[MIRROR] Manifest Spirit is better for summoning cannon fodder but slightly worse for instantly summoning Nar-Sie (#916)

* Manifest Spirit is better for summoning cannon fodder but slightly worse for instantly summoning Nar-Sie

* fixes .rej
This commit is contained in:
CitadelStationBot
2017-05-18 09:37:30 -05:00
committed by Poojawa
parent 30279b7f55
commit a317d23a51
27 changed files with 8007 additions and 7963 deletions
+11
View File
@@ -26,6 +26,11 @@
return
..()
/obj/item/weapon/melee/cultblade/ghost
name = "eldritch sword"
force = 20
flags = NODROP|DROPDEL
/obj/item/weapon/melee/cultblade/pickup(mob/living/user)
..()
if(!iscultist(user))
@@ -100,12 +105,18 @@
icon_state = "cult_hoodalt"
item_state = "cult_hoodalt"
/obj/item/clothing/head/culthood/alt/ghost
flags = NODROP|DROPDEL
/obj/item/clothing/suit/cultrobes/alt
name = "cultist robes"
desc = "An armored set of robes worn by the followers of Nar-Sie."
icon_state = "cultrobesalt"
item_state = "cultrobesalt"
/obj/item/clothing/suit/cultrobes/alt/ghost
flags = NODROP|DROPDEL
/obj/item/clothing/head/magus
name = "magus helm"
+24 -13
View File
@@ -481,12 +481,7 @@ structure_check() searches for nearby cultist structures required for the invoca
if(src)
color = "#FF0000"
SSticker.mode.eldergod = FALSE
deltimer(GLOB.blood_target_reset_timer)
GLOB.blood_target = new /obj/singularity/narsie/large(T) //Causes Nar-Sie to spawn even if the rune has been removed
for(var/datum/mind/cult_mind in SSticker.mode.cult)
if(isliving(cult_mind.current))
var/mob/living/L = cult_mind.current
L.narsie_act()
new /obj/singularity/narsie/large(T) //Causes Nar-Sie to spawn even if the rune has been removed
/obj/effect/rune/narsie/attackby(obj/I, mob/user, params) //Since the narsie rune takes a long time to make, add logging to removal.
if((istype(I, /obj/item/weapon/tome) && iscultist(user)))
@@ -895,9 +890,11 @@ structure_check() searches for nearby cultist structures required for the invoca
icon_state = "6"
construct_invoke = 0
color = "#C80000"
var/ghost_limit = 5
var/ghosts = 0
/obj/effect/rune/manifest/New(loc)
..()
/obj/effect/rune/manifest/Initialize()
. = ..()
notify_ghosts("Manifest rune created in [get_area(src)].", 'sound/effects/ghost2.ogg', source = src)
/obj/effect/rune/manifest/can_invoke(mob/living/user)
@@ -906,6 +903,16 @@ structure_check() searches for nearby cultist structures required for the invoca
fail_invoke()
log_game("Manifest rune failed - user not standing on rune")
return list()
if(user.has_status_effect(STATUS_EFFECT_SUMMONEDGHOST))
to_chat(user, "<span class='cultitalic'>Ghosts can't summon more ghosts!</span>")
fail_invoke()
log_game("Manifest rune failed - user is a ghost")
return list()
if(ghosts >= ghost_limit)
to_chat(user, "<span class='cultitalic'>You are sustaining too many ghosts to summon more!</span>")
fail_invoke()
log_game("Manifest rune failed - too many summoned ghosts")
return list()
var/list/ghosts_on_rune = list()
for(var/mob/dead/observer/O in get_turf(src))
if(O.client && !jobban_isbanned(O, ROLE_CULTIST))
@@ -927,8 +934,11 @@ structure_check() searches for nearby cultist structures required for the invoca
var/mob/living/carbon/human/new_human = new(get_turf(src))
new_human.real_name = ghost_to_spawn.real_name
new_human.alpha = 150 //Makes them translucent
new_human.equipOutfit(/datum/outfit/ghost_cultist) //give them armor
new_human.apply_status_effect(STATUS_EFFECT_SUMMONEDGHOST) //ghosts can't summon more ghosts
..()
visible_message("<span class='warning'>A cloud of red mist forms above [src], and from within steps... a man.</span>")
ghosts++
visible_message("<span class='warning'>A cloud of red mist forms above [src], and from within steps... a [new_human.gender == FEMALE ? "wo":""]man.</span>")
to_chat(user, "<span class='cultitalic'>Your blood begins flowing into [src]. You must remain in place and conscious to maintain the forms of those summoned. This will hurt you slowly but surely...</span>")
var/turf/T = get_turf(src)
var/obj/structure/emergency_shield/invoker/N = new(T)
@@ -937,16 +947,17 @@ structure_check() searches for nearby cultist structures required for the invoca
SSticker.mode.add_cultist(new_human.mind, 0)
to_chat(new_human, "<span class='cultitalic'><b>You are a servant of the Geometer. You have been made semi-corporeal by the cult of Nar-Sie, and you are to serve them at all costs.</b></span>")
while(user in T)
if(user.stat)
while(!QDELETED(src) && !QDELETED(user) && !QDELETED(new_human) && (user in T))
if(user.stat || new_human.InCritical())
break
user.apply_damage(0.1, BRUTE)
sleep(3)
sleep(1)
qdel(N)
ghosts--
if(new_human)
new_human.visible_message("<span class='warning'>[new_human] suddenly dissolves into bones and ashes.</span>", \
"<span class='cultlarge'>Your link to the world fades. Your form breaks apart.</span>")
for(var/obj/I in new_human)
new_human.dropItemToGround(I)
new_human.dropItemToGround(I, TRUE)
new_human.dust()
+1 -1
View File
@@ -52,7 +52,7 @@
update_icon()
/obj/machinery/computer/narsie_act()
if(clockwork && clockwork != initial(clockwork)) //if it's clockwork but isn't normally clockwork
if(clockwork && clockwork != initial(clockwork)) //if it's clockwork but isn't normally clockwork
clockwork = FALSE
icon_screen = initial(icon_screen)
icon_keyboard = initial(icon_keyboard)
+396 -396
View File
@@ -1,397 +1,397 @@
/* Holograms!
* Contains:
* Holopad
* Hologram
* Other stuff
*/
/*
Revised. Original based on space ninja hologram code. Which is also mine. /N
How it works:
AI clicks on holopad in camera view. View centers on holopad.
AI clicks again on the holopad to display a hologram. Hologram stays as long as AI is looking at the pad and it (the hologram) is in range of the pad.
AI can use the directional keys to move the hologram around, provided the above conditions are met and the AI in question is the holopad's master.
Any number of AIs can use a holopad. /Lo6
AI may cancel the hologram at any time by clicking on the holopad once more.
Possible to do for anyone motivated enough:
Give an AI variable for different hologram icons.
Itegrate EMP effect to disable the unit.
*/
/*
* Holopad
*/
#define HOLOPAD_PASSIVE_POWER_USAGE 1
#define HOLOGRAM_POWER_USAGE 2
GLOBAL_LIST_EMPTY(holopads)
#define HOLOPAD_MODE RANGE_BASED
/obj/machinery/holopad
name = "Holopad"
desc = "It's a floor-mounted device for projecting holographic images."
icon_state = "holopad0"
layer = LOW_OBJ_LAYER
flags = HEAR
anchored = 1
use_power = 1
idle_power_usage = 5
active_power_usage = 100
obj_integrity = 300
max_integrity = 300
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
var/list/masters = list()//List of living mobs that use the holopad
var/last_request = 0 //to prevent request spam. ~Carn
var/holo_range = 5 // Change to change how far the AI can move away from the holopad before deactivating.
var/temp = ""
var/list/holo_calls //array of /datum/holocalls
var/datum/holocall/outgoing_call //do not modify the datums only check and call the public procs
var/static/force_answer_call = FALSE //Calls will be automatically answered after a couple rings, here for debugging
var/static/list/holopads = list()
/obj/machinery/holopad/Initialize()
..()
var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/holopad(null)
B.apply_default_parts(src)
holopads += src
/obj/machinery/holopad/Destroy()
if(outgoing_call)
LAZYADD(holo_calls, outgoing_call)
for(var/I in holo_calls)
var/datum/holocall/HC = I
HC.ConnectionFailure(src)
LAZYCLEARLIST(holo_calls)
for (var/I in masters)
clear_holo(I)
holopads -= src
return ..()
/obj/machinery/holopad/power_change()
if (powered())
stat &= ~NOPOWER
else
stat |= ~NOPOWER
/obj/machinery/holopad/RefreshParts()
var/holograph_range = 4
for(var/obj/item/weapon/stock_parts/capacitor/B in component_parts)
holograph_range += 1 * B.rating
holo_range = holograph_range
/obj/machinery/holopad/attackby(obj/item/P, mob/user, params)
if(default_deconstruction_screwdriver(user, "holopad_open", "holopad0", P))
return
if(exchange_parts(user, P))
return
if(default_pry_open(P))
return
if(default_unfasten_wrench(user, P))
return
if(default_deconstruction_crowbar(P))
return
return ..()
/obj/machinery/holopad/proc/CheckCallClose()
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(usr == HC.eye)
HC.Disconnect(HC.calling_holopad) //disconnect via clicking the called holopad
return TRUE
return FALSE
/obj/machinery/holopad/Click(location,control,params)
if(!CheckCallClose())
return ..()
/obj/machinery/holopad/AltClick(mob/living/carbon/human/user)
if(!CheckCallClose())
interact(user)
/obj/machinery/holopad/interact(mob/living/carbon/human/user) //Carn: Hologram requests.
if(!istype(user))
return
if(outgoing_call || user.incapacitated() || !is_operational())
return
user.set_machine(src)
var/dat
if(temp)
dat = temp
else
dat = "<a href='?src=\ref[src];AIrequest=1'>Request an AI's presence.</a><br>"
dat += "<a href='?src=\ref[src];Holocall=1'>Call another holopad.</a><br>"
if(LAZYLEN(holo_calls))
dat += "=====================================================<br>"
var/one_answered_call = FALSE
var/one_unanswered_call = FALSE
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(HC.connected_holopad != src)
dat += "<a href='?src=\ref[src];connectcall=\ref[HC]'>Answer call from [get_area(HC.calling_holopad)].</a><br>"
one_unanswered_call = TRUE
else
one_answered_call = TRUE
if(one_answered_call && one_unanswered_call)
dat += "=====================================================<br>"
//we loop twice for formatting
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(HC.connected_holopad == src)
dat += "<a href='?src=\ref[src];disconnectcall=\ref[HC]'>Disconnect call from [HC.user].</a><br>"
var/datum/browser/popup = new(user, "holopad", name, 300, 130)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/holopad/Topic(href, href_list)
if(..() || isAI(usr))
return
add_fingerprint(usr)
if(!is_operational())
return
if (href_list["AIrequest"])
if(last_request + 200 < world.time)
last_request = world.time
temp = "You requested an AI's presence.<BR>"
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
var/area/area = get_area(src)
for(var/mob/living/silicon/ai/AI in GLOB.silicon_mobs)
if(!AI.client)
continue
to_chat(AI, "<span class='info'>Your presence is requested at <a href='?src=\ref[AI];jumptoholopad=\ref[src]'>\the [area]</a>.</span>")
else
temp = "A request for AI presence was already sent recently.<BR>"
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
else if(href_list["Holocall"])
if(outgoing_call)
return
temp = "You must stand on the holopad to make a call!<br>"
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
if(usr.loc == loc)
var/list/callnames = list()
for(var/I in holopads)
var/area/A = get_area(I)
if(A)
LAZYADD(callnames[A], I)
callnames -= get_area(src)
var/result = input(usr, "Choose an area to call", "Holocall") as null|anything in callnames
if(QDELETED(usr) || !result || outgoing_call)
return
if(usr.loc == loc)
temp = "Dialing...<br>"
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
new /datum/holocall(usr, src, callnames[result])
else if(href_list["connectcall"])
var/datum/holocall/call_to_connect = locate(href_list["connectcall"])
if(!QDELETED(call_to_connect))
call_to_connect.Answer(src)
temp = ""
else if(href_list["disconnectcall"])
var/datum/holocall/call_to_disconnect = locate(href_list["disconnectcall"])
if(!QDELETED(call_to_disconnect))
call_to_disconnect.Disconnect(src)
temp = ""
else if(href_list["mainmenu"])
temp = ""
if(outgoing_call)
outgoing_call.Disconnect()
updateDialog()
//do not allow AIs to answer calls or people will use it to meta the AI sattelite
/obj/machinery/holopad/attack_ai(mob/living/silicon/ai/user)
if (!istype(user))
return
/*There are pretty much only three ways to interact here.
I don't need to check for client since they're clicking on an object.
This may change in the future but for now will suffice.*/
if(user.eyeobj.loc != src.loc)//Set client eye on the object if it's not already.
user.eyeobj.setLoc(get_turf(src))
else if(!masters[user])//If there is no hologram, possibly make one.
activate_holo(user)
else//If there is a hologram, remove it.
clear_holo(user)
/obj/machinery/holopad/process()
for(var/I in masters)
var/mob/living/master = I
var/mob/living/silicon/ai/AI = master
if(!istype(AI))
AI = null
if(!QDELETED(master) && !master.incapacitated() && master.client && (!AI || AI.eyeobj))//If there is an AI attached, it's not incapacitated, it has a client, and the client eye is centered on the projector.
if(is_operational())//If the machine has power.
if(AI) //ais are range based
if(get_dist(AI.eyeobj, src) <= holo_range)
continue
else
var/obj/machinery/holopad/pad_close = get_closest_atom(/obj/machinery/holopad, holopads, AI.eyeobj)
if(get_dist(pad_close, AI.eyeobj) <= holo_range)
var/obj/effect/overlay/holo_pad_hologram/h = masters[master]
unset_holo(master)
pad_close.set_holo(master, h)
continue
else
continue
clear_holo(master)//If not, we want to get rid of the hologram.
if(outgoing_call)
outgoing_call.Check()
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(HC.connected_holopad != src)
if(force_answer_call && world.time > (HC.call_start_time + (HOLOPAD_MAX_DIAL_TIME / 2)))
HC.Answer(src)
break
if(outgoing_call)
HC.Disconnect(src)//can't answer calls while calling
else
playsound(src, 'sound/machines/twobeep.ogg', 100) //bring, bring!
/obj/machinery/holopad/proc/activate_holo(mob/living/user)
var/mob/living/silicon/ai/AI = user
if(!istype(AI))
AI = null
if(is_operational() && (!AI || AI.eyeobj.loc == loc))//If the projector has power and client eye is on it
if (AI && istype(AI.current, /obj/machinery/holopad))
to_chat(user, "<span class='danger'>ERROR:</span> \black Image feed in progress.")
return
var/obj/effect/overlay/holo_pad_hologram/Hologram = new(loc)//Spawn a blank effect at the location.
if(AI)
Hologram.icon = AI.holo_icon
else //make it like real life
Hologram.icon = user.icon
Hologram.icon_state = user.icon_state
Hologram.copy_overlays(user, TRUE)
//codersprite some holo effects here
Hologram.alpha = 100
Hologram.add_atom_colour("#77abff", FIXED_COLOUR_PRIORITY)
Hologram.Impersonation = user
Hologram.language_holder = user.get_language_holder()
Hologram.mouse_opacity = 0//So you can't click on it.
Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
Hologram.anchored = 1//So space wind cannot drag it.
Hologram.name = "[user.name] (Hologram)"//If someone decides to right click.
Hologram.set_light(2) //hologram lighting
set_holo(user, Hologram)
visible_message("A holographic image of [user] flicks to life right before your eyes!")
return Hologram
else
to_chat(user, "<span class='danger'>ERROR:</span> \black Unable to project hologram.")
/*This is the proc for special two-way communication between AI and holopad/people talking near holopad.
For the other part of the code, check silicon say.dm. Particularly robot talk.*/
/obj/machinery/holopad/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
if(speaker && masters.len && !radio_freq)//Master is mostly a safety in case lag hits or something. Radio_freq so AIs dont hear holopad stuff through radios.
for(var/mob/living/silicon/ai/master in masters)
if(masters[master] && speaker != master)
master.relay_speech(message, speaker, message_language, raw_message, radio_freq, spans, message_mode)
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(HC.connected_holopad == src && speaker != HC.hologram)
HC.user.Hear(message, speaker, message_language, raw_message, radio_freq, spans)
if(outgoing_call && speaker == outgoing_call.user)
outgoing_call.hologram.say(raw_message)
/obj/machinery/holopad/proc/SetLightsAndPower()
var/total_users = masters.len + LAZYLEN(holo_calls)
use_power = HOLOPAD_PASSIVE_POWER_USAGE + HOLOGRAM_POWER_USAGE * total_users
if(total_users)
set_light(2)
icon_state = "holopad1"
else
set_light(0)
icon_state = "holopad0"
/obj/machinery/holopad/proc/set_holo(mob/living/user, var/obj/effect/overlay/holo_pad_hologram/h)
masters[user] = h
var/mob/living/silicon/ai/AI = user
if(istype(AI))
AI.current = src
SetLightsAndPower()
return TRUE
/obj/machinery/holopad/proc/clear_holo(mob/living/user)
qdel(masters[user]) // Get rid of user's hologram
unset_holo(user)
return TRUE
/obj/machinery/holopad/proc/unset_holo(mob/living/user)
var/mob/living/silicon/ai/AI = user
if(istype(AI) && AI.current == src)
AI.current = null
masters -= user // Discard AI from the list of those who use holopad
SetLightsAndPower()
return TRUE
/obj/machinery/holopad/proc/move_hologram(mob/living/user, turf/new_turf)
if(masters[user])
var/obj/effect/overlay/holo_pad_hologram/H = masters[user]
step_to(H, new_turf)
H.loc = new_turf
var/area/holo_area = get_area(src)
var/area/eye_area = new_turf.loc
if(!(eye_area in holo_area.related))
clear_holo(user)
return TRUE
/obj/effect/overlay/holo_pad_hologram
var/mob/living/Impersonation
var/datum/holocall/HC
/obj/effect/overlay/holo_pad_hologram/Destroy()
Impersonation = null
if(HC)
HC.Disconnect(HC.calling_holopad)
return ..()
/obj/effect/overlay/holo_pad_hologram/Process_Spacemove(movement_dir = 0)
return 1
/obj/effect/overlay/holo_pad_hologram/examine(mob/user)
if(Impersonation)
return Impersonation.examine(user)
return ..()
/obj/item/weapon/circuitboard/machine/holopad
name = "AI Holopad (Machine Board)"
build_path = /obj/machinery/holopad
origin_tech = "programming=1"
req_components = list(/obj/item/weapon/stock_parts/capacitor = 1)
#undef HOLOPAD_PASSIVE_POWER_USAGE
/* Holograms!
* Contains:
* Holopad
* Hologram
* Other stuff
*/
/*
Revised. Original based on space ninja hologram code. Which is also mine. /N
How it works:
AI clicks on holopad in camera view. View centers on holopad.
AI clicks again on the holopad to display a hologram. Hologram stays as long as AI is looking at the pad and it (the hologram) is in range of the pad.
AI can use the directional keys to move the hologram around, provided the above conditions are met and the AI in question is the holopad's master.
Any number of AIs can use a holopad. /Lo6
AI may cancel the hologram at any time by clicking on the holopad once more.
Possible to do for anyone motivated enough:
Give an AI variable for different hologram icons.
Itegrate EMP effect to disable the unit.
*/
/*
* Holopad
*/
#define HOLOPAD_PASSIVE_POWER_USAGE 1
#define HOLOGRAM_POWER_USAGE 2
GLOBAL_LIST_EMPTY(holopads)
#define HOLOPAD_MODE RANGE_BASED
/obj/machinery/holopad
name = "Holopad"
desc = "It's a floor-mounted device for projecting holographic images."
icon_state = "holopad0"
layer = LOW_OBJ_LAYER
flags = HEAR
anchored = 1
use_power = 1
idle_power_usage = 5
active_power_usage = 100
obj_integrity = 300
max_integrity = 300
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
var/list/masters = list()//List of living mobs that use the holopad
var/last_request = 0 //to prevent request spam. ~Carn
var/holo_range = 5 // Change to change how far the AI can move away from the holopad before deactivating.
var/temp = ""
var/list/holo_calls //array of /datum/holocalls
var/datum/holocall/outgoing_call //do not modify the datums only check and call the public procs
var/static/force_answer_call = FALSE //Calls will be automatically answered after a couple rings, here for debugging
var/static/list/holopads = list()
/obj/machinery/holopad/Initialize()
..()
var/obj/item/weapon/circuitboard/machine/B = new /obj/item/weapon/circuitboard/machine/holopad(null)
B.apply_default_parts(src)
holopads += src
/obj/machinery/holopad/Destroy()
if(outgoing_call)
LAZYADD(holo_calls, outgoing_call)
for(var/I in holo_calls)
var/datum/holocall/HC = I
HC.ConnectionFailure(src)
LAZYCLEARLIST(holo_calls)
for (var/I in masters)
clear_holo(I)
holopads -= src
return ..()
/obj/machinery/holopad/power_change()
if (powered())
stat &= ~NOPOWER
else
stat |= ~NOPOWER
/obj/machinery/holopad/RefreshParts()
var/holograph_range = 4
for(var/obj/item/weapon/stock_parts/capacitor/B in component_parts)
holograph_range += 1 * B.rating
holo_range = holograph_range
/obj/machinery/holopad/attackby(obj/item/P, mob/user, params)
if(default_deconstruction_screwdriver(user, "holopad_open", "holopad0", P))
return
if(exchange_parts(user, P))
return
if(default_pry_open(P))
return
if(default_unfasten_wrench(user, P))
return
if(default_deconstruction_crowbar(P))
return
return ..()
/obj/machinery/holopad/proc/CheckCallClose()
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(usr == HC.eye)
HC.Disconnect(HC.calling_holopad) //disconnect via clicking the called holopad
return TRUE
return FALSE
/obj/machinery/holopad/Click(location,control,params)
if(!CheckCallClose())
return ..()
/obj/machinery/holopad/AltClick(mob/living/carbon/human/user)
if(!CheckCallClose())
interact(user)
/obj/machinery/holopad/interact(mob/living/carbon/human/user) //Carn: Hologram requests.
if(!istype(user))
return
if(outgoing_call || user.incapacitated() || !is_operational())
return
user.set_machine(src)
var/dat
if(temp)
dat = temp
else
dat = "<a href='?src=\ref[src];AIrequest=1'>Request an AI's presence.</a><br>"
dat += "<a href='?src=\ref[src];Holocall=1'>Call another holopad.</a><br>"
if(LAZYLEN(holo_calls))
dat += "=====================================================<br>"
var/one_answered_call = FALSE
var/one_unanswered_call = FALSE
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(HC.connected_holopad != src)
dat += "<a href='?src=\ref[src];connectcall=\ref[HC]'>Answer call from [get_area(HC.calling_holopad)].</a><br>"
one_unanswered_call = TRUE
else
one_answered_call = TRUE
if(one_answered_call && one_unanswered_call)
dat += "=====================================================<br>"
//we loop twice for formatting
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(HC.connected_holopad == src)
dat += "<a href='?src=\ref[src];disconnectcall=\ref[HC]'>Disconnect call from [HC.user].</a><br>"
var/datum/browser/popup = new(user, "holopad", name, 300, 130)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
/obj/machinery/holopad/Topic(href, href_list)
if(..() || isAI(usr))
return
add_fingerprint(usr)
if(!is_operational())
return
if (href_list["AIrequest"])
if(last_request + 200 < world.time)
last_request = world.time
temp = "You requested an AI's presence.<BR>"
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
var/area/area = get_area(src)
for(var/mob/living/silicon/ai/AI in GLOB.silicon_mobs)
if(!AI.client)
continue
to_chat(AI, "<span class='info'>Your presence is requested at <a href='?src=\ref[AI];jumptoholopad=\ref[src]'>\the [area]</a>.</span>")
else
temp = "A request for AI presence was already sent recently.<BR>"
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
else if(href_list["Holocall"])
if(outgoing_call)
return
temp = "You must stand on the holopad to make a call!<br>"
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
if(usr.loc == loc)
var/list/callnames = list()
for(var/I in holopads)
var/area/A = get_area(I)
if(A)
LAZYADD(callnames[A], I)
callnames -= get_area(src)
var/result = input(usr, "Choose an area to call", "Holocall") as null|anything in callnames
if(QDELETED(usr) || !result || outgoing_call)
return
if(usr.loc == loc)
temp = "Dialing...<br>"
temp += "<A href='?src=\ref[src];mainmenu=1'>Main Menu</A>"
new /datum/holocall(usr, src, callnames[result])
else if(href_list["connectcall"])
var/datum/holocall/call_to_connect = locate(href_list["connectcall"])
if(!QDELETED(call_to_connect))
call_to_connect.Answer(src)
temp = ""
else if(href_list["disconnectcall"])
var/datum/holocall/call_to_disconnect = locate(href_list["disconnectcall"])
if(!QDELETED(call_to_disconnect))
call_to_disconnect.Disconnect(src)
temp = ""
else if(href_list["mainmenu"])
temp = ""
if(outgoing_call)
outgoing_call.Disconnect()
updateDialog()
//do not allow AIs to answer calls or people will use it to meta the AI sattelite
/obj/machinery/holopad/attack_ai(mob/living/silicon/ai/user)
if (!istype(user))
return
/*There are pretty much only three ways to interact here.
I don't need to check for client since they're clicking on an object.
This may change in the future but for now will suffice.*/
if(user.eyeobj.loc != src.loc)//Set client eye on the object if it's not already.
user.eyeobj.setLoc(get_turf(src))
else if(!masters[user])//If there is no hologram, possibly make one.
activate_holo(user)
else//If there is a hologram, remove it.
clear_holo(user)
/obj/machinery/holopad/process()
for(var/I in masters)
var/mob/living/master = I
var/mob/living/silicon/ai/AI = master
if(!istype(AI))
AI = null
if(!QDELETED(master) && !master.incapacitated() && master.client && (!AI || AI.eyeobj))//If there is an AI attached, it's not incapacitated, it has a client, and the client eye is centered on the projector.
if(is_operational())//If the machine has power.
if(AI) //ais are range based
if(get_dist(AI.eyeobj, src) <= holo_range)
continue
else
var/obj/machinery/holopad/pad_close = get_closest_atom(/obj/machinery/holopad, holopads, AI.eyeobj)
if(get_dist(pad_close, AI.eyeobj) <= holo_range)
var/obj/effect/overlay/holo_pad_hologram/h = masters[master]
unset_holo(master)
pad_close.set_holo(master, h)
continue
else
continue
clear_holo(master)//If not, we want to get rid of the hologram.
if(outgoing_call)
outgoing_call.Check()
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(HC.connected_holopad != src)
if(force_answer_call && world.time > (HC.call_start_time + (HOLOPAD_MAX_DIAL_TIME / 2)))
HC.Answer(src)
break
if(outgoing_call)
HC.Disconnect(src)//can't answer calls while calling
else
playsound(src, 'sound/machines/twobeep.ogg', 100) //bring, bring!
/obj/machinery/holopad/proc/activate_holo(mob/living/user)
var/mob/living/silicon/ai/AI = user
if(!istype(AI))
AI = null
if(is_operational() && (!AI || AI.eyeobj.loc == loc))//If the projector has power and client eye is on it
if (AI && istype(AI.current, /obj/machinery/holopad))
to_chat(user, "<span class='danger'>ERROR:</span> \black Image feed in progress.")
return
var/obj/effect/overlay/holo_pad_hologram/Hologram = new(loc)//Spawn a blank effect at the location.
if(AI)
Hologram.icon = AI.holo_icon
else //make it like real life
Hologram.icon = user.icon
Hologram.icon_state = user.icon_state
Hologram.copy_overlays(user, TRUE)
//codersprite some holo effects here
Hologram.alpha = 100
Hologram.add_atom_colour("#77abff", FIXED_COLOUR_PRIORITY)
Hologram.Impersonation = user
Hologram.language_holder = user.get_language_holder()
Hologram.mouse_opacity = 0//So you can't click on it.
Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
Hologram.anchored = 1//So space wind cannot drag it.
Hologram.name = "[user.name] (Hologram)"//If someone decides to right click.
Hologram.set_light(2) //hologram lighting
set_holo(user, Hologram)
visible_message("A holographic image of [user] flicks to life right before your eyes!")
return Hologram
else
to_chat(user, "<span class='danger'>ERROR:</span> \black Unable to project hologram.")
/*This is the proc for special two-way communication between AI and holopad/people talking near holopad.
For the other part of the code, check silicon say.dm. Particularly robot talk.*/
/obj/machinery/holopad/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
if(speaker && masters.len && !radio_freq)//Master is mostly a safety in case lag hits or something. Radio_freq so AIs dont hear holopad stuff through radios.
for(var/mob/living/silicon/ai/master in masters)
if(masters[master] && speaker != master)
master.relay_speech(message, speaker, message_language, raw_message, radio_freq, spans, message_mode)
for(var/I in holo_calls)
var/datum/holocall/HC = I
if(HC.connected_holopad == src && speaker != HC.hologram)
HC.user.Hear(message, speaker, message_language, raw_message, radio_freq, spans)
if(outgoing_call && speaker == outgoing_call.user)
outgoing_call.hologram.say(raw_message)
/obj/machinery/holopad/proc/SetLightsAndPower()
var/total_users = masters.len + LAZYLEN(holo_calls)
use_power = HOLOPAD_PASSIVE_POWER_USAGE + HOLOGRAM_POWER_USAGE * total_users
if(total_users)
set_light(2)
icon_state = "holopad1"
else
set_light(0)
icon_state = "holopad0"
/obj/machinery/holopad/proc/set_holo(mob/living/user, var/obj/effect/overlay/holo_pad_hologram/h)
masters[user] = h
var/mob/living/silicon/ai/AI = user
if(istype(AI))
AI.current = src
SetLightsAndPower()
return TRUE
/obj/machinery/holopad/proc/clear_holo(mob/living/user)
qdel(masters[user]) // Get rid of user's hologram
unset_holo(user)
return TRUE
/obj/machinery/holopad/proc/unset_holo(mob/living/user)
var/mob/living/silicon/ai/AI = user
if(istype(AI) && AI.current == src)
AI.current = null
masters -= user // Discard AI from the list of those who use holopad
SetLightsAndPower()
return TRUE
/obj/machinery/holopad/proc/move_hologram(mob/living/user, turf/new_turf)
if(masters[user])
var/obj/effect/overlay/holo_pad_hologram/H = masters[user]
step_to(H, new_turf)
H.loc = new_turf
var/area/holo_area = get_area(src)
var/area/eye_area = new_turf.loc
if(!(eye_area in holo_area.related))
clear_holo(user)
return TRUE
/obj/effect/overlay/holo_pad_hologram
var/mob/living/Impersonation
var/datum/holocall/HC
/obj/effect/overlay/holo_pad_hologram/Destroy()
Impersonation = null
if(HC)
HC.Disconnect(HC.calling_holopad)
return ..()
/obj/effect/overlay/holo_pad_hologram/Process_Spacemove(movement_dir = 0)
return 1
/obj/effect/overlay/holo_pad_hologram/examine(mob/user)
if(Impersonation)
return Impersonation.examine(user)
return ..()
/obj/item/weapon/circuitboard/machine/holopad
name = "AI Holopad (Machine Board)"
build_path = /obj/machinery/holopad
origin_tech = "programming=1"
req_components = list(/obj/item/weapon/stock_parts/capacitor = 1)
#undef HOLOPAD_PASSIVE_POWER_USAGE
#undef HOLOGRAM_POWER_USAGE
File diff suppressed because it is too large Load Diff
+259 -259
View File
@@ -1,259 +1,259 @@
/obj/item/weapon/melee/energy
var/active = 0
var/force_on = 30 //force when active
var/throwforce_on = 20
var/icon_state_on = "axe1"
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/list/possible_colors
w_class = WEIGHT_CLASS_SMALL
sharpness = IS_SHARP
var/w_class_on = WEIGHT_CLASS_BULKY
heat = 3500
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
var/brightness_on = 3
/obj/item/weapon/melee/energy/Initialize()
. = ..()
if(LAZYLEN(possible_colors))
item_color = pick(possible_colors)
switch(item_color)//Only run this check if the color was picked randomly, so that colors can be manually set for non-random colored energy weapons.
if("red")
light_color = LIGHT_COLOR_RED
if("green")
light_color = LIGHT_COLOR_GREEN
if("blue")
light_color = LIGHT_COLOR_LIGHT_CYAN
if("purple")
light_color = LIGHT_COLOR_LAVENDER
if(active)
set_light(brightness_on)
/obj/item/weapon/melee/energy/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/weapon/melee/energy/add_blood(list/blood_dna)
return 0
/obj/item/weapon/melee/energy/is_sharp()
return active * sharpness
/obj/item/weapon/melee/energy/axe
name = "energy axe"
desc = "An energized battle axe."
icon_state = "axe0"
force = 40
force_on = 150
throwforce = 25
throwforce_on = 30
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
w_class_on = WEIGHT_CLASS_HUGE
flags = CONDUCT
armour_penetration = 100
origin_tech = "combat=4;magnets=3"
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
attack_verb_on = list()
light_color = "#40ceff"
/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/weapon/melee/energy/sword
name = "energy sword"
desc = "May the force be within you."
icon_state = "sword0"
force = 3
throwforce = 5
hitsound = "swing_hit" //it starts deactivated
throw_speed = 3
throw_range = 5
sharpness = IS_SHARP
embed_chance = 75
embedded_impact_pain_multiplier = 10
armour_penetration = 35
origin_tech = "combat=3;magnets=4;syndicate=4"
block_chance = 50
possible_colors = list("red", "blue", "green", "purple")
var/hacked = 0
/obj/item/weapon/melee/energy/sword/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/weapon/melee/energy/sword/process()
if(active)
if(hacked)
light_color = pick(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
open_flame()
else
STOP_PROCESSING(SSobj, src)
/obj/item/weapon/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
if(active)
return ..()
return 0
/obj/item/weapon/melee/energy/attack_self(mob/living/carbon/user)
if(user.disabilities & CLUMSY && prob(50))
to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
user.take_bodypart_damage(5,5)
active = !active
if (active)
force = force_on
throwforce = throwforce_on
hitsound = 'sound/weapons/blade1.ogg'
throw_speed = 4
if(attack_verb_on.len)
attack_verb = attack_verb_on
if(!item_color)
icon_state = icon_state_on
else
icon_state = "sword[item_color]"
w_class = w_class_on
playsound(user, 'sound/weapons/saberon.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
to_chat(user, "<span class='notice'>[src] is now active.</span>")
START_PROCESSING(SSobj, src)
set_light(brightness_on)
else
force = initial(force)
throwforce = initial(throwforce)
hitsound = initial(hitsound)
throw_speed = initial(throw_speed)
if(attack_verb_on.len)
attack_verb = list()
icon_state = initial(icon_state)
w_class = initial(w_class)
playsound(user, 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
STOP_PROCESSING(SSobj, src)
set_light(0)
add_fingerprint(user)
/obj/item/weapon/melee/energy/is_hot()
return active * heat
/obj/item/weapon/melee/energy/ignition_effect(atom/A, mob/user)
if(!active)
return ""
var/in_mouth = ""
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.wear_mask == src)
in_mouth = ", barely missing their nose"
. = "<span class='warning'>[user] swings their \
[src][in_mouth]. They light [A] in the process.</span>"
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
add_fingerprint(user)
/obj/item/weapon/melee/energy/sword/cyborg
var/hitcost = 50
/obj/item/weapon/melee/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
if(R.cell)
var/obj/item/weapon/stock_parts/cell/C = R.cell
if(active && !(C.use(hitcost)))
attack_self(R)
to_chat(R, "<span class='notice'>It's out of charge!</span>")
return
..()
return
/obj/item/weapon/melee/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
name = "energy saw"
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
icon_state = "esaw"
force_on = 30
force = 18 //About as much as a spear
hitsound = 'sound/weapons/circsawhit.ogg'
icon = 'icons/obj/surgery.dmi'
icon_state = "esaw_0"
icon_state_on = "esaw_1"
hitcost = 75 //Costs more than a standard cyborg esword
item_color = null
w_class = WEIGHT_CLASS_NORMAL
sharpness = IS_SHARP
light_color = "#40ceff"
possible_colors = null
/obj/item/weapon/melee/energy/sword/cyborg/saw/Initialize()
. = ..()
icon_state = "esaw_0"
item_color = null
/obj/item/weapon/melee/energy/sword/cyborg/saw/hit_reaction()
return 0
/obj/item/weapon/melee/energy/sword/saber
/obj/item/weapon/melee/energy/sword/saber/blue
possible_colors = list("blue")
/obj/item/weapon/melee/energy/sword/saber/purple
possible_colors = list("purple")
/obj/item/weapon/melee/energy/sword/saber/green
possible_colors = list("green")
/obj/item/weapon/melee/energy/sword/saber/red
possible_colors = list("red")
/obj/item/weapon/melee/energy/sword/saber/attackby(obj/item/weapon/W, mob/living/user, params)
if(istype(W, /obj/item/device/multitool))
if(!hacked)
hacked = TRUE
item_color = "rainbow"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
icon_state = "swordrainbow"
user.update_inv_hands()
else
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
else
return ..()
/obj/item/weapon/melee/energy/sword/pirate
name = "energy cutlass"
desc = "Arrrr matey."
icon_state = "cutlass0"
icon_state_on = "cutlass1"
light_color = "#ff0000"
/obj/item/weapon/melee/energy/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 30 //Normal attacks deal esword damage
hitsound = 'sound/weapons/blade1.ogg'
active = 1
throwforce = 1//Throwing or dropping the item deletes it.
throw_speed = 3
throw_range = 1
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
var/datum/effect_system/spark_spread/spark_system
sharpness = IS_SHARP
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/weapon/melee/energy/blade/Initialize()
. = ..()
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
/obj/item/weapon/melee/energy/blade/attack_self(mob/user)
return
/obj/item/weapon/melee/energy/blade/hardlight
name = "hardlight blade"
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
icon_state = "lightblade"
item_state = "lightblade"
/obj/item/weapon/melee/energy
var/active = 0
var/force_on = 30 //force when active
var/throwforce_on = 20
var/icon_state_on = "axe1"
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/list/possible_colors
w_class = WEIGHT_CLASS_SMALL
sharpness = IS_SHARP
var/w_class_on = WEIGHT_CLASS_BULKY
heat = 3500
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
var/brightness_on = 3
/obj/item/weapon/melee/energy/Initialize()
. = ..()
if(LAZYLEN(possible_colors))
item_color = pick(possible_colors)
switch(item_color)//Only run this check if the color was picked randomly, so that colors can be manually set for non-random colored energy weapons.
if("red")
light_color = LIGHT_COLOR_RED
if("green")
light_color = LIGHT_COLOR_GREEN
if("blue")
light_color = LIGHT_COLOR_LIGHT_CYAN
if("purple")
light_color = LIGHT_COLOR_LAVENDER
if(active)
set_light(brightness_on)
/obj/item/weapon/melee/energy/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/weapon/melee/energy/add_blood(list/blood_dna)
return 0
/obj/item/weapon/melee/energy/is_sharp()
return active * sharpness
/obj/item/weapon/melee/energy/axe
name = "energy axe"
desc = "An energized battle axe."
icon_state = "axe0"
force = 40
force_on = 150
throwforce = 25
throwforce_on = 30
hitsound = 'sound/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
w_class_on = WEIGHT_CLASS_HUGE
flags = CONDUCT
armour_penetration = 100
origin_tech = "combat=4;magnets=3"
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
attack_verb_on = list()
light_color = "#40ceff"
/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS|FIRELOSS)
/obj/item/weapon/melee/energy/sword
name = "energy sword"
desc = "May the force be within you."
icon_state = "sword0"
force = 3
throwforce = 5
hitsound = "swing_hit" //it starts deactivated
throw_speed = 3
throw_range = 5
sharpness = IS_SHARP
embed_chance = 75
embedded_impact_pain_multiplier = 10
armour_penetration = 35
origin_tech = "combat=3;magnets=4;syndicate=4"
block_chance = 50
possible_colors = list("red", "blue", "green", "purple")
var/hacked = 0
/obj/item/weapon/melee/energy/sword/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/weapon/melee/energy/sword/process()
if(active)
if(hacked)
light_color = pick(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
open_flame()
else
STOP_PROCESSING(SSobj, src)
/obj/item/weapon/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
if(active)
return ..()
return 0
/obj/item/weapon/melee/energy/attack_self(mob/living/carbon/user)
if(user.disabilities & CLUMSY && prob(50))
to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
user.take_bodypart_damage(5,5)
active = !active
if (active)
force = force_on
throwforce = throwforce_on
hitsound = 'sound/weapons/blade1.ogg'
throw_speed = 4
if(attack_verb_on.len)
attack_verb = attack_verb_on
if(!item_color)
icon_state = icon_state_on
else
icon_state = "sword[item_color]"
w_class = w_class_on
playsound(user, 'sound/weapons/saberon.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
to_chat(user, "<span class='notice'>[src] is now active.</span>")
START_PROCESSING(SSobj, src)
set_light(brightness_on)
else
force = initial(force)
throwforce = initial(throwforce)
hitsound = initial(hitsound)
throw_speed = initial(throw_speed)
if(attack_verb_on.len)
attack_verb = list()
icon_state = initial(icon_state)
w_class = initial(w_class)
playsound(user, 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
STOP_PROCESSING(SSobj, src)
set_light(0)
add_fingerprint(user)
/obj/item/weapon/melee/energy/is_hot()
return active * heat
/obj/item/weapon/melee/energy/ignition_effect(atom/A, mob/user)
if(!active)
return ""
var/in_mouth = ""
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.wear_mask == src)
in_mouth = ", barely missing their nose"
. = "<span class='warning'>[user] swings their \
[src][in_mouth]. They light [A] in the process.</span>"
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
add_fingerprint(user)
/obj/item/weapon/melee/energy/sword/cyborg
var/hitcost = 50
/obj/item/weapon/melee/energy/sword/cyborg/attack(mob/M, var/mob/living/silicon/robot/R)
if(R.cell)
var/obj/item/weapon/stock_parts/cell/C = R.cell
if(active && !(C.use(hitcost)))
attack_self(R)
to_chat(R, "<span class='notice'>It's out of charge!</span>")
return
..()
return
/obj/item/weapon/melee/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
name = "energy saw"
desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
icon_state = "esaw"
force_on = 30
force = 18 //About as much as a spear
hitsound = 'sound/weapons/circsawhit.ogg'
icon = 'icons/obj/surgery.dmi'
icon_state = "esaw_0"
icon_state_on = "esaw_1"
hitcost = 75 //Costs more than a standard cyborg esword
item_color = null
w_class = WEIGHT_CLASS_NORMAL
sharpness = IS_SHARP
light_color = "#40ceff"
possible_colors = null
/obj/item/weapon/melee/energy/sword/cyborg/saw/Initialize()
. = ..()
icon_state = "esaw_0"
item_color = null
/obj/item/weapon/melee/energy/sword/cyborg/saw/hit_reaction()
return 0
/obj/item/weapon/melee/energy/sword/saber
/obj/item/weapon/melee/energy/sword/saber/blue
possible_colors = list("blue")
/obj/item/weapon/melee/energy/sword/saber/purple
possible_colors = list("purple")
/obj/item/weapon/melee/energy/sword/saber/green
possible_colors = list("green")
/obj/item/weapon/melee/energy/sword/saber/red
possible_colors = list("red")
/obj/item/weapon/melee/energy/sword/saber/attackby(obj/item/weapon/W, mob/living/user, params)
if(istype(W, /obj/item/device/multitool))
if(!hacked)
hacked = TRUE
item_color = "rainbow"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
icon_state = "swordrainbow"
user.update_inv_hands()
else
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
else
return ..()
/obj/item/weapon/melee/energy/sword/pirate
name = "energy cutlass"
desc = "Arrrr matey."
icon_state = "cutlass0"
icon_state_on = "cutlass1"
light_color = "#ff0000"
/obj/item/weapon/melee/energy/blade
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 30 //Normal attacks deal esword damage
hitsound = 'sound/weapons/blade1.ogg'
active = 1
throwforce = 1//Throwing or dropping the item deletes it.
throw_speed = 3
throw_range = 1
w_class = WEIGHT_CLASS_BULKY//So you can't hide it in your pocket or some such.
var/datum/effect_system/spark_spread/spark_system
sharpness = IS_SHARP
//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
/obj/item/weapon/melee/energy/blade/Initialize()
. = ..()
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
/obj/item/weapon/melee/energy/blade/attack_self(mob/user)
return
/obj/item/weapon/melee/energy/blade/hardlight
name = "hardlight blade"
desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
icon_state = "lightblade"
item_state = "lightblade"
+1 -1
View File
@@ -47,7 +47,7 @@
queue_smooth_neighbors(src)
/obj/structure/table/narsie_act()
new /obj/structure/table/wood(src.loc)
new /obj/structure/table/wood(src.loc)
/obj/structure/table/ratvar_act()
new /obj/structure/table/reinforced/brass(src.loc)