(instance.name))
/proc/init_emote_keybinds()
for(var/i in subtypesof(/datum/emote))
var/datum/emote/faketype = i
if(!initial(faketype.key))
continue
var/datum/keybinding/emote/emote_kb = new
emote_kb.link_to_emote(faketype)
add_keybinding(emote_kb)
+1
View File
@@ -29,6 +29,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_SLEEPIMMUNE" = TRAIT_SLEEPIMMUNE,
"TRAIT_PUSHIMMUNE" = TRAIT_PUSHIMMUNE,
"TRAIT_SHOCKIMMUNE" = TRAIT_SHOCKIMMUNE,
"TRAIT_TESLA_SHOCKIMMUNE" = TRAIT_TESLA_SHOCKIMMUNE,
"TRAIT_STABLEHEART" = TRAIT_STABLEHEART,
"TRAIT_STABLELIVER" = TRAIT_STABLELIVER,
"TRAIT_RESISTHEAT" = TRAIT_RESISTHEAT,
+18 -15
View File
@@ -77,7 +77,7 @@
if(SEND_SIGNAL(src, COMSIG_MOB_CLICKON, A, params) & COMSIG_MOB_CANCEL_CLICKON)
return
var/list/modifiers = params2list(params)
if(modifiers["shift"] && modifiers["middle"])
ShiftMiddleClickOn(A)
@@ -324,10 +324,9 @@
return
/atom/proc/ShiftClick(mob/user)
var/flags = SEND_SIGNAL(src, COMSIG_CLICK_SHIFT, user)
var/flags = SEND_SIGNAL(src, COMSIG_CLICK_SHIFT, user) | SEND_SIGNAL(user, COMSIG_MOB_CLICKED_SHIFT_ON, src)
if(!(flags & COMPONENT_DENY_EXAMINATE) && user.client && (user.client.eye == user || user.client.eye == user.loc || flags & COMPONENT_ALLOW_EXAMINATE))
user.examinate(src)
return
/*
Ctrl click
@@ -424,32 +423,36 @@
LE.fire()
// Simple helper to face what you clicked on, in case it should be needed in more than one place
/mob/proc/face_atom(atom/A)
if( buckled || stat != CONSCIOUS || !A || !x || !y || !A.x || !A.y )
/mob/proc/face_atom(atom/A, ismousemovement = FALSE)
if( buckled || stat != CONSCIOUS || !loc || !A || !A.x || !A.y )
return
var/dx = A.x - x
var/dy = A.y - y
var/atom/L = loc
if(L.flags_1 & BLOCK_FACE_ATOM_1)
return
var/turf/T = get_turf(src)
var/dx = A.x - T.x
var/dy = A.y - T.y
if(!dx && !dy) // Wall items are graphically shifted but on the floor
if(A.pixel_y > 16)
setDir(NORTH)
setDir(NORTH, ismousemovement)
else if(A.pixel_y < -16)
setDir(SOUTH)
setDir(SOUTH, ismousemovement)
else if(A.pixel_x > 16)
setDir(EAST)
setDir(EAST, ismousemovement)
else if(A.pixel_x < -16)
setDir(WEST)
setDir(WEST, ismousemovement)
return
if(abs(dx) < abs(dy))
if(dy > 0)
setDir(NORTH)
setDir(NORTH, ismousemovement)
else
setDir(SOUTH)
setDir(SOUTH, ismousemovement)
else
if(dx > 0)
setDir(EAST)
setDir(EAST, ismousemovement)
else
setDir(WEST)
setDir(WEST, ismousemovement)
//debug
/obj/screen/proc/scale_to(x1,y1)
+77 -4
View File
@@ -24,6 +24,10 @@
blend_mode = BLEND_MULTIPLY
alpha = 255
/obj/screen/plane_master/openspace/Initialize()
. = ..()
filters += filter(type="alpha", render_source=FIELD_OF_VISION_RENDER_TARGET, flags=MASK_INVERSE)
/obj/screen/plane_master/openspace/backdrop(mob/mymob)
filters = list()
filters += filter(type = "drop_shadow", color = "#04080FAA", size = -10)
@@ -46,6 +50,32 @@
appearance_flags = PLANE_MASTER
blend_mode = BLEND_OVERLAY
/obj/screen/plane_master/wall
name = "wall plane master"
plane = WALL_PLANE
appearance_flags = PLANE_MASTER
/obj/screen/plane_master/wall/backdrop(mob/mymob)
if(mymob?.client?.prefs.ambientocclusion)
add_filter("ambient_occlusion", 0, AMBIENT_OCCLUSION(4, "#04080FAA"))
else
remove_filter("ambient_occlusion")
/obj/screen/plane_master/above_wall
name = "above wall plane master"
plane = ABOVE_WALL_PLANE
appearance_flags = PLANE_MASTER
/obj/screen/plane_master/above_wall/Initialize()
. = ..()
add_filter("vision_cone", 100, list(type="alpha", render_source=FIELD_OF_VISION_RENDER_TARGET, flags=MASK_INVERSE))
/obj/screen/plane_master/above_wall/backdrop(mob/mymob)
if(mymob?.client?.prefs.ambientocclusion)
add_filter("ambient_occlusion", 0, AMBIENT_OCCLUSION(3, "#04080F64"))
else
remove_filter("ambient_occlusion")
///Contains most things in the game world
/obj/screen/plane_master/game_world
name = "game world plane master"
@@ -53,12 +83,50 @@
appearance_flags = PLANE_MASTER //should use client color
blend_mode = BLEND_OVERLAY
/obj/screen/plane_master/game_world/Initialize()
. = ..()
add_filter("vision_cone", 100, list(type="alpha", render_source=FIELD_OF_VISION_RENDER_TARGET, flags=MASK_INVERSE))
/obj/screen/plane_master/game_world/backdrop(mob/mymob)
if(istype(mymob) && mymob.client && mymob.client.prefs && mymob.client.prefs.ambientocclusion)
add_filter("ambient_occlusion", 0, AMBIENT_OCCLUSION)
if(mymob?.client?.prefs.ambientocclusion)
add_filter("ambient_occlusion", 0, AMBIENT_OCCLUSION(4, "#04080FAA"))
else
remove_filter("ambient_occlusion")
update_filters()
//Reserved to chat messages, so they are still displayed above the field of vision masking.
/obj/screen/plane_master/chat_messages
name = "chat messages plane master"
plane = CHAT_PLANE
appearance_flags = PLANE_MASTER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
///Contains all shadow cone masks, whose image overrides are displayed only to their respective owners.
/obj/screen/plane_master/field_of_vision
name = "field of vision mask plane master"
plane = FIELD_OF_VISION_PLANE
render_target = FIELD_OF_VISION_RENDER_TARGET
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/screen/plane_master/field_of_vision/Initialize()
. = ..()
filters += filter(type="alpha", render_source=FIELD_OF_VISION_BLOCKER_RENDER_TARGET, flags=MASK_INVERSE)
///Used to display the owner and its adjacent surroundings through the FoV plane mask.
/obj/screen/plane_master/field_of_vision_blocker
name = "field of vision blocker plane master"
plane = FIELD_OF_VISION_BLOCKER_PLANE
render_target = FIELD_OF_VISION_BLOCKER_RENDER_TARGET
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
///Stores the visible portion of the FoV shadow cone.
/obj/screen/plane_master/field_of_vision_visual
name = "field of vision visual plane master"
plane = FIELD_OF_VISION_VISUAL_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/screen/plane_master/field_of_vision_visual/Initialize()
. = ..()
filters += filter(type="alpha", render_source=FIELD_OF_VISION_BLOCKER_RENDER_TARGET, flags=MASK_INVERSE)
///Contains all lighting objects
/obj/screen/plane_master/lighting
@@ -87,11 +155,12 @@
/obj/screen/plane_master/emissive/Initialize()
. = ..()
filters += filter(type="alpha", render_source=EMISSIVE_BLOCKER_RENDER_TARGET, flags=MASK_INVERSE)
filters += filter(type="alpha", render_source=FIELD_OF_VISION_RENDER_TARGET, flags=MASK_INVERSE)
/**
* Things placed on this always mask the lighting plane. Doesn't render directly.
*
* Always masks the light plane, isn't blocked by anything. Use for on mob glows,
* Always masks the light plane, isn't blocked by anything (except Field of Vision). Use for on mob glows,
* magic stuff, etc.
*/
@@ -101,6 +170,10 @@
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
render_target = EMISSIVE_UNBLOCKABLE_RENDER_TARGET
/obj/screen/plane_master/emissive_unblockable/Initialize()
. = ..()
filters += filter(type="alpha", render_source=FIELD_OF_VISION_RENDER_TARGET, flags=MASK_INVERSE)
/**
* Things placed on this layer mask the emissive layer. Doesn't render directly
*
+1
View File
@@ -238,6 +238,7 @@ GLOBAL_LIST_EMPTY(radial_menus)
var/mutable_appearance/MA = new /mutable_appearance(E)
if(MA)
MA.layer = ABOVE_HUD_LAYER
MA.plane = ABOVE_HUD_PLANE
MA.appearance_flags |= RESET_TRANSFORM
return MA
+53 -9
View File
@@ -54,10 +54,14 @@
/obj/screen/storage/volumetric_box
icon_state = "stored_continue"
layer = VOLUMETRIC_STORAGE_BOX_LAYER
plane = VOLUMETRIC_STORAGE_BOX_PLANE
var/obj/item/our_item
/obj/screen/storage/volumetric_box/Initialize(mapload, new_master, our_item)
/obj/screen/storage/volumetric_box/Initialize(mapload, new_master, obj/item/our_item)
src.our_item = our_item
RegisterSignal(our_item, COMSIG_ITEM_MOUSE_ENTER, .proc/on_item_mouse_enter)
RegisterSignal(our_item, COMSIG_ITEM_MOUSE_EXIT, .proc/on_item_mouse_exit)
return ..()
/obj/screen/storage/volumetric_box/Destroy()
@@ -70,10 +74,30 @@
/obj/screen/storage/volumetric_box/MouseDrop(atom/over, src_location, over_location, src_control, over_control, params)
return our_item.MouseDrop(over, src_location, over_location, src_control, over_control, params)
/obj/screen/storage/volumetric_box/MouseExited(location, control, params)
makeItemInactive()
/obj/screen/storage/volumetric_box/MouseEntered(location, control, params)
makeItemActive()
/obj/screen/storage/volumetric_box/proc/on_item_mouse_enter()
makeItemActive()
/obj/screen/storage/volumetric_box/proc/on_item_mouse_exit()
makeItemInactive()
/obj/screen/storage/volumetric_box/proc/makeItemInactive()
our_item.layer = VOLUMETRIC_STORAGE_ITEM_LAYER
our_item.plane = VOLUMETRIC_STORAGE_ITEM_PLANE
/obj/screen/storage/volumetric_box/proc/makeItemActive()
our_item.layer = VOLUMETRIC_STORAGE_ACTIVE_ITEM_LAYER //make sure we display infront of the others!
our_item.plane = VOLUMETRIC_STORAGE_ACTIVE_ITEM_PLANE
/obj/screen/storage/volumetric_box/center
icon_state = "stored_continue"
var/obj/screen/storage/stored_left/left
var/obj/screen/storage/stored_right/right
var/obj/screen/storage/volumetric_edge/stored_left/left
var/obj/screen/storage/volumetric_edge/stored_right/right
var/pixel_size
/obj/screen/storage/volumetric_box/center/Initialize(mapload, new_master, our_item)
@@ -87,7 +111,7 @@
return ..()
/obj/screen/storage/volumetric_box/center/proc/on_screen_objects()
return list(src, left, right)
return list(src)
/**
* Sets the size of this box screen object and regenerates its left/right borders. This includes the actual border's size!
@@ -96,18 +120,38 @@
if(pixel_size == pixels)
return
pixel_size = pixels
cut_overlays()
cut_overlays(TRUE)
//our icon size is 32 pixels.
transform = matrix((pixels - (VOLUMETRIC_STORAGE_BOX_BORDER_SIZE * 2)) / VOLUMETRIC_STORAGE_BOX_ICON_SIZE, 0, 0, 0, 1, 0)
left.pixel_x = -((pixels - VOLUMETRIC_STORAGE_BOX_ICON_SIZE) * 0.5) - VOLUMETRIC_STORAGE_BOX_BORDER_SIZE
right.pixel_x = ((pixels - VOLUMETRIC_STORAGE_BOX_ICON_SIZE) * 0.5) + VOLUMETRIC_STORAGE_BOX_BORDER_SIZE
add_overlay(left)
add_overlay(right)
add_overlay(left, TRUE)
add_overlay(right, TRUE)
/obj/screen/storage/stored_left
/obj/screen/storage/volumetric_edge
layer = VOLUMETRIC_STORAGE_BOX_LAYER
plane = VOLUMETRIC_STORAGE_BOX_PLANE
/obj/screen/storage/volumetric_edge/Initialize(mapload, master, our_item)
src.master = master
return ..()
/obj/screen/storage/volumetric_edge/Click(location, control, params)
return master.Click(location, control, params)
/obj/screen/storage/volumetric_edge/MouseDrop(atom/over, src_location, over_location, src_control, over_control, params)
return master.MouseDrop(over, src_location, over_location, src_control, over_control, params)
/obj/screen/storage/volumetric_edge/MouseExited(location, control, params)
return master.MouseExited(location, control, params)
/obj/screen/storage/volumetric_edge/MouseEntered(location, control, params)
return master.MouseEntered(location, control, params)
/obj/screen/storage/volumetric_edge/stored_left
icon_state = "stored_start"
appearance_flags = APPEARANCE_UI | KEEP_APART | RESET_TRANSFORM // Yes I know RESET_TRANSFORM is in APPEARANCE_UI but we're hard-asserting this incase someone changes it.
/obj/screen/storage/stored_right
/obj/screen/storage/volumetric_edge/stored_right
icon_state = "stored_end"
appearance_flags = APPEARANCE_UI | KEEP_APART | RESET_TRANSFORM
+12 -12
View File
@@ -112,17 +112,17 @@
/obj/attacked_by(obj/item/I, mob/living/user)
var/totitemdamage = I.force
var/bad_flag = NONE
var/bad_trait
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && iscarbon(user))
totitemdamage *= 0.5
bad_flag |= SKILL_COMBAT_MODE //blacklist combat skills.
bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
if(I.used_skills && user.mind)
if(totitemdamage)
totitemdamage = user.mind.skill_holder.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_flag)
totitemdamage = user.mind.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_trait)
for(var/skill in I.used_skills)
if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_OBJ))
continue
user.mind.skill_holder.auto_gain_experience(skill, I.skill_gain)
user.mind.auto_gain_experience(skill, I.skill_gain)
if(totitemdamage)
visible_message("<span class='danger'>[user] has hit [src] with [I]!</span>", null, null, COMBAT_MESSAGE_RANGE)
//only witnesses close by and the victim see a hit message.
@@ -154,20 +154,20 @@
/mob/living/proc/pre_attacked_by(obj/item/I, mob/living/user)
. = I.force
var/bad_flag = NONE
var/bad_trait
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && iscarbon(user))
. *= 0.5
bad_flag |= SKILL_COMBAT_MODE //blacklist combat skills.
bad_trait = SKILL_COMBAT_MODE //blacklist combat skills.
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
. *= 0.5
if(!user.mind || !I.used_skills)
return
if(.)
. = user.mind.skill_holder.item_action_skills_mod(I, ., I.skill_difficulty, SKILL_ATTACK_MOB, bad_flag)
. = user.mind.item_action_skills_mod(I, ., I.skill_difficulty, SKILL_ATTACK_MOB, bad_trait)
for(var/skill in I.used_skills)
if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_MOB))
continue
user.mind.skill_holder.auto_gain_experience(skill, I.skill_gain)
user.mind.auto_gain_experience(skill, I.skill_gain)
/mob/living/carbon/pre_attacked_by(obj/item/I, mob/living/user)
. = ..()
@@ -207,16 +207,16 @@
return 1
/// How much stamina this takes to swing this is not for realism purposes hecc off.
/obj/item/proc/getweight(mob/living/user, multiplier = 1, flags = SKILL_STAMINA_COST)
/obj/item/proc/getweight(mob/living/user, multiplier = 1, trait = SKILL_STAMINA_COST)
. = (total_mass || w_class * STAM_COST_W_CLASS_MULT) * multiplier
if(!user)
return
var/bad_flag = NONE
var/bad_trait
if(iscarbon(user) && !(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
. *= STAM_COST_NO_COMBAT_MULT
bad_flag |= SKILL_COMBAT_MODE
bad_trait = SKILL_COMBAT_MODE
if(used_skills && user.mind)
. = user.mind.skill_holder.item_action_skills_mod(src, ., skill_difficulty, flags, bad_flag, FALSE)
. = user.mind.item_action_skills_mod(src, ., skill_difficulty, trait, bad_trait, FALSE)
/// How long this staggers for. 0 and negatives supported.
/obj/item/proc/melee_stagger_duration(force_override)
@@ -507,3 +507,13 @@
//Allows players to set a hexadecimal color of their choice as skin tone, on top of the standard ones.
/datum/config_entry/flag/allow_custom_skintones
///Initial loadout points
/datum/config_entry/number/initial_gear_points
config_entry_value = 10
/**
* Enables the FoV component, which hides objects and mobs behind the parent from their sight, unless they turn around, duh.
* Camera mobs, AIs, ghosts and some other are of course exempt from this. This also doesn't influence simplemob AI, for the best.
*/
/datum/config_entry/flag/use_field_of_vision
+70 -84
View File
@@ -6,13 +6,20 @@ SUBSYSTEM_DEF(input)
priority = FIRE_PRIORITY_INPUT
runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_LOBBY
var/list/macro_sets
var/list/movement_keys
/// Classic mode input focused macro set. Manually set because we can't define ANY or ANY+UP for classic.
var/static/list/macroset_classic_input
/// Classic mode map focused macro set. Manually set because it needs to be clientside and go to macroset_classic_input.
var/static/list/macroset_classic_hotkey
/// New hotkey mode macro set. All input goes into map, game keeps incessently setting your focus to map, we can use ANY all we want here; we don't care about the input bar, the user has to force the input bar every time they want to type.
var/static/list/macroset_hotkey
/// Macro set for hotkeys
var/list/hotkey_mode_macros
/// Macro set for classic.
var/list/input_mode_macros
/datum/controller/subsystem/input/Initialize()
setup_default_macro_sets()
setup_default_movement_keys()
setup_macrosets()
initialized = TRUE
@@ -20,90 +27,68 @@ SUBSYSTEM_DEF(input)
return ..()
// This is for when macro sets are eventualy datumized
/datum/controller/subsystem/input/proc/setup_default_macro_sets()
var/list/static/default_macro_sets
if(default_macro_sets)
macro_sets = default_macro_sets
return
default_macro_sets = list(
"default" = list(
"Tab" = "\".winset \\\"input.focus=true?map.focus=true input.background-color=[COLOR_INPUT_DISABLED]:input.focus=true input.background-color=[COLOR_INPUT_ENABLED]\\\"\"",
"O" = "ooc",
"Ctrl+O" = "looc",
"T" = "say",
"Ctrl+T" = "whisper",
"M" = "me",
"Ctrl+M" = "subtle",
"Back" = "\".winset \\\"input.text=\\\"\\\"\\\"\"", // This makes it so backspace can remove default inputs
"Any" = "\"KeyDown \[\[*\]\]\"",
"Any+UP" = "\"KeyUp \[\[*\]\]\"",
),
"old_default" = list(
"Tab" = "\".winset \\\"mainwindow.macro=old_hotkeys map.focus=true input.background-color=[COLOR_INPUT_DISABLED]\\\"\"",
"Ctrl+T" = "say",
"Ctrl+O" = "ooc",
),
"old_hotkeys" = list(
"Tab" = "\".winset \\\"mainwindow.macro=old_default input.focus=true input.background-color=[COLOR_INPUT_ENABLED]\\\"\"",
"O" = "ooc",
"L" = "looc",
"T" = "say",
"M" = "me",
"Back" = "\".winset \\\"input.text=\\\"\\\"\\\"\"", // This makes it so backspace can remove default inputs
"Any" = "\"KeyDown \[\[*\]\]\"",
"Any+UP" = "\"KeyUp \[\[*\]\]\"",
),
)
// Because i'm lazy and don't want to type all these out twice
var/list/old_default = default_macro_sets["old_default"]
var/list/static/oldmode_keys = list(
/// Sets up the key list for classic mode for when badmins screw up vv's.
/datum/controller/subsystem/input/proc/setup_macrosets()
// First, let's do the snowflake keyset!
macroset_classic_input = list()
var/list/classic_mode_keys = list(
"North", "East", "South", "West",
"Northeast", "Southeast", "Northwest", "Southwest",
"Insert", "Delete", "Ctrl", "Alt",
"Insert", "Delete", "Ctrl", "Alt", "Shift",
"F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
)
for(var/key in classic_mode_keys)
macroset_classic_input[key] = "\"KeyDown [key]\""
macroset_classic_input["[key]+UP"] = "\"KeyUp [key]\""
// LET'S PLAY THE BIND EVERY KEY GAME!
// oh except for Backspace and Enter; if you want to use those you shouldn't have used oldmode!
var/list/classic_ctrl_override_keys = list(
"\[", "\]", "\\", ";", "'", ",", ".", "/", "-", "\\=", "`"
)
// i'm lazy let's play the list iteration game of numbers
for(var/i in 0 to 9)
classic_ctrl_override_keys += "[i]"
// let's play the ascii game of A to Z (UPPERCASE)
for(var/i in 65 to 90)
classic_ctrl_override_keys += ascii2text(i)
// let's play the game of clientside bind overrides!
classic_ctrl_override_keys -= list("T", "O", "M", "L")
macroset_classic_input["Ctrl+T"] = "say"
macroset_classic_input["Ctrl+O"] = "ooc"
macroset_classic_input["Ctrl+L"] = "looc"
// let's play the list iteration game x2
for(var/key in classic_ctrl_override_keys)
macroset_classic_input["Ctrl+[key]"] = "\"KeyDown [key]\""
macroset_classic_input["Ctrl+[key]+UP"] = "\"KeyUp [key]\""
// Misc
macroset_classic_input["Tab"] = "\".winset \\\"mainwindow.macro=[SKIN_MACROSET_CLASSIC_HOTKEYS] map.focus=true input.background-color=[COLOR_INPUT_DISABLED]\\\"\""
macroset_classic_input["Escape"] = "\".winset \\\"input.text=\\\"\\\"\\\"\""
for(var/i in 1 to oldmode_keys.len)
var/key = oldmode_keys[i]
old_default[key] = "\"KeyDown [key]\""
old_default["[key]+UP"] = "\"KeyUp [key]\""
// FINALLY, WE CAN DO SOMETHING MORE NORMAL FOR THE SNOWFLAKE-BUT-LESS KEYSET.
macroset_classic_hotkey = list(
"Any" = "\"KeyDown \[\[*\]\]\"",
"Any+UP" = "\"KeyUp \[\[*\]\]\"",
"Tab" = "\".winset \\\"mainwindow.macro=[SKIN_MACROSET_CLASSIC_INPUT] input.focus=true input.background-color=[COLOR_INPUT_ENABLED]\\\"\"",
"Escape" = "\".winset \\\"input.text=\\\"\\\"\\\"\"",
"Back" = "\".winset \\\"input.text=\\\"\\\"\\\"\"",
"O" = "ooc",
"T" = "say",
"L" = "looc",
"M" = "me"
)
var/list/static/oldmode_ctrl_override_keys = list(
"W" = "W", "A" = "A", "S" = "S", "D" = "D", // movement
"1" = "1", "2" = "2", "3" = "3", "4" = "4", // intent
"B" = "B", // resist
"E" = "E", // quick equip
"F" = "F", // intent left
"G" = "G", // intent right
"H" = "H", // stop pulling
"Q" = "Q", // drop
"R" = "R", // throw
"X" = "X", // switch hands
"Y" = "Y", // activate item
"Z" = "Z", // activate item
)
for(var/i in 1 to oldmode_ctrl_override_keys.len)
var/key = oldmode_ctrl_override_keys[i]
var/override = oldmode_ctrl_override_keys[key]
old_default["Ctrl+[key]"] = "\"KeyDown [override]\""
old_default["Ctrl+[key]+UP"] = "\"KeyUp [override]\""
macro_sets = default_macro_sets
// For initially setting up or resetting to default the movement keys
/datum/controller/subsystem/input/proc/setup_default_movement_keys()
var/static/list/default_movement_keys = list(
"W" = NORTH, "A" = WEST, "S" = SOUTH, "D" = EAST, // WASD
"North" = NORTH, "West" = WEST, "South" = SOUTH, "East" = EAST, // Arrow keys & Numpad
)
movement_keys = default_movement_keys.Copy()
// And finally, the modern set.
macroset_hotkey = list(
"Any" = "\"KeyDown \[\[*\]\]\"",
"Any+UP" = "\"KeyUp \[\[*\]\]\"",
"Tab" = "\".winset \\\"input.focus=true?map.focus=true input.background-color=[COLOR_INPUT_DISABLED]:input.focus=true input.background-color=[COLOR_INPUT_ENABLED]\\\"\"",
"Escape" = "\".winset \\\"input.text=\\\"\\\"\\\"\"",
"Back" = "\".winset \\\"input.text=\\\"\\\"\\\"\"",
"O" = "ooc",
"T" = "say",
"L" = "looc",
"M" = "me"
)
// Badmins just wanna have fun ♪
/datum/controller/subsystem/input/proc/refresh_client_macro_sets()
@@ -111,9 +96,10 @@ SUBSYSTEM_DEF(input)
for(var/i in 1 to clients.len)
var/client/user = clients[i]
user.set_macros()
user.update_movement_keys()
/datum/controller/subsystem/input/fire()
var/list/clients = GLOB.clients // Let's sing the list cache song
for(var/i in 1 to length(clients))
for(var/i in 1 to clients.len)
var/client/C = clients[i]
C.keyLoop()
-4
View File
@@ -1,4 +0,0 @@
PROCESSING_SUBSYSTEM_DEF(mood)
name = "Mood"
flags = SS_NO_INIT | SS_BACKGROUND
priority = 20
@@ -267,6 +267,7 @@ SUBSYSTEM_DEF(persistence)
CollectAntagReputation()
SaveRandomizedRecipes()
SavePanicBunker()
SavePaintings()
/datum/controller/subsystem/persistence/proc/LoadPanicBunker()
var/bunker_path = file("data/bunker_passthrough.json")
+1 -1
View File
@@ -8,11 +8,11 @@
icon_icon = 'icons/mob/actions/actions_spells.dmi'
/datum/action/item_action/ninjaboost
check_flags = NONE
name = "Adrenaline Boost"
desc = "Inject a secret chemical that will counteract all movement-impairing effect."
button_icon_state = "repulse"
icon_icon = 'icons/mob/actions/actions_spells.dmi'
required_mobility_flags = NONE
/datum/action/item_action/ninjapulse
name = "EM Burst (25E)"
+1 -1
View File
@@ -44,7 +44,7 @@
return
if(world.time > next_check && world.time > next_scare)
next_check = world.time + 50
var/list/seen_atoms = view(7, owner)
var/list/seen_atoms = owner.fov_view(7)
if(LAZYLEN(trigger_objs))
for(var/obj/O in seen_atoms)
+11 -5
View File
@@ -35,7 +35,7 @@
* * extra_classes - Extra classes to apply to the span that holds the text
* * lifespan - The lifespan of the message in deciseconds
*/
/datum/chatmessage/New(text, atom/target, mob/owner, list/extra_classes = null, lifespan = CHAT_MESSAGE_LIFESPAN)
/datum/chatmessage/New(text, atom/target, mob/owner, list/extra_classes = list(), lifespan = CHAT_MESSAGE_LIFESPAN)
. = ..()
if (!istype(target))
CRASH("Invalid target given for chatmessage")
@@ -55,6 +55,12 @@
message = null
return ..()
/**
* Calls qdel on the chatmessage when its parent is deleted, used to register qdel signal
*/
/datum/chatmessage/proc/on_parent_qdel()
qdel(src)
/**
* Generates a chat message image representation
*
@@ -68,7 +74,7 @@
/datum/chatmessage/proc/generate_image(text, atom/target, mob/owner, list/extra_classes, lifespan)
// Register client who owns this message
owned_by = owner.client
RegisterSignal(owned_by, COMSIG_PARENT_QDELETING, .proc/qdel, src)
RegisterSignal(owned_by, COMSIG_PARENT_QDELETING, .proc/on_parent_qdel)
// Clip message
var/maxlen = owned_by.prefs.max_chat_length
@@ -108,7 +114,7 @@
// BYOND Bug #2563917
// Construct text
var/static/regex/html_metachars = new(@"&[A-Za-z]{1,7};", "g")
var/complete_text = "<span class='center maptext [extra_classes != null ? extra_classes.Join(" ") : ""]' style='color: [tgt_color]'>[text]</span>"
var/complete_text = "<span class='center maptext [extra_classes.Join(" ")]' style='color: [tgt_color]'>[text]</span>"
var/mheight = WXH_TO_HEIGHT(owned_by.MeasureText(replacetext(complete_text, html_metachars, "m"), null, CHAT_MESSAGE_WIDTH))
approx_lines = max(1, mheight / CHAT_MESSAGE_APPROX_LHEIGHT)
@@ -129,7 +135,7 @@
// Build message image
message = image(loc = message_loc, layer = CHAT_LAYER)
message.plane = GAME_PLANE
message.plane = CHAT_PLANE
message.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA | KEEP_APART
message.alpha = 0
message.pixel_y = owner.bound_height * 0.95
@@ -166,7 +172,7 @@
*/
/mob/proc/create_chat_message(atom/movable/speaker, datum/language/message_language, raw_message, list/spans, message_mode)
// Ensure the list we are using, if present, is a copy so we don't modify the list provided to us
spans = spans?.Copy()
spans = spans ? spans.Copy() : list()
// Check for virtual speakers (aka hearing a message through a radio)
var/atom/movable/originalSpeaker = speaker
+56
View File
@@ -0,0 +1,56 @@
#define BAD_ART 12.5
#define GOOD_ART 25
#define GREAT_ART 50
/datum/component/art
var/impressiveness = 0
/datum/component/art/Initialize(impress)
impressiveness = impress
if(isobj(parent))
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_obj_examine)
else
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_other_examine)
if(isstructure(parent))
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, .proc/on_attack_hand)
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/apply_moodlet)
/datum/component/art/proc/apply_moodlet(mob/M, impress)
M.visible_message("<span class='notice'>[M] stops and looks intently at [parent].</span>", \
"<span class='notice'>You stop to take in [parent].</span>")
switch(impress)
if (0 to BAD_ART)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)
if (BAD_ART to GOOD_ART)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artok", /datum/mood_event/artok)
if (GOOD_ART to GREAT_ART)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgood", /datum/mood_event/artgood)
if(GREAT_ART to INFINITY)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
/datum/component/art/proc/on_other_examine(datum/source, mob/M)
apply_moodlet(M, impressiveness)
/datum/component/art/proc/on_obj_examine(datum/source, mob/M)
var/obj/O = parent
apply_moodlet(M, impressiveness *(O.obj_integrity/O.max_integrity))
/datum/component/art/proc/on_attack_hand(datum/source, mob/M)
to_chat(M, "<span class='notice'>You start examining [parent]...</span>")
if(!do_after(M, 20, target = parent))
return
on_obj_examine(source, M)
/datum/component/art/rev
/datum/component/art/rev/apply_moodlet(mob/M, impress)
M.visible_message("<span class='notice'>[M] stops to inspect [parent].</span>", \
"<span class='notice'>You take in [parent], inspecting the fine craftsmanship of the proletariat.</span>")
if(M.mind && M.mind.has_antag_datum(/datum/antagonist/rev))
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
else
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)
@@ -74,7 +74,7 @@
//////////////////////Lens//////////////////////////
//Six Steps //
//Sells for 1800 cr, takes 15 glass shets //
//Sells for 1600 cr, takes 15 glass shets //
//Usefull for selling and later crafting //
////////////////////////////////////////////////////
@@ -146,14 +146,14 @@
/obj/item/glasswork/glass_base/glass_lens_part5
name = "Unpolished glass lens"
desc = "A small unpolished glass lens. Could be polished with some silk."
desc = "A small unpolished glass lens. Could be polished with some cloth."
icon = 'icons/obj/glass_ware.dmi'
icon_state = "glass_optics"
next_step = /obj/item/glasswork/glass_base/glass_lens_part6
/obj/item/glasswork/glass_base/glass_lens_part5/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/stack/sheet/silk))
if(istype(I, /obj/item/stack/sheet/cloth))
if(do_after(user,10, target = src))
new next_step(user.loc, 1)
qdel(src)
@@ -324,7 +324,7 @@
//////////////////////Tea Plates////////////////////
//Three Steps //
//Sells for 1200 cr, takes 5 glass shets //
//Sells for 1000 cr, takes 5 glass shets //
//Usefull for selling and chemical things //
////////////////////////////////////////////////////
@@ -370,20 +370,20 @@
/obj/item/glasswork/glass_base/tea_plate3
name = "Disk of glass"
desc = "A disk of glass that can be cant be used for much. Needs to be polished with some silk."
desc = "A disk of glass that can be cant be used for much. Needs to be polished with some cloth."
icon_state = "glass_base_half"
next_step = /obj/item/tea_plate
/obj/item/glasswork/glass_base/tea_plate3/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/stack/sheet/silk))
if(istype(I, /obj/item/stack/sheet/cloth))
if(do_after(user,10, target = src))
new next_step(user.loc, 1)
qdel(src)
//////////////////////Tea Cup///////////////////////
//Four Steps //
//Sells for 1800 cr, takes 6 glass shets //
//Sells for 1600 cr, takes 6 glass shets //
//Usefull for selling and chemical things //
////////////////////////////////////////////////////
@@ -429,13 +429,13 @@
/obj/item/glasswork/glass_base/tea_cup3
name = "Disk of glass"
desc = "A bowl of glass that can be cant be used for much. Needs to be polished with some silk."
desc = "A bowl of glass that can be cant be used for much. Needs to be polished with some cloth."
icon_state = "glass_base_half"
next_step = /obj/item/glasswork/glass_base/tea_cup4
/obj/item/glasswork/glass_base/cup3/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/stack/sheet/silk))
if(istype(I, /obj/item/stack/sheet/cloth))
if(do_after(user,10, target = src))
new next_step(user.loc, 1)
qdel(src)
@@ -1,21 +1,20 @@
//Gun crafting parts til they can be moved elsewhere
// PARTS //
/obj/item/weaponcrafting
icon = 'icons/obj/improvised.dmi'
/obj/item/weaponcrafting/receiver
name = "modular receiver"
desc = "A prototype modular receiver and trigger assembly for a firearm."
icon = 'icons/obj/improvised.dmi'
icon_state = "receiver"
/obj/item/weaponcrafting/stock
name = "rifle stock"
desc = "A classic rifle stock that doubles as a grip, roughly carved out of wood."
icon = 'icons/obj/improvised.dmi'
icon_state = "riflestock"
/obj/item/weaponcrafting/silkstring
name = "silkstring"
desc = "A long piece of silk with some resemblance to cable coil."
icon = 'icons/obj/improvised.dmi'
icon_state = "silkstring"
/obj/item/weaponcrafting/durathread_string
name = "durathread string"
desc = "A long piece of durathread with some resemblance to cable coil."
icon_state = "durastring"
@@ -39,14 +39,14 @@
time = 10
reqs = list(/obj/item/paper = 20)
category = CAT_CLOTHING
/datum/crafting_recipe/armwraps
name = "Armwraps"
result = /obj/item/clothing/gloves/fingerless/pugilist
time = 60
tools = list(TOOL_WIRECUTTER)
reqs = list(/obj/item/stack/sheet/cloth = 4,
/obj/item/stack/sheet/silk = 2,
/obj/item/stack/sheet/durathread = 2,
/obj/item/stack/sheet/leather = 2)
category = CAT_CLOTHING
@@ -157,7 +157,7 @@
/datum/crafting_recipe/goldenbox
name = "Gold Plated Toolbox"
result = /obj/item/storage/toolbox/gold_fake
tools = list(/obj/item/stock_parts/cell/upgraded/plus)
tools = list(/obj/item/stock_parts/cell/high)
reqs = list(/obj/item/stack/sheet/cardboard = 1, //so we dont null items in crafting
/obj/item/stack/cable_coil = 10,
/obj/item/stack/sheet/mineral/gold = 1,
@@ -184,7 +184,7 @@
/datum/crafting_recipe/bronze_driver
name = "Bronze Plated Screwdriver"
tools = list(/obj/item/stock_parts/cell/upgraded/plus)
tools = list(/obj/item/stock_parts/cell/high)
result = /obj/item/screwdriver/bronze
reqs = list(/obj/item/screwdriver = 1,
/obj/item/stack/cable_coil = 10,
@@ -196,7 +196,7 @@
/datum/crafting_recipe/bronze_welder
name = "Bronze Plated Welding Tool"
tools = list(/obj/item/stock_parts/cell/upgraded/plus)
tools = list(/obj/item/stock_parts/cell/high)
result = /obj/item/weldingtool/bronze
reqs = list(/obj/item/weldingtool = 1,
/obj/item/stack/cable_coil = 10,
@@ -208,7 +208,7 @@
/datum/crafting_recipe/bronze_wirecutters
name = "Bronze Plated Wirecutters"
tools = list(/obj/item/stock_parts/cell/upgraded/plus)
tools = list(/obj/item/stock_parts/cell/high)
result = /obj/item/wirecutters/bronze
reqs = list(/obj/item/wirecutters = 1,
/obj/item/stack/cable_coil = 10,
@@ -220,7 +220,7 @@
/datum/crafting_recipe/bronze_crowbar
name = "Bronze Plated Crowbar"
tools = list(/obj/item/stock_parts/cell/upgraded/plus)
tools = list(/obj/item/stock_parts/cell/high)
result = /obj/item/crowbar/bronze
reqs = list(/obj/item/crowbar = 1,
/obj/item/stack/cable_coil = 10,
@@ -232,7 +232,7 @@
/datum/crafting_recipe/bronze_wrench
name = "Bronze Plated Wrench"
tools = list(/obj/item/stock_parts/cell/upgraded/plus)
tools = list(/obj/item/stock_parts/cell/high)
result = /obj/item/wrench/bronze
reqs = list(/obj/item/wrench = 1,
/obj/item/stack/cable_coil = 10,
@@ -192,7 +192,7 @@
result = /obj/item/gun/ballistic/bow/pipe
reqs = list(/obj/item/pipe = 5,
/obj/item/stack/sheet/plastic = 15,
/obj/item/weaponcrafting/silkstring = 5)
/obj/item/weaponcrafting/durathread_string = 5)
time = 450
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
@@ -281,7 +281,7 @@
result = /obj/item/ammo_casing/caseless/arrow/wood
time = 30
reqs = list(/obj/item/stack/sheet/mineral/wood = 1,
/obj/item/stack/sheet/silk = 1,
/obj/item/stack/sheet/durathread = 1,
/obj/item/stack/rods = 1) // 1 metal sheet = 2 rods = 2 arrows
category = CAT_WEAPONRY
subcategory = CAT_AMMO
+354
View File
@@ -0,0 +1,354 @@
#define CENTERED_RENDER_SOURCE(img, atom, FoV) \
atom.render_target = atom.render_target || ref(atom);\
img.render_source = atom.render_target;\
if(atom.icon){\
var/_cached_sizes = FoV.width_n_height_offsets[atom.icon];\
if(!_cached_sizes){\
var/icon/_I = icon(atom.icon);\
var/list/L = list();\
L += (_I.Width() - world.icon_size)/2;\
L += (_I.Height() - world.icon_size)/2;\
_cached_sizes = FoV.width_n_height_offsets[atom.icon] = L\
}\
img.pixel_x = _cached_sizes[1];\
img.pixel_y = _cached_sizes[2];\
img.loc = atom\
}
#define REGISTER_NESTED_LOCS(source, list, comsig, proc) \
for(var/k in get_nested_locs(source)){\
var/atom/_A = k;\
RegisterSignal(_A, comsig, proc);\
list += _A\
}
#define UNREGISTER_NESTED_LOCS(list, comsig, index) \
for(var/k in index to length(list)){\
var/atom/_A = list[k];\
UnregisterSignal(_A, comsig);\
list -= _A\
}
/**
* Field of Vision component. Does totally what you probably think it does,
* ergo preventing players from seeing what's behind them.
*/
/datum/component/field_of_vision
can_transfer = TRUE
/**
* That special invisible, almost neigh indestructible movable
* that holds both shadow cone mask and image and follows the player around.
*/
var/atom/movable/fov_holder/fov
///The current screen size this field of vision is meant to fit for.
var/current_fov_size = list(15, 15)
///How much is the cone rotated clockwise, purely backend. Please use rotate_shadow_cone() if you must.
var/angle = 0
/// Used to scale the shadow cone when rotating it to fit over the edges of the screen.
var/rot_scale = 1
/// The inner angle of this cone, right hardset to 90, 180, or 270 degrees, until someone figures out a way to make it dynamic.
var/shadow_angle = FOV_90_DEGREES
/// The mask portion of the cone, placed on a * render target plane so while not visible it still applies the filter.
var/image/shadow_mask
/// The visual portion of the cone, placed on the highest layer of the wall plane
var/image/visual_shadow
/**
* An image whose render_source is kept up to date to prevent the mob (or the topmost movable holding it) from being hidden by the mask.
* Will make it use vis_contents instead once a few byonds bugs with images and vis contents are fixed.
*/
var/image/owner_mask
/**
* A circle image used to somewhat uncover the adjacent portion of the shadow cone, making mobs and objects behind us somewhat visible.
* The owner mask is still required for those mob going over the default 32x32 px size btw.
*/
var/image/adj_mask
/// A list of nested locations the mob is in, to ensure the above image works correctly.
var/list/nested_locs = list()
/**
* A static list of offsets based on icon width and height, because render sources are centered unlike most other visuals,
* and that gives us some problems when the icon is larger or smaller than world.icon_size
*/
var/static/list/width_n_height_offsets = list()
/datum/component/field_of_vision/Initialize(fov_type = FOV_90_DEGREES, _angle = 0)
if(!ismob(parent))
return COMPONENT_INCOMPATIBLE
angle = _angle
shadow_angle = fov_type
/datum/component/field_of_vision/RegisterWithParent()
. = ..()
var/mob/M = parent
if(M.client)
generate_fov_holder(M, angle)
RegisterSignal(M, COMSIG_MOB_CLIENT_LOGIN, .proc/on_mob_login)
RegisterSignal(M, COMSIG_MOB_CLIENT_LOGOUT, .proc/on_mob_logout)
RegisterSignal(M, COMSIG_MOB_GET_VISIBLE_MESSAGE, .proc/on_visible_message)
RegisterSignal(M, COMSIG_MOB_EXAMINATE, .proc/on_examinate)
RegisterSignal(M, COMSIG_MOB_FOV_VIEW, .proc/on_fov_view)
RegisterSignal(M, COMSIG_MOB_CLIENT_CHANGE_VIEW, .proc/on_change_view)
RegisterSignal(M, COMSIG_MOB_RESET_PERSPECTIVE, .proc/on_reset_perspective)
RegisterSignal(M, COMSIG_MOB_FOV_VIEWER, .proc/is_viewer)
/datum/component/field_of_vision/UnregisterFromParent()
. = ..()
var/mob/M = parent
if(!QDELETED(fov))
if(M.client)
UnregisterSignal(M, list(COMSIG_ATOM_DIR_CHANGE, COMSIG_MOVABLE_MOVED, COMSIG_MOB_DEATH, COMSIG_LIVING_REVIVE))
M.client.images -= owner_mask
M.client.images -= shadow_mask
M.client.images -= visual_shadow
M.client.images -= adj_mask
qdel(fov, TRUE) // Forced.
fov = null
QDEL_NULL(owner_mask)
QDEL_NULL(adj_mask)
if(length(nested_locs))
UNREGISTER_NESTED_LOCS(nested_locs, COMSIG_MOVABLE_MOVED, 1)
UnregisterSignal(M, list(COMSIG_MOB_CLIENT_LOGIN, COMSIG_MOB_CLIENT_LOGOUT,
COMSIG_MOB_GET_VISIBLE_MESSAGE, COMSIG_MOB_EXAMINATE,
COMSIG_MOB_FOV_VIEW, COMSIG_MOB_RESET_PERSPECTIVE,
COMSIG_MOB_CLIENT_CHANGE_VIEW, COMSIG_MOB_FOV_VIEWER))
/**
* Generates the holder and images (if not generated yet) and adds them to client.images.
* Run when the component is registered to a player mob, or upon login.
*/
/datum/component/field_of_vision/proc/generate_fov_holder(mob/M, _angle = 0)
if(QDELETED(fov))
fov = new(get_turf(M))
fov.icon_state = "[shadow_angle]"
fov.dir = M.dir
shadow_mask = image('icons/misc/field_of_vision.dmi', fov, "[shadow_angle]", FIELD_OF_VISION_LAYER)
shadow_mask.plane = FIELD_OF_VISION_PLANE
visual_shadow = image('icons/misc/field_of_vision.dmi', fov, "[shadow_angle]_v", FIELD_OF_VISION_LAYER)
visual_shadow.plane = FIELD_OF_VISION_VISUAL_PLANE
owner_mask = new
owner_mask.appearance_flags = RESET_TRANSFORM
owner_mask.plane = FIELD_OF_VISION_BLOCKER_PLANE
adj_mask = image('icons/misc/field_of_vision.dmi', fov, "adj_mask", FIELD_OF_VISION_LAYER)
adj_mask.appearance_flags = RESET_TRANSFORM
adj_mask.plane = FIELD_OF_VISION_BLOCKER_PLANE
if(_angle)
rotate_shadow_cone(_angle)
fov.alpha = M.stat == DEAD ? 0 : 255
RegisterSignal(M, COMSIG_MOB_DEATH, .proc/hide_fov)
RegisterSignal(M, COMSIG_LIVING_REVIVE, .proc/show_fov)
RegisterSignal(M, COMSIG_ATOM_DIR_CHANGE, .proc/on_dir_change)
RegisterSignal(M, COMSIG_MOVABLE_MOVED, .proc/on_mob_moved)
RegisterSignal(M, COMSIG_ROBOT_UPDATE_ICONS, .proc/manual_centered_render_source)
var/atom/A = M
if(M.loc && !isturf(M.loc))
REGISTER_NESTED_LOCS(M, nested_locs, COMSIG_MOVABLE_MOVED, .proc/on_loc_moved)
A = nested_locs[nested_locs.len]
CENTERED_RENDER_SOURCE(owner_mask, A, src)
M.client.images += shadow_mask
M.client.images += visual_shadow
M.client.images += owner_mask
M.client.images += adj_mask
if(M.client.view != "[current_fov_size[1]]x[current_fov_size[2]]")
resize_fov(current_fov_size, getviewsize(M.client.view))
///Rotates the shadow cone to a certain degree. Backend shenanigans.
/datum/component/field_of_vision/proc/rotate_shadow_cone(new_angle)
var/simple_degrees = SIMPLIFY_DEGREES(new_angle - angle)
var/to_scale = cos(simple_degrees) * sin(simple_degrees)
if(to_scale)
var/old_rot_scale = rot_scale
rot_scale = 1 + to_scale
if(old_rot_scale != rot_scale)
visual_shadow.transform = shadow_mask.transform = shadow_mask.transform.Scale(rot_scale/old_rot_scale)
visual_shadow.transform = shadow_mask.transform = shadow_mask.transform.Turn(fov.transform, simple_degrees)
/**
* Resizes the shadow to match the current screen size.
* Run when the client view size is changed, or if the player has a viewsize different than "15x15" on login/comp registration.
*/
/datum/component/field_of_vision/proc/resize_fov(list/old_view, list/view)
current_fov_size = view
var/old_size = max(old_view[1], old_view[2])
var/new_size = max(view[1], view[2])
if(old_size == new_size) //longest edges are still of the same length.
return
visual_shadow.transform = shadow_mask.transform = shadow_mask.transform.Scale(new_size/old_size)
/datum/component/field_of_vision/proc/on_mob_login(mob/source, client/client)
generate_fov_holder(source, angle)
/datum/component/field_of_vision/proc/on_mob_logout(mob/source, client/client)
UnregisterSignal(source, list(COMSIG_ATOM_DIR_CHANGE, COMSIG_MOVABLE_MOVED, COMSIG_MOB_DEATH,
COMSIG_LIVING_REVIVE, COMSIG_ROBOT_UPDATE_ICONS))
if(length(nested_locs))
UNREGISTER_NESTED_LOCS(nested_locs, COMSIG_MOVABLE_MOVED, 1)
/datum/component/field_of_vision/proc/on_dir_change(mob/source, old_dir, new_dir)
fov.dir = new_dir
///Hides the shadow, other visibility comsig procs will take it into account. Called when the mob dies.
/datum/component/field_of_vision/proc/hide_fov(mob/source)
fov.alpha = 0
/// Shows the shadow. Called when the mob is revived.
/datum/component/field_of_vision/proc/show_fov(mob/source)
fov.alpha = 255
/// Hides the shadow when looking through other items, shows it otherwise.
/datum/component/field_of_vision/proc/on_reset_perspective(mob/source, atom/target)
if(source.client.eye == source || source.client.eye == source.loc)
fov.alpha = 255
else
fov.alpha = 0
/// Called when the client view size is changed.
/datum/component/field_of_vision/proc/on_change_view(mob/source, client, list/old_view, list/view)
resize_fov(old_view, view)
/**
* Called when the owner mob moves around. Used to keep shadow located right behind us,
* As well as modify the owner mask to match the topmost item.
*/
/datum/component/field_of_vision/proc/on_mob_moved(mob/source, atom/oldloc, dir, forced)
var/turf/T
if(!isturf(source.loc)) //Recalculate all nested locations.
UNREGISTER_NESTED_LOCS( nested_locs, COMSIG_MOVABLE_MOVED, 1)
REGISTER_NESTED_LOCS(source, nested_locs, COMSIG_MOVABLE_MOVED, .proc/on_loc_moved)
var/atom/movable/topmost = nested_locs[nested_locs.len]
T = topmost.loc
CENTERED_RENDER_SOURCE(owner_mask, topmost, src)
else
T = source.loc
if(length(nested_locs))
UNREGISTER_NESTED_LOCS(nested_locs, COMSIG_MOVABLE_MOVED, 1)
CENTERED_RENDER_SOURCE(owner_mask, source, src)
if(T)
fov.forceMove(T, harderforce = TRUE)
/// Pretty much like the above, but meant for other movables the mob is stored in (bodybags, boxes, mechs etc).
/datum/component/field_of_vision/proc/on_loc_moved(atom/movable/source, atom/oldloc, dir, forced)
if(isturf(source.loc) && isturf(oldloc)) //This is the case of the topmost movable loc moving around the world, skip.
fov.forceMove(source.loc, harderforce = TRUE)
return
var/atom/movable/prev_topmost = nested_locs[nested_locs.len]
if(prev_topmost != source)
UNREGISTER_NESTED_LOCS(nested_locs, COMSIG_MOVABLE_MOVED, nested_locs.Find(source) + 1)
REGISTER_NESTED_LOCS(source, nested_locs, COMSIG_MOVABLE_MOVED, .proc/on_loc_moved)
var/atom/movable/topmost = nested_locs[nested_locs.len]
if(topmost != prev_topmost)
CENTERED_RENDER_SOURCE(owner_mask, topmost, src)
if(topmost.loc)
fov.forceMove(topmost.loc, harderforce = TRUE)
/// A hacky comsig proc for things that somehow decide to change icon on the go. may make a change_icon_file() proc later but...
/datum/component/field_of_vision/proc/manual_centered_render_source(mob/source, old_icon)
if(!isturf(source.loc))
return
CENTERED_RENDER_SOURCE(owner_mask, source, src)
#undef CENTERED_RENDER_SOURCE
#undef REGISTER_NESTED_LOCS
#undef UNREGISTER_NESTED_LOCS
/**
* Byond doc is not entirely correct on the integrated arctan() proc.
* When both x and y are negative, the output is also negative, cycling clockwise instead of counter-clockwise.
* That's also why I am extensively using the SIMPLIFY_DEGREES macro here.
*
* Overall this is the main macro that calculates wheter a target is within the shadow cone angle or not.
*/
#define FOV_ANGLE_CHECK(mob, target, zero_x_y_statement, success_statement) \
var/turf/T1 = get_turf(target);\
var/turf/T2 = get_turf(mob);\
if(!T1 || !T2){\
zero_x_y_statement\
}\
var/_x = (T1.x - T2.x);\
var/_y = (T1.y - T2.y);\
if(ISINRANGE(_x, -1, 1) && ISINRANGE(_y, -1, 1)){\
zero_x_y_statement\
}\
var/dir = (mob.dir & (EAST|WEST)) || mob.dir;\
var/_degree = -angle;\
var/_half = shadow_angle/2;\
switch(dir){\
if(EAST){\
_degree += 180;\
}\
if(NORTH){\
_degree += 270;\
}\
if(SOUTH){\
_degree += 90;\
}\
}\
var/_min = SIMPLIFY_DEGREES(_degree - _half);\
var/_max = SIMPLIFY_DEGREES(_degree + _half);\
if((_min > _max) ? !ISINRANGE(SIMPLIFY_DEGREES(arctan(_x, _y)), _max, _min) : ISINRANGE(SIMPLIFY_DEGREES(arctan(_x, _y)), _min, _max)){\
success_statement;\
}
/datum/component/field_of_vision/proc/on_examinate(mob/source, atom/target)
if(fov.alpha)
FOV_ANGLE_CHECK(source, target, return, return COMPONENT_DENY_EXAMINATE|COMPONENT_EXAMINATE_BLIND)
/datum/component/field_of_vision/proc/on_visible_message(mob/source, atom/target, message, range, list/ignored_mobs)
if(fov.alpha)
FOV_ANGLE_CHECK(source, target, return, return COMPONENT_NO_VISIBLE_MESSAGE)
/datum/component/field_of_vision/proc/on_fov_view(mob/source, list/atoms)
if(!fov.alpha)
return
for(var/k in atoms)
var/atom/A = k
FOV_ANGLE_CHECK(source, A, continue, atoms -= A)
/datum/component/field_of_vision/proc/is_viewer(mob/source, atom/center, depth, list/viewers_list)
if(fov.alpha)
FOV_ANGLE_CHECK(source, center, return, viewers_list -= source)
#undef FOV_ANGLE_CHECK
/**
* The shadow cone's mask and visual images holder which can't locate inside the mob,
* lest they inherit the mob opacity and cause a lot of hindrance
*/
/atom/movable/fov_holder
name = "field of vision holder"
pixel_x = -224 //the image is about 480x480 px, ergo 15 tiles (480/32) big, and we gotta center it.
pixel_y = -224
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
plane = FIELD_OF_VISION_PLANE
anchored = TRUE
/atom/movable/fov_holder/ConveyorMove()
return
/atom/movable/fov_holder/has_gravity(turf/T)
return FALSE
/atom/movable/fov_holder/ex_act(severity)
return FALSE
/atom/movable/fov_holder/singularity_act()
return
/atom/movable/fov_holder/singularity_pull()
return
/atom/movable/fov_holder/blob_act()
return
/atom/movable/fov_holder/onTransitZ()
return
/// Prevents people from moving these after creation, because they shouldn't be.
/atom/movable/fov_holder/forceMove(atom/destination, no_tp=FALSE, harderforce = FALSE)
if(harderforce)
return ..()
/// Last but not least, these shouldn't be deleted by anything but the component itself
/atom/movable/fov_holder/Destroy(force = FALSE)
if(!force)
return QDEL_HINT_LETMELIVE
return ..()
+97 -67
View File
@@ -1,26 +1,52 @@
///Footstep component. Plays footsteps at parents location when it is appropriate.
/datum/component/footstep
///How many steps the parent has taken since the last time a footstep was played
var/steps = 0
///volume determines the extra volume of the footstep. This is multiplied by the base volume, should there be one.
var/volume
///e_range stands for extra range - aka how far the sound can be heard. This is added to the base value and ignored if there isn't a base value.
var/e_range
///footstep_type is a define which determines what kind of sounds should get chosen.
var/footstep_type
///This can be a list OR a soundfile OR null. Determines whatever sound gets played.
var/footstep_sounds
/datum/component/footstep/Initialize(volume_ = 0.5, e_range_ = -1)
/datum/component/footstep/Initialize(footstep_type_ = FOOTSTEP_MOB_BAREFOOT, volume_ = 0.5, e_range_ = -1)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
volume = volume_
e_range = e_range_
RegisterSignal(parent, list(COMSIG_MOVABLE_MOVED), .proc/play_footstep)
footstep_type = footstep_type_
switch(footstep_type)
if(FOOTSTEP_MOB_HUMAN)
if(!ishuman(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/play_humanstep)
return
if(FOOTSTEP_MOB_CLAW)
footstep_sounds = GLOB.clawfootstep
if(FOOTSTEP_MOB_BAREFOOT)
footstep_sounds = GLOB.barefootstep
if(FOOTSTEP_MOB_HEAVY)
footstep_sounds = GLOB.heavyfootstep
if(FOOTSTEP_MOB_SHOE)
footstep_sounds = GLOB.footstep
if(FOOTSTEP_MOB_SLIME)
footstep_sounds = 'sound/effects/footstep/slime1.ogg'
if(FOOTSTEP_MOB_CRAWL)
footstep_sounds = 'sound/effects/footstep/crawl1.ogg'
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/play_simplestep) //Note that this doesn't get called for humans.
/datum/component/footstep/proc/play_footstep()
///Prepares a footstep. Determines if it should get played. Returns the turf it should get played on. Note that it is always a /turf/open
/datum/component/footstep/proc/prepare_step()
var/turf/open/T = get_turf(parent)
if(!istype(T))
return
var/mob/living/LM = parent
var/v = volume
var/e = e_range
if(!T.footstep || LM.buckled || !CHECK_MOBILITY(LM, MOBILITY_STAND) || LM.buckled || LM.throwing || (LM.movement_type & (VENTCRAWLING | FLYING)))
if (LM.lying && !LM.buckled && !(!T.footstep || LM.movement_type & (VENTCRAWLING | FLYING))) //play crawling sound if we're lying
playsound(T, 'sound/effects/footstep/crawl1.ogg', 15 * v)
playsound(T, 'sound/effects/footstep/crawl1.ogg', 15 * volume)
return
if(HAS_TRAIT(LM, TRAIT_SILENT_STEP))
@@ -30,79 +56,83 @@
var/mob/living/carbon/C = LM
if(!C.get_bodypart(BODY_ZONE_L_LEG) && !C.get_bodypart(BODY_ZONE_R_LEG))
return
if(ishuman(C) && C.m_intent == MOVE_INTENT_WALK)
v /= 2
e -= 5
if(C.m_intent == MOVE_INTENT_WALK)
return
steps++
if(steps >= 3)
if(steps >= 6)
steps = 0
else
if(steps % 2)
return
if(prob(80) && !LM.has_gravity(T)) // don't need to step as often when you hop around
if(steps != 0 && !LM.has_gravity(T)) // don't need to step as often when you hop around
return
return T
//begin playsound shenanigans//
//for barefooted non-clawed mobs like monkeys
if(isbarefoot(LM))
playsound(T, pick(GLOB.barefootstep[T.barefootstep][1]),
GLOB.barefootstep[T.barefootstep][2] * v,
TRUE,
GLOB.barefootstep[T.barefootstep][3] + e)
/datum/component/footstep/proc/play_simplestep()
var/turf/open/T = prepare_step()
if(!T)
return
//for xenomorphs, dogs, and other clawed mobs
if(isclawfoot(LM))
if(isalienadult(LM)) //xenos are stealthy and get quieter footsteps
v /= 3
e -= 5
playsound(T, pick(GLOB.clawfootstep[T.clawfootstep][1]),
GLOB.clawfootstep[T.clawfootstep][2] * v,
TRUE,
GLOB.clawfootstep[T.clawfootstep][3] + e)
if(isfile(footstep_sounds) || istext(footstep_sounds))
playsound(T, footstep_sounds, volume)
return
//for megafauna and other large and imtimidating mobs such as the bloodminer
if(isheavyfoot(LM))
playsound(T, pick(GLOB.heavyfootstep[T.heavyfootstep][1]),
GLOB.heavyfootstep[T.heavyfootstep][2] * v,
TRUE,
GLOB.heavyfootstep[T.heavyfootstep][3] + e)
var/turf_footstep
switch(footstep_type)
if(FOOTSTEP_MOB_CLAW)
turf_footstep = T.clawfootstep
if(FOOTSTEP_MOB_BAREFOOT)
turf_footstep = T.barefootstep
if(FOOTSTEP_MOB_HEAVY)
turf_footstep = T.heavyfootstep
if(FOOTSTEP_MOB_SHOE)
turf_footstep = T.footstep
if(!turf_footstep)
return
playsound(T, pick(footstep_sounds[turf_footstep][1]), footstep_sounds[turf_footstep][2] * volume, TRUE, footstep_sounds[turf_footstep][3] + e_range)
//for slimes
if(isslime(LM))
playsound(T, 'sound/effects/footstep/slime1.ogg', 15 * v)
/datum/component/footstep/proc/play_humanstep()
var/turf/open/T = prepare_step()
if(!T)
return
//for (simple) humanoid mobs (clowns, russians, pirates, etc.)
if(isshoefoot(LM))
if(!ishuman(LM))
playsound(T, pick(GLOB.footstep[T.footstep][1]),
GLOB.footstep[T.footstep][2] * v,
TRUE,
GLOB.footstep[T.footstep][3] + e)
return
if(ishuman(LM)) //for proper humans, they're special
var/mob/living/carbon/human/H = LM
var/feetCover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET) || (H.shoes && (H.shoes.body_parts_covered & FEET)))
if (H.dna.features["taur"] == "Naga" || H.dna.features["taur"] == "Tentacle") //are we a naga or tentacle taur creature
playsound(T, 'sound/effects/footstep/crawl1.ogg', 15 * v)
var/mob/living/carbon/human/H = parent
var/list/L = GLOB.barefootstep
var/turf_footstep = T.barefootstep
var/special = FALSE
if(H.physiology.footstep_type)
switch(H.physiology.footstep_type)
if(FOOTSTEP_MOB_CLAW)
turf_footstep = T.clawfootstep
L = GLOB.clawfootstep
if(FOOTSTEP_MOB_BAREFOOT)
turf_footstep = T.barefootstep
L = GLOB.barefootstep
if(FOOTSTEP_MOB_HEAVY)
turf_footstep = T.heavyfootstep
L = GLOB.heavyfootstep
if(FOOTSTEP_MOB_SHOE)
turf_footstep = T.footstep
L = GLOB.footstep
if(FOOTSTEP_MOB_SLIME)
playsound(T, 'sound/effects/footstep/slime1.ogg', 50 * volume)
return
if(FOOTSTEP_MOB_CRAWL)
playsound(T, 'sound/effects/footstep/crawl1.ogg', 50 * volume)
return
special = TRUE
else
var/feetCover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET) || (H.shoes && (H.shoes.body_parts_covered & FEET)))
if(feetCover) //are we wearing shoes
playsound(T, pick(GLOB.footstep[T.footstep][1]),
GLOB.footstep[T.footstep][2] * volume,
TRUE,
GLOB.footstep[T.footstep][3] + e_range)
return
if(feetCover) //are we wearing shoes
playsound(T, pick(GLOB.footstep[T.footstep][1]),
GLOB.footstep[T.footstep][2] * v,
TRUE,
GLOB.footstep[T.footstep][3] + e)
if(!feetCover) //are we NOT wearing shoes
playsound(T, pick(GLOB.barefootstep[T.barefootstep][1]),
GLOB.barefootstep[T.barefootstep][2] * v,
TRUE,
GLOB.barefootstep[T.barefootstep][3] + e)
if(!special && H.dna.species.special_step_sounds)
playsound(T, pick(H.dna.species.special_step_sounds), 50, TRUE)
else
playsound(T, pick(L[turf_footstep][1]),
L[turf_footstep][2] * volume,
TRUE,
L[turf_footstep][3] + e_range)
+49 -53
View File
@@ -1,41 +1,52 @@
#define ECSTATIC_SANITY_PEN -1
#define SLIGHT_INSANITY_PEN 1
#define MINOR_INSANITY_PEN 5
#define MAJOR_INSANITY_PEN 10
#define MOOD_INSANITY_MALUS 0.0054 // per point of sanity below SANITY_DISTURBED, a 40% debuff to skills at rock bottom depression.
#define MOOD_INSANITY_MALUS 0.13 // 13% debuff per sanity_level above the default of 4 (higher is worser), overall a 39% debuff to skills at rock bottom depression.
/datum/component/mood
var/mood //Real happiness
var/sanity = 100 //Current sanity
var/shown_mood //Shown happiness, this is what others can see when they try to examine you, prevents antag checking by noticing traitors are always very happy.
var/mood_level = 5 //To track what stage of moodies they're on
var/sanity_level = 5 //To track what stage of sanity they're on
var/sanity_level = 3 //To track what stage of sanity they're on
var/mood_modifier = 1 //Modifier to allow certain mobs to be less affected by moodlets
var/list/datum/mood_event/mood_events = list()
var/insanity_effect = 0 //is the owner being punished for low mood? If so, how much?
var/obj/screen/mood/screen_obj
var/datum/skill_modifier/bad_mood/malus
var/datum/skill_modifier/great_mood/bonus
var/static/malus_id = 0
var/static/list/free_maluses = list()
/datum/component/mood/Initialize()
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
START_PROCESSING(SSmood, src)
var/mob/living/owner = parent
if(owner.stat != DEAD)
START_PROCESSING(SSdcs, src)
RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT, .proc/add_event)
RegisterSignal(parent, COMSIG_CLEAR_MOOD_EVENT, .proc/clear_event)
RegisterSignal(parent, COMSIG_MODIFY_SANITY, .proc/modify_sanity)
RegisterSignal(parent, COMSIG_LIVING_REVIVE, .proc/on_revive)
RegisterSignal(parent, COMSIG_MOB_HUD_CREATED, .proc/modify_hud)
var/mob/living/owner = parent
RegisterSignal(parent, COMSIG_MOB_DEATH, .proc/stop_processing)
if(owner.hud_used)
modify_hud()
var/datum/hud/hud = owner.hud_used
hud.show_hud(hud.hud_version)
/datum/component/mood/Destroy()
STOP_PROCESSING(SSmood, src)
STOP_PROCESSING(SSdcs, src)
unmodify_hud()
return ..()
/datum/component/mood/proc/stop_processing()
STOP_PROCESSING(SSdcs, src)
/datum/component/mood/proc/print_mood(mob/user)
var/msg = "<span class='info'>*---------*\n<EM>Your current mood</EM>\n"
msg += "<span class='notice'>My mental status: </span>" //Long term
@@ -127,7 +138,7 @@
else
screen_obj.icon_state = "mood[mood_level]"
/datum/component/mood/process() //Called on SSmood process
/datum/component/mood/process() //Called on SSdcs process
if(QDELETED(parent)) // workaround to an obnoxious sneaky periodical runtime.
qdel(src)
return
@@ -167,13 +178,13 @@
else if(sanity > maximum && amount > sanity - 0.5)
amount = sanity - 0.5
var/old_sanity = sanity
// Disturbed stops you from getting any more sane
if(HAS_TRAIT(master, TRAIT_UNSTABLE))
sanity = min(amount,sanity)
else
sanity = amount
var/old_sanity_level = sanity_level
switch(sanity)
if(-INFINITY to SANITY_CRAZY)
setInsanityEffect(MAJOR_INSANITY_PEN)
@@ -196,27 +207,43 @@
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
sanity_level = 2
if(SANITY_GREAT+1 to INFINITY)
setInsanityEffect(0)
setInsanityEffect(ECSTATIC_SANITY_PEN) //It's not a penalty but w/e
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
sanity_level = 1
if(old_sanity > 1 && sanity == 1)
RegisterSignal(master, COMSIG_MOB_SKILL_GET_AFFINITY, .proc/on_get_skill_affinity)
else if(old_sanity == 1 && sanity > 1)
UnregisterSignal(master, COMSIG_MOB_SKILL_GET_AFFINITY)
if(sanity_level != old_sanity_level)
if(sanity_level >= 4)
if(!malus)
if(!length(free_maluses))
ADD_SKILL_MODIFIER_BODY(/datum/skill_modifier/bad_mood, malus_id++, master, malus)
else
malus = pick_n_take(free_maluses)
if(master.mind)
master.mind.add_skill_modifier(malus.identifier)
else
malus.RegisterSignal(master, COMSIG_MOB_ON_NEW_MIND, /datum/skill_modifier.proc/on_mob_new_mind, TRUE)
malus.value_mod = malus.level_mod = 1 - (sanity_level - 3) * MOOD_INSANITY_MALUS
else if(malus)
if(master.mind)
master.mind.remove_skill_modifier(malus.identifier)
else
malus.UnregisterSignal(master, COMSIG_MOB_ON_NEW_MIND)
free_maluses += malus
malus = null
//update_mood_icon()
/datum/component/mood/proc/setInsanityEffect(newval)//More code so that the previous proc works
if(newval == insanity_effect)
return
//var/mob/living/master = parent
//master.crit_threshold = (master.crit_threshold - insanity_effect) + newval
if(!insanity_effect && newval)
RegisterSignal(parent, COMSIG_MOB_ACTION_SKILL_MOD, .proc/on_mob_action_skill_mod)
RegisterSignal(parent, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD, .proc/on_item_action_skills_mod)
else if(insanity_effect && !newval)
UnregisterSignal(parent, list(COMSIG_MOB_ACTION_SKILL_MOD, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD))
var/mob/living/L = parent
if(newval == ECSTATIC_SANITY_PEN && !bonus)
ADD_SKILL_MODIFIER_BODY(/datum/skill_modifier/great_mood, null, L, bonus)
else if(bonus)
REMOVE_SKILL_MODIFIER_BODY(/datum/skill_modifier/great_mood, null, L)
bonus = null
insanity_effect = newval
/datum/component/mood/proc/modify_sanity(datum/source, amount, minimum = SANITY_INSANE, maximum = SANITY_AMAZING)
@@ -294,46 +321,15 @@
if(0 to NUTRITION_LEVEL_STARVING)
add_event(null, "nutrition", /datum/mood_event/starving)
///Called when parent is ahealed.
///Called when parent is revived.
/datum/component/mood/proc/on_revive(datum/source, full_heal)
START_PROCESSING(SSdcs, src)
if(!full_heal)
return
remove_temp_moods()
setSanity(initial(sanity))
/datum/component/mood/proc/on_mob_action_skill_mod(mob/source, list/skill_args, list/mod_values)
var/datum/skill/S = GLOB.skill_datums[skill_args[ACTION_SKILL_MOD_SKILL]]
if(!(S.skill_flags & SKILL_USE_MOOD))
return
var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS
mod_values[MOD_VALUES_SKILL_MOD] *= skill_args[ACTION_SKILL_MOD_IS_MULTI] ? debuff : 1/debuff
/datum/component/mood/proc/on_item_action_skills_mod(mob/source, list/skill_args, list/mod_values)
if(skill_args[ITEM_SKILLS_MOD_BAD_FLAGS] & SKILL_USE_MOOD)
return
var/divisor = mod_values[MOD_VALUES_ITEM_SKILLS_DIV]
if(!divisor)
return
var/obj/item/I = skill_args[ITEM_SKILLS_MOD_ITEM]
var/list/L = mod_values[MOD_VALUES_ITEM_SKILLS_CHECKED]
var/skills_len = length(L)
var/affected_skills = skills_len
for(var/k in L)
var/datum/skill/S = k
var/our_flags = I.used_skills[S.type]|S.skill_flags
if(!(our_flags & SKILL_USE_MOOD))
affected_skills--
if(!affected_skills)
return
var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS * (affected_skills/skills_len)
mod_values[MOD_VALUES_ITEM_SKILLS_SUM] *= skill_args[ITEM_SKILLS_MOD_IS_MULTI] ? debuff : 1/debuff
/datum/component/mood/proc/on_get_skill_affinity(mob/source, skill_path, list/return_value)
var/datum/skill/S = GLOB.skill_datums[skill_path]
if(!S || !(S.skill_flags & SKILL_TRAIN_MOOD))
return
return_value[1] *= SKILL_AFFINITY_MOOD_BONUS
#undef ECSTATIC_SANITY_PEN
#undef SLIGHT_INSANITY_PEN
#undef MINOR_INSANITY_PEN
#undef MAJOR_INSANITY_PEN
+8 -5
View File
@@ -353,8 +353,12 @@
/datum/component/storage/proc/_remove_and_refresh(datum/source, atom/movable/thing)
_removal_reset(thing)
if(LAZYACCESS(ui_item_blocks, thing))
qdel(ui_item_blocks[thing])
var/obj/screen/storage/volumetric_box/center/C = ui_item_blocks[thing]
for(var/i in can_see_contents()) //runtimes result if mobs can access post deletion.
var/mob/M = i
M.client?.screen -= C.on_screen_objects()
ui_item_blocks -= thing
qdel(C)
refresh_mob_views()
//Call this proc to handle the removal of an item from the storage item. The item will be moved to the new_location target, if that is null it's being deleted
@@ -567,10 +571,9 @@
return
if(rustle_sound)
playsound(parent, "rustle", 50, 1, -5)
for(var/mob/viewing in viewers(user, null))
if(M == viewing)
to_chat(usr, "<span class='notice'>You put [I] [insert_preposition]to [parent].</span>")
else if(in_range(M, viewing)) //If someone is standing close enough, they can tell what it is...
to_chat(user, "<span class='notice'>You put [I] [insert_preposition]to [parent].</span>")
for(var/mob/viewing in fov_viewers(world.view, user)-M)
if(in_range(M, viewing)) //If someone is standing close enough, they can tell what it is...
viewing.show_message("<span class='notice'>[M] puts [I] [insert_preposition]to [parent].</span>", MSG_VISUAL)
else if(I && I.w_class >= 3) //Otherwise they can only see large or normal items from a distance...
viewing.show_message("<span class='notice'>[M] puts [I] [insert_preposition]to [parent].</span>", MSG_VISUAL)
+10 -6
View File
@@ -92,6 +92,8 @@
var/list/volume_by_item = list()
var/list/percentage_by_item = list()
for(var/obj/item/I in contents)
if(QDELETED(I))
continue
volume = I.get_w_volume()
used += volume
volume_by_item[I] = volume
@@ -123,6 +125,7 @@
var/obj/item/I
// start at this pixel from screen_start_x.
var/current_pixel = VOLUMETRIC_STORAGE_EDGE_PADDING
var/first = TRUE
var/row = 1
LAZYINITLIST(ui_item_blocks)
@@ -140,10 +143,10 @@
addrow = TRUE
// now that we have pixels_to_use, place our thing and add it to the returned list.
B.screen_loc = I.screen_loc = "[screen_start_x]:[round(current_pixel + (pixels_to_use * 0.5) + VOLUMETRIC_STORAGE_ITEM_PADDING, 1)],[screen_start_y+row-1]:[screen_pixel_y]"
B.screen_loc = I.screen_loc = "[screen_start_x]:[round(current_pixel + (pixels_to_use * 0.5) + (first? 0 : VOLUMETRIC_STORAGE_ITEM_PADDING), 1)],[screen_start_y+row-1]:[screen_pixel_y]"
// add the used pixels to pixel after we place the object
current_pixel += pixels_to_use + VOLUMETRIC_STORAGE_ITEM_PADDING
current_pixel += pixels_to_use + (first? 0 : VOLUMETRIC_STORAGE_ITEM_PADDING)
first = FALSE //apply padding to everything after this
// set various things
B.set_pixel_size(pixels_to_use)
@@ -163,6 +166,7 @@
// go up a row if needed
if(addrow)
row++
first = TRUE //first in the row, don't apply between-item padding.
current_pixel = VOLUMETRIC_STORAGE_EDGE_PADDING
// Then, continuous section.
@@ -233,7 +237,7 @@
if(!M.client)
return TRUE
UnregisterSignal(M, COMSIG_MOB_CLIENT_LOGOUT)
M.client.screen -= list(ui_boxes, ui_close, ui_left, ui_continuous) + get_ui_item_objects_hide()
M.client.screen -= list(ui_boxes, ui_close, ui_left, ui_continuous) + get_ui_item_objects_hide(M)
if(M.active_storage == src)
M.active_storage = null
LAZYREMOVE(is_using, M)
@@ -249,8 +253,8 @@
/**
* Gets the ui item objects to ui_hide.
*/
/datum/component/storage/proc/get_ui_item_objects_hide()
if(!volumetric_ui())
/datum/component/storage/proc/get_ui_item_objects_hide(mob/M)
if(!volumetric_ui() || M.client?.prefs?.no_tetris_storage)
var/atom/real_location = real_location()
return real_location.contents
else
+7 -1
View File
@@ -145,4 +145,10 @@
return !is_mouth_covered()
/mob/living/carbon/CanSpreadAirborneDisease()
return !((head && (head.flags_cover & HEADCOVERSMOUTH) && (head.armor.getRating("bio") >= 25)) || (wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH) && (wear_mask.armor.getRating("bio") >= 25)))
return !((head && (head.flags_cover & HEADCOVERSMOUTH) && (head.armor.getRating("bio") >= 25)) || (wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH) && (wear_mask.armor.getRating("bio") >= 25)))
/mob/living/proc/set_shocked()
flags_1 |= SHOCKED_1
/mob/living/proc/reset_shocked()
flags_1 &= ~ SHOCKED_1
+12 -1
View File
@@ -48,8 +48,8 @@
destination.dna.uni_identity = uni_identity
destination.dna.blood_type = blood_type
destination.dna.skin_tone_override = skin_tone_override
destination.set_species(species.type, icon_update=0)
destination.dna.features = features.Copy()
destination.set_species(species.type, icon_update=0)
destination.dna.real_name = real_name
destination.dna.nameless = nameless
destination.dna.custom_species = custom_species
@@ -252,6 +252,17 @@
construct_block(GLOB.mam_body_markings_list.Find(features["mam_body_markings"]), GLOB.mam_body_markings_list.len)
if(DNA_TAUR_BLOCK)
construct_block(GLOB.taur_list.Find(features["taur"]), GLOB.taur_list.len)
if(species.mutant_bodyparts["taur"] && ishuman(holder))
var/datum/sprite_accessory/taur/T = GLOB.taur_list[features["taur"]]
switch(T?.taur_mode)
if(STYLE_HOOF_TAURIC)
H.physiology.footstep_type = FOOTSTEP_MOB_SHOE
if(STYLE_PAW_TAURIC)
H.physiology.footstep_type = FOOTSTEP_MOB_CLAW
if(STYLE_SNEK_TAURIC)
H.physiology.footstep_type = FOOTSTEP_MOB_CRAWL
else
H.physiology.footstep_type = null
//Please use add_mutation or activate_mutation instead
/datum/dna/proc/force_give(datum/mutation/human/HM)
+42
View File
@@ -0,0 +1,42 @@
#define SHORT 4/5
#define TALL 5/4
///Very similar to squish, but for dwarves and shorties
/datum/element/dwarfism
element_flags = ELEMENT_DETACH|ELEMENT_BESPOKE
id_arg_index = 2
var/comsig
var/list/attached_targets = list()
/datum/element/dwarfism/Attach(datum/target, comsig, comsig_target)
. = ..()
if(!isliving(target))
return ELEMENT_INCOMPATIBLE
src.comsig = comsig
var/mob/living/L = target
if(L.lying != 0)
L.transform = L.transform.Scale(SHORT, 1)
else
L.transform = L.transform.Scale(1, SHORT)
attached_targets[target] = comsig_target
RegisterSignal(target, comsig, .proc/check_loss) //Second arg of the signal will be checked against the comsig_target.
/datum/element/dwarfism/proc/check_loss(mob/living/L, comsig_target)
if(attached_targets[L] == comsig_target)
Detach(L)
/datum/element/dwarfism/Detach(mob/living/L)
. = ..()
if(QDELETED(L))
return
if(L.lying != 0)
L.transform = L.transform.Scale(TALL, 1)
else
L.transform = L.transform.Scale(1, TALL)
UnregisterSignal(L, comsig)
attached_targets -= L
#undef SHORT
#undef TALL
+1 -1
View File
@@ -41,7 +41,7 @@
return
//we want to delay the effect to be displayed after the mob is petted, not before.
switch(user.a_intent)
if(INTENT_HARM, INTENT_DISARM)
if(INTENT_HARM)
addtimer(CALLBACK(src, .proc/kick_the_dog, source, user), 1)
if(INTENT_HELP)
addtimer(CALLBACK(src, .proc/pet_the_dog, source, user), 1)
+11 -7
View File
@@ -5,16 +5,18 @@
var/list/testmerge = list()
/datum/getrev/New()
commit = rustg_git_revparse("HEAD")
if(commit)
date = rustg_git_commit_date(commit)
originmastercommit = rustg_git_revparse("origin/master")
/datum/getrev/proc/load_tgs_info()
testmerge = world.TgsTestMerges()
var/datum/tgs_revision_information/revinfo = world.TgsRevision()
if(revinfo)
commit = revinfo.commit
originmastercommit = revinfo.origin_commit
else
commit = rustg_git_revparse("HEAD")
if(commit)
date = rustg_git_commit_date(commit)
originmastercommit = rustg_git_revparse("origin/master")
date = rustg_git_commit_date(commit)
// goes to DD log and config_error.txt
log_world(get_log_message())
@@ -77,7 +79,9 @@
msg += "No commit information"
if(world.TgsAvailable())
var/datum/tgs_version/version = world.TgsVersion()
msg += "Server tools version: [version.raw_parameter]"
msg += "TGS version: [version.raw_parameter]"
var/datum/tgs_version/api_version = world.TgsApiVersion()
msg += "DMAPI version: [api_version.raw_parameter]"
// Game mode odds
msg += "<br><b>Current Informational Settings:</b>"
@@ -121,4 +125,4 @@
if(probabilities[ctag] > 0)
var/percentage = round(probabilities[ctag] / sum * 100, 0.1)
msg += "[ctag] [percentage]%"
to_chat(src, msg.Join("<br>"))
to_chat(src, msg.Join("<br>"))
+1 -1
View File
@@ -67,7 +67,7 @@
var/datum/skill_holder/skill_holder
/datum/mind/New(var/key)
skill_holder = new(src)
skill_holder = new()
src.key = key
soulOwner = src
martial_art = default_martial_art
@@ -248,7 +248,7 @@
description = "<span class='boldwarning'>Something I recently ate was horrifyingly disgusting.</span>\n"
mood_change = -5
timeout = 5 MINUTES
/datum/mood_event/nanite_sadness
description = "<span class='warning robot'>+++++++HAPPINESS SUPPRESSION+++++++</span>\n"
mood_change = -7
@@ -256,3 +256,7 @@
/datum/mood_event/nanite_sadness/add_effects(message)
description = "<span class='warning robot'>+++++++[message]+++++++</span>\n"
/datum/mood_event/artbad
description = "<span class='warning'>I've produced better art than that from my ass.</span>\n"
mood_change = -2
timeout = 1200
@@ -182,3 +182,17 @@
description = "<span class='nicegreen'>What a peculiar emblem. It makes me feel hopeful for my future.</span>\n"
mood_change = 5
/datum/mood_event/artok
description = "<span class='nicegreen'>It's nice to see people are making art around here.</span>\n"
mood_change = 2
timeout = 2 MINUTES
/datum/mood_event/artgood
description = "<span class='nicegreen'>What a thought-provoking piece of art. I'll remember that for a while.</span>\n"
mood_change = 3
timeout = 3 MINUTES
/datum/mood_event/artgreat
description = "<span class='nicegreen'>That work of art was so great it made me believe in the goodness of humanity. Says a lot in a place like this.</span>\n"
mood_change = 4
timeout = 4 MINUTES
+2 -1
View File
@@ -117,7 +117,8 @@
owner.apply_overlay(layer_used)
if(power)
owner.RemoveSpell(power)
qdel(src)
qdel(power)
SEND_SIGNAL(owner, COMSIG_HUMAN_MUTATION_LOSS, src)
return 0
return 1
+1 -1
View File
@@ -82,7 +82,7 @@
if(..())
return
ADD_TRAIT(owner, TRAIT_DWARF, GENETIC_MUTATION)
owner.transform = owner.transform.Scale(1, 0.8)
AddElement(/datum/element/dwarfism, COMSIG_HUMAN_MUTATION_LOSS, src)
passtable_on(owner, GENETIC_MUTATION)
owner.visible_message("<span class='danger'>[owner] suddenly shrinks!</span>", "<span class='notice'>Everything around you seems to grow..</span>")
+1 -1
View File
@@ -12,5 +12,5 @@
to_chat(usr, "<span class='warning'>How do you check the skills of [(usr == src)? "yourself when you are" : "something"] without the capability for skills? (PROBABLY A BUG, PRESS F1.)</span>")
return
var/datum/browser/B = new(usr, "skilldisplay_[REF(src)]", "Skills of [src]")
B.set_content(mind.skill_holder.html_readout())
B.set_content(mind.skill_html_readout())
B.open()
+19 -26
View File
@@ -9,19 +9,10 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
S = new path
.[S.type] = S
/proc/sanitize_skill_value(path, value)
var/datum/skill/S = GLOB.skill_datums[path]
// don't check, if we runtime let it happen.
return S.sanitize_value(value)
/proc/is_skill_value_greater(path, existing, new_value)
var/datum/skill/S = GLOB.skill_datums[path]
// don't check, if we runtime let it happen.
return S.is_value_greater(existing, new_value)
/**
* Skill datums
*/
/datum/skill
/// Our name
var/name
@@ -29,16 +20,20 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
var/desc
/// Color of the name as shown in the html readout
var/name_color = "#F0F0F0" // White on dark surface.
/// Our progression type
/// Our progression type. These are mostly used to skip typechecks overhead, don't go around messing with these.
var/progression_type
/// Abstract type
var/abstract_type = /datum/skill
/// skill threshold used in generic skill modifiers calculations.
var/list/competency_thresholds = list(0, 0, 0)
/// Multiplier of the difference of the holder skill value and the selected threshold.
var/list/competency_mults = list(0, 0, 0)
/// In which way this skil can affect or be affected through actions.
var/skill_flags = SKILL_USE_MOOD|SKILL_TRAIN_MOOD
/// List of max levels. Only used in level skills, but present here for helper macros.
var/max_levels = INFINITY
/// skill threshold used in generic skill competency operations.
var/list/competency_thresholds
/// Base multiplier used in skill competency operations.
var/base_multiplier = 1
/// Value added to the base multiplier depending on overall competency compared to maximum value/level.
var/competency_multiplier = 1
/// A list of ways this skill can affect or be affected through actions and skill modifiers.
var/list/skill_traits = list(SKILL_SANITY, SKILL_INTELLIGENCE)
/**
* Ensures what someone's setting as a value for this skill is valid.
@@ -73,8 +68,7 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
/datum/skill/binary
abstract_type = /datum/skill/binary
progression_type = SKILL_PROGRESSION_BINARY
competency_thresholds = list(FALSE, TRUE, TRUE)
competency_mults = list(0.5, 0.5, 0.5)
competency_thresholds = list(THRESHOLD_COMPETENT = FALSE, THRESHOLD_EXPERT = TRUE, THRESHOLD_MASTER = TRUE)
/datum/skill/binary/sanitize_value(new_value)
return new_value? TRUE : FALSE
@@ -85,6 +79,7 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
/datum/skill/numerical
abstract_type = /datum/skill/numerical
progression_type = SKILL_PROGRESSION_NUMERICAL
competency_thresholds = list(THRESHOLD_COMPETENT = 25, THRESHOLD_EXPERT = 50, THRESHOLD_MASTER = 75)
/// Max value of this skill
var/max_value = 100
/// Min value of this skill
@@ -114,9 +109,9 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
/datum/skill/level
abstract_type = /datum/skill/level
progression_type = SKILL_PROGRESSION_LEVEL
max_levels = STD_MAX_LVL
var/standard_xp_lvl_up = STD_XP_LVL_UP //the standard required to level up. def: 100
var/xp_lvl_multiplier = STD_XP_LVL_MULTI //standard required level up exp multiplier. def: 2 (100, 200, 400, 800 etc.)
var/max_levels = STD_MAX_LVL
var/level_up_method = STANDARD_LEVEL_UP //how levels are calculated.
var/list/levels = list() //level thresholds, if associative, these will be preceded by tiers such as "novice" or "trained"
var/associative = FALSE //See above.
@@ -177,18 +172,17 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
var/current_lvl_xp_sum = 0
if(level)
current_lvl_xp_sum = associative ? levels[levels[level]] : levels[level]
var/next_index = max(max_levels, level+1)
var/next_index = min(max_levels, level+1)
var/next_lvl_xp = associative ? levels[levels[next_index]] : levels[next_index]
if(next_lvl_xp > current_lvl_xp_sum)
next_lvl_xp -= current_lvl_xp_sum
return "[associative ? current_lvl : "Lvl. [current_lvl]"] ([value - current_lvl_xp_sum]/[next_lvl_xp])[level == max_levels ? " \[MAX!\]" : ""]"
/datum/skill/level/job
abstract_type = /datum/skill/level/job
levels = list("Basic", "Trained", "Experienced", "Master")
competency_thresholds = list(JOB_SKILL_TRAINED, JOB_SKILL_EXPERT, JOB_SKILL_MASTER)
competency_mults = list(0.15, 0.1, 0.1)
competency_thresholds = list(THRESHOLD_COMPETENT = JOB_SKILL_TRAINED, THRESHOLD_EXPERT = JOB_SKILL_EXPERT, THRESHOLD_MASTER = JOB_SKILL_MASTER)
associative = TRUE
//quite the reference, no?
@@ -202,7 +196,6 @@ GLOBAL_LIST_INIT_TYPED(skill_datums, /datum/skill, init_skill_datums())
"Proficient", "Talented", "Adept", "Expert",
"Professional", "Accomplished", "Great", "Master",
"High Master", "Grand Master", "Legendary")
competency_thresholds = list(DORF_SKILL_COMPETENT, DORF_SKILL_EXPERT, DORF_SKILL_MASTER)
competency_mults = list(0.15, 0.1, 0.08)
competency_thresholds = list(THRESHOLD_COMPETENT = DORF_SKILL_COMPETENT, THRESHOLD_EXPERT = DORF_SKILL_EXPERT, THRESHOLD_MASTER = DORF_SKILL_MASTER)
associative = TRUE
unskilled_tier = "Dabbling"
+86 -59
View File
@@ -1,8 +1,8 @@
/**
* Skill holder datums
* All procs are tied to the mind, since they are always expected to have a skill holder anyway.
*/
/datum/skill_holder
var/datum/mind/owner
/// Our list of skills and values. Lazylist. Associative. Keys are datum typepaths to the skill.
var/list/skills
/// Same as [skills] but affinities, which are multiplied to increase amount when gaining skills.
@@ -10,66 +10,87 @@
/// Let's say we want to get a specific skill "level" without looping through a proc everytime.
/// Only supported by skills with tiers or levels.
var/list/skill_levels
/datum/skill_holder/New(datum/mind/M)
. = ..()
owner = M
/// current skill modifiers lists, per value, affinity, level.
var/list/skill_value_mods
var/list/skill_affinity_mods
var/list/skill_level_mods
/// List of all current skill modifiers, so we don't add the same ones twice.
var/list/all_current_skill_modifiers
/// List of original values stored at the time a modifier with the MODIFIER_SKILL_ORIGIN_DIFF enabled was added.
var/list/original_values
var/list/original_affinities
var/list/original_levels
/**
* Grabs the value of a skill.
*/
/datum/skill_holder/proc/get_skill_value(skill)
/datum/mind/proc/get_skill_value(skill, apply_modifiers = TRUE)
if(!ispath(skill))
CRASH("Invalid get_skill_value call. Use typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
if(!skills)
return null
return skills[skill]
if(!skill_holder.skills)
. = 0
else
. = skill_holder.skills[skill] || 0
if(apply_modifiers && skill_holder.skill_value_mods)
var/L = LAZYACCESS(skill_holder.skill_value_mods, skill)
for(var/k in L)
var/datum/skill_modifier/M = GLOB.skill_modifiers[k]
. = M.apply_modifier(., skill, skill_holder, MODIFIER_TARGET_VALUE)
/**
* Grabs the level of a skill. Only supported by skills with tiers or levels.
*/
/datum/skill_holder/proc/get_skill_level(skill)
/datum/mind/proc/get_skill_level(skill, apply_modifiers = TRUE, round = FALSE)
if(!ispath(skill, /datum/skill))
CRASH("Invalid get_skill_value call. Use skill typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
if(!skill_levels)
return 0
return skill_levels[skill]
if(!skill_holder.skill_levels)
. = 0
else
. = skill_holder.skill_levels[skill] || 0
if(apply_modifiers && skill_holder.skill_level_mods)
var/L = LAZYACCESS(skill_holder.skill_level_mods, skill)
for(var/k in L)
var/datum/skill_modifier/M = GLOB.skill_modifiers[k]
. = M.apply_modifier(., skill, skill_holder, MODIFIER_TARGET_LEVEL)
. = SANITIZE_SKILL_LEVEL(skill, round ? round(., 1) : .)
/**
* Grabs our affinity for a skill. !!This is a multiplier!!
*/
/datum/skill_holder/proc/get_skill_affinity(skill)
/datum/mind/proc/get_skill_affinity(skill, apply_modifiers = TRUE)
. = 1
if(!ispath(skill, /datum/skill))
CRASH("Invalid get_skill_affinity call. Use skill typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
var/affinity = LAZYACCESS(skill_affinities, skill)
var/affinity = LAZYACCESS(skill_holder.skill_affinities, skill)
if(!isnull(affinity))
. = affinity
var/list/wrapped = list(.)
SEND_SIGNAL(owner.current, COMSIG_MOB_SKILL_GET_AFFINITY, skill, wrapped)
. = wrapped[1]
if(apply_modifiers && skill_holder.skill_affinity_mods)
var/L = LAZYACCESS(skill_holder.skill_affinity_mods, skill)
for(var/k in L)
var/datum/skill_modifier/M = GLOB.skill_modifiers[k]
. = M.apply_modifier(., skill, skill_holder, MODIFIER_TARGET_AFFINITY)
/**
* Sets the value of a skill.
*/
/datum/skill_holder/proc/set_skill_value(skill, value, silent = FALSE)
/datum/mind/proc/set_skill_value(skill, value, silent = FALSE)
if(!ispath(skill, /datum/skill))
CRASH("Invalid set_skill_value call. Use skill typepaths.") //until a time when we somehow need text ids for dynamic skills, I'm enforcing this.
var/datum/skill/S = GLOB.skill_datums[skill]
value = S.sanitize_value(value)
if(!isnull(value))
LAZYINITLIST(skills)
S.set_skill_value(src, value, owner, silent)
LAZYINITLIST(skill_holder.skills)
S.set_skill_value(skill_holder, value, src, silent)
return TRUE
return FALSE
/**
* Boosts a skill to a value if not aobve
*/
/datum/skill_holder/proc/boost_skill_value_to(skill, value, silent = FALSE)
var/current = get_skill_value(skill)
if(!is_skill_value_greater(skill, current, value))
/datum/mind/proc/boost_skill_value_to(skill, value, silent = FALSE, current)
current = current || get_skill_value(skill, FALSE)
if(!IS_SKILL_VALUE_GREATER(skill, current, value))
return FALSE
set_skill_value(skill, value, silent)
return TRUE
@@ -78,20 +99,20 @@
* Automatic skill increase, multiplied by skill affinity if existing.
* Only works if skill is numerical.
*/
/datum/skill_holder/proc/auto_gain_experience(skill, value, maximum, silent = FALSE)
/datum/mind/proc/auto_gain_experience(skill, value, maximum, silent = FALSE)
if(!ispath(skill, /datum/skill))
CRASH("Invalid set_skill_value call. Use skill typepaths.")
var/datum/skill/S = GLOB.skill_datums[skill]
if(S.progression_type != SKILL_PROGRESSION_NUMERICAL && S.progression_type != SKILL_PROGRESSION_LEVEL)
CRASH("You cannot auto increment a non numerical(experience skill!")
var/current = get_skill_value(skill)
var/current = get_skill_value(skill, FALSE)
var/affinity = get_skill_affinity(skill)
var/target_value = current + (value * affinity)
if(maximum)
target_value = max(target_value, maximum)
target_value = min(target_value, maximum)
if(target_value == maximum) //no more experience to gain, early return.
return
boost_skill_value_to(skill, target_value, silent)
boost_skill_value_to(skill, target_value, silent, current)
/**
* Generic value modifier proc that uses one skill.
@@ -100,22 +121,23 @@
* * threshold : The difficulty of the action, in short. Refer to __DEFINES/skills/defines.dm for the defines.
* * modifier_is_multiplier : wheter the modifier is a multiplier or a divisor.
*/
/datum/skill_holder/proc/action_skills_mod(skill, value, threshold, modifier_is_multiplier = TRUE)
var/mod
/datum/mind/proc/action_skill_mod(skill, value, threshold, modifier_is_multiplier = TRUE)
var/datum/skill/S = GLOB.skill_datums[skill]
if(!S)
return
return value
var/mod = S.base_multiplier
switch(S.progression_type)
if(SKILL_PROGRESSION_LEVEL)
mod = LAZYACCESS(skill_levels, S.type)
var/datum/skill/level/L = S
var/skill_lvl = get_skill_level(L.type)
mod += skill_lvl/(L.max_levels+max(L.competency_thresholds[threshold]-skill_lvl, 0))*L.competency_multiplier
if(SKILL_PROGRESSION_NUMERICAL)
var/datum/skill/numerical/N = S
var/skill_val = get_skill_value(N.type)
mod += skill_val/(N.max_value+max(N.competency_thresholds[threshold]-skill_val, 0))*N.competency_multiplier
else
mod = LAZYACCESS(skills, S.type)
mod = (1+(mod-S.competency_thresholds[threshold])*S.competency_mults[threshold])
var/list/comsig_values = list(mod)
SEND_SIGNAL(owner.current, COMSIG_MOB_ACTION_SKILL_MOD, args, comsig_values)
mod = comsig_values[MOD_VALUES_SKILL_MOD]
var/comp_threshold = S.competency_thresholds[threshold]
mod += (comp_threshold ? (get_skill_value(S.type) / comp_threshold) : get_skill_value(S.type))*S.competency_multiplier
. = modifier_is_multiplier ? value*mod : value/mod
/**
@@ -123,37 +145,40 @@
* Args:
* * item/I : the item used in this action. its used_skills list variable contains the skills exercised with it.
* * value : the value to modify, may be a delay, damage, probability.
* * flags : the required flags that each skill (either in I.used_skills or the skill datum skill_flags) must have to influence
* * traits : the required traits each skill (either in I.used_skills or the skill datum skill_traits) must have to influence
* * the value.
* * bad_flags : the opposite of the above, skills that must not be present to impact the value.
* * bad_traits : the opposite of the above.
* * modifier_is_multiplier : wheter the modifier is a multiplier or a divisor.
*/
/datum/skill_holder/proc/item_action_skills_mod(obj/item/I, value, flags = NONE, bad_flags = NONE, modifier_is_multiplier = TRUE)
/datum/mind/proc/item_action_skills_mod(obj/item/I, value, traits, bad_traits, modifier_is_multiplier = TRUE)
. = value
var/sum = 0
var/divisor = 0
var/list/checked_skills
for(var/k in I.used_skills)
var/datum/skill/S = GLOB.skill_datums[k]
if(!S)
continue
var/our_flags = (I.used_skills[k]|S.skill_flags)
if((flags && !(our_flags & flags)) || (bad_flags && our_flags & bad_flags))
var/our_traits = S.skill_traits
var/item_traits = I.used_skills[k]
if(item_traits)
our_traits |= item_traits
if((traits && !(our_traits[traits] || length(our_traits & traits))) || (bad_traits && (our_traits[bad_traits] || length(our_traits & bad_traits))))
continue
var/mod
var/mod = S.base_multiplier
switch(S.progression_type)
if(SKILL_PROGRESSION_LEVEL)
mod = LAZYACCESS(skill_levels, S.type)
var/datum/skill/level/L = S
var/skill_lvl = get_skill_level(L.type)
mod += skill_lvl/(L.max_levels+max(L.competency_thresholds[I.skill_difficulty]-skill_lvl, 0))*L.competency_multiplier
if(SKILL_PROGRESSION_NUMERICAL)
var/datum/skill/numerical/N = S
var/skill_val = get_skill_value(N.type)
mod += skill_val/(N.max_value+max(N.competency_thresholds[I.skill_difficulty]-skill_val, 0))*N.competency_multiplier
else
mod = LAZYACCESS(skills, S.type)
sum += 1+(mod - S.competency_thresholds[I.skill_difficulty])*S.competency_mults[I.skill_difficulty]
LAZYADD(checked_skills, S)
var/list/comsig_values = list(sum, divisor, checked_skills)
SEND_SIGNAL(owner.current, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD, args, comsig_values)
sum = comsig_values[MOD_VALUES_ITEM_SKILLS_SUM]
divisor = comsig_values[MOD_VALUES_ITEM_SKILLS_DIV]
var/comp_threshold = S.competency_thresholds[I.skill_difficulty]
mod += (comp_threshold ? (get_skill_value(S.type) / comp_threshold) : get_skill_value(S.type))*S.competency_multiplier
sum += mod
divisor++
if(divisor)
. = modifier_is_multiplier ? value*(sum/divisor) : value/(sum/divisor)
@@ -161,11 +186,13 @@
* Generates a HTML readout of our skills.
* Port to tgui-next when?
*/
/datum/skill_holder/proc/html_readout()
/datum/mind/proc/skill_html_readout()
var/list/out = list("<center><h1>Skills</h1></center><hr>")
out += "<table style=\"width:100%\"><tr><th><b>Skill</b><th><b>Value</b></tr>"
for(var/path in skills)
for(var/path in skill_holder.skills|skill_holder.skill_value_mods|skill_holder.skill_level_mods)
var/datum/skill/S = GLOB.skill_datums[path]
out += "<tr><td><font color='[S.name_color]'>[S.name]</font></td><td>[S.standard_render_value(skills[path], LAZYACCESS(skill_levels, path) || 0)]</td></tr>"
var/skill_value = get_skill_value(path)
var/skill_level = get_skill_level(path, round = TRUE)
out += "<tr><td><font color='[S.name_color]'>[S.name]</font></td><td>[S.standard_render_value(skill_value, skill_level)]</td></tr>"
out += "</table>"
return out.Join("")
+204
View File
@@ -0,0 +1,204 @@
GLOBAL_LIST_EMPTY_TYPED(skill_modifiers, /datum/skill_modifier)
GLOBAL_LIST_EMPTY(potential_skills_per_mod)
GLOBAL_LIST_EMPTY(potential_mods_per_skill)
/**
* Base skill modifier datum, used to modify a player skills without directly touching their values, levels and affinity
* and cause lots of edge cases. These are fairly simple overall... make a subtype though, don't use this one.
*/
/datum/skill_modifier
/// flags for this skill modifier.
var/modifier_flags = NONE
/// target skills, can be a specific skill typepath or a list of skill traits.
var/target_skills = /datum/skill
/// the GLOB.potential_skills_per_mod key generated on runtime. You shouldn't be var-editing it.
var/target_skills_key
/// The identifier key this skill modifier is associated with.
var/identifier
/// skill affinity modifier, can be a multiplier or addendum, depending on the modifier_flags.
var/affinity_mod = 1
/// skill value modifier, see above.
var/value_mod = 1
/// skill level modifier, see above.
var/level_mod = 1
/// Priority of this skill modifier compared to other ones.
var/priority = MODIFIER_SKILL_PRIORITY_DEF
/datum/skill_modifier/New(id, register = FALSE)
identifier = GET_SKILL_MOD_ID(type, id)
if(id)
var/former_id = identifier
var/dupe = 0
while(GLOB.skill_modifiers[identifier])
identifier = "[former_id][++dupe]"
if(register)
register()
/datum/skill_modifier/proc/register()
if(GLOB.skill_modifiers[identifier])
CRASH("Skill modifier identifier \"[identifier]\" already taken.")
GLOB.skill_modifiers[identifier] = src
if(ispath(target_skills))
target_skills_key = target_skills
var/list/mod_L = GLOB.potential_mods_per_skill[target_skills]
if(!mod_L)
mod_L = GLOB.potential_mods_per_skill[target_skills] = list()
else
BINARY_INSERT(identifier, mod_L, datum/skill_modifier, src, priority, COMPARE_VALUE)
mod_L[identifier] = src
GLOB.potential_skills_per_mod[target_skills_key] = list(target_skills)
else //Should be a list.
var/list/T = target_skills
T = sortTim(target_skills, /proc/cmp_text_asc) //Sort the list contents alphabetically.
target_skills_key = T.Join("-")
var/list/L = GLOB.potential_skills_per_mod[target_skills_key]
if(!L)
L = list()
for(var/path in GLOB.skill_datums)
if(GLOB.skill_datums[path].skill_traits & target_skills)
L += path
GLOB.potential_skills_per_mod[target_skills_key] = L
for(var/path in L)
var/list/mod_L = GLOB.potential_mods_per_skill[path]
if(!mod_L)
mod_L = GLOB.potential_mods_per_skill[path] = list()
else
BINARY_INSERT(identifier, mod_L, datum/skill_modifier, src, priority, COMPARE_VALUE)
mod_L[identifier] = src
/datum/skill_modifier/Destroy()
for(var/path in GLOB.potential_skills_per_mod[target_skills_key])
var/mod_L = GLOB.potential_mods_per_skill[path]
mod_L -= identifier
if(!length(mod_L))
GLOB.potential_mods_per_skill -= path
GLOB.skill_modifiers -= identifier
return ..()
#define ADD_MOD_STEP(L, P, O, G) \
var/__L = L[P];\
if(!__L){\
L[P] = list(id)\
} else {\
L[P] = GLOB.potential_mods_per_skill[P] & (__L + id)\
}\
if(M.modifier_flags & MODIFIER_SKILL_ORIGIN_DIFF){\
LAZYADDASSOC(O, id, "[P]" = G)\
}
/datum/mind/proc/add_skill_modifier(id)
if(LAZYACCESS(skill_holder.all_current_skill_modifiers, id))
return
var/datum/skill_modifier/M = GLOB.skill_modifiers[id]
if(!M)
CRASH("Invalid add_skill_modifier id: [id].")
if(M.modifier_flags & MODIFIER_SKILL_BODYBOUND && !current)
CRASH("Body-bound skill modifier [M] was tried to be added to a mob-less mind.")
if(M.modifier_flags & MODIFIER_SKILL_VALUE)
LAZYINITLIST(skill_holder.skill_value_mods)
if(M.modifier_flags & MODIFIER_SKILL_AFFINITY)
LAZYINITLIST(skill_holder.skill_affinity_mods)
if(M.modifier_flags & MODIFIER_SKILL_LEVEL)
LAZYINITLIST(skill_holder.skill_level_mods)
for(var/path in GLOB.potential_skills_per_mod[M.target_skills_key])
if(M.modifier_flags & MODIFIER_SKILL_VALUE)
ADD_MOD_STEP(skill_holder.skill_value_mods, path, skill_holder.original_values, get_skill_value(path, FALSE))
if(M.modifier_flags & MODIFIER_SKILL_AFFINITY)
ADD_MOD_STEP(skill_holder.skill_affinity_mods, path, skill_holder.original_affinities, get_skill_affinity(path, FALSE))
if(M.modifier_flags & MODIFIER_SKILL_LEVEL)
ADD_MOD_STEP(skill_holder.skill_level_mods, path, skill_holder.original_levels, get_skill_level(path, FALSE))
LAZYSET(skill_holder.all_current_skill_modifiers, id, TRUE)
if(M.modifier_flags & MODIFIER_SKILL_BODYBOUND)
M.RegisterSignal(src, COMSIG_MIND_TRANSFER, /datum/skill_modifier.proc/on_mind_transfer)
M.RegisterSignal(current, COMSIG_MOB_ON_NEW_MIND, /datum/skill_modifier.proc/on_mob_new_mind, TRUE)
RegisterSignal(M, COMSIG_PARENT_PREQDELETED, .proc/on_skill_modifier_deletion)
#undef ADD_MOD_STEP
#define REMOVE_MOD_STEP(L, P, O)\
LAZYREMOVEASSOC(L, P, id);\
if(M.modifier_flags & MODIFIER_SKILL_ORIGIN_DIFF){\
LAZYREMOVEASSOC(O, id, "[P]")\
}
/datum/mind/proc/remove_skill_modifier(id, mind_transfer = FALSE)
if(!LAZYACCESS(skill_holder.all_current_skill_modifiers, id))
return
var/datum/skill_modifier/M = GLOB.skill_modifiers[id]
if(!M)
CRASH("Invalid remove_skill_modifier id: [id].")
if(!skill_holder.skill_value_mods && !skill_holder.skill_affinity_mods && !skill_holder.skill_level_mods)
return
for(var/path in GLOB.potential_skills_per_mod[M.target_skills_key])
if(M.modifier_flags & MODIFIER_SKILL_VALUE && skill_holder.skill_value_mods)
REMOVE_MOD_STEP(skill_holder.skill_value_mods, path, skill_holder.original_values)
if(M.modifier_flags & MODIFIER_SKILL_AFFINITY && skill_holder.skill_affinity_mods)
REMOVE_MOD_STEP(skill_holder.skill_affinity_mods, path, skill_holder.original_affinities)
if(M.modifier_flags & MODIFIER_SKILL_LEVEL && skill_holder.skill_level_mods)
REMOVE_MOD_STEP(skill_holder.skill_level_mods, path, skill_holder.original_levels)
LAZYREMOVE(skill_holder.all_current_skill_modifiers, id)
if(!mind_transfer && M.modifier_flags & MODIFIER_SKILL_BODYBOUND)
M.UnregisterSignal(src, COMSIG_MIND_TRANSFER)
M.UnregisterSignal(current, list(COMSIG_MOB_ON_NEW_MIND))
UnregisterSignal(M, COMSIG_PARENT_PREQDELETED)
#undef REMOVE_MOD_STEP
/datum/mind/proc/on_skill_modifier_deletion(datum/skill_modifier/source)
remove_skill_modifier(source.identifier)
/datum/skill_modifier/proc/apply_modifier(value, skillpath, datum/skill_holder/H, method = MODIFIER_TARGET_VALUE)
. = value
var/mod = value_mod
switch(method)
if(MODIFIER_TARGET_LEVEL)
mod = level_mod
if(MODIFIER_TARGET_AFFINITY)
mod = affinity_mod
if(modifier_flags & MODIFIER_USE_THRESHOLDS && istext(mod))
var/datum/skill/S = GLOB.skill_datums[skillpath]
if(method == MODIFIER_TARGET_VALUE && S.progression_type == SKILL_PROGRESSION_LEVEL)
var/datum/skill/level/L = S
switch(L.level_up_method)
if(STANDARD_LEVEL_UP)
mod = XP_LEVEL(L.standard_xp_lvl_up, L.xp_lvl_multiplier, S.competency_thresholds[mod])
if(DWARFY_LEVEL_UP)
mod = DORF_XP_LEVEL(L.standard_xp_lvl_up, L.xp_lvl_multiplier, S.competency_thresholds[mod])
else
mod = S.competency_thresholds[mod]
var/diff = 0
if(modifier_flags & (MODIFIER_SKILL_VIRTUE|MODIFIER_SKILL_HANDICAP))
if(modifier_flags & MODIFIER_SKILL_VIRTUE)
. = max(., mod)
if(modifier_flags & MODIFIER_SKILL_HANDICAP)
. = min(., mod)
diff = . - mod
else if(modifier_flags & MODIFIER_SKILL_MULT)
. *= mod
else
. += mod
if(modifier_flags & MODIFIER_SKILL_ORIGIN_DIFF)
var/list/to_access = H.original_values
switch(method)
if(MODIFIER_TARGET_LEVEL)
to_access = H.original_levels
if(MODIFIER_TARGET_AFFINITY)
to_access = H.original_affinities
. += value - diff - LAZYACCESS(to_access[identifier], "[skillpath]")
///Body bound modifier signal procs.
/datum/skill_modifier/proc/on_mind_transfer(datum/mind/source, mob/new_character, mob/old_character)
source.remove_skill_modifier(identifier, TRUE)
UnregisterSignal(source, COMSIG_MIND_TRANSFER)
/datum/skill_modifier/proc/on_mob_new_mind(mob/source)
source.mind.add_skill_modifier(identifier)
RegisterSignal(source.mind, COMSIG_MIND_TRANSFER, /datum/skill_modifier.proc/on_mind_transfer)
+1 -2
View File
@@ -2,5 +2,4 @@
name = "Wiring"
desc = "How proficient and knowledged you are at wiring beyond laying cables on the floor."
name_color = COLOR_PALE_ORANGE
competency_thresholds = list(JOB_SKILL_BASIC, JOB_SKILL_EXPERT, JOB_SKILL_MASTER)
skill_flags = SKILL_USE_MOOD|SKILL_TRAIN_MOOD|SKILL_USE_TOOL|SKILL_TRAINING_TOOL
skill_traits = list(SKILL_SANITY, SKILL_INTELLIGENCE, SKILL_USE_TOOL, SKILL_TRAINING_TOOL)
+1 -1
View File
@@ -2,4 +2,4 @@
name = "Surgery"
desc = "How proficient you are at doing surgery."
name_color = COLOR_PALE_BLUE_GRAY
competency_mults = list(0.025, 0.025, 0.025) // 60% surgery speed up at max value of 100.
competency_multiplier = 1.5 // 60% surgery speed up at max value of 100, considering the base multiplier.
+35
View File
@@ -0,0 +1,35 @@
/// Jobbie skill modifiers.
/datum/skill_modifier/job
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_VIRTUE|MODIFIER_SKILL_ORIGIN_DIFF
priority = MODIFIER_SKILL_PRIORITY_MAX
/datum/skill_modifier/job/surgery
target_skills = /datum/skill/numerical/surgery
value_mod = STARTING_SKILL_SURGERY_MEDICAL
/datum/skill_modifier/job/affinity
modifier_flags = MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_VIRTUE
affinity_mod = STARTING_SKILL_AFFINITY_DEF_JOB
/datum/skill_modifier/job/affinity/surgery
target_skills = /datum/skill/numerical/surgery
/datum/skill_modifier/job/affinity/wiring
target_skills = /datum/skill/level/job/wiring
/// Level skill modifiers below.
/datum/skill_modifier/job/level
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_VIRTUE|MODIFIER_SKILL_ORIGIN_DIFF
level_mod = JOB_SKILL_TRAINED
/datum/skill_modifier/job/level/New(id)
if(level_mod)
value_mod = GET_STANDARD_LVL(level_mod)
..()
/datum/skill_modifier/job/level/wiring
target_skills = /datum/skill/level/job/wiring
/datum/skill_modifier/job/level/wiring/basic
level_mod = JOB_SKILL_BASIC
+8
View File
@@ -0,0 +1,8 @@
/datum/skill_modifier/bad_mood
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
target_skills = list(SKILL_SANITY)
/datum/skill_modifier/great_mood
modifier_flags = MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
target_skills = list(SKILL_SANITY)
affinity_mod = 1.2
+13
View File
@@ -0,0 +1,13 @@
/datum/skill_modifier/brain_damage
target_skills = list(SKILL_INTELLIGENCE)
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_MULT|MODIFIER_SKILL_BODYBOUND
value_mod = 0.85
level_mod = 0.85
affinity_mod = 0.85
/datum/skill_modifier/heavy_brain_damage
target_skills = list(SKILL_INTELLIGENCE)
modifier_flags = MODIFIER_SKILL_VALUE|MODIFIER_SKILL_AFFINITY|MODIFIER_SKILL_LEVEL|MODIFIER_SKILL_BODYBOUND|MODIFIER_SKILL_HANDICAP|MODIFIER_USE_THRESHOLDS
priority = MODIFIER_SKILL_PRIORITY_LOW
value_mod = THRESHOLD_COMPETENT
level_mod = THRESHOLD_COMPETENT
+20
View File
@@ -0,0 +1,20 @@
/datum/tgs_event_handler/impl/HandleEvent(event_code, ...)
switch(event_code)
if(TGS_EVENT_REBOOT_MODE_CHANGE)
var/list/reboot_mode_lookup = list ("[TGS_REBOOT_MODE_NORMAL]" = "be normal", "[TGS_REBOOT_MODE_SHUTDOWN]" = "shutdown the server", "[TGS_REBOOT_MODE_RESTART]" = "hard restart the server")
var old_reboot_mode = args[2]
var new_reboot_mode = args[3]
message_admins("TGS: Reboot will no longer [reboot_mode_lookup["[old_reboot_mode]"]], it will instead [reboot_mode_lookup["[new_reboot_mode]"]]")
if(TGS_EVENT_PORT_SWAP)
message_admins("TGS: Changing port from [world.port] to [args[2]]")
if(TGS_EVENT_INSTANCE_RENAMED)
message_admins("TGS: Instance renamed to from [world.TgsInstanceName()] to [args[2]]")
if(TGS_EVENT_COMPILE_START)
message_admins("TGS: Deployment started, new game version incoming...")
if(TGS_EVENT_COMPILE_CANCELLED)
message_admins("TGS: Deployment cancelled!")
if(TGS_EVENT_COMPILE_FAILURE)
message_admins("TGS: Deployment failed!")
if(TGS_EVENT_DEPLOYMENT_COMPLETE)
message_admins("TGS: Deployment complete!")
to_chat(world, "<span class='boldannounce'>Server updated, changes will be applied on the next round...</span>")
+3 -3
View File
@@ -138,7 +138,7 @@
if(current_users[user])
return FALSE
if(req_skill && user?.mind)
var/level_diff = req_skill - user.mind.skill_holder.get_skill_level(/datum/skill/level/job/wiring)
var/level_diff = req_skill - user.mind.get_skill_level(/datum/skill/level/job/wiring, round = TRUE)
if(level_diff > 0)
LAZYSET(current_users, user, TRUE)
to_chat(user, "<span class='notice'>You begin cutting [holder]'s [color] wire...</span>")
@@ -167,7 +167,7 @@
if(current_users[user])
return FALSE
if(req_skill && user?.mind)
var/level_diff = req_skill - user.mind.skill_holder.get_skill_level(/datum/skill/level/job/wiring)
var/level_diff = req_skill - user.mind.get_skill_level(/datum/skill/level/job/wiring, round = TRUE)
if(level_diff > 0)
LAZYSET(current_users, user, TRUE)
to_chat(user, "<span class='notice'>You begin pulsing [holder]'s [color] wire...</span>")
@@ -255,7 +255,7 @@
var/reveal_wires = FALSE
// Admin ghost can see a purpose of each wire.
if(IsAdminGhost(user) || user.mind.skill_holder.get_skill_level(/datum/skill/level/job/wiring) >= req_knowledge)
if(IsAdminGhost(user) || user.mind.get_skill_level(/datum/skill/level/job/wiring) >= req_knowledge)
reveal_wires = TRUE
// Same for anyone with an abductor multitool.
+19
View File
@@ -129,7 +129,26 @@
icon_state = "crew_quarters"
//Ruin of Space Diner
/area/ruin/space/diner
name = "Space Diner"
/area/ruin/space/diner/interior
name = "Space Diner"
icon_state = "maintbar"
has_gravity = STANDARD_GRAVITY
blob_allowed = FALSE //Nope, no winning in the diner as a blob. Gotta eat the main station.
/area/ruin/space/diner/solars
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_IFSTARLIGHT
valid_territory = FALSE
blob_allowed = FALSE
flags_1 = NONE
ambientsounds = ENGINEERING
name = "Space Diner Solar Array"
icon_state = "yellow"
//Ruin of Derelict Oupost
+12 -4
View File
@@ -581,6 +581,14 @@
SEND_SIGNAL(src, COMSIG_ATOM_RCD_ACT, user, the_rcd, passed_mode)
return FALSE
/**
* Respond to a electric bolt action on our item
*
* Default behaviour is to return, we define here to allow for cleaner code later on
*/
/atom/proc/zap_act(power, zap_flags, shocked_targets)
return
/atom/proc/storage_contents_dump_act(obj/item/storage/src_object, mob/user)
if(GetComponent(/datum/component/storage))
return component_storage_contents_dump_act(src_object, user)
@@ -932,14 +940,14 @@ Proc for attack log creation, because really why not
target.log_message(reverse_message, LOG_ATTACK, color="orange", log_globally=FALSE)
// Filter stuff
/atom/movable/proc/add_filter(name,priority,list/params)
/atom/proc/add_filter(name,priority,list/params)
LAZYINITLIST(filter_data)
var/list/p = params.Copy()
p["priority"] = priority
filter_data[name] = p
update_filters()
/atom/movable/proc/update_filters()
/atom/proc/update_filters()
filters = null
filter_data = sortTim(filter_data, /proc/cmp_filter_data_priority, TRUE)
for(var/f in filter_data)
@@ -948,11 +956,11 @@ Proc for attack log creation, because really why not
arguments -= "priority"
filters += filter(arglist(arguments))
/atom/movable/proc/get_filter(name)
/atom/proc/get_filter(name)
if(filter_data && filter_data[name])
return filters[filter_data.Find(name)]
/atom/movable/proc/remove_filter(name)
/atom/proc/remove_filter(name)
if(filter_data && filter_data[name])
filter_data -= name
update_filters()
+18 -16
View File
@@ -37,6 +37,8 @@
var/throwforce = 0
var/datum/component/orbiter/orbiting
var/can_be_z_moved = TRUE
///If we were without gravity and another animation happened, the bouncing will stop, and we need to restart it in next life().
var/floating_need_update = FALSE
var/zfalling = FALSE
@@ -56,10 +58,6 @@
em_block = new(src, render_target)
vis_contents += em_block
/atom/movable/Destroy()
QDEL_NULL(em_block)
return ..()
/atom/movable/proc/update_emissive_block()
if(blocks_emissive != EMISSIVE_BLOCK_GENERIC)
return
@@ -183,14 +181,15 @@
return TRUE
/atom/movable/proc/stop_pulling()
if(pulling)
pulling.pulledby = null
var/mob/living/ex_pulled = pulling
pulling = null
setGrabState(0)
if(isliving(ex_pulled))
var/mob/living/L = ex_pulled
L.update_mobility()// mob gets up if it was lyng down in a chokehold
if(!pulling)
return
pulling.pulledby = null
var/mob/living/ex_pulled = pulling
pulling = null
setGrabState(0)
if(isliving(ex_pulled))
var/mob/living/L = ex_pulled
L.update_mobility()// mob gets up if it was lyng down in a chokehold
/atom/movable/proc/Move_Pulled(atom/A)
if(!pulling)
@@ -232,10 +231,12 @@
/atom/movable/Destroy(force)
QDEL_NULL(proximity_monitor)
QDEL_NULL(language_holder)
QDEL_NULL(em_block)
unbuckle_all_mobs(force=1)
. = ..()
if(loc)
//Restore air flow if we were blocking it (movables with ATMOS_PASS_PROC will need to do this manually if necessary)
if(((CanAtmosPass == ATMOS_PASS_DENSITY && density) || CanAtmosPass == ATMOS_PASS_NO) && isturf(loc))
@@ -493,15 +494,16 @@
/atom/movable/proc/float(on)
if(throwing)
return
if(on && !(movement_type & FLOATING))
if(on && (!(movement_type & FLOATING) || floating_need_update))
animate(src, pixel_y = pixel_y + 2, time = 10, loop = -1)
sleep(10)
animate(src, pixel_y = pixel_y - 2, time = 10, loop = -1)
setMovetype(movement_type | FLOATING)
else if (!on && (movement_type & FLOATING))
if(!(movement_type & FLOATING))
setMovetype(movement_type | FLOATING)
else if (!on && movement_type & FLOATING)
animate(src, pixel_y = initial(pixel_y), time = 10)
setMovetype(movement_type & ~FLOATING)
floating_need_update = FALSE
/* Language procs
* Unless you are doing something very specific, these are the ones you want to use.
-3
View File
@@ -48,9 +48,6 @@
/obj/machinery/dominator/hulk_damage()
return (max_integrity - integrity_failure) / DOM_HULK_HITS_REQUIRED
/obj/machinery/dominator/tesla_act()
qdel(src)
/obj/machinery/dominator/update_icon()
cut_overlays()
if(stat & BROKEN)
+1 -1
View File
@@ -10,7 +10,7 @@
/obj/effect/decal/cleanable/crayon/gang
icon = 'icons/effects/crayondecal.dmi'
layer = ABOVE_NORMAL_TURF_LAYER //Harder to hide
plane = GAME_PLANE
plane = ABOVE_WALL_PLANE
do_icon_rotate = FALSE //These are designed to always face south, so no rotation please.
var/datum/team/gang/gang
+5
View File
@@ -37,6 +37,11 @@
reset_chem_buttons()
RefreshParts()
add_inital_chems()
new_occupant_dir = dir
/obj/machinery/sleeper/setDir(newdir)
. = ..()
new_occupant_dir = dir
/obj/machinery/sleeper/on_deconstruction()
var/obj/item/reagent_containers/sleeper_buffer/buffer = new (loc)
+7 -5
View File
@@ -110,7 +110,8 @@ Class Procs:
var/state_open = FALSE
var/critical_machine = FALSE //If this machine is critical to station operation and should have the area be excempted from power failures.
var/list/occupant_typecache //if set, turned into typecache in Initialize, other wise, defaults to mob/living typecache
var/atom/movable/occupant = null
var/atom/movable/occupant
var/new_occupant_dir = SOUTH //The direction the occupant will be set to look at when entering the machine.
var/speed_process = FALSE // Process as fast as possible?
var/obj/item/circuitboard/circuit // Circuit to be created and inserted when the machinery is created
// For storing and overriding ui id and dimensions
@@ -217,6 +218,7 @@ Class Procs:
if(target && !target.has_buckled_mobs() && (!isliving(target) || !mobtarget.buckled))
occupant = target
target.forceMove(src)
target.setDir(new_occupant_dir)
updateUsrDialog()
update_icon()
@@ -520,11 +522,11 @@ Class Procs:
/obj/machinery/proc/can_be_overridden()
. = 1
/obj/machinery/tesla_act(power, tesla_flags, shocked_objects)
..()
if(prob(85) && (tesla_flags & TESLA_MACHINE_EXPLOSIVE))
/obj/machinery/zap_act(power, zap_flags, shocked_objects)
. = ..()
if(prob(85) && (zap_flags & ZAP_MACHINE_EXPLOSIVE))
explosion(src, 1, 2, 4, flame_range = 2, adminlog = FALSE, smoke = FALSE)
if(tesla_flags & TESLA_OBJ_DAMAGE)
else if(zap_flags & ZAP_OBJ_DAMAGE)
take_damage(power/2000, BURN, "energy")
if(prob(40))
emp_act(EMP_LIGHT)
+2 -1
View File
@@ -3,6 +3,7 @@
desc = "A remote control switch."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "doorctrl"
plane = ABOVE_WALL_PLANE
var/skin = "doorctrl"
power_channel = ENVIRON
var/obj/item/assembly/device
@@ -17,7 +18,7 @@
/obj/machinery/button/Initialize(mapload, ndir = 0, built = 0)
if(istext(id) && mapload)
if(copytext(id, 1, 2) == "!")
if(id[1] == "!")
id = SSmapping.get_obfuscated_id(id)
. = ..()
if(built)
+1 -1
View File
@@ -225,7 +225,7 @@
desc = "Used for watching an empty arena."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "telescreen"
layer = SIGN_LAYER
plane = ABOVE_WALL_PLANE
network = list("thunder")
density = FALSE
circuit = null
+6
View File
@@ -242,6 +242,7 @@
if((isnull(user) || istype(user)) && state_open && !panel_open)
..(user)
var/mob/living/mob_occupant = occupant
investigate_log("Cryogenics machine closed with occupant [key_name(occupant)] by user [key_name(user)].", INVESTIGATE_CRYOGENICS)
if(mob_occupant && mob_occupant.stat != DEAD)
to_chat(occupant, "<span class='boldnotice'>You feel cool air surround you. You go numb as your senses turn inward.</span>")
if(mob_occupant.client)//if they're logged in
@@ -251,12 +252,15 @@
icon_state = "cryopod"
/obj/machinery/cryopod/open_machine()
if(occupant)
investigate_log("Cryogenics machine opened with occupant [key_name(occupant)] inside.", INVESTIGATE_CRYOGENICS)
..()
icon_state = "cryopod-open"
density = TRUE
name = initial(name)
/obj/machinery/cryopod/container_resist(mob/living/user)
investigate_log("Cryogenics machine container resisted by [key_name(user)] with occupant [key_name(occupant)].", INVESTIGATE_CRYOGENICS)
visible_message("<span class='notice'>[occupant] emerges from [src]!</span>",
"<span class='notice'>You climb out of [src]!</span>")
open_machine()
@@ -304,6 +308,8 @@
var/mob/living/mob_occupant = occupant
var/list/obj/item/cryo_items = list()
investigate_log("Despawning [key_name(mob_occupant)].", INVESTIGATE_CRYOGENICS)
//Handle Borg stuff first
if(iscyborg(mob_occupant))
+13 -13
View File
@@ -474,15 +474,15 @@
if(welded)
weld_overlay = get_airlock_overlay("welded", overlays_file)
if(obj_integrity < integrity_failure * max_integrity)
damag_overlay = get_airlock_overlay("sparks_broken", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
damag_overlay = get_airlock_overlay("sparks_broken", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
else if(obj_integrity < (0.75 * max_integrity))
damag_overlay = get_airlock_overlay("sparks_damaged", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
damag_overlay = get_airlock_overlay("sparks_damaged", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
if(lights && hasPower())
if(locked)
lights_overlay = get_airlock_overlay("lights_bolts", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
lights_overlay = get_airlock_overlay("lights_bolts", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
else if(emergency)
lights_overlay = get_airlock_overlay("lights_emergency", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
lights_overlay = get_airlock_overlay("lights_emergency", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
if(note)
note_overlay = get_airlock_overlay(notetype, note_overlay_file)
@@ -500,18 +500,18 @@
else
panel_overlay = get_airlock_overlay("panel_closed", overlays_file)
if(obj_integrity < integrity_failure * max_integrity)
damag_overlay = get_airlock_overlay("sparks_broken", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
damag_overlay = get_airlock_overlay("sparks_broken", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
else if(obj_integrity < (0.75 * max_integrity))
damag_overlay = get_airlock_overlay("sparks_damaged", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
damag_overlay = get_airlock_overlay("sparks_damaged", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
if(welded)
weld_overlay = get_airlock_overlay("welded", overlays_file)
lights_overlay = get_airlock_overlay("lights_denied", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
lights_overlay = get_airlock_overlay("lights_denied", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
if(note)
note_overlay = get_airlock_overlay(notetype, note_overlay_file)
if(AIRLOCK_EMAG)
frame_overlay = get_airlock_overlay("closed", icon)
sparks_overlay = get_airlock_overlay("sparks", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
sparks_overlay = get_airlock_overlay("sparks", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
if(airlock_material)
filling_overlay = get_airlock_overlay("[airlock_material]_closed", overlays_file)
else
@@ -522,9 +522,9 @@
else
panel_overlay = get_airlock_overlay("panel_closed", overlays_file)
if(obj_integrity < integrity_failure * max_integrity)
damag_overlay = get_airlock_overlay("sparks_broken", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
damag_overlay = get_airlock_overlay("sparks_broken", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
else if(obj_integrity < (0.75 * max_integrity))
damag_overlay = get_airlock_overlay("sparks_damaged", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
damag_overlay = get_airlock_overlay("sparks_damaged", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
if(welded)
weld_overlay = get_airlock_overlay("welded", overlays_file)
if(note)
@@ -537,7 +537,7 @@
else
filling_overlay = get_airlock_overlay("fill_closing", icon)
if(lights && hasPower())
lights_overlay = get_airlock_overlay("lights_closing", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
lights_overlay = get_airlock_overlay("lights_closing", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
if(panel_open)
if(security_level)
panel_overlay = get_airlock_overlay("panel_closing_protected", overlays_file)
@@ -558,7 +558,7 @@
else
panel_overlay = get_airlock_overlay("panel_open", overlays_file)
if(obj_integrity < (0.75 * max_integrity))
damag_overlay = get_airlock_overlay("sparks_open", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
damag_overlay = get_airlock_overlay("sparks_open", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
if(note)
note_overlay = get_airlock_overlay("[notetype]_open", note_overlay_file)
@@ -569,7 +569,7 @@
else
filling_overlay = get_airlock_overlay("fill_opening", icon)
if(lights && hasPower())
lights_overlay = get_airlock_overlay("lights_opening", overlays_file, ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE)
lights_overlay = get_airlock_overlay("lights_opening", overlays_file, EMISSIVE_UNBLOCKABLE_LAYER, EMISSIVE_UNBLOCKABLE_PLANE)
if(panel_open)
if(security_level)
panel_overlay = get_airlock_overlay("panel_opening_protected", overlays_file)
+1
View File
@@ -21,6 +21,7 @@
icon = 'icons/obj/status_display.dmi'
icon_state = "frame"
desc = "A remote control for a door."
plane = ABOVE_WALL_PLANE
req_access = list(ACCESS_SECURITY)
density = FALSE
var/id // id of linked machinery/lockers
@@ -34,7 +34,7 @@
/obj/machinery/embedded_controller/radio/simple_vent_controller
icon = 'icons/obj/airlock_machines.dmi'
icon_state = "airlock_control_standby"
plane = ABOVE_WALL_PLANE
name = "vent controller"
density = FALSE
+1
View File
@@ -17,6 +17,7 @@
desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
plane = ABOVE_WALL_PLANE
max_integrity = 250
integrity_failure = 0.4
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
+2
View File
@@ -5,6 +5,7 @@
desc = "A wall-mounted flashbulb device."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "mflash1"
plane = ABOVE_WALL_PLANE
max_integrity = 250
integrity_failure = 0.4
light_color = LIGHT_COLOR_WHITE
@@ -20,6 +21,7 @@
name = "portable flasher"
desc = "A portable flashing device. Wrench to activate and deactivate. Cannot detect slow movements."
icon_state = "pflash1-p"
plane = GAME_PLANE
strength = 80
anchored = FALSE
base_state = "pflash"
+5
View File
@@ -20,6 +20,11 @@
. = ..()
if(prob(1))
name = "auto-autopsy"
new_occupant_dir = dir
/obj/machinery/harvester/setDir(newdir)
. = ..()
new_occupant_dir = dir
/obj/machinery/harvester/RefreshParts()
interval = 0
+1 -1
View File
@@ -34,7 +34,7 @@ GLOBAL_LIST_EMPTY(network_holopads)
desc = "It's a floor-mounted device for projecting holographic images."
icon_state = "holopad0"
layer = LOW_OBJ_LAYER
plane = FLOOR_PLANE
plane = ABOVE_WALL_PLANE
flags_1 = HEAR_1
use_power = IDLE_POWER_USE
idle_power_usage = 5
+1
View File
@@ -5,6 +5,7 @@
name = "light switch"
icon = 'icons/obj/power.dmi'
icon_state = "light1"
plane = ABOVE_WALL_PLANE
desc = "Make dark."
var/on = TRUE
var/area/area = null
+1
View File
@@ -16,6 +16,7 @@ GLOBAL_LIST_EMPTY(allConsoles)
desc = "A console intended to send requests to different departments on the station."
icon = 'icons/obj/terminals.dmi'
icon_state = "req_comp0"
plane = ABOVE_WALL_PLANE
var/department = "Unknown" //The list of all departments on the station (Determined from this variable on each unit) Set this to the same thing if you want several consoles in one department
var/list/messages = list() //List of all messages
var/departmentType = 0
+7 -2
View File
@@ -115,8 +115,8 @@
return PROCESS_KILL
/obj/machinery/space_heater/RefreshParts()
var/laser = 0
var/cap = 0
var/laser = 2
var/cap = 1
for(var/obj/item/stock_parts/micro_laser/M in component_parts)
laser += M.rating
for(var/obj/item/stock_parts/capacitor/M in component_parts)
@@ -166,6 +166,11 @@
else
return ..()
/obj/machinery/space_heater/wrench_act(mob/living/user, obj/item/I)
..()
default_unfasten_wrench(user, I, 5)
return TRUE
/obj/machinery/space_heater/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.physical_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
+1
View File
@@ -21,6 +21,7 @@
desc = null
icon = 'icons/obj/status_display.dmi'
icon_state = "frame"
plane = ABOVE_WALL_PLANE
density = FALSE
use_power = IDLE_POWER_USE
idle_power_usage = 10
+105 -14
View File
@@ -11,9 +11,6 @@
var/insisting = 0
/obj/machinery/wish_granter/attack_hand(mob/living/carbon/user)
. = ..()
if(.)
return
if(charges <= 0)
to_chat(user, "The Wish Granter lies silent.")
return
@@ -22,22 +19,116 @@
to_chat(user, "You feel a dark stirring inside of the Wish Granter, something you want nothing of. Your instincts are better than any man's.")
return
else if(is_special_character(user))
to_chat(user, "Even to a heart as dark as yours, you know nothing good will come of this. Something instinctual makes you pull away.")
else if (!insisting)
to_chat(user, "Your first touch makes the Wish Granter stir, listening to you. Are you really sure you want to do this?")
insisting++
else
to_chat(user, "You speak. [pick("I want the station to disappear","Humanity is corrupt, mankind must be destroyed","I want to be rich", "I want to rule the world","I want immortality.")]. The Wish Granter answers.")
to_chat(user, "Your head pounds for a moment, before your vision clears. You are the avatar of the Wish Granter, and your power is LIMITLESS! And it's all yours. You need to make sure no one can take it from you. No one can know, first.")
if(is_special_character(user))
to_chat(user, "You speak. [pick("I want power","Humanity is corrupt, mankind must be destroyed", "I want to rule the world","I want immortality")]. The Wish Granter answers.")
to_chat(user, "Your head pounds for a moment, before your vision clears. The Wish Granter, sensing the darkness in your heart, has given you limitless power, and it's all yours!")
user.dna.add_mutation(HULK)
user.dna.add_mutation(XRAY)
user.dna.add_mutation(SPACEMUT)
user.dna.add_mutation(TK)
user.next_move_modifier *= 0.5 //half the delay between attacks!
to_chat(user, "Things around you feel slower!")
charges--
insisting = FALSE
to_chat(user, "You have a very great feeling about this!")
else
to_chat(user, "The Wish Granter awaits your wish.")
var/wish = input("You want...","Wish") as null|anything in list("Power","Wealth","The Station To Disappear","To Kill","Nothing")
switch(wish)
if("Power") //Gives infinite power in exchange for infinite power going off in your face!
if(charges <= 0)
return
to_chat(user, "<B>Your wish is granted, but at a terrible cost...</B>")
to_chat(user, "The Wish Granter punishes you for your selfishness, warping itself into a delaminating supermatter shard!")
var/obj/item/stock_parts/cell/infinite/powah = new /obj/item/stock_parts/cell/infinite(get_turf(user))
if(user.put_in_hands(powah))
to_chat(user, "[powah] materializes into your hands!")
else
to_chat(user, "[powah] materializes onto the floor.")
var/obj/machinery/power/supermatter_crystal/powerwish = new /obj/machinery/power/supermatter_crystal(loc)
powerwish.damage = 700 //right at the emergency threshold
powerwish.produces_gas = FALSE
charges--
insisting = FALSE
if(!charges)
qdel(src)
if("Wealth") //Gives 1 million space bucks in exchange for being turned into gold!
if(charges <= 0)
return
to_chat(user, "<B>Your wish is granted, but at a cost...</B>")
to_chat(user, "The Wish Granter punishes you for your selfishness, warping your body to match the greed in your heart.")
new /obj/structure/closet/crate/trashcart/moneywish(loc)
new /obj/structure/closet/crate/trashcart/moneywish(loc)
user.set_species(/datum/species/golem/gold)
charges--
insisting = FALSE
if(!charges)
qdel(src)
if("The Station To Disappear") //teleports you to the station and makes you blind, making the station disappear for you!
if(charges <= 0)
return
to_chat(user, "<B>Your wish is 'granted', but at a terrible cost...</B>")
to_chat(user, "The Wish Granter punishes you for your selfishness, claiming your soul and warping your eyes to match the darkness in your heart.")
user.dna.add_mutation(BLINDMUT)
var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
if(eyes)
eyes.applyOrganDamage(eyes.maxHealth)
var/list/destinations = list()
for(var/obj/item/beacon/B in GLOB.teleportbeacons)
var/turf/T = get_turf(B)
if(is_station_level(T.z))
destinations += B
var/chosen_beacon = pick(destinations)
var/obj/effect/portal/jaunt_tunnel/J = new (get_turf(src), src, 100, null, FALSE, get_turf(chosen_beacon))
try_move_adjacent(J)
playsound(src,'sound/effects/sparks4.ogg',50,1)
charges--
insisting = FALSE
if(!charges)
qdel(src)
if("To Kill") //Makes you kill things in exchange for rewards!
if(charges <= 0)
return
to_chat(user, "<B>Your wish is granted, but at a terrible cost...</B>")
to_chat(user, "The Wish Granter punishes you for your wickedness, warping itself into a dastardly creature for you to kill! ...but it almost seems to reward you for this.")
var/obj/item/melee/transforming/energy/sword/cx/killreward = new /obj/item/melee/transforming/energy/sword/cx(get_turf(user))
if(user.put_in_hands(killreward))
to_chat(user, "[killreward] materializes into your hands!")
else
to_chat(user, "[killreward] materializes onto the floor.")
user.next_move_modifier *= 0.8 //20% less delay between attacks!
to_chat(user, "Things around you feel slightly slower!")
var/mob/living/simple_animal/hostile/venus_human_trap/killwish = new /mob/living/simple_animal/hostile/venus_human_trap(loc)
killwish.maxHealth = 1500
killwish.health = killwish.maxHealth
killwish.vine_grab_distance = 6
killwish.melee_damage_upper = 30
killwish.loot = list(/obj/item/twohanded/dualsaber/hypereutactic)
charges--
insisting = FALSE
if(!charges)
qdel(src)
if("Nothing") //Makes the wish granter disappear
if(charges <= 0)
return
to_chat(user, "<B>The Wish Granter vanishes from sight!</B>")
to_chat(user, "You feel as if you just narrowly avoided a terrible fate...")
charges--
insisting = FALSE
qdel(src)
charges--
insisting = 0
//ITEMS THAT IT USES
user.mind.add_antag_datum(/datum/antagonist/wishgranter)
/obj/structure/closet/crate/trashcart/moneywish
desc = "A heavy, metal trashcart with wheels. Filled with cash."
name = "loaded trash cart"
to_chat(user, "You have a very bad feeling about this.")
return
/obj/structure/closet/crate/trashcart/moneywish/PopulateContents() //25*20*1000=500,000
for(var/i in 1 to 25)
var/obj/item/stack/spacecash/c1000/lodsamoney = new /obj/item/stack/spacecash/c1000(src)
lodsamoney.amount = lodsamoney.max_amount

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