Merge remote-tracking branch 'origin/master' into TGUI-3.0

This commit is contained in:
Artur
2020-06-09 11:07:39 +03:00
177 changed files with 249863 additions and 2481 deletions
@@ -91,6 +91,7 @@
B.organ_flags |= ORGAN_VITAL
B.decoy_override = FALSE
remove_changeling_powers()
owner.special_role = null
. = ..()
/datum/antagonist/changeling/proc/remove_clownmut()
@@ -1,21 +1,31 @@
//horrifying power drain proc made for clockcult's power drain in lieu of six istypes or six for(x in view) loops
/atom/movable/proc/power_drain(clockcult_user)
/atom/movable/proc/power_drain(clockcult_user, drain_weapons = FALSE) //This proc as of now is only in use for void volt
var/obj/item/stock_parts/cell/cell = get_cell()
if(cell)
return cell.power_drain(clockcult_user)
return 0
return 0 //Returns 0 instead of FALSE to symbolise it returning the power amount in other cases, not TRUE aka 1
/obj/item/melee/baton/power_drain(clockcult_user) //balance memes
return 0
/obj/item/melee/baton/power_drain(clockcult_user, drain_weapons = FALSE) //balance memes
if(!drain_weapons)
return 0
return ..()
/obj/item/gun/power_drain(clockcult_user) //balance memes
return 0
/obj/item/gun/power_drain(clockcult_user, drain_weapons = FALSE) //balance memes
if(!drain_weapons)
return 0
var/obj/item/stock_parts/cell/cell = get_cell()
if(!cell)
return 0
if(cell.charge)
. = min(cell.charge, MIN_CLOCKCULT_POWER*4) //Done snowflakey because guns have far smaller cells than batons / other equipment
cell.use(.)
update_icon()
/obj/machinery/power/apc/power_drain(clockcult_user)
/obj/machinery/power/apc/power_drain(clockcult_user, drain_weapons = FALSE)
if(cell && cell.charge)
playsound(src, "sparks", 50, 1)
flick("apc-spark", src)
. = min(cell.charge, MIN_CLOCKCULT_POWER*3)
. = min(cell.charge, MIN_CLOCKCULT_POWER*4)
cell.use(.) //Better than a power sink!
if(!cell.charge && !shorted)
shorted = 1
@@ -23,9 +33,9 @@
update()
update_icon()
/obj/machinery/power/smes/power_drain(clockcult_user)
/obj/machinery/power/smes/power_drain(clockcult_user, drain_weapons = FALSE)
if(charge)
. = min(charge, MIN_CLOCKCULT_POWER*3)
. = min(charge, MIN_CLOCKCULT_POWER*4)
charge -= . * 50
if(!charge && !panel_open)
panel_open = TRUE
@@ -34,19 +44,19 @@
visible_message("<span class='warning'>[src]'s panel flies open with a flurry of sparks!</span>")
update_icon()
/obj/item/stock_parts/cell/power_drain(clockcult_user)
/obj/item/stock_parts/cell/power_drain(clockcult_user, drain_weapons = FALSE)
if(charge)
. = min(charge, MIN_CLOCKCULT_POWER*3)
charge = use(.)
. = min(charge, MIN_CLOCKCULT_POWER * 4) //Done like this because normal cells are usually quite a bit bigger than the ones used in guns / APCs
use(min(charge, . * 10)) //Usually cell-powered equipment that is not a gun has at least ten times the capacity of a gun / 5 times the amount of an APC. This adjusts the drain to account for that.
update_icon()
/mob/living/silicon/robot/power_drain(clockcult_user)
/mob/living/silicon/robot/power_drain(clockcult_user, drain_weapons = FALSE)
if((!clockcult_user || !is_servant_of_ratvar(src)) && cell && cell.charge)
. = min(cell.charge, MIN_CLOCKCULT_POWER*4)
cell.use(.)
spark_system.start()
/obj/mecha/power_drain(clockcult_user)
/obj/mecha/power_drain(clockcult_user, drain_weapons = FALSE)
if((!clockcult_user || (occupant && !is_servant_of_ratvar(occupant))) && cell && cell.charge)
. = min(cell.charge, MIN_CLOCKCULT_POWER*4)
cell.use(.)
@@ -135,6 +135,29 @@
return TRUE
//For the Volt Void scripture, fires a ray of energy at a target location
/obj/effect/proc_holder/slab/volt
ranged_mousepointer = 'icons/effects/volt_target.dmi'
/obj/effect/proc_holder/slab/volt/InterceptClickOn(mob/living/caller, params, atom/target)
if(target == slab || ..()) //we can't cancel
return TRUE
var/turf/T = ranged_ability_user.loc
if(!isturf(T))
return TRUE
if(target in view(7, get_turf(ranged_ability_user)))
successful = TRUE
ranged_ability_user.visible_message("<span class='warning'>[ranged_ability_user] fires a ray of energy at [target]!</span>", "<span class='nzcrentr'>You fire a volt ray at [target].</span>")
playsound(ranged_ability_user, 'sound/effects/light_flicker.ogg', 50, 1)
T = get_turf(target)
new/obj/effect/temp_visual/ratvar/volt_hit(T, ranged_ability_user)
log_combat(ranged_ability_user, T, "fired a volt ray")
remove_ranged_ability()
return TRUE
//For the Kindle scripture; stuns and mutes a target non-servant.
/obj/effect/proc_holder/slab/kindle
ranged_mousepointer = 'icons/effects/volt_target.dmi'
@@ -203,6 +203,10 @@ Applications: 8 servants, 3 caches, and 100 CV
if(!do_after(invoker, chant_interval, target = invoker, extra_checks = CALLBACK(src, .proc/can_recite)))
break
clockwork_say(invoker, text2ratvar(pick(chant_invocations)), whispered)
if(multiple_invokers_used)
for(var/mob/living/L in range(1, get_turf(invoker)))
if(can_recite_scripture(L) && L != invoker)
clockwork_say(L, text2ratvar(pick(chant_invocations)), whispered)
if(!chant_effects(i))
break
if(invoker && slab)
@@ -115,7 +115,7 @@
tier = SCRIPTURE_SCRIPT
space_allowed = TRUE
primary_component = VANGUARD_COGWHEEL
sort_priority = 5
sort_priority = 6
quickbind = TRUE
quickbind_desc = "Creates a Ratvarian shield, which can absorb energy from attacks for use in powerful bashes."
@@ -131,7 +131,7 @@
usage_tip = "Throwing the spear at a mob will do massive damage and knock them down, but break the spear. You will need to wait for 30 seconds before resummoning it."
tier = SCRIPTURE_SCRIPT
primary_component = VANGUARD_COGWHEEL
sort_priority = 6
sort_priority = 7
important = TRUE
quickbind = TRUE
quickbind_desc = "Permanently binds clockwork armor and a Ratvarian spear to you."
@@ -231,7 +231,7 @@
usage_tip = "This gateway is strictly one-way and will only allow things through the invoker's portal."
tier = SCRIPTURE_SCRIPT
primary_component = GEIS_CAPACITOR
sort_priority = 7
sort_priority = 9
quickbind = TRUE
quickbind_desc = "Allows you to create a one-way Spatial Gateway to a living Servant or Clockwork Obelisk."
@@ -263,3 +263,227 @@
duration = max(duration, 100)
return slab.procure_gateway(invoker, duration, portal_uses)
//Mending Mantra: Channeled for up to ten times over twenty seconds to repair structures and heal allies
/datum/clockwork_scripture/channeled/mending_mantra
descname = "Channeled, Area Healing and Repair"
name = "Mending Mantra"
desc = "Repairs nearby structures and constructs. Servants wearing clockwork armor will also be healed. Channeled every two seconds for a maximum of twenty seconds."
chant_invocations = list("Mend our dents!", "Heal our scratches!", "Repair our gears!")
chant_amount = 10
chant_interval = 20
power_cost = 400
usage_tip = "This is a very effective way to rapidly reinforce a base after an attack."
tier = SCRIPTURE_SCRIPT
primary_component = VANGUARD_COGWHEEL
sort_priority = 8
quickbind = TRUE
quickbind_desc = "Repairs nearby structures and constructs. Servants wearing clockwork armor will also be healed.<br><b>Maximum 10 chants.</b>"
var/heal_attempts = 4
var/heal_amount = 2.5
var/static/list/damage_heal_order = list(BRUTE, BURN, OXY)
var/static/list/heal_finish_messages = list("There, all mended!", "Try not to get too damaged.", "No more dents and scratches for you!", "Champions never die.", "All patched up.", \
"Ah, child, it's okay now.", "Pain is temporary.", "What you do for the Justiciar is eternal.", "Bear this for me.", "Be strong, child.", "Please, be careful!", \
"If you die, you will be remembered.")
var/static/list/heal_target_typecache = typecacheof(list(
/obj/structure/destructible/clockwork,
/obj/machinery/door/airlock/clockwork,
/obj/machinery/door/window/clockwork,
/obj/structure/window/reinforced/clockwork,
/obj/structure/table/reinforced/brass))
var/static/list/ratvarian_armor_typecache = typecacheof(list(
/obj/item/clothing/suit/armor/clockwork,
/obj/item/clothing/head/helmet/clockwork,
/obj/item/clothing/gloves/clockwork,
/obj/item/clothing/shoes/clockwork))
/datum/clockwork_scripture/channeled/mending_mantra/chant_effects(chant_number)
var/turf/T
for(var/atom/movable/M in range(7, invoker))
if(isliving(M))
if(isclockmob(M) || istype(M, /mob/living/simple_animal/drone/cogscarab))
var/mob/living/simple_animal/S = M
if(S.health == S.maxHealth || S.stat == DEAD)
continue
T = get_turf(M)
for(var/i in 1 to heal_attempts)
if(S.health < S.maxHealth)
S.adjustHealth(-heal_amount)
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
if(i == heal_attempts && S.health >= S.maxHealth) //we finished healing on the last tick, give them the message
to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
else
to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
else if(issilicon(M))
var/mob/living/silicon/S = M
if(S.health == S.maxHealth || S.stat == DEAD || !is_servant_of_ratvar(S))
continue
T = get_turf(M)
for(var/i in 1 to heal_attempts)
if(S.health < S.maxHealth)
S.heal_ordered_damage(heal_amount, damage_heal_order)
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
if(i == heal_attempts && S.health >= S.maxHealth)
to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
else
to_chat(S, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
else if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.health == H.maxHealth || H.stat == DEAD || !is_servant_of_ratvar(H))
continue
T = get_turf(M)
var/heal_ticks = 0 //one heal tick for each piece of ratvarian armor worn
var/obj/item/I = H.get_item_by_slot(SLOT_WEAR_SUIT)
if(is_type_in_typecache(I, ratvarian_armor_typecache))
heal_ticks++
I = H.get_item_by_slot(SLOT_HEAD)
if(is_type_in_typecache(I, ratvarian_armor_typecache))
heal_ticks++
I = H.get_item_by_slot(SLOT_GLOVES)
if(is_type_in_typecache(I, ratvarian_armor_typecache))
heal_ticks++
I = H.get_item_by_slot(SLOT_SHOES)
if(is_type_in_typecache(I, ratvarian_armor_typecache))
heal_ticks++
if(heal_ticks)
for(var/i in 1 to heal_ticks)
if(H.health < H.maxHealth)
H.heal_ordered_damage(heal_amount, damage_heal_order)
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
if(i == heal_ticks && H.health >= H.maxHealth)
to_chat(H, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
else
to_chat(H, "<span class='inathneq'>\"[text2ratvar(pick(heal_finish_messages))]\"</span>")
break
else if(is_type_in_typecache(M, heal_target_typecache))
var/obj/structure/destructible/clockwork/C = M
if(C.obj_integrity == C.max_integrity || (istype(C) && !C.can_be_repaired))
continue
T = get_turf(M)
for(var/i in 1 to heal_attempts)
if(C.obj_integrity < C.max_integrity)
C.obj_integrity = min(C.obj_integrity + 5, C.max_integrity)
C.update_icon()
new /obj/effect/temp_visual/heal(T, "#1E8CE1")
else
break
new /obj/effect/temp_visual/ratvar/mending_mantra(get_turf(invoker))
return TRUE
//Volt Blaster: Channeled for up to five times over ten seconds to fire up to five rays of energy at target locations.
/datum/clockwork_scripture/channeled/volt_blaster
descname = "Channeled, Targeted Energy Blasts"
name = "Volt Blaster"
desc = "Allows you to fire five energy rays at target locations. Channeled every fourth of a second for a maximum of ten seconds."
channel_time = 30
invocations = list("Amperage...", "...grant me your power!")
chant_invocations = list("Use charge to kill!", "Slay with power!", "Hunt with energy!")
chant_amount = 5
chant_interval = 4
power_cost = 500
usage_tip = "Though it requires you to stand still, this scripture can do massive damage."
tier = SCRIPTURE_SCRIPT
primary_component = BELLIGERENT_EYE
sort_priority = 5
quickbind = TRUE
quickbind_desc = "Allows you to fire energy rays at target locations.<br><b>Maximum 5 chants.</b>"
var/static/list/nzcrentr_insults = list("You're not very good at aiming.", "You hunt badly.", "What a waste of energy.", "Almost funny to watch.",
"Boss says </span><span class='heavy_brass'>\"Click something, you idiot!\"</span><span class='nzcrentr'>.", "Stop wasting power if you can't aim.")
/datum/clockwork_scripture/channeled/volt_blaster/chant_effects(chant_number)
slab.busy = null
var/datum/clockwork_scripture/ranged_ability/volt_ray/ray = new
ray.slab = slab
ray.invoker = invoker
var/turf/T = get_turf(invoker)
if(!ray.run_scripture() && slab && invoker)
if(can_recite() && T == get_turf(invoker))
to_chat(invoker, "<span class='nzcrentr'>\"[text2ratvar(pick(nzcrentr_insults))]\"</span>")
else
return FALSE
return TRUE
/obj/effect/ebeam/volt_ray
name = "volt_ray"
layer = LYING_MOB_LAYER
/datum/clockwork_scripture/ranged_ability/volt_ray
name = "Volt Ray"
slab_overlay = "volt"
allow_mobility = FALSE
ranged_type = /obj/effect/proc_holder/slab/volt
ranged_message = "<span class='nzcrentr_small'><i>You charge the clockwork slab with shocking might.</i>\n\
<b>Left-click a target to fire, quickly!</b></span>"
timeout_time = 20
/datum/clockwork_scripture/channeled/void_volt
descname = "Channeled, Power Drain"
name = "Void Volt"
desc = "A channeled spell that quickly drains any powercells in a radius of eight tiles, but burns the invoker. \
Can be channeled with more cultists to increase range and split the caused damage evenly over all invokers. \
Also charges clockwork power by a small percentage of the drained power amount, which can help offset this scriptures powercost."
invocations = list("Channel their energy through my body... ", "... so it may fuel Engine!")
chant_invocations = list("Make their lights fall dark!", "They shall be powerless!", "Rob them of their power!")
chant_amount = 20
chant_interval = 10 //100KW drain per pulse for guns / APCs / 1MW for other cells = 10 chants / 100ds / 10s to drain a charged weapon or a baton with a nonupgraded cell
channel_time = 50
power_cost = 300
multiple_invokers_used = TRUE
multiple_invokers_optional = TRUE
usage_tip = "It may be useful to end channelling early if the burning becomes too much to handle.."
tier = SCRIPTURE_SCRIPT
primary_component = GEIS_CAPACITOR
sort_priority = 10
quickbind = TRUE
quickbind_desc = "Quickly drains power in an area around the invoker, causing burns proportional to the amount of energy drained.<br><b>Maximum of 20 chants.</b>"
/datum/clockwork_scripture/channeled/void_volt/scripture_effects()
invoker.visible_message("<span class='warning'>[invoker] glows in a brilliant golden light!</span>")
invoker.add_atom_colour("#FFD700", ADMIN_COLOUR_PRIORITY)
invoker.light_power = 2
invoker.light_range = 4
invoker.light_color = LIGHT_COLOR_FIRE
invoker.update_light()
return ..()
/datum/clockwork_scripture/channeled/void_volt/chant_effects(chant_number)
var/power_drained = 0
var/power_mod = 0.005 //Amount of power drained (generally) is multiplied with this, and subsequently dealt in damage to the invoker, then 15 times that is added to the clockwork cult's power reserves.
var/drain_range = 8
var/additional_chanters = 0
var/list/chanters = list()
chanters += invoker
for(var/mob/living/L in range(1, invoker))
if(!L.stat && is_servant_of_ratvar(L))
additional_chanters++
chanters += L
drain_range = min(drain_range + 2 * additional_chanters, drain_range * 2) //s u c c
for(var/t in spiral_range_turfs(drain_range, invoker))
var/turf/T = t
for(var/M in T)
var/atom/movable/A = M
power_drained += A.power_drain(TRUE, TRUE) //Yes, this absolutely does drain weaponry. 10 pulses to drain guns / batons, though of course they can just be recharged.
new /obj/effect/temp_visual/ratvar/sigil/transgression(invoker.loc, 1 + (power_drained * power_mod))
var/datum/effect_system/spark_spread/S = new
S.set_up(round(1 + (power_drained * power_mod), 1), 0, get_turf(invoker))
S.start()
adjust_clockwork_power(power_drained * power_mod * 15)
for(var/mob/living/L in chanters)
L.adjustFireLoss(round(clamp(power_drained * power_mod / (1 + additional_chanters), 0, 20), 0.1)) //No you won't just immediately melt if you do this in a very power-rich area
return TRUE
/datum/clockwork_scripture/channeled/void_volt/chant_end_effects()
invoker.visible_message("<span class='warning'>[invoker] stops glowing...</span>")
invoker.remove_atom_colour(ADMIN_COLOUR_PRIORITY)
invoker.light_power = 0
invoker.light_range = 0
invoker.update_light()
return ..()
+1 -1
View File
@@ -343,7 +343,7 @@
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "disintegrate"
item_state = null
item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL | NO_ATTACK_CHAIN_SOFT_STAMCRIT
item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
throwforce = 0
@@ -118,22 +118,10 @@
/mob/living/carbon/true_devil/attacked_by(obj/item/I, mob/living/user, def_zone)
var/weakness = check_weakness(I, user)
apply_damage(I.force * weakness, I.damtype, def_zone)
var/message_verb = ""
if(I.attack_verb && I.attack_verb.len)
message_verb = "[pick(I.attack_verb)]"
else if(I.force)
message_verb = "attacked"
var/attack_message = "[src] has been [message_verb] with [I]."
if(user)
user.do_attack_animation(src)
if(user in viewers(src, null))
attack_message = "[user] has [message_verb] [src] with [I]!"
if(message_verb)
visible_message("<span class='danger'>[attack_message]</span>",
"<span class='userdanger'>[attack_message]</span>", null, COMBAT_MESSAGE_RANGE)
var/totitemdamage = pre_attacked_by(I, user)
totitemdamage *= check_weakness(I, user)
apply_damage(totitemdamage, I.damtype, def_zone)
send_item_attack_message(I, user, null, totitemdamage)
return TRUE
/mob/living/carbon/true_devil/singularity_act()