Merge remote-tracking branch 'upstream/master' into AnPrimAssistants

This commit is contained in:
lolman360
2020-08-23 17:01:45 +10:00
177 changed files with 5877 additions and 2926 deletions
@@ -281,7 +281,6 @@ GLOBAL_LIST_EMPTY(antagonists)
. = CONFIG_GET(keyed_list/antag_threat)[lowertext(name)]
if(. == null)
return threat
return threat
//This one is created by admin tools for custom objectives
/datum/antagonist/custom
+7 -1
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@@ -4,11 +4,17 @@
antagpanel_category = "Blob"
show_to_ghosts = TRUE
job_rank = ROLE_BLOB
threat = 20
threat = 50
var/datum/action/innate/blobpop/pop_action
var/starting_points_human_blob = 60
var/point_rate_human_blob = 2
/datum/antagonist/blob/threat()
. = ..()
if(isovermind(owner.current))
var/mob/camera/blob/overmind = owner.current
. *= (overmind.blobs_legit.len / overmind.max_count)
/datum/antagonist/blob/roundend_report()
var/basic_report = ..()
//Display max blobpoints for blebs that lost
@@ -75,7 +75,6 @@
desc = "A floating, fragile spore."
icon_state = "blobpod"
icon_living = "blobpod"
threat = 0.2
health = 30
maxHealth = 30
verb_say = "psychically pulses"
@@ -6,7 +6,6 @@
unique_name = 1
minbodytemp = 0
unsuitable_atmos_damage = 0
threat = 1
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0) //Robotic
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
healable = FALSE
@@ -9,7 +9,6 @@
desc = "The stalwart apparition of a soldier, blazing with crimson flames. It's armed with a gladius and shield."
icon_state = "clockwork_marauder"
mob_biotypes = MOB_HUMANOID
threat = 3
health = 120
maxHealth = 120
force_threshold = 8
@@ -70,7 +70,6 @@
icon_living = "swarmer"
icon_dead = "swarmer_unactivated"
icon_gib = null
threat = 0.5
wander = 0
harm_intent_damage = 5
minbodytemp = 0
+12
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@@ -16,6 +16,18 @@
var/datum/team/xeno/xeno_team
threat = 3
/datum/antagonist/xeno/threat()
. = 1
if(isalienhunter(owner))
. = 2
else if(isaliensentinel(owner))
. = 4
else if(isalienroyal(owner))
if(isalienqueen(owner))
. = 8
else
. = 6
/datum/antagonist/xeno/create_team(datum/team/xeno/new_team)
if(!new_team)
for(var/datum/antagonist/xeno/X in GLOB.antagonists)
+3 -1
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@@ -264,7 +264,7 @@
name = "pipes"
/datum/asset/spritesheet/pipes/register()
for (var/each in list('icons/obj/atmospherics/pipes/pipe_item.dmi', 'icons/obj/atmospherics/pipes/disposal.dmi'))
for (var/each in list('icons/obj/atmospherics/pipes/pipe_item.dmi', 'icons/obj/atmospherics/pipes/disposal.dmi', 'icons/obj/atmospherics/pipes/transit_tube.dmi', 'icons/obj/plumbing/fluid_ducts.dmi'))
InsertAll("", each, GLOB.alldirs)
..()
@@ -388,9 +388,11 @@
Insert("polycrystal", 'icons/obj/telescience.dmi', "polycrystal")
..()
/datum/asset/spritesheet/mafia
name = "mafia"
/datum/asset/spritesheet/mafia/register()
InsertAll("", 'icons/obj/mafia.dmi')
..()
+14 -11
View File
@@ -118,8 +118,7 @@
// Set the clothing's integrity back to 100%, remove all damage to bodyparts, and generally fix it up
/obj/item/clothing/proc/repair(mob/user, params)
damaged_clothes = CLOTHING_PRISTINE
update_clothes_damaged_state(FALSE)
update_clothes_damaged_state(CLOTHING_PRISTINE)
obj_integrity = max_integrity
name = initial(name) // remove "tattered" or "shredded" if there's a prefix
body_parts_covered = initial(body_parts_covered)
@@ -196,7 +195,7 @@
if(3 to INFINITY) // take better care of your shit, dude
name = "tattered [initial(name)]"
update_clothes_damaged_state()
update_clothes_damaged_state(CLOTHING_DAMAGED)
/obj/item/clothing/Destroy()
user_vars_remembered = null //Oh god somebody put REFERENCES in here? not to worry, we'll clean it up
@@ -257,7 +256,7 @@
how_cool_are_your_threads += "Adding or removing items from [src] makes no noise.\n"
how_cool_are_your_threads += "</span>"
. += how_cool_are_your_threads.Join()
if(LAZYLEN(armor_list))
armor_list.Cut()
if(armor.bio)
@@ -346,10 +345,16 @@
var/mob/M = loc
to_chat(M, "<span class='warning'>Your [name] starts to fall apart!</span>")
/obj/item/clothing/proc/update_clothes_damaged_state(damaging = TRUE)
var/index = "[REF(initial(icon))]-[initial(icon_state)]"
var/static/list/damaged_clothes_icons = list()
if(damaging)
//This mostly exists so subtypes can call appriopriate update icon calls on the wearer.
/obj/item/clothing/proc/update_clothes_damaged_state(damaged_state = CLOTHING_DAMAGED)
damaged_clothes = damaged_state
update_icon()
/obj/item/clothing/update_overlays()
. = ..()
if(damaged_clothes)
var/index = "[REF(initial(icon))]-[initial(icon_state)]"
var/static/list/damaged_clothes_icons = list()
var/icon/damaged_clothes_icon = damaged_clothes_icons[index]
if(!damaged_clothes_icon)
damaged_clothes_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply damaged effect to the initial icon_state for each object
@@ -357,9 +362,7 @@
damaged_clothes_icon.Blend(icon('icons/effects/item_damage.dmi', "itemdamaged"), ICON_MULTIPLY) //adds damage effect and the remaining white areas become transparant
damaged_clothes_icon = fcopy_rsc(damaged_clothes_icon)
damaged_clothes_icons[index] = damaged_clothes_icon
add_overlay(damaged_clothes_icon, TRUE)
else
cut_overlay(damaged_clothes_icons[index], TRUE)
. += damaged_clothes_icon
/*
SEE_SELF // can see self, no matter what
+4
View File
@@ -12,6 +12,10 @@
/obj/item/clothing/mask/balaclava/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/balaclava/breath
name = "breathaclava"
clothing_flags = ALLOWINTERNALS
/obj/item/clothing/mask/infiltrator
name = "insidious balaclava"
desc = "An incredibly suspicious balaclava made with Syndicate nanofibers to absorb impacts slightly while obfuscating the voice and face using a garbled vocoder."
+1 -1
View File
@@ -3,7 +3,7 @@
typepath = /datum/round_event/ghost_role/alien_infestation
weight = 5
gamemode_blacklist = list("dynamic")
min_players = 10
min_players = 25
max_occurrences = 1
/datum/round_event/ghost_role/alien_infestation
@@ -27,7 +27,6 @@
"How do I vore people?",
"ERP?",
"Not epic bros...")
threat = 5
/datum/round_event/brand_intelligence/announce(fake)
-2
View File
@@ -30,7 +30,6 @@
icon_dead = "magicarp_dead"
icon_gib = "magicarp_gib"
ranged = 1
threat = 4
retreat_distance = 2
minimum_distance = 0 //Between shots they can and will close in to nash
projectiletype = /obj/item/projectile/magic
@@ -52,7 +51,6 @@
color = "#00FFFF"
maxHealth = 75
health = 75
threat = 7
/mob/living/simple_animal/hostile/carp/ranged/chaos/Shoot()
projectiletype = pick(allowed_projectile_types)
@@ -190,7 +190,6 @@
icon_dead = "scary_clown"
icon_gib = "scary_clown"
speak = list("...", ". . .")
threat = 3
maxHealth = 120
health = 120
emote_see = list("silently stares")
+14 -10
View File
@@ -30,7 +30,7 @@
var/self_sufficiency_req = 20 //Required total dose to make a self-sufficient hydro tray. 1:1 with earthsblood.
var/self_sufficiency_progress = 0
var/self_sustaining = FALSE //If the tray generates nutrients and water on its own
var/canirrigate = TRUE //tin
/obj/machinery/hydroponics/constructable
name = "hydroponics tray"
@@ -847,12 +847,13 @@
if (!anchored)
to_chat(user, "<span class='warning'>Anchor the tray first!</span>")
return
using_irrigation = !using_irrigation
O.play_tool_sound(src)
user.visible_message("<span class='notice'>[user] [using_irrigation ? "" : "dis"]connects [src]'s irrigation hoses.</span>", \
"<span class='notice'>You [using_irrigation ? "" : "dis"]connect [src]'s irrigation hoses.</span>")
for(var/obj/machinery/hydroponics/h in range(1,src))
h.update_icon()
if(canirrigate)
using_irrigation = !using_irrigation
O.play_tool_sound(src)
user.visible_message("<span class='notice'>[user] [using_irrigation ? "" : "dis"]connects [src]'s irrigation hoses.</span>", \
"<span class='notice'>You [using_irrigation ? "" : "dis"]connect [src]'s irrigation hoses.</span>")
for(var/obj/machinery/hydroponics/h in range(1,src))
h.update_icon()
else if(istype(O, /obj/item/shovel/spade))
if(!myseed && !weedlevel)
@@ -910,11 +911,14 @@
harvest = 0
lastproduce = age
if(istype(myseed, /obj/item/seeds/replicapod))
to_chat(user, "<span class='notice'>You harvest from the [myseed.plantname].</span>")
if(user)//runtimes
to_chat(user, "<span class='notice'>You harvest from the [myseed.plantname].</span>")
else if(myseed.getYield() <= 0)
to_chat(user, "<span class='warning'>You fail to harvest anything useful!</span>")
if(user)
to_chat(user, "<span class='warning'>You fail to harvest anything useful!</span>")
else
to_chat(user, "<span class='notice'>You harvest [myseed.getYield()] items from the [myseed.plantname].</span>")
if(user)
to_chat(user, "<span class='notice'>You harvest [myseed.getYield()] items from the [myseed.plantname].</span>")
if(!myseed.get_gene(/datum/plant_gene/trait/repeated_harvest))
qdel(myseed)
myseed = null
+25
View File
@@ -190,6 +190,31 @@ obj/item/seeds/proc/is_gene_forbidden(typepath)
parent.update_tray(user)
return result
/obj/item/seeds/proc/harvest_userless()
var/obj/machinery/hydroponics/parent = loc //for ease of access
var/t_amount = 0
var/list/result = list()
var/output_loc = parent.loc
var/product_name
while(t_amount < getYield())
var/obj/item/reagent_containers/food/snacks/grown/t_prod = new product(output_loc, src)
if(parent.myseed.plantname != initial(parent.myseed.plantname))
t_prod.name = lowertext(parent.myseed.plantname)
if(productdesc)
t_prod.desc = productdesc
t_prod.seed.name = parent.myseed.name
t_prod.seed.desc = parent.myseed.desc
t_prod.seed.plantname = parent.myseed.plantname
result.Add(t_prod) // User gets a consumable
if(!t_prod)
return
t_amount++
product_name = parent.myseed.plantname
if(getYield() >= 1)
SSblackbox.record_feedback("tally", "food_harvested", getYield(), product_name)
parent.investigate_log("autmoatic harvest of [getYield()] of [src], with seed traits [english_list(genes)] and reagents_add [english_list(reagents_add)] and potency [potency].", INVESTIGATE_BOTANY)
parent.update_tray()
return result
/obj/item/seeds/proc/prepare_result(var/obj/item/reagent_containers/food/snacks/grown/T)
if(!T.reagents)
@@ -157,7 +157,7 @@
/datum/sprite_accessory/snouts/mam_snouts
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
recommended_species = list("mammal", "slimeperson", "insect", "podweak")
recommended_species = list("mammal", "slimeperson", "insect", "podweak", "lizard")
mutant_part_string = "snout"
relevant_layers = list(BODY_ADJ_LAYER, BODY_FRONT_LAYER)
@@ -21,7 +21,7 @@ INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
/mob/living/carbon/human/dummy/proc/wipe_state()
delete_equipment()
icon_render_key = null
cut_overlays(TRUE)
cut_overlays()
//Inefficient pooling/caching way.
GLOBAL_LIST_EMPTY(human_dummy_list)
@@ -5,7 +5,6 @@
say_mod = "hisses"
default_color = "00FF00"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
mutant_bodyparts = list("tail_lizard", "snout", "spines", "horns", "frills", "body_markings", "legs", "taur", "deco_wings")
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_REPTILE
mutanttongue = /obj/item/organ/tongue/lizard
mutanttail = /obj/item/organ/tail/lizard
@@ -11,7 +11,6 @@
response_disarm_simple = "flail at"
response_harm_continuous = "punches"
response_harm_simple = "punch"
threat = 1
speak_chance = 1
icon = 'icons/mob/mob.dmi'
speed = 0
@@ -122,7 +121,6 @@
desc = "A massive, armored construct built to spearhead attacks and soak up enemy fire."
icon_state = "behemoth"
icon_living = "behemoth"
threat = 3
maxHealth = 150
health = 150
response_harm_continuous = "harmlessly punches"
@@ -187,7 +185,6 @@
desc = "A wicked, clawed shell constructed to assassinate enemies and sow chaos behind enemy lines."
icon_state = "floating"
icon_living = "floating"
threat = 3
maxHealth = 65
health = 65
melee_damage_lower = 20
@@ -58,7 +58,7 @@
eyes_overlay.pixel_y = -8
moustache_overlay.pixel_y = -8
cut_overlays(TRUE)
cut_overlays()
add_overlay(body_overlay)
add_overlay(eyes_overlay)
add_overlay(moustache_overlay)
@@ -8,7 +8,6 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
name = "Guardian Spirit"
real_name = "Guardian Spirit"
desc = "A mysterious being that stands by its charge, ever vigilant."
threat = 5
speak_emote = list("hisses")
gender = NEUTER
mob_biotypes = NONE
@@ -7,7 +7,6 @@
icon_dead = "alienh_dead"
icon_gib = "syndicate_gib"
gender = FEMALE
threat = 1
response_help_continuous = "pokes"
response_help_simple = "poke"
response_disarm_continuous = "shoves"
@@ -69,7 +68,6 @@
icon_state = "aliens"
icon_living = "aliens"
icon_dead = "aliens_dead"
threat = 3
health = 150
maxHealth = 150
melee_damage_lower = 15
@@ -87,7 +85,6 @@
icon_living = "alienq"
icon_dead = "alienq_dead"
pixel_x = -16
threat = 8
health = 250
maxHealth = 250
melee_damage_lower = 15
@@ -167,7 +164,6 @@
name = "lusty xenomorph maid"
melee_damage_lower = 0
melee_damage_upper = 0
threat = -1
a_intent = INTENT_HELP
friendly_verb_continuous = "caresses"
friendly_verb_simple = "caress"
@@ -2,7 +2,6 @@
/mob/living/simple_animal/hostile/bear
name = "space bear"
desc = "You don't need to be faster than a space bear, you just need to outrun your crewmates."
threat = 1
icon_state = "bear"
icon_living = "bear"
icon_dead = "bear_dead"
@@ -16,7 +16,6 @@
icon_state = ""
icon_living = ""
icon = 'icons/mob/bees.dmi'
threat = 0.3
gender = FEMALE
speak_emote = list("buzzes")
emote_hear = list("buzzes")
@@ -1,7 +1,6 @@
/mob/living/simple_animal/hostile/boss
name = "A Perfectly Generic Boss Placeholder"
desc = ""
threat = 10
robust_searching = TRUE
stat_attack = UNCONSCIOUS
status_flags = NONE
@@ -7,7 +7,6 @@
icon_living = "carp"
icon_dead = "carp_dead"
icon_gib = "carp_gib"
threat = 0.1
mob_biotypes = MOB_ORGANIC|MOB_BEAST
speak_chance = 0
turns_per_move = 5
@@ -74,7 +73,6 @@
icon_living = "megacarp"
icon_dead = "megacarp_dead"
icon_gib = "megacarp_gib"
threat = 3
regen_amount = 6
maxHealth = 30
@@ -98,7 +96,6 @@
name = "Cayenne"
desc = "A failed Syndicate experiment in weaponized space carp technology, it now serves as a lovable mascot."
gender = FEMALE
threat = 5
regen_amount = 8
speak_emote = list("squeaks")
@@ -1,7 +1,6 @@
/mob/living/simple_animal/hostile/dark_wizard
name = "Dark Wizard"
desc = "Killing amateurs since the dawn of times."
threat = 3
icon = 'icons/mob/simple_human.dmi'
icon_state = "dark_wizard"
icon_living = "dark_wizard"
@@ -4,7 +4,6 @@
icon_state = "faithless"
icon_living = "faithless"
icon_dead = "faithless_dead"
threat = 1
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
gender = MALE
speak_chance = 0
@@ -17,7 +17,6 @@
//basic spider mob, these generally guard nests
/mob/living/simple_animal/hostile/poison/giant_spider
threat = 1
name = "giant spider"
desc = "Furry and black, it makes you shudder to look at it. This one has deep red eyes."
icon_state = "guard"
@@ -9,7 +9,6 @@
icon_state = "crawling"
icon_living = "crawling"
icon_dead = "dead"
threat = 0.5
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
speak_chance = 80
maxHealth = 220
@@ -6,7 +6,6 @@
icon_state = "headcrab"
icon_living = "headcrab"
icon_dead = "headcrab_dead"
threat = 1
gender = NEUTER
health = 50
maxHealth = 50
@@ -3,7 +3,6 @@
stop_automated_movement_when_pulled = 0
obj_damage = 40
environment_smash = ENVIRONMENT_SMASH_STRUCTURES //Bitflags. Set to ENVIRONMENT_SMASH_STRUCTURES to break closets,tables,racks, etc; ENVIRONMENT_SMASH_WALLS for walls; ENVIRONMENT_SMASH_RWALLS for rwalls
var/threat = 0 // for dynamic
var/atom/target
var/ranged = FALSE
var/rapid = 0 //How many shots per volley.
@@ -600,6 +599,3 @@ mob/living/simple_animal/hostile/proc/DestroySurroundings() // for use with mega
. += M
else if (M.loc.type in hostile_machines)
. += M.loc
/mob/living/simple_animal/hostile/proc/threat()
return threat
@@ -11,7 +11,6 @@
icon_living = "leaper"
icon_dead = "leaper_dead"
mob_biotypes = MOB_ORGANIC|MOB_BEAST
threat = 2
maxHealth = 300
health = 300
ranged = TRUE
@@ -8,7 +8,6 @@
icon_living = "arachnid"
icon_dead = "arachnid_dead"
mob_biotypes = MOB_ORGANIC|MOB_BUG
threat = 2
melee_damage_lower = 30
melee_damage_upper = 30
maxHealth = 300
@@ -14,7 +14,6 @@
icon_living = "mook"
icon_dead = "mook_dead"
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
threat = 0.5
pixel_x = -16
maxHealth = 45
health = 45
@@ -13,7 +13,6 @@
icon_state = "seedling"
icon_living = "seedling"
icon_dead = "seedling_dead"
threat = 0.5
maxHealth = 100
health = 100
melee_damage_lower = 30
@@ -5,7 +5,6 @@
icon_living = "tomato"
icon_dead = "tomato_dead"
gender = NEUTER
threat = 0.3
speak_chance = 0
turns_per_move = 5
maxHealth = 30
@@ -23,7 +23,6 @@ Difficulty: Medium
/mob/living/simple_animal/hostile/megafauna/blood_drunk_miner
name = "blood-drunk miner"
desc = "A miner destined to wander forever, engaged in an endless hunt."
threat = 15
health = 900
maxHealth = 900
icon_state = "miner"
@@ -26,7 +26,6 @@ Difficulty: Hard
/mob/living/simple_animal/hostile/megafauna/bubblegum
name = "bubblegum"
desc = "In what passes for a hierarchy among slaughter demons, this one is king."
threat = 35
health = 2500
maxHealth = 2500
attack_verb_continuous = "rends"
@@ -24,7 +24,6 @@ Difficulty: Very Hard
/mob/living/simple_animal/hostile/megafauna/colossus
name = "colossus"
desc = "A monstrous creature protected by heavy shielding."
threat = 40
health = 2500
maxHealth = 2500
attack_verb_continuous = "judges"
@@ -603,7 +602,6 @@ Difficulty: Very Hard
icon_state = "lightgeist"
icon_living = "lightgeist"
icon_dead = "butterfly_dead"
threat = -0.7
turns_per_move = 1
response_help_continuous = "waves away"
response_help_simple = "wave away"
@@ -38,7 +38,6 @@ Difficulty: Medium
/mob/living/simple_animal/hostile/megafauna/dragon
name = "ash drake"
desc = "Guardians of the necropolis."
threat = 30
health = 2500
maxHealth = 2500
spacewalk = TRUE
@@ -37,7 +37,6 @@ Difficulty: Normal
/mob/living/simple_animal/hostile/megafauna/hierophant
name = "hierophant"
desc = "A massive metal club that hangs in the air as though waiting. It'll make you dance to its beat."
threat = 30
health = 2500
maxHealth = 2500
attack_verb_continuous = "clubs"
@@ -18,7 +18,6 @@ Difficulty: Medium
/mob/living/simple_animal/hostile/megafauna/legion
name = "Legion"
threat = 30
health = 800
maxHealth = 800
spacewalk = TRUE
@@ -8,7 +8,6 @@
icon_aggro = "Basilisk_alert"
icon_dead = "Basilisk_dead"
icon_gib = "syndicate_gib"
threat = 4
mob_biotypes = MOB_ORGANIC|MOB_BEAST
move_to_delay = 20
projectiletype = /obj/item/projectile/temp/basilisk
@@ -10,7 +10,6 @@
move_to_delay = 5
vision_range = 20
aggro_vision_range = 20
threat = 1
maxHealth = 40 //easy to kill, but oh, will you be seeing a lot of them.
health = 40
melee_damage_lower = 10
@@ -11,7 +11,6 @@
robust_searching = TRUE
ranged_ignores_vision = TRUE
ranged = TRUE
threat = 5
obj_damage = 5
vision_range = 6
aggro_vision_range = 18
@@ -25,7 +25,6 @@
icon_aggro = "broodmother"
icon_dead = "egg_sac"
icon_gib = "syndicate_gib"
threat = 10
maxHealth = 800
health = 800
melee_damage_lower = 30
@@ -24,7 +24,6 @@
icon_aggro = "herald"
icon_dead = "herald_dying"
icon_gib = "syndicate_gib"
threat = 10
maxHealth = 800
health = 800
melee_damage_lower = 20
@@ -24,7 +24,6 @@
icon_aggro = "legionnaire"
icon_dead = "legionnaire_dead"
icon_gib = "syndicate_gib"
threat = 10
maxHealth = 800
health = 800
melee_damage_lower = 30
@@ -24,7 +24,6 @@
icon_aggro = "pandora"
icon_dead = "pandora_dead"
icon_gib = "syndicate_gib"
threat = 10
maxHealth = 800
health = 800
melee_damage_lower = 15
@@ -8,7 +8,6 @@
icon_aggro = "Goldgrub_alert"
icon_dead = "Goldgrub_dead"
icon_gib = "syndicate_gib"
threat = 0.2
mob_biotypes = MOB_ORGANIC|MOB_BEAST
vision_range = 2
aggro_vision_range = 9
@@ -10,7 +10,6 @@
icon_gib = "syndicate_gib"
mob_biotypes = MOB_ORGANIC|MOB_BEAST
mouse_opacity = MOUSE_OPACITY_OPAQUE
threat = 2
move_to_delay = 10
ranged = 1
ranged_cooldown_time = 60
@@ -9,7 +9,6 @@
icon_gib = "syndicate_gib"
mob_biotypes = MOB_ORGANIC
mouse_opacity = MOUSE_OPACITY_OPAQUE
threat = 4
move_to_delay = 14
ranged = 1
vision_range = 4
@@ -241,7 +240,6 @@
icon_state = "legion"
icon_living = "legion"
icon_dead = "legion"
threat = 5
health = 450
maxHealth = 450
melee_damage_lower = 20
@@ -10,7 +10,6 @@
obj_damage = 100
melee_damage_lower = 25
melee_damage_upper = 50
threat = 2
attack_verb_continuous = "slashes"
attack_verb_simple = "slash"
attack_sound = 'sound/weapons/bladeslice.ogg'
@@ -10,7 +10,6 @@
turns_per_move = 5
response_help_continuous = "pushes"
response_help_simple = "push"
threat = 3
speed = 0
maxHealth = 115
health = 115
@@ -10,7 +10,6 @@
speak_chance = 0
turns_per_move = 5
speed = 0
threat = 1
maxHealth = 100
health = 100
harm_intent_damage = 5
@@ -19,7 +19,6 @@
response_harm_continuous = "kicks"
response_harm_simple = "kick"
speed = 0
threat = 1
maxHealth = 75
health = 75
harm_intent_damage = 18
@@ -11,7 +11,6 @@
speak_emote = list("rattles")
emote_see = list("rattles")
a_intent = INTENT_HARM
threat = 0.5
maxHealth = 40
blood_volume = 0
health = 40
@@ -64,7 +63,6 @@
icon_state = "templar"
icon_living = "templar"
icon_dead = "templar_dead"
threat = 1.5
maxHealth = 150
health = 150
weather_immunities = list("snow")
@@ -98,7 +96,6 @@
icon_state = "plasma_miner"
icon_living = "plasma_miner"
icon_dead = "plasma_miner"
threat = 2
maxHealth = 150
health = 150
harm_intent_damage = 10
@@ -116,7 +113,6 @@
icon_state = "plasma_miner_tool"
icon_living = "plasma_miner_tool"
icon_dead = "plasma_miner_tool"
threat = 3
maxHealth = 185
health = 185
harm_intent_damage = 15
@@ -10,7 +10,6 @@
gender = NEUTER
a_intent = INTENT_HARM
mob_biotypes = MOB_HUMANOID
threat = 3
response_help_continuous = "touches"
response_help_simple = "touch"
response_disarm_continuous = "pushes"
@@ -5,7 +5,6 @@
icon_living = "stickman"
icon_dead = "stickman_dead"
icon_gib = "syndicate_gib"
threat = 0.5
mob_biotypes = MOB_HUMANOID
gender = MALE
speak_chance = 0
@@ -25,7 +25,6 @@
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
speak_chance = 0
turns_per_move = 5
threat = 1
speed = 0
stat_attack = UNCONSCIOUS
robust_searching = 1
@@ -7,7 +7,6 @@
icon_dead = "pine_1"
icon_gib = "pine_1"
gender = NEUTER
threat = 1
speak_chance = 0
turns_per_move = 5
response_help_continuous = "brushes"
@@ -8,7 +8,6 @@
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
speak_chance = 0
turns_per_move = 3
threat = 3
speed = 0
maxHealth = 100
health = 100
@@ -11,7 +11,6 @@
mob_biotypes = MOB_ORGANIC|MOB_BEAST
mouse_opacity = MOUSE_OPACITY_ICON
move_to_delay = 5
threat = 1
friendly_verb_continuous = "floats near"
friendly_verb_simple = "float near"
speak_emote = list("puffs")
@@ -7,7 +7,6 @@
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
speak_chance = 0
stat_attack = UNCONSCIOUS //braains
threat = 1
maxHealth = 100
health = 100
harm_intent_damage = 5
+433
View File
@@ -0,0 +1,433 @@
/*
All the important duct code:
/code/datums/components/plumbing/plumbing.dm
/code/datums/ductnet.dm
*/
/obj/machinery/duct
name = "fluid duct"
icon = 'icons/obj/plumbing/fluid_ducts.dmi'
icon_state = "nduct"
///bitfield with the directions we're connected in
var/connects
///set to TRUE to disable smart duct behaviour
var/dumb = FALSE
///wheter we allow our connects to be changed after initialization or not
var/lock_connects = FALSE
///our ductnet, wich tracks what we're connected to
var/datum/ductnet/duct
///amount we can transfer per process. note that the ductnet can carry as much as the lowest capacity duct
var/capacity = 10
///the color of our duct
var/duct_color = null
///TRUE to ignore colors, so yeah we also connect with other colors without issue
var/ignore_colors = FALSE
///1,2,4,8,16
var/duct_layer = DUCT_LAYER_DEFAULT
///whether we allow our layers to be altered
var/lock_layers = FALSE
///TRUE to let colors connect when forced with a wrench, false to just not do that at all
var/color_to_color_support = TRUE
///wheter to even bother with plumbing code or not
var/active = TRUE
///track ducts we're connected to. Mainly for ducts we connect to that we normally wouldn't, like different layers and colors, for when we regenerate the ducts
var/list/neighbours = list()
///wheter we just unanchored or drop whatever is in the variable. either is safe
var/drop_on_wrench = /obj/item/stack/ducts
/obj/machinery/duct/Initialize(mapload, no_anchor, color_of_duct = "#ffffff", layer_of_duct = DUCT_LAYER_DEFAULT, force_connects)
. = ..()
if(no_anchor)
active = FALSE
set_anchored(FALSE)
else if(!can_anchor())
qdel(src)
CRASH("Overlapping ducts detected")
if(force_connects)
connects = force_connects //skip change_connects() because we're still initializing and we need to set our connects at one point
if(!lock_layers)
duct_layer = layer_of_duct
if(!ignore_colors)
duct_color = color_of_duct
if(duct_color)
add_atom_colour(duct_color, FIXED_COLOUR_PRIORITY)
handle_layer()
for(var/obj/machinery/duct/D in loc)
if(D == src)
continue
if(D.duct_layer & duct_layer)
disconnect_duct()
if(active)
attempt_connect()
///start looking around us for stuff to connect to
/obj/machinery/duct/proc/attempt_connect()
for(var/atom/movable/AM in loc)
var/datum/component/plumbing/P = AM.GetComponent(/datum/component/plumbing)
if(P?.active)
disconnect_duct() //let's not built under plumbing machinery
return
for(var/D in GLOB.cardinals)
if(dumb && !(D & connects))
continue
for(var/atom/movable/AM in get_step(src, D))
if(connect_network(AM, D))
add_connects(D)
update_icon()
///see if whatever we found can be connected to
/obj/machinery/duct/proc/connect_network(atom/movable/AM, direction, ignore_color)
if(istype(AM, /obj/machinery/duct))
return connect_duct(AM, direction, ignore_color)
var/plumber = AM.GetComponent(/datum/component/plumbing)
if(!plumber)
return
return connect_plumber(plumber, direction)
///connect to a duct
/obj/machinery/duct/proc/connect_duct(obj/machinery/duct/D, direction, ignore_color)
var/opposite_dir = turn(direction, 180)
if(!active || !D.active)
return
if(!dumb && D.dumb && !(opposite_dir & D.connects))
return
if(dumb && D.dumb && !(connects & D.connects)) //we eliminated a few more scenarios in attempt connect
return
if((duct == D.duct) && duct)//check if we're not just comparing two null values
add_neighbour(D, direction)
D.add_connects(opposite_dir)
D.update_icon()
return TRUE //tell the current pipe to also update it's sprite
if(!(D in neighbours)) //we cool
if((duct_color != D.duct_color) && !(ignore_colors || D.ignore_colors))
return
if(!(duct_layer & D.duct_layer))
return
if(D.duct)
if(duct)
duct.assimilate(D.duct)
else
D.duct.add_duct(src)
else
if(duct)
duct.add_duct(D)
else
create_duct()
duct.add_duct(D)
add_neighbour(D, direction)
//tell our buddy its time to pass on the torch of connecting to pipes. This shouldn't ever infinitely loop since it only works on pipes that havent been inductrinated
D.attempt_connect()
return TRUE
///connect to a plumbing object
/obj/machinery/duct/proc/connect_plumber(datum/component/plumbing/P, direction)
var/opposite_dir = turn(direction, 180)
if(duct_layer != DUCT_LAYER_DEFAULT) //plumbing devices don't support multilayering. 3 is the default layer so we only use that. We can change this later
return FALSE
if(!P.active)
return
var/comp_directions = P.supply_connects + P.demand_connects //they should never, ever have supply and demand connects overlap or catastrophic failure
if(opposite_dir & comp_directions)
if(!duct)
create_duct()
if(duct.add_plumber(P, opposite_dir))
neighbours[P.parent] = direction
return TRUE
///we disconnect ourself from our neighbours. we also destroy our ductnet and tell our neighbours to make a new one
/obj/machinery/duct/proc/disconnect_duct(skipanchor)
if(!skipanchor) //since set_anchored calls us too.
set_anchored(FALSE)
active = FALSE
if(duct)
duct.remove_duct(src)
lose_neighbours()
reset_connects(0)
update_icon()
if(ispath(drop_on_wrench) && !QDELING(src))
new drop_on_wrench(drop_location())
qdel(src)
///''''''''''''''''optimized''''''''''''''''' proc for quickly reconnecting after a duct net was destroyed
/obj/machinery/duct/proc/reconnect()
if(neighbours.len && !duct)
create_duct()
for(var/atom/movable/AM in neighbours)
if(istype(AM, /obj/machinery/duct))
var/obj/machinery/duct/D = AM
if(D.duct)
if(D.duct == duct) //we're already connected
continue
else
duct.assimilate(D.duct)
continue
else
duct.add_duct(D)
D.reconnect()
else
var/datum/component/plumbing/P = AM.GetComponent(/datum/component/plumbing)
if(AM in get_step(src, neighbours[AM])) //did we move?
if(P)
connect_plumber(P, neighbours[AM])
else
neighbours -= AM //we moved
///Special proc to draw a new connect frame based on neighbours. not the norm so we can support multiple duct kinds
/obj/machinery/duct/proc/generate_connects()
if(lock_connects)
return
connects = 0
for(var/A in neighbours)
connects |= neighbours[A]
update_icon()
///create a new duct datum
/obj/machinery/duct/proc/create_duct()
duct = new()
duct.add_duct(src)
///add a duct as neighbour. this means we're connected and will connect again if we ever regenerate
/obj/machinery/duct/proc/add_neighbour(obj/machinery/duct/D, direction)
if(!(D in neighbours))
neighbours[D] = direction
if(!(src in D.neighbours))
D.neighbours[src] = turn(direction, 180)
///remove all our neighbours, and remove us from our neighbours aswell
/obj/machinery/duct/proc/lose_neighbours()
for(var/obj/machinery/duct/D in neighbours)
D.neighbours.Remove(src)
neighbours = list()
///add a connect direction
/obj/machinery/duct/proc/add_connects(new_connects) //make this a define to cut proc calls?
if(!lock_connects)
connects |= new_connects
///remove a connect direction
/obj/machinery/duct/proc/remove_connects(dead_connects)
if(!lock_connects)
connects &= ~dead_connects
///remove our connects
/obj/machinery/duct/proc/reset_connects()
if(!lock_connects)
connects = 0
///get a list of the ducts we can connect to if we are dumb
/obj/machinery/duct/proc/get_adjacent_ducts()
var/list/adjacents = list()
for(var/A in GLOB.cardinals)
if(A & connects)
for(var/obj/machinery/duct/D in get_step(src, A))
if((turn(A, 180) & D.connects) && D.active)
adjacents += D
return adjacents
/obj/machinery/duct/update_icon_state()
var/temp_icon = initial(icon_state)
for(var/D in GLOB.cardinals)
if(D & connects)
if(D == NORTH)
temp_icon += "_n"
if(D == SOUTH)
temp_icon += "_s"
if(D == EAST)
temp_icon += "_e"
if(D == WEST)
temp_icon += "_w"
icon_state = temp_icon
///update the layer we are on
/obj/machinery/duct/proc/handle_layer()
var/offset
switch(duct_layer)//it's a bitfield, but it's fine because it only works when there's one layer, and multiple layers should be handled differently
if(FIRST_DUCT_LAYER)
offset = -10
if(SECOND_DUCT_LAYER)
offset = -5
if(THIRD_DUCT_LAYER)
offset = 0
if(FOURTH_DUCT_LAYER)
offset = 5
if(FIFTH_DUCT_LAYER)
offset = 10
pixel_x = offset
pixel_y = offset
/obj/machinery/duct/set_anchored(anchorvalue)
. = ..()
if(isnull(.))
return
if(anchorvalue)
active = TRUE
attempt_connect()
else
disconnect_duct(TRUE)
/obj/machinery/duct/wrench_act(mob/living/user, obj/item/I) //I can also be the RPD
..()
add_fingerprint(user)
I.play_tool_sound(src)
if(anchored || can_anchor())
set_anchored(!anchored)
user.visible_message( \
"[user] [anchored ? null : "un"]fastens \the [src].", \
"<span class='notice'>You [anchored ? null : "un"]fasten \the [src].</span>", \
"<span class='hear'>You hear ratcheting.</span>")
return TRUE
///collection of all the sanity checks to prevent us from stacking ducts that shouldn't be stacked
/obj/machinery/duct/proc/can_anchor(turf/T)
if(!T)
T = get_turf(src)
for(var/obj/machinery/duct/D in T)
if(!anchored || D == src)
continue
for(var/A in GLOB.cardinals)
if(A & connects && A & D.connects)
return FALSE
return TRUE
/obj/machinery/duct/doMove(destination)
. = ..()
disconnect_duct()
anchored = FALSE
/obj/machinery/duct/Destroy()
disconnect_duct()
return ..()
/obj/machinery/duct/MouseDrop_T(atom/A, mob/living/user)
if(!istype(A, /obj/machinery/duct))
return
var/obj/machinery/duct/D = A
var/obj/item/I = user.get_active_held_item()
if(I?.tool_behaviour != TOOL_WRENCH)
to_chat(user, "<span class='warning'>You need to be holding a wrench in your active hand to do that!</span>")
return
if(get_dist(src, D) != 1)
return
var/direction = get_dir(src, D)
if(!(direction in GLOB.cardinals))
return
if(duct_layer != D.duct_layer)
return
add_connects(direction) //the connect of the other duct is handled in connect_network, but do this here for the parent duct because it's not necessary in normal cases
add_neighbour(D, direction)
connect_network(D, direction, TRUE)
update_icon()
///has a total of 5 layers and doesnt give a shit about color. its also dumb so doesnt autoconnect.
/obj/machinery/duct/multilayered
name = "duct layer-manifold"
icon = 'icons/obj/2x2.dmi'
icon_state = "multiduct"
pixel_x = -15
pixel_y = -15
color_to_color_support = FALSE
duct_layer = FIRST_DUCT_LAYER | SECOND_DUCT_LAYER | THIRD_DUCT_LAYER | FOURTH_DUCT_LAYER | FIFTH_DUCT_LAYER
drop_on_wrench = null
lock_connects = TRUE
lock_layers = TRUE
ignore_colors = TRUE
dumb = TRUE
active = FALSE
anchored = FALSE
/obj/machinery/duct/multilayered/Initialize(mapload, no_anchor, color_of_duct, layer_of_duct = DUCT_LAYER_DEFAULT, force_connects)
. = ..()
update_connects()
/obj/machinery/duct/multilayered/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_blocker)
/obj/machinery/duct/multilayered/wrench_act(mob/living/user, obj/item/I)
. = ..()
update_connects()
/obj/machinery/duct/multilayered/proc/update_connects()
if(dir & NORTH || dir & SOUTH)
connects = NORTH | SOUTH
else
connects = EAST | WEST
///don't connect to other multilayered stuff because honestly it shouldn't be done and I dont wanna deal with it
/obj/machinery/duct/multilayered/connect_duct(obj/machinery/duct/D, direction, ignore_color)
if(istype(D, /obj/machinery/duct/multilayered))
return
return ..()
/obj/machinery/duct/multilayered/handle_layer()
return
/obj/item/stack/ducts
name = "stack of duct"
desc = "A stack of fluid ducts."
singular_name = "duct"
icon = 'icons/obj/plumbing/fluid_ducts.dmi'
icon_state = "ducts"
custom_materials = list(/datum/material/iron=500)
w_class = WEIGHT_CLASS_TINY
novariants = FALSE
max_amount = 50
item_flags = NOBLUDGEON
merge_type = /obj/item/stack/ducts
///Color of our duct
var/duct_color = "grey"
///Default layer of our duct
var/duct_layer = "Default Layer"
///Assoc index with all the available layers. yes five might be a bit much. Colors uses a global by the way
var/list/layers = list("First Layer" = FIRST_DUCT_LAYER, "Second Layer" = SECOND_DUCT_LAYER, "Default Layer" = DUCT_LAYER_DEFAULT,
"Fourth Layer" = FOURTH_DUCT_LAYER, "Fifth Layer" = FIFTH_DUCT_LAYER)
/obj/item/stack/ducts/examine(mob/user)
. = ..()
. += "<span class='notice'>It's current color and layer are [duct_color] and [duct_layer]. Use in-hand to change.</span>"
/obj/item/stack/ducts/attack_self(mob/user)
var/new_layer = input("Select a layer", "Layer") as null|anything in layers
if(new_layer)
duct_layer = new_layer
var/new_color = input("Select a color", "Color") as null|anything in GLOB.pipe_paint_colors
if(new_color)
duct_color = new_color
add_atom_colour(GLOB.pipe_paint_colors[new_color], FIXED_COLOUR_PRIORITY)
/obj/item/stack/ducts/afterattack(atom/A, user, proximity)
. = ..()
if(!proximity)
return
if(istype(A, /obj/machinery/duct))
var/obj/machinery/duct/D = A
if(!D.anchored)
add(1)
qdel(D)
if(istype(A, /turf/open) && use(1))
var/turf/open/OT = A
new /obj/machinery/duct(OT, FALSE, GLOB.pipe_paint_colors[duct_color], layers[duct_layer])
playsound(get_turf(src), 'sound/machines/click.ogg', 50, TRUE)
/obj/item/stack/ducts/fifty
amount = 50
@@ -0,0 +1,98 @@
/**Basic plumbing object.
* It doesn't really hold anything special, YET.
* Objects that are plumbing but not a subtype are as of writing liquid pumps and the reagent_dispenser tank
* Also please note that the plumbing component is toggled on and off by the component using a signal from default_unfasten_wrench, so dont worry about it
*/
/obj/machinery/plumbing
name = "pipe thing"
icon = 'icons/obj/plumbing/plumbers.dmi'
icon_state = "pump"
density = TRUE
active_power_usage = 30
use_power = ACTIVE_POWER_USE
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
///Plumbing machinery is always gonna need reagents, so we might aswell put it here
var/buffer = 50
///Flags for reagents, like INJECTABLE, TRANSPARENT bla bla everything thats in DEFINES/reagents.dm
var/reagent_flags = TRANSPARENT
///wheter we partake in rcd construction or not
var/rcd_constructable = TRUE
///cost of the plumbing rcd construction
var/rcd_cost = 15
///delay of constructing it throught the plumbing rcd
var/rcd_delay = 10
/obj/machinery/plumbing/Initialize(mapload, bolt = TRUE)
. = ..()
anchored = bolt
create_reagents(buffer, reagent_flags)
AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
/obj/machinery/plumbing/proc/can_be_rotated(mob/user,rotation_type)
return TRUE
/obj/machinery/plumbing/examine(mob/user)
. = ..()
. += "<span class='notice'>The maximum volume display reads: <b>[reagents.maximum_volume] units</b>.</span>"
/obj/machinery/plumbing/wrench_act(mob/living/user, obj/item/I)
..()
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/plumbing/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
to_chat(user, "<span class='notice'>You start furiously plunging [name].")
if(do_after(user, 30, target = src))
to_chat(user, "<span class='notice'>You finish plunging the [name].")
reagents.reaction(get_turf(src), TOUCH) //splash on the floor
reagents.clear_reagents()
/obj/machinery/plumbing/welder_act(mob/living/user, obj/item/I)
. = ..()
if(anchored)
to_chat(user, "<span class='warning'>The [name] needs to be unbolted to do that!</span")
if(I.tool_start_check(user, amount=0))
to_chat(user, "<span class='notice'>You start slicing the [name] apart.</span")
if(I.use_tool(src, user, rcd_delay * 2, volume=50))
deconstruct(TRUE)
to_chat(user, "<span class='notice'>You slice the [name] apart.</span")
return TRUE
///We can empty beakers in here and everything
/obj/machinery/plumbing/input
name = "input gate"
desc = "Can be manually filled with reagents from containers."
icon_state = "pipe_input"
reagent_flags = TRANSPARENT | REFILLABLE
rcd_cost = 5
rcd_delay = 5
/obj/machinery/plumbing/input/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/simple_supply, bolt)
///We can fill beakers in here and everything. we dont inheret from input because it has nothing that we need
/obj/machinery/plumbing/output
name = "output gate"
desc = "A manual output for plumbing systems, for taking reagents directly into containers."
icon_state = "pipe_output"
reagent_flags = TRANSPARENT | DRAINABLE
rcd_cost = 5
rcd_delay = 5
/obj/machinery/plumbing/output/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/simple_demand, bolt)
/obj/machinery/plumbing/tank
name = "chemical tank"
desc = "A massive chemical holding tank."
icon_state = "tank"
buffer = 400
rcd_cost = 25
rcd_delay = 20
/obj/machinery/plumbing/tank/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/tank, bolt)
@@ -0,0 +1,105 @@
//we cant use defines in tgui, so use a string instead of magic numbers
#define COOLING "Cooling"
#define HEATING "Heating"
#define NEUTRAL "Neutral"
///this the plumbing version of a heater/freezer.
/obj/machinery/plumbing/acclimator
name = "chemical acclimator"
desc = "An efficient cooler and heater for the perfect showering temperature or illicit chemical factory."
icon_state = "acclimator"
buffer = 200
///towards wich temperature do we build?
var/target_temperature = 300
///I cant find a good name for this. Basically if target is 300, and this is 10, it will still target 300 but will start emptying itself at 290 and 310.
var/allowed_temperature_difference = 1
///cool/heat power
var/heater_coefficient = 0.1
///Are we turned on or off? this is from the on and off button
var/enabled = TRUE
///COOLING, HEATING or NEUTRAL. We track this for change, so we dont needlessly update our icon
var/acclimate_state
/**We can't take anything in, at least till we're emptied. Down side of the round robin chem transfer, otherwise while emptying 5u of an unreacted chem gets added,
and you get nasty leftovers
*/
var/emptying = FALSE
ui_x = 320
ui_y = 310
/obj/machinery/plumbing/acclimator/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/acclimator, bolt)
/obj/machinery/plumbing/acclimator/process()
if(stat & NOPOWER || !enabled || !reagents.total_volume || reagents.chem_temp == target_temperature)
if(acclimate_state != NEUTRAL)
acclimate_state = NEUTRAL
update_icon()
if(!reagents.total_volume)
emptying = FALSE
return
if(reagents.chem_temp < target_temperature && acclimate_state != HEATING) //note that we check if the temperature is the same at the start
acclimate_state = HEATING
update_icon()
else if(reagents.chem_temp > target_temperature && acclimate_state != COOLING)
acclimate_state = COOLING
update_icon()
if(!emptying)
if(reagents.chem_temp >= target_temperature && target_temperature + allowed_temperature_difference >= reagents.chem_temp) //cooling here
emptying = TRUE
if(reagents.chem_temp <= target_temperature && target_temperature - allowed_temperature_difference <= reagents.chem_temp) //heating here
emptying = TRUE
reagents.adjust_thermal_energy((target_temperature - reagents.chem_temp) * heater_coefficient * SPECIFIC_HEAT_DEFAULT * reagents.total_volume) //keep constant with chem heater
reagents.handle_reactions()
/obj/machinery/plumbing/acclimator/update_icon()
icon_state = initial(icon_state)
switch(acclimate_state)
if(COOLING)
icon_state += "_cold"
if(HEATING)
icon_state += "_hot"
/obj/machinery/plumbing/acclimator/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ChemAcclimator", name)
ui.open()
/obj/machinery/plumbing/acclimator/ui_data(mob/user)
var/list/data = list()
data["enabled"] = enabled
data["chem_temp"] = reagents.chem_temp
data["target_temperature"] = target_temperature
data["allowed_temperature_difference"] = allowed_temperature_difference
data["acclimate_state"] = acclimate_state
data["max_volume"] = reagents.maximum_volume
data["reagent_volume"] = reagents.total_volume
data["emptying"] = emptying
return data
/obj/machinery/plumbing/acclimator/ui_act(action, params)
if(..())
return
. = TRUE
switch(action)
if("set_target_temperature")
var/target = text2num(params["temperature"])
target_temperature = clamp(target, 0, 1000)
if("set_allowed_temperature_difference")
var/target = text2num(params["temperature"])
allowed_temperature_difference = clamp(target, 0, 1000)
if("toggle_power")
enabled = !enabled
if("change_volume")
var/target = text2num(params["volume"])
reagents.maximum_volume = clamp(round(target), 1, buffer)
#undef COOLING
#undef HEATING
#undef NEUTRAL
@@ -0,0 +1,65 @@
/obj/machinery/hydroponics/constructable/automagic
name = "automated hydroponics system"
desc = "The bane of botanists everywhere. Accepts chemical reagents via plumbing, automatically harvests and removes dead plants."
obj_flags = CAN_BE_HIT | UNIQUE_RENAME
circuit = /obj/item/circuitboard/machine/hydroponics/automagic
self_sufficiency_req = 400 //automating hydroponics makes gaia sad so she needs more drugs to turn they tray godly.
canirrigate = FALSE
/obj/machinery/hydroponics/constructable/automagic/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/reagent_containers))
return FALSE //avoid fucky wuckies
..()
/obj/machinery/hydroponics/constructable/automagic/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
user.visible_message("<span class='notice'>[user.name] [anchored ? "fasten" : "unfasten"] [src]</span>", \
"<span class='notice'>You [anchored ? "fasten" : "unfasten"] [src]</span>")
var/datum/component/plumbing/CP = GetComponent(/datum/component/plumbing)
if(anchored)
CP.enable()
else
CP.disable()
/obj/machinery/hydroponics/constructable/automagic/Destroy()
. = ..()
STOP_PROCESSING(SSobj, src)
/obj/machinery/hydroponics/constructable/automagic/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
create_reagents(100 , AMOUNT_VISIBLE)
/obj/machinery/hydroponics/constructable/automagic/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
AddComponent(/datum/component/plumbing/simple_demand)
/obj/machinery/hydroponics/constructable/proc/can_be_rotated(mob/user, rotation_type)
return !anchored
/obj/machinery/hydroponics/constructable/automagic/process()
if(reagents)
applyChemicals(reagents)
reagents.clear_reagents()
if(dead)
dead = 0
qdel(myseed)
myseed = null
update_icon()
name = initial(name)
desc = initial(desc)
if(harvest)
myseed.harvest_userless()
harvest = 0
lastproduce = age
if(!myseed.get_gene(/datum/plant_gene/trait/repeated_harvest))
qdel(myseed)
myseed = null
dead = 0
name = initial(name)
desc = initial(desc)
update_icon()
..()
+79
View File
@@ -0,0 +1,79 @@
/obj/machinery/plumbing/bottler
name = "chemical bottler"
desc = "Puts reagents into containers, like bottles and beakers."
icon_state = "bottler"
layer = ABOVE_ALL_MOB_LAYER
reagent_flags = TRANSPARENT | DRAINABLE
rcd_cost = 50
rcd_delay = 50
buffer = 100
///how much do we fill
var/wanted_amount = 10
///where things are sent
var/turf/goodspot = null
///where things are taken
var/turf/inputspot = null
///where beakers that are already full will be sent
var/turf/badspot = null
/obj/machinery/plumbing/bottler/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/simple_demand, bolt)
setDir(dir)
/obj/machinery/plumbing/bottler/can_be_rotated(mob/user, rotation_type)
if(anchored)
to_chat(user, "<span class='warning'>It is fastened to the floor!</span>")
return FALSE
return TRUE
///changes the tile array
/obj/machinery/plumbing/bottler/setDir(newdir)
. = ..()
switch(dir)
if(NORTH)
goodspot = get_step(get_turf(src), NORTH)
inputspot = get_step(get_turf(src), SOUTH)
badspot = get_step(get_turf(src), EAST)
if(SOUTH)
goodspot = get_step(get_turf(src), SOUTH)
inputspot = get_step(get_turf(src), NORTH)
badspot = get_step(get_turf(src), WEST)
if(WEST)
goodspot = get_step(get_turf(src), WEST)
inputspot = get_step(get_turf(src), EAST)
badspot = get_step(get_turf(src), NORTH)
if(EAST)
goodspot = get_step(get_turf(src), EAST)
inputspot = get_step(get_turf(src), WEST)
badspot = get_step(get_turf(src), SOUTH)
///changing input ammount with a window
/obj/machinery/plumbing/bottler/interact(mob/user)
. = ..()
wanted_amount = clamp(round(input(user,"maximum is 100u","set ammount to fill with") as num|null, 1), 1, 100)
reagents.clear_reagents()
to_chat(user, "<span class='notice'> The [src] will now fill for [wanted_amount]u.</span>")
/obj/machinery/plumbing/bottler/process()
if(stat & NOPOWER)
return
///see if machine has enough to fill
if(reagents.total_volume >= wanted_amount && anchored)
var/obj/AM = pick(inputspot.contents)///pick a reagent_container that could be used
if(istype(AM, /obj/item/reagent_containers) && (!istype(AM, /obj/item/reagent_containers/hypospray/medipen)))
var/obj/item/reagent_containers/B = AM
///see if it would overflow else inject
if((B.reagents.total_volume + wanted_amount) <= B.reagents.maximum_volume)
reagents.trans_to(B, wanted_amount)
B.forceMove(goodspot)
return
///glass was full so we move it away
AM.forceMove(badspot)
if(istype(AM, /obj/item/slime_extract)) ///slime extracts need inject
AM.forceMove(goodspot)
reagents.trans_to(AM, wanted_amount)
return
if(istype(AM, /obj/item/slimecross/industrial)) ///no need to move slimecross industrial things
reagents.trans_to(AM, wanted_amount)
return
@@ -0,0 +1,21 @@
/obj/machinery/plumbing/disposer
name = "chemical disposer"
desc = "Breaks down chemicals and annihilates them."
icon_state = "disposal"
///we remove 10 reagents per second
var/disposal_rate = 10
/obj/machinery/plumbing/disposer/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/simple_demand, bolt)
/obj/machinery/plumbing/disposer/process()
if(stat & NOPOWER)
return
if(reagents.total_volume)
if(icon_state != initial(icon_state) + "_working") //threw it here instead of update icon since it only has two states
icon_state = initial(icon_state) + "_working"
reagents.remove_any(disposal_rate)
else
if(icon_state != initial(icon_state))
icon_state = initial(icon_state)
@@ -0,0 +1,59 @@
/obj/machinery/plumbing/fermenter //FULLY AUTOMATIC BEER BREWING. TRULY, THE FUTURE.
name = "chemical fermenter"
desc = "Turns plants into various types of booze."
icon_state = "fermenter"
layer = ABOVE_ALL_MOB_LAYER
reagent_flags = TRANSPARENT | DRAINABLE
rcd_cost = 30
rcd_delay = 30
buffer = 400
///input dir
var/eat_dir = SOUTH
/obj/machinery/plumbing/fermenter/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/simple_supply, bolt)
/obj/machinery/plumbing/fermenter/can_be_rotated(mob/user,rotation_type)
if(anchored)
to_chat(user, "<span class='warning'>It is fastened to the floor!</span>")
return FALSE
switch(eat_dir)
if(WEST)
eat_dir = NORTH
return TRUE
if(EAST)
eat_dir = SOUTH
return TRUE
if(NORTH)
eat_dir = EAST
return TRUE
if(SOUTH)
eat_dir = WEST
return TRUE
/obj/machinery/plumbing/fermenter/CanPass(atom/movable/AM)
. = ..()
if(!anchored)
return
var/move_dir = get_dir(loc, AM.loc)
if(move_dir == eat_dir)
return TRUE
/obj/machinery/plumbing/fermenter/Crossed(atom/movable/AM)
. = ..()
ferment(AM)
/obj/machinery/plumbing/fermenter/proc/ferment(atom/AM)
if(stat & NOPOWER)
return
if(reagents.holder_full())
return
if(!isitem(AM))
return
if(istype(AM, /obj/item/reagent_containers/food/snacks/grown))
var/obj/item/reagent_containers/food/snacks/grown/G = AM
if(G.distill_reagent)
var/amount = G.seed.potency * 0.25
reagents.add_reagent(G.distill_reagent, amount)
qdel(G)
+65
View File
@@ -0,0 +1,65 @@
///chemical plumbing filter. If it's not filtered by left and right, it goes straight.
/obj/machinery/plumbing/filter
name = "chemical filter"
desc = "A chemical filter for filtering chemicals. The left and right outputs appear to be from the perspective of the input port."
icon_state = "filter"
density = FALSE
///whitelist of chems id's that go to the left side. Empty to disable port
var/list/left = list()
///whitelist of chem id's that go to the right side. Empty to disable port
var/list/right = list()
///whitelist of chems but their name instead of path
var/list/english_left = list()
///whitelist of chems but their name instead of path
var/list/english_right = list()
/obj/machinery/plumbing/filter/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/filter, bolt)
/obj/machinery/plumbing/filter/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ChemFilter", name)
ui.open()
/obj/machinery/plumbing/filter/ui_data(mob/user)
var/list/data = list()
data["left"] = english_left
data["right"] = english_right
return data
/obj/machinery/plumbing/filter/ui_act(action, params)
if(..())
return
. = TRUE
switch(action)
if("add")
var/new_chem_name = params["name"]
var/chem_id = get_chem_id(new_chem_name)
if(chem_id)
switch(params["which"])
if("left")
if(!left.Find(chem_id))
english_left += new_chem_name
left += chem_id
if("right")
if(!right.Find(chem_id))
english_right += new_chem_name
right += chem_id
else
to_chat(usr, "<span class='warning'>No such known reagent exists!</span>")
if("remove")
var/chem_name = params["reagent"]
var/chem_id = get_chem_id(chem_name)
switch(params["which"])
if("left")
if(english_left.Find(chem_name))
english_left -= chem_name
left -= chem_id
if("right")
if(english_right.Find(chem_name))
english_right -= chem_name
right -= chem_id
@@ -0,0 +1,64 @@
/obj/machinery/plumbing/grinder_chemical
name = "chemical grinder"
desc = "chemical grinder."
icon_state = "grinder_chemical"
layer = ABOVE_ALL_MOB_LAYER
reagent_flags = TRANSPARENT | DRAINABLE
rcd_cost = 30
rcd_delay = 30
buffer = 400
var/eat_dir = NORTH
/obj/machinery/plumbing/grinder_chemical/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/simple_supply, bolt)
/obj/machinery/plumbing/grinder_chemical/can_be_rotated(mob/user,rotation_type)
if(anchored)
to_chat(user, "<span class='warning'>It is fastened to the floor!</span>")
return FALSE
switch(eat_dir)
if(WEST)
eat_dir = NORTH
return TRUE
if(EAST)
eat_dir = SOUTH
return TRUE
if(NORTH)
eat_dir = EAST
return TRUE
if(SOUTH)
eat_dir = WEST
return TRUE
/obj/machinery/plumbing/grinder_chemical/CanPass(atom/movable/AM)
. = ..()
if(!anchored)
return
var/move_dir = get_dir(loc, AM.loc)
if(move_dir == eat_dir)
return TRUE
/obj/machinery/plumbing/grinder_chemical/Crossed(atom/movable/AM)
. = ..()
grind(AM)
/obj/machinery/plumbing/grinder_chemical/proc/grind(atom/AM)
if(stat & NOPOWER)
return
if(reagents.holder_full())
return
if(!isitem(AM))
return
var/obj/item/I = AM
if(I.juice_results || I.grind_results)
if(I.juice_results)
I.on_juice()
reagents.add_reagent_list(I.juice_results)
if(I.reagents)
I.reagents.trans_to(src, I.reagents.total_volume)
qdel(I)
return
I.on_grind()
reagents.add_reagent_list(I.grind_results)
qdel(I)
@@ -0,0 +1,94 @@
/obj/machinery/medipen_refiller
name = "Medipen Refiller"
desc = "A machine that refills used medipens with chemicals."
icon = 'icons/obj/machines/medipen_refiller.dmi'
icon_state = "medipen_refiller"
density = TRUE
circuit = /obj/item/circuitboard/machine/medipen_refiller
idle_power_usage = 100
/// list of medipen subtypes it can refill
var/list/allowed = list(/obj/item/reagent_containers/hypospray/medipen = /datum/reagent/medicine/epinephrine,
/obj/item/reagent_containers/hypospray/medipen/ekit = /datum/reagent/medicine/epinephrine,
/obj/item/reagent_containers/hypospray/medipen/firelocker = /datum/reagent/medicine/oxandrolone,
/obj/item/reagent_containers/hypospray/medipen/stimpack = /datum/reagent/medicine/ephedrine,
/obj/item/reagent_containers/hypospray/medipen/blood_loss = /datum/reagent/medicine/coagulant/weak)
/// var to prevent glitches in the animation
var/busy = FALSE
/obj/machinery/medipen_refiller/Initialize()
. = ..()
create_reagents(100, TRANSPARENT)
for(var/obj/item/stock_parts/matter_bin/B in component_parts)
reagents.maximum_volume += 100 * B.rating
AddComponent(/datum/component/plumbing/simple_demand)
/obj/machinery/medipen_refiller/RefreshParts()
var/new_volume = 100
for(var/obj/item/stock_parts/matter_bin/B in component_parts)
new_volume += 100 * B.rating
if(!reagents)
create_reagents(new_volume, TRANSPARENT)
reagents.maximum_volume = new_volume
return TRUE
/// handles the messages and animation, calls refill to end the animation
/obj/machinery/medipen_refiller/attackby(obj/item/I, mob/user, params)
if(busy)
to_chat(user, "<span class='danger'>The machine is busy.</span>")
return
if(istype(I, /obj/item/reagent_containers) && I.is_open_container())
var/obj/item/reagent_containers/RC = I
var/units = RC.reagents.trans_to(src, RC.amount_per_transfer_from_this)
if(units)
to_chat(user, "<span class='notice'>You transfer [units] units of the solution to the [name].</span>")
return
else
to_chat(user, "<span class='danger'>The [name] is full.</span>")
return
if(istype(I, /obj/item/reagent_containers/hypospray/medipen))
var/obj/item/reagent_containers/hypospray/medipen/P = I
if(!(LAZYFIND(allowed, P.type)))
to_chat(user, "<span class='danger'>Error! Unknown schematics.</span>")
return
if(P.reagents?.reagent_list.len)
to_chat(user, "<span class='notice'>The medipen is already filled.</span>")
return
if(reagents.has_reagent(allowed[P.type], 10))
busy = TRUE
add_overlay("active")
addtimer(CALLBACK(src, .proc/refill, P, user), 20)
qdel(P)
return
to_chat(user, "<span class='danger'>There aren't enough reagents to finish this operation.</span>")
return
..()
/obj/machinery/medipen_refiller/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
to_chat(user, "<span class='notice'>You start furiously plunging [name].</span>")
if(do_after(user, 30, target = src))
to_chat(user, "<span class='notice'>You finish plunging the [name].</span>")
reagents.clear_reagents()
/obj/machinery/medipen_refiller/wrench_act(mob/living/user, obj/item/I)
..()
default_unfasten_wrench(user, I)
return TRUE
/obj/machinery/medipen_refiller/crowbar_act(mob/user, obj/item/I)
..()
default_deconstruction_crowbar(I)
return TRUE
/obj/machinery/medipen_refiller/screwdriver_act(mob/living/user, obj/item/I)
. = ..()
if(!.)
return default_deconstruction_screwdriver(user, "medipen_refiller_open", "medipen_refiller", I)
/// refills the medipen
/obj/machinery/medipen_refiller/proc/refill(obj/item/reagent_containers/hypospray/medipen/P, mob/user)
new P.type(loc)
reagents.remove_reagent(allowed[P.type], 10)
cut_overlays()
busy = FALSE
to_chat(user, "<span class='notice'>Medipen refilled.</span>")
@@ -0,0 +1,127 @@
///We take a constant input of reagents, and produce a pill once a set volume is reached
/obj/machinery/plumbing/pill_press
name = "chemical press"
desc = "A press that makes pills, patches and bottles."
icon_state = "pill_press"
///maximum size of a pill
var/max_pill_volume = 50
///maximum size of a patch
var/max_patch_volume = 40
///maximum size of a bottle
var/max_bottle_volume = 30
///current operating product (pills or patches)
var/product = "pill"
///the minimum size a pill or patch can be
var/min_volume = 5
///the maximum size a pill or patch can be
var/max_volume = 50
///selected size of the product
var/current_volume = 10
///prefix for the product name
var/product_name = "factory"
///the icon_state number for the pill.
var/pill_number = RANDOM_PILL_STYLE
///list of id's and icons for the pill selection of the ui
var/list/pill_styles
///list of products stored in the machine, so we dont have 610 pills on one tile
var/list/stored_products = list()
///max amount of pills allowed on our tile before we start storing them instead
var/max_floor_products = 50 //haha massive pill piles
/obj/machinery/plumbing/pill_press/examine(mob/user)
. = ..()
. += "<span class='notice'>The [name] currently has [stored_products.len] stored. There needs to be less than [max_floor_products ] on the floor to continue dispensing.</span>"
/obj/machinery/plumbing/pill_press/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/simple_demand, bolt)
//expertly copypasted from chemmasters
var/datum/asset/spritesheet/simple/assets = get_asset_datum(/datum/asset/spritesheet/simple/pills)
pill_styles = list()
for (var/x in 1 to PILL_STYLE_COUNT)
var/list/SL = list()
SL["id"] = x
SL["htmltag"] = assets.icon_tag("pill[x]")
pill_styles += list(SL)
/obj/machinery/plumbing/pill_press/process()
if(stat & NOPOWER)
return
if(reagents.total_volume >= current_volume)
if (product == "pill")
var/obj/item/reagent_containers/pill/P = new(src)
reagents.trans_to(P, current_volume)
P.name = trim("[product_name] pill")
stored_products += P
if(pill_number == RANDOM_PILL_STYLE)
P.icon_state = "pill[rand(1,21)]"
else
P.icon_state = "pill[pill_number]"
if(P.icon_state == "pill4") //mirrored from chem masters
P.desc = "A tablet or capsule, but not just any, a red one, one taken by the ones not scared of knowledge, freedom, uncertainty and the brutal truths of reality."
else if (product == "patch")
var/obj/item/reagent_containers/pill/patch/P = new(src)
reagents.trans_to(P, current_volume)
P.name = trim("[product_name] patch")
stored_products += P
else if (product == "bottle")
var/obj/item/reagent_containers/glass/bottle/P = new(src)
reagents.trans_to(P, current_volume)
P.name = trim("[product_name] bottle")
stored_products += P
if(stored_products.len)
var/pill_amount = 0
for(var/obj/item/reagent_containers/pill/P in loc)
pill_amount++
if(pill_amount >= max_floor_products) //too much so just stop
break
if(pill_amount < max_floor_products)
var/atom/movable/AM = stored_products[1] //AM because forceMove is all we need
stored_products -= AM
AM.forceMove(drop_location())
/obj/machinery/plumbing/pill_press/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/simple/pills),
)
/obj/machinery/plumbing/pill_press/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ChemPress", name)
ui.open()
/obj/machinery/plumbing/pill_press/ui_data(mob/user)
var/list/data = list()
data["pill_style"] = pill_number
data["current_volume"] = current_volume
data["product_name"] = product_name
data["pill_styles"] = pill_styles
data["product"] = product
data["min_volume"] = min_volume
data["max_volume"] = max_volume
return data
/obj/machinery/plumbing/pill_press/ui_act(action, params)
if(..())
return
. = TRUE
switch(action)
if("change_pill_style")
pill_number = clamp(text2num(params["id"]), 1 , PILL_STYLE_COUNT)
if("change_current_volume")
current_volume = clamp(text2num(params["volume"]), min_volume, max_volume)
if("change_product_name")
product_name = html_encode(params["name"])
if("change_product")
product = params["product"]
if (product == "pill")
max_volume = max_pill_volume
else if (product == "patch")
max_volume = max_patch_volume
else if (product == "bottle")
max_volume = max_bottle_volume
current_volume = clamp(current_volume, min_volume, max_volume)
+64
View File
@@ -0,0 +1,64 @@
///We pump liquids from activated(plungerated) geysers to a plumbing outlet. We don't need to be wired.
/obj/machinery/plumbing/liquid_pump
name = "liquid pump"
desc = "Pump up those sweet liquids from under the surface. Uses thermal energy from geysers to power itself." //better than placing 200 cables, because it wasnt fun
icon = 'icons/obj/plumbing/plumbers.dmi'
icon_state = "pump"
anchored = FALSE
density = TRUE
idle_power_usage = 10
active_power_usage = 1000
rcd_cost = 30
rcd_delay = 40
///units we pump per process (2 seconds)
var/pump_power = 2
///set to true if the loop couldnt find a geyser in process, so it remembers and stops checking every loop until moved. more accurate name would be absolutely_no_geyser_under_me_so_dont_try
var/geyserless = FALSE
///The geyser object
var/obj/structure/geyser/geyser
///volume of our internal buffer
var/volume = 200
/obj/machinery/plumbing/liquid_pump/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/simple_supply, bolt)
///please note that the component has a hook in the parent call, wich handles activating and deactivating
/obj/machinery/plumbing/liquid_pump/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
geyser = null
update_icon()
geyserless = FALSE //we switched state, so lets just set this back aswell
/obj/machinery/plumbing/liquid_pump/process()
if(!anchored || panel_open || geyserless)
return
if(!geyser)
for(var/obj/structure/geyser/G in loc.contents)
geyser = G
update_icon()
if(!geyser) //we didnt find one, abort
geyserless = TRUE
visible_message("<span class='warning'>The [name] makes a sad beep!</span>")
playsound(src, 'sound/machines/buzz-sigh.ogg', 50)
return
pump()
///pump up that sweet geyser nectar
/obj/machinery/plumbing/liquid_pump/proc/pump()
if(!geyser || !geyser.reagents)
return
geyser.reagents.trans_to(src, pump_power)
/obj/machinery/plumbing/liquid_pump/update_icon_state()
if(geyser)
icon_state = initial(icon_state) + "-on"
else if(panel_open)
icon_state = initial(icon_state) + "-open"
else
icon_state = initial(icon_state)
@@ -0,0 +1,63 @@
///a reaction chamber for plumbing. pretty much everything can react, but this one keeps the reagents seperated and only reacts under your given terms
/obj/machinery/plumbing/reaction_chamber
name = "reaction chamber"
desc = "Keeps chemicals seperated until given conditions are met."
icon_state = "reaction_chamber"
buffer = 200
reagent_flags = TRANSPARENT | NO_REACT
/**list of set reagents that the reaction_chamber allows in, and must all be present before mixing is enabled.
* example: list(/datum/reagent/water = 20, /datum/reagent/fuel/oil = 50)
*/
var/list/required_reagents = list()
///our reagent goal has been reached, so now we lock our inputs and start emptying
var/emptying = FALSE
/obj/machinery/plumbing/reaction_chamber/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/reaction_chamber, bolt)
/obj/machinery/plumbing/reaction_chamber/on_reagent_change()
if(reagents.total_volume == 0 && emptying) //we were emptying, but now we aren't
emptying = FALSE
reagent_flags |= NO_REACT
/obj/machinery/plumbing/reaction_chamber/power_change()
. = ..()
if(use_power != NO_POWER_USE)
icon_state = initial(icon_state) + "_on"
else
icon_state = initial(icon_state)
/obj/machinery/plumbing/reaction_chamber/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ChemReactionChamber", name)
ui.open()
/obj/machinery/plumbing/reaction_chamber/ui_data(mob/user)
var/list/data = list()
var/list/text_reagents = list()
for(var/A in required_reagents) //make a list where the key is text, because that looks alot better in the ui than a typepath
var/datum/reagent/R = A
text_reagents[initial(R.name)] = required_reagents[R]
data["reagents"] = text_reagents
data["emptying"] = emptying
return data
/obj/machinery/plumbing/reaction_chamber/ui_act(action, params)
if(..())
return
. = TRUE
switch(action)
if("remove")
var/reagent = get_chem_id(params["chem"])
if(reagent)
required_reagents.Remove(reagent)
if("add")
var/input_reagent = get_chem_id(params["chem"])
if(input_reagent && !required_reagents.Find(input_reagent))
var/input_amount = text2num(params["amount"])
if(input_amount)
required_reagents[input_reagent] = input_amount
@@ -0,0 +1,50 @@
///it splits the reagents however you want. So you can "every 60 units, 45 goes left and 15 goes straight". The side direction is EAST, you can change this in the component
/obj/machinery/plumbing/splitter
name = "Chemical Splitter"
desc = "A chemical splitter for smart chemical factorization. Waits till a set of conditions is met and then stops all input and splits the buffer evenly or other in two ducts."
icon_state = "splitter"
buffer = 100
density = FALSE
///constantly switches between TRUE and FALSE. TRUE means the batch tick goes straight, FALSE means the next batch goes in the side duct.
var/turn_straight = TRUE
///how much we must transfer straight. note input can be as high as 10 reagents per process, usually
var/transfer_straight = 5
///how much we must transfer to the side
var/transfer_side = 5
//the maximum you can set the transfer to
var/max_transfer = 9
/obj/machinery/plumbing/splitter/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/splitter, bolt)
/obj/machinery/plumbing/splitter/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ChemSplitter", name)
ui.open()
/obj/machinery/plumbing/splitter/ui_data(mob/user)
var/list/data = list()
data["straight"] = transfer_straight
data["side"] = transfer_side
data["max_transfer"] = max_transfer
return data
/obj/machinery/plumbing/splitter/ui_act(action, params)
if(..())
return
. = TRUE
switch(action)
if("set_amount")
var/direction = params["target"]
var/value = clamp(text2num(params["amount"]), 1, max_transfer)
switch(direction)
if("straight")
transfer_straight = value
if("side")
transfer_side = value
else
return FALSE
@@ -0,0 +1,111 @@
///A single machine that produces a single chem. Can be placed in unison with others through plumbing to create chemical factories
/obj/machinery/plumbing/synthesizer
name = "chemical synthesizer"
desc = "Produces a single chemical at a given volume. Must be plumbed. Most effective when working in unison with other chemical synthesizers, heaters and filters."
icon_state = "synthesizer"
icon = 'icons/obj/plumbing/plumbers.dmi'
rcd_cost = 25
rcd_delay = 15
///Amount we produce for every process. Ideally keep under 5 since thats currently the standard duct capacity
var/amount = 1
///The maximum we can produce for every process
buffer = 5
///I track them here because I have no idea how I'd make tgui loop like that
var/static/list/possible_amounts = list(0,1,2,3,4,5)
///The reagent we are producing. We are a typepath, but are also typecast because there's several occations where we need to use initial.
var/datum/reagent/reagent_id = null
///straight up copied from chem dispenser. Being a subtype would be extremely tedious and making it global would restrict potential subtypes using different dispensable_reagents
var/list/dispensable_reagents = list(
/datum/reagent/aluminium,
/datum/reagent/bromine,
/datum/reagent/carbon,
/datum/reagent/chlorine,
/datum/reagent/copper,
/datum/reagent/consumable/ethanol,
/datum/reagent/fluorine,
/datum/reagent/hydrogen,
/datum/reagent/iodine,
/datum/reagent/iron,
/datum/reagent/lithium,
/datum/reagent/mercury,
/datum/reagent/nitrogen,
/datum/reagent/oxygen,
/datum/reagent/phosphorus,
/datum/reagent/potassium,
/datum/reagent/radium,
/datum/reagent/silicon,
/datum/reagent/silver,
/datum/reagent/sodium,
/datum/reagent/stable_plasma,
/datum/reagent/consumable/sugar,
/datum/reagent/sulfur,
/datum/reagent/toxin/acid,
/datum/reagent/water,
/datum/reagent/fuel,
)
/obj/machinery/plumbing/synthesizer/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/simple_supply, bolt)
/obj/machinery/plumbing/synthesizer/process()
if(stat & NOPOWER || !reagent_id || !amount)
return
if(reagents.total_volume >= amount) //otherwise we get leftovers, and we need this to be precise
return
reagents.add_reagent(reagent_id, amount)
/obj/machinery/plumbing/synthesizer/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ChemSynthesizer", name)
ui.open()
/obj/machinery/plumbing/synthesizer/ui_data(mob/user)
var/list/data = list()
var/is_hallucinating = user.hallucinating()
var/list/chemicals = list()
for(var/A in dispensable_reagents)
var/datum/reagent/R = GLOB.chemical_reagents_list[A]
if(R)
var/chemname = R.name
if(is_hallucinating && prob(5))
chemname = "[pick_list_replacements("hallucination.json", "chemicals")]"
chemicals.Add(list(list("title" = chemname, "id" = ckey(R.name))))
data["chemicals"] = chemicals
data["amount"] = amount
data["possible_amounts"] = possible_amounts
data["current_reagent"] = ckey(initial(reagent_id.name))
return data
/obj/machinery/plumbing/synthesizer/ui_act(action, params)
if(..())
return
. = TRUE
switch(action)
if("amount")
var/new_amount = text2num(params["target"])
if(new_amount in possible_amounts)
amount = new_amount
. = TRUE
if("select")
var/new_reagent = GLOB.name2reagent[params["reagent"]]
if(new_reagent in dispensable_reagents)
reagent_id = new_reagent
. = TRUE
update_icon()
reagents.clear_reagents()
/obj/machinery/plumbing/synthesizer/update_overlays()
. = ..()
var/mutable_appearance/r_overlay = mutable_appearance(icon, "[icon_state]_overlay")
if(reagent_id)
r_overlay.color = initial(reagent_id.color)
else
r_overlay.color = "#FFFFFF"
. += r_overlay
+1 -1
View File
@@ -1009,7 +1009,7 @@
. = UI_INTERACTIVE
/obj/machinery/power/apc/ui_act(action, params)
if(..() || !can_use(usr, 1) || (locked && area.hasSiliconAccessInArea(usr, PRIVILEDGES_SILICON|PRIVILEDGES_DRONE) && !failure_timer && action != "toggle_nightshift") || (integration_cog && (is_servant_of_ratvar(usr))))
if(..() || !can_use(usr, 1) || (locked && !area.hasSiliconAccessInArea(usr, PRIVILEDGES_SILICON|PRIVILEDGES_DRONE) && !failure_timer && action != "toggle_nightshift" && (!integration_cog || !(is_servant_of_ratvar(usr)))))
return
switch(action)
if("lock")
+28 -22
View File
@@ -62,7 +62,8 @@
var/no_pin_required = FALSE //whether the gun can be fired without a pin
var/obj/item/flashlight/gun_light
var/can_flashlight = 0
var/can_flashlight = FALSE
var/gunlight_state = "flight"
var/obj/item/kitchen/knife/bayonet
var/mutable_appearance/knife_overlay
var/can_bayonet = FALSE
@@ -417,14 +418,7 @@
return
to_chat(user, "<span class='notice'>You attach \the [K] to the front of \the [src].</span>")
bayonet = K
var/state = "bayonet" //Generic state.
if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
state = bayonet.icon_state
var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi'
knife_overlay = mutable_appearance(bayonet_icons, state)
knife_overlay.pixel_x = knife_x_offset
knife_overlay.pixel_y = knife_y_offset
add_overlay(knife_overlay, TRUE)
update_icon()
else if(istype(I, /obj/item/screwdriver))
if(gun_light)
var/obj/item/flashlight/seclite/S = gun_light
@@ -439,8 +433,7 @@
var/obj/item/kitchen/knife/K = bayonet
K.forceMove(get_turf(user))
bayonet = null
cut_overlay(knife_overlay, TRUE)
knife_overlay = null
update_icon()
else
return ..()
@@ -468,22 +461,35 @@
set_light(gun_light.brightness_on, gun_light.flashlight_power, gun_light.light_color)
else
set_light(0)
cut_overlays(flashlight_overlay, TRUE)
var/state = "flight[gun_light.on? "_on":""]" //Generic state.
else
set_light(0)
update_icon()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/gun/update_overlays()
. = ..()
if(gun_light)
var/mutable_appearance/flashlight_overlay
var/state = "[gunlight_state][gun_light.on? "_on":""]" //Generic state.
if(gun_light.icon_state in icon_states('icons/obj/guns/flashlights.dmi')) //Snowflake state?
state = gun_light.icon_state
flashlight_overlay = mutable_appearance('icons/obj/guns/flashlights.dmi', state)
flashlight_overlay.pixel_x = flight_x_offset
flashlight_overlay.pixel_y = flight_y_offset
add_overlay(flashlight_overlay, TRUE)
else
set_light(0)
cut_overlays(flashlight_overlay, TRUE)
flashlight_overlay = null
update_icon(TRUE)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
. += flashlight_overlay
if(bayonet)
var/mutable_appearance/knife_overlay
var/state = "bayonet" //Generic state.
if(bayonet.icon_state in icon_states('icons/obj/guns/bayonets.dmi')) //Snowflake state?
state = bayonet.icon_state
var/icon/bayonet_icons = 'icons/obj/guns/bayonets.dmi'
knife_overlay = mutable_appearance(bayonet_icons, state)
knife_overlay.pixel_x = knife_x_offset
knife_overlay.pixel_y = knife_y_offset
. += knife_overlay
/obj/item/gun/item_action_slot_check(slot, mob/user, datum/action/A)
if(istype(A, /datum/action/item_action/toggle_scope_zoom) && slot != SLOT_HANDS)
@@ -18,13 +18,15 @@
/obj/item/gun/ballistic/automatic/proto/unrestricted
pin = /obj/item/firing_pin
/obj/item/gun/ballistic/automatic/update_icon()
..()
/obj/item/gun/ballistic/automatic/update_overlays()
. = ..()
if(automatic_burst_overlay)
if(!select)
add_overlay("[initial(icon_state)]semi")
. += ("[initial(icon_state)]semi")
if(select == 1)
add_overlay("[initial(icon_state)]burst")
. += "[initial(icon_state)]burst"
/obj/item/gun/ballistic/automatic/update_icon_state()
icon_state = "[initial(icon_state)][magazine ? "-[magazine.max_ammo]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
/obj/item/gun/ballistic/automatic/attackby(obj/item/A, mob/user, params)
@@ -115,8 +117,7 @@
. = ..()
empty_alarm()
/obj/item/gun/ballistic/automatic/c20r/update_icon()
..()
/obj/item/gun/ballistic/automatic/c20r/update_icon_state()
icon_state = "c20r[magazine ? "-[CEILING(get_ammo(0)/4, 1)*4]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
/obj/item/gun/ballistic/automatic/wt550
@@ -141,9 +142,8 @@
. = ..()
spread = 0
/obj/item/gun/ballistic/automatic/wt550/update_icon()
..()
icon_state = "wt550[magazine ? "-[CEILING(( (get_ammo(FALSE) / magazine.max_ammo) * 20) /4, 1)*4]" : "-0"]" //Sprites only support up to 20.
/obj/item/gun/ballistic/automatic/wt550/update_icon_state()
icon_state = "wt550[magazine ? "-[CEILING(((get_ammo(FALSE) / magazine.max_ammo) * 20) /4, 1)*4]" : "-0"]" //Sprites only support up to 20.
/obj/item/gun/ballistic/automatic/mini_uzi
name = "\improper Type U3 Uzi"
@@ -160,6 +160,7 @@
mag_type = /obj/item/ammo_box/magazine/m556
fire_sound = 'sound/weapons/gunshot_smg.ogg'
can_suppress = FALSE
automatic_burst_overlay = FALSE
var/obj/item/gun/ballistic/revolver/grenadelauncher/underbarrel
burst_size = 3
burst_shot_delay = 2
@@ -191,18 +192,19 @@
underbarrel.attackby(A, user, params)
else
..()
/obj/item/gun/ballistic/automatic/m90/update_icon()
..()
cut_overlays()
/obj/item/gun/ballistic/automatic/m90/update_overlays()
. = ..()
switch(select)
if(0)
add_overlay("[initial(icon_state)]semi")
. += "[initial(icon_state)]semi"
if(1)
add_overlay("[initial(icon_state)]burst")
. += "[initial(icon_state)]burst"
if(2)
add_overlay("[initial(icon_state)]gren")
. += "[initial(icon_state)]gren"
/obj/item/gun/ballistic/automatic/m90/update_icon_state()
icon_state = "[initial(icon_state)][magazine ? "" : "-e"]"
return
/obj/item/gun/ballistic/automatic/m90/burst_select()
var/mob/living/carbon/human/user = usr
switch(select)
@@ -257,6 +259,7 @@
weapon_weight = WEAPON_MEDIUM
mag_type = /obj/item/ammo_box/magazine/m12g
fire_sound = 'sound/weapons/gunshot.ogg'
automatic_burst_overlay = FALSE
can_suppress = FALSE
burst_size = 1
pin = /obj/item/firing_pin/implant/pindicate
@@ -269,10 +272,13 @@
. = ..()
update_icon()
/obj/item/gun/ballistic/automatic/shotgun/bulldog/update_icon()
cut_overlays()
/obj/item/gun/ballistic/automatic/shotgun/bulldog/update_icon_state()
return
/obj/item/gun/ballistic/automatic/shotgun/bulldog/update_overlays()
. = ..()
if(magazine)
add_overlay("[magazine.icon_state]")
. += "[magazine.icon_state]"
icon_state = "bulldog[chambered ? "" : "-e"]"
/obj/item/gun/ballistic/automatic/shotgun/bulldog/afterattack()
@@ -298,6 +304,7 @@
burst_shot_delay = 1
spread = 7
pin = /obj/item/firing_pin/implant/pindicate
automatic_burst_overlay = FALSE
/obj/item/gun/ballistic/automatic/l6_saw/unrestricted
pin = /obj/item/firing_pin
@@ -316,7 +323,7 @@
playsound(user, 'sound/weapons/sawclose.ogg', 60, 1)
update_icon()
/obj/item/gun/ballistic/automatic/l6_saw/update_icon()
/obj/item/gun/ballistic/automatic/l6_saw/update_icon_state()
icon_state = "l6[cover_open ? "open" : "closed"][magazine ? CEILING(get_ammo(0)/12.5, 1)*25 : "-empty"][suppressed ? "-suppressed" : ""]"
item_state = "l6[cover_open ? "openmag" : "closedmag"]"
@@ -369,9 +376,10 @@
zoom_amt = 10 //Long range, enough to see in front of you, but no tiles behind you.
zoom_out_amt = 13
slot_flags = ITEM_SLOT_BACK
automatic_burst_overlay = FALSE
actions_types = list()
/obj/item/gun/ballistic/automatic/sniper_rifle/update_icon()
/obj/item/gun/ballistic/automatic/sniper_rifle/update_icon_state()
if(magazine)
icon_state = "sniper-mag"
else
@@ -397,9 +405,10 @@
can_suppress = TRUE
w_class = WEIGHT_CLASS_HUGE
slot_flags = ITEM_SLOT_BACK
automatic_burst_overlay = FALSE
actions_types = list()
/obj/item/gun/ballistic/automatic/surplus/update_icon()
/obj/item/gun/ballistic/automatic/surplus/update_icon_state()
if(magazine)
icon_state = "surplus"
else
@@ -413,6 +422,7 @@
icon_state = "oldrifle"
item_state = "arg"
mag_type = /obj/item/ammo_box/magazine/recharge
automatic_burst_overlay = FALSE
fire_delay = 2
can_suppress = FALSE
burst_size = 1
@@ -420,7 +430,5 @@
fire_sound = 'sound/weapons/laser.ogg'
casing_ejector = FALSE
/obj/item/gun/ballistic/automatic/laser/update_icon()
..()
/obj/item/gun/ballistic/automatic/laser/update_icon_state()
icon_state = "oldrifle[magazine ? "-[CEILING(get_ammo(0)/4, 1)*4]" : ""]"
return
@@ -42,8 +42,7 @@
actions_types = list()
casing_ejector = FALSE
/obj/item/gun/ballistic/automatic/gyropistol/update_icon()
..()
/obj/item/gun/ballistic/automatic/gyropistol/update_icon_state()
icon_state = "[initial(icon_state)][magazine ? "loaded" : ""]"
/obj/item/gun/ballistic/automatic/speargun
@@ -54,6 +53,7 @@
w_class = WEIGHT_CLASS_BULKY
force = 10
can_suppress = FALSE
automatic_burst_overlay = FALSE
mag_type = /obj/item/ammo_box/magazine/internal/speargun
fire_sound = 'sound/weapons/grenadelaunch.ogg'
burst_size = 1
@@ -62,8 +62,9 @@
actions_types = list()
casing_ejector = FALSE
/obj/item/gun/ballistic/automatic/speargun/update_icon()
return
/obj/item/gun/ballistic/automatic/speargun/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_blocker)
/obj/item/gun/ballistic/automatic/speargun/attack_self()
return
@@ -137,7 +138,7 @@
chamber_round()
update_icon()
/obj/item/gun/ballistic/rocketlauncher/update_icon()
/obj/item/gun/ballistic/rocketlauncher/update_icon_state()
icon_state = "[initial(icon_state)]-[chambered ? "1" : "0"]"
/obj/item/gun/ballistic/rocketlauncher/suicide_act(mob/living/user)
@@ -75,8 +75,7 @@
recoil = 2
weapon_weight = WEAPON_HEAVY
/obj/item/gun/ballistic/automatic/magrifle/hyperburst/update_icon()
..()
/obj/item/gun/ballistic/automatic/magrifle/hyperburst/update_icon_state()
icon_state = "hyperburst[magazine ? "-[get_ammo()]" : ""][chambered ? "" : "-e"]"
///magpistol///
@@ -92,12 +91,14 @@
fire_delay = 2
inaccuracy_modifier = 0.25
cell_type = /obj/item/stock_parts/cell/magnetic/pistol
automatic_burst_overlay = FALSE
/obj/item/gun/ballistic/automatic/magrifle/pistol/update_icon()
..()
cut_overlays()
/obj/item/gun/ballistic/automatic/magrifle/pistol/update_overlays()
. = ..()
if(magazine)
add_overlay("magpistol-magazine")
. += "magpistol-magazine"
/obj/item/gun/ballistic/automatic/magrifle/pistol/update_icon_state()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
/obj/item/gun/ballistic/automatic/magrifle/pistol/nopin
@@ -8,12 +8,12 @@
burst_size = 1
fire_delay = 0
actions_types = list()
automatic_burst_overlay = FALSE
/obj/item/gun/ballistic/automatic/pistol/no_mag
spawnwithmagazine = FALSE
/obj/item/gun/ballistic/automatic/pistol/update_icon()
..()
/obj/item/gun/ballistic/automatic/pistol/update_icon_state()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
/obj/item/gun/ballistic/automatic/pistol/suppressed/Initialize(mapload)
@@ -28,6 +28,7 @@
icon = 'modular_citadel/icons/obj/guns/cit_guns.dmi'
icon_state = "cde"
can_unsuppress = TRUE
automatic_burst_overlay = FALSE
obj_flags = UNIQUE_RENAME
unique_reskin = list("Default" = "cde",
"N-99" = "n99",
@@ -38,20 +39,18 @@
"PX4 Storm" = "px4"
)
/obj/item/gun/ballistic/automatic/pistol/modular/update_icon()
..()
/obj/item/gun/ballistic/automatic/pistol/modular/update_icon_state()
if(current_skin)
icon_state = "[unique_reskin[current_skin]][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
else
icon_state = "[initial(icon_state)][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
/obj/item/gun/ballistic/automatic/pistol/modular/update_overlays()
. = ..()
if(magazine && suppressed)
cut_overlays()
add_overlay("[unique_reskin[current_skin]]-magazine-sup") //Yes, this means the default iconstate can't have a magazine overlay
. += "[unique_reskin[current_skin]]-magazine-sup" //Yes, this means the default iconstate can't have a magazine overlay
else if (magazine)
cut_overlays()
add_overlay("[unique_reskin[current_skin]]-magazine")
else
cut_overlays()
. += "[unique_reskin[current_skin]]-magazine"
/obj/item/gun/ballistic/automatic/pistol/m1911
name = "\improper M1911"
@@ -77,14 +76,14 @@
force = 14
mag_type = /obj/item/ammo_box/magazine/m50
can_suppress = FALSE
automatic_burst_overlay = FALSE
/obj/item/gun/ballistic/automatic/pistol/deagle/update_icon()
..()
/obj/item/gun/ballistic/automatic/pistol/deagle/update_overlays()
. = ..()
if(magazine)
cut_overlays()
add_overlay("deagle_magazine")
else
cut_overlays()
. += "deagle_magazine"
/obj/item/gun/ballistic/automatic/pistol/deagle/update_icon_state()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
/obj/item/gun/ballistic/automatic/pistol/deagle/gold
@@ -142,14 +141,14 @@
actions_types = list()
fire_sound = 'sound/weapons/blastcannon.ogg'
spread = 20 //damn thing has no rifling.
automatic_burst_overlay = FALSE
/obj/item/gun/ballistic/automatic/pistol/antitank/update_icon()
..()
/obj/item/gun/ballistic/automatic/pistol/antitank/update_overlays()
. = ..()
if(magazine)
cut_overlays()
add_overlay("atp-mag")
else
cut_overlays()
. += "atp-mag"
/obj/item/gun/ballistic/automatic/pistol/antitank/update_icon_state()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
/obj/item/gun/ballistic/automatic/pistol/antitank/syndicate
@@ -348,10 +348,10 @@
else
to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling!</span>")
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/update_icon()
..()
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/update_overlays()
. = ..()
if(slung)
icon_state += "sling"
. += "[icon_state]sling"
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawoff(mob/user)
. = ..()
@@ -164,10 +164,10 @@
else
to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling!</span>")
/obj/item/gun/ballistic/shotgun/boltaction/improvised/update_icon()
..()
/obj/item/gun/ballistic/shotgun/boltaction/improvised/update_overlays()
. = ..()
if(slung)
icon_state += "sling"
. += "[icon_state]sling"
/obj/item/gun/ballistic/shotgun/boltaction/enchanted
name = "enchanted bolt action rifle"
@@ -272,7 +272,7 @@
spread = 2
update_icon()
/obj/item/gun/ballistic/shotgun/automatic/combat/compact/update_icon()
/obj/item/gun/ballistic/shotgun/automatic/combat/compact/update_icon_state()
icon_state = "[current_skin ? unique_reskin[current_skin] : "cshotgun"][stock ? "" : "c"]"
//Dual Feed Shotgun
@@ -27,9 +27,9 @@
burst_size = 1
fire_delay = 0
actions_types = list()
automatic_burst_overlay = FALSE
/obj/item/gun/ballistic/automatic/toy/pistol/update_icon()
..()
/obj/item/gun/ballistic/automatic/toy/pistol/update_icon_state()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
/obj/item/gun/ballistic/automatic/toy/pistol/riot
+38 -28
View File
@@ -29,7 +29,6 @@
var/charge_sections = 4
ammo_x_offset = 2
var/shaded_charge = FALSE //if this gun uses a stateful charge bar for more detail
var/old_ratio = 0 // stores the gun's previous ammo "ratio" to see if it needs an updated icon
var/selfcharge = EGUN_NO_SELFCHARGE // EGUN_SELFCHARGE if true, EGUN_SELFCHARGE_BORG drains the cyborg's cell to recharge its own
var/charge_tick = 0
var/charge_delay = 4
@@ -64,10 +63,20 @@
START_PROCESSING(SSobj, src)
update_icon()
/obj/item/gun/energy/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/gun/energy/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/gun/energy/handle_atom_del(atom/A)
if(A == cell)
cell = null
update_icon()
return ..()
/obj/item/gun/energy/examine(mob/user)
. = ..()
if(!right_click_overridden)
@@ -226,46 +235,47 @@
#undef DECREMENT_OR_WRAP
#undef IS_VALID_INDEX
/obj/item/gun/energy/update_icon(force_update)
if(QDELETED(src))
/obj/item/gun/energy/update_icon_state()
if(initial(item_state))
return
..()
var/ratio = get_charge_ratio()
var/new_item_state = ""
new_item_state = initial(icon_state)
if(modifystate)
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
new_item_state += "[shot.select_name]"
new_item_state += "[ratio]"
item_state = new_item_state
/obj/item/gun/energy/update_overlays()
. = ..()
if(QDELETED(src))
return
if(!automatic_charge_overlays)
return
var/ratio = can_shoot() ? CEILING(clamp(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0
// Sets the ratio to 0 if the gun doesn't have enough charge to fire, or if it's power cell is removed.
// TG issues #5361 & #47908
if(ratio == old_ratio && !force_update)
return
old_ratio = ratio
cut_overlays()
var/iconState = "[icon_state]_charge"
var/itemState = null
if(!initial(item_state))
itemState = icon_state
var/overlay_icon_state = "[icon_state]_charge"
var/ratio = get_charge_ratio()
if (modifystate)
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
add_overlay("[icon_state]_[shot.select_name]")
iconState += "_[shot.select_name]"
if(itemState)
itemState += "[shot.select_name]"
. += "[icon_state]_[shot.select_name]"
overlay_icon_state += "_[shot.select_name]"
if(ratio == 0)
add_overlay("[icon_state]_empty")
. += "[icon_state]_empty"
else
if(!shaded_charge)
var/mutable_appearance/charge_overlay = mutable_appearance(icon, iconState)
var/mutable_appearance/charge_overlay = mutable_appearance(icon, overlay_icon_state)
for(var/i = ratio, i >= 1, i--)
charge_overlay.pixel_x = ammo_x_offset * (i - 1)
charge_overlay.pixel_y = ammo_y_offset * (i - 1)
add_overlay(charge_overlay)
. += charge_overlay
else
add_overlay("[icon_state]_charge[ratio]")
if(itemState)
itemState += "[ratio]"
item_state = itemState
if(ismob(loc)) //forces inhands to update
var/mob/M = loc
M.update_inv_hands()
. += "[icon_state]_charge[ratio]"
///Used by update_icon_state() and update_overlays()
/obj/item/gun/energy/proc/get_charge_ratio()
return can_shoot() ? CEILING(clamp(cell.charge / cell.maxcharge, 0, 1) * charge_sections, 1) : 0
// Sets the ratio to 0 if the gun doesn't have enough charge to fire, or if its power cell is removed.
/obj/item/gun/energy/suicide_act(mob/living/user)
if (istype(user) && can_shoot() && can_trigger_gun(user) && user.get_bodypart(BODY_ZONE_HEAD))
@@ -207,12 +207,11 @@
to_chat(user,"<span class='notice'>You switch [src] setting to [setting] mode.</span>")
update_icon()
/obj/item/gun/energy/dueling/update_icon(force_update)
/obj/item/gun/energy/dueling/update_overlays(force_update)
. = ..()
if(setting_overlay)
cut_overlay(setting_overlay)
setting_overlay.icon_state = setting_iconstate()
add_overlay(setting_overlay)
. += setting_overlay
/obj/item/gun/energy/dueling/Destroy()
if(duel)
@@ -363,8 +362,7 @@
STR.max_items = 2
STR.can_hold = typecacheof(/obj/item/gun/energy/dueling)
/obj/item/storage/lockbox/dueling/update_icon()
cut_overlays()
/obj/item/storage/lockbox/dueling/update_icon_state()
var/locked = SEND_SIGNAL(src, COMSIG_IS_STORAGE_LOCKED)
if(locked)
icon_state = "medalbox+l"
@@ -19,17 +19,13 @@
cell_type = /obj/item/stock_parts/cell{charge = 600; maxcharge = 600}
ammo_x_offset = 2
charge_sections = 3
gunlight_state = "mini-light"
can_flashlight = 0 // Can't attach or detach the flashlight, and override it's icon update
/obj/item/gun/energy/e_gun/mini/Initialize()
gun_light = new /obj/item/flashlight/seclite(src)
return ..()
/obj/item/gun/energy/e_gun/mini/update_icon()
..()
if(gun_light && gun_light.on)
add_overlay("mini-light")
/obj/item/gun/energy/e_gun/stun
name = "tactical energy gun"
desc = "Military issue energy gun, is able to fire stun rounds."
@@ -138,15 +134,15 @@
return
fail_chance = min(fail_chance + round(15/severity), 100)
/obj/item/gun/energy/e_gun/nuclear/update_icon()
..()
/obj/item/gun/energy/e_gun/nuclear/update_overlays()
. = ..()
if(crit_fail)
add_overlay("[icon_state]_fail_3")
. += "[icon_state]_fail_3"
else
switch(fail_tick)
if(0)
add_overlay("[icon_state]_fail_0")
. += "[icon_state]_fail_0"
if(1 to 150)
add_overlay("[icon_state]_fail_1")
. += "[icon_state]_fail_1"
if(151 to INFINITY)
add_overlay("[icon_state]_fail_2")
. += "[icon_state]_fail_2"
@@ -46,13 +46,6 @@
range = 4
log_override = TRUE
/obj/item/gun/energy/kinetic_accelerator/premiumka/update_icon()
..()
if(!can_shoot())
add_overlay("[icon_state]_empty")
else
cut_overlays()
/obj/item/gun/energy/kinetic_accelerator/getinaccuracy(mob/living/user, bonus_spread, stamloss)
var/old_fire_delay = fire_delay //It's pretty irrelevant tbh but whatever.
fire_delay = overheat_time
@@ -186,12 +179,10 @@
update_icon()
overheat = FALSE
/obj/item/gun/energy/kinetic_accelerator/update_icon()
..()
/obj/item/gun/energy/kinetic_accelerator/update_overlays()
. = ..()
if(!can_shoot())
add_overlay("[icon_state]_empty")
else
cut_overlays()
. += "[icon_state]_empty"
//Casing
/obj/item/ammo_casing/energy/kinetic
+13 -13
View File
@@ -34,11 +34,11 @@
pin = null
ammo_x_offset = 1
/obj/item/gun/energy/decloner/update_icon()
/obj/item/gun/energy/decloner/update_overlays()
..()
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(!QDELETED(cell) && (cell.charge > shot.e_cost))
add_overlay("decloner_spin")
. += "decloner_spin"
/obj/item/gun/energy/floragun
name = "floral somatoray"
@@ -134,9 +134,10 @@
tool_behaviour = TOOL_WELDER
toolspeed = 0.7 //plasmacutters can be used as welders, and are faster than standard welders
/obj/item/gun/energy/plasmacutter/Initialize()
/obj/item/gun/energy/plasmacutter/ComponentInitialize()
. = ..()
AddComponent(/datum/component/butchering, 25, 105, 0, 'sound/weapons/plasma_cutter.ogg')
AddElement(/datum/element/update_icon_blocker)
/obj/item/gun/energy/plasmacutter/examine(mob/user)
. = ..()
@@ -166,9 +167,6 @@
/obj/item/gun/energy/plasmacutter/use(amount)
return cell.use(amount * 100)
/obj/item/gun/energy/plasmacutter/update_icon()
return
/obj/item/gun/energy/plasmacutter/adv
name = "advanced plasma cutter"
icon_state = "adv_plasmacutter"
@@ -183,11 +181,12 @@
icon_state = "wormhole_projector"
pin = null
inaccuracy_modifier = 0.25
automatic_charge_overlays = FALSE
var/obj/effect/portal/p_blue
var/obj/effect/portal/p_orange
var/atmos_link = FALSE
/obj/item/gun/energy/wormhole_projector/update_icon()
/obj/item/gun/energy/wormhole_projector/update_icon_state()
icon_state = "[initial(icon_state)][current_firemode_index]"
item_state = icon_state
@@ -256,8 +255,9 @@
can_charge = 0
use_cyborg_cell = 1
/obj/item/gun/energy/printer/update_icon()
return
/obj/item/gun/energy/printer/ComponentInitialize()
. = ..()
AddElement(/datum/element/update_icon_blocker)
/obj/item/gun/energy/printer/emp_act()
return
@@ -321,14 +321,14 @@
inaccuracy_modifier = 0.25
cell_type = /obj/item/stock_parts/cell/super
ammo_type = list(/obj/item/ammo_casing/energy/emitter)
automatic_charge_overlays = FALSE
/obj/item/gun/energy/emitter/update_icon()
..()
/obj/item/gun/energy/emitter/update_icon_state()
var/obj/item/ammo_casing/energy/shot = ammo_type[current_firemode_index]
if(!QDELETED(cell) && (cell.charge > shot.e_cost))
add_overlay("emitter_carbine_empty")
icon_state = "emitter_carbine_empty"
else
add_overlay("emitter_carbine")
icon_state = "emitter_carbine"
//the pickle ray
/obj/item/gun/energy/pickle_gun
@@ -35,6 +35,7 @@
slowdown = 1
item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND | NEEDS_PERMIT
pin = null
automatic_charge_overlays = FALSE
var/aiming = FALSE
var/aiming_time = 14
var/aiming_time_fire_threshold = 5
@@ -152,13 +153,13 @@
current_zoom_x = 0
current_zoom_y = 0
/obj/item/gun/energy/beam_rifle/update_icon()
cut_overlays()
/obj/item/gun/energy/beam_rifle/update_overlays()
. = ..()
var/obj/item/ammo_casing/energy/primary_ammo = ammo_type[1]
if(!QDELETED(cell) && (cell.charge > primary_ammo.e_cost))
add_overlay(charged_overlay)
. += charged_overlay
else
add_overlay(drained_overlay)
. += drained_overlay
/obj/item/gun/energy/beam_rifle/attack_self(mob/user)
if(!structure_piercing)
@@ -41,18 +41,16 @@
user.put_in_hands(bomb)
user.visible_message("<span class='warning'>[user] detaches [bomb] from [src].</span>")
bomb = null
name = initial(name)
desc = initial(desc)
update_icon()
return ..()
/obj/item/gun/blastcannon/update_icon()
/obj/item/gun/blastcannon/update_icon_state()
if(bomb)
icon_state = icon_state_loaded
name = "blast cannon"
desc = "A makeshift device used to concentrate a bomb's blast energy to a narrow wave."
else
icon_state = initial(icon_state)
name = initial(name)
desc = initial(desc)
/obj/item/gun/blastcannon/attackby(obj/O, mob/user)
if(istype(O, /obj/item/transfer_valve))
@@ -65,6 +63,8 @@
return FALSE
user.visible_message("<span class='warning'>[user] attaches [T] to [src]!</span>")
bomb = T
name = "blast cannon"
desc = "A makeshift device used to concentrate a bomb's blast energy to a narrow wave."
update_icon()
return TRUE
return ..()
@@ -1165,3 +1165,9 @@
random_reagents += R
var/picked_reagent = pick(random_reagents)
return picked_reagent
/proc/get_chem_id(chem_name)
for(var/X in GLOB.chemical_reagents_list)
var/datum/reagent/R = GLOB.chemical_reagents_list[X]
if(ckey(chem_name) == ckey(lowertext(R.name)))
return X
@@ -1,5 +1,3 @@
#define PILL_STYLE_COUNT 22 //Update this if you add more pill icons or you die
#define RANDOM_PILL_STYLE 22 //Dont change this one though
/obj/machinery/chem_master
name = "ChemMaster 3000"
@@ -36,6 +36,14 @@
for(var/obj/item/stock_parts/matter_bin/B in component_parts)
reagents.maximum_volume += REAGENTS_BASE_VOLUME * B.rating
/obj/machinery/smoke_machine/ComponentInitialize()
. = ..()
AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_VERBS, null, CALLBACK(src, .proc/can_be_rotated))
AddComponent(/datum/component/plumbing/simple_demand) //this SURELY CANT' LEAD TO BAD THINGS HAPPENING.
/obj/machinery/smoke_machine/proc/can_be_rotated(mob/user, rotation_type)
return !anchored
/obj/machinery/smoke_machine/update_icon_state()
if((!is_operational()) || (!on) || (reagents.total_volume == 0))
if (panel_open)

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