Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into upstream-merge-27467

This commit is contained in:
LetterJay
2017-05-23 06:18:28 -05:00
18 changed files with 568 additions and 309 deletions
+1 -1
View File
@@ -14,7 +14,7 @@
selected_target[1] = null
/client/MouseDrag(src_object,atom/over_object,src_location,over_location,src_control,over_control,params)
if(selected_target[1] && over_object.IsAutoclickable())
if(selected_target[1] && over_object && over_object.IsAutoclickable())
selected_target[1] = over_object
selected_target[2] = params
+5 -3
View File
@@ -114,7 +114,7 @@
W.attack_self(src)
update_inv_hands()
return
//These are always reachable.
//User itself, current loc, and user inventory
if(DirectAccess(A))
@@ -125,7 +125,7 @@
changeNext_move(CLICK_CD_MELEE)
UnarmedAttack(A)
return
//Can't reach anything else in lockers or other weirdness
if(!loc.AllowClick())
return
@@ -325,9 +325,11 @@
/mob/living/carbon/human/CtrlClick(mob/user)
if(ishuman(user) && Adjacent(user))
if(world.time < user.next_move)
return FALSE
var/mob/living/carbon/human/H = user
H.dna.species.grab(H, src, H.martial_art)
H.next_click = world.time + CLICK_CD_MELEE
H.changeNext_move(CLICK_CD_MELEE)
else
..()
/*
+1
View File
@@ -332,3 +332,4 @@ GLOBAL_LIST_INIT(gang_outfit_pool, list(/obj/item/clothing/suit/jacket/leather,/
SSticker.station_explosion_cinematic(1,"gang war", null)
SSticker.mode.explosion_in_progress = 0
SSticker.force_ending = TRUE
+23 -7
View File
@@ -28,6 +28,7 @@
var/static/list/boss_items = list(
/datum/gang_item/function/gang_ping,
/datum/gang_item/function/recall,
/datum/gang_item/clothing/under,
/datum/gang_item/clothing/suit,
/datum/gang_item/clothing/hat,
@@ -36,21 +37,29 @@
/datum/gang_item/clothing/mask,
/datum/gang_item/clothing/hands,
/datum/gang_item/clothing/belt,
/datum/gang_item/weapon/shuriken,
/datum/gang_item/weapon/switchblade,
/datum/gang_item/weapon/improvised,
/datum/gang_item/weapon/ammo/improvised_ammo,
/datum/gang_item/weapon/surplus,
/datum/gang_item/weapon/ammo/surplus_ammo,
/datum/gang_item/weapon/pistol,
/datum/gang_item/weapon/ammo/pistol_ammo,
/datum/gang_item/weapon/sniper,
/datum/gang_item/weapon/ammo/sniper_ammo,
/datum/gang_item/weapon/machinegun,
/datum/gang_item/weapon/uzi,
/datum/gang_item/weapon/ammo/uzi_ammo,
/datum/gang_item/equipment/sharpener,
/datum/gang_item/equipment/spraycan,
/datum/gang_item/equipment/c4,
/datum/gang_item/equipment/sharpener,
/datum/gang_item/equipment/emp,
/datum/gang_item/equipment/c4,
/datum/gang_item/equipment/frag,
/datum/gang_item/equipment/implant_breaker,
/datum/gang_item/equipment/stimpack,
/datum/gang_item/equipment/implant_breaker,
/datum/gang_item/equipment/wetwork_boots,
/datum/gang_item/equipment/pen,
/datum/gang_item/equipment/dominator
)
@@ -66,21 +75,29 @@
/datum/gang_item/clothing/mask,
/datum/gang_item/clothing/hands,
/datum/gang_item/clothing/belt,
/datum/gang_item/weapon/shuriken,
/datum/gang_item/weapon/shuriken,
/datum/gang_item/weapon/switchblade,
/datum/gang_item/weapon/improvised,
/datum/gang_item/weapon/ammo/improvised_ammo,
/datum/gang_item/weapon/surplus,
/datum/gang_item/weapon/ammo/surplus_ammo,
/datum/gang_item/weapon/pistol,
/datum/gang_item/weapon/ammo/pistol_ammo,
/datum/gang_item/weapon/sniper,
/datum/gang_item/weapon/ammo/sniper_ammo,
/datum/gang_item/weapon/machinegun,
/datum/gang_item/weapon/uzi,
/datum/gang_item/weapon/ammo/uzi_ammo,
/datum/gang_item/equipment/sharpener,
/datum/gang_item/equipment/spraycan,
/datum/gang_item/equipment/c4,
/datum/gang_item/equipment/sharpener,
/datum/gang_item/equipment/emp,
/datum/gang_item/equipment/c4,
/datum/gang_item/equipment/frag,
/datum/gang_item/equipment/implant_breaker,
/datum/gang_item/equipment/stimpack,
/datum/gang_item/equipment/implant_breaker,
/datum/gang_item/equipment/wetwork_boots,
)
/datum/gang/New(loc,gangname)
@@ -165,7 +182,6 @@
var/diff = domination_timer - world.time
return diff / 10
//////////////////////////////////////////// MESSAGING
@@ -283,4 +299,4 @@
ganghud = new()
/datum/gang/multiverse/income()
return
return
+48 -7
View File
@@ -199,10 +199,34 @@
cost = 5
item_path = /obj/item/weapon/switchblade
/datum/gang_item/weapon/surplus
name = "Surplus Rifle"
id = "surplus"
cost = 8
item_path = /obj/item/weapon/gun/ballistic/automatic/surplus
/datum/gang_item/weapon/ammo/surplus_ammo
name = "Surplus Rifle Ammo"
id = "surplus_ammo"
cost = 5
item_path = /obj/item/ammo_box/magazine/m10mm/rifle
/datum/gang_item/weapon/improvised
name = "Sawn-Off Improvised Shotgun"
id = "sawn"
cost = 6
item_path = /obj/item/weapon/gun/ballistic/revolver/doublebarrel/improvised/sawn
/datum/gang_item/weapon/ammo/improvised_ammo
name = "Box of Buckshot"
id = "buckshot"
cost = 5
item_path = /obj/item/weapon/storage/box/lethalshot
/datum/gang_item/weapon/pistol
name = "10mm Pistol"
id = "pistol"
cost = 25
cost = 30
item_path = /obj/item/weapon/gun/ballistic/automatic/pistol
/datum/gang_item/weapon/ammo/pistol_ammo
@@ -223,12 +247,19 @@
cost = 15
item_path = /obj/item/ammo_box/magazine/sniper_rounds
/datum/gang_item/weapon/machinegun
name = "Mounted Machine Gun"
id = "MG"
cost = 50
item_path = /obj/machinery/manned_turret
spawn_msg = "<span class='notice'>The mounted machine gun features enhanced responsiveness. Hold down on the trigger while firing to control where you're shooting.</span>"
/datum/gang_item/weapon/uzi
name = "Uzi SMG"
id = "uzi"
cost = 60
item_path = /obj/item/weapon/gun/ballistic/automatic/mini_uzi
id = "uzi"
/datum/gang_item/weapon/ammo/uzi_ammo
name = "Uzi Ammo"
@@ -236,8 +267,6 @@
cost = 40
item_path = /obj/item/ammo_box/magazine/uzim9mm
///////////////////
//EQUIPMENT
///////////////////
@@ -274,13 +303,13 @@
/datum/gang_item/equipment/frag
name = "Fragmentation Grenade"
id = "frag nade"
cost = 10
cost = 18
item_path = /obj/item/weapon/grenade/syndieminibomb/concussion/frag
/datum/gang_item/equipment/stimpack
name = "Black Market Stimulants"
id = "stimpack"
cost = 15
cost = 12
item_path = /obj/item/weapon/reagent_containers/syringe/stimulants
/datum/gang_item/equipment/implant_breaker
@@ -297,6 +326,18 @@
if(spawn_msg)
to_chat(user, spawn_msg)
/datum/gang_item/equipment/wetwork_boots
name = "Wetwork boots"
id = "wetwork"
cost = 20
item_path = /obj/item/clothing/shoes/combat/gang
/obj/item/clothing/shoes/combat/gang
name = "Wetwork boots"
desc = "A gang's best hitmen are prepared for anything."
permeability_coefficient = 0.01
flags = NOSLIP
/datum/gang_item/equipment/pen
name = "Recruitment Pen"
id = "pen"
@@ -390,4 +431,4 @@
return ..()
/datum/gang_item/equipment/dominator/spawn_item(mob/living/carbon/user, datum/gang/gang, obj/item/device/gangtool/gangtool)
new item_path(user.loc)
new item_path(user.loc)
+1 -1
View File
@@ -66,4 +66,4 @@
cooldown = 0
icon_state = "pen"
var/mob/M = get(src, /mob)
to_chat(M, "<span class='notice'>\icon[src] [src][(src.loc == M)?(""):(" in your [src.loc]")] vibrates softly. It is ready to be used again.</span>")
to_chat(M, "<span class='notice'>\icon[src] [src][(src.loc == M)?(""):(" in your [src.loc]")] vibrates softly. It is ready to be used again.</span>")
+1
View File
@@ -240,6 +240,7 @@
/obj/item/device/gangtool/spare/lt
promotable = 1
///////////// Internal tool used by gang regulars ///////////
/obj/item/device/gangtool/soldier
@@ -1,9 +1,9 @@
#define TURRET_STUN 0
#define TURRET_LETHAL 1
#define POPUP_ANIM_TIME 5
#define POPDOWN_ANIM_TIME 5 //Be sure to change the icon animation at the same time or it'll look bad
#define POPUP_ANIM_TIME 5
#define POPDOWN_ANIM_TIME 5 //Be sure to change the icon animation at the same time or it'll look bad
/obj/machinery/porta_turret
name = "turret"
icon = 'icons/obj/turrets.dmi'
@@ -87,9 +87,9 @@
if(has_cover)
cover = new /obj/machinery/porta_turret_cover(loc)
cover.parent_turret = src
underlays += image('icons/obj/turrets.dmi',icon_state = "basedark")
underlays += image('icons/obj/turrets.dmi',icon_state = "basedark")
if(!has_cover)
INVOKE_ASYNC(src, .proc/popUp)
INVOKE_ASYNC(src, .proc/popUp)
/obj/machinery/porta_turret/update_icon()
cut_overlays()
@@ -368,10 +368,10 @@
var/list/targets = list()
var/turretview = view(scan_range, base)
for(var/A in turretview)
var/atom/AA = A
if(AA.invisibility>SEE_INVISIBLE_LIVING)
continue
var/atom/AA = A
if(AA.invisibility>SEE_INVISIBLE_LIVING)
continue
if(check_anomalies)//if it's set to check for simple animals
if(istype(A, /mob/living/simple_animal))
var/mob/living/simple_animal/SA = A
@@ -426,7 +426,7 @@
raising = 1
if(cover)
flick("popup", cover)
sleep(POPUP_ANIM_TIME)
sleep(POPUP_ANIM_TIME)
raising = 0
if(cover)
cover.icon_state = "openTurretCover"
@@ -442,7 +442,7 @@
raising = 1
if(cover)
flick("popdown", cover)
sleep(POPDOWN_ANIM_TIME)
sleep(POPDOWN_ANIM_TIME)
raising = 0
if(cover)
cover.icon_state = "turretCover"
@@ -792,7 +792,7 @@
/obj/item/wallframe/turret_control
name = "turret control frame"
desc = "Used for building turret control panels"
icon_state = "apc"
icon_state = "apc"
result_path = /obj/machinery/turretid
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
@@ -921,3 +921,170 @@
on = 0
spawn(100)
on = 1
/////// MANNED TURRET ////////
/obj/machinery/manned_turret
name = "machine gun turret"
desc = "While the trigger is held down, this gun will redistribute recoil to allow its user to easily shift targets."
icon = 'icons/obj/turrets.dmi'
icon_state = "machinegun"
can_buckle = TRUE
density = TRUE
max_integrity = 100
obj_integrity = 100
buckle_lying = 0
layer = ABOVE_MOB_LAYER
var/view_range = 10
var/cooldown = 0
var/projectile_type = /obj/item/projectile/bullet/weakbullet3
var/rate_of_fire = 1
var/number_of_shots = 40
var/cooldown_duration = 90
var/atom/target
var/turf/target_turf
var/warned = FALSE
//BUCKLE HOOKS
/obj/machinery/manned_turret/unbuckle_mob(mob/living/buckled_mob,force = 0)
playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
for(var/obj/item/I in buckled_mob.held_items)
if(istype(I, /obj/item/gun_control))
qdel(I)
if(istype(buckled_mob))
buckled_mob.pixel_x = 0
buckled_mob.pixel_y = 0
if(buckled_mob.client)
buckled_mob.client.change_view(world.view)
anchored = FALSE
. = ..()
/obj/machinery/manned_turret/user_buckle_mob(mob/living/M, mob/living/carbon/user)
if(user.incapacitated() || !istype(user))
return
M.forceMove(get_turf(src))
..()
for(var/V in M.held_items)
var/obj/item/I = V
if(istype(I))
if(M.dropItemToGround(I))
var/obj/item/gun_control/TC = new /obj/item/gun_control(src)
M.put_in_hands(TC)
else //Entries in the list should only ever be items or null, so if it's not an item, we can assume it's an empty hand
var/obj/item/gun_control/TC = new /obj/item/gun_control(src)
M.put_in_hands(TC)
M.pixel_y = 14
layer = ABOVE_MOB_LAYER
setDir(SOUTH)
playsound(src,'sound/mecha/mechmove01.ogg', 50, 1)
anchored = TRUE
if(user.client)
user.client.change_view(view_range)
/obj/item/gun_control
name = "turret controls"
icon = 'icons/obj/weapons.dmi'
icon_state = "offhand"
w_class = WEIGHT_CLASS_HUGE
flags = ABSTRACT | NODROP
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF | NOBLUDGEON
var/obj/machinery/manned_turret/turret
/obj/item/gun_control/New(obj/machinery/manned_turret/MT)
if(MT)
turret = MT
else
qdel(src)
/obj/item/gun_control/CanItemAutoclick()
return 1
/obj/item/gun_control/afterattack(atom/targeted_atom, mob/user)
..()
var/obj/machinery/manned_turret/E = user.buckled
E.setDir(get_dir(E,targeted_atom))
user.setDir(E.dir)
switch(E.dir)
if(NORTH)
E.layer = BELOW_MOB_LAYER
user.pixel_x = 0
user.pixel_y = -14
if(NORTHEAST)
E.layer = BELOW_MOB_LAYER
user.pixel_x = -8
user.pixel_y = -4
if(EAST)
E.layer = ABOVE_MOB_LAYER
user.pixel_x = -14
user.pixel_y = 0
if(SOUTHEAST)
E.layer = BELOW_MOB_LAYER
user.pixel_x = -8
user.pixel_y = 4
if(SOUTH)
E.layer = ABOVE_MOB_LAYER
user.pixel_x = 0
user.pixel_y = 14
if(SOUTHWEST)
E.layer = BELOW_MOB_LAYER
user.pixel_x = 8
user.pixel_y = 4
if(WEST)
E.layer = ABOVE_MOB_LAYER
user.pixel_x = 14
user.pixel_y = 0
if(NORTHWEST)
E.layer = BELOW_MOB_LAYER
user.pixel_x = 8
user.pixel_y = -4
E.checkfire(targeted_atom, user)
/obj/machinery/manned_turret/proc/checkfire(atom/targeted_atom, mob/user)
target = targeted_atom
if(target == user || target == get_turf(src))
return
if(world.time < cooldown)
if(!warned && world.time > (cooldown - cooldown_duration + rate_of_fire*number_of_shots)) // To capture the window where one is done firing
warned = TRUE
playsound(src, 'sound/weapons/sear.ogg', 100, 1)
return
else
cooldown = world.time + cooldown_duration
warned = FALSE
INVOKE_ASYNC(src, /obj/machinery/manned_turret/.proc/volley)
/obj/machinery/manned_turret/proc/volley()
target_turf = get_turf(target)
for(var/i in 1 to number_of_shots)
addtimer(CALLBACK(src, /obj/machinery/manned_turret/.proc/fire_helper), i*rate_of_fire)
/obj/machinery/manned_turret/proc/fire_helper()
if(!src)
return
var/turf/targets_from = get_turf(src)
if(QDELETED(target))
target = target_turf
var/obj/item/projectile/P = new projectile_type(targets_from)
P.current = targets_from
P.starting = targets_from
P.firer = src
P.original = target
playsound(src, 'sound/weapons/Gunshot_smg.ogg', 75, 1)
P.yo = target.y - targets_from.y + rand(-1,1)
P.xo = target.x - targets_from.x + rand(-1,1)
P.fire()
/obj/machinery/manned_turret/ultimate // Admin-only proof of concept for autoclicker automatics
name = "Infinity Gun"
view_range = 12
projectile_type = /obj/item/projectile/bullet/weakbullet3
/obj/machinery/manned_turret/ultimate/checkfire(atom/targeted_atom, mob/user)
target = targeted_atom
if(target == user || target == get_turf(src))
return
target_turf = get_turf(target)
fire_helper(target_turf)
@@ -13,6 +13,21 @@
max_ammo = 8
multiple_sprites = 2
/obj/item/ammo_box/magazine/m10mm/rifle
name = "rifle magazine (10mm)"
desc = "A well-worn magazine fitted for the surplus rifle."
icon_state = "75-8"
origin_tech = "combat=2"
ammo_type = /obj/item/ammo_casing/c10mm
caliber = "10mm"
max_ammo = 10
/obj/item/ammo_box/magazine/m10mm/rifle/update_icon()
if(ammo_count())
icon_state = "75-8"
else
icon_state = "75-0"
/obj/item/ammo_box/magazine/m10mm/fire
name = "pistol magazine (10mm incendiary)"
desc = "A gun magazine. Loaded with rounds which ignite the target."
@@ -375,8 +375,29 @@
pin = /obj/item/device/firing_pin/implant/pindicate
origin_tech = "combat=7;syndicate=6"
// Old Semi-Auto Rifle //
/obj/item/weapon/gun/ballistic/automatic/surplus
name = "Surplus Rifle"
desc = "One of countless obsolete ballistic rifles that still sees use as a cheap deterrent. Uses 10mm ammo and its bulky frame prevents one-hand firing."
origin_tech = "combat=3;materials=2"
icon_state = "surplus"
item_state = "moistnugget"
weapon_weight = WEAPON_HEAVY
mag_type = /obj/item/ammo_box/magazine/m10mm/rifle
fire_delay = 30
burst_size = 1
can_unsuppress = 1
can_suppress = 1
w_class = WEIGHT_CLASS_HUGE
slot_flags = SLOT_BACK
actions_types = list()
/obj/item/weapon/gun/ballistic/automatic/surplus/update_icon()
if(magazine)
icon_state = "surplus"
else
icon_state = "surplus-e"
// Laser rifle (rechargeable magazine) //
@@ -344,6 +344,15 @@
slung = 0
update_icon()
/obj/item/weapon/gun/ballistic/revolver/doublebarrel/improvised/sawn
name = "sawn-off improvised shotgun"
desc = "A single-shot shotgun, better not miss"
icon_state = "ishotgun"
item_state = "gun"
w_class = WEIGHT_CLASS_NORMAL
sawn_state = SAWN_OFF
slot_flags = SLOT_BELT
/obj/item/weapon/gun/ballistic/revolver/reverse //Fires directly at its user... unless the user is a clown, of course.
clumsy_check = 0
@@ -1,10 +0,0 @@
diff a/code/modules/projectiles/projectile/special.dm b/code/modules/projectiles/projectile/special.dm (rejected hunks)
@@ -203,7 +203,7 @@
range = 4
dismemberment = 20
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
- var/mine_range = 4 //mines this many additional tiles
+ var/mine_range = 3 //mines this many additional tiles
/obj/item/projectile/plasma/Initialize()
. = ..()
@@ -1,285 +1,183 @@
/obj/machinery/computer/pandemic
name = "PanD.E.M.I.C 2200"
desc = "Used to work with viruses."
density = 1
anchored = 1
density = TRUE
anchored = TRUE
icon = 'icons/obj/chemical.dmi'
icon_state = "mixer0"
circuit = /obj/item/weapon/circuitboard/computer/pandemic
use_power = 1
use_power = TRUE
idle_power_usage = 20
resistance_flags = ACID_PROOF
var/temp_html = ""
var/wait = null
var/obj/item/weapon/reagent_containers/beaker = null
var/wait
var/obj/item/weapon/reagent_containers/beaker
/obj/machinery/computer/pandemic/Initialize()
. = ..()
update_icon()
/obj/machinery/computer/pandemic/proc/GetVirusByIndex(index)
if(beaker && beaker.reagents)
if(beaker.reagents.reagent_list.len)
var/datum/reagent/blood/BL = locate() in beaker.reagents.reagent_list
if(BL)
if(BL.data && BL.data["viruses"])
var/list/viruses = BL.data["viruses"]
return viruses[index]
return null
/obj/machinery/computer/pandemic/Destroy()
QDEL_NULL(beaker)
return ..()
/obj/machinery/computer/pandemic/proc/GetResistancesByIndex(index)
if(beaker && beaker.reagents)
if(beaker.reagents.reagent_list.len)
var/datum/reagent/blood/BL = locate() in beaker.reagents.reagent_list
if(BL)
if(BL.data && BL.data["resistances"])
var/list/resistances = BL.data["resistances"]
return resistances[index]
return null
/obj/machinery/computer/pandemic/proc/get_by_index(thing, index)
if(!beaker || !beaker.reagents)
return
var/datum/reagent/blood/B = locate() in beaker.reagents.reagent_list
if(B && B.data[thing])
return B.data[thing][index]
/obj/machinery/computer/pandemic/proc/GetVirusTypeByIndex(index)
var/datum/disease/D = GetVirusByIndex(index)
/obj/machinery/computer/pandemic/proc/get_virus_id_by_index(index)
var/datum/disease/D = get_by_index("viruses", index)
if(D)
return D.GetDiseaseID()
return null
/obj/machinery/computer/pandemic/proc/replicator_cooldown(waittime)
wait = 1
/obj/machinery/computer/pandemic/proc/get_viruses_data(datum/reagent/blood/B)
. = list()
if(!islist(B.data["viruses"]))
return
var/list/V = B.data["viruses"]
var/index = 1
for(var/virus in V)
var/datum/disease/D = virus
if(!istype(D) || D.visibility_flags & HIDDEN_PANDEMIC)
continue
var/list/this = list()
this["name"] = D.name
if(istype(D, /datum/disease/advance))
var/datum/disease/advance/A = SSdisease.archive_diseases[D.GetDiseaseID()]
if(A.name == "Unknown")
this["can_rename"] = TRUE
this["name"] = A.name
this["is_adv"] = TRUE
this["resistance"] = A.totalResistance()
this["stealth"] = A.totalStealth()
this["stage_speed"] = A.totalStageSpeed()
this["transmission"] = A.totalTransmittable()
this["symptoms"] = list()
for(var/symptom in A.symptoms)
var/datum/symptom/S = symptom
var/list/this_symptom = list()
this_symptom["name"] = S.name
this["symptoms"] += list(this_symptom)
this["index"] = index++
this["agent"] = D.agent
this["description"] = D.desc || "none"
this["spread"] = D.spread_text || "none"
this["cure"] = D.cure_text || "none"
. += list(this)
/obj/machinery/computer/pandemic/proc/get_resistance_data(datum/reagent/blood/B)
. = list()
if(!islist(B.data["resistances"]))
return
var/list/resistances = B.data["resistances"]
for(var/id in resistances)
var/list/this = list()
var/datum/disease/D = SSdisease.archive_diseases[id]
if(D)
this["id"] = id
this["name"] = D.name
. += list(this)
/obj/machinery/computer/pandemic/proc/reset_replicator_cooldown()
wait = FALSE
update_icon()
spawn(waittime)
wait = null
update_icon()
playsound(src.loc, 'sound/machines/ping.ogg', 30, 1)
playsound(loc, 'sound/machines/ping.ogg', 30, 1)
/obj/machinery/computer/pandemic/update_icon()
if(stat & BROKEN)
icon_state = (beaker ? "mixer1_b" : "mixer0_b")
return
icon_state = "mixer[(beaker)?"1":"0"][(powered()) ? "" : "_nopower"]"
icon_state = "mixer[(beaker) ? "1" : "0"][powered() ? "" : "_nopower"]"
if(wait)
cut_overlays()
else
add_overlay("waitlight")
/obj/machinery/computer/pandemic/Topic(href, href_list)
/obj/machinery/computer/pandemic/proc/eject_beaker()
beaker.forceMove(get_turf(src))
beaker = null
update_icon()
/obj/machinery/computer/pandemic/ui_interact(mob/user, ui_key = "main", datum/tgui/ui, force_open = FALSE, datum/tgui/master_ui, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "pandemic", name, 575, 500, master_ui, state)
ui.open()
/obj/machinery/computer/pandemic/ui_data(mob/user)
var/list/data = list()
data["is_ready"] = !wait
if(beaker)
data["has_beaker"] = TRUE
if(!beaker.reagents.total_volume || !beaker.reagents.reagent_list)
data["beaker_empty"] = TRUE
var/datum/reagent/blood/B = locate() in beaker.reagents.reagent_list
if(B)
data["has_blood"] = TRUE
data["blood"] = list()
data["blood"]["dna"] = B.data["blood_DNA"] || "none"
data["blood"]["type"] = B.data["blood_type"] || "none"
data["viruses"] = get_viruses_data(B)
data["resistances"] = get_resistance_data(B)
return data
/obj/machinery/computer/pandemic/ui_act(action, params)
if(..())
return
usr.set_machine(src)
if(!beaker) return
if (href_list["create_vaccine"])
if(!src.wait)
var/obj/item/weapon/reagent_containers/glass/bottle/B = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
if(B)
B.pixel_x = rand(-3, 3)
B.pixel_y = rand(-3, 3)
var/path = GetResistancesByIndex(text2num(href_list["create_vaccine"]))
var/vaccine_type = path
var/vaccine_name = "Unknown"
if(!ispath(vaccine_type))
if(SSdisease.archive_diseases[path])
var/datum/disease/D = SSdisease.archive_diseases[path]
if(D)
vaccine_name = D.name
vaccine_type = path
else if(vaccine_type)
var/datum/disease/D = new vaccine_type(0, null)
if(D)
vaccine_name = D.name
if(vaccine_type)
B.name = "[vaccine_name] vaccine bottle"
B.reagents.add_reagent("vaccine", 15, list(vaccine_type))
replicator_cooldown(200)
else
temp_html = "The replicator is not ready yet."
updateUsrDialog()
return
else if (href_list["create_virus_culture"])
if(!wait)
var/type = GetVirusTypeByIndex(text2num(href_list["create_virus_culture"]))//the path is received as string - converting
var/datum/disease/D = null
if(!ispath(type))
D = GetVirusByIndex(text2num(href_list["create_virus_culture"]))
var/datum/disease/advance/A = SSdisease.archive_diseases[D.GetDiseaseID()]
if(A)
D = new A.type(0, A)
else if(type)
if(type in SSdisease.diseases) // Make sure this is a disease
D = new type(0, null)
if(!D)
return
var/name = stripped_input(usr,"Name:","Name the culture",D.name,MAX_NAME_LEN)
if(name == null || wait)
return
var/obj/item/weapon/reagent_containers/glass/bottle/B = new/obj/item/weapon/reagent_containers/glass/bottle(src.loc)
B.icon_state = "bottle3"
B.pixel_x = rand(-3, 3)
B.pixel_y = rand(-3, 3)
replicator_cooldown(50)
var/list/data = list("viruses"=list(D))
B.name = "[name] culture bottle"
B.desc = "A small bottle. Contains [D.agent] culture in synthblood medium."
B.reagents.add_reagent("blood",20,data)
updateUsrDialog()
else
temp_html = "The replicator is not ready yet."
updateUsrDialog()
return
else if (href_list["empty_beaker"])
beaker.reagents.clear_reagents()
updateUsrDialog()
return
else if (href_list["eject"])
beaker.forceMove(get_turf(loc))
beaker = null
icon_state = "mixer0"
updateUsrDialog()
return
else if (href_list["emptyeject_beaker"])
beaker.reagents.clear_reagents()
beaker.forceMove(get_turf(loc))
beaker = null
icon_state = "mixer0"
updateUsrDialog()
return
else if(href_list["clear"])
temp_html = ""
updateUsrDialog()
return
else if(href_list["name_disease"])
var/new_name = stripped_input(usr, "Name the Disease", "New Name", "", MAX_NAME_LEN)
if(!new_name)
return
if(..())
return
var/id = GetVirusTypeByIndex(text2num(href_list["name_disease"]))
if(SSdisease.archive_diseases[id])
switch(action)
if("eject_beaker")
eject_beaker()
. = TRUE
if("empty_beaker")
beaker.reagents.clear_reagents()
. = TRUE
if("empty_eject_beaker")
beaker.reagents.clear_reagents()
eject_beaker()
. = TRUE
if("rename_disease")
var/id = get_virus_id_by_index(text2num(params["index"]))
var/datum/disease/advance/A = SSdisease.archive_diseases[id]
A.AssignName(new_name)
for(var/datum/disease/advance/AD in SSdisease.processing)
AD.Refresh()
updateUsrDialog()
else
usr << browse(null, "window=pandemic")
updateUsrDialog()
return
add_fingerprint(usr)
return
/obj/machinery/computer/pandemic/attack_hand(mob/user)
if(..())
return
user.set_machine(src)
var/dat = ""
if(temp_html)
dat = "[src.temp_html]<BR><BR><A href='?src=\ref[src];clear=1'>Main Menu</A>"
else if(!beaker)
dat += "Please insert beaker.<BR>"
dat += "<A href='?src=\ref[user];mach_close=pandemic'>Close</A>"
else
var/datum/reagents/R = beaker.reagents
var/datum/reagent/blood/Blood = null
for(var/datum/reagent/blood/B in R.reagent_list)
if(B)
Blood = B
break
if(!R.total_volume||!R.reagent_list.len)
dat += "The beaker is empty<BR>"
else if(!Blood)
dat += "No blood sample found in beaker."
else if(!Blood.data)
dat += "No blood data found in beaker."
else
dat += "<h3>Blood sample data:</h3>"
dat += "<b>Blood DNA:</b> [(Blood.data["blood_DNA"]||"none")]<BR>"
dat += "<b>Blood Type:</b> [(Blood.data["blood_type"]||"none")]<BR>"
if(Blood.data["viruses"])
var/list/vir = Blood.data["viruses"]
if(vir.len)
var/i = 0
for(var/datum/disease/D in Blood.data["viruses"])
i++
if(!(D.visibility_flags & HIDDEN_PANDEMIC))
if(istype(D, /datum/disease/advance))
var/datum/disease/advance/A = D
D = SSdisease.archive_diseases[A.GetDiseaseID()]
if(D && D.name == "Unknown")
dat += "<b><a href='?src=\ref[src];name_disease=[i]'>Name Disease</a></b><BR>"
if(!D)
CRASH("We weren't able to get the advance disease from the archive.")
dat += "<b>Disease Agent:</b> [D?"[D.agent] - <A href='?src=\ref[src];create_virus_culture=[i]'>Create virus culture bottle</A>":"none"]<BR>"
dat += "<b>Common name:</b> [(D.name||"none")]<BR>"
dat += "<b>Description: </b> [(D.desc||"none")]<BR>"
dat += "<b>Spread:</b> [(D.spread_text||"none")]<BR>"
dat += "<b>Possible cure:</b> [(D.cure_text||"none")]<BR><BR>"
if(istype(D, /datum/disease/advance))
var/datum/disease/advance/A = D
dat += "<b>Stealth:</b> [(A.totalStealth())]<BR>"
dat += "<b>Resistance:</b> [(A.totalResistance())]<BR>"
dat += "<b>Stage Speed:</b> [(A.totalStageSpeed())]<BR>"
dat += "<b>Transmission:</b> [(A.totalTransmittable())]<BR><BR>"
dat += "<b>Symptoms:</b> "
var/english_symptoms = list()
for(var/datum/symptom/S in A.symptoms)
english_symptoms += S.name
dat += english_list(english_symptoms)
else
dat += "No detectable virus in the sample."
else
dat += "No detectable virus in the sample."
dat += "<BR><b>Contains antibodies to:</b> "
if(Blood.data["resistances"])
var/list/res = Blood.data["resistances"]
if(res.len)
dat += "<ul>"
var/i = 0
for(var/type in Blood.data["resistances"])
i++
var/disease_name = "Unknown"
if(!ispath(type))
var/datum/disease/advance/A = SSdisease.archive_diseases[type]
if(A)
disease_name = A.name
else
var/datum/disease/D = new type(0, null)
disease_name = D.name
dat += "<li>[disease_name] - <A href='?src=\ref[src];create_vaccine=[i]'>Create vaccine bottle</A></li>"
dat += "</ul><BR>"
else
dat += "nothing<BR>"
else
dat += "nothing<BR>"
dat += "<BR><A href='?src=\ref[src];eject=1'>Eject beaker</A>[((R.total_volume&&R.reagent_list.len) ? "-- <A href='?src=\ref[src];empty_beaker=1'>Empty beaker</A>":"")]"
dat += "[((R.total_volume&&R.reagent_list.len) ? "-- <A href='?src=\ref[src];emptyeject_beaker=1'>Empty and Eject beaker</A>":"")]<BR>"
dat += "<A href='?src=\ref[user];mach_close=pandemic'>Close</A>"
user << browse("<TITLE>[src.name]</TITLE><BR>[dat]", "window=pandemic;size=575x400")
onclose(user, "pandemic")
return
if(A)
var/new_name = stripped_input(usr, "Name the disease", "New name", "", MAX_NAME_LEN)
if(!new_name || ..())
return
A.AssignName(new_name)
for(var/datum/disease/advance/AD in SSdisease.processing)
AD.Refresh()
. = TRUE
if("create_culture_bottle")
var/id = get_virus_id_by_index(text2num(params["index"]))
var/datum/disease/advance/A = new(FALSE, SSdisease.archive_diseases[id])
var/list/data = list("viruses" = list(A))
var/obj/item/weapon/reagent_containers/glass/bottle/B = new(get_turf(src))
B.name = "[A.name] culture bottle"
B.desc = "A small bottle. Contains [A.agent] culture in synthblood medium."
B.reagents.add_reagent("blood", 20, data)
wait = TRUE
update_icon()
addtimer(CALLBACK(src, .proc/reset_replicator_cooldown), 50)
. = TRUE
if("create_vaccine_bottle")
var/index = params["index"]
var/datum/disease/D = SSdisease.archive_diseases[index]
var/obj/item/weapon/reagent_containers/glass/bottle/B = new(get_turf(src))
B.name = "[D.name] vaccine bottle"
B.reagents.add_reagent("vaccine", 15, list(index))
wait = TRUE
update_icon()
addtimer(CALLBACK(src, .proc/reset_replicator_cooldown), 200)
. = TRUE
/obj/machinery/computer/pandemic/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/reagent_containers) && (I.container_type & OPENCONTAINER))
. = 1 //no afterattack
. = TRUE //no afterattack
if(stat & (NOPOWER|BROKEN))
return
if(beaker)
@@ -288,15 +186,15 @@
if(!user.drop_item())
return
beaker = I
beaker.loc = src
beaker = I
beaker.forceMove(src)
to_chat(user, "<span class='notice'>You add the beaker to the machine.</span>")
updateUsrDialog()
icon_state = "mixer1"
update_icon()
else
return ..()
/obj/machinery/computer/pandemic/on_deconstruction()
if(beaker)
beaker.loc = get_turf(src)
..()
beaker.forceMove(get_turf(src))
beaker = null
. = ..()
@@ -0,0 +1,4 @@
author: "Lzimann"
delete-after: True
changes:
- rscadd: "Pandemic is now tgui!"
+10
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@@ -0,0 +1,10 @@
author: "Robustin"
delete-after: True
changes:
- rscadd: "Gang influence is now decentralized, each gangster has their own influence that they can increase by spraying (and protecting) their tags and new influence-enhancing bling."
- rscadd: "Gang uniforms are now created based on your gang's color and can be purchased by any gang member. They will increase the wearer's influence and provide protection, but will make it fairly obvious which gang you belong to."
- rscadd: "Gangs have access to a new surplus rifle; it is a semi-automatic rifle that is very bulky and has a very low rate of fire. Gang members can buy this gun for just 8 influence."
- rscadd: "Gangs have access to the new machine gun turret; it unleashes a volley of bullets with an extended view range. It does not run out of ammo, but a significant delay between volleys and its stationary nature leaves the gunner vulnerable to flanking and return fire. Holding down the trigger will allow you to aim the gun while firing. It will cost gangs 50 influence."
- rscadd: "The sawn-off improvised shotgun is now available to gangs for 6 influence. With buckshot shells being easy to produce or purchase, this gun gives the most \"bang for your buck\" but its single-shell capacity will leave you vulnerable during a pitched gunfight."
- rscadd: "The Wetwork boots give gangs access to a lightly armored noslip variant."
- tweak: "The armored gang outfits are now slightly more resistant to ballistic and bomb damage"
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@@ -0,0 +1,84 @@
<ui-display title='Beaker' button>
{{#partial button}}
<ui-button icon='remove' state='{{data.has_beaker ? null : "disabled"}}' action='empty_eject_beaker'>
Empty and eject
</ui-button>
<ui-button icon='trash' state='{{data.has_beaker ? null : "disabled"}}' action='empty_beaker'>
Empty
</ui-button>
<ui-button icon='eject' state='{{data.has_beaker ? null : "disabled"}}' action='eject_beaker'>
Eject
</ui-button>
{{/partial}}
{{#if data.has_beaker}}
<ui-section>
{{#if data.beaker_empty}}
<span class='bad'>The beaker is empty!</span>
{{else}}
<ui-subdisplay title='Blood'>
{{#if data.has_blood}}
<ui-section label='Blood DNA'>{{data.blood.dna}}</ui-section>
<ui-section label='Blood type'>{{data.blood.type}}</ui-section>
{{else}}
<ui-section>
<span class='average'>No blood sample detected.</span>
</ui-section>
{{/if}}
</ui-subdisplay>
{{/if}}
</ui-section>
{{else}}
<ui-section>
<span class='bad'>No beaker loaded.</span>
</ui-section>
{{/if}}
</ui-display>
{{#if data.has_blood}}
<ui-display title='Diseases'>
{{#each data.viruses}}
<ui-display title='{{name}}' button>
{{#partial button}}
{{#if is_adv}}
<ui-button icon='pencil' action='rename_disease' state='{{can_rename ? "" : "disabled"}}' params='{"index": {{index}}}'>
Name advanced disease
</ui-button>
{{/if}}
<ui-button icon='flask' action='create_culture_bottle' state='{{data.is_ready ? "" : "disabled"}}' params='{"index": {{index}}}'>
Create virus culture bottle
</ui-button>
{{/partial}}
<ui-section label='Disease agent'>{{agent}}</ui-section>
<ui-section label='Description'>{{description}}</ui-section>
<ui-section label='Spread'>{{spread}}</ui-section>
<ui-section label='Possible cure'>{{cure}} </ui-section>
{{#if is_adv}}
<ui-section label='Resistance'>{{resistance}}</ui-section>
<ui-section label='Stealth'>{{stealth}}</ui-section>
<ui-section label='Stage speed'>{{stage_speed}}</ui-section>
<ui-section label='Symptoms'>
{{#each symptoms}}
<span>{{name}}</span><br />
{{/each}}
</ui-section>
{{/if}}
</ui-display>
{{else}}
<ui-section>
<span class='average'>No detectable virus in the blood sample.</span>
</ui-section>
{{/each}}
</ui-display>
<ui-display title='Antibodies'>
{{#each data.resistances}}
<ui-section label='{{name}}'>
<ui-button icon='eyedropper' state='{{data.is_ready ? "" : "disabled"}}' action='create_vaccine_bottle' params='{"index": {{id}}}'>
Create vaccine bottle
</ui-button>
</ui-section>
{{else}}
<ui-section>
<span class='average'>No antibodies detected in the blood sample.</span>
</ui-section>
{{/each}}
</ui-display>
{{/if}}