Merge branch 'master' of https://github.com/SandPoot/Citadel-Station-13 into balloon-alert-port

This commit is contained in:
SandPoot
2022-01-25 14:41:34 -03:00
671 changed files with 26502 additions and 11639 deletions
@@ -54,7 +54,10 @@
/area/ruin/lavaland/unpowered)
"m" = (
/obj/structure/mineral_door/wood,
/obj/effect/decal/cleanable/trail_holder,
/obj/effect/decal/cleanable/trail_holder{
color = "#dc0000";
dir = 8
},
/turf/open/floor/wood,
/area/ruin/lavaland/unpowered)
"n" = (
@@ -68,7 +71,10 @@
/obj/machinery/light/broken{
dir = 4
},
/obj/effect/decal/cleanable/trail_holder,
/obj/effect/decal/cleanable/trail_holder{
color = "#dc0000";
dir = 6
},
/turf/open/floor/wood,
/area/ruin/lavaland/unpowered)
"q" = (
@@ -93,13 +99,33 @@
/turf/open/floor/wood,
/area/ruin/lavaland/unpowered)
"s" = (
/obj/effect/decal/cleanable/trail_holder,
/obj/effect/decal/cleanable/trail_holder{
color = "#dc0000";
dir = 9
},
/turf/open/floor/wood,
/area/ruin/lavaland/unpowered)
"x" = (
/obj/effect/decal/cleanable/trail_holder{
color = "#dc0000";
dir = 8
},
/turf/open/floor/wood,
/area/ruin/lavaland/unpowered)
"N" = (
/obj/effect/decal/cleanable/trail_holder,
/obj/effect/decal/cleanable/trail_holder{
color = "#dc0000";
dir = 8
},
/turf/open/floor/plating/asteroid/basalt/lava_land_surface,
/area/lavaland/surface/outdoors)
"Q" = (
/obj/effect/decal/cleanable/trail_holder{
color = "#dc0000";
dir = 6
},
/turf/open/floor/wood,
/area/ruin/lavaland/unpowered)
(1,1,1) = {"
i
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@@ -111,3 +111,12 @@ GLOBAL_LIST_EMPTY(living_heart_cache) //A list of all living hearts in existance
#define BLOB_SPREAD_COST 4
#define BLOB_ATTACK_REFUND 2 //blob refunds this much if it attacks and doesn't spread
#define BLOB_REFLECTOR_COST 15
/// How many telecrystals a normal traitor starts with
#define TELECRYSTALS_DEFAULT 20
/// How many telecrystals mapper/admin only "precharged" uplink implant
#define TELECRYSTALS_PRELOADED_IMPLANT 10
/// The normal cost of an uplink implant; used for calcuating how many
/// TC to charge someone if they get a free implant through choice or
/// because they have nothing else that supports an implant.
#define UPLINK_IMPLANT_TELECRYSTAL_COST 4
+23
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@@ -68,6 +68,20 @@
#define TEMPERATURE_DAMAGE_COEFFICIENT 1.5 //This is used in handle_temperature_damage() for humans, and in reagents that affect body temperature. Temperature damage is multiplied by this amount.
#define SYNTH_PASSIVE_HEAT_GAIN 10 //Degrees C per handle_environment() Synths passively heat up. Mitigated by cooling efficiency. Can lead to overheating if not managed.
#define SYNTH_MAX_PASSIVE_GAIN_TEMP 250 //Degrees C that a synth can be heated up to by their internal heat gain, provided their cooling is insufficient to mitigate it.
#define SYNTH_MIN_PASSIVE_COOLING_TEMP -30 //Degrees C a synth can cool towards at very high cooling efficiency.
#define SYNTH_HEAT_EFFICIENCY_COEFF 0.005 //How quick the difference between the Synth and the environment starts to matter. The smaller the higher the difference has to be for the same change.
#define SYNTH_SINGLE_INFLUENCE_COOLING_EFFECT_CAP 3 //How big can the multiplier for heat / pressure cooling be in an optimal environment
#define SYNTH_TOTAL_ENVIRONMENT_EFFECT_CAP 2 //How big of an multiplier can the environment give in an optimal scenario (maximum efficiency in the end is at a lower cap, this mostly counters low coolant levels)
#define SYNTH_MAX_COOLING_EFFICIENCY 1.5 //The maximum possible cooling efficiency one can achieve at optimal conditions.
#define SYNTH_ACTIVE_COOLING_TEMP_BOUNDARY 10 //The minimum distance from room temperature a Synth needs to have for active cooling to actively cool.
#define SYNTH_ACTIVE_COOLING_LOW_PRESSURE_THRESHOLD 0.05 //At how much percentage of default pressure (or lower) active cooling gets a massive cost penalty.
#define SYNTH_ACTIVE_COOLING_LOW_PRESSURE_PENALTY 2.5 //By how much is active cooling cost multiplied if in a very-low-pressure environment?
#define SYNTH_ACTIVE_COOLING_MIN_ADJUSTMENT 5 //What is the minimum amount of temp you move towards the target point, even if it would be less with default calculations?
#define SYNTH_INTEGRATION_COOLANT_PENALTY 0.4 //Integrating coolant is multiplied with this for calculation of impact on passive cooling.
#define SYNTH_INTEGRATION_COOLANT_CAP 0.25 //Integrating coolant is capped at counting as current_blood * this number. This is so you can't just run on salglu or whatever.
#define BODYTEMP_NORMAL 310.15 //The natural temperature for a body
#define BODYTEMP_AUTORECOVERY_DIVISOR 11 //This is the divisor which handles how much of the temperature difference between the current body temperature and 310.15K (optimal temperature) humans auto-regenerate each tick. The higher the number, the slower the recovery. This is applied each tick, so long as the mob is alive.
#define BODYTEMP_AUTORECOVERY_MINIMUM 12 //Minimum amount of kelvin moved toward 310K per tick. So long as abs(310.15 - bodytemp) is more than 50.
@@ -128,6 +142,7 @@
#define TANK_MAX_RELEASE_PRESSURE (ONE_ATMOSPHERE*3)
#define TANK_MIN_RELEASE_PRESSURE 0
#define TANK_DEFAULT_RELEASE_PRESSURE 17
#define TANK_POST_FRAGMENT_REACTIONS 5
//CANATMOSPASS
#define ATMOS_PASS_YES 1
@@ -260,6 +275,7 @@
#define GAS_HYPERNOB "nob"
#define GAS_NITROUS "n2o"
#define GAS_NITRYL "no2"
#define GAS_HYDROGEN "hydrogen"
#define GAS_TRITIUM "tritium"
#define GAS_BZ "bz"
#define GAS_STIMULUM "stim"
@@ -267,9 +283,16 @@
#define GAS_MIASMA "miasma"
#define GAS_METHANE "methane"
#define GAS_METHYL_BROMIDE "methyl_bromide"
#define GAS_BROMINE "bromine"
#define GAS_AMMONIA "ammonia"
#define GAS_FLUORINE "fluorine"
#define GAS_ETHANOL "ethanol"
#define GAS_GROUP_CHEMICALS "Chemicals"
#define GAS_FLAG_DANGEROUS (1<<0)
#define GAS_FLAG_BREATH_PROC (1<<1)
#define GAS_FLAG_CHEMICAL (1<<2)
//SUPERMATTER DEFINES
#define HEAT_PENALTY "heat penalties"
+191 -56
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@@ -1,62 +1,197 @@
// This is eventually for wjohn to add more color standardization stuff like I keep asking him >:(
#define COLOR_INPUT_DISABLED "#F0F0F0"
#define COLOR_INPUT_ENABLED "#D3B5B5"
#define COLOR_FLOORTILE_GRAY "#8D8B8B"
#define COLOR_ALMOST_BLACK "#333333"
#define COLOR_BLACK "#000000"
#define COLOR_RED "#FF0000"
#define COLOR_RED_LIGHT "#FF3333"
#define COLOR_MAROON "#800000"
#define COLOR_YELLOW "#FFFF00"
#define COLOR_OLIVE "#808000"
#define COLOR_LIME "#32CD32"
#define COLOR_GREEN "#008000"
#define COLOR_CYAN "#00FFFF"
#define COLOR_TEAL "#008080"
#define COLOR_BLUE "#0000FF"
#define COLOR_BLUE_LIGHT "#33CCFF"
#define COLOR_NAVY "#000080"
#define COLOR_PINK "#FFC0CB"
#define COLOR_MAGENTA "#FF00FF"
#define COLOR_PURPLE "#800080"
#define COLOR_ORANGE "#FF9900"
#define COLOR_BEIGE "#CEB689"
#define COLOR_BLUE_GRAY "#75A2BB"
#define COLOR_BROWN "#BA9F6D"
#define COLOR_SOFT_RED "#FA8282"
#define COLOR_DARK_BROWN "#997C4F"
#define COLOR_DARK_ORANGE "#C3630C"
#define COLOR_GREEN_GRAY "#99BB76"
#define COLOR_RED_GRAY "#B4696A"
#define COLOR_PALE_BLUE_GRAY "#98C5DF"
#define COLOR_PALE_GREEN_GRAY "#B7D993"
#define COLOR_PALE_ORANGE "#FFC066"
#define COLOR_PALE_RED_GRAY "#D59998"
#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
#define COLOR_PURPLE_GRAY "#AE8CA8"
#define COLOR_INPUT_DISABLED "#F0F0F0"
#define COLOR_INPUT_ENABLED "#D3B5B5"
// Color defines used by the assembly detailer.
#define COLOR_ASSEMBLY_BLACK "#545454"
#define COLOR_ASSEMBLY_BGRAY "#9497AB"
#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
#define COLOR_ASSEMBLY_RED "#CC4242"
#define COLOR_ASSEMBLY_ORANGE "#E39751"
#define COLOR_ASSEMBLY_BEIGE "#AF9366"
#define COLOR_ASSEMBLY_BROWN "#97670E"
#define COLOR_ASSEMBLY_GOLD "#AA9100"
#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
#define COLOR_ASSEMBLY_GURKHA "#999875"
#define COLOR_ASSEMBLY_LGREEN "#789876"
#define COLOR_ASSEMBLY_GREEN "#44843C"
#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
#define COLOR_ASSEMBLY_BLUE "#38559E"
#define COLOR_ASSEMBLY_PURPLE "#6F6192"
#define COLOR_ASSEMBLY_PINK "#ff4adc"
#define COLOR_DARKMODE_BACKGROUND "#202020"
#define COLOR_DARKMODE_DARKBACKGROUND "#171717"
#define COLOR_DARKMODE_TEXT "#a4bad6"
#define COLOR_WHITE "#FFFFFF"
#define COLOR_VERY_LIGHT_GRAY "#EEEEEE"
#define COLOR_SILVER "#C0C0C0"
#define COLOR_GRAY "#808080"
#define COLOR_WHITE "#FFFFFF"
#define COLOR_VERY_LIGHT_GRAY "#EEEEEE"
#define COLOR_SILVER "#C0C0C0"
#define COLOR_GRAY "#808080"
#define COLOR_FLOORTILE_GRAY "#8D8B8B"
#define COLOR_DARK "#454545"
#define COLOR_ALMOST_BLACK "#333333"
#define COLOR_BLACK "#000000"
#define COLOR_HALF_TRANSPARENT_BLACK "#0000007A"
#define COLOR_RED "#FF0000"
#define COLOR_MOSTLY_PURE_RED "#FF3300"
#define COLOR_DARK_RED "#A50824"
#define COLOR_RED_LIGHT "#FF3333"
#define COLOR_MAROON "#800000"
#define COLOR_VIVID_RED "#FF3232"
#define COLOR_LIGHT_GRAYISH_RED "#E4C7C5"
#define COLOR_SOFT_RED "#FA8282"
#define COLOR_BUBBLEGUM_RED "#950A0A"
#define COLOR_YELLOW "#FFFF00"
#define COLOR_VIVID_YELLOW "#FBFF23"
#define COLOR_VERY_SOFT_YELLOW "#FAE48E"
#define COLOR_OLIVE "#808000"
#define COLOR_VIBRANT_LIME "#00FF00"
#define COLOR_LIME "#32CD32"
#define COLOR_DARK_LIME "#00aa00"
#define COLOR_VERY_PALE_LIME_GREEN "#DDFFD3"
#define COLOR_VERY_DARK_LIME_GREEN "#003300"
#define COLOR_GREEN "#008000"
#define COLOR_DARK_MODERATE_LIME_GREEN "#44964A"
#define COLOR_CYAN "#00FFFF"
#define COLOR_DARK_CYAN "#00A2FF"
#define COLOR_TEAL "#008080"
#define COLOR_BLUE "#0000FF"
#define COLOR_STRONG_BLUE "#1919c8"
#define COLOR_BRIGHT_BLUE "#2CB2E8"
#define COLOR_MODERATE_BLUE "#555CC2"
#define COLOR_AMETHYST "#822BFF"
#define COLOR_BLUE_LIGHT "#33CCFF"
#define COLOR_NAVY "#000080"
#define COLOR_BLUE_GRAY "#75A2BB"
#define COLOR_PINK "#FFC0CB"
#define COLOR_LIGHT_PINK "#ff3cc8"
#define COLOR_MOSTLY_PURE_PINK "#E4005B"
#define COLOR_MAGENTA "#FF00FF"
#define COLOR_STRONG_MAGENTA "#B800B8"
#define COLOR_PURPLE "#800080"
#define COLOR_VIOLET "#B900F7"
#define COLOR_STRONG_VIOLET "#6927c5"
#define COLOR_ORANGE "#FF9900"
#define COLOR_MOSTLY_PURE_ORANGE "#ff8000"
#define COLOR_TAN_ORANGE "#FF7B00"
#define COLOR_BRIGHT_ORANGE "#E2853D"
#define COLOR_LIGHT_ORANGE "#ffc44d"
#define COLOR_PALE_ORANGE "#FFBE9D"
#define COLOR_BEIGE "#CEB689"
#define COLOR_DARK_ORANGE "#C3630C"
#define COLOR_DARK_MODERATE_ORANGE "#8B633B"
#define COLOR_BROWN "#BA9F6D"
#define COLOR_DARK_BROWN "#997C4F"
#define COLOR_ORANGE_BROWN "#a9734f"
//Color defines used by the soapstone (based on readability against grey tiles)
#define COLOR_SOAPSTONE_PLASTIC "#a19d94"
#define COLOR_SOAPSTONE_IRON "#b2b2b2"
#define COLOR_SOAPSTONE_BRONZE "#FE8001"
#define COLOR_SOAPSTONE_SILVER "#FFFFFF"
#define COLOR_SOAPSTONE_GOLD "#FFD900"
#define COLOR_SOAPSTONE_DIAMOND "#00ffee"
#define COLOR_GREEN_GRAY "#99BB76"
#define COLOR_RED_GRAY "#B4696A"
#define COLOR_PALE_BLUE_GRAY "#98C5DF"
#define COLOR_PALE_GREEN_GRAY "#B7D993"
#define COLOR_PALE_RED_GRAY "#D59998"
#define COLOR_PALE_PURPLE_GRAY "#CBB1CA"
#define COLOR_PURPLE_GRAY "#AE8CA8"
//Color defines used by the assembly detailer.
#define COLOR_ASSEMBLY_BLACK "#545454"
#define COLOR_ASSEMBLY_BGRAY "#9497AB"
#define COLOR_ASSEMBLY_WHITE "#E2E2E2"
#define COLOR_ASSEMBLY_RED "#CC4242"
#define COLOR_ASSEMBLY_ORANGE "#E39751"
#define COLOR_ASSEMBLY_BEIGE "#AF9366"
#define COLOR_ASSEMBLY_BROWN "#97670E"
#define COLOR_ASSEMBLY_GOLD "#AA9100"
#define COLOR_ASSEMBLY_YELLOW "#CECA2B"
#define COLOR_ASSEMBLY_GURKHA "#999875"
#define COLOR_ASSEMBLY_LGREEN "#789876"
#define COLOR_ASSEMBLY_GREEN "#44843C"
#define COLOR_ASSEMBLY_LBLUE "#5D99BE"
#define COLOR_ASSEMBLY_BLUE "#38559E"
#define COLOR_ASSEMBLY_PURPLE "#6F6192"
///Colors for xenobiology vatgrowing
#define COLOR_SAMPLE_YELLOW "#c0b823"
#define COLOR_SAMPLE_PURPLE "#342941"
#define COLOR_SAMPLE_GREEN "#98b944"
#define COLOR_SAMPLE_BROWN "#91542d"
#define COLOR_SAMPLE_GRAY "#5e5856"
///Main colors for UI themes
#define COLOR_THEME_MIDNIGHT "#6086A0"
#define COLOR_THEME_PLASMAFIRE "#FFB200"
#define COLOR_THEME_RETRO "#24CA00"
#define COLOR_THEME_SLIMECORE "#4FB259"
#define COLOR_THEME_OPERATIVE "#B8221F"
#define COLOR_THEME_GLASS "#75A4C4"
#define COLOR_THEME_CLOCKWORK "#CFBA47"
///Colors for eigenstates
#define COLOR_PERIWINKLEE "#9999FF"
/**
* Some defines to generalise colours used in lighting.
*
* Important note: colors can end up significantly different from the basic html picture, especially when saturated
*/
/// Bright but quickly dissipating neon green. rgb(100, 200, 100)
#define LIGHT_COLOR_GREEN "#64C864"
/// Electric green. rgb(0, 255, 0)
#define LIGHT_COLOR_ELECTRIC_GREEN "#00FF00"
/// Cold, diluted blue. rgb(100, 150, 250)
#define LIGHT_COLOR_BLUE "#6496FA"
/// Light blueish green. rgb(125, 225, 175)
#define LIGHT_COLOR_BLUEGREEN "#7DE1AF"
/// Diluted cyan. rgb(125, 225, 225)
#define LIGHT_COLOR_CYAN "#7DE1E1"
/// Electric cyan rgb(0, 255, 255)
#define LIGHT_COLOR_ELECTRIC_CYAN "#00FFFF"
/// More-saturated cyan. rgb(64, 206, 255)
#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF"
/// Saturated blue. rgb(51, 117, 248)
#define LIGHT_COLOR_DARK_BLUE "#6496FA"
/// Diluted, mid-warmth pink. rgb(225, 125, 225)
#define LIGHT_COLOR_PINK "#E17DE1"
/// Dimmed yellow, leaning kaki. rgb(225, 225, 125)
#define LIGHT_COLOR_YELLOW "#E1E17D"
/// Clear brown, mostly dim. rgb(150, 100, 50)
#define LIGHT_COLOR_BROWN "#966432"
/// Mostly pure orange. rgb(250, 150, 50)
#define LIGHT_COLOR_ORANGE "#FA9632"
/// Light Purple. rgb(149, 44, 244)
#define LIGHT_COLOR_PURPLE "#952CF4"
/// Less-saturated light purple. rgb(155, 81, 255)
#define LIGHT_COLOR_LAVENDER "#9B51FF"
///slightly desaturated bright yellow.
#define LIGHT_COLOR_HOLY_MAGIC "#FFF743"
/// deep crimson
#define LIGHT_COLOR_BLOOD_MAGIC "#D00000"
/* These ones aren't a direct colour like the ones above, because nothing would fit */
/// Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
#define LIGHT_COLOR_FIRE "#FAA019"
/// Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
#define LIGHT_COLOR_LAVA "#C48A18"
/// Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
#define LIGHT_COLOR_FLARE "#FA644B"
/// Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
#define LIGHT_COLOR_SLIME_LAMP "#AFC84B"
/// Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF"
/// Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
#define LIGHT_COLOR_HALOGEN "#F0FAFA"
//The GAGS greyscale_colors for each department's computer/machine circuits
#define CIRCUIT_COLOR_GENERIC "#1A7A13"
#define CIRCUIT_COLOR_COMMAND "#1B4594"
#define CIRCUIT_COLOR_SECURITY "#9A151E"
#define CIRCUIT_COLOR_SCIENCE "#BC4A9B"
#define CIRCUIT_COLOR_SERVICE "#92DCBA"
#define CIRCUIT_COLOR_MEDICAL "#00CCFF"
#define CIRCUIT_COLOR_ENGINEERING "#F8D700"
#define CIRCUIT_COLOR_SUPPLY "#C47749"
/// Colors for pride week
#define COLOR_PRIDE_RED "#FF6666"
#define COLOR_PRIDE_ORANGE "#FC9F3C"
#define COLOR_PRIDE_YELLOW "#EAFF51"
#define COLOR_PRIDE_GREEN "#41FC66"
#define COLOR_PRIDE_BLUE "#42FFF2"
#define COLOR_PRIDE_PURPLE "#5D5DFC"
+17
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@@ -25,6 +25,15 @@
/// Do not allow this random event to continue.
#define CANCEL_PRE_RANDOM_EVENT (1<<0)
/// a weather event of some kind occured
#define COMSIG_WEATHER_TELEGRAPH(event_type) "!weather_telegraph [event_type]"
#define COMSIG_WEATHER_START(event_type) "!weather_start [event_type]"
#define COMSIG_WEATHER_WINDDOWN(event_type) "!weather_winddown [event_type]"
#define COMSIG_WEATHER_END(event_type) "!weather_end [event_type]"
/// called by auxgm add_gas: (gas_id)
#define COMSIG_GLOB_NEW_GAS "!new_gas"
// signals from globally accessible objects
/// from SSsun when the sun changes position : (primary_sun, suns)
#define COMSIG_SUN_MOVED "sun_moved"
@@ -45,6 +54,8 @@
#define COMSIG_PARENT_QDELETING "parent_qdeleting"
/// generic topic handler (usr, href_list)
#define COMSIG_TOPIC "handle_topic"
/// from datum ui_act (usr, action)
#define COMSIG_UI_ACT "COMSIG_UI_ACT"
/// fires on the target datum when an element is attached to it (/datum/element)
#define COMSIG_ELEMENT_ATTACH "element_attach"
@@ -415,6 +426,12 @@
///from /obj/machinery/obj_break(damage_flag): (damage_flag)
#define COMSIG_MACHINERY_BROKEN "machinery_broken"
// /obj/machinery/power/supermatter_crystal signals
/// from /obj/machinery/power/supermatter_crystal/process_atmos(); when the SM delam reaches the point of sounding alarms
#define COMSIG_SUPERMATTER_DELAM_START_ALARM "sm_delam_start_alarm"
/// from /obj/machinery/power/supermatter_crystal/process_atmos(); when the SM sounds an audible alarm
#define COMSIG_SUPERMATTER_DELAM_ALARM "sm_delam_alarm"
// /obj/item signals
#define COMSIG_ITEM_ATTACK "item_attack" //from base of obj/item/attack(): (/mob/living/target, /mob/living/user)
#define COMSIG_ITEM_ATTACK_SELF "item_attack_self" //from base of obj/item/attack_self(): (/mob)
+1 -1
View File
@@ -79,7 +79,7 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
#define isangel(A) (is_species(A, /datum/species/angel))
#define ismush(A) (is_species(A, /datum/species/mush))
#define isshadow(A) (is_species(A, /datum/species/shadow))
#define isrobotic(A) (is_species(A, /datum/species/ipc) || is_species(A, /datum/species/synthliz))
#define isrobotic(A) (is_species(A, /datum/species/ipc) || is_species(A, /datum/species/synthliz) || is_species(A, /datum/species/mammal/synthetic))
#define isdwarf(A) (is_species(A, /datum/species/dwarf))
// Citadel specific species
+3
View File
@@ -38,6 +38,9 @@
#define CHAT_PLANE -1 //We don't want heard messages to be hidden by FoV.
/// Plane for balloon text (text that fades up)
#define BALLOON_CHAT_PLANE -1.2
#define CHAT_LAYER 12.0001 // Do not insert layers between these two values
#define CHAT_LAYER_MAX 12.9999
-25
View File
@@ -30,31 +30,6 @@
//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
#define LIGHT_COLOR_WHITE "#FFFFFF"
#define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130)
#define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100)
#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
#define LIGHT_COLOR_BLUEGREEN "#7DE1AF" //Light blueish green. rgb(125, 225, 175)
#define LIGHT_COLOR_PALEBLUE "#7DAFE1" //A pale blue-ish color. rgb(125, 175, 225)
#define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225)
#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF" //More-saturated cyan. rgb(64, 206, 255)
#define LIGHT_COLOR_DARK_BLUE "#6496FA" //Saturated blue. rgb(51, 117, 248)
#define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225)
#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
#define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50)
#define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50)
#define LIGHT_COLOR_PURPLE "#952CF4" //Light Purple. rgb(149, 44, 244)
#define LIGHT_COLOR_LAVENDER "#9B51FF" //Less-saturated light purple. rgb(155, 81, 255)
#define LIGHT_COLOR_HOLY_MAGIC "#FFF743" //slightly desaturated bright yellow.
#define LIGHT_COLOR_BLOOD_MAGIC "#D00000" //deep crimson
//These ones aren't a direct colour like the ones above, because nothing would fit
#define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
#define LIGHT_COLOR_LAVA "#C48A18" //Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
#define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
#define LIGHT_COLOR_SLIME_LAMP "#AFC84B" //Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
#define LIGHT_RANGE_FIRE 3 //How many tiles standard fires glow.
+18 -11
View File
@@ -48,32 +48,39 @@
#define MC_CHARGE "CHARGE"
#define MC_AI "AI"
#define MC_SENSORS "SENSORS"
#define MC_SIGNALER "SIGNALER"
//NTNet stuff, for modular computers
// NTNet module-configuration values. Do not change these. If you need to add another use larger number (5..6..7 etc)
#define NTNET_SOFTWAREDOWNLOAD 1 // Downloads of software from NTNet
#define NTNET_PEERTOPEER 2 // P2P transfers of files between devices
#define NTNET_COMMUNICATION 3 // Communication (messaging)
#define NTNET_SYSTEMCONTROL 4 // Control of various systems, RCon, air alarm control, etc.
#define NTNET_SOFTWAREDOWNLOAD 1 // Downloads of software from NTNet
#define NTNET_PEERTOPEER 2 // P2P transfers of files between devices
#define NTNET_COMMUNICATION 3 // Communication (messaging)
#define NTNET_SYSTEMCONTROL 4 // Control of various systems, RCon, air alarm control, etc.
//NTNet transfer speeds, used when downloading/uploading a file/program.
#define NTNETSPEED_LOWSIGNAL 0.5 // GQ/s transfer speed when the device is wirelessly connected and on Low signal
#define NTNETSPEED_HIGHSIGNAL 1 // GQ/s transfer speed when the device is wirelessly connected and on High signal
#define NTNETSPEED_ETHERNET 2 // GQ/s transfer speed when the device is using wired connection
#define NTNETSPEED_LOWSIGNAL 0.5 // GQ/s transfer speed when the device is wirelessly connected and on Low signal
#define NTNETSPEED_HIGHSIGNAL 1 // GQ/s transfer speed when the device is wirelessly connected and on High signal
#define NTNETSPEED_ETHERNET 2 // GQ/s transfer speed when the device is using wired connection
//Caps for NTNet logging. Less than 10 would make logging useless anyway, more than 500 may make the log browser too laggy. Defaults to 100 unless user changes it.
#define MAX_NTNET_LOGS 300
#define MIN_NTNET_LOGS 10
//Program bitflags
#define PROGRAM_ALL (~0)
#define PROGRAM_CONSOLE (1<<0)
#define PROGRAM_LAPTOP (1<<1)
#define PROGRAM_TABLET (1<<2)
#define PROGRAM_ALL (~0)
#define PROGRAM_CONSOLE (1<<0)
#define PROGRAM_LAPTOP (1<<1)
#define PROGRAM_TABLET (1<<2)
//Program states
#define PROGRAM_STATE_KILLED 0
#define PROGRAM_STATE_BACKGROUND 1
#define PROGRAM_STATE_ACTIVE 2
//Program categories
#define PROGRAM_CATEGORY_CREW "Crew"
#define PROGRAM_CATEGORY_ENGI "Engineering"
#define PROGRAM_CATEGORY_ROBO "Robotics"
#define PROGRAM_CATEGORY_SUPL "Supply"
#define PROGRAM_CATEGORY_MISC "Other"
#define FIREDOOR_OPEN 1
#define FIREDOOR_CLOSED 2
+1
View File
@@ -323,6 +323,7 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define FIRST_DIAG_STEP 1
#define SECOND_DIAG_STEP 2
#define DEADCHAT_ANNOUNCEMENT "announcement"
#define DEADCHAT_ARRIVALRATTLE "arrivalrattle"
#define DEADCHAT_DEATHRATTLE "deathrattle"
#define DEADCHAT_REGULAR "regular-deadchat"
+1 -1
View File
@@ -13,7 +13,7 @@
#define NITRYL_FORMATION_ENERGY 100000
#define TRITIUM_BURN_OXY_FACTOR 100
#define TRITIUM_BURN_TRIT_FACTOR 10
#define TRITIUM_BURN_RADIOACTIVITY_FACTOR 50000 //The neutrons gotta go somewhere. Completely arbitrary number.
#define TRITIUM_BURN_RADIOACTIVITY_FACTOR 5000 //The neutrons gotta go somewhere. Completely arbitrary number.
#define TRITIUM_MINIMUM_RADIATION_ENERGY 0.1 //minimum 0.01 moles trit or 10 moles oxygen to start producing rads
#define SUPER_SATURATION_THRESHOLD 96
#define STIMULUM_HEAT_SCALE 100000
+3 -1
View File
@@ -73,4 +73,6 @@
TECHWEB_POINT_TYPE_GENERIC = "General Research"\
)
#define TECHWEB_BOMB_POINTCAP 50000 //Adjust as needed; Stops toxins from nullifying RND progression mechanics. Current Value Cap Radius: 100
#define BOMB_TARGET_POINTS 50000 //Adjust as needed. Actual hard cap is double this, but will never be reached due to hyperbolic curve.
#define BOMB_TARGET_SIZE 200 // The shockwave radius required for a bomb to get TECHWEB_BOMB_MIDPOINT points.
#define BOMB_SUB_TARGET_EXPONENT 2 // The power of the points curve below the target size. Higher = less points for worse bombs, below target.
+10 -6
View File
@@ -29,10 +29,10 @@
* if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer,
* and returns the id of the existing timer
*/
#define TIMER_UNIQUE (1<<0)
#define TIMER_UNIQUE (1<<0)
///For unique timers: Replace the old timer rather then not start this one
#define TIMER_OVERRIDE (1<<1)
#define TIMER_OVERRIDE (1<<1)
/**
* Timing should be based on how timing progresses on clients, not the server.
@@ -41,20 +41,23 @@
* should only be used in conjuction with things that have to progress client side, such as
* animate() or sound()
*/
#define TIMER_CLIENT_TIME (1<<2)
#define TIMER_CLIENT_TIME (1<<2)
///Timer can be stopped using deltimer()
#define TIMER_STOPPABLE (1<<3)
#define TIMER_STOPPABLE (1<<3)
///prevents distinguishing identical timers with the wait variable
///
///To be used with TIMER_UNIQUE
#define TIMER_NO_HASH_WAIT (1<<4)
#define TIMER_NO_HASH_WAIT (1<<4)
///Loops the timer repeatedly until qdeleted
///
///In most cases you want a subsystem instead, so don't use this unless you have a good reason
#define TIMER_LOOP (1<<5)
#define TIMER_LOOP (1<<5)
///Delete the timer on parent datum Destroy() and when deltimer'd
#define TIMER_DELETE_ME (1<<6)
///Empty ID define
#define TIMER_ID_NULL -1
@@ -188,6 +191,7 @@
#define FIRE_PRIORITY_CALLBACKS 600
// #define FIRE_PRIORITY_EXPLOSIONS 666
#define FIRE_PRIORITY_TIMER 700
#define FIRE_PRIORITY_SOUND_LOOPS 800
#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
// SS runlevels
+1
View File
@@ -121,6 +121,7 @@
#define TRAIT_ROBOTIC_ORGANISM "robotic_organism"
#define TRAIT_ROBOT_RADSHIELDING "robot_radshielding"
#define TRAIT_NOBREATH "no_breath"
#define TRAIT_AUXILIARY_LUNGS "auxiliary_lungs" //Lungs not neccessary required due to nobreath, but provides some other helpful function.
#define TRAIT_ANTIMAGIC "anti_magic"
#define TRAIT_HOLY "holy"
#define TRAIT_DEPRESSION "depression"
+10
View File
@@ -0,0 +1,10 @@
// These are used in uplink_devices.dm to determine whether or not an item is purchasable.
/// This item is purchasable to traitors
#define UPLINK_TRAITORS (1 << 0)
/// This item is purchasable to nuke ops
#define UPLINK_NUKE_OPS (1 << 1)
/// This item is purchasable to clown ops
#define UPLINK_CLOWN_OPS (1 << 2)
+92 -50
View File
@@ -1,8 +1,8 @@
/*
* Holds procs to help with list operations
* Contains groups:
* Misc
* Sorting
* Misc
* Sorting
*/
/*
@@ -11,22 +11,29 @@
#define LAZYINITLIST(L) if (!L) { L = list(); }
#define UNSETEMPTY(L) if (L && !length(L)) L = null
#define LAZYCOPY(L) (L ? L.Copy() : list() )
///Like LAZYCOPY - copies an input list if the list has entries, If it doesn't the assigned list is nulled
#define LAZYLISTDUPLICATE(L) (L ? L.Copy() : null )
#define LAZYREMOVE(L, I) if(L) { L -= I; if(!length(L)) { L = null; } }
#define LAZYADD(L, I) if(!L) { L = list(); } L += I;
#define LAZYOR(L, I) if(!L) { L = list(); } L |= I;
#define LAZYFIND(L, V) (L ? L.Find(V) : 0)
///returns L[I] if L exists and I is a valid index of L, runtimes if L is not a list
#define LAZYACCESS(L, I) (L ? (isnum(I) ? (I > 0 && I <= length(L) ? L[I] : null) : L[I]) : null)
#define LAZYSET(L, K, V) if(!L) { L = list(); } L[K] = V;
#define LAZYLEN(L) length(L)
//Sets a list to null
///Sets a list to null
#define LAZYNULL(L) L = null
#define LAZYCLEARLIST(L) if(L) L.Cut()
#define SANITIZE_LIST(L) ( islist(L) ? L : list() )
#define reverseList(L) reverseRange(L.Copy())
#define LAZYADDASSOC_TG(L, K, V) if(!L) { L = list(); } L[K] += V;
///This is used to add onto lazy assoc list when the value you're adding is a /list/. This one has extra safety over lazyaddassoc because the value could be null (and thus cant be used to += objects)
#define LAZYADDASSOC(L, K, V) if(!L) { L = list(); } L[K] += list(V);
#define LAZYREMOVEASSOC(L, K, V) if(L) { if(L[K]) { L[K] -= V; if(!length(L[K])) L -= K; } if(!length(L)) L = null; }
#define LAZYACCESSASSOC(L, I, K) L ? L[I] ? L[I][K] ? L[I][K] : null : null : null
#define QDEL_LAZYLIST(L) for(var/I in L) qdel(I); L = null;
//These methods don't null the list
#define LAZYCOPY(L) (L ? L.Copy() : list() ) //Use LAZYLISTDUPLICATE instead if you want it to null with no entries
#define LAZYCLEARLIST(L) if(L) L.Cut() // Consider LAZYNULL instead
#define SANITIZE_LIST(L) ( islist(L) ? L : list() )
#define reverseList(L) reverseRange(L.Copy())
/// Performs an insertion on the given lazy list with the given key and value. If the value already exists, a new one will not be made.
#define LAZYORASSOCLIST(lazy_list, key, value) \
@@ -75,7 +82,7 @@
} while(FALSE)
//Returns a list in plain english as a string
/proc/english_list(list/input, nothing_text = "nothing", and_text = " and ", comma_text = ", ", final_comma_text = "")
/proc/english_list(list/input, nothing_text = "nothing", and_text = " and ", comma_text = ", ", final_comma_text = "" )
var/total = length(input)
switch(total)
if (0)
@@ -98,6 +105,7 @@
/**
* English_list but associative supporting. Higher overhead.
* @depricated
*/
/proc/english_list_assoc(list/input, nothing_text = "nothing", and_text = " and ", comma_text = ", ", final_comma_text = "")
var/total = length(input)
@@ -125,6 +133,7 @@
return "[output][and_text][input[index]]"
//Returns list element or null. Should prevent "index out of bounds" error.
/// @depricated
/proc/listgetindex(list/L, index)
if(LAZYLEN(L))
if(isnum(index) && ISINTEGER(index))
@@ -135,17 +144,19 @@
return
//Return either pick(list) or null if list is not of type /list or is empty
/// @depricated
/proc/safepick(list/L)
if(LAZYLEN(L))
return pick(L)
//Checks if the list is empty
/// @depricated
/proc/isemptylist(list/L)
if(!L.len)
return TRUE
return FALSE
//Checks for specific types in a list
//Checks for specific types in a listc
/proc/is_type_in_list(atom/A, list/L)
if(!LAZYLEN(L) || !A)
return FALSE
@@ -186,43 +197,45 @@
/proc/typecache_filter_list_reverse(list/atoms, list/typecache)
RETURN_TYPE(/list)
. = list()
for(var/atom/A as anything in atoms)
if(!typecache[A.type])
. += A
for(var/atom/atom as anything in atoms)
if(!typecache[atom.type])
. += atom
/proc/typecache_filter_multi_list_exclusion(list/atoms, list/typecache_include, list/typecache_exclude)
. = list()
for(var/atom/A as anything in atoms)
if(typecache_include[A.type] && !typecache_exclude[A.type])
. += A
for(var/atom/atom as anything in atoms)
if(typecache_include[atom.type] && !typecache_exclude[atom.type])
. += atom
//Like typesof() or subtypesof(), but returns a typecache instead of a list
///Like typesof() or subtypesof(), but returns a typecache instead of a list
/proc/typecacheof(path, ignore_root_path, only_root_path = FALSE)
if(ispath(path))
var/list/types = list()
var/list/types
var/list/output = list()
if(only_root_path)
types = list(path)
output[path] = TRUE
else
types = ignore_root_path ? subtypesof(path) : typesof(path)
var/list/L = list()
for(var/T in types)
L[T] = TRUE
return L
for(var/T in types)
output[T] = TRUE
return output
else if(islist(path))
var/list/pathlist = path
var/list/L = list()
var/list/output = list()
if(ignore_root_path)
for(var/P in pathlist)
for(var/T in subtypesof(P))
L[T] = TRUE
for(var/current_path in pathlist)
for(var/subtype in subtypesof(current_path))
output[subtype] = TRUE
return output
if(only_root_path)
for(var/current_path in pathlist)
output[current_path] = TRUE
else
for(var/P in pathlist)
if(only_root_path)
L[P] = TRUE
else
for(var/T in typesof(P))
L[T] = TRUE
return L
for(var/current_path in pathlist)
for(var/subpath in typesof(current_path))
output[subpath] = TRUE
return output
/proc/typecacheof_assoc_list(list/pathlist, ignore_root_path = FALSE)
. = list()
@@ -281,9 +294,10 @@
//Picks a random element from a list based on a weighting system:
//1. Adds up the total of weights for each element
//2. Gets the total from 0% to 100% of previous total value.
//2. Gets a number between 1 and that total
//3. For each element in the list, subtracts its weighting from that number
//4. If that makes the number 0 or less, return that element.
//Will output null sometimes if you use decimals (e.g. 0.1 instead of 10) as rand() uses integers, not floats
/proc/pickweight(list/L, base_weight = 1)
var/total = 0
var/item
@@ -292,12 +306,14 @@
L[item] = base_weight
total += L[item]
total = rand() * total
total = rand(base_weight, total)
for (item in L)
total -= L[item]
total -=L [item]
if (total <= 0)
return item
return null
/proc/pickweightAllowZero(list/L) //The original pickweight proc will sometimes pick entries with zero weight. I'm not sure if changing the original will break anything, so I left it be.
var/total = 0
var/item
@@ -369,13 +385,13 @@
//Results will have a length of quality
return results
//Pick a random element from the list and remove it from the list.
/// Pick a random element from the list and remove it from the list.
/proc/pick_n_take(list/L)
RETURN_TYPE(L[_].type)
if(L.len)
var/picked = rand(1,L.len)
. = L[picked]
L.Cut(picked,picked+1) //Cut is far more efficient that Remove()
L.Cut(picked,picked+1) //Cut is far more efficient that Remove()
//Pick a random element from the list by weight and remove it from the list.
//Result is returned as a list in the format list(key, value)
@@ -471,7 +487,7 @@
//uses sortList() but uses the var's name specifically. This should probably be using mergeAtom() instead
/proc/sortNames(list/L, order=1)
return sortTim(L, order >= 0 ? /proc/cmp_name_asc : /proc/cmp_name_dsc)
return sortTim(L.Copy(), order >= 0 ? /proc/cmp_name_asc : /proc/cmp_name_dsc)
//Converts a bitfield to a list of numbers (or words if a wordlist is provided)
@@ -507,10 +523,12 @@
if (L[i] == val)
.++
/// Returns datum/data/record
/proc/find_record(field, value, list/L)
for(var/datum/data/record/R in L)
if(R.fields[field] == value)
return R
return null
//Move a single element from position fromIndex within a list, to position toIndex
@@ -520,10 +538,10 @@
//fromIndex and toIndex must be in the range [1,L.len+1]
//This will preserve associations ~Carnie
/proc/moveElement(list/L, fromIndex, toIndex)
if(fromIndex == toIndex || fromIndex+1 == toIndex) //no need to move
if(fromIndex == toIndex || fromIndex+1 == toIndex) //no need to move
return
if(fromIndex > toIndex)
++fromIndex //since a null will be inserted before fromIndex, the index needs to be nudged right by one
++fromIndex //since a null will be inserted before fromIndex, the index needs to be nudged right by one
L.Insert(toIndex, null)
L.Swap(fromIndex, toIndex)
@@ -535,10 +553,10 @@
//This will preserve associations ~Carnie
/proc/moveRange(list/L, fromIndex, toIndex, len=1)
var/distance = abs(toIndex - fromIndex)
if(len >= distance) //there are more elements to be moved than the distance to be moved. Therefore the same result can be achieved (with fewer operations) by moving elements between where we are and where we are going. The result being, our range we are moving is shifted left or right by dist elements
if(len >= distance) //there are more elements to be moved than the distance to be moved. Therefore the same result can be achieved (with fewer operations) by moving elements between where we are and where we are going. The result being, our range we are moving is shifted left or right by dist elements
if(fromIndex <= toIndex)
return //no need to move
fromIndex += len //we want to shift left instead of right
return //no need to move
fromIndex += len //we want to shift left instead of right
for(var/i=0, i<distance, ++i)
L.Insert(fromIndex, null)
@@ -558,7 +576,7 @@
//Note: if the two ranges overlap, only the destination order will be preserved fully, since some elements will be within both ranges ~Carnie
/proc/swapRange(list/L, fromIndex, toIndex, len=1)
var/distance = abs(toIndex - fromIndex)
if(len > distance) //there is an overlap, therefore swapping each element will require more swaps than inserting new elements
if(len > distance) //there is an overlap, therefore swapping each element will require more swaps than inserting new elements
if(fromIndex < toIndex)
toIndex += len
else
@@ -604,6 +622,12 @@
if(D.vars[varname] == value)
return D
//remove all nulls from a list
/proc/removeNullsFromList(list/L)
while(L.Remove(null))
continue
return L
//Copies a list, and all lists inside it recusively
//Does not copy any other reference type
/proc/deepCopyList(list/l)
@@ -636,11 +660,6 @@
used_key_list[input_key] = 1
return input_key
#if DM_VERSION > 514
#error Remie said that lummox was adding a way to get a lists
#error contents via list.values, if that is true remove this
#error otherwise, update the version and bug lummox
#endif
//Flattens a keyed list into a list of it's contents
/proc/flatten_list(list/key_list)
if(!islist(key_list))
@@ -717,6 +736,29 @@
ret += key
return ret
/proc/compare_list(list/l,list/d)
if(!islist(l) || !islist(d))
return FALSE
if(l.len != d.len)
return FALSE
for(var/i in 1 to l.len)
if(l[i] != d[i])
return FALSE
return TRUE
#define LAZY_LISTS_OR(left_list, right_list)\
( length(left_list)\
? length(right_list)\
? (left_list | right_list)\
: left_list.Copy()\
: length(right_list)\
? right_list.Copy()\
: null\
)
/proc/is_type_in_ref_list(path, list/L)
if(!ispath(path))//not a path
return
+13
View File
@@ -88,6 +88,19 @@
if (CONFIG_GET(flag/log_access))
WRITE_LOG(GLOB.world_game_log, "ACCESS: [text]")
/**
* Writes to a special log file if the log_suspicious_login config flag is set,
* which is intended to contain all logins that failed under suspicious circumstances.
*
* Mirrors this log entry to log_access when access_log_mirror is TRUE, so this proc
* doesn't need to be used alongside log_access and can replace it where appropriate.
*/
/proc/log_suspicious_login(text, access_log_mirror = TRUE)
if (CONFIG_GET(flag/log_suspicious_login))
WRITE_LOG(GLOB.world_suspicious_login_log, "SUSPICIOUS_ACCESS: [text]")
if(access_log_mirror)
log_access(text)
/proc/log_law(text)
if (CONFIG_GET(flag/log_law))
WRITE_LOG(GLOB.world_game_log, "LAW: [text]")
+1 -1
View File
@@ -396,7 +396,7 @@
/proc/ScreenText(obj/O, maptext="", screen_loc="CENTER-7,CENTER-7", maptext_height=480, maptext_width=480)
if(!isobj(O))
O = new /atom/movable/screen/text()
O.maptext = maptext
O.maptext = MAPTEXT(maptext)
O.maptext_height = maptext_height
O.maptext_width = maptext_width
O.screen_loc = screen_loc
-10
View File
@@ -86,16 +86,6 @@
// Keybindings
init_keybindings()
//Uplink Items
for(var/path in subtypesof(/datum/uplink_item))
var/datum/uplink_item/I = path
if(!initial(I.item)) //We add categories to a separate list.
GLOB.uplink_categories |= initial(I.category)
continue
GLOB.uplink_items += path
//(sub)typesof entries are listed by the order they are loaded in the code, so we'll have to rearrange them here.
GLOB.uplink_items = sortList(GLOB.uplink_items, /proc/cmp_uplink_items_dsc)
init_subtypes(/datum/crafting_recipe, GLOB.crafting_recipes)
INVOKE_ASYNC(GLOBAL_PROC, /proc/init_ref_coin_values) //so the current procedure doesn't sleep because of UNTIL()
+1 -1
View File
@@ -992,7 +992,7 @@ world
letter = lowertext(letter)
var/image/text_image = new(loc = A)
text_image.maptext = "<font size = 4>[letter]</font>"
text_image.maptext = MAPTEXT("<font size = 4>[letter]</font>")
text_image.pixel_x = 7
text_image.pixel_y = 5
qdel(atom_icon)
+47 -5
View File
@@ -1,8 +1,10 @@
/proc/priority_announce(text, title = "", sound = "attention", type , sender_override)
/proc/priority_announce(text, title = "", sound, type , sender_override, has_important_message)
if(!text)
return
var/announcement
if(!sound)
sound = "attention"
if(type == "Priority")
announcement += "<h1 class='alert'>Priority Announcement</h1>"
@@ -26,7 +28,11 @@
else
GLOB.news_network.SubmitArticle(title + "<br><br>" + text, "Central Command", "Station Announcements", null)
announcement += "<br><span class='alert'>[html_encode(text)]</span><br>"
///If the announcer overrides alert messages, use that message.
// if(SSstation.announcer.custom_alert_message && !has_important_message)
// announcement += SSstation.announcer.custom_alert_message
// else
announcement += "<br>[span_alert("[html_encode(text)]")]<br>"
announcement += "<br>"
var/s = sound(get_announcer_sound(sound))
@@ -127,12 +133,44 @@
if("welcome")
. = 'sound/announcer/medibot/welcome.ogg'
/**
* Summon the crew for an emergency meeting
*
* Teleports the crew to a specified area, and tells everyone (via an announcement) who called the meeting. Should only be used during april fools!
* Arguments:
* * user - Mob who called the meeting
* * button_zone - Area where the meeting was called and where everyone will get teleported to
*/
/proc/call_emergency_meeting(mob/living/user, area/button_zone)
var/meeting_sound = sound('sound/misc/emergency_meeting.ogg')
var/announcement
announcement += "<h1 class='alert'>Captain Alert</h1>"
announcement += "<br>[span_alert("[user] has called an Emergency Meeting!")]<br><br>"
for(var/mob/mob_to_teleport in GLOB.player_list) //gotta make sure the whole crew's here!
if(isnewplayer(mob_to_teleport) || iscameramob(mob_to_teleport))
continue
to_chat(mob_to_teleport, announcement)
SEND_SOUND(mob_to_teleport, meeting_sound) //no preferences here, you must hear the funny sound
mob_to_teleport.overlay_fullscreen("emergency_meeting", /atom/movable/screen/fullscreen/emergency_meeting, 1)
addtimer(CALLBACK(mob_to_teleport, /mob/.proc/clear_fullscreen, "emergency_meeting"), 3 SECONDS)
if (is_station_level(mob_to_teleport.z)) //teleport the mob to the crew meeting
var/turf/target
var/list/turf_list = get_area_turfs(button_zone)
while (!target && turf_list.len)
target = pick_n_take(turf_list)
if (isclosedturf(target))
target = null
continue
mob_to_teleport.forceMove(target)
/proc/print_command_report(text = "", title = null, announce=TRUE)
if(!title)
title = "Classified [command_name()] Update"
if(announce)
priority_announce("A report has been downloaded and printed out at all communications consoles.", "Incoming Classified Message", "commandreport")
priority_announce("A report has been downloaded and printed out at all communications consoles.", "Incoming Classified Message", "commandreport", has_important_message = TRUE)
var/datum/comm_message/M = new
M.title = title
@@ -140,13 +178,17 @@
SScommunications.send_message(M)
/proc/minor_announce(message, title = "Attention:", alert)
/proc/minor_announce(message, title = "Attention:", alert, html_encode = TRUE)
if(!message)
return
if (html_encode)
title = html_encode(title)
message = html_encode(message)
for(var/mob/M in GLOB.player_list)
if(!isnewplayer(M) && M.can_hear())
to_chat(M, "<span class='big bold'><font color = red>[html_encode(title)]</font color><BR>[html_encode(message)]</span><BR>")
to_chat(M, "[span_minorannounce("<font color = red>[title]</font color><BR>[message]")]<BR>")
if(M.client.prefs.toggles & SOUND_ANNOUNCEMENTS)
if(alert)
SEND_SOUND(M, sound('sound/misc/notice1.ogg'))
+17 -3
View File
@@ -1,4 +1,4 @@
// Ensure the frequency is within bounds of what it should be sending/receiving at
/// Ensure the frequency is within bounds of what it should be sending/receiving at
/proc/sanitize_frequency(frequency, free = FALSE)
frequency = round(frequency)
if(free)
@@ -8,12 +8,26 @@
if(!(. % 2)) // Ensure the last digit is an odd number
. += 1
// Format frequency by moving the decimal.
/// Format frequency by moving the decimal.
/proc/format_frequency(frequency)
frequency = text2num(frequency)
return "[round(frequency / 10)].[frequency % 10]"
//Opposite of format, returns as a number
///Opposite of format, returns as a number
/proc/unformat_frequency(frequency)
frequency = text2num(frequency)
return frequency * 10
///returns a random unused frequency between MIN_FREE_FREQ & MAX_FREE_FREQ if free = TRUE, and MIN_FREQ & MAX_FREQ if FALSE
/proc/return_unused_frequency(free = FALSE)
var/start = free ? MIN_FREE_FREQ : MIN_FREQ
var/end = free ? MAX_FREE_FREQ : MAX_FREQ
var/freq_to_check = 0
do
freq_to_check = rand(start, end)
if(!(freq_to_check % 2)) // Ensure the last digit is an odd number
freq_to_check++
while((freq_to_check == 0) || ("[freq_to_check]" in GLOB.reverseradiochannels))
return freq_to_check
+3 -3
View File
@@ -663,10 +663,10 @@ Turf and target are separate in case you want to teleport some distance from a t
return locate(final_x, final_y, T.z)
//Finds the distance between two atoms, in pixels
//centered = 0 counts from turf edge to edge
//centered = 1 counts from turf center to turf center
//centered = FALSE counts from turf edge to edge
//centered = TRUE counts from turf center to turf center
//of course mathematically this is just adding world.icon_size on again
/proc/getPixelDistance(atom/A, atom/B, centered = 1)
/proc/getPixelDistance(atom/A, atom/B, centered = TRUE)
if(!istype(A)||!istype(B))
return 0
. = bounds_dist(A, B) + sqrt((((A.pixel_x+B.pixel_x)**2) + ((A.pixel_y+B.pixel_y)**2)))
+7 -1
View File
@@ -216,7 +216,13 @@ GLOBAL_LIST_INIT(jumpsuitlist, list(PREF_SUIT, PREF_SKIRT))
#define UPLINK_PDA "PDA"
#define UPLINK_RADIO "Radio"
#define UPLINK_PEN "Pen" //like a real spy!
GLOBAL_LIST_INIT(uplink_spawn_loc_list, list(UPLINK_PDA, UPLINK_RADIO, UPLINK_PEN))
#define UPLINK_IMPLANT "Implant"
#define UPLINK_IMPLANT_WITH_PRICE "[UPLINK_IMPLANT] (-[UPLINK_IMPLANT_TELECRYSTAL_COST] TC)"
// What we show to the user
GLOBAL_LIST_INIT(uplink_spawn_loc_list, list(UPLINK_PDA, UPLINK_RADIO, UPLINK_PEN, UPLINK_IMPLANT_WITH_PRICE))
// What is actually saved; if the uplink implant price changes, it won't affect save files then
GLOBAL_LIST_INIT(uplink_spawn_loc_list_save, list(UPLINK_PDA, UPLINK_RADIO, UPLINK_PEN, UPLINK_IMPLANT))
//List of cached alpha masked icons.
GLOBAL_LIST_EMPTY(alpha_masked_worn_icons)
-1
View File
@@ -19,7 +19,6 @@ GLOBAL_LIST(chemical_reactions_list) //list of all /datum/chemical_reaction d
GLOBAL_LIST(chemical_reagents_list) //list of all /datum/reagent datums indexed by reagent id. Used by chemistry stuff
GLOBAL_LIST_EMPTY(tech_list) //list of all /datum/tech datums indexed by id.
GLOBAL_LIST_EMPTY(surgeries_list) //list of all surgeries by name, associated with their path.
GLOBAL_LIST_EMPTY(uplink_items) //list of all uplink item typepaths, ascendingly sorted by their initial name.
GLOBAL_LIST_EMPTY(uplink_categories) //list of all uplink categories, listed by the order they are loaded in code. Be careful.
GLOBAL_LIST_EMPTY(crafting_recipes) //list of all table craft recipes
GLOBAL_LIST_EMPTY(rcd_list) //list of Rapid Construction Devices.
+3
View File
@@ -2,6 +2,9 @@ GLOBAL_VAR(log_directory)
GLOBAL_PROTECT(log_directory)
GLOBAL_VAR(world_game_log)
GLOBAL_PROTECT(world_game_log)
/// Log associated with [/proc/log_suspicious_login()] - Intended to hold all logins that failed due to suspicious circumstances such as ban detection, CID randomisation etc.
GLOBAL_VAR(world_suspicious_login_log)
GLOBAL_PROTECT(world_suspicious_login_log)
GLOBAL_VAR(world_runtime_log)
GLOBAL_PROTECT(world_runtime_log)
GLOBAL_VAR(world_qdel_log)
+1
View File
@@ -55,6 +55,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_ROBOTIC_ORGANISM" = TRAIT_ROBOTIC_ORGANISM,
"TRAIT_ROBOT_RADSHIELDING" = TRAIT_ROBOT_RADSHIELDING,
"TRAIT_NOBREATH" = TRAIT_NOBREATH,
"TRAIT_AUXILIARY_LUNGS" = TRAIT_AUXILIARY_LUNGS,
"TRAIT_ANTIMAGIC" = TRAIT_ANTIMAGIC,
"TRAIT_HOLY" = TRAIT_HOLY,
"TRAIT_DEPRESSION" = TRAIT_DEPRESSION,
+1 -1
View File
@@ -44,7 +44,7 @@
icon = I
parent = P
icon_state = credited
maptext = credited
maptext = MAPTEXT(credited)
maptext_x = world.icon_size + 8
maptext_y = (world.icon_size / 2) - 4
maptext_width = world.icon_size * 3
+6
View File
@@ -82,6 +82,12 @@
severity = 0
. = ..()
/atom/movable/screen/fullscreen/emergency_meeting
icon_state = "emergency_meeting"
show_when_dead = TRUE
layer = CURSE_LAYER
plane = SPLASHSCREEN_PLANE
/atom/movable/screen/fullscreen/brute
icon_state = "brutedamageoverlay"
layer = UI_DAMAGE_LAYER
+2
View File
@@ -35,6 +35,8 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
var/atom/movable/screen/devil/soul_counter/devilsouldisplay
var/atom/movable/screen/synth/coolant_counter/coolant_display
var/atom/movable/screen/action_intent
var/atom/movable/screen/zone_select
var/atom/movable/screen/pull_icon
+96
View File
@@ -80,6 +80,98 @@
icon_state = "power_display"
screen_loc = ui_lingchemdisplay
#define ui_coolant_display "EAST,SOUTH+3:15"
/atom/movable/screen/synth
invisibility = INVISIBILITY_ABSTRACT
/atom/movable/screen/synth/proc/clear()
invisibility = INVISIBILITY_ABSTRACT
/atom/movable/screen/synth/proc/update_counter(mob/living/carbon/human/owner)
invisibility = 0
/atom/movable/screen/synth/coolant_counter
icon = 'icons/mob/screen_synth.dmi'
name = "Coolant System Readout"
icon_state = "coolant-3-1"
screen_loc = ui_coolant_display
var/jammed = 0
/atom/movable/screen/synth/coolant_counter/update_counter(mob/living/carbon/owner)
..()
var/valuecolor = "#ff2525"
if(owner.stat == DEAD)
maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='[valuecolor]'>ERR-0F</font></div>"
icon_state = "coolant-3-1"
return
var/coolant_efficiency
var/coolant
if(!jammed)
coolant_efficiency = owner.get_cooling_efficiency()
coolant = owner.blood_volume
else
coolant_efficiency = rand(1, 15) / 10
coolant = rand(1, 600)
jammed--
if(coolant > BLOOD_VOLUME_SAFE * owner.blood_ratio) //I unfortunately have to use this else-if stack because switch doesn't support variables.
valuecolor = "#4bbd34"
else if(coolant > BLOOD_VOLUME_OKAY * owner.blood_ratio)
valuecolor = "#dabb0d"
else if(coolant > BLOOD_VOLUME_BAD * owner.blood_ratio)
valuecolor = "#dd8109"
else if(coolant > BLOOD_VOLUME_SURVIVE * owner.blood_ratio)
valuecolor = "#e7520d"
maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='[valuecolor]'>[round((coolant / (BLOOD_VOLUME_NORMAL * owner.blood_ratio)) * 100, 1)]</font></div>"
var/efficiency_suffix
var/state_suffix
switch(coolant_efficiency)
if(-INFINITY to 0.4)
efficiency_suffix = "1"
if(0.4 to 0.75)
efficiency_suffix = "2"
if(0.75 to 0.95)
efficiency_suffix = "3"
if(0.95 to 1.3)
efficiency_suffix = "4"
else
efficiency_suffix = "5"
var/obj/item/organ/lungs/ipc/L = owner.getorganslot(ORGAN_SLOT_LUNGS)
if(istype(L) && L.is_cooling)
state_suffix = "2"
else
state_suffix = "1"
icon_state = "coolant-[efficiency_suffix]-[state_suffix]"
/atom/movable/screen/synth/coolant_counter/examine(mob/user)
. = ..()
var/mob/living/carbon/human/owner = hud.mymob
if(owner.stat == DEAD)
return
var/coolant
var/total_efficiency
var/environ_efficiency
var/suitlink_efficiency
if(!jammed)
coolant = owner.blood_volume
total_efficiency = owner.get_cooling_efficiency()
environ_efficiency = owner.get_environment_cooling_efficiency()
suitlink_efficiency = owner.check_suitlinking()
else
coolant = rand(1, 600)
total_efficiency = rand(1, 15) / 10
environ_efficiency = rand(1, 20) / 10
. += "<span class='notice'>Performing internal cooling system diagnostics:</span>"
. += "<span class='notice'>Coolant level: [coolant] units, [round((coolant / (BLOOD_VOLUME_NORMAL * owner.blood_ratio)) * 100, 0.1)] percent</span>"
. += "<span class='notice'>Current Cooling Efficiency: [round(total_efficiency * 100, 0.1)] percent, [suitlink_efficiency ? "<font color='green'>active suitlink detected</font>, guaranteeing <font color='green'>[suitlink_efficiency * 100]%</font> environmental cooling efficiency." : "environment viability: [round(environ_efficiency * 100, 0.1)] percent."]</span>"
/atom/movable/screen/synth/coolant_counter/proc/jam(amount, cap = 20)
if(jammed > cap) //Preserve previous more impactful event.
return
jammed = min(jammed + amount, cap)
/datum/hud/human/New(mob/living/carbon/human/owner)
..()
owner.overlay_fullscreen("see_through_darkness", /atom/movable/screen/fullscreen/see_through_darkness)
@@ -359,6 +451,10 @@
sunlight_display.hud = src
infodisplay += sunlight_display
coolant_display = new /atom/movable/screen/synth/coolant_counter //Coolant & cooling efficiency readouts for Synths.
coolant_display.hud = src
infodisplay += coolant_display
zone_select = new /atom/movable/screen/zone_sel()
zone_select.icon = ui_style
zone_select.hud = src
+70 -65
View File
@@ -56,16 +56,12 @@
maptext_width = 480
/atom/movable/screen/swap_hand
layer = HUD_LAYER
plane = HUD_PLANE
name = "swap hand"
/atom/movable/screen/swap_hand/Click()
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
// if(world.time <= usr.next_move)
// return 1
if(usr.incapacitated())
return 1
@@ -74,6 +70,17 @@
M.swap_hand()
return 1
// /atom/movable/screen/skills
// name = "skills"
// icon = 'icons/mob/screen_midnight.dmi'
// icon_state = "skills"
// screen_loc = ui_skill_menu
// /atom/movable/screen/skills/Click()
// if(ishuman(usr))
// var/mob/living/carbon/human/H = usr
// H.mind.print_levels(H)
/atom/movable/screen/craft
name = "crafting menu"
icon = 'icons/mob/screen_midnight.dmi'
@@ -91,7 +98,7 @@
return TRUE
var/area/A = get_area(usr)
if(!A.outdoors)
to_chat(usr, "<span class='warning'>There is already a defined structure here.</span>")
to_chat(usr, span_warning("There is already a defined structure here."))
return TRUE
create_area(usr)
@@ -114,15 +121,12 @@
/// Icon when contains an item. For now used only by humans.
var/icon_full
/// The overlay when hovering over with an item in your hand
var/list/object_overlays = list()
layer = HUD_LAYER
var/image/object_overlay
plane = HUD_PLANE
/atom/movable/screen/inventory/Click(location, control, params)
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
// if(world.time <= usr.next_move)
// return TRUE
if(usr.incapacitated()) // ignore_stasis = TRUE
return TRUE
@@ -138,42 +142,23 @@
usr.update_inv_hands()
return TRUE
/atom/movable/screen/inventory/MouseEntered()
..()
/atom/movable/screen/inventory/MouseEntered(location, control, params)
. = ..()
add_overlays()
//Apply the outline affect
add_stored_outline()
/atom/movable/screen/inventory/MouseExited()
..()
cut_overlay(object_overlays)
object_overlays.Cut()
remove_stored_outline()
/atom/movable/screen/inventory/proc/add_stored_outline()
if(hud?.mymob && slot_id)
var/obj/item/inv_item = hud.mymob.get_item_by_slot(slot_id)
if(inv_item)
if(hud?.mymob.incapacitated() || (slot_id in hud?.mymob.check_obscured_slots()) || !hud?.mymob.canUnEquip(inv_item))
inv_item.apply_outline(_size = 3)
else
inv_item.apply_outline()
/atom/movable/screen/inventory/proc/remove_stored_outline()
if(hud?.mymob && slot_id)
var/obj/item/inv_item = hud.mymob.get_item_by_slot(slot_id)
if(inv_item)
inv_item.remove_outline()
cut_overlay(object_overlay)
QDEL_NULL(object_overlay)
/atom/movable/screen/inventory/update_icon_state()
if(!icon_empty)
icon_empty = icon_state
if(hud?.mymob && slot_id && icon_full)
if(hud.mymob.get_item_by_slot(slot_id))
icon_state = icon_full
else
icon_state = icon_empty
if(!hud?.mymob || !slot_id || !icon_full)
return ..()
icon_state = hud.mymob.get_item_by_slot(slot_id) ? icon_full : icon_empty
return ..()
/atom/movable/screen/inventory/proc/add_overlays()
var/mob/user = hud?.mymob
@@ -189,14 +174,14 @@
var/image/item_overlay = image(holding)
item_overlay.alpha = 92
if(!user.can_equip(holding, slot_id, TRUE, TRUE))
if(!user.can_equip(holding, slot_id, disable_warning = TRUE, bypass_equip_delay_self = TRUE))
item_overlay.color = "#FF0000"
else
item_overlay.color = "#00ff00"
cut_overlay(object_overlays)
// object_overlay = item_overlay
add_overlay(object_overlays)
cut_overlay(object_overlay)
object_overlay = item_overlay
add_overlay(object_overlay)
/atom/movable/screen/inventory/hand
var/mutable_appearance/handcuff_overlay
@@ -232,8 +217,6 @@
var/mob/user = hud?.mymob
if(usr != user)
return TRUE
// if(world.time <= user.next_move)
// return TRUE
if(user.incapacitated())
return TRUE
if (ismecha(user.loc)) // stops inventory actions in a mech
@@ -247,12 +230,24 @@
user.swap_hand(held_index)
return TRUE
// /atom/movable/screen/close
// name = "close"
// plane = ABOVE_HUD_PLANE
// icon_state = "backpack_close"
// /atom/movable/screen/close/Initialize(mapload, new_master)
// . = ..()
// master = new_master
// /atom/movable/screen/close/Click()
// var/datum/component/storage/S = master
// S.hide_from(usr)
// return TRUE
/atom/movable/screen/drop
name = "drop"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "act_drop"
layer = HUD_LAYER
plane = HUD_PLANE
/atom/movable/screen/drop/Click()
@@ -308,12 +303,12 @@
if(C.internal)
C.internal = null
to_chat(C, "<span class='notice'>You are no longer running on internals.</span>")
to_chat(C, span_notice("You are no longer running on internals."))
icon_state = "internal0"
else
if(!C.getorganslot(ORGAN_SLOT_BREATHING_TUBE))
if(HAS_TRAIT(C, TRAIT_NO_INTERNALS))
to_chat(C, "<span class='warning'>Due to cumbersome equipment or anatomy, you are currently unable to use internals!</span>")
to_chat(C, span_warning("Due to cumbersome equipment or anatomy, you are currently unable to use internals!"))
return
var/obj/item/clothing/check
var/internals = FALSE
@@ -326,37 +321,37 @@
if((check.clothing_flags & ALLOWINTERNALS))
internals = TRUE
if(!internals)
to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
to_chat(C, span_warning("You are not wearing an internals mask!"))
return
var/obj/item/I = C.is_holding_item_of_type(/obj/item/tank)
if(I)
to_chat(C, "<span class='notice'>You are now running on internals from [I] in your [C.get_held_index_name(C.get_held_index_of_item(I))].</span>")
to_chat(C, span_notice("You are now running on internals from [I] in your [C.get_held_index_name(C.get_held_index_of_item(I))]."))
C.internal = I
else if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.s_store, /obj/item/tank))
to_chat(H, "<span class='notice'>You are now running on internals from [H.s_store] on your [H.wear_suit.name].</span>")
to_chat(H, span_notice("You are now running on internals from [H.s_store] on your [H.wear_suit.name]."))
H.internal = H.s_store
else if(istype(H.belt, /obj/item/tank))
to_chat(H, "<span class='notice'>You are now running on internals from [H.belt] on your belt.</span>")
to_chat(H, span_notice("You are now running on internals from [H.belt] on your belt."))
H.internal = H.belt
else if(istype(H.l_store, /obj/item/tank))
to_chat(H, "<span class='notice'>You are now running on internals from [H.l_store] in your left pocket.</span>")
to_chat(H, span_notice("You are now running on internals from [H.l_store] in your left pocket."))
H.internal = H.l_store
else if(istype(H.r_store, /obj/item/tank))
to_chat(H, "<span class='notice'>You are now running on internals from [H.r_store] in your right pocket.</span>")
to_chat(H, span_notice("You are now running on internals from [H.r_store] in your right pocket."))
H.internal = H.r_store
//Separate so CO2 jetpacks are a little less cumbersome.
if(!C.internal && istype(C.back, /obj/item/tank))
to_chat(C, "<span class='notice'>You are now running on internals from [C.back] on your back.</span>")
to_chat(C, span_notice("You are now running on internals from [C.back] on your back."))
C.internal = C.back
if(C.internal)
icon_state = "internal1"
else
to_chat(C, "<span class='warning'>You don't have an oxygen tank!</span>")
to_chat(C, span_warning("You don't have an oxygen tank!"))
return
C.update_action_buttons_icon()
@@ -378,6 +373,7 @@
icon_state = CONFIG_GET(flag/sprint_enabled)? "walking" : "walking_nosprint"
if(MOVE_INTENT_RUN)
icon_state = CONFIG_GET(flag/sprint_enabled)? "running" : "running_nosprint"
return ..()
/atom/movable/screen/mov_intent/proc/toggle(mob/user)
if(isobserver(user))
@@ -399,12 +395,12 @@
icon_state = "pull"
else
icon_state = "pull0"
return ..()
/atom/movable/screen/resist
name = "resist"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "act_resist"
layer = HUD_LAYER
plane = HUD_PLANE
/atom/movable/screen/resist/Click()
@@ -416,7 +412,6 @@
name = "rest"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "act_rest"
layer = HUD_LAYER
plane = HUD_PLANE
/atom/movable/screen/rest/Click()
@@ -427,11 +422,12 @@
/atom/movable/screen/rest/update_icon_state()
var/mob/living/user = hud?.mymob
if(!istype(user))
return
return ..()
if(!user.resting)
icon_state = "act_rest"
else
icon_state = "act_rest0"
return ..()
/atom/movable/screen/throw_catch
name = "throw/catch"
@@ -455,9 +451,9 @@
if(isobserver(usr))
return
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/list/modifiers = params2list(params)
var/icon_x = text2num(LAZYACCESS(modifiers, "icon-x"))
var/icon_y = text2num(LAZYACCESS(modifiers, "icon-y"))
var/choice = get_zone_at(icon_x, icon_y)
if (!choice)
return 1
@@ -465,15 +461,16 @@
return set_selected_zone(choice, usr)
/atom/movable/screen/zone_sel/MouseEntered(location, control, params)
. = ..()
MouseMove(location, control, params)
/atom/movable/screen/zone_sel/MouseMove(location, control, params)
if(isobserver(usr))
return
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/list/modifiers = params2list(params)
var/icon_x = text2num(LAZYACCESS(modifiers, "icon-x"))
var/icon_y = text2num(LAZYACCESS(modifiers, "icon-y"))
var/choice = get_zone_at(icon_x, icon_y)
if(hovering == choice)
@@ -493,7 +490,6 @@
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
alpha = 128
anchored = TRUE
layer = ABOVE_HUD_LAYER
plane = ABOVE_HUD_PLANE
/atom/movable/screen/zone_sel/MouseExited(location, control, params)
@@ -545,7 +541,7 @@
if(choice != hud.mymob.zone_selected)
hud.mymob.zone_selected = choice
update_icon()
update_appearance()
return TRUE
@@ -562,7 +558,6 @@
/atom/movable/screen/zone_sel/robot
icon = 'icons/mob/screen_cyborg.dmi'
/atom/movable/screen/flash
name = "flash"
icon_state = "blank"
@@ -651,6 +646,11 @@
name = "health doll"
screen_loc = ui_healthdoll
/atom/movable/screen/healthdoll/Click()
if (iscarbon(usr))
var/mob/living/carbon/C = usr
C.check_self_for_injuries()
/atom/movable/screen/healthdoll/living
icon_state = "fullhealth0"
screen_loc = ui_living_healthdoll
@@ -661,6 +661,9 @@
icon_state = "mood5"
screen_loc = ui_mood
/atom/movable/screen/mood/attack_tk()
return
/atom/movable/screen/splash
icon = 'icons/blank_title.png'
icon_state = ""
@@ -671,6 +674,8 @@
/atom/movable/screen/splash/New(client/C, visible, use_previous_title) //TODO: Make this use INITIALIZE_IMMEDIATE, except its not easy
. = ..()
if(!istype(C))
return
holder = C
@@ -4,6 +4,10 @@
/datum/config_entry/flag/log_access // log login/logout
config_entry_value = TRUE
/// Config entry which special logging of failed logins under suspicious circumstances.
/datum/config_entry/flag/log_suspicious_login
config_entry_value = TRUE
/datum/config_entry/flag/log_say // log client say
config_entry_value = TRUE
+5
View File
@@ -116,6 +116,11 @@ SUBSYSTEM_DEF(air)
/datum/controller/subsystem/air/proc/auxtools_update_reactions()
/datum/controller/subsystem/air/proc/add_reaction(datum/gas_reaction/r)
gas_reactions += r
sortTim(gas_reactions, /proc/cmp_gas_reaction)
auxtools_update_reactions()
/proc/reset_all_air()
SSair.can_fire = 0
message_admins("Air reset begun.")
+47 -13
View File
@@ -1,33 +1,67 @@
#define COMMUNICATION_COOLDOWN 300
#define COMMUNICATION_COOLDOWN_AI 300
#define COMMUNICATION_COOLDOWN (30 SECONDS)
#define COMMUNICATION_COOLDOWN_AI (30 SECONDS)
#define COMMUNICATION_COOLDOWN_MEETING (5 MINUTES)
SUBSYSTEM_DEF(communications)
name = "Communications"
flags = SS_NO_INIT | SS_NO_FIRE
var/silicon_message_cooldown
var/nonsilicon_message_cooldown
COOLDOWN_DECLARE(silicon_message_cooldown)
COOLDOWN_DECLARE(nonsilicon_message_cooldown)
COOLDOWN_DECLARE(emergency_meeting_cooldown)
/datum/controller/subsystem/communications/proc/can_announce(mob/living/user, is_silicon)
if(is_silicon && silicon_message_cooldown > world.time)
. = FALSE
else if(!is_silicon && nonsilicon_message_cooldown > world.time)
. = FALSE
if(is_silicon && COOLDOWN_FINISHED(src, silicon_message_cooldown))
return TRUE
else if(!is_silicon && COOLDOWN_FINISHED(src, nonsilicon_message_cooldown))
return TRUE
else
. = TRUE
return FALSE
/datum/controller/subsystem/communications/proc/make_announcement(mob/living/user, is_silicon, input)
if(!can_announce(user, is_silicon))
return FALSE
if(is_silicon)
minor_announce(html_decode(input),"[user.name] Announces:")
silicon_message_cooldown = world.time + COMMUNICATION_COOLDOWN_AI
COOLDOWN_START(src, silicon_message_cooldown, COMMUNICATION_COOLDOWN_AI)
else
priority_announce(html_decode(user.treat_message(input)), null, 'sound/misc/announce.ogg', "Captain")
nonsilicon_message_cooldown = world.time + COMMUNICATION_COOLDOWN
priority_announce(html_decode(user.treat_message(input)), null, 'sound/misc/announce.ogg', "Captain", has_important_message = TRUE)
COOLDOWN_START(src, nonsilicon_message_cooldown, COMMUNICATION_COOLDOWN)
user.log_talk(input, LOG_SAY, tag="priority announcement")
message_admins("[ADMIN_LOOKUPFLW(user)] has made a priority announcement.")
/**
* Check if a mob can call an emergency meeting
*
* Should only really happen during april fools.
* Checks to see that it's been at least 5 minutes since the last emergency meeting call.
* Arguments:
* * user - Mob who called the meeting
*/
/datum/controller/subsystem/communications/proc/can_make_emergency_meeting(mob/living/user)
if(!(SSevents.holidays && SSevents.holidays[APRIL_FOOLS]))
return FALSE
else if(COOLDOWN_FINISHED(src, emergency_meeting_cooldown))
return TRUE
else
return FALSE
/**
* Call an emergency meeting
*
* Communications subsystem wrapper for the call_emergency_meeting world proc.
* Checks to make sure the proc can be called, and handles
* relevant logging and timing. See that proc definition for more detail.
* Arguments:
* * user - Mob who called the meeting
*/
/datum/controller/subsystem/communications/proc/emergency_meeting(mob/living/user)
if(!can_make_emergency_meeting(user))
return FALSE
call_emergency_meeting(user, get_area(user))
COOLDOWN_START(src, emergency_meeting_cooldown, COMMUNICATION_COOLDOWN_MEETING)
message_admins("[ADMIN_LOOKUPFLW(user)] has called an emergency meeting.")
/datum/controller/subsystem/communications/proc/send_message(datum/comm_message/sending,print = TRUE,unique = FALSE)
for(var/obj/machinery/computer/communications/C in GLOB.machines)
if(!(C.stat & (BROKEN|NOPOWER)) && is_station_level(C.z))
@@ -40,7 +74,7 @@ SUBSYSTEM_DEF(communications)
var/obj/item/paper/P = new /obj/item/paper(C.loc)
P.name = "paper - '[sending.title]'"
P.info = sending.content
P.update_icon()
P.update_appearance()
#undef COMMUNICATION_COOLDOWN
#undef COMMUNICATION_COOLDOWN_AI
@@ -17,7 +17,6 @@ SUBSYSTEM_DEF(processing)
/datum/controller/subsystem/processing/fire(resumed = FALSE)
if (!resumed)
currentrun = processing.Copy()
var/delta_time = (flags & SS_TICKER)? (wait * world.tick_lag * 0.1) : (wait * 0.1)
//cache for sanic speed (lists are references anyways)
var/list/current_run = currentrun
@@ -26,7 +25,7 @@ SUBSYSTEM_DEF(processing)
current_run.len--
if(QDELETED(thing))
processing -= thing
else if(thing.process(delta_time) == PROCESS_KILL)
else if(thing.process(wait * 0.1) == PROCESS_KILL)
// fully stop so that a future START_PROCESSING will work
STOP_PROCESSING(src, thing)
if (MC_TICK_CHECK)
@@ -47,5 +46,5 @@ SUBSYSTEM_DEF(processing)
* If you override this do not call parent, as it will return PROCESS_KILL. This is done to prevent objects that dont override process() from staying in the processing list
*/
/datum/proc/process(delta_time)
SHOULD_NOT_SLEEP(TRUE)
set waitfor = FALSE
return PROCESS_KILL
@@ -48,6 +48,13 @@ PROCESSING_SUBSYSTEM_DEF(quirks)
cli.prefs.save_character()
if (!silent && LAZYLEN(cut))
to_chat(to_chat_target || user, "<span class='boldwarning'>Some quirks have been cut from your character because of these quirks conflicting with your job assignment: [english_list(cut)].</span>")
var/mob/living/carbon/human/H = user
if(istype(H) && H.dna?.species)
var/datum/species/S = H.dna.species
if(S.remove_blacklisted_quirks(H))
to_chat(to_chat_target || user, "<span class='boldwarning'>Some quirks have been cut from your character due to them conflicting with your species: [english_list(S.removed_quirks)]</span>")
/datum/controller/subsystem/processing/quirks/proc/quirk_path_by_name(name)
return quirks[name]
@@ -0,0 +1,3 @@
PROCESSING_SUBSYSTEM_DEF(sound_loops)
name = "Sound Loops"
priority = FIRE_PRIORITY_SOUND_LOOPS
+6 -6
View File
@@ -4,7 +4,7 @@ SUBSYSTEM_DEF(sounds)
name = "Sounds"
flags = SS_NO_FIRE
init_order = INIT_ORDER_SOUNDS
var/static/using_channels_max = CHANNEL_HIGHEST_AVAILABLE //BYOND max channels
var/static/using_channels_max = CHANNEL_HIGHEST_AVAILABLE //BYOND max channels
/// Amount of channels to reserve for random usage rather than reservations being allowed to reserve all channels. Also a nice safeguard for when someone screws up.
var/static/random_channels_min = 50
@@ -42,7 +42,7 @@ SUBSYSTEM_DEF(sounds)
var/text_channel = num2text(channel)
var/using = using_channels[text_channel]
using_channels -= text_channel
if(using != TRUE) // datum channel
if(using != TRUE) // datum channel
using_channels_by_datum[using] -= channel
if(!length(using_channels_by_datum[using]))
using_channels_by_datum -= using
@@ -65,7 +65,7 @@ SUBSYSTEM_DEF(sounds)
/// NO AUTOMATIC CLEANUP - If you use this, you better manually free it later! Returns an integer for channel.
/datum/controller/subsystem/sounds/proc/reserve_sound_channel_datumless()
. = reserve_channel()
if(!.) //oh no..
if(!.) //oh no..
return FALSE
var/text_channel = num2text(.)
using_channels[text_channel] = DATUMLESS
@@ -74,7 +74,7 @@ SUBSYSTEM_DEF(sounds)
/// Reserves a channel for a datum. Automatic cleanup only when the datum is deleted. Returns an integer for channel.
/datum/controller/subsystem/sounds/proc/reserve_sound_channel(datum/D)
if(!D) //i don't like typechecks but someone will fuck it up
if(!D) //i don't like typechecks but someone will fuck it up
CRASH("Attempted to reserve sound channel without datum using the managed proc.")
.= reserve_channel()
if(!.)
@@ -89,7 +89,7 @@ SUBSYSTEM_DEF(sounds)
*/
/datum/controller/subsystem/sounds/proc/reserve_channel()
PRIVATE_PROC(TRUE)
if(channel_reserve_high <= random_channels_min) // out of channels
if(channel_reserve_high <= random_channels_min) // out of channels
return
var/channel = channel_list[channel_reserve_high]
reserved_channels[num2text(channel)] = channel_reserve_high--
@@ -112,7 +112,7 @@ SUBSYSTEM_DEF(sounds)
// now, an existing reserved channel will likely (exception: unreserving last reserved channel) be at index
// get it, and update position.
var/text_reserved = num2text(channel_list[index])
if(!reserved_channels[text_reserved]) //if it isn't already reserved make sure we don't accidently mistakenly put it on reserved list!
if(!reserved_channels[text_reserved]) //if it isn't already reserved make sure we don't accidently mistakenly put it on reserved list!
return
reserved_channels[text_reserved] = index
+62 -35
View File
@@ -4,7 +4,7 @@
var/window_id // window_id is used as the window name for browse and onclose
var/width = 0
var/height = 0
var/atom/ref = null
var/datum/weakref/ref = null
var/window_options = "can_close=1;can_minimize=1;can_maximize=0;can_resize=1;titlebar=1;" // window option is set using window_id
var/stylesheets[0]
var/scripts[0]
@@ -16,8 +16,8 @@
/datum/browser/New(nuser, nwindow_id, ntitle = 0, nwidth = 0, nheight = 0, atom/nref = null)
user = nuser
RegisterSignal(user, COMSIG_PARENT_QDELETING, .proc/user_deleted)
window_id = nwindow_id
if (ntitle)
title = format_text(ntitle)
@@ -26,7 +26,11 @@
if (nheight)
height = nheight
if (nref)
ref = nref
ref = WEAKREF(nref)
/datum/browser/proc/user_deleted(datum/source)
SIGNAL_HANDLER
user = null
/datum/browser/proc/add_head_content(nhead_content)
head_content = nhead_content
@@ -35,7 +39,7 @@
window_options = nwindow_options
/datum/browser/proc/add_stylesheet(name, file)
if(istype(name, /datum/asset/spritesheet))
if (istype(name, /datum/asset/spritesheet))
var/datum/asset/spritesheet/sheet = name
stylesheets["spritesheet_[sheet.name].css"] = "data/spritesheets/[sheet.name]"
else
@@ -94,27 +98,32 @@
"}
/datum/browser/proc/open(use_onclose = TRUE)
if(isnull(window_id)) //null check because this can potentially nuke goonchat
if(isnull(window_id)) //null check because this can potentially nuke goonchat
WARNING("Browser [title] tried to open with a null ID")
to_chat(user, "<span class='userdanger'>The [title] browser you tried to open failed a sanity check! Please report this on github!</span>")
to_chat(user, span_userdanger("The [title] browser you tried to open failed a sanity check! Please report this on github!"))
return
var/window_size = ""
if(width && height)
if (width && height)
window_size = "size=[width]x[height];"
common_asset.send(user)
if(stylesheets.len)
if (stylesheets.len)
SSassets.transport.send_assets(user, stylesheets)
if(scripts.len)
if (scripts.len)
SSassets.transport.send_assets(user, scripts)
user << browse(get_content(), "window=[window_id];[window_size][window_options]")
if(use_onclose)
if (use_onclose)
setup_onclose()
/datum/browser/proc/setup_onclose()
set waitfor = 0 //winexists sleeps, so we don't need to.
for (var/i in 1 to 10)
if (user && winexists(user, window_id))
onclose(user, window_id, ref)
if (user?.client && winexists(user, window_id))
var/atom/send_ref
if(ref)
send_ref = ref.resolve()
if(!send_ref)
ref = null
onclose(user, window_id, send_ref)
break
/datum/browser/proc/close()
@@ -153,11 +162,35 @@
opentime = 0
close()
//designed as a drop in replacement for alert(); functions the same. (outside of needing User specified)
/proc/tgalert(mob/User, Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1, Timeout = 6000)
/**
* **DEPRECATED: USE tgui_alert(...) INSTEAD**
*
* Designed as a drop in replacement for alert(); functions the same. (outside of needing User specified)
* Arguments:
* * User - The user to show the alert to.
* * Message - The textual body of the alert.
* * Title - The title of the alert's window.
* * Button1 - The first button option.
* * Button2 - The second button option.
* * Button3 - The third button option.
* * StealFocus - Boolean operator controlling if the alert will steal the user's window focus.
* * Timeout - The timeout of the window, after which no responses will be valid.
*/
/proc/tgalert(mob/User, Message, Title, Button1="Ok", Button2, Button3, StealFocus = TRUE, Timeout = 6000)
if (!User)
User = usr
switch(askuser(User, Message, Title, Button1, Button2, Button3, StealFocus, Timeout))
if (!istype(User))
if (istype(User, /client))
var/client/client = User
User = client.mob
else
return
// Get user's response using a modal
var/datum/browser/modal/alert/A = new(User, Message, Title, Button1, Button2, Button3, StealFocus, Timeout)
A.open()
A.wait()
switch(A.selectedbutton)
if (1)
return Button1
if (2)
@@ -197,8 +230,8 @@
.=..()
opentime = 0
/datum/browser/modal/open(use_onclose = 1)
set waitfor = 0
/datum/browser/modal/open(use_onclose)
set waitfor = FALSE
opentime = world.time
if (stealfocus)
@@ -277,7 +310,7 @@
opentime = 0
close()
/proc/presentpicker(var/mob/User,Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1,Timeout = 6000,list/values, inputtype = "checkbox", width, height, slidecolor)
/proc/presentpicker(mob/User,Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1,Timeout = 6000,list/values, inputtype = "checkbox", width, height, slidecolor)
if (!istype(User))
if (istype(User, /client/))
var/client/C = User
@@ -290,7 +323,7 @@
if (A.selectedbutton)
return list("button" = A.selectedbutton, "values" = A.valueslist)
/proc/input_bitfield(var/mob/User, title, bitfield, current_value, nwidth = 350, nheight = 350, nslidecolor, allowed_edit_list = null)
/proc/input_bitfield(mob/User, title, bitfield, current_value, nwidth = 350, nheight = 350, nslidecolor, allowed_edit_list = null)
if (!User || !(bitfield in GLOB.bitfields))
return
var/list/pickerlist = list()
@@ -401,7 +434,7 @@
opentime = 0
close()
/proc/presentpreflikepicker(var/mob/User,Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1,Timeout = 6000,list/settings, width, height, slidecolor)
/proc/presentpreflikepicker(mob/User,Message, Title, Button1="Ok", Button2, Button3, StealFocus = 1,Timeout = 6000,list/settings, width, height, slidecolor)
if (!istype(User))
if (istype(User, /client/))
var/client/C = User
@@ -414,12 +447,6 @@
if (A.selectedbutton)
return list("button" = A.selectedbutton, "settings" = A.settings)
// This will allow you to show an icon in the browse window
// This is added to mob so that it can be used without a reference to the browser object
// There is probably a better place for this...
/mob/proc/browse_rsc_icon(icon, icon_state, dir = -1)
// Registers the on-close verb for a browse window (client/verb/.windowclose)
// this will be called when the close-button of a window is pressed.
//
@@ -427,8 +454,8 @@
// e.g. canisters, timers, etc.
//
// windowid should be the specified window name
// e.g. code is : user << browse(text, "window=fred")
// then use : onclose(user, "fred")
// e.g. code is : user << browse(text, "window=fred")
// then use : onclose(user, "fred")
//
// Optionally, specify the "ref" parameter as the controlled atom (usually src)
// to pass a "close=1" parameter to the atom's Topic() proc for special handling.
@@ -451,18 +478,18 @@
// otherwise, just reset the client mob's machine var.
//
/client/verb/windowclose(atomref as text)
set hidden = TRUE // hide this verb from the user's panel
set name = ".windowclose" // no autocomplete on cmd line
set hidden = TRUE // hide this verb from the user's panel
set name = ".windowclose" // no autocomplete on cmd line
if(atomref!="null") // if passed a real atomref
var/hsrc = locate(atomref) // find the reffed atom
if(atomref!="null") // if passed a real atomref
var/hsrc = locate(atomref) // find the reffed atom
var/href = "close=1"
if(hsrc)
usr = src.mob
src.Topic(href, params2list(href), hsrc) // this will direct to the atom's
return // Topic() proc via client.Topic()
src.Topic(href, params2list(href), hsrc) // this will direct to the atom's
return // Topic() proc via client.Topic()
// no atomref specified (or not found)
// so just reset the user mob's machine var
if(src && src.mob)
if(src?.mob)
src.mob.unset_machine()
+2 -2
View File
@@ -123,7 +123,7 @@
// Append radio icon if from a virtual speaker
if (extra_classes.Find("virtual-speaker"))
var/image/r_icon = image('icons/UI_Icons/chat/chat_icons.dmi', icon_state = "radio")
var/image/r_icon = image('icons/ui_icons/chat/chat_icons.dmi', icon_state = "radio")
text = "\icon[r_icon]&nbsp;" + text
// We dim italicized text to make it more distinguishable from regular text
@@ -163,7 +163,7 @@
message.maptext_width = CHAT_MESSAGE_WIDTH
message.maptext_height = mheight
message.maptext_x = (CHAT_MESSAGE_WIDTH - owner.bound_width) * -0.5
message.maptext = complete_text
message.maptext = MAPTEXT(complete_text)
// View the message
LAZYADDASSOC(owned_by.seen_messages, message_loc, src)
@@ -0,0 +1,77 @@
///Allows you to set a theme for a set of areas without tying them to looping sounds explicitly
/datum/component/area_sound_manager
///area -> looping sound type
var/list/area_to_looping_type = list()
///Current sound loop
var/datum/looping_sound/our_loop
///A list of "acceptable" z levels to be on. If you leave this, we're gonna delete ourselves
var/list/accepted_zs
///The timer id of our current start delay, if it exists
var/timerid
/datum/component/area_sound_manager/Initialize(area_loop_pairs, change_on, remove_on, acceptable_zs)
if(!ismovable(parent))
return
area_to_looping_type = area_loop_pairs
accepted_zs = acceptable_zs
change_the_track()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/react_to_move)
RegisterSignal(parent, COMSIG_MOVABLE_Z_CHANGED, .proc/react_to_z_move)
RegisterSignal(parent, change_on, .proc/handle_change)
RegisterSignal(parent, remove_on, .proc/handle_removal)
/datum/component/area_sound_manager/Destroy(force, silent)
QDEL_NULL(our_loop)
. = ..()
/datum/component/area_sound_manager/proc/react_to_move(datum/source, atom/oldloc, dir, forced)
SIGNAL_HANDLER
var/list/loop_lookup = area_to_looping_type
if(loop_lookup[get_area(oldloc)] == loop_lookup[get_area(parent)])
return
change_the_track(TRUE)
/datum/component/area_sound_manager/proc/react_to_z_move(datum/source, old_z, new_z)
SIGNAL_HANDLER
if(!length(accepted_zs) || (new_z in accepted_zs))
return
qdel(src)
/datum/component/area_sound_manager/proc/handle_removal(datum/source)
SIGNAL_HANDLER
qdel(src)
/datum/component/area_sound_manager/proc/handle_change(datum/source)
SIGNAL_HANDLER
change_the_track()
/datum/component/area_sound_manager/proc/change_the_track(skip_start = FALSE)
var/time_remaining = 0
if(our_loop)
var/our_id = our_loop.timerid || timerid
if(our_id)
time_remaining = timeleft(our_id, SSsound_loops) || 0
//Time left will sometimes return negative values, just ignore them and start a new sound loop now
time_remaining = max(time_remaining, 0)
QDEL_NULL(our_loop)
var/area/our_area = get_area(parent)
var/new_loop_type = area_to_looping_type[our_area]
if(!new_loop_type)
return
our_loop = new new_loop_type(parent, FALSE, TRUE, skip_start)
//If we're still playing, wait a bit before changing the sound so we don't double up
if(time_remaining)
timerid = addtimer(CALLBACK(src, .proc/start_looping_sound), time_remaining, TIMER_UNIQUE | TIMER_CLIENT_TIME | TIMER_STOPPABLE | TIMER_NO_HASH_WAIT | TIMER_DELETE_ME, SSsound_loops)
return
timerid = null
our_loop.start()
/datum/component/area_sound_manager/proc/start_looping_sound()
timerid = null
if(our_loop)
our_loop.start()
@@ -66,7 +66,7 @@
/datum/component/storage/concrete/_insert_physical_item(obj/item/I, override = FALSE)
. = TRUE
var/atom/real_location = real_location()
if(I.loc != real_location && real_location)
if(real_location && I.loc != real_location)
I.forceMove(real_location)
refresh_mob_views()
@@ -95,16 +95,19 @@
return FALSE
/datum/component/storage/concrete/proc/on_contents_del(datum/source, atom/A)
SIGNAL_HANDLER
var/atom/real_location = parent
if(A in real_location)
usr = null
remove_from_storage(A, null)
/datum/component/storage/concrete/proc/on_deconstruct(datum/source, disassembled)
SIGNAL_HANDLER
if(drop_all_on_deconstruct)
do_quick_empty()
/datum/component/storage/concrete/proc/on_break(datum/source, damage_flag)
SIGNAL_HANDLER
if(drop_all_on_break)
do_quick_empty()
if(unlock_on_break)
@@ -131,14 +134,16 @@
var/list/seeing_mobs = can_see_contents()
for(var/mob/M in seeing_mobs)
M.client.screen -= AM
if(ismob(parent.loc) && isitem(AM))
var/obj/item/I = AM
var/mob/M = parent.loc
I.dropped(M)
I.item_flags &= ~IN_STORAGE
I.remove_outline()
if(isitem(AM))
var/obj/item/removed_item = AM
removed_item.item_flags &= ~IN_STORAGE
if(ismob(parent.loc))
var/mob/carrying_mob = parent.loc
removed_item.dropped(carrying_mob, TRUE)
if(new_location)
AM.forceMove(new_location) // exited comsig will handle removal reset.
//Reset the items values
_removal_reset(AM)
AM.forceMove(new_location)
//We don't want to call this if the item is being destroyed
AM.on_exit_storage(src)
else
@@ -147,7 +152,7 @@
refresh_mob_views()
if(isobj(parent))
var/obj/O = parent
O.update_icon()
O.update_appearance()
return TRUE
/datum/component/storage/concrete/proc/slave_can_insert_object(datum/component/storage/slave, obj/item/I, stop_messages = FALSE, mob/M)
@@ -158,7 +163,7 @@
if(. && !prevent_warning)
slave.mob_item_insertion_feedback(usr, M, I)
/datum/component/storage/concrete/handle_item_insertion(obj/item/I, prevent_warning = FALSE, mob/M, datum/component/storage/remote) //Remote is null or the slave datum
/datum/component/storage/concrete/handle_item_insertion(obj/item/I, prevent_warning = FALSE, mob/M, datum/component/storage/remote) //Remote is null or the slave datum
var/datum/component/storage/concrete/master = master()
var/atom/parent = src.parent
var/moved = FALSE
@@ -168,7 +173,7 @@
if(!M.temporarilyRemoveItemFromInventory(I))
return FALSE
else
moved = TRUE //At this point if the proc fails we need to manually move the object back to the turf/mob/whatever.
moved = TRUE //At this point if the proc fails we need to manually move the object back to the turf/mob/whatever.
if(I.pulledby)
I.pulledby.stop_pulling()
if(silent)
@@ -203,7 +208,7 @@
/datum/component/storage/concrete/update_icon()
if(isobj(parent))
var/obj/O = parent
O.update_icon()
O.update_appearance()
for(var/i in slaves)
var/datum/component/storage/slave = i
slave.update_icon()
+29 -29
View File
@@ -418,38 +418,38 @@
return TRUE
/datum/component/storage/proc/mousedrop_onto(datum/source, atom/over_object, mob/M)
SIGNAL_HANDLER
set waitfor = FALSE
. = COMPONENT_NO_MOUSEDROP
if(!ismob(M))
return
if(!over_object)
return
if(ismecha(M.loc)) // stops inventory actions in a mech
return
if(M.incapacitated() || !M.canUseStorage())
return
var/atom/A = parent
if(ismob(M)) //all the check for item manipulation are in other places, you can safely open any storages as anything and its not buggy, i checked
A.add_fingerprint(M)
if(istype(A, /obj/item))
var/obj/item/I = A
I.remove_outline() //Removes the outline when we drag
if(!over_object)
return FALSE
if(ismecha(M.loc)) // stops inventory actions in a mech
return FALSE
// this must come before the screen objects only block, dunno why it wasn't before
if(over_object == M)
user_show_to_mob(M, trigger_on_found = TRUE)
return
if(isrevenant(M))
RevenantThrow(over_object, M, source)
return
if(!M.incapacitated())
if(!istype(over_object, /atom/movable/screen))
dump_content_at(over_object, M)
return
if(A.loc != M)
return
playsound(A, "rustle", 50, 1, -5)
A.do_jiggle()
if(istype(over_object, /atom/movable/screen/inventory/hand))
var/atom/movable/screen/inventory/hand/H = over_object
M.putItemFromInventoryInHandIfPossible(A, H.held_index)
return
A.add_fingerprint(M)
A.add_fingerprint(M)
// this must come before the screen objects only block, dunno why it wasn't before
if(over_object == M)
user_show_to_mob(M, trigger_on_found = TRUE)
if(isrevenant(M))
INVOKE_ASYNC(GLOBAL_PROC, .proc/RevenantThrow, over_object, M, source)
return
if(!istype(over_object, /atom/movable/screen))
INVOKE_ASYNC(src, .proc/dump_content_at, over_object, M)
return
if(A.loc != M)
return
playsound(A, "rustle", 50, TRUE, -5)
A.do_jiggle()
if(istype(over_object, /atom/movable/screen/inventory/hand))
var/atom/movable/screen/inventory/hand/H = over_object
M.putItemFromInventoryInHandIfPossible(A, H.held_index)
return
A.add_fingerprint(M)
/datum/component/storage/proc/user_show_to_mob(mob/M, force = FALSE, trigger_on_found = FALSE)
var/atom/A = parent
+92 -58
View File
@@ -1,4 +1,5 @@
GLOBAL_LIST_EMPTY(uplinks)
#define PEN_ROTATIONS 2
/**
* Uplinks
@@ -17,7 +18,7 @@ GLOBAL_LIST_EMPTY(uplinks)
var/telecrystals
var/selected_cat
var/owner = null
var/datum/game_mode/gamemode
var/uplink_flag
var/datum/uplink_purchase_log/purchase_log
var/list/uplink_items
var/hidden_crystals = 0
@@ -26,11 +27,11 @@ GLOBAL_LIST_EMPTY(uplinks)
var/failsafe_code
var/compact_mode = FALSE
var/debug = FALSE
var/saved_player_population = 0
var/list/filters = list()
///Instructions on how to access the uplink based on location
var/unlock_text
var/list/previous_attempts
/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/traitor_class/traitor_class)
/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, uplink_flag = UPLINK_TRAITORS, starting_tc = TELECRYSTALS_DEFAULT)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
@@ -44,16 +45,13 @@ GLOBAL_LIST_EMPTY(uplinks)
RegisterSignal(parent, COMSIG_IMPLANT_EXISTING_UPLINK, .proc/new_implant)
else if(istype(parent, /obj/item/pda))
RegisterSignal(parent, COMSIG_PDA_CHANGE_RINGTONE, .proc/new_ringtone)
// RegisterSignal(parent, COMSIG_PDA_CHECK_DETONATE, .proc/check_detonate)
else if(istype(parent, /obj/item/radio))
RegisterSignal(parent, COMSIG_RADIO_NEW_FREQUENCY, .proc/new_frequency)
else if(istype(parent, /obj/item/pen))
RegisterSignal(parent, COMSIG_PEN_ROTATED, .proc/pen_rotation)
GLOB.uplinks += src
if(istype(traitor_class))
filters = traitor_class.uplink_filters
starting_tc = traitor_class.TC
uplink_items = get_uplink_items(gamemode, TRUE, allow_restricted, filters)
GLOB.uplinks |= src
if(_owner)
owner = _owner
@@ -64,44 +62,58 @@ GLOBAL_LIST_EMPTY(uplinks)
purchase_log = new(owner, src)
lockable = _lockable
active = _enabled
gamemode = _gamemode
src.uplink_flag = uplink_flag
update_items()
telecrystals = starting_tc
if(!lockable)
active = TRUE
locked = FALSE
saved_player_population = GLOB.joined_player_list.len
previous_attempts = list()
/datum/component/uplink/InheritComponent(datum/component/uplink/U)
lockable |= U.lockable
active |= U.active
if(!gamemode)
gamemode = U.gamemode
uplink_flag |= U.uplink_flag
telecrystals += U.telecrystals
if(purchase_log && U.purchase_log)
purchase_log.MergeWithAndDel(U.purchase_log)
/datum/component/uplink/Destroy()
GLOB.uplinks -= src
gamemode = null
purchase_log = null
return ..()
/datum/component/uplink/proc/update_items()
var/updated_items
updated_items = get_uplink_items(uplink_flag, TRUE, allow_restricted)
update_sales(updated_items)
uplink_items = updated_items
/datum/component/uplink/proc/update_sales(updated_items)
var/discount_categories = list("Discounted Gear", "Discounted Team Gear", "Limited Stock Team Gear")
if (uplink_items == null)
return
for (var/category in discount_categories) // Makes sure discounted items aren't renewed or replaced
if (uplink_items[category] != null && updated_items[category] != null)
updated_items[category] = uplink_items[category]
/datum/component/uplink/proc/LoadTC(mob/user, obj/item/stack/telecrystal/TC, silent = FALSE)
if(!silent)
to_chat(user, "<span class='notice'>You slot [TC] into [parent] and charge its internal uplink.</span>")
to_chat(user, span_notice("You slot [TC] into [parent] and charge its internal uplink."))
var/amt = TC.amount
telecrystals += amt
TC.use(amt)
/datum/component/uplink/proc/set_gamemode(_gamemode)
gamemode = _gamemode
uplink_items = get_uplink_items(gamemode, TRUE, allow_restricted)
// log_uplink("[key_name(user)] loaded [amt] telecrystals into [parent]'s uplink")
/datum/component/uplink/proc/OnAttackBy(datum/source, obj/item/I, mob/user)
SIGNAL_HANDLER
if(!active)
return //no hitting everyone/everything just to try to slot tcs in!
return //no hitting everyone/everything just to try to slot tcs in!
if(istype(I, /obj/item/stack/telecrystal))
LoadTC(user, I)
// CIT SPECIFIC: STEALING from unlocked uplink.
if(active)
if(I.GetComponent(/datum/component/uplink))
var/datum/component/uplink/hidden_uplink = I.GetComponent(/datum/component/uplink)
@@ -118,31 +130,26 @@ GLOBAL_LIST_EMPTY(uplinks)
var/cost = UI.refund_amount || UI.cost
if(I.type == path && UI.refundable && I.check_uplink_validity())
telecrystals += cost
purchase_log.total_spent -= cost
to_chat(user, "<span class='notice'>[I] refunded.</span>")
// log_uplink("[key_name(user)] refunded [UI] for [cost] telecrystals using [parent]'s uplink")
if(purchase_log)
purchase_log.total_spent -= cost
to_chat(user, span_notice("[I] refunded."))
qdel(I)
return
/datum/component/uplink/proc/interact(datum/source, mob/user)
SIGNAL_HANDLER
if(locked)
return
active = TRUE
update_items()
if(user)
//update the saved population
var/previous_player_population = saved_player_population
saved_player_population = GLOB.joined_player_list.len
//if population has changed, update uplink items
if(saved_player_population != previous_player_population)
//make sure discounts are not rerolled
var/old_discounts = uplink_items["Discounted Gear"]
uplink_items = get_uplink_items(gamemode, FALSE, allow_restricted, filters)
if(old_discounts)
uplink_items["Discounted Gear"] = old_discounts
ui_interact(user)
INVOKE_ASYNC(src, .proc/ui_interact, user)
// an unlocked uplink blocks also opening the PDA or headset menu
return COMPONENT_NO_INTERACT
/datum/component/uplink/ui_state(mob/user)
if(istype(parent, /obj/item/implant/uplink))
return GLOB.not_incapacitated_state
@@ -178,15 +185,10 @@ GLOBAL_LIST_EMPTY(uplinks)
var/datum/uplink_item/I = uplink_items[category][item]
if(I.limited_stock == 0)
continue
if(I.restricted_roles.len)
var/is_inaccessible = TRUE
for(var/R in I.restricted_roles)
if(R == user.mind.assigned_role || debug)
is_inaccessible = FALSE
if(is_inaccessible)
if(length(I.restricted_roles))
if(!debug && !(user.mind.assigned_role in I.restricted_roles))
continue
/*
if(I.restricted_species) //catpeople specfic gloves.
if(I.restricted_species)
if(ishuman(user))
var/is_inaccessible = TRUE
var/mob/living/carbon/human/H = user
@@ -196,7 +198,6 @@ GLOBAL_LIST_EMPTY(uplinks)
break
if(is_inaccessible)
continue
*/
cat["items"] += list(list(
"name" = I.name,
"cost" = I.cost,
@@ -255,25 +256,41 @@ GLOBAL_LIST_EMPTY(uplinks)
// Implant signal responses
/datum/component/uplink/proc/implant_activation()
SIGNAL_HANDLER
var/obj/item/implant/implant = parent
locked = FALSE
interact(null, implant.imp_in)
/datum/component/uplink/proc/implanting(datum/source, list/arguments)
SIGNAL_HANDLER
var/mob/user = arguments[2]
owner = "[user.key]"
owner = user?.key
if(owner && !purchase_log)
LAZYINITLIST(GLOB.uplink_purchase_logs_by_key)
if(GLOB.uplink_purchase_logs_by_key[owner])
purchase_log = GLOB.uplink_purchase_logs_by_key[owner]
else
purchase_log = new(owner, src)
/datum/component/uplink/proc/old_implant(datum/source, list/arguments, obj/item/implant/new_implant)
SIGNAL_HANDLER
// It kinda has to be weird like this until implants are components
return SEND_SIGNAL(new_implant, COMSIG_IMPLANT_EXISTING_UPLINK, src)
/datum/component/uplink/proc/new_implant(datum/source, datum/component/uplink/uplink)
SIGNAL_HANDLER
uplink.telecrystals += telecrystals
return COMPONENT_DELETE_NEW_IMPLANT
// PDA signal responses
/datum/component/uplink/proc/new_ringtone(datum/source, mob/living/user, new_ring_text)
SIGNAL_HANDLER
var/obj/item/pda/master = parent
if(trim(lowertext(new_ring_text)) != trim(lowertext(unlock_code)))
if(trim(lowertext(new_ring_text)) == trim(lowertext(failsafe_code)))
@@ -282,14 +299,21 @@ GLOBAL_LIST_EMPTY(uplinks)
return
locked = FALSE
interact(null, user)
to_chat(user, "<span class='hear'>The PDA softly beeps.</span>")
to_chat(user, span_hear("The PDA softly beeps."))
user << browse(null, "window=pda")
master.mode = 0
return COMPONENT_STOP_RINGTONE_CHANGE
/datum/component/uplink/proc/check_detonate()
SIGNAL_HANDLER
// return COMPONENT_PDA_NO_DETONATE
// Radio signal responses
/datum/component/uplink/proc/new_frequency(datum/source, list/arguments)
SIGNAL_HANDLER
var/obj/item/radio/master = parent
var/frequency = arguments[1]
if(frequency != unlock_code)
@@ -303,15 +327,22 @@ GLOBAL_LIST_EMPTY(uplinks)
// Pen signal responses
/datum/component/uplink/proc/pen_rotation(datum/source, degrees, mob/living/carbon/user)
SIGNAL_HANDLER
var/obj/item/pen/master = parent
if(degrees != unlock_code)
if(degrees == failsafe_code) //Getting failsafes on pens is risky business
failsafe()
return
locked = FALSE
master.degrees = 0
interact(null, user)
to_chat(user, "<span class='warning'>Your pen makes a clicking noise, before quickly rotating back to 0 degrees!</span>")
previous_attempts += degrees
if(length(previous_attempts) > PEN_ROTATIONS)
popleft(previous_attempts)
if(compare_list(previous_attempts, unlock_code))
locked = FALSE
previous_attempts.Cut()
master.degrees = 0
interact(null, user)
to_chat(user, span_warning("Your pen makes a clicking noise, before quickly rotating back to 0 degrees!"))
else if(compare_list(previous_attempts, failsafe_code))
failsafe(user)
/datum/component/uplink/proc/setup_unlock_code()
unlock_code = generate_code()
@@ -321,15 +352,18 @@ GLOBAL_LIST_EMPTY(uplinks)
else if(istype(parent,/obj/item/radio))
unlock_note = "<B>Radio Frequency:</B> [format_frequency(unlock_code)] ([P.name])."
else if(istype(parent,/obj/item/pen))
unlock_note = "<B>Uplink Degrees:</B> [unlock_code] ([P.name])."
unlock_note = "<B>Uplink Degrees:</B> [english_list(unlock_code)] ([P.name])."
/datum/component/uplink/proc/generate_code()
if(istype(parent,/obj/item/pda))
return "[rand(100,999)] [pick(GLOB.phonetic_alphabet)]"
else if(istype(parent,/obj/item/radio))
return sanitize_frequency(rand(MIN_FREQ, MAX_FREQ))
return return_unused_frequency()
else if(istype(parent,/obj/item/pen))
return rand(1, 360)
var/list/L = list()
for(var/i in 1 to PEN_ROTATIONS)
L += rand(1, 360)
return L
/datum/component/uplink/proc/failsafe(mob/living/carbon/user)
if(!parent)
@@ -339,5 +373,5 @@ GLOBAL_LIST_EMPTY(uplinks)
return
message_admins("[ADMIN_LOOKUPFLW(user)] has triggered an uplink failsafe explosion at [AREACOORD(T)] The owner of the uplink was [ADMIN_LOOKUPFLW(owner)].")
log_game("[key_name(user)] triggered an uplink failsafe explosion. The owner of the uplink was [key_name(owner)].")
explosion(T,1,2,3)
explosion(parent, devastation_range = 1, heavy_impact_range = 2, light_impact_range = 3)
qdel(parent) //Alternatively could brick the uplink.
+1 -1
View File
@@ -106,7 +106,7 @@
active_timers = null
for(var/thing in timers)
var/datum/timedevent/timer = thing
if (timer.spent)
if (timer.spent && !(timer.flags & TIMER_DELETE_ME))
continue
qdel(timer)
+44
View File
@@ -0,0 +1,44 @@
///This element just handles creating and destroying an area sound manager that's hooked into weather stuff
/datum/element/weather_listener
element_flags = ELEMENT_BESPOKE
id_arg_index = 2
var/weather_type
//What events to change the track on
var/list/sound_change_signals
//The weather type we're working with
var/weather_trait
//The playlist of sounds to draw from. Pass by ref
var/list/playlist
/datum/element/weather_listener/Attach(datum/target, w_type, trait, weather_playlist)
. = ..()
if(!weather_type)
weather_type = w_type
sound_change_signals = list(
COMSIG_WEATHER_TELEGRAPH(weather_type),
COMSIG_WEATHER_START(weather_type),
COMSIG_WEATHER_WINDDOWN(weather_type),
COMSIG_WEATHER_END(weather_type)
)
weather_trait = trait
playlist = weather_playlist
RegisterSignal(target, COMSIG_MOVABLE_Z_CHANGED, .proc/handle_z_level_change, override = TRUE)
RegisterSignal(target, COMSIG_MOB_CLIENT_LOGOUT, .proc/handle_logout, override = TRUE)
/datum/element/weather_listener/Detach(datum/source)
. = ..()
UnregisterSignal(source, COMSIG_MOVABLE_Z_CHANGED, COMSIG_MOB_CLIENT_LOGOUT)
/datum/element/weather_listener/proc/handle_z_level_change(datum/source, old_z, new_z)
SIGNAL_HANDLER
var/list/fitting_z_levels = SSmapping.levels_by_trait(weather_trait)
if(!(new_z in fitting_z_levels))
return
var/datum/component/our_comp = source.AddComponent(/datum/component/area_sound_manager, playlist, list(), COMSIG_MOB_CLIENT_LOGOUT, fitting_z_levels)
our_comp.RegisterSignal(SSdcs, sound_change_signals, /datum/component/area_sound_manager/proc/handle_change)
/datum/element/weather_listener/proc/handle_logout(datum/source, client/this_is_a_null_ref)
SIGNAL_HANDLER
source.RemoveElement(/datum/element/weather_listener, weather_type, weather_trait, playlist)
+47 -34
View File
@@ -1,21 +1,21 @@
/*
output_atoms (list of atoms) The destination(s) for the sounds
output_atoms (list of atoms) The destination(s) for the sounds
mid_sounds (list or soundfile) Since this can be either a list or a single soundfile you can have random sounds. May contain further lists but must contain a soundfile at the end.
mid_length (num) The length to wait between playing mid_sounds
mid_sounds (list or soundfile) Since this can be either a list or a single soundfile you can have random sounds. May contain further lists but must contain a soundfile at the end.
mid_length (num) The length to wait between playing mid_sounds
start_sound (soundfile) Played before starting the mid_sounds loop
start_length (num) How long to wait before starting the main loop after playing start_sound
start_sound (soundfile) Played before starting the mid_sounds loop
start_length (num) How long to wait before starting the main loop after playing start_sound
end_sound (soundfile) The sound played after the main loop has concluded
end_sound (soundfile) The sound played after the main loop has concluded
chance (num) Chance per loop to play a mid_sound
volume (num) Sound output volume
max_loops (num) The max amount of loops to run for.
direct (bool) If true plays directly to provided atoms instead of from them
chance (num) Chance per loop to play a mid_sound
volume (num) Sound output volume
max_loops (num) The max amount of loops to run for.
direct (bool) If true plays directly to provided atoms instead of from them
*/
/datum/looping_sound
var/list/atom/output_atoms
var/atom/parent
var/mid_sounds
var/mid_length
///Override for volume of start sound
@@ -34,38 +34,46 @@
var/falloff_exponent
var/timerid
var/falloff_distance
var/skip_starting_sounds = FALSE
var/loop_started = FALSE
/datum/looping_sound/New(list/_output_atoms=list(), start_immediately=FALSE, _direct=FALSE)
/datum/looping_sound/New(_parent, start_immediately=FALSE, _direct=FALSE, _skip_starting_sounds = FALSE)
if(!mid_sounds)
WARNING("A looping sound datum was created without sounds to play.")
return
output_atoms = _output_atoms
set_parent(_parent)
direct = _direct
skip_starting_sounds = _skip_starting_sounds
if(start_immediately)
start()
/datum/looping_sound/Destroy()
stop()
output_atoms = null
stop(TRUE)
return ..()
/datum/looping_sound/proc/start(atom/add_thing)
if(add_thing)
output_atoms |= add_thing
/datum/looping_sound/proc/start(on_behalf_of)
if(on_behalf_of)
set_parent(on_behalf_of)
if(timerid)
return
on_start()
/datum/looping_sound/proc/stop(atom/remove_thing)
if(remove_thing)
output_atoms -= remove_thing
/datum/looping_sound/proc/stop(null_parent)
if(null_parent)
set_parent(null)
if(!timerid)
return
on_stop()
deltimer(timerid)
deltimer(timerid, SSsound_loops)
timerid = null
loop_started = FALSE
/datum/looping_sound/proc/start_sound_loop()
loop_started = TRUE
sound_loop()
timerid = addtimer(CALLBACK(src, .proc/sound_loop, world.time), mid_length, TIMER_CLIENT_TIME | TIMER_STOPPABLE | TIMER_LOOP | TIMER_DELETE_ME, SSsound_loops)
/datum/looping_sound/proc/sound_loop(starttime)
if(max_loops && world.time >= starttime + mid_length * max_loops)
@@ -73,21 +81,15 @@
return
if(!chance || prob(chance))
play(get_sound(starttime))
if(!timerid)
timerid = addtimer(CALLBACK(src, .proc/sound_loop, world.time), mid_length, TIMER_CLIENT_TIME | TIMER_STOPPABLE | TIMER_LOOP)
/datum/looping_sound/proc/play(soundfile, volume_override)
var/list/atoms_cache = output_atoms
var/sound/S = sound(soundfile)
if(direct)
S.channel = SSsounds.random_available_channel()
S.volume = volume_override || volume //Use volume as fallback if theres no override
for(var/i in 1 to atoms_cache.len)
var/atom/thing = atoms_cache[i]
if(direct)
SEND_SOUND(thing, S)
else
playsound(thing, S, volume, vary, extra_range, falloff_exponent = falloff_exponent, falloff_distance = falloff_distance)
SEND_SOUND(parent, S)
else
playsound(parent, S, volume, vary, extra_range, falloff_exponent = falloff_exponent, falloff_distance = falloff_distance)
/datum/looping_sound/proc/get_sound(starttime, _mid_sounds)
. = _mid_sounds || mid_sounds
@@ -96,11 +98,22 @@
/datum/looping_sound/proc/on_start()
var/start_wait = 0
if(start_sound)
if(start_sound && !skip_starting_sounds)
play(start_sound, start_volume)
start_wait = start_length
addtimer(CALLBACK(src, .proc/sound_loop), start_wait, TIMER_CLIENT_TIME)
timerid = addtimer(CALLBACK(src, .proc/start_sound_loop), start_wait, TIMER_CLIENT_TIME | TIMER_DELETE_ME | TIMER_STOPPABLE, SSsound_loops)
/datum/looping_sound/proc/on_stop()
if(end_sound)
if(end_sound && loop_started)
play(end_sound, end_volume)
/datum/looping_sound/proc/set_parent(new_parent)
if(parent)
UnregisterSignal(parent, COMSIG_PARENT_QDELETING)
parent = new_parent
if(parent)
RegisterSignal(parent, COMSIG_PARENT_QDELETING, .proc/handle_parent_del)
/datum/looping_sound/proc/handle_parent_del(datum/source)
SIGNAL_HANDLER
set_parent(null)
+1 -1
View File
@@ -1,4 +1,4 @@
#define RAD_GEIGER_LOW 100 // Geiger counter sound thresholds
#define RAD_GEIGER_LOW 100 // Geiger counter sound thresholds
#define RAD_GEIGER_MEDIUM 500
#define RAD_GEIGER_HIGH 1000
@@ -7,7 +7,7 @@
/mob/living/simple_animal/hostile/asteroid/basilisk/watcher/random = 40, /obj/structure/spawner/lavaland = 2, \
/mob/living/simple_animal/hostile/asteroid/hivelord/legion/random = 30, /obj/structure/spawner/lavaland/legion = 3, \
SPAWN_MEGAFAUNA = 4, /mob/living/simple_animal/hostile/asteroid/goldgrub = 10)
flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2)
flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2, /obj/structure/flora/ashtree = 1)
feature_spawn_list = list(/obj/structure/geyser/random = 1)
initial_closed_chance = 45
+1 -1
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@@ -120,7 +120,7 @@ Simple datum which is instanced once per type and is used for every object of sa
return
I.hitsound = item_sound_override
I.usesound = item_sound_override
I.throwhitsound = item_sound_override
I.mob_throw_hit_sound = item_sound_override
// I.mob_throw_hit_sound = item_sound_override
// I.equip_sound = item_sound_override
// I.pickup_sound = item_sound_override
+40 -36
View File
@@ -267,11 +267,17 @@
remove_rev()
SSticker.mode.update_cult_icons_removed(src)
/datum/mind/proc/equip_traitor(datum/traitor_class/traitor_class, silent = FALSE, datum/antagonist/uplink_owner)
/**
* ## give_uplink
*
* A mind proc for giving anyone an uplink.
* arguments:
* * silent: if this should send a message to the mind getting the uplink. traitors do not use this silence, but the silence var on their antag datum.
* * antag_datum: the antag datum of the uplink owner, for storing it in antag memory. optional!
*/
/datum/mind/proc/equip_traitor(silent = FALSE, datum/antagonist/antag_datum)
if(!current)
return
if(!traitor_class)
traitor_class = GLOB.traitor_classes[TRAITOR_HUMAN]
var/mob/living/carbon/human/traitor_mob = current
if (!istype(traitor_mob))
return
@@ -285,16 +291,9 @@
P = locate() in PDA
if (!P) // If we couldn't find a pen in the PDA, or we didn't even have a PDA, do it the old way
P = locate() in all_contents
if(!P) // I do not have a pen.
var/obj/item/pen/inowhaveapen
if(istype(traitor_mob.back,/obj/item/storage)) //ok buddy you better have a backpack!
inowhaveapen = new /obj/item/pen(traitor_mob.back)
else
inowhaveapen = new /obj/item/pen(traitor_mob.loc)
traitor_mob.put_in_hands(inowhaveapen) // I hope you don't have arms and your traitor pen gets stolen for all this trouble you've caused.
P = inowhaveapen
var/obj/item/uplink_loc
var/implant = FALSE
if(traitor_mob.client && traitor_mob.client.prefs)
switch(traitor_mob.client.prefs.uplink_spawn_loc)
@@ -312,33 +311,38 @@
uplink_loc = P
if(UPLINK_PEN)
uplink_loc = P
if(!uplink_loc)
uplink_loc = PDA
if(!uplink_loc)
uplink_loc = R
if(UPLINK_IMPLANT)
implant = TRUE
if (!uplink_loc)
if(!silent)
to_chat(traitor_mob, "Unfortunately, [traitor_class.employer] wasn't able to get you an Uplink.")
. = 0
else
. = uplink_loc
var/datum/component/uplink/U = uplink_loc.AddComponent(/datum/component/uplink, traitor_mob.key,traitor_class)
if(!U)
CRASH("Uplink creation failed.")
U.setup_unlock_code()
if(!silent)
if(uplink_loc == R)
to_chat(traitor_mob, "[traitor_class.employer] has cunningly disguised a Syndicate Uplink as your [R.name]. Simply dial the frequency [format_frequency(U.unlock_code)] to unlock its hidden features.")
else if(uplink_loc == PDA)
to_chat(traitor_mob, "[traitor_class.employer] has cunningly disguised a Syndicate Uplink as your [PDA.name]. Simply enter the code \"[U.unlock_code]\" into the ringtone select to unlock its hidden features.")
else if(uplink_loc == P)
to_chat(traitor_mob, "[traitor_class.employer] has cunningly disguised a Syndicate Uplink as your [P.name]. Simply twist the top of the pen [U.unlock_code] from its starting position to unlock its hidden features.")
if(!uplink_loc) // We've looked everywhere, let's just implant you
implant = TRUE
if(uplink_owner)
uplink_owner.antag_memory += U.unlock_note + "<br>"
else
traitor_mob.mind.store_memory(U.unlock_note)
if(implant)
var/obj/item/implant/uplink/starting/new_implant = new(traitor_mob)
new_implant.implant(traitor_mob, null, silent = TRUE)
if(!silent)
to_chat(traitor_mob, span_boldnotice("Your Syndicate Uplink has been cunningly implanted in you, for a small TC fee. Simply trigger the uplink to access it."))
return new_implant
. = uplink_loc
var/unlock_text
var/datum/component/uplink/new_uplink = uplink_loc.AddComponent(/datum/component/uplink, traitor_mob.key)
if(!new_uplink)
CRASH("Uplink creation failed.")
new_uplink.setup_unlock_code()
if(uplink_loc == R)
unlock_text = "Your Uplink is cunningly disguised as your [R.name]. Simply dial the frequency [format_frequency(new_uplink.unlock_code)] to unlock its hidden features."
else if(uplink_loc == PDA)
unlock_text = "Your Uplink is cunningly disguised as your [PDA.name]. Simply enter the code \"[new_uplink.unlock_code]\" into the ringtone select to unlock its hidden features."
else if(uplink_loc == P)
unlock_text = "Your Uplink is cunningly disguised as your [P.name]. Simply twist the top of the pen [english_list(new_uplink.unlock_code)] from its starting position to unlock its hidden features."
new_uplink.unlock_text = unlock_text
if(!silent)
to_chat(traitor_mob, span_boldnotice(unlock_text))
if(!antag_datum)
traitor_mob.mind.store_memory(new_uplink.unlock_note)
return
antag_datum.antag_memory += new_uplink.unlock_note + "<br>"
//Link a new mobs mind to the creator of said mob. They will join any team they are currently on, and will only switch teams when their creator does.
+25 -32
View File
@@ -1,3 +1,5 @@
//A reference to this list is passed into area sound managers, and it's modified in a manner that preserves that reference in ash_storm.dm
GLOBAL_LIST_EMPTY(ash_storm_sounds)
//Ash storms happen frequently on lavaland. They heavily obscure vision, and cause high fire damage to anyone caught outside.
/datum/weather/ash_storm
name = "ash storm"
@@ -25,55 +27,41 @@
probability = 90
barometer_predictable = TRUE
var/datum/looping_sound/active_outside_ashstorm/sound_ao = new(list(), FALSE, TRUE)
var/datum/looping_sound/active_inside_ashstorm/sound_ai = new(list(), FALSE, TRUE)
var/datum/looping_sound/weak_outside_ashstorm/sound_wo = new(list(), FALSE, TRUE)
var/datum/looping_sound/weak_inside_ashstorm/sound_wi = new(list(), FALSE, TRUE)
var/list/weak_sounds = list()
var/list/strong_sounds = list()
/datum/weather/ash_storm/telegraph()
. = ..()
var/list/inside_areas = list()
var/list/outside_areas = list()
var/list/eligible_areas = list()
for (var/z in impacted_z_levels)
eligible_areas += SSmapping.areas_in_z["[z]"]
for(var/i in 1 to eligible_areas.len)
var/area/place = eligible_areas[i]
if(place.outdoors)
outside_areas += place
weak_sounds[place] = /datum/looping_sound/weak_outside_ashstorm
strong_sounds[place] = /datum/looping_sound/active_outside_ashstorm
else
inside_areas += place
weak_sounds[place] = /datum/looping_sound/weak_inside_ashstorm
strong_sounds[place] = /datum/looping_sound/active_inside_ashstorm
CHECK_TICK
sound_ao.output_atoms = outside_areas
sound_ai.output_atoms = inside_areas
sound_wo.output_atoms = outside_areas
sound_wi.output_atoms = inside_areas
sound_wo.start()
sound_wi.start()
//We modify this list instead of setting it to weak/stron sounds in order to preserve things that hold a reference to it
//It's essentially a playlist for a bunch of components that chose what sound to loop based on the area a player is in
GLOB.ash_storm_sounds += weak_sounds
return ..()
/datum/weather/ash_storm/start()
. = ..()
sound_wo.stop()
sound_wi.stop()
sound_ao.start()
sound_ai.start()
GLOB.ash_storm_sounds -= weak_sounds
GLOB.ash_storm_sounds += strong_sounds
return ..()
/datum/weather/ash_storm/wind_down()
. = ..()
sound_ao.stop()
sound_ai.stop()
sound_wo.start()
sound_wi.start()
GLOB.ash_storm_sounds -= strong_sounds
GLOB.ash_storm_sounds += weak_sounds
return ..()
/datum/weather/ash_storm/end()
. = ..()
sound_wo.stop()
sound_wi.stop()
GLOB.ash_storm_sounds -= weak_sounds
return ..()
/datum/weather/ash_storm/proc/is_ash_immune(atom/L)
while (L && !isturf(L))
@@ -88,6 +76,11 @@
var/mob/living/the_mob = L
if("ash" in the_mob.weather_immunities)
return TRUE
// if(istype(L, /obj/structure/closet))
// var/obj/structure/closet/the_locker = L
// if(the_locker.weather_protection)
// if("ash" in the_locker.weather_protection)
// return TRUE
L = L.loc //Check parent items immunities (recurses up to the turf)
return FALSE //RIP you
+10 -2
View File
@@ -119,12 +119,20 @@
victim.bleed(blood_bled, TRUE)
if(14 to 19)
victim.visible_message("<span class='smalldanger'>[victim] spits out a string of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'>You spit out a string of blood from the blow to your chest!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
if(ishuman(victim))
var/mob/living/carbon/human/H = victim
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.bleed(blood_bled)
if(20 to INFINITY)
victim.visible_message("<span class='danger'>[victim] chokes up a spray of blood from the blow to [victim.p_their()] chest!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your chest!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
if(ishuman(victim))
var/mob/living/carbon/human/H = victim
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
+10 -2
View File
@@ -39,12 +39,20 @@
victim.bleed(blood_bled, TRUE)
if(14 to 19)
victim.visible_message("<span class='smalldanger'>A small stream of blood spurts from the hole in [victim]'s [limb.name]!</span>", "<span class='danger'>You spit out a string of blood from the blow to your [limb.name]!</span>", vision_distance=COMBAT_MESSAGE_RANGE)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
if(ishuman(victim))
var/mob/living/carbon/human/H = victim
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.bleed(blood_bled)
if(20 to INFINITY)
victim.visible_message("<span class='danger'>A spray of blood streams from the gash in [victim]'s [limb.name]!</span>", "<span class='danger'><b>You choke up on a spray of blood from the blow to your [limb.name]!</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
victim.bleed(blood_bled)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
if(ishuman(victim))
var/mob/living/carbon/human/H = victim
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir, H.dna.species.exotic_blood_color)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(victim.loc, victim.dir)
victim.add_splatter_floor(get_step(victim.loc, victim.dir))
/datum/wound/pierce/handle_process()
+13 -3
View File
@@ -1291,9 +1291,7 @@
/obj/item/update_filters()
. = ..()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
update_action_buttons()
/atom/proc/get_filter(name)
if(filter_data && filter_data[name])
@@ -1404,3 +1402,15 @@
*/
/atom/proc/setClosed()
return
//Update the screentip to reflect what we're hoverin over
/atom/MouseEntered(location, control, params)
. = ..()
// Statusbar
// status_bar_set_text(usr, name)
// Screentips
// if(usr?.hud_used)
// if(!usr.client?.prefs.screentip_pref || (flags_1 & NO_SCREENTIPS_1))
// usr.hud_used.screentip_text.maptext = ""
// else
// usr.hud_used.screentip_text.maptext = MAPTEXT("<span style='text-align: center'><span style='font-size: 32px'><span style='color:[usr.client.prefs.screentip_color]: 32px'>[name]</span>")
+11 -2
View File
@@ -48,8 +48,17 @@
continue
var/atom/movable/thing = i
thing.Crossed(src)
//
////////////////////////////////////////
/**
* meant for movement with zero side effects. only use for objects that are supposed to move "invisibly" (like camera mobs or ghosts)
* if you want something to move onto a tile with a beartrap or recycler or tripmine or mouse without that object knowing about it at all, use this
* most of the time you want forceMove()
*/
/atom/movable/proc/abstract_move(atom/new_loc)
var/atom/old_loc = loc
// move_stacks++
loc = new_loc
Moved(old_loc)
/atom/movable/Move(atom/newloc, direct, glide_size_override = 0)
var/atom/movable/pullee = pulling
+3 -1
View File
@@ -193,7 +193,9 @@ GLOBAL_LIST_INIT(reverseradiochannels, list(
var/frequency = 0
var/transmission_method
var/list/data
var/logging_data
/datum/signal/New(data, transmission_method = TRANSMISSION_RADIO)
/datum/signal/New(data, transmission_method = TRANSMISSION_RADIO, logging_data = null)
src.data = data || list()
src.transmission_method = transmission_method
src.logging_data = logging_data
+71 -38
View File
@@ -247,61 +247,94 @@ Class Procs:
/obj/machinery/proc/auto_use_power()
if(!powered(power_channel))
return 0
return FALSE
if(use_power == 1)
use_power(idle_power_usage,power_channel)
else if(use_power >= 2)
use_power(active_power_usage,power_channel)
return 1
return TRUE
/obj/machinery/proc/is_operational()
return !(stat & (NOPOWER|BROKEN|MAINT))
/obj/machinery/can_interact(mob/user)
var/silicon = hasSiliconAccessInArea(user) || IsAdminGhost(user)
if((stat & (NOPOWER|BROKEN)) && !(interaction_flags_machine & INTERACT_MACHINE_OFFLINE))
if((stat & (NOPOWER|BROKEN)) && !(interaction_flags_machine & INTERACT_MACHINE_OFFLINE)) // Check if the machine is broken, and if we can still interact with it if so
return FALSE
if(panel_open && !(interaction_flags_machine & INTERACT_MACHINE_OPEN))
if(!silicon || !(interaction_flags_machine & INTERACT_MACHINE_OPEN_SILICON))
return FALSE
if(silicon)
if(IsAdminGhost(user))
return TRUE //if you're an admin, you probably know what you're doing (or at least have permission to do what you're doing)
if(!isliving(user))
return FALSE //no ghosts in the machine allowed, sorry
// if(SEND_SIGNAL(user, COMSIG_TRY_USE_MACHINE, src) & COMPONENT_CANT_USE_MACHINE_INTERACT)
// return FALSE
var/mob/living/living_user = user
var/is_dextrous = FALSE
if(isanimal(user))
var/mob/living/simple_animal/user_as_animal = user
if (user_as_animal.dextrous)
is_dextrous = TRUE
if(!issilicon(user) && !is_dextrous && !user.can_hold_items())
return FALSE //spiders gtfo
if(issilicon(user)) // If we are a silicon, make sure the machine allows silicons to interact with it
if(!(interaction_flags_machine & INTERACT_MACHINE_ALLOW_SILICON))
return FALSE
else
if(interaction_flags_machine & INTERACT_MACHINE_REQUIRES_SILICON)
if(panel_open && !(interaction_flags_machine & INTERACT_MACHINE_OPEN) && !(interaction_flags_machine & INTERACT_MACHINE_OPEN_SILICON))
return FALSE
if(!Adjacent(user))
var/mob/living/carbon/H = user
if(!(istype(H) && H.has_dna() && H.dna.check_mutation(TK)))
return FALSE
return TRUE
return TRUE //silicons don't care about petty mortal concerns like needing to be next to a machine to use it
if(living_user.incapacitated()) //idk why silicons aren't supposed to care about incapacitation when interacting with machines, but it was apparently like this before
return FALSE
// TODO: nerf blind people
// if((interaction_flags_machine & INTERACT_MACHINE_REQUIRES_SIGHT) && user.is_blind())
// to_chat(user, span_warning("This machine requires sight to use."))
// return FALSE
if(panel_open && !(interaction_flags_machine & INTERACT_MACHINE_OPEN))
return FALSE
if(interaction_flags_machine & INTERACT_MACHINE_REQUIRES_SILICON) //if the user was a silicon, we'd have returned out earlier, so the user must not be a silicon
return FALSE
if(!Adjacent(user)) // Next make sure we are next to the machine unless we have telekinesis
var/mob/living/carbon/carbon_user = living_user
if(!istype(carbon_user) || !carbon_user.has_dna() || !carbon_user.dna.check_mutation(TK))
return FALSE
return TRUE // If we passed all of those checks, woohoo! We can interact with this machine.
/obj/machinery/proc/check_nap_violations()
if(!SSeconomy.full_ancap)
return TRUE
if(occupant && !state_open)
if(ishuman(occupant))
var/mob/living/carbon/human/H = occupant
var/obj/item/card/id/I = H.get_idcard()
if(I)
var/datum/bank_account/insurance = I.registered_account
if(!insurance)
say("[market_verb] NAP Violation: No bank account found.")
nap_violation()
return FALSE
else
if(!insurance.adjust_money(-fair_market_price))
say("[market_verb] NAP Violation: Unable to pay.")
nap_violation()
return FALSE
var/datum/bank_account/D = SSeconomy.get_dep_account(payment_department)
if(D)
D.adjust_money(fair_market_price)
else
say("[market_verb] NAP Violation: No ID card found.")
nap_violation()
var/mob/living/L = occupant
var/obj/item/card/id/I = L.get_idcard(TRUE)
if(I)
var/datum/bank_account/insurance = I.registered_account
if(!insurance)
say("[market_verb] NAP Violation: No bank account found.")
nap_violation(L)
return FALSE
else
if(!insurance.adjust_money(-fair_market_price))
say("[market_verb] NAP Violation: Unable to pay.")
nap_violation(L)
return FALSE
var/datum/bank_account/D = SSeconomy.get_dep_account(payment_department)
if(D)
D.adjust_money(fair_market_price)
else
say("[market_verb] NAP Violation: No ID card found.")
nap_violation(L)
return FALSE
return TRUE
/obj/machinery/proc/nap_violation(mob/violator)
@@ -322,11 +355,11 @@ Class Procs:
/obj/machinery/Topic(href, href_list)
..()
if(!can_interact(usr))
return 1
return TRUE
if(!usr.canUseTopic(src))
return 1
return TRUE
add_fingerprint(usr)
return 0
return FALSE
////////////////////////////////////////////////////////////////////////////////////////////
+1
View File
@@ -3,6 +3,7 @@
desc = "A machine to give your apparel a fresh new color! Recommended to use with white items for best results."
icon = 'icons/obj/vending.dmi'
icon_state = "colormate"
// light_mask = "colormate-light-mask"
density = TRUE
anchored = TRUE
circuit = /obj/item/circuitboard/machine/colormate
+77 -32
View File
@@ -44,6 +44,7 @@
/obj/machinery/computer/communications/Initialize()
. = ..()
GLOB.shuttle_caller_list += src
AddComponent(/datum/component/gps, "Secured Communications Signal")
/// Are we NOT a silicon, AND we're logged in as the captain?
/obj/machinery/computer/communications/proc/authenticated_as_non_silicon_captain(mob/user)
@@ -79,13 +80,11 @@
if (obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
SSshuttle.shuttle_purchase_requirements_met |= "emagged"
if (authenticated)
authorize_access = get_all_accesses()
to_chat(user, "<span class='danger'>You scramble the communication routing circuits!</span>")
to_chat(user, span_danger("You scramble the communication routing circuits!"))
playsound(src, 'sound/machines/terminal_alert.ogg', 50, FALSE)
SSshuttle.shuttle_purchase_requirements_met["emagged"] = TRUE
return
/obj/machinery/computer/communications/ui_act(action, list/params)
var/static/list/approved_states = list(STATE_BUYING_SHUTTLE, STATE_CHANGING_STATUS, STATE_MAIN, STATE_MESSAGES)
@@ -104,6 +103,7 @@
if ("answerMessage")
if (!authenticated(usr))
return
var/answer_index = params["answer"]
var/message_index = params["message"]
@@ -136,11 +136,11 @@
var/obj/item/held_item = usr.get_active_held_item()
var/obj/item/card/id/id_card = held_item?.GetID()
if (!istype(id_card))
to_chat(usr, "<span class='warning'>You need to swipe your ID!</span>")
to_chat(usr, span_warning("You need to swipe your ID!"))
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, FALSE)
return
if (!(ACCESS_CAPTAIN in id_card.access))
to_chat(usr, "<span class='warning'>You are not authorized to do this!</span>")
to_chat(usr, span_warning("You are not authorized to do this!"))
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, FALSE)
return
@@ -152,26 +152,28 @@
set_security_level(new_sec_level)
to_chat(usr, "<span class='notice'>Authorization confirmed. Modifying security level.</span>")
to_chat(usr, span_notice("Authorization confirmed. Modifying security level."))
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
// Only notify people if an actual change happened
log_game("[key_name(usr)] has changed the security level to [params["newSecurityLevel"]] with [src] at [AREACOORD(usr)].")
message_admins("[ADMIN_LOOKUPFLW(usr)] has changed the security level to [params["newSecurityLevel"]] with [src] at [AREACOORD(usr)].")
deadchat_broadcast(" has changed the security level to [params["newSecurityLevel"]] with [src] at <span class='name'>[get_area_name(usr, TRUE)]</span>.", "<span class='name'>[usr.real_name]</span>", usr)
deadchat_broadcast(" has changed the security level to [params["newSecurityLevel"]] with [src] at [span_name("[get_area_name(usr, TRUE)]")].", usr, src.loc, message_type=DEADCHAT_ANNOUNCEMENT)
alert_level_tick += 1
if ("deleteMessage")
if (!authenticated(usr))
return
var/message_index = params["message"]
if(!isnum(message_index))
message_admins("[ADMIN_LOOKUPFLW(usr)] provided an invalid index type when deleting a message on [src] [ADMIN_JMP(src)]. This should not happen. Please check with a maintainer and/or consult tgui logs.")
CRASH("Non-numeric index provided when deleting comms console message.")
var/message_index = text2num(params["message"])
if (!message_index)
return
LAZYREMOVE(messages, LAZYACCESS(messages, message_index))
if ("emergency_meeting")
if(!(SSevents.holidays && SSevents.holidays[APRIL_FOOLS]))
return
if (!authenticated_as_silicon_or_captain(usr))
return
emergency_meeting(usr)
if ("makePriorityAnnouncement")
if (!authenticated_as_silicon_or_captain(usr))
return
@@ -188,32 +190,36 @@
var/emagged = obj_flags & EMAGGED
if (emagged)
message_syndicate(message, usr)
to_chat(usr, "<span class='danger'>SYSERR @l(19833)of(transmit.dm): !@$ MESSAGE TRANSMITTED TO SYNDICATE COMMAND.</span>")
to_chat(usr, span_danger("SYSERR @l(19833)of(transmit.dm): !@$ MESSAGE TRANSMITTED TO SYNDICATE COMMAND."))
else
message_centcom(message, usr)
to_chat(usr, "<span class='notice'>Message transmitted to Central Command.</span>")
to_chat(usr, span_notice("Message transmitted to Central Command."))
var/associates = emagged ? "the Syndicate": "CentCom"
usr.log_talk(message, LOG_SAY, tag = "message to [associates]")
deadchat_broadcast(" has messaged [associates], \"[message]\" at <span class='name'>[get_area_name(usr, TRUE)]</span>.", "<span class='name'>[usr.real_name]</span>", usr)
deadchat_broadcast(" has messaged [associates], \"[message]\" at [span_name("[get_area_name(usr, TRUE)]")].", usr, src.loc, message_type = DEADCHAT_ANNOUNCEMENT)
COOLDOWN_START(src, important_action_cooldown, IMPORTANT_ACTION_COOLDOWN)
if ("purchaseShuttle")
var/can_buy_shuttles_or_fail_reason = can_buy_shuttles(usr)
if (can_buy_shuttles_or_fail_reason != TRUE)
if (can_buy_shuttles_or_fail_reason != FALSE)
to_chat(usr, "<span class='alert'>[can_buy_shuttles_or_fail_reason]</span>")
to_chat(usr, span_alert("[can_buy_shuttles_or_fail_reason]"))
return
var/list/shuttles = flatten_list(SSmapping.shuttle_templates)
var/datum/map_template/shuttle/shuttle = locate(params["shuttle"]) in shuttles
if (!istype(shuttle))
return
// if (!can_purchase_this_shuttle(shuttle))
// return
if (!shuttle.prerequisites_met())
to_chat(usr, "<span class='alert'>You have not met the requirements for purchasing this shuttle.</span>")
to_chat(usr, span_alert("You have not met the requirements for purchasing this shuttle."))
return
var/datum/bank_account/bank_account = SSeconomy.get_dep_account(ACCOUNT_CAR)
if (bank_account.account_balance < shuttle.credit_cost)
return
SSshuttle.shuttle_purchased = SHUTTLEPURCHASE_PURCHASED
// for(var/datum/round_event_control/shuttle_insurance/insurance_event in SSevents.control)
// insurance_event.weight *= 20
SSshuttle.unload_preview()
SSshuttle.existing_shuttle = SSshuttle.emergency
SSshuttle.action_load(shuttle, replace = TRUE)
@@ -235,7 +241,7 @@
return
var/reason = trim(html_encode(params["reason"]), MAX_MESSAGE_LEN)
nuke_request(reason, usr)
to_chat(usr, "<span class='notice'>Request sent.</span>")
to_chat(usr, span_notice("Request sent."))
usr.log_message("has requested the nuclear codes from CentCom with reason \"[reason]\"", LOG_SAY)
priority_announce("The codes for the on-station nuclear self-destruct have been requested by [usr]. Confirmation or denial of this request will be sent shortly.", "Nuclear Self-Destruct Codes Requested", "commandreport")
playsound(src, 'sound/machines/terminal_prompt.ogg', 50, FALSE)
@@ -245,7 +251,7 @@
return
if (!(obj_flags & EMAGGED))
return
to_chat(usr, "<span class='notice'>Backup routing data restored.</span>")
to_chat(usr, span_notice("Backup routing data restored."))
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
obj_flags &= ~EMAGGED
if ("sendToOtherSector")
@@ -256,7 +262,7 @@
if (!COOLDOWN_FINISHED(src, important_action_cooldown))
return
var/message = trim(html_encode(params["message"]), MAX_MESSAGE_LEN)
var/message = trim(params["message"], MAX_MESSAGE_LEN)
if (!message)
return
@@ -268,12 +274,13 @@
var/network_name = CONFIG_GET(string/cross_comms_network)
if (network_name)
payload["network"] = network_name
payload["sender_ckey"] = usr.ckey
send2otherserver(station_name(), message, "Comms_Console", destination == "all" ? null : list(destination), additional_data = payload)
send2otherserver(html_decode(station_name()), message, "Comms_Console", destination == "all" ? null : list(destination), additional_data = payload)
minor_announce(message, title = "Outgoing message to allied station")
usr.log_talk(message, LOG_SAY, tag = "message to the other server")
message_admins("[ADMIN_LOOKUPFLW(usr)] has sent a message to the other server\[s].")
deadchat_broadcast(" has sent an outgoing message to the other station(s).</span>", "<span class='bold'>[usr.real_name]", usr)
deadchat_broadcast(" has sent an outgoing message to the other station(s).</span>", usr, src.loc, message_type = DEADCHAT_ANNOUNCEMENT)
COOLDOWN_START(src, important_action_cooldown, IMPORTANT_ACTION_COOLDOWN)
if ("setState")
@@ -315,7 +322,7 @@
authenticated = TRUE
authorize_access = get_all_accesses()
authorize_name = "Unknown"
to_chat(usr, "<span class='warning'>[src] lets out a quiet alarm as its login is overridden.</span>")
to_chat(usr, span_warning("[src] lets out a quiet alarm as its login is overridden."))
playsound(src, 'sound/machines/terminal_alert.ogg', 25, FALSE)
else if(isliving(usr))
var/mob/living/L = usr
@@ -334,22 +341,36 @@
revoke_maint_all_access()
log_game("[key_name(usr)] disabled emergency maintenance access.")
message_admins("[ADMIN_LOOKUPFLW(usr)] disabled emergency maintenance access.")
deadchat_broadcast(" disabled emergency maintenance access at <span class='name'>[get_area_name(usr, TRUE)]</span>.", "<span class='name'>[usr.real_name]</span>", usr)
deadchat_broadcast(" disabled emergency maintenance access at [span_name("[get_area_name(usr, TRUE)]")].", usr, src.loc, message_type = DEADCHAT_ANNOUNCEMENT)
else
make_maint_all_access()
log_game("[key_name(usr)] enabled emergency maintenance access.")
message_admins("[ADMIN_LOOKUPFLW(usr)] enabled emergency maintenance access.")
deadchat_broadcast(" enabled emergency maintenance access at <span class='name'>[get_area_name(usr, TRUE)]</span>.", "<span class='name'>[usr.real_name]</span>", usr)
deadchat_broadcast(" enabled emergency maintenance access at [span_name("[get_area_name(usr, TRUE)]")].", usr, src.loc, message_type = DEADCHAT_ANNOUNCEMENT)
/obj/machinery/computer/communications/ui_data(mob/user)
var/list/data = list(
"authenticated" = FALSE,
"emagged" = FALSE,
"hasConnection" = has_communication(),
)
var/ui_state = issilicon(user) ? cyborg_state : state
var/has_connection = has_communication()
data["hasConnection"] = has_connection
// if(!SSjob.assigned_captain && !SSjob.safe_code_requested && SSid_access.spare_id_safe_code && has_connection)
// data["canRequestSafeCode"] = TRUE
// data["safeCodeDeliveryWait"] = 0
// else
// data["canRequestSafeCode"] = FALSE
// if(SSjob.safe_code_timer_id && has_connection)
// data["safeCodeDeliveryWait"] = timeleft(SSjob.safe_code_timer_id)
// data["safeCodeDeliveryArea"] = get_area(SSjob.safe_code_request_loc)
// else
// data["safeCodeDeliveryWait"] = 0
// data["safeCodeDeliveryArea"] = null
if (authenticated || issilicon(user))
data["authenticated"] = TRUE
data["canLogOut"] = !issilicon(user)
@@ -371,16 +392,17 @@
data["importantActionReady"] = COOLDOWN_FINISHED(src, important_action_cooldown)
data["shuttleCalled"] = FALSE
data["shuttleLastCalled"] = FALSE
data["aprilFools"] = SSevents.holidays && SSevents.holidays[APRIL_FOOLS]
data["alertLevel"] = NUM2SECLEVEL(GLOB.security_level)
data["authorizeName"] = authorize_name
data["canLogOut"] = !issilicon(user)
data["shuttleCanEvacOrFailReason"] = SSshuttle.canEvac(user, TRUE)
data["shuttleCanEvacOrFailReason"] = SSshuttle.canEvac(user)
if (authenticated_as_non_silicon_captain(user))
data["canRequestNuke"] = TRUE
if (authenticated_as_non_silicon_command(user))
data["canMessageAssociates"] = TRUE
if (can_send_messages_to_other_sectors(user))
data["canSendToSectors"] = TRUE
@@ -428,8 +450,13 @@
for (var/shuttle_id in SSmapping.shuttle_templates)
var/datum/map_template/shuttle/shuttle_template = SSmapping.shuttle_templates[shuttle_id]
if (!shuttle_template.can_be_bought || shuttle_template.credit_cost == INFINITY)
if (shuttle_template.credit_cost == INFINITY)
continue
if (!shuttle_template.can_be_bought)
continue
shuttles += list(list(
"name" = shuttle_template.name,
"description" = shuttle_template.description,
@@ -478,6 +505,7 @@
return FALSE
if (!authenticated_as_non_silicon_captain(user))
return FALSE
if (SSshuttle.emergency.mode != SHUTTLE_RECALL && SSshuttle.emergency.mode != SHUTTLE_IDLE)
return "The shuttle is already in transit."
if (SSshuttle.shuttle_purchased == SHUTTLEPURCHASE_PURCHASED)
@@ -492,21 +520,38 @@
return length(CONFIG_GET(keyed_list/cross_server)) > 0
/**
* Call an emergency meeting
*
* Comm Console wrapper for the Communications subsystem wrapper for the call_emergency_meeting world proc.
* Checks to make sure the proc can be called, and handles relevant feedback, logging and timing.
* See the SScommunications proc definition for more detail, in short, teleports the entire crew to
* the bridge for a meetup. Should only really happen during april fools.
* Arguments:
* * user - Mob who called the meeting
*/
/obj/machinery/computer/communications/proc/emergency_meeting(mob/living/user)
if(!SScommunications.can_make_emergency_meeting(user))
to_chat(user, span_alert("The emergency meeting button doesn't seem to work right now. Please stand by."))
return
SScommunications.emergency_meeting(user)
deadchat_broadcast(" called an emergency meeting from [span_name("[get_area_name(usr, TRUE)]")].", span_name("[user.real_name]"), user, message_type=DEADCHAT_ANNOUNCEMENT)
/obj/machinery/computer/communications/proc/make_announcement(mob/living/user)
var/is_ai = issilicon(user)
if(!SScommunications.can_announce(user, is_ai))
to_chat(user, "<span class='alert'>Intercomms recharging. Please stand by.</span>")
to_chat(user, span_alert("Intercomms recharging. Please stand by."))
return
var/input = stripped_input(user, "Please choose a message to announce to the station crew.", "What?")
if(!input || !user.canUseTopic(src, !issilicon(usr)))
return
if(!(user.can_speak())) //No more cheating, mime/random mute guy!
input = "..."
to_chat(user, "<span class='warning'>You find yourself unable to speak.</span>")
to_chat(user, span_warning("You find yourself unable to speak."))
else
input = user.treat_message(input) //Adds slurs and so on. Someone should make this use languages too.
SScommunications.make_announcement(user, is_ai, input)
deadchat_broadcast(" made a priority announcement from <span class='name'>[get_area_name(usr, TRUE)]</span>.", "<span class='name'>[user.real_name]</span>", user)
deadchat_broadcast(" made a priority announcement from [span_name("[get_area_name(usr, TRUE)]")].", user, src.loc, message_type=DEADCHAT_ANNOUNCEMENT)
/obj/machinery/computer/communications/proc/post_status(command, data1, data2)
+271 -259
View File
@@ -1,3 +1,5 @@
#define AHELP_FIRST_MESSAGE "Please adminhelp before leaving the round, even if there are no administrators online!"
/*
* Cryogenic refrigeration unit. Basically a despawner.
* Stealing a lot of concepts/code from sleepers due to massive laziness.
@@ -5,6 +7,7 @@
* since time_entered, which is world.time when the occupant moves in.
* ~ Zuhayr
*/
GLOBAL_LIST_EMPTY(cryopod_computers)
//Main cryopod console.
@@ -13,159 +16,113 @@
desc = "An interface between crew and the cryogenic storage oversight systems."
icon = 'icons/obj/Cryogenic2.dmi'
icon_state = "cellconsole_1"
icon_keyboard = null
circuit = /obj/item/circuitboard/cryopodcontrol
density = FALSE
interaction_flags_machine = INTERACT_MACHINE_OFFLINE
req_one_access = list(ACCESS_HEADS, ACCESS_ARMORY) //Heads of staff or the warden can go here to claim recover items from their department that people went were cryodormed with.
req_one_access = list(ACCESS_HEADS, ACCESS_ARMORY) // Heads of staff or the warden can go here to claim recover items from their department that people went were cryodormed with.
var/mode = null
var/menu = 1 //Which menu screen to display
//Used for logging people entering cryosleep and important items they are carrying.
// Used for logging people entering cryosleep and important items they are carrying.
var/list/frozen_crew = list()
var/list/obj/stored_packages = list()
var/list/stored_packages = list()
/// Does this console store items? if NOT, will dump all items when the user cryo's instead
var/allow_items = TRUE
var/storage_type = "crewmembers"
var/storage_name = "Cryogenic Oversight Control"
/obj/machinery/computer/cryopod/deconstruct()
. = ..()
for(var/i in stored_packages)
var/obj/O = i
O.forceMove(drop_location())
/obj/machinery/computer/cryopod/attack_ai()
attack_hand()
/obj/machinery/computer/cryopod/Initialize()
. = ..()
GLOB.cryopod_computers += src
/obj/machinery/computer/cryopod/ui_interact(mob/user = usr)
if(!is_operational())
/obj/machinery/computer/cryopod/Destroy()
GLOB.cryopod_computers -= src
return ..()
/obj/machinery/computer/cryopod/update_icon_state()
if(stat & (NOPOWER|BROKEN))
icon_state = "cellconsole"
return ..()
icon_state = "cellconsole_1"
return ..()
/obj/machinery/computer/cryopod/ui_interact(mob/user, datum/tgui/ui)
if(stat & (NOPOWER|BROKEN))
return
user.set_machine(src)
add_fingerprint(user)
var/dat = ""
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "CryopodConsole", name)
ui.open()
dat += "<h2>Welcome, [user.real_name].</h2><hr/>"
dat += "<br><br>"
/obj/machinery/computer/cryopod/ui_data(mob/user)
var/list/data = list()
data["frozen_crew"] = frozen_crew
var/list/item_meta = list()
switch(src.menu)
if(1)
dat += "<a href='byond://?src=[REF(src)];menu=2'>View crew storage log</a><br><br>"
if(allow_items)
dat += "<a href='byond://?src=[REF(src)];menu=3'>View objects storage log</a><br><br>"
dat += "<a href='byond://?src=[REF(src)];item=1'>Recover object</a><br><br>"
dat += "<a href='byond://?src=[REF(src)];allitems=1'>Recover all objects</a><br>"
if(2)
dat += "<a href='byond://?src=[REF(src)];menu=1'><< Back</a><br><br>"
dat += "<h3>Recently stored Crew</h3><br/><hr/><br/>"
if(!frozen_crew.len)
dat += "There has been no storage usage at this terminal.<br/>"
else
for(var/person in frozen_crew)
dat += "[person]<br/>"
dat += "<hr/>"
if(3)
dat += "<a href='byond://?src=[REF(src)];menu=1'><< Back</a><br><br>"
dat += "<h3>Recently stored objects</h3><br/><hr/><br/>"
if(!stored_packages.len)
dat += "There has been no storage usage at this terminal.<br/>"
else
for(var/obj/O in stored_packages)
dat += "[O.name]<br/>"
dat += "<hr/>"
for(var/obj/item/storage/box/blue/cryostorage_items/O as anything in stored_packages)
item_meta += list(list("name" = O.real_name, "ref" = REF(O))) // i am truely livid about byond lists
data["item_meta"] = item_meta
var/datum/browser/popup = new(user, "cryopod_console", "Cryogenic System Control")
popup.set_content(dat)
popup.open()
var/obj/item/card/id/id_card
var/datum/bank_account/current_user
if(isliving(user))
var/mob/living/person = user
id_card = person.get_idcard()
if(id_card?.registered_account)
current_user = id_card.registered_account
if(current_user)
data["account_name"] = current_user.account_holder // i do not know why but this uses budget?
/obj/machinery/computer/cryopod/Topic(href, href_list)
return data
/obj/machinery/computer/cryopod/ui_act(action, params)
if(..())
return TRUE
return
var/mob/user = usr
add_fingerprint(user)
if(href_list["item"])
if(!allowed(user) && !(obj_flags & EMAGGED))
to_chat(user, "<span class='warning'>Access Denied.</span>")
if(action == "item")
if(!allowed(usr) && !(obj_flags & EMAGGED))
to_chat(usr, "<span class='warning'>Access Denied.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
updateUsrDialog()
return
if(!allow_items)
return
if(stored_packages.len == 0)
to_chat(user, "<span class='notice'>There is nothing to recover from storage.</span>")
to_chat(usr, "<span class='notice'>There is nothing to recover from storage.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
updateUsrDialog()
return
var/obj/I = input(user, "Please choose which object to retrieve.","Object recovery",null) as null|anything in stored_packages
var/obj/I = locate(params["item"])
playsound(src, "terminal_type", 25, 0)
if(!I)
return
if(!(I in stored_packages))
to_chat(user, "<span class='notice'>\The [I] is no longer in storage.</span>")
to_chat(usr, "<span class='notice'>\The [I] is no longer in storage.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
updateUsrDialog()
return
visible_message("<span class='notice'>The console beeps happily as it disgorges \the [I].</span>")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
I.forceMove(drop_location())
if(user && Adjacent(user) && user.can_hold_items())
user.put_in_hands(I)
if(usr && Adjacent(usr) && usr.can_hold_items())
usr.put_in_hands(I)
stored_packages -= I
updateUsrDialog()
else if(href_list["allitems"])
playsound(src, "terminal_type", 25, 0)
if(!allowed(user) && !(obj_flags & EMAGGED))
to_chat(user, "<span class='warning'>Access Denied.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
updateUsrDialog()
return
if(!allow_items)
return
if(stored_packages.len == 0)
to_chat(user, "<span class='notice'>There is nothing to recover from storage.</span>")
playsound(src, 'sound/machines/terminal_prompt_deny.ogg', 50, 0)
return
visible_message("<span class='notice'>The console beeps happily as it disgorges the desired objects.</span>")
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, 0)
for(var/obj/O in stored_packages)
O.forceMove(get_turf(src))
stored_packages.Cut()
updateUsrDialog()
else if (href_list["menu"])
src.menu = text2num(href_list["menu"])
playsound(src, "terminal_type", 25, 0)
updateUsrDialog()
ui_interact(usr)
updateUsrDialog()
return
/obj/item/circuitboard/cryopodcontrol
name = "Circuit board (Cryogenic Oversight Console)"
build_path = "/obj/machinery/computer/cryopod"
/obj/machinery/computer/cryopod/contents_explosion(severity, target, origin)
return
/// The box
/obj/item/storage/box/blue/cryostorage_items
w_class = WEIGHT_CLASS_HUGE
//Cryopods themselves.
// Cryopods themselves.
/obj/machinery/cryopod
name = "cryogenic freezer"
desc = "Suited for Cyborgs and Humanoids, the pod is a safe place for personnel affected by the Space Sleep Disorder to get some rest."
@@ -178,47 +135,55 @@
var/on_store_message = "has entered long-term storage."
var/on_store_name = "Cryogenic Oversight"
// 15 minutes-ish safe period before being despawned.
var/time_till_despawn = 15 * 600 // This is reduced by 90% if a player manually enters cryo
var/despawn_world_time = null // Used to keep track of the safe period.
/// Time until despawn when a mob enters a cryopod. You can cryo other people in pods.
var/time_till_despawn = 30 SECONDS
/// Cooldown for when it's now safe to try an despawn the player.
COOLDOWN_DECLARE(despawn_world_time)
var/obj/machinery/computer/cryopod/control_computer
var/item_storage_type = /obj/item/storage/box/blue/cryostorage_items //with how storage components work this can be anything the player can open or anything with a storage component.
var/last_no_computer_message = 0
///Weakref to our controller
var/datum/weakref/control_computer_weakref
COOLDOWN_DECLARE(last_no_computer_message)
/obj/machinery/cryopod/Initialize(mapload)
. = ..()
/obj/machinery/cryopod/Initialize()
..()
return INITIALIZE_HINT_LATELOAD //Gotta populate the cryopod computer GLOB first
/obj/machinery/cryopod/LateInitialize()
update_icon()
find_control_computer(mapload)
find_control_computer()
// This is not a good situation
/obj/machinery/cryopod/Destroy()
control_computer_weakref = null
return ..()
/obj/machinery/cryopod/proc/find_control_computer(urgent = FALSE)
for(var/obj/machinery/computer/cryopod/C in get_area(src))
control_computer = C
if(C)
return C
break
for(var/cryo_console as anything in GLOB.cryopod_computers)
var/obj/machinery/computer/cryopod/console = cryo_console
if(get_area(console) == get_area(src))
control_computer_weakref = WEAKREF(console)
break
// Don't send messages unless we *need* the computer, and less than five minutes have passed since last time we messaged
if(!control_computer && urgent && last_no_computer_message + 5*60*10 < world.time)
if(!control_computer_weakref && urgent && COOLDOWN_FINISHED(src, last_no_computer_message))
COOLDOWN_START(src, last_no_computer_message, 5 MINUTES)
log_admin("Cryopod in [get_area(src)] could not find control computer!")
message_admins("Cryopod in [get_area(src)] could not find control computer!")
last_no_computer_message = world.time
return control_computer != null
return control_computer_weakref != null
/obj/machinery/cryopod/close_machine(mob/user)
if(!control_computer)
/obj/machinery/cryopod/close_machine(atom/movable/target)
if(!control_computer_weakref)
find_control_computer(TRUE)
if((isnull(user) || istype(user)) && state_open && !panel_open)
..(user)
if((isnull(target) || isliving(target)) && state_open && !panel_open)
..(target)
var/mob/living/mob_occupant = occupant
investigate_log("Cryogenics machine closed with occupant [key_name(occupant)] by user [key_name(user)].", INVESTIGATE_CRYOGENICS)
investigate_log("Cryogenics machine closed with occupant [key_name(occupant)] by user [key_name(target)].", 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
despawn_world_time = world.time + (time_till_despawn * 0.1)
else
despawn_world_time = world.time + time_till_despawn
to_chat(occupant, span_notice("<b>You feel cool air surround you. You go numb as your senses turn inward.</b>"))
COOLDOWN_START(src, despawn_world_time, time_till_despawn)
icon_state = "cryopod"
/obj/machinery/cryopod/open_machine()
@@ -231,8 +196,8 @@
/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>")
visible_message(span_notice("[occupant] emerges from [src]!"),
span_notice("You climb out of [src]!"))
open_machine()
/obj/machinery/cryopod/relaymove(mob/user)
@@ -243,36 +208,122 @@
return
var/mob/living/mob_occupant = occupant
if(mob_occupant)
// Eject dead people
if(mob_occupant.stat == DEAD)
open_machine()
if(mob_occupant.stat == DEAD)
open_machine()
if(!(world.time > despawn_world_time + 100))//+ 10 seconds
return
if(!mob_occupant.client && COOLDOWN_FINISHED(src, despawn_world_time))
if(!control_computer_weakref)
find_control_computer(urgent = TRUE)
if(!mob_occupant.client && mob_occupant.stat < 2) //Occupant is living and has no client.
if(!control_computer)
find_control_computer(urgent = TRUE)//better hope you found it this time
despawn_occupant()
despawn_occupant()
/obj/machinery/cryopod/proc/handle_objectives()
var/mob/living/mob_occupant = occupant
// Update any existing objectives involving this mob.
for(var/datum/objective/objective in GLOB.objectives)
// We don't want revs to get objectives that aren't for heads of staff. Letting
// them win or lose based on cryo is silly so we remove the objective.
if(istype(objective,/datum/objective/mutiny) && objective.target == mob_occupant.mind)
objective.team.objectives -= objective
qdel(objective)
for(var/datum/mind/mind in objective.team.members)
to_chat(mind.current, "<BR>[span_userdanger("Your target is no longer within reach. Objective removed!")]")
mind.announce_objectives()
else if(istype(objective.target) && objective.target == mob_occupant.mind)
if(istype(objective, /datum/objective/contract))
var/datum/antagonist/traitor/affected_traitor = objective.owner.has_antag_datum(/datum/antagonist/traitor)
var/datum/contractor_hub/affected_contractor_hub = affected_traitor.contractor_hub
for(var/datum/syndicate_contract/affected_contract as anything in affected_contractor_hub.assigned_contracts)
if(affected_contract.contract == objective)
affected_contract.generate(affected_contractor_hub.assigned_targets)
affected_contractor_hub.assigned_targets.Add(affected_contract.contract.target)
to_chat(objective.owner.current, "<BR>[span_userdanger("Contract target out of reach. Contract rerolled.")]")
break
else
var/old_target = objective.target
objective.target = null
if(!objective)
return
objective.find_target()
if(!objective.target && objective.owner)
to_chat(objective.owner.current, "<BR>[span_userdanger("Your target is no longer within reach. Objective removed!")]")
for(var/datum/antagonist/antag in objective.owner.antag_datums)
antag.objectives -= objective
if (!objective.team)
objective.update_explanation_text()
objective.owner.announce_objectives()
to_chat(objective.owner.current, "<BR>[span_userdanger("You get the feeling your target is no longer within reach. Time for Plan [pick("A","B","C","D","X","Y","Z")]. Objectives updated!")]")
else
var/list/objectivestoupdate
for(var/datum/mind/objective_owner in objective.get_owners())
to_chat(objective_owner.current, "<BR>[span_userdanger("You get the feeling your target is no longer within reach. Time for Plan [pick("A","B","C","D","X","Y","Z")]. Objectives updated!")]")
for(var/datum/objective/update_target_objective in objective_owner.get_all_objectives())
LAZYADD(objectivestoupdate, update_target_objective)
objectivestoupdate += objective.team.objectives
for(var/datum/objective/update_objective in objectivestoupdate)
if(update_objective.target != old_target || !istype(update_objective,objective.type))
continue
update_objective.target = objective.target
update_objective.update_explanation_text()
to_chat(objective.owner.current, "<BR>[span_userdanger("You get the feeling your target is no longer within reach. Time for Plan [pick("A","B","C","D","X","Y","Z")]. Objectives updated!")]")
update_objective.owner.announce_objectives()
qdel(objective)
/obj/machinery/cryopod/proc/should_preserve_item(obj/item/item)
for(var/datum/objective_item/steal/possible_item in GLOB.possible_items)
if(istype(item, possible_item.targetitem))
return TRUE
return FALSE
// This function can not be undone; do not call this unless you are sure
/obj/machinery/cryopod/proc/despawn_occupant()
if(!control_computer)
find_control_computer()
var/mob/living/mob_occupant = occupant
var/list/crew_member = list()
crew_member["name"] = mob_occupant.real_name
if(mob_occupant.mind)
// Handle job slot/tater cleanup.
var/job = mob_occupant.mind.assigned_role
crew_member["job"] = job
SSjob.FreeRole(job)
// if(LAZYLEN(mob_occupant.mind.objectives))
// mob_occupant.mind.objectives.Cut()
mob_occupant.mind.special_role = null
else
crew_member["job"] = "N/A"
// Delete them from datacore.
var/announce_rank = null
for(var/datum/data/record/medical_record as anything in GLOB.data_core.medical)
if(medical_record.fields["name"] == mob_occupant.real_name)
qdel(medical_record)
for(var/datum/data/record/security_record as anything in GLOB.data_core.security)
if(security_record.fields["name"] == mob_occupant.real_name)
qdel(security_record)
for(var/datum/data/record/general_record as anything in GLOB.data_core.general)
if(general_record.fields["name"] == mob_occupant.real_name)
announce_rank = general_record.fields["rank"]
qdel(general_record)
var/obj/machinery/computer/cryopod/control_computer = control_computer_weakref?.resolve()
if(!control_computer)
control_computer_weakref = null
else
control_computer.frozen_crew += list(crew_member)
// Make an announcement and log the person entering storage.
if(GLOB.announcement_systems.len)
var/obj/machinery/announcement_system/announcer = pick(GLOB.announcement_systems)
announcer.announce("CRYOSTORAGE", mob_occupant.real_name, announce_rank, list())
visible_message(span_notice("[src] hums and hisses as it moves [mob_occupant.real_name] into storage."))
/* ============================= */
var/list/obj/item/storing = list()
var/list/obj/item/destroying = list()
var/list/obj/item/destroy_later = list()
investigate_log("Despawning [key_name(mob_occupant)].", INVESTIGATE_CRYOGENICS)
var/atom/target_store = (control_computer?.allow_items && control_computer) || src //the double control computer check makes it return the control computer.
var/drop_to_ground = !istype(target_store, /obj/machinery/computer/cryopod)
var/drop_to_ground = !istype(control_computer, /obj/machinery/computer/cryopod) || !control_computer.allow_items
var/mind_identity = mob_occupant.mind?.name
var/occupant_identity = mob_occupant.real_name
@@ -293,7 +344,6 @@
AM.forceMove(src)
R.module.remove_module(I, TRUE)
else
if(ishuman(mob_occupant))
var/mob/living/carbon/human/H = mob_occupant
if(H.mind && H.client && H.client.prefs && H == H.mind.original_character)
@@ -303,145 +353,89 @@
if(iscarbon(mob_occupant)) // sorry simp-le-mobs deserve no mercy
var/mob/living/carbon/C = mob_occupant
gear = C.get_all_gear()
for(var/i in gear)
var/obj/item/I = i
I.forceMove(src)
if(!istype(I))
destroying += I
for(var/obj/item/item_content as anything in gear)
if(!istype(item_content) || HAS_TRAIT(item_content, TRAIT_NODROP))
destroying += item_content
continue
if(I.item_flags & (DROPDEL | ABSTRACT))
destroying += I
continue
if(HAS_TRAIT(I, TRAIT_NODROP))
destroying += I
if(item_content.item_flags & (DROPDEL | ABSTRACT))
destroying += item_content
continue
// destroying stays in mob for a bit
item_content.forceMove(src)
// WEE WOO SNOWFLAKE TIME
if(istype(I, /obj/item/pda))
var/obj/item/pda/P = I
if(istype(item_content, /obj/item/pda))
var/obj/item/pda/P = item_content
if((P.owner == mind_identity) || (P.owner == occupant_identity))
destroying += P
else
storing += P
else if(istype(I, /obj/item/card/id))
var/obj/item/card/id/idcard = I
else if(istype(item_content, /obj/item/card/id))
var/obj/item/card/id/idcard = item_content
if((idcard.registered_name == mind_identity) || (idcard.registered_name == occupant_identity))
destroying += idcard
else
storing += idcard
else
storing += I
storing += item_content
// get rid of mobs
for(var/mob/living/L in mob_occupant.GetAllContents() - mob_occupant)
L.forceMove(drop_location())
if(storing.len)
var/obj/O = new item_storage_type
var/obj/item/storage/box/blue/cryostorage_items/O = new /obj/item/storage/box/blue/cryostorage_items
O.name = "cryogenic retrieval package: [mob_occupant.real_name]"
O.real_name = mob_occupant.real_name
for(var/i in storing)
var/obj/item/I = i
I.forceMove(O)
O.forceMove(drop_to_ground? target_store.drop_location() : target_store)
if((target_store == control_computer) && !drop_to_ground)
O.forceMove(drop_to_ground ? control_computer.drop_location() : control_computer)
if((control_computer == control_computer) && !drop_to_ground)
control_computer.stored_packages += O
QDEL_LIST(destroying)
//Update any existing objectives involving this mob.
for(var/i in GLOB.objectives)
var/datum/objective/O = i
// We don't want revs to get objectives that aren't for heads of staff. Letting
// them win or lose based on cryo is silly so we remove the objective.
if(istype(O,/datum/objective/mutiny) && O.target == mob_occupant.mind)
qdel(O)
else if(O.target && istype(O.target, /datum/mind))
if(O.target != mob_occupant.mind)
continue
if(O.check_midround_completion())
continue
if(O.owner && O.owner.current)
to_chat(O.owner.current, "<BR><span class='userdanger'>You get the feeling your target is no longer within reach. Time for Plan [pick("A","B","C","D","X","Y","Z")]. Objectives updated!</span>")
O.target = null
spawn(10) //This should ideally fire after the occupant is deleted.
if(!O)
return
O.find_target()
O.update_explanation_text()
if(!(O.target))
qdel(O)
if(mob_occupant.mind)
//Handle job slot/tater cleanup.
if(mob_occupant.mind.assigned_role)
var/job = mob_occupant.mind.assigned_role
SSjob.FreeRole(job)
mob_occupant.mind.special_role = null
// Delete them from datacore.
var/announce_rank = null
for(var/datum/data/record/R in GLOB.data_core.medical)
if((R.fields["name"] == mob_occupant.real_name))
qdel(R)
for(var/datum/data/record/T in GLOB.data_core.security)
if((T.fields["name"] == mob_occupant.real_name))
qdel(T)
for(var/datum/data/record/G in GLOB.data_core.general)
if((G.fields["name"] == mob_occupant.real_name))
announce_rank = G.fields["rank"]
qdel(G)
for(var/obj/machinery/computer/cloning/cloner in world)
for(var/datum/data/record/R in cloner.records)
if(R.fields["name"] == mob_occupant.real_name)
cloner.records.Remove(R)
//Make an announcement and log the person entering storage.
if(control_computer)
control_computer.frozen_crew += "[mob_occupant.real_name]"
if(GLOB.announcement_systems.len)
var/obj/machinery/announcement_system/announcer = pick(GLOB.announcement_systems)
announcer.announce("CRYOSTORAGE", mob_occupant.real_name, announce_rank, list())
visible_message("<span class='notice'>\The [src] hums and hisses as it moves [mob_occupant.real_name] into storage.</span>")
/* ============================= */
// Ghost and delete the mob.
// they already did ghost verb
var/mob/dead/observer/G = mob_occupant.get_ghost(TRUE)
if(G)
G.voluntary_ghosted = TRUE
// they did not ghost verb
else
mob_occupant.ghostize(FALSE, penalize = TRUE, voluntary = TRUE, cryo = TRUE)
QDEL_LIST(destroying)
handle_objectives()
QDEL_NULL(occupant)
QDEL_LIST(destroy_later)
open_machine()
name = initial(name)
/obj/machinery/cryopod/MouseDrop_T(mob/living/target, mob/user)
if(!istype(target) || user.incapacitated() || !target.Adjacent(user) || !Adjacent(user) || !ismob(target) || (!ishuman(user) && !iscyborg(user)) || !istype(user.loc, /turf) || target.buckled)
if(!istype(target) || !can_interact(user) || !target.Adjacent(user) || !ismob(target) || isanimal(target) || !istype(user.loc, /turf) || target.buckled)
return
if(occupant)
to_chat(user, "<span class='boldnotice'>The cryo pod is already occupied!</span>")
to_chat(user, span_notice("[src] is already occupied!"))
return
if(target.stat == DEAD)
to_chat(user, "<span class='notice'>Dead people can not be put into cryo.</span>")
to_chat(user, span_notice("Dead people can not be put into cryo."))
return
if(target.client && user != target)
if(user != target && target.client)
if(iscyborg(target))
to_chat(user, "<span class='danger'>You can't put [target] into [src]. They're online.</span>")
to_chat(user, span_danger("You can't put [target] into [src]. [target.p_theyre(capitalized = TRUE)] online."))
else
to_chat(user, "<span class='danger'>You can't put [target] into [src]. They're conscious.</span>")
to_chat(user, span_danger("You can't put [target] into [src]. [target.p_theyre(capitalized = TRUE)] conscious."))
return
else if(target.client)
if(alert(target,"Would you like to enter cryosleep?",,"Yes","No") == "No")
else if(target.client) // mob has client
if(tgalert(target, "Would you like to enter cryosleep?", "Enter Cryopod?", "Yes", "No") != "Yes")
return
var/generic_plsnoleave_message = " Please adminhelp before leaving the round, even if there are no administrators online!"
if(target == user && world.time - target.client.cryo_warned > 5 MINUTES)//if we haven't warned them in the last 5 minutes
if(target == user && world.time - target.client.cryo_warned > 5 MINUTES)
var/list/caught_string
var/addendum = ""
if(target.mind.assigned_role in GLOB.command_positions)
@@ -459,30 +453,48 @@
LAZYADD(caught_string, "Revolutionary")
if(caught_string)
alert(target, "You're a [english_list(caught_string)]![generic_plsnoleave_message][addendum]")
tgui_alert(target, "You're a [english_list(caught_string)]! [AHELP_FIRST_MESSAGE][addendum]")
target.client.cryo_warned = world.time
return
if(!target || user.incapacitated() || !target.Adjacent(user) || !Adjacent(user) || (!ishuman(user) && !iscyborg(user)) || !istype(user.loc, /turf) || target.buckled)
if(!istype(target) || !can_interact(user) || !target.Adjacent(user) || !ismob(target) || isanimal(target) || !istype(user.loc, /turf) || target.buckled)
return
//rerun the checks in case of shenanigans
if(target == user)
visible_message("[user] starts climbing into the cryo pod.")
else
visible_message("[user] starts putting [target] into the cryo pod.")
// rerun the checks in case of shenanigans
if(occupant)
to_chat(user, "<span class='boldnotice'>\The [src] is in use.</span>")
to_chat(user, span_notice("[src] is already occupied!"))
return
close_machine(target)
to_chat(target, "<span class='boldnotice'>If you ghost, log out or close your client now, your character will shortly be permanently removed from the round.</span>")
name = "[name] ([occupant.name])"
log_admin("<span class='notice'>[key_name(target)] entered a stasis pod.</span>")
message_admins("[key_name_admin(target)] entered a stasis pod. (<A HREF='?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)")
if(target == user)
visible_message("<span class='infoplain'>[user] starts climbing into the cryo pod.</span>")
else
visible_message("<span class='infoplain'>[user] starts putting [target] into the cryo pod.</span>")
to_chat(target, span_warning("<b>If you ghost, log out or close your client now, your character will shortly be permanently removed from the round.</b>"))
log_admin("[key_name(target)] entered a stasis pod.")
message_admins("[key_name_admin(target)] entered a stasis pod. [ADMIN_JMP(src)]")
add_fingerprint(target)
//Attacks/effects.
close_machine(target)
name = "[name] ([target.name])"
// Attacks/effects.
/obj/machinery/cryopod/blob_act()
return //Sorta gamey, but we don't really want these to be destroyed.
return // Sorta gamey, but we don't really want these to be destroyed.
#undef AHELP_FIRST_MESSAGE
/obj/item/circuitboard/cryopodcontrol
name = "Circuit board (Cryogenic Oversight Console)"
build_path = /obj/machinery/computer/cryopod
/obj/machinery/computer/cryopod/contents_explosion()
return
/obj/machinery/computer/cryopod/contents_explosion()
return //don't blow everyone's shit up.
/// The box
/obj/item/storage/box/blue/cryostorage_items
w_class = WEIGHT_CLASS_HUGE
var/real_name = "fire coderbus"
+8 -11
View File
@@ -194,22 +194,19 @@ GLOBAL_LIST_EMPTY(doppler_arrays)
/*****The Point Calculator*****/
if(orig_light < 10)
if(orig_light < 5)
say("Explosion not large enough for research calculations.")
return
else
point_gain = (100000 * orig_light) / (orig_light + 5000)
else if(orig_light < BOMB_TARGET_SIZE) // we want to give fewer points if below the target; this curve does that
point_gain = (BOMB_TARGET_POINTS * orig_light ** BOMB_SUB_TARGET_EXPONENT) / (BOMB_TARGET_SIZE**BOMB_SUB_TARGET_EXPONENT)
else // once we're at the target, switch to a hyperbolic function so we can't go too far above it, but bigger bombs always get more points
point_gain = (BOMB_TARGET_POINTS * 2 * orig_light) / (orig_light + BOMB_TARGET_SIZE)
/*****The Point Capper*****/
if(point_gain > linked_techweb.largest_bomb_value)
if(point_gain <= TECHWEB_BOMB_POINTCAP || linked_techweb.largest_bomb_value < TECHWEB_BOMB_POINTCAP)
var/old_tech_largest_bomb_value = linked_techweb.largest_bomb_value //held so we can pull old before we do math
linked_techweb.largest_bomb_value = point_gain
point_gain -= old_tech_largest_bomb_value
point_gain = min(point_gain,TECHWEB_BOMB_POINTCAP)
else
linked_techweb.largest_bomb_value = TECHWEB_BOMB_POINTCAP
point_gain = 1000
var/old_tech_largest_bomb_value = linked_techweb.largest_bomb_value //held so we can pull old before we do math
linked_techweb.largest_bomb_value = point_gain
point_gain -= old_tech_largest_bomb_value
var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_SCI)
if(D)
D.adjust_money(point_gain)
+101 -51
View File
@@ -1,8 +1,8 @@
/* Holograms!
* Contains:
* Holopad
* Hologram
* Other stuff
* Holopad
* Hologram
* Other stuff
*/
/*
@@ -24,7 +24,6 @@ Possible to do for anyone motivated enough:
* Holopad
*/
GLOBAL_LIST_EMPTY(network_holopads)
#define HOLOPAD_PASSIVE_POWER_USAGE 1
#define HOLOGRAM_POWER_USAGE 2
@@ -32,6 +31,7 @@ GLOBAL_LIST_EMPTY(network_holopads)
name = "holopad"
desc = "It's a floor-mounted device for projecting holographic images."
icon_state = "holopad0"
base_icon_state = "holopad"
layer = LOW_OBJ_LAYER
plane = FLOOR_PLANE
flags_1 = HEAR_1
@@ -70,7 +70,7 @@ GLOBAL_LIST_EMPTY(network_holopads)
var/obj/effect/overlay/holo_pad_hologram/replay_holo
/// Calls will be automatically answered after a couple rings, here for debugging
var/static/force_answer_call = FALSE
// var/static/list/holopads = list()
var/static/list/holopads = list()
var/obj/effect/overlay/holoray/ray
var/ringing = FALSE
var/offset = FALSE
@@ -107,26 +107,47 @@ GLOBAL_LIST_EMPTY(network_holopads)
new_disk.forceMove(src)
disk = new_disk
/obj/machinery/holopad/tutorial/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
/obj/machinery/holopad/Moved(atom/OldLoc, Dir)
. = ..()
if(!loc)
return
// move any relevant holograms, basically non-AI, and rays with the pad
if(replay_holo)
replay_holo.abstract_move(loc)
for(var/i in holorays)
var/obj/effect/overlay/holoray/ray = holorays[i]
ray.abstract_move(loc)
var/list/non_call_masters = masters?.Copy()
for(var/datum/holocall/holocall as anything in holo_calls)
if(!holocall.user || !LAZYACCESS(masters, holocall.user))
continue
non_call_masters -= holocall.user
// moving the eye moves the holo which updates the ray too
holocall.eye.setLoc(locate(clamp(x + (holocall.hologram.x - OldLoc.x), 1, world.maxx), clamp(y + (holocall.hologram.y - OldLoc.y), 1, world.maxy), z))
for(var/mob/living/holo_master as anything in non_call_masters)
var/obj/effect/holo = masters[holo_master]
update_holoray(holo_master, holo.loc)
/obj/machinery/holopad/tutorial/attack_hand(mob/user, list/modifiers)
if(!istype(user))
return
if(user.incapacitated() || !is_operational())
return
if(replay_mode)
replay_stop()
else if(disk && disk.record)
else if(disk?.record)
replay_start()
/obj/machinery/holopad/tutorial/HasProximity(atom/movable/AM)
if (!isliving(AM))
return
if(!replay_mode && (disk && disk.record))
if(!replay_mode && (disk?.record))
replay_start()
/obj/machinery/holopad/Initialize()
. = ..()
if(on_network)
GLOB.network_holopads += src
holopads += src
/obj/machinery/holopad/Destroy()
if(outgoing_call)
@@ -146,7 +167,7 @@ GLOBAL_LIST_EMPTY(network_holopads)
QDEL_NULL(disk)
GLOB.network_holopads -= src
holopads -= src
return ..()
/obj/machinery/holopad/power_change()
@@ -172,8 +193,10 @@ GLOBAL_LIST_EMPTY(network_holopads)
/obj/machinery/holopad/examine(mob/user)
. = ..()
if(in_range(user, src) || isobserver(user))
. += "<span class='notice'>The status display reads: Current projection range: <b>[holo_range]</b> units.</span>"
if(isAI(user))
. += span_notice("The status display reads: Current projection range: <b>[holo_range]</b> units. Use :h to speak through the projection. Right-click to project or cancel a projection. Alt-click to hangup all active and incomming calls. Ctrl-click to end projection without jumping to your last location.")
else if(in_range(user, src) || isobserver(user))
. += span_notice("The status display reads: Current projection range: <b>[holo_range]</b> units.")
/obj/machinery/holopad/attackby(obj/item/P, mob/user, params)
if(default_deconstruction_screwdriver(user, "holopad_open", "holopad0", P))
@@ -190,11 +213,11 @@ GLOBAL_LIST_EMPTY(network_holopads)
if(istype(P,/obj/item/disk/holodisk))
if(disk)
to_chat(user,"<span class='warning'>There's already a disk inside [src]!</span>")
to_chat(user,span_warning("There's already a disk inside [src]!"))
return
if (!user.transferItemToLoc(P,src))
return
to_chat(user,"<span class='notice'>You insert [P] into [src].</span>")
to_chat(user,span_notice("You insert [P] into [src]."))
disk = P
return
@@ -242,24 +265,29 @@ GLOBAL_LIST_EMPTY(network_holopads)
switch(action)
if("AIrequest")
if(isAI(usr))
var/mob/living/silicon/ai/ai_user = usr
ai_user.eyeobj.setLoc(get_turf(src))
to_chat(usr, span_info("AIs can not request AI presence. Jumping instead."))
return
if(last_request + 200 < world.time)
last_request = world.time
to_chat(usr, "<span class='info'>You requested an AI's presence.</span>")
to_chat(usr, span_info("You requested an AI's presence."))
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>")
to_chat(AI, span_info("Your presence is requested at <a href='?src=[REF(AI)];jumptoholopad=[REF(src)]'>\the [area]</a>.</span>")) // <a href='?src=[REF(AI)];project_to_holopad=[REF(src)]'>Project Hologram?</a>"))
return TRUE
else
to_chat(usr, "<span class='info'>A request for AI presence was already sent recently.</span>")
to_chat(usr, span_info("A request for AI presence was already sent recently."))
return
if("holocall")
if(outgoing_call)
return
if(usr.loc == loc)
var/list/callnames = list()
for(var/I in GLOB.network_holopads)
for(var/I in holopads)
var/area/A = get_area(I)
if(A)
LAZYADD(callnames[A], I)
@@ -274,7 +302,7 @@ GLOBAL_LIST_EMPTY(network_holopads)
calling = TRUE
return TRUE
else
to_chat(usr, "<span class='warning'>You must stand on the holopad to make a call!</span>")
to_chat(usr, span_warning("You must stand on the holopad to make a call!"))
if("connectcall")
var/datum/holocall/call_to_connect = locate(params["holopad"]) in holo_calls
if(!QDELETED(call_to_connect))
@@ -285,6 +313,12 @@ GLOBAL_LIST_EMPTY(network_holopads)
if(!QDELETED(call_to_disconnect))
call_to_disconnect.Disconnect(src)
return TRUE
if("rejectall")
for(var/datum/holocall/call_to_reject as anything in holo_calls)
if(call_to_reject.connected_holopad == src) // do not kill the current connection
continue
call_to_reject.Disconnect(src)
return TRUE
if("disk_eject")
if(disk && !replay_mode)
disk.forceMove(drop_location())
@@ -327,14 +361,13 @@ GLOBAL_LIST_EMPTY(network_holopads)
return TRUE
/**
* hangup_all_calls: Disconnects all current holocalls from the holopad
*/
* hangup_all_calls: Disconnects all current holocalls from the holopad
*/
/obj/machinery/holopad/proc/hangup_all_calls()
for(var/I in holo_calls)
var/datum/holocall/HC = I
HC.Disconnect(src)
//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
@@ -343,12 +376,25 @@ GLOBAL_LIST_EMPTY(network_holopads)
/*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(!LAZYLEN(masters) || !masters[user])//If there is no hologram, possibly make one.
if(!LAZYLEN(masters) || !masters[user])//If there is no hologram, possibly make one.
activate_holo(user)
else//If there is a hologram, remove it.
else//If there is a hologram, remove it, and jump to your last location.
clear_holo(user)
// if(user.lastloc)//only jump to your last location if your lastloc is set, which only sets if you projected from a request message.
// user.eyeobj.setLoc(user.lastloc)
// user.lastloc = null
/obj/machinery/holopad/AICtrlClick(mob/living/silicon/ai/user)
if (!istype(user))
return
if (!on_network)
return
if(!LAZYLEN(masters) || !masters[user])//If there is no hologram, then this button does nothing.
return
else//If there is a hologram, remove it, but dont jump to your last location.
// user.lastloc = null
clear_holo(user)
return
/obj/machinery/holopad/process()
if(LAZYLEN(masters))
@@ -378,25 +424,26 @@ GLOBAL_LIST_EMPTY(network_holopads)
if(outgoing_call)
HC.Disconnect(src)//can't answer calls while calling
else
playsound(src, 'sound/machines/twobeep.ogg', 100) //bring, bring!
playsound(src, 'sound/machines/twobeep.ogg', 100) //bring, bring!
ringing = TRUE
update_icon()
update_appearance()
/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.")
if(is_operational())//If the projector has power
if(AI && istype(AI.current, /obj/machinery/holopad))
to_chat(user, "[span_danger("ERROR:")] \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
AI.eyeobj.setLoc(get_turf(src)) //ensure the AI camera moves to the holopad
else //make it like real life
Hologram.icon = user.icon
Hologram.icon_state = user.icon_state
Hologram.copy_overlays(user, TRUE)
@@ -407,17 +454,17 @@ GLOBAL_LIST_EMPTY(network_holopads)
Hologram.mouse_opacity = MOUSE_OPACITY_TRANSPARENT//So you can't click on it.
Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
Hologram.setAnchored(TRUE)//So space wind cannot drag it.
Hologram.set_anchored(TRUE)//So space wind cannot drag it.
Hologram.name = "[user.name] (Hologram)"//If someone decides to right click.
Hologram.set_light(2) //hologram lighting
Hologram.set_light(2) //hologram lighting
move_hologram()
set_holo(user, Hologram)
visible_message("<span class='notice'>A holographic image of [user] flickers to life before your eyes!</span>")
visible_message(span_notice("A holographic image of [user] flickers to life before your eyes!"))
return Hologram
else
to_chat(user, "<span class='danger'>ERROR:</span> Unable to project hologram.")
to_chat(user, "[span_danger("ERROR:")] 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.*/
@@ -430,10 +477,13 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
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, message_mods)
if(HC.connected_holopad == src)
if(speaker == HC.hologram && HC.user.client?.prefs.chat_on_map)
HC.user.create_chat_message(speaker, message_language, raw_message, spans)
else
HC.user.Hear(message, speaker, message_language, raw_message, radio_freq, spans, message_mods)
if(outgoing_call && speaker == outgoing_call.user)
if(outgoing_call?.hologram && speaker == outgoing_call.user)
outgoing_call.hologram.say(raw_message)
if(record_mode && speaker == record_user)
@@ -447,16 +497,15 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
set_light(2)
else
set_light(0)
update_icon()
update_appearance()
/obj/machinery/holopad/update_icon_state()
var/total_users = LAZYLEN(masters) + LAZYLEN(holo_calls)
if(ringing)
icon_state = "holopad_ringing"
else if(total_users || replay_mode)
icon_state = "holopad1"
else
icon_state = "holopad0"
icon_state = "[base_icon_state]_ringing"
return ..()
icon_state = "[base_icon_state][(total_users || replay_mode) ? 1 : 0]"
return ..()
/obj/machinery/holopad/proc/set_holo(mob/living/user, obj/effect/overlay/holo_pad_hologram/h)
LAZYSET(masters, user, h)
@@ -488,7 +537,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
var/obj/effect/overlay/holo_pad_hologram/h = masters[holo_owner]
if(!h || h.HC) //Holocalls can't change source.
return FALSE
for(var/pad in GLOB.network_holopads)
for(var/pad in holopads)
var/obj/machinery/holopad/another = pad
if(another == src)
continue
@@ -524,7 +573,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
else
transfered = TRUE
//All is good.
holo.forceMove(new_turf)
holo.abstract_move(new_turf)
if(!transfered)
update_holoray(user,new_turf)
return TRUE
@@ -565,10 +614,10 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
holder.selected_language = record.language
Hologram.mouse_opacity = MOUSE_OPACITY_TRANSPARENT//So you can't click on it.
Hologram.layer = FLY_LAYER//Above all the other objects/mobs. Or the vast majority of them.
Hologram.setAnchored(TRUE)//So space wind cannot drag it.
Hologram.set_anchored(TRUE)//So space wind cannot drag it.
Hologram.name = "[record.caller_name] (Hologram)"//If someone decides to right click.
Hologram.set_light(2) //hologram lighting
visible_message("<span class='notice'>A holographic image of [record.caller_name] flickers to life before your eyes!</span>")
Hologram.set_light(2) //hologram lighting
visible_message(span_notice("A holographic image of [record.caller_name] flickers to life before your eyes!"))
return Hologram
/obj/machinery/holopad/proc/replay_start()
@@ -661,7 +710,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
record_user = null
/obj/machinery/holopad/proc/record_clear()
if(disk && disk.record)
if(disk?.record)
QDEL_NULL(disk.record)
/obj/effect/overlay/holo_pad_hologram
@@ -673,6 +722,7 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/
Impersonation = null
if(!QDELETED(HC))
HC.Disconnect(HC.calling_holopad)
HC = null
return ..()
/obj/effect/overlay/holo_pad_hologram/Process_Spacemove(movement_dir = 0)
@@ -130,7 +130,11 @@
if(isalien(target))
new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target.drop_location(), splatter_dir)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir)
if(ishuman(target))
var/mob/living/carbon/human/H = target
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir, H.dna.species.exotic_blood_color)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target.drop_location(), splatter_dir)
//organs go everywhere
if(target_part && prob(10 * drill_level))
@@ -11,12 +11,12 @@
var/gibs_reagent_id = /datum/reagent/liquidgibs
var/gibs_bloodtype = "A+"
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases, list/blood_data)
. = ..()
if(random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
icon_state = pick(random_icon_states)
if(gibs_reagent_id)
reagents.add_reagent(gibs_reagent_id, 5)
reagents.add_reagent(gibs_reagent_id, 5, blood_data)
if(gibs_bloodtype)
add_blood_DNA(list("Non-human DNA" = gibs_bloodtype), diseases)
update_icon()
@@ -31,7 +31,10 @@
var/list/dna_to_add //find the dna to pass to the spawned gibs. do note this can be null if the mob doesn't have blood. add_blood_DNA() has built in null handling.
var/body_coloring = ""
var/list/blood_data_to_add
if(source_mob)
blood_data_to_add = source_mob.get_blood_data()
if(!issilicon(source_mob))
dna_to_add = blood_dna || source_mob.get_blood_dna_list() //ez pz
if(ishuman(source_mob))
@@ -65,7 +68,7 @@
if(gibamounts[i])
for(var/j = 1, j<= gibamounts[i], j++)
var/gibType = gibtypes[i]
gib = new gibType(loc, diseases)
gib = new gibType(loc, diseases, blood_data_to_add)
if(iscarbon(loc))
var/mob/living/carbon/digester = loc
digester.stomach_contents += gib
@@ -4,6 +4,7 @@
duration = 5
randomdir = FALSE
layer = BELOW_MOB_LAYER
color = BLOOD_COLOR_HUMAN // set it to red by default because the actual icons are white
var/splatter_type = "splatter"
/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir, new_color)
+74 -43
View File
@@ -46,11 +46,23 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
max_integrity = 200
obj_flags = NONE
///Item flags for the item
var/item_flags = NONE
var/hitsound = null
var/usesound = null
var/throwhitsound = null
///Sound played when you hit something with the item
var/hitsound
///Played when the item is used, for example tools
var/usesound
///Used when yate into a mob
var/mob_throw_hit_sound
///Sound used when equipping the item into a valid slot
var/equip_sound
///Sound uses when picking the item up (into your hands)
var/pickup_sound
///Sound uses when dropping the item, or when its thrown.
var/drop_sound
///Whether or not we use stealthy audio levels for this item's attack sounds
var/stealthy_audio = FALSE
/// Weight class for how much storage capacity it uses and how big it physically is meaning storages can't hold it if their maximum weight class isn't as high as it.
var/w_class = WEIGHT_CLASS_NORMAL
@@ -129,7 +141,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
var/datum/dog_fashion/dog_fashion = null
//Tooltip vars
var/force_string //string form of an item's force. Edit this var only to set a custom force string
///string form of an item's force. Edit this var only to set a custom force string
var/force_string
var/last_force_string_check = 0
var/trigger_guard = TRIGGER_GUARD_NONE
@@ -388,7 +401,7 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(!allow_attack_hand_drop(user) || !user.temporarilyRemoveItemFromInventory(src))
return
remove_outline()
. = FALSE
pickup(user)
add_fingerprint(user)
if(!user.put_in_active_hand(src, FALSE, FALSE))
@@ -461,9 +474,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
item_flags &= ~(IN_INVENTORY)
item_flags &= ~(IN_STORAGE)
SEND_SIGNAL(src, COMSIG_ITEM_DROPPED,user)
remove_outline()
// if(!silent)
// playsound(src, drop_sound, DROP_SOUND_VOLUME, ignore_walls = FALSE)
if(!silent)
playsound(src, drop_sound, DROP_SOUND_VOLUME, ignore_walls = FALSE)
user?.update_equipment_speed_mods()
// called just as an item is picked up (loc is not yet changed)
@@ -710,8 +722,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
if(isliving(hit_atom)) //Living mobs handle hit sounds differently.
var/volume = get_volume_by_throwforce_and_or_w_class()
if (throwforce > 0)
if (throwhitsound)
playsound(hit_atom, throwhitsound, volume, TRUE, -1)
if (mob_throw_hit_sound)
playsound(hit_atom, mob_throw_hit_sound, volume, TRUE, -1)
else if(hitsound)
playsound(hit_atom, hitsound, volume, TRUE, -1)
else
@@ -719,8 +731,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
else
playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1)
// else
// playsound(src, drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE)
else if (drop_sound)
playsound(src, drop_sound, YEET_SOUND_VOLUME, ignore_walls = FALSE)
return hit_atom.hitby(src, 0, itempush, throwingdatum=throwingdatum)
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
@@ -894,47 +906,55 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
openToolTip(user,src,params,title = name,content = "[desc]<br><b>Force:</b> [force_string]",theme = "")
/obj/item/MouseEntered(location, control, params)
. = ..()
SEND_SIGNAL(src, COMSIG_ITEM_MOUSE_ENTER, location, control, params)
if((item_flags & IN_INVENTORY || item_flags & IN_STORAGE) && usr?.client.prefs.enable_tips && !QDELETED(src))
var/timedelay = max(usr.client.prefs.tip_delay * 0.01, 0.01) // I heard multiplying is faster, also runtimes from very low/negative numbers
usr.client.tip_timer = addtimer(CALLBACK(src, .proc/openTip, location, control, params, usr), timedelay, TIMER_STOPPABLE)//timer takes delay in deciseconds, but the pref is in milliseconds. dividing by 100 converts it.
var/mob/living/L = usr
if(istype(L) && (L.incapacitated() || (current_equipped_slot in L.check_obscured_slots()) || !L.canUnEquip(src)))
apply_outline(_size = 3)
else
apply_outline()
if(get(src, /mob) == usr && !QDELETED(src))
var/mob/living/L = usr
if(usr.client.prefs.enable_tips)
var/timedelay = usr.client.prefs.tip_delay/100
usr.client.tip_timer = addtimer(CALLBACK(src, .proc/openTip, location, control, params, usr), timedelay, TIMER_STOPPABLE)//timer takes delay in deciseconds, but the pref is in milliseconds. dividing by 100 converts it.
if(usr.client.prefs.outline_enabled)
if(istype(L) && L.incapacitated())
apply_outline(COLOR_RED_GRAY) //if they're dead or handcuffed, let's show the outline as red to indicate that they can't interact with that right now
else
apply_outline(usr.client.prefs.outline_color) //if the player's alive and well we send the command with no color set, so it uses the theme's color
/obj/item/MouseDrop(atom/over, src_location, over_location, src_control, over_control, params)
. = ..()
remove_outline()
remove_filter("hover_outline") //get rid of the hover effect in case the mouse exit isn't called if someone drags and drops an item and somthing goes wrong
/obj/item/MouseExited(location,control,params)
/obj/item/MouseExited(location, control, params)
SEND_SIGNAL(src, COMSIG_ITEM_MOUSE_EXIT, location, control, params)
deltimer(usr.client.tip_timer) //delete any in-progress timer if the mouse is moved off the item before it finishes
closeToolTip(usr)
remove_outline()
remove_filter("hover_outline")
/obj/item/proc/apply_outline(colour = null, _size=1)
if(!(item_flags & IN_INVENTORY || item_flags & IN_STORAGE) || QDELETED(src) || isobserver(usr))
/obj/item/proc/apply_outline(outline_color = null)
if(get(src, /mob) != usr || QDELETED(src) || isobserver(usr)) //cancel if the item isn't in an inventory, is being deleted, or if the person hovering is a ghost (so that people spectating you don't randomly make your items glow)
return
if(usr.client)
if(!usr.client.prefs.outline_enabled)
return
if(!colour)
if(usr.client)
colour = usr.client.prefs.outline_color
if(!colour)
colour = COLOR_BLUE_GRAY
else
colour = COLOR_BLUE_GRAY
if(outline_filter)
filters -= outline_filter
outline_filter = filter(type="outline", size=_size, color=colour)
filters += outline_filter
var/theme = lowertext(usr.client.prefs.UI_style)
if(!outline_color) //if we weren't provided with a color, take the theme's color
switch(theme) //yeah it kinda has to be this way
if("midnight")
outline_color = COLOR_THEME_MIDNIGHT
if("plasmafire")
outline_color = COLOR_THEME_PLASMAFIRE
if("retro")
outline_color = COLOR_THEME_RETRO //just as garish as the rest of this theme
if("slimecore")
outline_color = COLOR_THEME_SLIMECORE
if("operative")
outline_color = COLOR_THEME_OPERATIVE
if("clockwork")
outline_color = COLOR_THEME_CLOCKWORK //if you want free gbp go fix the fact that clockwork's tooltip css is glass'
if("glass")
outline_color = COLOR_THEME_GLASS
else //this should never happen, hopefully
outline_color = COLOR_WHITE
if(color)
outline_color = COLOR_WHITE //if the item is recolored then the outline will be too, let's make the outline white so it becomes the same color instead of some ugly mix of the theme and the tint
/obj/item/proc/remove_outline()
if(outline_filter)
filters -= outline_filter
outline_filter = null
add_filter("hover_outline", 1, list("type" = "outline", "size" = 1, "color" = outline_color))
// Called when a mob tries to use the item as a tool.
// Handles most checks.
@@ -1216,3 +1236,14 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
pain_stam_pct = (!isnull(embedding["pain_stam_pct"]) ? embedding["pain_stam_pct"] : EMBEDDED_PAIN_STAM_PCT),\
embed_chance_turf_mod = (!isnull(embedding["embed_chance_turf_mod"]) ? embedding["embed_chance_turf_mod"] : EMBED_CHANCE_TURF_MOD))
return TRUE
/**
* Updates all action buttons associated with this item
*
* Arguments:
* * status_only - Update only current availability status of the buttons to show if they are ready or not to use
* * force - Force buttons update even if the given button icon state has not changed
*/
/obj/item/proc/update_action_buttons(status_only = FALSE, force = FALSE)
for(var/datum/action/current_action as anything in actions)
current_action.UpdateButtonIcon(status_only, force)
@@ -19,6 +19,7 @@
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_BELT
rad_flags = RAD_NO_CONTAMINATE
item_flags = NOBLUDGEON
custom_materials = list(/datum/material/iron = 150, /datum/material/glass = 150)
var/grace = RAD_GRACE_PERIOD
@@ -35,17 +36,15 @@
. = ..()
START_PROCESSING(SSobj, src)
soundloop = new(list(src), FALSE)
soundloop = new(src, FALSE)
/obj/item/geiger_counter/Destroy()
STOP_PROCESSING(SSobj, src)
QDEL_NULL(soundloop)
return ..()
/obj/item/geiger_counter/process()
update_icon()
update_sound()
/obj/item/geiger_counter/process(delta_time)
if(!scanning)
current_tick_amount = 0
return
@@ -64,49 +63,55 @@
current_tick_amount = 0
update_appearance()
update_sound()
/obj/item/geiger_counter/examine(mob/user)
. = ..()
if(!scanning)
return
. += "<span class='info'>Alt-click it to clear stored radiation levels.</span>"
. += span_info("Alt-click it to clear stored radiation levels.")
if(obj_flags & EMAGGED)
. += "<span class='warning'>The display seems to be incomprehensible.</span>"
. += span_warning("The display seems to be incomprehensible.")
return
switch(radiation_count)
if(-INFINITY to RAD_LEVEL_NORMAL)
. += "<span class='notice'>Ambient radiation level count reports that all is well.</span>"
. += span_notice("Ambient radiation level count reports that all is well.")
if(RAD_LEVEL_NORMAL + 1 to RAD_LEVEL_MODERATE)
. += "<span class='disarm'>Ambient radiation levels slightly above average.</span>"
. += span_alert("Ambient radiation levels slightly above average.")
if(RAD_LEVEL_MODERATE + 1 to RAD_LEVEL_HIGH)
. += "<span class='warning'>Ambient radiation levels above average.</span>"
. += span_warning("Ambient radiation levels above average.")
if(RAD_LEVEL_HIGH + 1 to RAD_LEVEL_VERY_HIGH)
. += "<span class='danger'>Ambient radiation levels highly above average.</span>"
. += span_danger("Ambient radiation levels highly above average.")
if(RAD_LEVEL_VERY_HIGH + 1 to RAD_LEVEL_CRITICAL)
. += "<span class='suicide'>Ambient radiation levels nearing critical level.</span>"
. += span_suicide("Ambient radiation levels nearing critical level.")
if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
. += "<span class='boldannounce'>Ambient radiation levels above critical level!</span>"
. += span_boldannounce("Ambient radiation levels above critical level!")
. += "<span class='notice'>The last radiation amount detected was [last_tick_amount]</span>"
. += span_notice("The last radiation amount detected was [last_tick_amount]")
/obj/item/geiger_counter/update_icon_state()
if(!scanning)
icon_state = "geiger_off"
else if(obj_flags & EMAGGED)
return ..()
if(obj_flags & EMAGGED)
icon_state = "geiger_on_emag"
else
switch(radiation_count)
if(-INFINITY to RAD_LEVEL_NORMAL)
icon_state = "geiger_on_1"
if(RAD_LEVEL_NORMAL + 1 to RAD_LEVEL_MODERATE)
icon_state = "geiger_on_2"
if(RAD_LEVEL_MODERATE + 1 to RAD_LEVEL_HIGH)
icon_state = "geiger_on_3"
if(RAD_LEVEL_HIGH + 1 to RAD_LEVEL_VERY_HIGH)
icon_state = "geiger_on_4"
if(RAD_LEVEL_VERY_HIGH + 1 to RAD_LEVEL_CRITICAL)
icon_state = "geiger_on_4"
if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
icon_state = "geiger_on_5"
return ..()
switch(radiation_count)
if(-INFINITY to RAD_LEVEL_NORMAL)
icon_state = "geiger_on_1"
if(RAD_LEVEL_NORMAL + 1 to RAD_LEVEL_MODERATE)
icon_state = "geiger_on_2"
if(RAD_LEVEL_MODERATE + 1 to RAD_LEVEL_HIGH)
icon_state = "geiger_on_3"
if(RAD_LEVEL_HIGH + 1 to RAD_LEVEL_VERY_HIGH)
icon_state = "geiger_on_4"
if(RAD_LEVEL_VERY_HIGH + 1 to RAD_LEVEL_CRITICAL)
icon_state = "geiger_on_4"
if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
icon_state = "geiger_on_5"
return ..()
/obj/item/geiger_counter/proc/update_sound()
var/datum/looping_sound/geiger/loop = soundloop
@@ -124,21 +129,21 @@
if(amount <= RAD_BACKGROUND_RADIATION || !scanning)
return
current_tick_amount += amount
update_icon()
update_appearance()
/obj/item/geiger_counter/attack_self(mob/user)
scanning = !scanning
update_icon()
to_chat(user, "<span class='notice'>[icon2html(src, user)] You switch [scanning ? "on" : "off"] [src].</span>")
update_appearance()
to_chat(user, span_notice("[icon2html(src, user)] You switch [scanning ? "on" : "off"] [src]."))
/obj/item/geiger_counter/afterattack(atom/target, mob/user)
/obj/item/geiger_counter/afterattack(atom/target, mob/living/user)
. = ..()
if(user.a_intent == INTENT_HELP)
if(!(obj_flags & EMAGGED))
user.visible_message("<span class='notice'>[user] scans [target] with [src].</span>", "<span class='notice'>You scan [target]'s radiation levels with [src]...</span>")
user.visible_message(span_notice("[user] scans [target] with [src]."), span_notice("You scan [target]'s radiation levels with [src]..."))
addtimer(CALLBACK(src, .proc/scan, target, user), 20, TIMER_UNIQUE) // Let's not have spamming GetAllContents
else
user.visible_message("<span class='notice'>[user] scans [target] with [src].</span>", "<span class='danger'>You project [src]'s stored radiation into [target]!</span>")
user.visible_message(span_notice("[user] scans [target] with [src]."), span_danger("You project [src]'s stored radiation into [target]!"))
target.rad_act(radiation_count)
radiation_count = 0
return TRUE
@@ -156,57 +161,61 @@
if(isliving(A))
var/mob/living/M = A
if(!M.radiation)
to_chat(user, "<span class='notice'>[icon2html(src, user)] Radiation levels within normal boundaries.</span>")
to_chat(user, span_notice("[icon2html(src, user)] Radiation levels within normal boundaries."))
else
to_chat(user, "<span class='boldannounce'>[icon2html(src, user)] Subject is irradiated. Radiation levels: [M.radiation] rad.</span>")
to_chat(user, span_boldannounce("[icon2html(src, user)] Subject is irradiated. Radiation levels: [M.radiation]."))
if(rad_strength)
to_chat(user, "<span class='boldannounce'>[icon2html(src, user)] Target contains radioactive contamination. Radioactive strength: [rad_strength]</span>")
to_chat(user, span_boldannounce("[icon2html(src, user)] Target contains radioactive contamination. Radioactive strength: [rad_strength]"))
else
to_chat(user, "<span class='notice'>[icon2html(src, user)] Target is free of radioactive contamination.</span>")
to_chat(user, span_notice("[icon2html(src, user)] Target is free of radioactive contamination."))
/obj/item/geiger_counter/attackby(obj/item/I, mob/user, params)
if(I.tool_behaviour == TOOL_SCREWDRIVER && (obj_flags & EMAGGED))
if(scanning)
to_chat(user, "<span class='warning'>Turn off [src] before you perform this action!</span>")
return 0
user.visible_message("<span class='notice'>[user] unscrews [src]'s maintenance panel and begins fiddling with its innards...</span>", "<span class='notice'>You begin resetting [src]...</span>")
to_chat(user, span_warning("Turn off [src] before you perform this action!"))
return FALSE
user.visible_message(span_notice("[user] unscrews [src]'s maintenance panel and begins fiddling with its innards..."), span_notice("You begin resetting [src]..."))
if(!I.use_tool(src, user, 40, volume=50))
return 0
user.visible_message("<span class='notice'>[user] refastens [src]'s maintenance panel!</span>", "<span class='notice'>You reset [src] to its factory settings!</span>")
return FALSE
user.visible_message(span_notice("[user] refastens [src]'s maintenance panel!"), span_notice("You reset [src] to its factory settings!"))
obj_flags &= ~EMAGGED
radiation_count = 0
update_icon()
return 1
update_appearance()
return TRUE
else
return ..()
/obj/item/geiger_counter/AltClick(mob/living/user)
. = ..()
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
return
return ..()
if(!scanning)
to_chat(usr, "<span class='warning'>[src] must be on to reset its radiation level!</span>")
return TRUE
to_chat(usr, span_warning("[src] must be on to reset its radiation level!"))
return
radiation_count = 0
to_chat(usr, "<span class='notice'>You flush [src]'s radiation counts, resetting it to normal.</span>")
update_icon()
return TRUE
to_chat(usr, span_notice("You flush [src]'s radiation counts, resetting it to normal."))
update_appearance()
/obj/item/geiger_counter/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
if(scanning)
to_chat(user, "<span class='warning'>Turn off [src] before you perform this action!</span>")
to_chat(user, span_warning("Turn off [src] before you perform this action!"))
return
to_chat(user, "<span class='warning'>You override [src]'s radiation storing protocols. It will now generate small doses of radiation, and stored rads are now projected into creatures you scan.</span>")
to_chat(user, span_warning("You override [src]'s radiation storing protocols. It will now generate small doses of radiation, and stored rads are now projected into creatures you scan."))
obj_flags |= EMAGGED
return TRUE
/obj/item/geiger_counter/cyborg
var/mob/listeningTo
/obj/item/geiger_counter/cyborg/cyborg_unequip(mob/user)
if(!scanning)
return
scanning = FALSE
update_appearance()
/obj/item/geiger_counter/cyborg/equipped(mob/user)
. = ..()
if(listeningTo == user)
@@ -217,6 +226,7 @@
listeningTo = user
/obj/item/geiger_counter/cyborg/proc/redirect_rad_act(datum/source, amount)
SIGNAL_HANDLER
rad_act(amount)
/obj/item/geiger_counter/cyborg/dropped(mob/user)
@@ -24,8 +24,8 @@
/obj/item/reverse_bear_trap/Initialize()
. = ..()
soundloop = new(list(src))
soundloop2 = new(list(src))
soundloop = new(src)
soundloop2 = new(src)
/obj/item/reverse_bear_trap/Destroy()
QDEL_NULL(soundloop)
@@ -33,16 +33,16 @@
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/item/reverse_bear_trap/process()
/obj/item/reverse_bear_trap/process(delta_time)
if(!ticking)
return
time_left--
time_left -= delta_time
soundloop2.mid_length = max(0.5, time_left - 5) //beepbeepbeepbeepbeep
if(!time_left || !isliving(loc))
if(time_left <= 0 || !isliving(loc))
playsound(src, 'sound/machines/microwave/microwave-end.ogg', 100, FALSE)
soundloop.stop()
soundloop2.stop()
to_chat(loc, "<span class='userdanger'>*ding*</span>")
to_chat(loc, span_userdanger("*ding*"))
addtimer(CALLBACK(src, .proc/snap), 2)
/obj/item/reverse_bear_trap/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)
@@ -116,13 +116,22 @@
/obj/item/reverse_bear_trap/proc/reset()
ticking = FALSE
update_appearance(UPDATE_OVERLAYS)
REMOVE_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
soundloop.stop()
soundloop2.stop()
STOP_PROCESSING(SSprocessing, src)
/obj/item/reverse_bear_trap/update_overlays()
. = ..()
if(ticking != TRUE)
return
/// note: this timer overlay increments one frame every second (to simulate a clock ticking). If you want to instead have it do a full cycle in a minute, set the 'delay' of each frame of the icon overlay to 75 rather than 10, and the worn overlay to twice that.
// . += "rbt_ticking"
/obj/item/reverse_bear_trap/proc/arm() //hulen
ticking = TRUE
update_appearance(UPDATE_OVERLAYS)
escape_chance = initial(escape_chance) //we keep these vars until re-arm, for tracking purposes
time_left = initial(time_left)
ADD_TRAIT(src, TRAIT_NODROP, REVERSE_BEAR_TRAP_TRAIT)
+5 -4
View File
@@ -325,7 +325,7 @@ GENETICS SCANNER
var/breathes = TRUE
var/blooded = TRUE
if(C.dna && C.dna.species)
if(HAS_TRAIT_FROM(C, TRAIT_NOBREATH, SPECIES_TRAIT))
if(!HAS_TRAIT_FROM(C, TRAIT_AUXILIARY_LUNGS, SPECIES_TRAIT) && HAS_TRAIT_FROM(C, TRAIT_NOBREATH, SPECIES_TRAIT))
breathes = FALSE
if(NOBLOOD in C.dna.species.species_traits)
blooded = FALSE
@@ -434,12 +434,13 @@ GENETICS SCANNER
if(R)
blood_type = R.name
if((C.scan_blood_volume() + C.integrating_blood) <= (BLOOD_VOLUME_SAFE * C.blood_ratio) && (C.scan_blood_volume() + C.integrating_blood) > (BLOOD_VOLUME_OKAY*C.blood_ratio))
msg += "<span class='danger'>LOW blood level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""].</span> <span class='info'>type: [blood_type]</span>\n"
msg += "<span class='danger'>LOW [HAS_TRAIT(C, TRAIT_ROBOTIC_ORGANISM) ? "coolant" : "blood"] level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""].</span> <span class='info'>type: [blood_type]</span>\n"
else if((C.scan_blood_volume() + C.integrating_blood) <= (BLOOD_VOLUME_OKAY * C.blood_ratio))
msg += "<span class='danger'>CRITICAL blood level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""].</span> <span class='info'>type: [blood_type]</span>\n"
msg += "<span class='danger'>CRITICAL [HAS_TRAIT(C, TRAIT_ROBOTIC_ORGANISM) ? "coolant" : "blood"] level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""].</span> <span class='info'>type: [blood_type]</span>\n"
else
msg += "<span class='info'>Blood level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""]. type: [blood_type]</span>\n"
msg += "<span class='info'>[HAS_TRAIT(C, TRAIT_ROBOTIC_ORGANISM) ? "Coolant" : "Blood"] level [blood_percent] %, [C.scan_blood_volume()] cl[C.integrating_blood? ", with [integrated_blood_percent] % of it integrating, [C.integrating_blood] cl " : ""]. type: [blood_type]</span>\n"
var/cyberimp_detect
@@ -20,4 +20,7 @@
imp_type = /obj/item/implant/uplink/precharged
/obj/item/implant/uplink/precharged
starting_tc = 10
starting_tc = TELECRYSTALS_PRELOADED_IMPLANT
/obj/item/implant/uplink/starting
starting_tc = TELECRYSTALS_DEFAULT - UPLINK_IMPLANT_TELECRYSTAL_COST
+1 -1
View File
@@ -193,7 +193,7 @@
/obj/item/melee/transforming/energy/sword/saber
possible_colors = list("red" = LIGHT_COLOR_RED, "blue" = LIGHT_COLOR_LIGHT_CYAN, "green" = LIGHT_COLOR_GREEN, "purple" = LIGHT_COLOR_LAVENDER)
unique_reskin = list("Sword" = "sword0", "saber" = "esaber0")
unique_reskin = list("Sword" = "sword0", "Saber" = "esaber0")
var/hacked = FALSE
var/saber = FALSE
@@ -488,6 +488,9 @@
icon_state = "nanogel"
var/being_applied = FALSE //No doafter stacking.
/obj/item/stack/medical/nanogel/one
amount = 1
/obj/item/stack/medical/nanogel/try_heal(mob/living/M, mob/user, silent = FALSE)
if(being_applied)
to_chat(user, "<span class='warning'>You are already applying [src]!</span>")
+2 -2
View File
@@ -291,8 +291,8 @@
message_admins("Explosive tank rupture! Last key to touch the tank was [src.fingerprintslast].")
log_game("Explosive tank rupture! Last key to touch the tank was [src.fingerprintslast].")
//Give the gas a chance to build up more pressure through reacting
air_contents.react(src)
air_contents.react(src)
for(var/i in 1 to TANK_POST_FRAGMENT_REACTIONS)
air_contents.react(src)
pressure = air_contents.return_pressure()
var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE
+3 -1
View File
@@ -52,6 +52,8 @@
var/author_ckey
var/icon_generated = FALSE
var/icon/generated_icon
///boolean that blocks persistence from saving it. enabled from printing copies, because we do not want to save copies.
var/no_save = FALSE
// Painting overlay offset when framed
var/framed_offset_x = 11
@@ -370,7 +372,7 @@
update_icon()
/obj/structure/sign/painting/proc/save_persistent()
if(!persistence_id || !current_canvas)
if(!persistence_id || !current_canvas || current_canvas.no_save)
return
if(sanitize_filename(persistence_id) != persistence_id)
stack_trace("Invalid persistence_id - [persistence_id]")
@@ -25,7 +25,7 @@
/obj/machinery/manned_turret/Destroy()
target = null
target_turf = null
..()
return ..()
//BUCKLE HOOKS
+81 -43
View File
@@ -1,3 +1,5 @@
#define MAX_NOTICES 5
/obj/structure/noticeboard
name = "notice board"
desc = "A board for pinning important notices upon."
@@ -7,8 +9,25 @@
density = FALSE
anchored = TRUE
max_integrity = 150
/// Current number of a pinned notices
var/notices = 0
/obj/structure/noticeboard/directional/north
dir = SOUTH
pixel_y = 32
/obj/structure/noticeboard/directional/south
dir = NORTH
pixel_y = -32
/obj/structure/noticeboard/directional/east
dir = WEST
pixel_x = 32
/obj/structure/noticeboard/directional/west
dir = EAST
pixel_x = -32
/obj/structure/noticeboard/Initialize(mapload)
. = ..()
@@ -16,7 +35,7 @@
return
for(var/obj/item/I in loc)
if(notices > 4)
if(notices >= MAX_NOTICES)
break
if(istype(I, /obj/item/paper))
I.forceMove(src)
@@ -27,67 +46,84 @@
/obj/structure/noticeboard/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/paper) || istype(O, /obj/item/photo))
if(!allowed(user))
to_chat(user, "<span class='info'>You are not authorized to add notices</span>")
to_chat(user, span_warning("You are not authorized to add notices!"))
return
if(notices < 5)
if(notices < MAX_NOTICES)
if(!user.transferItemToLoc(O, src))
return
notices++
icon_state = "nboard0[notices]"
to_chat(user, "<span class='notice'>You pin the [O] to the noticeboard.</span>")
to_chat(user, span_notice("You pin the [O] to the noticeboard."))
else
to_chat(user, "<span class='notice'>The notice board is full</span>")
to_chat(user, span_warning("The notice board is full!"))
else
return ..()
/obj/structure/noticeboard/interact(mob/user)
ui_interact(user)
/obj/structure/noticeboard/ui_state(mob/user)
return GLOB.physical_state
/obj/structure/noticeboard/ui_interact(mob/user)
/obj/structure/noticeboard/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "NoticeBoard", name)
ui.open()
/obj/structure/noticeboard/ui_data(mob/user)
var/list/data = list()
data["allowed"] = allowed(user)
data["items"] = list()
for(var/obj/item/content in contents)
var/list/content_data = list(
name = content.name,
ref = REF(content)
)
data["items"] += list(content_data)
return data
/obj/structure/noticeboard/ui_act(action, params)
. = ..()
var/auth = allowed(user)
var/dat = "<B>[name]</B><BR>"
for(var/obj/item/P in src)
if(istype(P, /obj/item/paper))
dat += "<A href='?src=[REF(src)];read=[REF(P)]'>[P.name]</A> [auth ? "<A href='?src=[REF(src)];write=[REF(P)]'>Write</A> <A href='?src=[REF(src)];remove=[REF(P)]'>Remove</A>" : ""]<BR>"
else
dat += "<A href='?src=[REF(src)];read=[REF(P)]'>[P.name]</A> [auth ? "<A href='?src=[REF(src)];remove=[REF(P)]'>Remove</A>" : ""]<BR>"
user << browse("<HEAD><TITLE>Notices</TITLE></HEAD>[dat]","window=noticeboard")
onclose(user, "noticeboard")
if(.)
return
/obj/structure/noticeboard/Topic(href, href_list)
..()
usr.set_machine(src)
if(href_list["remove"])
if((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
return
var/obj/item/I = locate(href_list["remove"]) in contents
if(istype(I) && I.loc == src)
I.forceMove(usr.loc)
usr.put_in_hands(I)
notices--
icon_state = "nboard0[notices]"
var/obj/item/item = locate(params["ref"]) in contents
if(!istype(item) || item.loc != src)
return
if(href_list["write"])
if((usr.stat || usr.restrained())) //For when a player is handcuffed while they have the notice window open
return
var/obj/item/P = locate(href_list["write"]) in contents
if(istype(P) && P.loc == src)
var/obj/item/I = usr.is_holding_item_of_type(/obj/item/pen)
if(I)
add_fingerprint(usr)
P.attackby(I, usr)
var/mob/user = usr
switch(action)
if("examine")
if(istype(item, /obj/item/paper))
item.ui_interact(user)
else
to_chat(usr, "<span class='notice'>You'll need something to write with!</span>")
user.examinate(item)
return TRUE
if("remove")
if(!allowed(user))
return
remove_item(item, user)
return TRUE
if(href_list["read"])
var/obj/item/I = locate(href_list["read"]) in contents
if(istype(I) && I.loc == src)
usr.examinate(I)
/**
* Removes an item from the notice board
*
* Arguments:
* * item - The item that is to be removed
* * user - The mob that is trying to get the item removed, if there is one
*/
/obj/structure/noticeboard/proc/remove_item(obj/item/item, mob/user)
item.forceMove(drop_location())
if(user)
user.put_in_hands(item)
balloon_alert(user, "removed from board")
notices--
icon_state = "nboard0[notices]"
/obj/structure/noticeboard/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal (loc, 1)
for(var/obj/item/content in contents)
remove_item(content)
qdel(src)
// Notice boards for the heads of staff (plus the qm)
@@ -131,3 +167,5 @@
name = "Staff Notice Board"
desc = "Important notices from the heads of staff."
req_access = list(ACCESS_HEADS)
#undef MAX_NOTICES
+1 -1
View File
@@ -257,7 +257,7 @@
/obj/machinery/shower/Initialize()
. = ..()
soundloop = new(list(src), FALSE)
soundloop = new(src, FALSE)
/obj/machinery/shower/Destroy()
QDEL_NULL(soundloop)
@@ -34,11 +34,11 @@
/turf/open/floor/plating/catwalk_floor/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
covered = !covered
to_chat(user, span_notice("[!covered ? "You removed the cover!" : "You added the cover!"]"))
user.balloon_alert(user, "[!covered ? "cover removed" : "cover added"]")
update_icon(UPDATE_OVERLAYS)
/turf/open/floor/plating/catwalk_floor/pry_tile(obj/item/crowbar, mob/user, silent)
if(covered)
to_chat(user, span_notice("You need to remove the cover first!"))
user.balloon_alert(user, "remove cover first!")
return FALSE
. = ..()
+1
View File
@@ -111,6 +111,7 @@ GLOBAL_LIST(topic_status_cache)
GLOB.picture_log_directory = "data/picture_logs/[override_dir]"
GLOB.world_game_log = "[GLOB.log_directory]/game.log"
GLOB.world_suspicious_login_log = "[GLOB.log_directory]/suspicious_logins.log"
GLOB.world_virus_log = "[GLOB.log_directory]/virus.log"
GLOB.world_asset_log = "[GLOB.log_directory]/asset.log"
GLOB.world_attack_log = "[GLOB.log_directory]/attack.log"
+1 -1
View File
@@ -242,7 +242,7 @@
var/selectors_used = FALSE
var/list/combined_refs = list()
do
CHECK_TICK
stoplag(2)
finished = TRUE
for(var/i in running)
var/datum/SDQL2_query/query = i
+9 -6
View File
@@ -3,7 +3,7 @@
set category = "Object"
if((O.obj_flags & DANGEROUS_POSSESSION) && CONFIG_GET(flag/forbid_singulo_possession))
to_chat(usr, "[O] is too powerful for you to possess.")
to_chat(usr, "[O] is too powerful for you to possess.", confidential = TRUE)
return
var/turf/T = get_turf(O)
@@ -18,19 +18,22 @@
if(!usr.control_object) //If you're not already possessing something...
usr.name_archive = usr.real_name
usr.loc = O
usr.forceMove(O)
usr.real_name = O.name
usr.name = O.name
usr.reset_perspective(O)
usr.control_object = O
O.AddElement(/datum/element/weather_listener, /datum/weather/ash_storm, ZTRAIT_ASHSTORM, GLOB.ash_storm_sounds)
SSblackbox.record_feedback("tally", "admin_verb", 1, "Possess Object") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/proc/release()
set name = "Release Obj"
set category = "Object"
//usr.loc = get_turf(usr)
if(usr.control_object && usr.name_archive) //if you have a name archived and if you are actually relassing an object
if(!usr.control_object) //lest we are banished to the nullspace realm.
return
if(usr.name_archive) //if you have a name archived
usr.real_name = usr.name_archive
usr.name_archive = ""
usr.name = usr.real_name
@@ -38,8 +41,8 @@
var/mob/living/carbon/human/H = usr
H.name = H.get_visible_name()
usr.loc = get_turf(usr.control_object)
usr.control_object.RemoveElement(/datum/element/weather_listener, /datum/weather/ash_storm, ZTRAIT_ASHSTORM, GLOB.ash_storm_sounds)
usr.forceMove(get_turf(usr.control_object))
usr.reset_perspective()
usr.control_object = null
SSblackbox.record_feedback("tally", "admin_verb", 1, "Release Object") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
@@ -79,7 +79,7 @@
. = TRUE
if("mass_apply")
if(!check_rights_for(usr.client, R_FUN))
to_chat(usr, "<span class='userdanger>Stay in your lane, jannie.</span>'")
to_chat(usr, span_userdanger("Stay in your lane, jannie."))
return
var/target_path = text2path(params["path"])
if(!target_path)
+240 -64
View File
@@ -1,33 +1,70 @@
GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist
///Public name for this antagonist. Appears for player prompts and round-end reports.
var/name = "Antagonist"
var/roundend_category = "other antagonists" //Section of roundend report, datums with same category will be displayed together, also default header for the section
var/show_in_roundend = TRUE //Set to false to hide the antagonists from roundend report
var/datum/mind/owner //Mind that owns this datum
var/silent = FALSE //Silent will prevent the gain/lose texts to show
var/can_coexist_with_others = TRUE //Whether or not the person will be able to have more than one datum
var/list/typecache_datum_blacklist = list() //List of datums this type can't coexist with
var/delete_on_mind_deletion = TRUE
///Section of roundend report, datums with same category will be displayed together, also default header for the section
var/roundend_category = "other antagonists"
///Set to false to hide the antagonists from roundend report
var/show_in_roundend = TRUE
///If false, the roundtype will still convert with this antag active
var/prevent_roundtype_conversion = TRUE
///Mind that owns this datum
var/datum/mind/owner
///Silent will prevent the gain/lose texts to show
var/silent = FALSE
///Whether or not the person will be able to have more than one datum
var/can_coexist_with_others = TRUE
///List of datums this type can't coexist with
var/list/typecache_datum_blacklist = list()
///The define string we use to identify the role for bans/player polls to spawn a random new one in.
var/job_rank
var/replace_banned = TRUE //Should replace jobbaned player with ghosts if granted.
///Should replace jobbanned player with ghosts if granted.
var/replace_banned = TRUE
///List of the objective datums that this role currently has, completing all objectives at round-end will cause this antagonist to greentext.
var/list/objectives = list()
var/antag_memory = ""//These will be removed with antag datum
var/antag_moodlet //typepath of moodlet that the mob will gain with their status
///String dialogue that is added to the player's in-round notes and memories regarding specifics of that antagonist, eg. the nuke code for nuke ops, or your unlock code for traitors.
var/antag_memory = ""
///typepath of moodlet that the mob will gain when granted this antagonist type.
var/antag_moodlet
///What is the configuration of this antagonist's hud icon, such as it's screen position and style, so thatit doesn't break other in-game hud icons.
var/antag_hud_type
///Name of the antag hud we provide to this mob.
var/antag_hud_name
/// If above 0, this is the multiplier for the speed at which we hijack the shuttle. Do not directly read, use hijack_speed().
var/hijack_speed = 0
/// If set to true, the antag will not be added to the living antag list.
var/soft_antag = FALSE
/// The battlecry this antagonist shouts when suiciding with C4/X4.
var/suicide_cry = ""
//Antag panel properties
var/show_in_antagpanel = TRUE //This will hide adding this antag type in antag panel, use only for internal subtypes that shouldn't be added directly but still show if possessed by mind
var/antagpanel_category = "Uncategorized" //Antagpanel will display these together, REQUIRED
var/show_name_in_check_antagonists = FALSE //Will append antagonist name in admin listings - use for categories that share more than one antag type
var/list/blacklisted_quirks = list(/datum/quirk/nonviolent,/datum/quirk/mute) // Quirks that will be removed upon gaining this antag. Pacifist and mute are default.
var/threat = 0 // Amount of threat this antag poses, for dynamic mode
var/show_to_ghosts = FALSE // Should this antagonist be shown as antag to ghosts? Shouldn't be used for stealthy antagonists like traitors
///This will hide adding this antag type in antag panel, use only for internal subtypes that shouldn't be added directly but still show if possessed by mind
var/show_in_antagpanel = TRUE
///Antagpanel will display these together, REQUIRED
var/antagpanel_category = "Uncategorized"
///Will append antagonist name in admin listings - use for categories that share more than one antag type
var/show_name_in_check_antagonists = FALSE
/// Should this antagonist be shown as antag to ghosts? Shouldn't be used for stealthy antagonists like traitors
var/show_to_ghosts = FALSE
/* CIT SPECIFIC */
/// Quirks that will be removed upon gaining this antag. Pacifist and mute are default.
var/list/blacklisted_quirks = list(/datum/quirk/nonviolent,/datum/quirk/mute)
/// Amount of threat this antag poses, for dynamic mode
var/threat = 0
var/delete_on_mind_deletion = TRUE
var/list/skill_modifiers
/* CIT SPECIFIC end */
//ANTAG UI
///name of the UI that will try to open, right now having nothing means this won't exist but in the future all should.
var/ui_name
///button to access antag interface
var/datum/action/antag_info/info_button
/datum/antagonist/New()
GLOB.antagonists += src
@@ -35,7 +72,9 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/Destroy()
GLOB.antagonists -= src
if(owner)
if(!owner)
stack_trace("Destroy()ing antagonist datum when it has no owner.")
else
LAZYREMOVE(owner.antag_datums, src)
owner = null
return ..()
@@ -55,14 +94,14 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/proc/specialization(datum/mind/new_owner)
return src
///Called by the transfer_to() mind proc after the mind (mind.current and new_character.mind) has moved but before the player (key and client) is transfered.
///Called by the transfer_to() mind proc after the mind (mind.current and new_character.mind) has moved but before the player (key and client) is transfered.
/datum/antagonist/proc/on_body_transfer(mob/living/old_body, mob/living/new_body)
SHOULD_CALL_PARENT(TRUE)
remove_innate_effects(old_body)
if(old_body.stat != DEAD && !LAZYLEN(old_body.mind?.antag_datums))
if(!soft_antag && old_body.stat != DEAD && !LAZYLEN(old_body.mind?.antag_datums))
old_body.remove_from_current_living_antags()
apply_innate_effects(new_body)
if(new_body.stat != DEAD)
if(!soft_antag && new_body.stat != DEAD)
new_body.add_to_current_living_antags()
//This handles the application of antag huds/special abilities
@@ -73,46 +112,76 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/proc/remove_innate_effects(mob/living/mob_override)
return
/// This is called when the antagonist is being mindshielded.
/datum/antagonist/proc/pre_mindshield(mob/implanter, mob/living/mob_override)
SIGNAL_HANDLER
// return COMPONENT_MINDSHIELD_PASSED
/// This is called when the antagonist is successfully mindshielded.
/datum/antagonist/proc/on_mindshield(mob/implanter, mob/living/mob_override)
SIGNAL_HANDLER
return
// Adds the specified antag hud to the player. Usually called in an antag datum file
/datum/antagonist/proc/add_antag_hud(antag_hud_type, antag_hud_name, mob/living/mob_override)
var/datum/atom_hud/antag/hud = GLOB.huds[antag_hud_type]
hud.join_hud(mob_override)
set_antag_hud(mob_override, antag_hud_name)
// Removes the specified antag hud from the player. Usually called in an antag datum file
/datum/antagonist/proc/remove_antag_hud(antag_hud_type, mob/living/mob_override)
var/datum/atom_hud/antag/hud = GLOB.huds[antag_hud_type]
hud.leave_hud(mob_override)
set_antag_hud(mob_override, null)
// Handles adding and removing the clumsy mutation from clown antags. Gets called in apply/remove_innate_effects
/// Handles adding and removing the clumsy mutation from clown antags. Gets called in apply/remove_innate_effects
/datum/antagonist/proc/handle_clown_mutation(mob/living/mob_override, message, removing = TRUE)
var/mob/living/carbon/human/H = mob_override
if(H && istype(H) && owner.assigned_role == "Clown")
if(removing) // They're a clown becoming an antag, remove clumsy
H.dna.remove_mutation(CLOWNMUT)
if(!silent && message)
to_chat(H, "<span class='boldnotice'>[message]</span>")
else
H.dna.add_mutation(CLOWNMUT) // We're removing their antag status, add back clumsy
if(!ishuman(mob_override) || owner.assigned_role != "Clown")
return
var/mob/living/carbon/human/human_override = mob_override
if(removing) // They're a clown becoming an antag, remove clumsy
human_override.dna.remove_mutation(CLOWNMUT)
if(!silent && message)
to_chat(human_override, span_boldnotice("[message]"))
else
human_override.dna.add_mutation(CLOWNMUT) // We're removing their antag status, add back clumsy
//Assign default team and creates one for one of a kind team antagonists
/datum/antagonist/proc/create_team(datum/team/team)
return
///Called by the add_antag_datum() mind proc after the instanced datum is added to the mind's antag_datums list.
///Called by the add_antag_datum() mind proc after the instanced datum is added to the mind's antag_datums list.
/datum/antagonist/proc/on_gain()
SHOULD_CALL_PARENT(TRUE)
set waitfor = FALSE
if(!(owner?.current))
return
if(!owner)
CRASH("[src] ran on_gain() without a mind")
if(!owner.current)
CRASH("[src] ran on_gain() on a mind without a mob")
if(ui_name)//in the future, this should entirely replace greet.
info_button = new(owner.current, src)
info_button.Grant(owner.current)
if(!silent)
greet()
if(ui_name)
to_chat(owner.current, span_big("You are \a [src]."))
to_chat(owner.current, span_boldnotice("For more info, read the panel. you can always come back to it using the button in the top left."))
info_button.Trigger()
apply_innate_effects()
give_antag_moodies()
remove_blacklisted_quirks()
// RegisterSignal(owner, COMSIG_PRE_MINDSHIELD_IMPLANT, .proc/pre_mindshield)
// RegisterSignal(owner, COMSIG_MINDSHIELD_IMPLANTED, .proc/on_mindshield)
if(is_banned(owner.current) && replace_banned)
replace_banned_player()
// else if(owner.current.client?.holder && (CONFIG_GET(flag/auto_deadmin_antagonists) || owner.current.client.prefs?.toggles & DEADMIN_ANTAGONIST))
// owner.current.client.holder.auto_deadmin()
if(!soft_antag && owner.current.stat != DEAD)
owner.current.add_to_current_living_antags()
// cit skill
if(skill_modifiers)
for(var/A in skill_modifiers)
ADD_SINGLETON_SKILL_MODIFIER(owner, A, type)
@@ -120,61 +189,95 @@ GLOBAL_LIST_EMPTY(antagonists)
if(istype(M))
M.name = "[name] Training"
owner.current.AddComponent(/datum/component/activity)
if(owner.current.stat != DEAD)
owner.current.add_to_current_living_antags()
SEND_SIGNAL(owner.current, COMSIG_MOB_ANTAG_ON_GAIN, src)
/**
* Proc that checks the sent mob aganst the banlistfor this antagonist.
* Returns FALSE if no mob is sent, or the mob is not found to be banned.
*
* * mob/M: The mob that you are looking for on the banlist.
*/
/datum/antagonist/proc/is_banned(mob/M)
if(!M)
return FALSE
. = (jobban_isbanned(M, ROLE_SYNDICATE) || QDELETED(M) || (job_rank && (jobban_isbanned(M,job_rank) || QDELETED(M))))
/**
* Proc that replaces a player who cannot play a specific antagonist due to being banned via a poll, and alerts the player of their being on the banlist.
*/
/datum/antagonist/proc/replace_banned_player()
set waitfor = FALSE
var/list/mob/candidates = pollCandidatesForMob("Do you want to play as a [name]?", "[name]", null, job_rank, 50, owner.current)
var/list/mob/dead/observer/candidates = pollCandidatesForMob("Do you want to play as a [name]?", "[name]", job_rank, 50, owner.current)
if(LAZYLEN(candidates))
var/mob/C = pick(candidates)
var/mob/dead/observer/C = pick(candidates)
to_chat(owner, "Your mob has been taken over by a ghost! Appeal your job ban if you want to avoid this in the future!")
message_admins("[key_name_admin(C)] has taken control of ([key_name_admin(owner.current)]) to replace a jobbaned player.")
message_admins("[key_name_admin(C)] has taken control of ([key_name_admin(owner)]) to replace a jobbanned player.")
owner.current.ghostize(0)
C.transfer_ckey(owner.current, FALSE)
///Called by the remove_antag_datum() and remove_all_antag_datums() mind procs for the antag datum to handle its own removal and deletion.
/**
* Called by the remove_antag_datum() and remove_all_antag_datums() mind procs for the antag datum to handle its own removal and deletion.
*/
/datum/antagonist/proc/on_removal()
SHOULD_CALL_PARENT(TRUE)
if(!owner)
CRASH("Antag datum with no owner.")
remove_innate_effects()
clear_antag_moodies()
if(owner)
LAZYREMOVE(owner.antag_datums, src)
for(var/A in skill_modifiers)
owner.remove_skill_modifier(GET_SKILL_MOD_ID(A, type))
if(!LAZYLEN(owner.antag_datums))
owner.current.remove_from_current_living_antags()
if(!silent && owner.current)
farewell()
LAZYREMOVE(owner.antag_datums, src)
// cit skill
for(var/A in skill_modifiers)
owner.remove_skill_modifier(GET_SKILL_MOD_ID(A, type))
// end
if(!LAZYLEN(owner.antag_datums) && !soft_antag)
owner.current.remove_from_current_living_antags()
if(info_button)
QDEL_NULL(info_button)
if(!silent && owner.current)
farewell()
// UnregisterSignal(owner, COMSIG_PRE_MINDSHIELD_IMPLANT)
// UnregisterSignal(owner, COMSIG_MINDSHIELD_IMPLANTED)
var/datum/team/team = get_team()
if(team)
team.remove_member(owner)
// we don't remove the activity component on purpose--no real point to it
qdel(src)
/**
* Proc that sends fluff or instructional messages to the player when they are given this antag datum.
* Use this proc for playing sounds, sending alerts, or helping to setup non-gameplay influencing aspects of the antagonist type.
*/
/datum/antagonist/proc/greet()
return
/**
* Proc that sends fluff or instructional messages to the player when they lose this antag datum.
* Use this proc for playing sounds, sending alerts, or otherwise informing the player that they're no longer a specific antagonist type.
*/
/datum/antagonist/proc/farewell()
return
/**
* Proc that assigns this antagonist's ascribed moodlet to the player.
*/
/datum/antagonist/proc/give_antag_moodies()
if(!antag_moodlet)
return
SEND_SIGNAL(owner.current, COMSIG_ADD_MOOD_EVENT, "antag_moodlet", antag_moodlet)
/**
* Proc that removes this antagonist's ascribed moodlet from the player.
*/
/datum/antagonist/proc/clear_antag_moodies()
if(!antag_moodlet)
return
SEND_SIGNAL(owner.current, COMSIG_CLEAR_MOOD_EVENT, "antag_moodlet")
/**
* Removes invalid quirks.
*/
/datum/antagonist/proc/remove_blacklisted_quirks()
var/mob/living/L = owner.current
if(istype(L))
@@ -185,16 +288,22 @@ GLOBAL_LIST_EMPTY(antagonists)
to_chat(L, "<span class='boldannounce'>[initial(Q.antag_removal_text)]</span>")
qdel(Q)
//Returns the team antagonist belongs to if any.
/**
* Proc that will return the team this antagonist belongs to, when called. Helpful with antagonists that may belong to multiple potential teams in a single round, like families.
*/
/datum/antagonist/proc/get_team()
return
//Individual roundend report
/**
* Proc that sends string information for the end-round report window to the server.
* This runs on every instance of every antagonist that exists at the end of the round.
* This is the body of the message, sandwiched between roundend_report_header and roundend_report_footer.
*/
/datum/antagonist/proc/roundend_report()
var/list/report = list()
if(!owner)
CRASH("antagonist datum without owner")
CRASH("Antagonist datum without owner")
report += printplayer(owner)
@@ -213,11 +322,19 @@ GLOBAL_LIST_EMPTY(antagonists)
return report.Join("<br>")
//Displayed at the start of roundend_category section, default to roundend_category header
/**
* Proc that sends string data for the round-end report.
* Displayed before roundend_report and roundend_report_footer.
* Appears at start of roundend_catagory section.
*/
/datum/antagonist/proc/roundend_report_header()
return "<span class='header'>The [roundend_category] were:</span><br>"
return "<span class='header'>The [roundend_category] were:</span><br>"
//Displayed at the end of roundend_category section
/**
* Proc that sends string data for the round-end report.
* Displayed after roundend_report and roundend_report_footer.
* Appears at the end of the roundend_catagory section.
*/
/datum/antagonist/proc/roundend_report_footer()
return
@@ -226,22 +343,24 @@ GLOBAL_LIST_EMPTY(antagonists)
//Called when using admin tools to give antag status
/datum/antagonist/proc/admin_add(datum/mind/new_owner,mob/admin)
message_admins("[key_name_admin(admin)] made [new_owner.current] into [name].")
log_admin("[key_name(admin)] made [new_owner.current] into [name].")
message_admins("[key_name_admin(admin)] made [key_name_admin(new_owner)] into [name].")
log_admin("[key_name(admin)] made [key_name(new_owner)] into [name].")
new_owner.add_antag_datum(src)
//Called when removing antagonist using admin tools
/datum/antagonist/proc/admin_remove(mob/user)
if(!user)
return
message_admins("[key_name_admin(user)] has removed [name] antagonist status from [owner.current].")
log_admin("[key_name(user)] has removed [name] antagonist status from [owner.current].")
message_admins("[key_name_admin(user)] has removed [name] antagonist status from [key_name_admin(owner)].")
log_admin("[key_name(user)] has removed [name] antagonist status from [key_name(owner)].")
on_removal()
//gamemode/proc/is_mode_antag(antagonist/A) => TRUE/FALSE
//Additional data to display in antagonist panel section
//nuke disk code, genome count, etc
/**
* Additional data to display in the antagonist panel section.
* For example, nuke disk code, genome count, etc
*/
/datum/antagonist/proc/antag_panel_data()
return ""
@@ -253,7 +372,7 @@ GLOBAL_LIST_EMPTY(antagonists)
return FALSE
return TRUE
// List if ["Command"] = CALLBACK(), user will be appeneded to callback arguments on execution
/// List of ["Command"] = CALLBACK(), user will be appeneded to callback arguments on execution
/datum/antagonist/proc/get_admin_commands()
. = list()
@@ -283,14 +402,19 @@ GLOBAL_LIST_EMPTY(antagonists)
return
antag_memory = new_memo
/// Gets how fast we can hijack the shuttle, return 0 for can not hijack. Defaults to hijack_speed var, override for custom stuff like buffing hijack speed for hijack objectives or something.
/**
* Gets how fast we can hijack the shuttle, return 0 for can not hijack.
* Defaults to hijack_speed var, override for custom stuff like buffing hijack speed for hijack objectives or something.
*/
/datum/antagonist/proc/hijack_speed()
var/datum/objective/hijack/H = locate() in objectives
if(!isnull(H?.hijack_speed_override))
return H.hijack_speed_override
return hijack_speed
/// Gets our threat level. Defaults to threat var, override for custom stuff like different traitor goals having different threats.
/**
* Gets our threat level. Override this proc for custom functionality/dynamic threat level.
*/
/datum/antagonist/proc/threat()
. = CONFIG_GET(keyed_list/antag_threat)[lowertext(name)]
if(. == null)
@@ -300,6 +424,13 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/custom
antagpanel_category = "Custom"
show_name_in_check_antagonists = TRUE //They're all different
var/datum/team/custom_team
/datum/antagonist/custom/create_team(datum/team/team)
custom_team = team
/datum/antagonist/custom/get_team()
return custom_team
/datum/antagonist/custom/admin_add(datum/mind/new_owner,mob/admin)
var/custom_name = stripped_input(admin, "Custom antagonist name:", "Custom antag", "Antagonist")
@@ -308,3 +439,48 @@ GLOBAL_LIST_EMPTY(antagonists)
else
return
..()
///ANTAGONIST UI STUFF
/datum/antagonist/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, ui_name, name)
ui.open()
/datum/antagonist/ui_state(mob/user)
return GLOB.always_state
///generic helper to send objectives as data through tgui. supports smart objectives too!
/datum/antagonist/proc/get_objectives()
var/objective_count = 1
var/list/objective_data = list()
//all obj
for(var/datum/objective/objective in objectives)
objective_data += list(list(
"count" = objective_count,
"name" = objective.name,
"explanation" = objective.explanation_text,
"complete" = objective.completed,
))
objective_count++
return objective_data
//button for antags to review their descriptions/info
/datum/action/antag_info
name = "Open Antag Information:"
button_icon_state = "round_end"
var/datum/antagonist/antag_datum
/datum/action/antag_info/New(Target, datum/antagonist/antag_datum)
. = ..()
src.antag_datum = antag_datum
name += " [antag_datum.name]"
/datum/action/antag_info/Trigger()
if(antag_datum)
antag_datum.ui_interact(owner)
/datum/action/antag_info/IsAvailable()
return TRUE
@@ -23,7 +23,7 @@
return
var/obj/item/organ/lungs/lungs = owner.getorganslot(ORGAN_SLOT_LUNGS)
if((!lungs && !HAS_TRAIT(owner, TRAIT_NOBREATH)) || (lungs && (istype(lungs, /obj/item/organ/lungs/cybernetic))))
if((!lungs && (HAS_TRAIT_FROM(owner, TRAIT_AUXILIARY_LUNGS, SPECIES_TRAIT) || !HAS_TRAIT(owner, TRAIT_NOBREATH))) || (lungs && (istype(lungs, /obj/item/organ/lungs/cybernetic))))
replace_lungs(lungs)
return
@@ -17,11 +17,13 @@
B.objectives += objective
M.add_antag_datum(B)
var/begin_message = "<span class='deadsay'><b>[L]</b> has been brainwashed with the following objectives: "
var/begin_message = " has been brainwashed with the following objectives: "
var/obj_message = english_list(directives)
var/end_message = "</b>.</span>"
var/end_message = "."
var/rendered = begin_message + obj_message + end_message
deadchat_broadcast(rendered, follow_target = L, turf_target = get_turf(L), message_type=DEADCHAT_REGULAR)
deadchat_broadcast(rendered, "<b>[L]</b>", follow_target = L, turf_target = get_turf(L), message_type=DEADCHAT_ANNOUNCEMENT)
if(prob(1) || SSevents.holidays && SSevents.holidays[APRIL_FOOLS])
L.say("You son of a bitch! I'm in.", forced = "That son of a bitch! They're in.")
/datum/antagonist/brainwashed
name = "Brainwashed Victim"
@@ -30,19 +32,21 @@
show_in_antagpanel = TRUE
antagpanel_category = "Other"
show_name_in_check_antagonists = TRUE
ui_name = "AntagInfoBrainwashed"
suicide_cry = "FOR... SOMEONE!!"
/datum/antagonist/brainwashed/greet()
to_chat(owner, "<span class='warning'>Your mind reels as it begins focusing on a single purpose...</span>")
to_chat(owner, "<big><span class='warning'><b>Follow the Directives, at any cost!</b></span></big>")
var/i = 1
for(var/X in objectives)
var/datum/objective/O = X
to_chat(owner, "<b>[i].</b> [O.explanation_text]")
i++
/datum/antagonist/brainwashed/ui_static_data(mob/user)
. = ..()
var/list/data = list()
data["objectives"] = get_objectives()
return data
/datum/antagonist/brainwashed/farewell()
to_chat(owner, "<span class='warning'>Your mind suddenly clears...</span>")
to_chat(owner, "<big><span class='warning'><b>You feel the weight of the Directives disappear! You no longer have to obey them.</b></span></big>")
to_chat(owner, span_warning("Your mind suddenly clears..."))
to_chat(owner, "<big>[span_warning("<b>You feel the weight of the Directives disappear! You no longer have to obey them.</b>")]</big>")
if(owner.current)
var/mob/living/owner_mob = owner.current
owner_mob.log_message("is no longer brainwashed with the objectives: [english_list(objectives)].", LOG_ATTACK)
owner.announce_objectives()
/datum/antagonist/brainwashed/admin_add(datum/mind/new_owner,mob/admin)
@@ -54,9 +58,9 @@
var/objective = stripped_input(admin, "Add an objective, or leave empty to finish.", "Brainwashing", null, MAX_MESSAGE_LEN)
if(objective)
objectives += objective
while(alert(admin,"Add another objective?","More Brainwashing","Yes","No") == "Yes")
while(tgui_alert(admin,"Add another objective?","More Brainwashing",list("Yes","No")) == "Yes")
if(alert(admin,"Confirm Brainwashing?","Are you sure?","Yes","No") == "No")
if(tgui_alert(admin,"Confirm Brainwashing?","Are you sure?",list("Yes","No")) == "No")
return
if(!LAZYLEN(objectives))
@@ -69,6 +73,7 @@
brainwash(C, objectives)
var/obj_list = english_list(objectives)
message_admins("[key_name_admin(admin)] has brainwashed [key_name_admin(C)] with the following objectives: [obj_list].")
C.log_message("has been force-brainwashed with the objective '[obj_list]' by admin [key_name(admin)]", LOG_ATTACK, log_globally = FALSE)
log_admin("[key_name(admin)] has brainwashed [key_name(C)] with the following objectives: [obj_list].")
/datum/objective/brainwashing
@@ -264,7 +264,9 @@
ui.open()
/obj/item/clockwork/slab/ui_data(mob/user) //we display a lot of data via TGUI
. = list()
. = ..()
if(!.)
return
.["recollection"] = recollecting
.["power"] = DisplayPower(get_clockwork_power())
.["power_unformatted"] = get_clockwork_power()
@@ -275,6 +277,7 @@
if(S.tier == SCRIPTURE_PERIPHERAL) // This tier is skiped because this contains basetype stuff
continue
// FUTURE IMPL: cache these perhaps?
var/list/data = list()
data["name"] = S.name
data["descname"] = S.descname
@@ -6,6 +6,7 @@
job_rank = ROLE_SERVANT_OF_RATVAR
antag_moodlet = /datum/mood_event/cult
skill_modifiers = list(/datum/skill_modifier/job/level/wiring, /datum/skill_modifier/job/level/dwarfy/blacksmithing)
ui_name = "AntagInfoClockwork"
var/datum/action/innate/hierophant/hierophant_network = new
threat = 3
var/datum/team/clockcult/clock_team
@@ -14,6 +15,12 @@
var/ignore_eligibility_check = FALSE
var/ignore_holy_water = FALSE
/datum/antagonist/clockcult/ui_data(mob/user)
. = ..()
if(!.)
return
.["HONOR_RATVAR"] = GLOB.ratvar_awakens
/datum/antagonist/clockcult/silent
name = "Silent Clock Cultist"
silent = TRUE
@@ -22,6 +29,8 @@
/datum/antagonist/clockcult/neutered
name = "Neutered Clock Cultist"
neutered = TRUE
soft_antag = TRUE
ui_name = null // no.
/datum/antagonist/clockcult/neutered/traitor
name = "Traitor Clock Cultist"
@@ -57,14 +66,6 @@
if(. && !ignore_eligibility_check)
. = is_eligible_servant(new_owner.current)
/datum/antagonist/clockcult/greet()
if(!owner.current || silent)
return
owner.current.visible_message("<span class='heavy_brass'>[owner.current]'s eyes glow a blazing yellow!</span>", null, null, 7, owner.current) //don't show the owner this message
to_chat(owner.current, "<span class='heavy_brass'>Assist your new companions in their righteous efforts. Your goal is theirs, and theirs yours. You serve the Clockwork \
Justiciar above all else. Perform his every whim without hesitation.</span>")
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/clockcultalr.ogg', 70, FALSE, pressure_affected = FALSE)
/datum/antagonist/clockcult/on_gain()
var/mob/living/current = owner.current
SSticker.mode.servants_of_ratvar += owner
@@ -3,5 +3,6 @@
show_name_in_check_antagonists = TRUE
show_in_antagpanel = FALSE
threat = 2
ui_name = "AntagInfoMorph"
//It does nothing! (Besides tracking)
@@ -4,3 +4,5 @@
show_name_in_check_antagonists = TRUE
threat = 5
show_to_ghosts = TRUE
ui_name = "AntagInfoNightmare"
suicide_cry = "FOR THE DARKNESS!!"
@@ -236,6 +236,8 @@
var/obj/machinery/nuclearbomb/tracked_nuke
var/core_objective = /datum/objective/nuclear
var/memorized_code
var/list/team_discounts
var/datum/weakref/war_button_ref
/datum/team/nuclear/New()
..()
@@ -121,7 +121,7 @@
return
var/mob/living/carbon/human/H = owner.current
// Give uplink
var/obj/item/uplink_holder = owner.equip_traitor(uplink_owner = src)
var/obj/item/uplink_holder = owner.equip_traitor()
var/datum/component/uplink/uplink = uplink_holder.GetComponent(/datum/component/uplink)
uplink.telecrystals = INITIAL_CRYSTALS
// Give AI hacking board
@@ -7,37 +7,51 @@
/datum/antagonist/traitor/internal_affairs
name = "Internal Affairs Agent"
employer = "Nanotrasen"
special_role = "internal affairs agent"
suicide_cry = "FOR THE COMPANY!!"
antagpanel_category = "IAA"
var/special_role = "internal affairs agent"
var/syndicate = FALSE
var/last_man_standing = FALSE
var/list/datum/mind/targets_stolen
/datum/antagonist/traitor/internal_affairs/New()
. = ..()
LAZYADD(targets_stolen, src)
/datum/antagonist/traitor/internal_affairs/proc/give_pinpointer()
if(owner && owner.current)
if(!owner)
CRASH("Antag datum with no owner.")
if(owner.current)
owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer)
/datum/antagonist/traitor/internal_affairs/apply_innate_effects()
.=..() //in case the base is used in future
if(owner && owner.current)
. = ..()
if(!owner)
CRASH("Antag datum with no owner.")
if(owner.current)
give_pinpointer(owner.current)
/datum/antagonist/traitor/internal_affairs/remove_innate_effects()
.=..()
if(owner && owner.current)
. = ..()
if(!owner)
CRASH("Antag datum with no owner.")
if(owner.current)
owner.current.remove_status_effect(/datum/status_effect/agent_pinpointer)
/datum/antagonist/traitor/internal_affairs/on_gain()
START_PROCESSING(SSprocessing, src)
.=..()
. = ..()
/datum/antagonist/traitor/internal_affairs/on_removal()
STOP_PROCESSING(SSprocessing,src)
.=..()
. = ..()
/datum/antagonist/traitor/internal_affairs/process()
iaa_process()
/datum/status_effect/agent_pinpointer
id = "agent_pinpointer"
duration = -1
@@ -46,6 +60,8 @@
var/minimum_range = PINPOINTER_MINIMUM_RANGE
var/range_fuzz_factor = PINPOINTER_EXTRA_RANDOM_RANGE
var/mob/scan_target = null
var/range_mid = 8
var/range_far = 16
/atom/movable/screen/alert/status_effect/agent_pinpointer
name = "Internal Affairs Integrated Pinpointer"
@@ -66,13 +82,13 @@
linked_alert.icon_state = "pinondirect"
else
linked_alert.setDir(get_dir(here, there))
switch(get_dist(here, there))
if(1 to 8)
linked_alert.icon_state = "pinonclose"
if(9 to 16)
linked_alert.icon_state = "pinonmedium"
if(16 to INFINITY)
linked_alert.icon_state = "pinonfar"
var/dist = (get_dist(here, there))
if(dist >= 1 && dist <= range_mid)
linked_alert.icon_state = "pinonclose"
else if(dist > range_mid && dist <= range_far)
linked_alert.icon_state = "pinonmedium"
else if(dist > range_far)
linked_alert.icon_state = "pinonfar"
/datum/status_effect/agent_pinpointer/proc/scan_for_target()
scan_target = null
@@ -99,37 +115,42 @@
return (istype(O, /datum/objective/assassinate/internal)||istype(O, /datum/objective/destroy/internal))
/datum/antagonist/traitor/proc/replace_escape_objective()
if(!owner || !objectives.len)
if(!owner)
CRASH("Antag datum with no owner.")
if(!objectives.len)
return
for (var/objective_ in objectives)
if(!(istype(objective_, /datum/objective/escape)||istype(objective_, /datum/objective/survive)))
for (var/objective in objectives)
if(!(istype(objective, /datum/objective/escape) || istype(objective, /datum/objective/survive)))
continue
remove_objective(objective_)
objectives -= objective
var/datum/objective/martyr/martyr_objective = new
martyr_objective.owner = owner
add_objective(martyr_objective)
/datum/antagonist/traitor/proc/reinstate_escape_objective()
if(!owner||!objectives.len)
if(!owner)
CRASH("Antag datum with no owner.")
if(!objectives.len)
return
for (var/objective_ in objectives)
if(!istype(objective_, /datum/objective/martyr))
for (var/objective in objectives)
if(!istype(objective, /datum/objective/martyr))
continue
remove_objective(objective_)
remove_objective(objective)
/datum/antagonist/traitor/internal_affairs/reinstate_escape_objective()
..()
var/objtype = !istype(traitor_kind,TRAITOR_AI) ? /datum/objective/escape : /datum/objective/survive
var/datum/objective/escape_objective = new objtype
for (var/datum/objective/martyr/martyr_objective in objectives)
objectives -= martyr_objective
var/datum/objective/escape_objective = new /datum/objective/escape()
escape_objective.owner = owner
add_objective(escape_objective)
objectives += escape_objective
/datum/antagonist/traitor/internal_affairs/proc/steal_targets(datum/mind/victim)
if(!owner.current||owner.current.stat==DEAD)
return
to_chat(owner.current, "<span class='userdanger'> Target eliminated: [victim.name]</span>")
LAZYINITLIST(targets_stolen)
to_chat(owner.current, span_userdanger("Target eliminated: [victim.name]"))
for(var/objective_ in victim.get_all_objectives())
if(istype(objective_, /datum/objective/assassinate/internal))
var/datum/objective/assassinate/internal/objective = objective_
@@ -143,7 +164,7 @@
add_objective(new_objective)
targets_stolen += objective.target
var/status_text = objective.check_completion() ? "neutralised" : "active"
to_chat(owner.current, "<span class='userdanger'> New target added to database: [objective.target.name] ([status_text]) </span>")
to_chat(owner.current, span_userdanger("New target added to database: [objective.target.name] ([status_text])"))
else if(istype(objective_, /datum/objective/destroy/internal))
var/datum/objective/destroy/internal/objective = objective_
var/datum/objective/destroy/internal/new_objective = new
@@ -156,7 +177,7 @@
add_objective(new_objective)
targets_stolen += objective.target
var/status_text = objective.check_completion() ? "neutralised" : "active"
to_chat(owner.current, "<span class='userdanger'> New target added to database: [objective.target.name] ([status_text]) </span>")
to_chat(owner.current, span_userdanger("New target added to database: [objective.target.name] ([status_text])"))
last_man_standing = TRUE
for(var/objective_ in objectives)
if(!is_internal_objective(objective_))
@@ -167,13 +188,15 @@
return
if(last_man_standing)
if(syndicate)
to_chat(owner.current,"<span class='userdanger'>All the suspected agents are dead, and no more is required of you. Die a glorious death, agent.</span>")
replace_escape_objective(owner)
to_chat(owner.current,span_userdanger("All the suspected agents are dead, and no more is required of you. Die a glorious death, agent."))
else
to_chat(owner.current,"<span class='userdanger'>All the other agents are dead. You have done us all a great service and shall be honorably exiled upon returning to base.</span>")
to_chat(owner.current,span_userdanger("All the other agents are dead. You have done us all a great service and shall be honorably exiled upon returning to base."))
replace_escape_objective(owner)
/datum/antagonist/traitor/internal_affairs/proc/iaa_process()
if(owner&&owner.current&&owner.current.stat!=DEAD)
if(!owner)
CRASH("Antag datum with no owner.")
if(owner.current && owner.current.stat != DEAD)
for(var/objective_ in objectives)
if(!is_internal_objective(objective_))
continue
@@ -188,12 +211,12 @@
objective.stolen = TRUE
else
if(objective.stolen)
var/fail_msg = "<span class='userdanger'>Your sensors tell you that [objective.target.current.real_name], one of the targets you were meant to have killed, pulled one over on you, and is still alive - do the job properly this time! </span>"
var/fail_msg = span_userdanger("Your sensors tell you that [objective.target.current.real_name], one of the targets you were meant to have killed, pulled one over on you, and is still alive - do the job properly this time! ")
if(last_man_standing)
if(syndicate)
fail_msg += "<span class='userdanger'> You no longer have permission to die. </span>"
fail_msg += span_userdanger(" You no longer have permission to die. ")
else
fail_msg += "<span class='userdanger'> The truth could still slip out!</font><B><font size=5 color=red> Cease any terrorist actions as soon as possible, unneeded property damage or loss of employee life will lead to great shame.</span>"
fail_msg += span_userdanger(" The truth could still slip out!</font><B><font size=5 color=red> Cease any terrorist actions as soon as possible, unneeded property damage or loss of employee life will lead to your contract being terminated.")
reinstate_escape_objective(owner)
last_man_standing = FALSE
to_chat(owner.current, fail_msg)
@@ -220,29 +243,24 @@
/datum/antagonist/traitor/internal_affairs/forge_traitor_objectives()
forge_iaa_objectives()
var/objtype = !istype(traitor_kind,TRAITOR_AI) ? /datum/objective/escape : /datum/objective/survive
var/datum/objective/escape_objective = new objtype
var/datum/objective/escape_objective = new /datum/objective/escape()
escape_objective.owner = owner
add_objective(escape_objective)
/datum/antagonist/traitor/internal_affairs/proc/greet_iaa()
var/crime = pick("distribution of contraband" , "embezzlement", "piloting under the influence", "dereliction of duty", "syndicate collaboration", "mutiny", "multiple homicides", "corporate espionage", "receiving bribes", "malpractice", "worship of prohibited life forms", "possession of profane texts", "murder", "arson", "insulting their manager", "grand theft", "conspiracy", "attempting to unionize", "vandalism", "gross incompetence")
var/crime = pick("distribution of contraband", "embezzlement", "piloting under the influence", "dereliction of duty", "syndicate collaboration", "mutiny", "multiple homicides", "corporate espionage", "receiving bribes", "malpractice", "worship of prohibited life forms", "possession of profane texts", "murder", "arson", "insulting their manager", "grand theft", "conspiracy", "attempting to unionize", "vandalism", "gross incompetence")
to_chat(owner.current, "<span class='userdanger'>You are the [special_role].</span>")
to_chat(owner.current, span_userdanger("You are the [special_role]."))
if(syndicate)
to_chat(owner.current, "<span class='userdanger'>GREAT LEADER IS DEAD. NANOTRASEN MUST FALL.</span>")
to_chat(owner.current, "<span class='userdanger'>Your have infiltrated this vessel to cause chaos and assassinate targets known to have conspired against the Syndicate.</span>")
to_chat(owner.current, "<span class='userdanger'>Any damage you cause will be a further embarrassment to Nanotrasen, so you have no limits on collateral damage.</span>")
to_chat(owner.current, "<span class='userdanger'>You have been provided with a standard uplink to accomplish your task. </span>")
to_chat(owner.current, "<span class='userdanger'>By no means reveal that you are a Syndicate agent. By no means reveal that your targets are being hunted.</span>")
to_chat(owner.current, span_userdanger("Your target has been framed for [crime], and you have been tasked with eliminating them to prevent them defending themselves in court."))
to_chat(owner.current, "<span class='warningplain'><B><font size=5 color=red>Any damage you cause will be a further embarrassment to Nanotrasen, so you have no limits on collateral damage.</font></B></span>")
to_chat(owner.current, span_userdanger("You have been provided with a standard uplink to accomplish your task."))
else
to_chat(owner.current, "<span class='userdanger'>CAUTION: Your legal status as a citizen of NanoTrasen will be permanently revoked upon completion of your first contract.</span>")
to_chat(owner.current, "<span class='userdanger'>Your target has been suspected of [crime], and must be removed from this plane.</span>")
to_chat(owner.current, "<span class='userdanger'>While you have a license to kill, you are to eliminate your targets with no collateral or unrelated deaths.</span>")
to_chat(owner.current, "<span class='userdanger'>For the sake of plausable deniability, you have been equipped with captured Syndicate equipment via uplink.</span>")
to_chat(owner.current, "<span class='userdanger'>By no means reveal that you, or any other NT employees, are undercover agents.</span>")
to_chat(owner.current, span_userdanger("Your target is suspected of [crime], and you have been tasked with eliminating them by any means necessary to avoid a costly and embarrassing public trial."))
to_chat(owner.current, "<span class='warningplain'><B><font size=5 color=red>While you have a license to kill, unneeded property damage or loss of employee life will lead to your contract being terminated.</font></B></span>")
to_chat(owner.current, span_userdanger("For the sake of plausible deniability, you have been equipped with an array of captured Syndicate weaponry available via uplink."))
to_chat(owner.current, "<span class='userdanger'>Finally, watch your back. Your target has friends in high places, and intel suggests someone may have taken out a contract of their own to protect them.</span>")
to_chat(owner.current, span_userdanger("Finally, watch your back. Your target has friends in high places, and intel suggests someone may have taken out a contract of their own to protect them."))
owner.announce_objectives()
/datum/antagonist/traitor/internal_affairs/greet()
@@ -5,7 +5,7 @@
chaos = 5
threat = 5
min_players = 20
uplink_filters = list(/datum/uplink_item/stealthy_weapons/romerol_kit,/datum/uplink_item/bundles_TC/contract_kit)
uplink_filters = list(/datum/uplink_item/stealthy_weapons/romerol_kit,/datum/uplink_item/bundles_tc/contract_kit)
/datum/traitor_class/human/martyr/forge_objectives(datum/antagonist/traitor/T)
var/datum/objective/martyr/O = new
@@ -11,6 +11,8 @@ GLOBAL_LIST_EMPTY(traitor_classes)
/// Minimum players for this to randomly roll via get_random_traitor_kind().
var/min_players = 0
var/list/uplink_filters
/// Specific tgui theme for the player's antag info panel.
var/tgui_theme = "syndicate"
/datum/traitor_class/New()
..()

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