Merge branch 'master' into upstream-merge-29523

This commit is contained in:
LetterJay
2017-08-14 08:30:40 -05:00
committed by GitHub
735 changed files with 67775 additions and 63573 deletions
-9
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@@ -1,9 +0,0 @@
diff a/code/__DEFINES/DNA.dm b/code/__DEFINES/DNA.dm (rejected hunks)
@@ -114,4 +114,6 @@
#define EASYLIMBATTACHMENT 23
#define TOXINLOVER 24
#define DIGITIGRADE 25 //Uses weird leg sprites. Optional for Lizards, required for ashwalkers. Don't give it to other races unless you make sprites for this (see human_parts_greyscale.dmi)
-#define NO_UNDERWEAR 26
+#define NO_UNDERWEAR 26
+#define NOLIVER 27
+#define NOSTOMACH 28
+7 -2
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@@ -76,7 +76,7 @@
#define ACCESS_CENT_STORAGE 106//Generic storage areas.
#define ACCESS_CENT_TELEPORTER 107//Teleporter.
#define ACCESS_CENT_CAPTAIN 109//Captain's office/ID comp/AI.
#define ACCESS_CENT_BAR 110 // The non-existent Centcom Bar
#define ACCESS_CENT_BAR 110 // The non-existent CentCom Bar
//The Syndicate
#define ACCESS_SYNDICATE 150//General Syndicate Access
@@ -93,4 +93,9 @@
#define ACCESS_AWAY_GENERIC1 205//Away generic access
#define ACCESS_AWAY_GENERIC2 206
#define ACCESS_AWAY_GENERIC3 207
#define ACCESS_AWAY_GENERIC4 208
#define ACCESS_AWAY_GENERIC4 208
//Special, for anything that's basically internal
#define ACCESS_BLOODCULT 250
#define ACCESS_CLOCKCULT 251
+1 -1
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@@ -50,7 +50,7 @@
#define ADMIN_SM(user) "(<a href='?_src_=holder;subtlemessage=\ref[user]'>SM</a>)"
#define ADMIN_TP(user) "(<a href='?_src_=holder;traitor=\ref[user]'>TP</a>)"
#define ADMIN_KICK(user) "(<a href='?_src_=holder;boot2=\ref[user]'>KICK</a>)"
#define ADMIN_CENTCOM_REPLY(user) "(<a href='?_src_=holder;CentcommReply=\ref[user]'>RPLY</a>)"
#define ADMIN_CENTCOM_REPLY(user) "(<a href='?_src_=holder;CentComReply=\ref[user]'>RPLY</a>)"
#define ADMIN_SYNDICATE_REPLY(user) "(<a href='?_src_=holder;SyndicateReply=\ref[user]'>RPLY</a>)"
#define ADMIN_SC(user) "(<a href='?_src_=holder;adminspawncookie=\ref[user]'>SC</a>)"
#define ADMIN_SMITE(user) "(<a href='?_src_=holder;adminsmite=\ref[user]'>SMITE</a>)"
+1
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@@ -7,6 +7,7 @@
GLOBAL_VAR_INIT(clockwork_construction_value, 0) //The total value of all structures built by the clockwork cult
GLOBAL_VAR_INIT(clockwork_caches, 0) //How many clockwork caches exist in the world (not each individual)
GLOBAL_VAR_INIT(clockwork_vitality, 0) //How much Vitality is stored, total
GLOBAL_LIST_EMPTY(active_daemons) //A list of all active tinkerer's daemons
GLOBAL_LIST_EMPTY(all_clockwork_objects) //All clockwork items, structures, and effects in existence
GLOBAL_LIST_EMPTY(all_clockwork_mobs) //All clockwork SERVANTS (not creatures) in existence
-9
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@@ -1,9 +0,0 @@
diff a/code/__DEFINES/combat.dm b/code/__DEFINES/combat.dm (rejected hunks)
@@ -9,6 +9,7 @@
#define OXY "oxy"
#define CLONE "clone"
#define STAMINA "stamina"
+#define BRAIN "brain"
//bitflag damage defines used for suicide_act
#define BRUTELOSS 1
+2 -2
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@@ -5,7 +5,7 @@ Names of z-level do not matter, but order does greatly, for instances such as ch
current as of 2016/6/2
z1 = station
z2 = centcomm
z2 = centcom
z5 = mining
Everything else = randomized space
Last space-z level = empty
@@ -16,7 +16,7 @@ Last space-z level = empty
#define UNAFFECTED 0
#define MAIN_STATION "Main Station"
#define CENTCOMM "CentComm"
#define CENTCOM "CentCom"
#define EMPTY_AREA_1 "Empty Area 1"
#define EMPTY_AREA_2 "Empty Area 2"
#define MINING "Mining Asteroid"
+2 -2
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@@ -46,8 +46,8 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
//Human Overlays Indexes/////////
//citadel code
#define MUTATIONS_LAYER 30 //mutations. Tk headglows, cold resistance glow, etc
#define BODY_BEHIND_LAYER 29 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define GENITALS_BEHIND_LAYER 28
#define GENITALS_BEHIND_LAYER 29 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
#define BODY_BEHIND_LAYER 28 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 27 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define BODY_ADJ_LAYER 26 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define GENITALS_ADJ_LAYER 25
+1 -1
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@@ -22,7 +22,7 @@
#define SHUTTLE_ALREADY_DOCKED "we_are_already_docked"
#define SHUTTLE_SOMEONE_ELSE_DOCKED "someone_else_docked"
//Launching Shuttles to Centcomm
//Launching Shuttles to CentCom
#define NOLAUNCH -1
#define UNLAUNCHED 0
#define ENDGAME_LAUNCHED 1
-51
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@@ -1,51 +0,0 @@
diff a/code/__DEFINES/sound.dm b/code/__DEFINES/sound.dm (rejected hunks)
@@ -5,42 +5,15 @@
#define CHANNEL_JUKEBOX 1021
#define CHANNEL_JUSTICAR_ARK 1020
#define CHANNEL_HEARTBEAT 1019 //sound channel for heartbeats
+#define CHANNEL_AMBIENCE 1018
+#define CHANNEL_BUZZ 1017
+#define CHANNEL_BICYCLE 1016
//THIS SHOULD ALWAYS BE THE LOWEST ONE!
//KEEP IT UPDATED
-#define CHANNEL_HIGHEST_AVAILABLE 1018
+#define CHANNEL_HIGHEST_AVAILABLE 1015
#define SOUND_MINIMUM_PRESSURE 10
-#define FALLOFF_SOUNDS 0.5
-
-//BYOND Sound Environment defines
-
-#define SOUND_ENV_DEFAULT -1
-#define SOUND_ENV_GENERIC 0
-#define SOUND_ENV_PADDED_CELL 1
-#define SOUND_ENV_ROOM 2
-#define SOUND_ENV_BATHROOM 3
-#define SOUND_ENV_LIVINGROOM 4
-#define SOUND_ENV_STONEROOM 5
-#define SOUND_ENV_AUDITORIUM 6
-#define SOUND_ENV_CONCERT_HALL 7
-#define SOUND_ENV_CAVE 8
-#define SOUND_ENV_ARENA 9
-#define SOUND_ENV_HANGAR 10
-#define SOUND_ENV_CARPETTED_HALLWAY 11
-#define SOUND_ENV_HALLWAY 12
-#define SOUND_ENV_STONE_CORRIDOOR 13
-#define SOUND_ENV_ALLEY 14
-#define SOUND_ENV_FOREST 15
-#define SOUND_ENV_CITY 16
-#define SOUND_ENV_MOUNTAINS 17
-#define SOUND_ENV_QUARRY 18
-#define SOUND_ENV_PLAIN 19
-#define SOUND_ENV_PARKING_LOT 20
-#define SOUND_ENV_SEWER_PIPE 21
-#define SOUND_ENV_UNDERWATER 22
-#define SOUND_ENV_DRUGGED 23
-#define SOUND_ENV_DIZZY 24
-#define SOUND_ENV_PSYCHOTIC 25
\ No newline at end of file
+#define FALLOFF_SOUNDS 0.5
\ No newline at end of file
+3
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@@ -175,6 +175,9 @@ Actual Adjacent procs :
for(var/obj/structure/window/W in src)
if(!W.CanAStarPass(ID, adir))
return 1
for(var/obj/machinery/door/window/W in src)
if(!W.CanAStarPass(ID, adir))
return 1
for(var/obj/O in T)
if(!O.CanAStarPass(ID, rdir, caller))
return 1
+15 -4
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@@ -91,16 +91,23 @@
//returns a new list with only atoms that are in typecache L
/proc/typecache_filter_list(list/atoms, list/typecache)
. = list()
for (var/thing in atoms)
for(var/thing in atoms)
var/atom/A = thing
if (typecache[A.type])
. += A
/proc/typecache_filter_list_reverse(list/atoms, list/typecache)
. = list()
for (var/thing in atoms)
for(var/thing in atoms)
var/atom/A = thing
if (!typecache[A.type])
if(!typecache[A.type])
. += A
/proc/typecache_filter_multi_list_exclusion(list/atoms, list/typecache_include, list/typecache_exclude)
. = list()
for(var/thing in atoms)
var/atom/A = thing
if(typecache_include[A.type] && !typecache_exclude[A.type])
. += A
//Like typesof() or subtypesof(), but returns a typecache instead of a list
@@ -177,7 +184,11 @@
result = first ^ second
return result
//Pretends to pick an element based on its weight but really just seems to pick a random element.
//Picks a random element from a list based on a weighting system:
//1. Adds up the total of weights for each element
//2. Gets a number between 1 and that total
//3. For each element in the list, subtracts its weighting from that number
//4. If that makes the number 0 or less, return that element.
/proc/pickweight(list/L)
var/total = 0
var/item
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+5
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@@ -48,6 +48,11 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/xeno_dorsal, GLOB.xeno_dorsal_list)
//genitals
init_sprite_accessory_subtypes(/datum/sprite_accessory/penis, GLOB.cock_shapes_list)
for(var/K in GLOB.cock_shapes_list)
var/datum/sprite_accessory/penis/value = GLOB.cock_shapes_list[K]
GLOB.cock_shapes_icons[K] = value.icon_state
init_sprite_accessory_subtypes(/datum/sprite_accessory/vagina, GLOB.vagina_shapes_list)
init_sprite_accessory_subtypes(/datum/sprite_accessory/breasts, GLOB.breasts_shapes_list)
GLOB.breasts_size_list = list("a","b","c","d","e") //We need the list to choose from initialized, but it's no longer a sprite_accessory thing.
+15 -19
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@@ -968,32 +968,28 @@ GLOBAL_LIST_EMPTY(friendly_animal_types)
/image/proc/setDir(newdir)
dir = newdir
/atom/proc/freeze_icon_index()
return "\ref[initial(icon)]-[initial(icon_state)]"
#define FROZEN_RED_COLOR "#2E5E69"
#define FROZEN_GREEN_COLOR "#60A2A8"
#define FROZEN_BLUE_COLOR "#A1AFB1"
/obj/proc/make_frozen_visual()
// Used to make the frozen item visuals for Freon.
var/static/list/freeze_item_icons = list()
if(resistance_flags & FREEZE_PROOF)
return
if(!HAS_SECONDARY_FLAG(src, FROZEN) && (initial(icon) && initial(icon_state)))
var/index = freeze_icon_index()
var/icon/IC
var/icon/P = freeze_item_icons[index]
if(!P)
P = new /icon
for(var/iconstate in icon_states(icon))
var/icon/O = new('icons/effects/freeze.dmi', "ice_cube")
IC = new(icon, iconstate)
O.Blend(IC, ICON_ADD)
P.Insert(O, iconstate)
freeze_item_icons[index] = P
icon = P
if(!HAS_SECONDARY_FLAG(src, FROZEN))
name = "frozen [name]"
add_atom_colour(list(FROZEN_RED_COLOR, FROZEN_GREEN_COLOR, FROZEN_BLUE_COLOR, rgb(0,0,0)), TEMPORARY_COLOUR_PRIORITY)
alpha -= 25
SET_SECONDARY_FLAG(src, FROZEN)
//Assumes already frozed
/obj/proc/make_unfrozen()
icon = initial(icon)
name = replacetext(name, "frozen ", "")
CLEAR_SECONDARY_FLAG(src, FROZEN)
if(HAS_SECONDARY_FLAG(src, FROZEN))
name = replacetext(name, "frozen ", "")
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, list(FROZEN_RED_COLOR, FROZEN_GREEN_COLOR, FROZEN_BLUE_COLOR, rgb(0,0,0)))
alpha += 25
CLEAR_SECONDARY_FLAG(src, FROZEN)
#undef FROZEN_RED_COLOR
#undef FROZEN_GREEN_COLOR
#undef FROZEN_BLUE_COLOR
+38
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@@ -182,3 +182,41 @@ GLOBAL_LIST_INIT(sqrtTable, list(1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4,
gaussian_next = R2 * working
return (mean + stddev * R1)
#undef ACCURACY
/proc/mouse_angle_from_client(client/client)
var/list/mouse_control = params2list(client.mouseParams)
if(mouse_control["screen-loc"])
var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
var/x = (text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32)
var/y = (text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32)
var/screenview = (client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
var/ox = round(screenview/2) - client.pixel_x //"origin" x
var/oy = round(screenview/2) - client.pixel_y //"origin" y
var/angle = NORM_ROT(Atan2(y - oy, x - ox))
return angle
/proc/get_turf_in_angle(angle, turf/starting, increments)
var/pixel_x = 0
var/pixel_y = 0
for(var/i in 1 to increments)
pixel_x += sin(angle)+16*sin(angle)*2
pixel_y += cos(angle)+16*cos(angle)*2
var/new_x = starting.x
var/new_y = starting.y
while(pixel_x > 16)
pixel_x -= 32
new_x++
while(pixel_x < -16)
pixel_x += 32
new_x--
while(pixel_y > 16)
pixel_y -= 32
new_y++
while(pixel_y < -16)
pixel_y += 32
new_y--
new_x = Clamp(new_x, 0, world.maxx)
new_y = Clamp(new_y, 0, world.maxy)
return locate(new_x, new_y, starting.z)
+4 -2
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@@ -116,6 +116,7 @@
"xenohead" = "None",
"xenotail" = "None",
"exhibitionist" = FALSE,
"genitals_use_skintone" = FALSE,
"has_cock" = FALSE,
"cock_shape" = pick(GLOB.cock_shapes_list),
"cock_length" = 6,
@@ -158,8 +159,9 @@
"womb_cum_rate" = CUM_RATE,
"womb_cum_mult" = CUM_RATE_MULT,
"womb_efficiency" = CUM_EFFICIENCY,
"womb_fluid" = "femcum"))
"womb_fluid" = "femcum",
"flavor_text" = ""))
/proc/random_hair_style(gender)
switch(gender)
if(MALE)
+1 -1
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@@ -8,7 +8,7 @@
//When we get into galloping mode, we stay there until both runs win less often than MIN_GALLOP consecutive times.
#define MIN_GALLOP 7
//This is a global instance to allow much of this code to be reused. The interfaces are kept seperately
//This is a global instance to allow much of this code to be reused. The interfaces are kept separately
GLOBAL_DATUM_INIT(sortInstance, /datum/sortInstance, new())
/datum/sortInstance
//The array being sorted.
+16 -7
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@@ -48,7 +48,7 @@ Location where the teleport begins, target that will teleport, distance to go, d
Random error in tile placement x, error in tile placement y, and block offset.
Block offset tells the proc how to place the box. Behind teleport location, relative to starting location, forward, etc.
Negative values for offset are accepted, think of it in relation to North, -x is west, -y is south. Error defaults to positive.
Turf and target are seperate in case you want to teleport some distance from a turf the target is not standing on or something.
Turf and target are separate in case you want to teleport some distance from a turf the target is not standing on or something.
*/
var/dirx = 0//Generic location finding variable.
@@ -491,17 +491,26 @@ Turf and target are seperate in case you want to teleport some distance from a t
var/y=arcsin(x/sqrt(1+x*x))
return y
/atom/proc/GetAllContents()
/atom/proc/GetAllContents(list/ignore_typecache)
var/list/processing_list = list(src)
var/list/assembled = list()
if(ignore_typecache) //If there's a typecache, use it.
while(processing_list.len)
var/atom/A = processing_list[1]
processing_list -= A
if(ignore_typecache[A.type])
continue
processing_list |= (A.contents - assembled)
assembled |= A
while(processing_list.len)
var/atom/A = processing_list[1]
processing_list -= A
else //If there's none, only make this check once for performance.
while(processing_list.len)
var/atom/A = processing_list[1]
processing_list -= A
processing_list |= (A.contents - assembled)
processing_list |= (A.contents - assembled)
assembled |= A
assembled |= A
return assembled
+1 -1
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@@ -20,7 +20,7 @@ GLOBAL_LIST_EMPTY(tech_list) //list of all /datum/tech datums indexed by id.
GLOBAL_LIST_EMPTY(surgeries_list) //list of all surgeries by name, associated with their path.
GLOBAL_LIST_EMPTY(crafting_recipes) //list of all table craft recipes
GLOBAL_LIST_EMPTY(rcd_list) //list of Rapid Construction Devices.
GLOBAL_LIST_EMPTY(apcs_list) //list of all Area Power Controller machines, seperate from machines for powernet speeeeeeed.
GLOBAL_LIST_EMPTY(apcs_list) //list of all Area Power Controller machines, separate from machines for powernet speeeeeeed.
GLOBAL_LIST_EMPTY(tracked_implants) //list of all current implants that are tracked to work out what sort of trek everyone is on. Sadly not on lavaworld not implemented...
GLOBAL_LIST_EMPTY(tracked_chem_implants) //list of implants the prisoner console can track and send inject commands too
GLOBAL_LIST_EMPTY(poi_list) //list of points of interest for observe/follow
+20 -14
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@@ -24,17 +24,6 @@
active_mousedown_item.onMouseUp(object, location, params, mob)
active_mousedown_item = null
/client/MouseDrag(src_object,atom/over_object,src_location,over_location,src_control,over_control,params)
mouseParams = params
mouseLocation = over_location
mouseObject = over_object
mouseControlObject = over_control
if(selected_target[1] && over_object && over_object.IsAutoclickable())
selected_target[1] = over_object
selected_target[2] = params
if(active_mousedown_item)
active_mousedown_item.onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
/mob/proc/CanMobAutoclick(object, location, params)
/mob/living/carbon/CanMobAutoclick(atom/object, location, params)
@@ -63,9 +52,6 @@
/obj/item/proc/onMouseUp(object, location, params, mob)
return
/obj/item/proc/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
return
/obj/item
var/canMouseDown = FALSE
@@ -90,3 +76,23 @@
mouseLocation = location
mouseObject = object
mouseControlObject = control
if(mob && LAZYLEN(mob.mousemove_intercept_objects))
for(var/obj/item/I in mob.mousemove_intercept_objects)
I.onMouseMove(object, location, control, params)
/obj/item/proc/onMouseMove(object, location, control, params)
return
/client/MouseDrag(src_object,atom/over_object,src_location,over_location,src_control,over_control,params)
mouseParams = params
mouseLocation = over_location
mouseObject = over_object
mouseControlObject = over_control
if(selected_target[1] && over_object && over_object.IsAutoclickable())
selected_target[1] = over_object
selected_target[2] = params
if(active_mousedown_item)
active_mousedown_item.onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
/obj/item/proc/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
return
+16 -5
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@@ -432,14 +432,26 @@
/obj/screen/click_catcher
icon = 'icons/mob/screen_gen.dmi'
icon_state = "click_catcher"
icon_state = "flash"
plane = CLICKCATCHER_PLANE
mouse_opacity = 2
screen_loc = "CENTER"
/obj/screen/click_catcher/New()
..()
transform = matrix(200, 0, 0, 0, 200, 0)
/obj/screen/click_catcher/proc/UpdateGreed(view_size_x = 7, view_size_y = 7)
var/icon/newicon = icon('icons/mob/screen_gen.dmi', "flash")
if(view_size_x > 16 || view_size_y > 16)
newicon.Scale((16 * 2 + 1) * world.icon_size,(16 * 2 + 1) * world.icon_size)
icon = newicon
var/tx = view_size_x/16
var/ty = view_size_y/16
var/matrix/M = new
M.Scale(tx, ty)
transform = M
screen_loc = "CENTER-16,CENTER-16"
else
screen_loc = "CENTER-[view_size_x],CENTER-[view_size_y]"
newicon.Scale((view_size_x * 2 + 1) * world.icon_size,(view_size_y * 2 + 1) * world.icon_size)
icon = newicon
/obj/screen/click_catcher/Click(location, control, params)
var/list/modifiers = params2list(params)
@@ -453,7 +465,6 @@
T.Click(location, control, params)
. = 1
/* MouseWheelOn */
/mob/proc/MouseWheelOn(atom/A, delta_x, delta_y, params)
+36 -16
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@@ -56,8 +56,7 @@
var/obj/item/W = get_active_held_item()
// Cyborgs have no range-checking unless there is item use
if(!W)
if(!W && get_dist(src,A) <= remote_range)
A.attack_robot(src)
return
@@ -106,38 +105,59 @@
/atom/proc/BorgCtrlShiftClick(mob/living/silicon/robot/user) //forward to human click if not overriden
CtrlShiftClick(user)
/obj/machinery/door/airlock/BorgCtrlShiftClick() // Sets/Unsets Emergency Access Override Forwards to AI code.
AICtrlShiftClick()
/obj/machinery/door/airlock/BorgCtrlShiftClick(mob/living/silicon/robot/user) // Sets/Unsets Emergency Access Override Forwards to AI code.
if(get_dist(src,user) <= user.remote_range)
AICtrlShiftClick()
else
..()
/atom/proc/BorgShiftClick(mob/living/silicon/robot/user) //forward to human click if not overriden
ShiftClick(user)
/obj/machinery/door/airlock/BorgShiftClick() // Opens and closes doors! Forwards to AI code.
AIShiftClick()
/obj/machinery/door/airlock/BorgShiftClick(mob/living/silicon/robot/user) // Opens and closes doors! Forwards to AI code.
if(get_dist(src,user) <= user.remote_range)
AIShiftClick()
else
..()
/atom/proc/BorgCtrlClick(mob/living/silicon/robot/user) //forward to human click if not overriden
CtrlClick(user)
/obj/machinery/door/airlock/BorgCtrlClick() // Bolts doors. Forwards to AI code.
AICtrlClick()
/obj/machinery/door/airlock/BorgCtrlClick(mob/living/silicon/robot/user) // Bolts doors. Forwards to AI code.
if(get_dist(src,user) <= user.remote_range)
AICtrlClick()
else
..()
/obj/machinery/power/apc/BorgCtrlClick() // turns off/on APCs. Forwards to AI code.
AICtrlClick()
/obj/machinery/power/apc/BorgCtrlClick(mob/living/silicon/robot/user) // turns off/on APCs. Forwards to AI code.
if(get_dist(src,user) <= user.remote_range)
AICtrlClick()
else
..()
/obj/machinery/turretid/BorgCtrlClick() //turret control on/off. Forwards to AI code.
AICtrlClick()
/obj/machinery/turretid/BorgCtrlClick(mob/living/silicon/robot/user) //turret control on/off. Forwards to AI code.
if(get_dist(src,user) <= user.remote_range)
AICtrlClick()
else
..()
/atom/proc/BorgAltClick(mob/living/silicon/robot/user)
AltClick(user)
return
/obj/machinery/door/airlock/BorgAltClick() // Eletrifies doors. Forwards to AI code.
AIAltClick()
/obj/machinery/door/airlock/BorgAltClick(mob/living/silicon/robot/user) // Eletrifies doors. Forwards to AI code.
if(get_dist(src,user) <= user.remote_range)
AIAltClick()
else
..()
/obj/machinery/turretid/BorgAltClick() //turret lethal on/off. Forwards to AI code.
AIAltClick()
/obj/machinery/turretid/BorgAltClick(mob/living/silicon/robot/user) //turret lethal on/off. Forwards to AI code.
if(get_dist(src,user) <= user.remote_range)
AIAltClick()
else
..()
/*
As with AI, these are not used in click code,
+1 -1
View File
@@ -205,7 +205,7 @@ or something covering your eyes."
/obj/screen/alert/embeddedobject
name = "Embedded Object"
desc = "Something got lodged into your flesh and is causing major bleeding. It might fall out with time, but surgery is the safest way. \
If you're feeling frisky, click yourself in help intent to pull the object out."
If you're feeling frisky, examine yourself and click the underlined item to pull the object out."
icon_state = "embeddedobject"
/obj/screen/alert/embeddedobject/Click()
+1
View File
@@ -145,6 +145,7 @@
return 0
screenmob.client.screen = list()
screenmob.client.apply_clickcatcher()
var/display_hud_version = version
if(!display_hud_version) //If 0 or blank, display the next hud version
+1 -1
View File
@@ -281,7 +281,7 @@
to_chat(H, "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>")
H.internal = H.r_store
//Seperate so CO2 jetpacks are a little less cumbersome.
//Separate so CO2 jetpacks are a little less cumbersome.
if(!C.internal && istype(C.back, /obj/item/weapon/tank))
to_chat(C, "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>")
C.internal = C.back
+2
View File
@@ -15,6 +15,7 @@
return
new /obj/effect/temp_visual/telekinesis(loc)
user.UnarmedAttack(src,0) // attack_hand, attack_paw, etc
add_hiddenprint(user)
return
/obj/attack_tk(mob/user)
@@ -34,6 +35,7 @@
O.tk_user = user
if(O.focus_object(src))
user.put_in_active_hand(O)
add_hiddenprint(user)
/mob/attack_tk(mob/user)
return
+1
View File
@@ -53,6 +53,7 @@ GLOBAL_LIST_EMPTY(xeno_dorsal_list)
//Genitals and Arousal Lists
GLOBAL_LIST_EMPTY(cock_shapes_list)//global_lists.dm for the list initializations //Now also _DATASTRUCTURES globals.dm
GLOBAL_LIST_EMPTY(cock_shapes_icons) //Associated list for names->icon_states for cockshapes.
GLOBAL_LIST_EMPTY(breasts_size_list)
GLOBAL_LIST_EMPTY(breasts_shapes_list)
GLOBAL_LIST_EMPTY(vagina_shapes_list)
+129 -31
View File
@@ -6,7 +6,7 @@
var/arousal_rate = 1 //The base rate that arousal will increase in this mob.
var/arousal_loss_rate = 1 //How easily arousal can be relieved for this mob.
var/canbearoused = FALSE //Mob-level disabler for arousal. Starts off and can be enabled as features are added for different mob types.
var/mb_cd_length = 50 //5 second cooldown for masturbating because fuck spam
var/mb_cd_length = 100 //5 second cooldown for masturbating because fuck spam.
var/mb_cd_timer = 0 //The timer itself
/mob/living/carbon/human
@@ -150,14 +150,14 @@
return 0
var/mob/living/M = usr
if(M.canbearoused)
M.mob_masturbate()
M.mob_climax()
return 1
else
M << "<span class='warning'>Arousal is disabled. Feature is unavailable.</span>"
to_chat(M, "<span class='warning'>Arousal is disabled. Feature is unavailable.</span>")
/mob/living/proc/mob_masturbate()//This is just so I can test this shit without being forced to add actual content to get rid of arousal. Will be a very basic proc for a while.
/mob/living/proc/mob_climax()//This is just so I can test this shit without being forced to add actual content to get rid of arousal. Will be a very basic proc for a while.
set name = "Masturbate"
set category = "IC"
if(canbearoused && !restrained() && !stat)
@@ -179,45 +179,93 @@
PoolOrNew(/obj/effect/decal/cleanable/femcum, loc)
*/
else
src << "<span class='notice'>You aren't aroused enough for that.</span>"
to_chat(src, "<span class='notice'>You aren't aroused enough for that.</span>")
/mob/living/carbon/human/mob_masturbate()
/mob/living/carbon/human/mob_climax(forced_climax=FALSE) //Forced is instead of the other proc, makes you cum if you have the tools for it, ignoring restraints
if(mb_cd_timer > world.time)
src << "<span class='warning'>You need to wait [round((mb_cd_timer - world.time)/(20))] seconds before you can do that again!</span>"
if(!forced_climax) //Don't spam the message to the victim if forced to come too fast
to_chat(src, "<span class='warning'>You need to wait [round((mb_cd_timer - world.time)/(20))] seconds before you can do that again!</span>")
return
mb_cd_timer = (world.time + mb_cd_length)
var/list/genitals_list = list()
var/obj/item/organ/genital/SG = null//originally selected_genital
var/list/containers_list = list()
var/obj/item/weapon/reagent_containers/SC = null
var/datum/reagents/fluid_source = null
var/into_container = 0
var/arms = get_num_arms()
var/free_hands = arms
var/free_hands = get_num_arms() //arms was only used to know if we had ANY at all
var/total_cum = 0
var/finished = 0
var/mb_time = 30
mb_cd_timer = (world.time + mb_cd_length)
if(canbearoused && has_dna())
if(restrained())
src << "<span class='warning'>You can't do that while restrained!</span>"
if(stat==2)
to_chat(src, "<span class='warning'>You can't do that while dead!</span>")
return
if(stat)
src << "<span class='warning'>You must be conscious to do that!</span>"
if(forced_climax) //Something forced us to cum, this is not a masturbation thing and does not progress to the other checks
for(var/obj/item/organ/genital/G in internal_organs)
if(G.can_masturbate_with) //All capable genitals will orgasm with this
var/unable_to_come = FALSE
switch(G.type)
if(/obj/item/organ/genital/penis)
var/obj/item/organ/genital/penis/P = G
if(!P.linked_balls)
unable_to_come = TRUE
else
fluid_source = P.linked_balls.reagents
if(/obj/item/organ/genital/vagina)
var/obj/item/organ/genital/vagina/V = G
if(!V.linked_womb)
unable_to_come = TRUE
else
fluid_source = V.linked_womb.reagents
else //Weird, undefined genitalia behaviour
unable_to_come = TRUE
if(unable_to_come)
src.visible_message("<span class='danger'>[src] shudders, their [G.name] unable to cum.</span>", \
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>", \
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>")
else
if(fluid_source)
total_cum = fluid_source.total_volume
src.visible_message("<span class='danger'>[src] looks like they're about to cum.</span>", \
"<span class='green'>You feel yourself about to orgasm.</span>", \
"<span class='green'>You feel yourself about to orgasm.</span>")
if(do_after(src, mb_time, target = src))
if(total_cum > 5)
fluid_source.reaction(src.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
fluid_source = null //cleanup so this can be used for the next genitalia
src.visible_message("<span class='danger'>[src] orgasms, cumming[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""]!</span>", \
"<span class='green'>You're forced to cum[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""] with your [G].</span>", \
"<span class='green'>Your [G] have been forced to climax.</span>")
finished = 1
if(finished)
setArousalLoss(min_arousal)
return //Do not proceed to masturbating if all genitals have been forced to orgasm.
if(stat==1) //Sleeping people can be forced chemically or with electrical stimulants, for example.
to_chat(src, "<span class='warning'>You must be conscious to do that!</span>")
return
if(restrained())
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
return
if(getArousalLoss() < 33)//flat number instead of percentage
src << "<span class='warning'>You aren't aroused enough for that!</span>"
to_chat(src, "<span class='warning'>You aren't aroused enough for that!</span>")
return
if(!is_groin_exposed())
src << "<span class='warning'>You need to undress, first!</span>"
to_chat(src, "<span class='warning'>You need to undress, first!</span>")
return
if(!arms)
src << "<span class='warning'>You need at least one arm.</span>"
if(!free_hands)
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
return
for(var/helditem in held_items)//how many hands are free
if(isobj(helditem))
free_hands--
if(free_hands <= 0)
src << "<span class='warning'>You need at least one free hand.</span>"
to_chat(src, "<span class='warning'>You need at least one free hand.</span>")
return
for(var/obj/item/organ/genital/G in internal_organs)
if(G.can_masturbate_with)//filter out what you can't masturbate with
@@ -240,12 +288,12 @@
if(/obj/item/organ/genital/penis)
var/obj/item/organ/genital/penis/P = SG
if(!P.linked_balls)
src << "<span class='warning'>Grow a pair!</span>"
to_chat(src, "<span class='warning'>You need a pair of testicles to do this.</span>")
return
fluid_source = P.linked_balls.reagents
total_cum = fluid_source.total_volume
if(into_container)//into a glass or beaker or whatever
src.visible_message("<span class='danger'>[src] starts [pick("jerking off","stroking")] their [SG] over [SC].</span>", \
src.visible_message("<span class='danger'>[src] starts [pick("jerking off","stroking")] their [SG.name] over [SC].</span>", \
"<span class='userdanger'>You start jerking off over [SC.name].</span>", \
"<span class='userdanger'>You start masturbating.</span>")
if(do_after(src, mb_time, target = src) && in_range(src, SC))
@@ -254,16 +302,71 @@
"<span class='green'>You cum into [SC].</span>", \
"<span class='green'>You have relieved yourself.</span>")
finished = 1
else //Not in a container
if(src.pulling)
if(iscarbon(src.pulling))
var/mob/living/carbon/C = src.pulling
if(!C.is_groin_exposed())
to_chat(src, "<span class='warning'>You must undress someone to climax inside them.</span>")
return
if(isliving(src.pulling)) //Gotta be alive to fuck it, don't wanna have to code fucking objects that ain't containers...
var/mob/living/partner = src.pulling
src.visible_message("[src] is about to climax inside [partner]!", \
"You're about to climax inside [partner]!", \
"<span class='danger'>You're preparing to climax inside someone!</span>")
switch(grab_state)
if(GRAB_PASSIVE)
if(do_after(src, mb_time, target = src) && in_range(src, partner))
var/spillage = 0.5 //Leaks a bit on passive grab
var/did_spill = FALSE
fluid_source.trans_to(partner, total_cum*(1-spillage))
total_cum = total_cum*spillage
if(total_cum > 5)
fluid_source.reaction(partner.loc, TOUCH, 1, 0)
did_spill = TRUE
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] ejaculates inside [partner][did_spill ? ", overflowing and spilling":""]!</span>", \
"<span class='green'>You ejaculate inside [partner][did_spill ? ", spilling out of them":""].</span>", \
"<span class='green'>You have climaxed inside someone[did_spill ? ", spilling out of them":""].</span>")
finished = 1
else //Aggressive or higher
if(do_after(src, mb_time, target = src) && in_range(src, partner))
var/spillage = 0.0 //Leakproofing seals
fluid_source.trans_to(partner, total_cum*(1-spillage))
total_cum = total_cum*spillage
if(total_cum > 5)
fluid_source.reaction(partner.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] ejaculates inside [partner], spilling nothing!</span>", \
"<span class='green'>You ejaculate inside [partner], spilling nothing.</span>", \
"<span class='green'>You have climaxed inside someone, spilling nothing.</span>")
finished = 1
//Don't care, not coding you fucking a unanchored girder
else //No pulling, or pulling non-living things
src.visible_message("<span class='danger'>[src] starts [pick("jerking off","stroking")] their [SG].</span>", \
"<span class='green'>You start masturbating.</span>", \
"<span class='green'>You start masturbating.</span>")
if(do_after(src, mb_time, target = src))
if(total_cum > 5)
fluid_source.reaction(src.loc, TOUCH, 1, 0)
fluid_source.clear_reagents()
src.visible_message("<span class='danger'>[src] orgasms, cumming[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""]!</span>", \
"<span class='green'>You cum[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""].</span>", \
"<span class='green'>You have relieved yourself.</span>")
finished = 1
if(/obj/item/organ/genital/vagina)
var/obj/item/organ/genital/vagina/V = SG
if(!V.linked_womb)
src << "<span class='warning'>No womb!</span>"
to_chat(src, "<span class='warning'>You need a womb to do this.</span>")
return
fluid_source = V.linked_womb.reagents
total_cum = fluid_source.total_volume
if(into_container)//into a glass or beaker or whatever
src.visible_message("<span class='danger'>[src] starts fingering their vagina over [SC].</span>", \
src.visible_message("<span class='danger'>[src] starts fingering their [SG.name] over [SC].</span>", \
"<span class='userdanger'>You start fingering over [SC.name].</span>", \
"<span class='userdanger'>You start masturbating.</span>")
if(do_after(src, mb_time, target = src) && in_range(src, SC))
@@ -272,7 +375,7 @@
"<span class='green'>You cum into [SC].</span>", \
"<span class='green'>You have relieved yourself.</span>")
finished = 1
else//not into a container
src.visible_message("<span class='danger'>[src] starts fingering their vagina.</span>", \
"<span class='userdanger'>You start fingering your vagina.</span>", \
@@ -297,10 +400,5 @@
setArousalLoss(min_arousal)
else
src << "<span class='warning'>You have no genitals!</span>"
to_chat(src, "<span class='warning'>You have no genitals!</span>")
return
/mob/living/carbon/proc/force_orgasm(intensity)
if(canbearoused && has_dna() && (has_penis() || has_vagina()))
return 1
return 0
+18 -12
View File
@@ -105,7 +105,7 @@
M.emote(pick("moan","blush"))
if(prob(5))
var/aroused_message = pick("You feel frisky.", "You're having trouble suppressing your urges.", "You feel in the mood.")
M << "<span class='love'>[aroused_message]</span>"
to_chat(M, "<span class='love'>[aroused_message]</span>")
..()
/datum/reagent/aphrodisiacplus
@@ -128,15 +128,13 @@
else
M.emote(pick("moan","blush"))
if(prob(5))
var/aroused_message
if(M.getArousalLoss() > 90)
var/aroused_message = pick("You need to fuck someone!", "You're bursting with sexual tension!", "You can't get sex off your mind!")
M << "<span class='love'>[aroused_message]</span>"
aroused_message = pick("You need to fuck someone!", "You're bursting with sexual tension!", "You can't get sex off your mind!")
else
var/aroused_message = pick("You feel a bit hot.", "You feel strong sexual urges.", "You feel in the mood.", "You're ready to go down on someone.")
M << "<span class='love'>[aroused_message]</span>"
// if(iscarbon(M) && has_dna(M))
// M.force_ejaculation()
..()
aroused_message = pick("You feel a bit hot.", "You feel strong sexual urges.", "You feel in the mood.", "You're ready to go down on someone.")
to_chat(M, "<span class='love'>[aroused_message]</span>")
/datum/reagent/aphrodisiacplus/addiction_act_stage2(mob/living/M)
if(prob(30))
M.adjustBrainLoss(2)
@@ -152,11 +150,17 @@
..()
/datum/reagent/aphrodisiacplus/overdose_process(mob/living/M)
if(prob(66))
if(prob(33))
if(M.getArousalLoss() >= 100 && ishuman(M) && M.has_dna())
var/mob/living/carbon/human/H = M
to_chat(H, "<span class='love'>Your libido is going haywire!</span>")
H.mob_climax(forced_climax=TRUE)
if(M.min_arousal < 50)
M.min_arousal += 1
if(M.max_arousal < 200)
M.max_arousal += 1
to_chat(M, "<span class='love'>You're having a hard time thinkin about things other than sex!</span>")
if(M.min_arousal < M.max_arousal)
M.min_arousal += 1
to_chat(M, "<span class='love'>You feel your libido permanently increasing.</span>")
M.adjustArousalLoss(2)
..()
@@ -193,8 +197,10 @@
if(prob(33))
if(M.min_arousal > 0)
M.min_arousal -= 1
if(M.max_arousal > 75)
to_chat(M, "<span class='notice'>You feel your libido returning to more normal levels.</span>")
if(M.min_arousal > 50)
M.min_arousal -= 1
to_chat(M, "<span class='notice'>You feel like your overactive libido is calming down.</span>")
M.adjustArousalLoss(-2)
..()
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After

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+1 -1
View File
@@ -1,5 +1,5 @@
/obj/item/organ/genital/breasts
name = "breasts"
name = "Breasts"
desc = "Female milk producing organs."
icon_state = "breasts"
icon = 'code/citadel/icons/breasts.dmi'
+1 -1
View File
@@ -1,5 +1,5 @@
/obj/item/organ/genital/eggsack
name = "egg sack"
name = "Egg sack"
desc = "An egg producing reproductive organ."
icon_state = "egg_sack"
icon = 'code/citadel/icons/ovipositor.dmi'
+2
View File
@@ -243,8 +243,10 @@
G.aroused_state = FALSE
icon_string = "[G.slot]_[S.icon_state]_[size]_[G.aroused_state]_[layertext]"
I = image("icon" = S.icon, "icon_state" = icon_string, "layer" =- layer)
if(S.center)
I = center_image(I,S.dimension_x,S.dimension_y)
if(use_skintones && H.dna.features["genitals_use_skintone"])
I.color = "#[skintone2hex(H.skin_tone)]"
else
@@ -31,6 +31,33 @@
icon_state = "tapered"
name = "Tapered"
////////////////////////
// Taur cocks go here //
////////////////////////
/datum/sprite_accessory/penis/taur_flared
icon = 'code/citadel/icons/taur_penis_onmob.dmi' //Needed larger width
icon_state = "flared"
name = "Taur, Flared"
center = TRUE //Center the image 'cause 2-tile wide.
dimension_x = 64
/datum/sprite_accessory/penis/taur_knotted
icon = 'code/citadel/icons/taur_penis_onmob.dmi' //Needed larger width
icon_state = "knotted"
name = "Taur, Knotted"
center = TRUE //Center the image 'cause 2-tile wide.
dimension_x = 64
/datum/sprite_accessory/penis/taur_tapered
icon = 'code/citadel/icons/taur_penis_onmob.dmi' //Needed larger width
icon_state = "tapered"
name = "Taur, Tapered"
center = TRUE //Center the image 'cause 2-tile wide.
dimension_x = 64
//Vaginas
/datum/sprite_accessory/vagina
icon = 'code/citadel/icons/vagina_onmob.dmi'
+1 -1
View File
@@ -1,5 +1,5 @@
/obj/item/organ/genital/ovipositor
name = "ovipositor"
name = "Ovipositor"
desc = "An egg laying reproductive organ."
icon_state = "ovi_knotted_2"
icon = 'code/citadel/icons/ovipositor.dmi'
+2 -2
View File
@@ -1,5 +1,5 @@
/obj/item/organ/genital/penis
name = "penis"
name = "Penis"
desc = "A male reproductive organ."
icon_state = "penis"
icon = 'code/citadel/icons/penis.dmi'
@@ -35,7 +35,7 @@
cached_length = length
/obj/item/organ/genital/penis/update_appearance()
var/string = "penis_[lowertext(shape)]_[size]"
var/string = "penis_[GLOB.cock_shapes_icons[shape]]_[size]"
icon_state = sanitize_text(string)
var/lowershape = lowertext(shape)
if(lowershape in knotted_types)
+1 -1
View File
@@ -1,5 +1,5 @@
/obj/item/organ/genital/testicles
name = "testicles"
name = "Testicles"
desc = "A male reproductive organ."
icon_state = "testicles"
icon = 'code/citadel/icons/penis.dmi'
+1 -1
View File
@@ -1,5 +1,5 @@
/obj/item/organ/genital/vagina
name = "vagina"
name = "Vagina"
desc = "A female reproductive organ."
icon = 'code/citadel/icons/vagina.dmi'
icon_state = "vagina"
+2 -2
View File
@@ -1,5 +1,5 @@
/obj/item/organ/genital/womb
name = "womb"
name = "Womb"
desc = "A female reproductive organ."
icon = 'code/citadel/icons/vagina.dmi'
icon_state = "womb"
@@ -10,7 +10,7 @@
fluid_id = "femcum"
producing = TRUE
var/obj/item/organ/genital/vagina/linked_vag
/obj/item/organ/genital/womb/Initialize()
. = ..()
reagents.add_reagent(fluid_id, fluid_max_volume)
+2 -1
View File
@@ -124,7 +124,8 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
var/FireHim = FALSE
if(istype(BadBoy))
msg = null
switch(++BadBoy.failure_strikes)
LAZYINITLIST(BadBoy.failure_strikes)
switch(++BadBoy.failure_strikes[BadBoy.type])
if(2)
msg = "The [BadBoy.name] subsystem was the last to fire for 2 controller restarts. It will be recovered now and disabled if it happens again."
FireHim = TRUE
+1 -1
View File
@@ -31,7 +31,7 @@
var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
var/static/failure_strikes = 0 //How many times we suspect this subsystem has crashed the MC, 3 strikes and you're out!
var/static/list/failure_strikes //How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
//Do not override
/datum/controller/subsystem/New()
-1
View File
@@ -259,7 +259,6 @@ SUBSYSTEM_DEF(blackbox)
/datum/feedback_variable/proc/add_details(text)
if (istext(text))
text = replacetext(text, " ", "_")
if (!details)
details = text
else
+8 -29
View File
@@ -18,7 +18,7 @@ SUBSYSTEM_DEF(garbage)
// refID's are associated with the time at which they time out and need to be manually del()
// we do this so we aren't constantly locating them and preventing them from being gc'd
var/list/tobequeued = list() //We store the references of things to be added to the queue seperately so we can spread out GC overhead over a few ticks
var/list/tobequeued = list() //We store the references of things to be added to the queue separately so we can spread out GC overhead over a few ticks
var/list/didntgc = list() // list of all types that have failed to GC associated with the number of times that's happened.
// the types are stored as strings
@@ -144,7 +144,7 @@ SUBSYSTEM_DEF(garbage)
queue[refid] = gctime
//this is purely to seperate things profile wise.
//this is purely to separate things profile wise.
/datum/controller/subsystem/garbage/proc/HardDelete(datum/A)
var/time = world.timeofday
var/tick = world.tick_usage
@@ -234,27 +234,7 @@ SUBSYSTEM_DEF(garbage)
else if(D.gc_destroyed == GC_CURRENTLY_BEING_QDELETED)
CRASH("[D.type] destroy proc was called multiple times, likely due to a qdel loop in the Destroy logic")
// Default implementation of clean-up code.
// This should be overridden to remove all references pointing to the object being destroyed.
// Return the appropriate QDEL_HINT; in most cases this is QDEL_HINT_QUEUE.
// TODO: Move this and all datum var definitions into code/datums/datum.dm
/datum/proc/Destroy(force=FALSE)
tag = null
var/list/timers = active_timers
active_timers = null
for(var/thing in timers)
var/datum/timedevent/timer = thing
if (timer.spent)
continue
qdel(timer)
QDEL_LIST(datum_components)
return QDEL_HINT_QUEUE
/datum/var/gc_destroyed //Time when this object was destroyed.
#ifdef TESTING
/datum/var/running_find_references
/datum/var/last_find_references = 0
/datum/verb/find_refs()
set category = "Debug"
@@ -303,13 +283,12 @@ SUBSYSTEM_DEF(garbage)
/client/verb/purge_all_destroyed_objects()
set category = "Debug"
if(SSgarbage)
while(SSgarbage.queue.len)
var/datum/o = locate(SSgarbage.queue[1])
if(istype(o) && o.gc_destroyed)
del(o)
SSgarbage.totaldels++
SSgarbage.queue.Cut(1, 2)
while(SSgarbage.queue.len)
var/datum/o = locate(SSgarbage.queue[1])
if(istype(o) && o.gc_destroyed)
del(o)
SSgarbage.totaldels++
SSgarbage.queue.Cut(1, 2)
/datum/verb/qdel_then_find_references()
set category = "Debug"
+2 -3
View File
@@ -217,10 +217,9 @@ SUBSYSTEM_DEF(job)
Debug("Running DO")
//Holder for Triumvirate is stored in the SSticker, this just processes it
if(SSticker)
if(SSticker.triai)
for(var/datum/job/ai/A in occupations)
if(SSticker.triai)
A.spawn_positions = 3
A.spawn_positions = 3
//Get the players who are ready
for(var/mob/dead/new_player/player in GLOB.player_list)
+8 -2
View File
@@ -40,9 +40,15 @@ SUBSYSTEM_DEF(server_maint)
/datum/controller/subsystem/server_maint/Shutdown()
kick_clients_in_lobby("<span class='boldannounce'>The round came to an end with you in the lobby.</span>", TRUE) //second parameter ensures only afk clients are kicked
var/server = config.server
for(var/thing in GLOB.clients)
if(!thing)
continue
var/client/C = thing
if(C && config.server) //if you set a server location in config.txt, it sends you there instead of trying to reconnect to the same world address. -- NeoFite
C << link("byond://[config.server]")
var/datum/chatOutput/co = C.chatOutput
if(co)
co.ehjax_send(data = "roundrestart")
if(server) //if you set a server location in config.txt, it sends you there instead of trying to reconnect to the same world address. -- NeoFite
C << link("byond://[server]")
#undef PING_BUFFER_TIME
+4 -4
View File
@@ -34,8 +34,8 @@ SUBSYSTEM_DEF(shuttle)
var/obj/docking_port/mobile/supply/supply
var/ordernum = 1 //order number given to next order
var/points = 5000 //number of trade-points we have
var/centcom_message = "" //Remarks from Centcom on how well you checked the last order.
var/list/discoveredPlants = list() //Typepaths for unusual plants we've already sent CentComm, associated with their potencies
var/centcom_message = "" //Remarks from CentCom on how well you checked the last order.
var/list/discoveredPlants = list() //Typepaths for unusual plants we've already sent CentCom, associated with their potencies
var/list/supply_packs = list()
var/list/shoppinglist = list()
@@ -185,7 +185,7 @@ SUBSYSTEM_DEF(shuttle)
switch(emergency.mode)
if(SHUTTLE_RECALL)
to_chat(user, "The emergency shuttle may not be called while returning to Centcom.")
to_chat(user, "The emergency shuttle may not be called while returning to CentCom.")
return
if(SHUTTLE_CALL)
to_chat(user, "The emergency shuttle is already on its way.")
@@ -200,7 +200,7 @@ SUBSYSTEM_DEF(shuttle)
to_chat(user, "The emergency shuttle is moving away to a safe distance.")
return
if(SHUTTLE_STRANDED)
to_chat(user, "The emergency shuttle has been disabled by Centcom.")
to_chat(user, "The emergency shuttle has been disabled by CentCom.")
return
call_reason = trim(html_encode(call_reason))
+7 -6
View File
@@ -103,7 +103,7 @@ SUBSYSTEM_DEF(throwing)
finalize()
return
/datum/thrownthing/proc/finalize(hit = FALSE)
/datum/thrownthing/proc/finalize(hit = FALSE, target=null)
set waitfor = 0
SSthrowing.processing -= thrownthing
//done throwing, either because it hit something or it finished moving
@@ -120,13 +120,15 @@ SUBSYSTEM_DEF(throwing)
thrownthing.newtonian_move(init_dir)
else
thrownthing.newtonian_move(init_dir)
if(target)
thrownthing.throw_impact(target, src)
if (callback)
callback.Invoke()
/datum/thrownthing/proc/hit_atom(atom/A)
thrownthing.throw_impact(A, src)
thrownthing.newtonian_move(init_dir)
finalize(TRUE)
finalize(hit=TRUE, target=A)
/datum/thrownthing/proc/hitcheck()
for (var/thing in get_turf(thrownthing))
@@ -134,6 +136,5 @@ SUBSYSTEM_DEF(throwing)
if (AM == thrownthing)
continue
if (AM.density && !(AM.pass_flags & LETPASSTHROW) && !(AM.flags & ON_BORDER))
thrownthing.throwing = null
thrownthing.throw_impact(AM, src)
finalize(hit=TRUE, target=AM)
return TRUE
+1 -1
View File
@@ -479,7 +479,7 @@ SUBSYSTEM_DEF(ticker)
var/list/area/shuttle_areas
if(SSshuttle && SSshuttle.emergency)
shuttle_areas = SSshuttle.emergency.shuttle_areas
if(!Player.onCentcom() && !Player.onSyndieBase())
if(!Player.onCentCom() && !Player.onSyndieBase())
to_chat(Player, "<font color='blue'><b>You managed to survive, but were marooned on [station_name()]...</b></FONT>")
else
num_escapees++
-1
View File
@@ -210,7 +210,6 @@ SUBSYSTEM_DEF(timer)
timer_id_dict |= SStimer.timer_id_dict
bucket_list |= SStimer.bucket_list
/datum/var/list/active_timers
/datum/timedevent
var/id
var/datum/callback/callBack
+19 -5
View File
@@ -10,12 +10,13 @@
var/check_flags = 0
var/processing = FALSE
var/obj/screen/movable/action_button/button = null
var/button_icon = 'icons/mob/actions.dmi'
var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
var/buttontooltipstyle = ""
var/icon_icon = 'icons/mob/actions.dmi'
var/button_icon_state = "default"
var/button_icon = 'icons/mob/actions/backgrounds.dmi' //This is the file for the BACKGROUND icon
var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND //And this is the state for the background icon
var/icon_icon = 'icons/mob/actions.dmi' //This is the file for the ACTION icon
var/button_icon_state = "default" //And this is the state for the action icon
var/mob/owner
/datum/action/New(Target)
@@ -168,6 +169,10 @@
/datum/action/item_action/toggle_firemode
name = "Toggle Firemode"
/datum/action/item_action/rcl
name = "Change Cable Color"
button_icon_state = "rcl_rainbow"
/datum/action/item_action/startchainsaw
name = "Pull The Starting Cord"
@@ -221,6 +226,7 @@
/datum/action/item_action/toggle_unfriendly_fire
name = "Toggle Friendly Fire \[ON\]"
desc = "Toggles if the club's blasts cause friendly fire."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "vortex_ff_on"
/datum/action/item_action/toggle_unfriendly_fire/Trigger()
@@ -254,6 +260,7 @@
/datum/action/item_action/vortex_recall
name = "Vortex Recall"
desc = "Recall yourself, and anyone nearby, to an attuned hierophant beacon at any time.<br>If the beacon is still attached, will detach it."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "vortex_recall"
/datum/action/item_action/vortex_recall/IsAvailable()
@@ -264,6 +271,7 @@
return ..()
/datum/action/item_action/clock
icon_icon = 'icons/mob/actions/actions_clockcult.dmi'
background_icon_state = "bg_clock"
buttontooltipstyle = "clockcult"
@@ -363,6 +371,7 @@
/datum/action/item_action/toggle_research_scanner
name = "Toggle Research Scanner"
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "scan_mode"
var/active = FALSE
@@ -399,6 +408,7 @@
/datum/action/item_action/ninjajaunt
name = "Phase Jaunt (10E)"
desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "ninja_phase"
/datum/action/item_action/ninjasmoke
@@ -407,6 +417,7 @@
button_icon_state = "smoke"
/datum/action/item_action/ninjaboost
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_CONSCIOUS
name = "Adrenaline Boost"
desc = "Inject a secret chemical that will counteract all movement-impairing effect."
button_icon_state = "repulse"
@@ -437,6 +448,7 @@
/datum/action/item_action/ninja_stealth
name = "Toggle Stealth"
desc = "Toggles stealth mode on and off."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "ninja_cloak"
/datum/action/item_action/toggle_glove
@@ -478,7 +490,7 @@
var/obj/effect/proc_holder/spell/S = target
S.action = src
name = S.name
button_icon = S.action_icon
icon_icon = S.action_icon
button_icon_state = S.action_icon_state
background_icon_state = S.action_background_icon_state
button.name = name
@@ -553,12 +565,14 @@
/datum/action/item_action/stickmen
name = "Summon Stick Minions"
desc = "Allows you to summon faithful stickmen allies to aide you in battle."
icon_icon = 'icons/mob/actions/actions_minor_antag.dmi'
button_icon_state = "art_summon"
//surf_ss13
/datum/action/item_action/bhop
name = "Activate Jump Boots"
desc = "Activates the jump boot's internal propulsion system, allowing the user to dash over 4-wide gaps."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "jetboot"
/datum/action/language_menu
+9 -6
View File
@@ -23,6 +23,7 @@
/datum/antagonist/traitor/human
should_specialise = FALSE
var/should_equip = TRUE
/datum/antagonist/traitor/human/custom
silent = TRUE
should_give_codewords = FALSE
@@ -31,6 +32,7 @@
/datum/antagonist/traitor/AI
should_specialise = FALSE
/datum/antagonist/traitor/AI/custom
silent = TRUE
should_give_codewords = FALSE
@@ -38,9 +40,8 @@
/datum/antagonist/traitor/on_body_transfer(mob/living/old_body, mob/living/new_body)
if(issilicon(new_body) && issilicon(old_body))
..()
else
// human <-> silicon only
if(old_body && issilicon(new_body) ^ issilicon(old_body))
silent = TRUE
owner.add_antag_datum(base_datum_custom)
for(var/datum/antagonist/traitor/new_datum in owner.antag_datums)
@@ -49,13 +50,14 @@
transfer_important_variables(new_datum)
break
on_removal()
else
..()
/datum/antagonist/traitor/human/custom //used to give custom objectives
silent = TRUE
give_objectives = FALSE
should_give_codewords = FALSE
/datum/antagonist/traitor/AI/custom //used to give custom objectives
silent = TRUE
give_objectives = FALSE
@@ -83,7 +85,8 @@
if(owner.assigned_role == "Clown")
var/mob/living/carbon/human/traitor_mob = owner.current
if(traitor_mob&&istype(traitor_mob))
if(!silent) to_chat(traitor_mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
if(!silent)
to_chat(traitor_mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
traitor_mob.dna.remove_mutation(CLOWNMUT)
/datum/antagonist/traitor/remove_innate_effects()
+54
View File
@@ -100,3 +100,57 @@
if (object == GLOBAL_PROC)
return call(delegate)(arglist(calling_arguments))
return call(object, delegate)(arglist(calling_arguments))
/datum/callback_select
var/list/finished
var/pendingcount
var/total
/datum/callback_select/New(count, savereturns)
total = count
if (savereturns)
finished = new(count)
/datum/callback_select/proc/invoke_callback(index, datum/callback/callback, list/callback_args, savereturn = TRUE)
set waitfor = FALSE
if (!callback || !istype(callback))
//This check only exists because the alternative is callback_select would block forever if given invalid data
CRASH("invalid callback passed to invoke_callback")
if (!length(callback_args))
callback_args = list()
pendingcount++
var/rtn = callback.Invoke(arglist(callback_args))
pendingcount--
if (savereturn)
finished[index] = rtn
//runs a list of callbacks asynchronously, returning once all of them return.
//callbacks can be repeated.
//callbacks-args is a optional list of argument lists, in the same order as the callbacks,
// the inner lists will be sent to the callbacks when invoked() as additional args.
//can optionly save and return a list of return values, in the same order as the original list of callbacks
//resolution is the number of byond ticks between checks.
/proc/callback_select(list/callbacks, list/callback_args, savereturns = TRUE, resolution = 1)
if (!callbacks)
return
var/count = length(callbacks)
if (!count)
return
if (!callback_args)
callback_args = list()
callback_args.len = count
var/datum/callback_select/CS = new(count, savereturns)
for (var/i in 1 to count)
CS.invoke_callback(i, callbacks[i], callback_args[i], savereturns)
while(CS.pendingcount)
sleep(resolution*world.tick_lag)
return CS.finished
+99
View File
@@ -0,0 +1,99 @@
# Datum Component System (DCS)
## Concept
Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward it's arguments with a `SendSignal()` call. Now every component that want's to can also know about this happening.
### In the code
#### Slippery things
At the time of this writing, every object that is slippery overrides atom/Crossed does some checks, then slips the mob. Instead of all those Crossed overrides they could add a slippery component to all these objects. And have the checks in one proc that is run by the Crossed event
#### Powercells
A lot of objects have powercells. The `get_cell()` proc was added to give generic access to the cell var if it had one. This is just a specific use case of `GetComponent()`
#### Radios
The radio object as it is should not exist, given that more things use the _concept_ of radios rather than the object itself. The actual function of the radio can exist in a component which all the things that use it (Request consoles, actual radios, the SM shard) can add to themselves.
#### Standos
Stands have a lot of procs which mimic mob procs. Rather than inserting hooks for all these procs in overrides, the same can be accomplished with signals
## API
### Vars
1. `/datum/var/list/datum_components` (private)
* Lazy list of all components a datum has (TODO: Make this a typecache with longer paths overwriting shorter ones maybe? It'd be weird)
1. `/datum/component/var/enabled` (protected, boolean)
* If the component is enabled. If not, it will not react to signals
* TRUE by default
1. `/datum/component/var/dupe_mode` (protected, enum)
* How multiple components of the exact same type are handled when added to the datum.
* `COMPONENT_DUPE_HIGHLANDER` (default): Old component will be deleted, new component will first have `/datum/component/proc/InheritComponent(datum/component/old, FALSE)` on it
* `COMPONENT_DUPE_ALLOWED`: The components will be treated as seperate, `GetComponent()` will return the first added
* `COMPONENT_DUPE_UNIQUE`: New component will be deleted, old component will first have `/datum/component/proc/InheritComponent(datum/component/new, TRUE)` on it
1. `/datum/component/var/list/signal_procs` (private)
* Associated lazy list of signals -> callbacks that will be run when the parent datum recieves that signal
1. `/datum/component/var/datum/parent` (protected, read-only)
* The datum this component belongs to
### Procs
1. `/datum/proc/GetComponent(component_type(type)) -> datum/component?` (public, final)
* Returns a reference to a component of component_type if it exists in the datum, null otherwise
1. `/datum/proc/GetComponents(component_type(type)) -> list` (public, final)
* Returns a list of references to all components of component_type that exist in the datum
1. `/datum/proc/GetExactComponent(component_type(type)) -> datum/component?` (public, final)
* Returns a reference to a component whose type MATCHES component_type if that component exists in the datum, null otherwise
1. `GET_COMPONENT(varname, component_type)` OR `GET_COMPONENT_FROM(varname, component_type, src)`
* Shorthand for `var/component_type/varname = src.GetComponent(component_type)`
1. `/datum/proc/AddComponent(component_type(type), ...) -> datum/component` (public, final)
* Creates an instance of `component_type` in the datum and passes `...` to it's `New()` call
* Sends the `COMSIG_COMPONENT_ADDED` signal to the datum
* All components a datum owns are deleted with the datum
* Returns the component that was created. Or the old component in a dupe situation where `COMPONENT_DUPE_UNIQUE` was set
1. `/datum/proc/ComponentActivated(datum/component/C)` (abstract)
* Called on a component's `parent` after a signal recieved causes it to activate. `src` is the parameter
* Will only be called if a component's callback returns `TRUE`
1. `/datum/proc/TakeComponent(datum/component/C)` (public, final)
* Properly transfers ownership of a component from one datum to another
* Singals `COMSIG_COMPONENT_REMOVING` on the parent
* Called on the datum you want to own the component with another datum's component
1. `/datum/proc/SendSignal(signal, ...)` (public, final)
* Call to send a signal to the components of the target datum
* Extra arguments are to be specified in the signal definition
1. `/datum/component/New(datum/parent, ...)` (protected, virtual)
* Forwarded the arguments from `AddComponent()`
1. `/datum/component/Destroy()` (virtual)
* Sends the `COMSIG_COMPONENT_REMOVING` signal to the parent datum if the `parent` isn't being qdeleted
* Properly removes the component from `parent` and cleans up references
1. `/datum/component/proc/InheritComponent(datum/component/C, i_am_original(boolean))` (abstract)
* Called on a component when a component of the same type was added to the same parent
* See `/datum/component/var/dupe_mode`
* `C`'s type will always be the same of the called component
1. `/datum/component/proc/OnTransfer(datum/new_parent)` (abstract)
* Called before the new `parent` is assigned in `TakeComponent()`, after the remove signal, before the added signal
* Allows the component to react to ownership transfers
1. `/datum/component/proc/_RemoveNoSignal()` (private, final)
* Internal, clears the parent var and removes the component from the parents component list
1. `/datum/component/proc/RegisterSignal(signal(string), proc_ref(type), override(boolean))` (protected, final) (Consider removing for performance gainz)
* Makes a component listen for the specified `signal` on it's `parent` datum.
* When that signal is recieved `proc_ref` will be called on the component, along with associated arguments
* Example proc ref: `.proc/OnEvent`
* If a previous registration is overwritten by the call, a runtime occurs. Setting `override` to TRUE prevents this
* These callbacks run asyncronously
* Returning `TRUE` from these callbacks will trigger a `TRUE` return from the `SendSignal()` that initiated it
1. `/datum/component/proc/ReceiveSignal(signal, ...)` (virtual)
* Called when a component recieves any signal and is enabled
* Default implementation looks if the signal is registered and runs the appropriate proc
### See signals and their arguments in __DEFINES\components.dm
## Examples
Material Containers: #29268 (Too many GetComponent calls, but not bad)
Slips: #00000 (PR DIS)
Powercells: (TODO)
+216 -15
View File
@@ -26,7 +26,7 @@
//set up the typecache
var/our_type = type
for(var/I in _GetInverseTypeListExceptRoot(our_type))
for(var/I in _GetInverseTypeList(our_type))
var/test = dc[I]
if(test) //already another component of this type here
var/list/components_of_type
@@ -66,7 +66,7 @@
if(P)
var/list/dc = P.datum_components
var/our_type = type
for(var/I in _GetInverseTypeListExceptRoot(our_type))
for(var/I in _GetInverseTypeList(our_type))
var/list/components_of_type = dc[I]
if(islist(components_of_type)) //
var/list/subtracted = components_of_type - src
@@ -110,25 +110,226 @@
/datum/component/proc/OnTransfer(datum/new_parent)
return
/datum/component/proc/_GetInverseTypeListExceptRoot(our_type_cached)
var/datum/component/current_type = our_type_cached
. = list()
while (current_type != /datum/component)
. += current_type
current_type = type2parent(current_type)
/datum/component/proc/AfterComponentActivated()
return
/datum/var/list/datum_components //special typecache of /datum/component
/datum/component/proc/_GetInverseTypeList(current_type)
. = list(current_type)
while (current_type != /datum/component)
current_type = type2parent(current_type)
. += current_type
/datum/proc/SendSignal(sigtype, ...)
var/list/comps = datum_components
. = FALSE
for(var/I in comps)
var/datum/component/C = I
if(!C.enabled)
continue
if(C.ReceiveSignal(arglist(args)))
if(!comps)
return
var/target = comps[/datum/component]
if(!islist(target))
var/datum/component/C = target
if(C.enabled && C.ReceiveSignal(arglist(args)))
ComponentActivated(C)
. = TRUE
C.AfterComponentActivated()
return TRUE
else
for(var/I in target)
var/datum/component/C = I
if(!C.enabled)
continue
if(C.ReceiveSignal(arglist(args)))
ComponentActivated(C)
. = TRUE
/datum/proc/ComponentActivated(datum/component/C)
return
/datum/proc/GetComponent(c_type)
var/list/dc = datum_components
if(!dc)
return null
. = dc[c_type]
if(islist(.))
return .[1]
/datum/proc/GetExactComponent(c_type)
var/list/dc = datum_components
if(!dc)
return null
var/datum/component/C = dc[c_type]
if(C)
if(islist(C))
C = C[1]
if(C.type == c_type)
return C
return null
/datum/proc/GetComponents(c_type)
var/list/dc = datum_components
if(!dc)
return null
. = dc[c_type]
if(!islist(.))
return list(.)
/datum/proc/AddComponent(new_type, ...)
var/nt = new_type
args[1] = src
var/datum/component/C = new nt(arglist(args))
return QDELING(C) ? GetComponent(new_type) : C
/datum/proc/TakeComponent(datum/component/C)
if(!C)
return
var/datum/helicopter = C.parent
if(helicopter == src)
//wat
return
C._RemoveNoSignal()
helicopter.SendSignal(COMSIG_COMPONENT_REMOVING, C)
C.OnTransfer(src)
C.parent = src
SendSignal(COMSIG_COMPONENT_ADDED, C)
/datum/component
var/enabled = TRUE
var/dupe_mode = COMPONENT_DUPE_HIGHLANDER
var/list/signal_procs
var/datum/parent
/datum/component/New(datum/P, ...)
var/dm = dupe_mode
if(dm != COMPONENT_DUPE_ALLOWED)
var/datum/component/old = P.GetExactComponent(type)
if(old)
switch(dm)
if(COMPONENT_DUPE_HIGHLANDER)
InheritComponent(old, FALSE)
qdel(old)
if(COMPONENT_DUPE_UNIQUE)
old.InheritComponent(src, TRUE)
qdel(src)
return
P.SendSignal(COMSIG_COMPONENT_ADDED, src)
//lazy init the parent's dc list
var/list/dc = P.datum_components
if(!dc)
P.datum_components = dc = list()
//set up the typecache
var/our_type = type
for(var/I in _GetInverseTypeList(our_type))
var/test = dc[I]
if(test) //already another component of this type here
var/list/components_of_type
if(!islist(test))
components_of_type = list(test)
dc[I] = components_of_type
else
components_of_type = test
if(I == our_type) //exact match, take priority
var/inserted = FALSE
for(var/J in 1 to components_of_type.len)
var/datum/component/C = components_of_type[J]
if(C.type != our_type) //but not over other exact matches
components_of_type.Insert(J, I)
inserted = TRUE
break
if(!inserted)
components_of_type += src
else //indirect match, back of the line with ya
components_of_type += src
else //only component of this type, no list
dc[I] = src
parent = P
/datum/component/Destroy()
enabled = FALSE
var/datum/P = parent
if(P)
_RemoveNoSignal()
P.SendSignal(COMSIG_COMPONENT_REMOVING, src)
LAZYCLEARLIST(signal_procs)
return ..()
/datum/component/proc/_RemoveNoSignal()
var/datum/P = parent
if(P)
var/list/dc = P.datum_components
var/our_type = type
for(var/I in _GetInverseTypeList(our_type))
var/list/components_of_type = dc[I]
if(islist(components_of_type)) //
var/list/subtracted = components_of_type - src
if(subtracted.len == 1) //only 1 guy left
dc[I] = subtracted[1] //make him special
else
dc[I] = subtracted
else //just us
dc -= I
if(!dc.len)
P.datum_components = null
parent = null
/datum/component/proc/RegisterSignal(sig_type, proc_on_self, override = FALSE)
if(QDELETED(src))
return
var/list/procs = signal_procs
if(!procs)
procs = list()
signal_procs = procs
if(!override)
. = procs[sig_type]
if(.)
stack_trace("[sig_type] overridden. Use override = TRUE to suppress this warning")
procs[sig_type] = CALLBACK(src, proc_on_self)
/datum/component/proc/ReceiveSignal(sigtype, ...)
var/list/sps = signal_procs
var/datum/callback/CB = LAZYACCESS(sps, sigtype)
if(!CB)
return FALSE
var/list/arguments = args.Copy()
arguments.Cut(1, 2)
return CB.InvokeAsync(arglist(arguments))
/datum/component/proc/InheritComponent(datum/component/C, i_am_original)
return
/datum/component/proc/OnTransfer(datum/new_parent)
return
/datum/component/proc/AfterComponentActivated()
return
/datum/component/proc/_GetInverseTypeList(current_type)
. = list(current_type)
while (current_type != /datum/component)
current_type = type2parent(current_type)
. += current_type
/datum/proc/SendSignal(sigtype, ...)
var/list/comps = datum_components
. = FALSE
if(!comps)
return
var/target = comps[/datum/component]
if(!islist(target))
var/datum/component/C = target
if(C.enabled && C.ReceiveSignal(arglist(args)))
ComponentActivated(C)
C.AfterComponentActivated()
return TRUE
else
for(var/I in target)
var/datum/component/C = I
if(!C.enabled)
continue
if(C.ReceiveSignal(arglist(args)))
ComponentActivated(C)
. = TRUE
/datum/proc/ComponentActivated(datum/component/C)
return
+31
View File
@@ -0,0 +1,31 @@
/datum
var/gc_destroyed //Time when this object was destroyed.
var/list/active_timers //for SStimer
var/list/datum_components //for /datum/components
var/ui_screen = "home" //for tgui
#ifdef TESTING
var/running_find_references
var/last_find_references = 0
#endif
// Default implementation of clean-up code.
// This should be overridden to remove all references pointing to the object being destroyed.
// Return the appropriate QDEL_HINT; in most cases this is QDEL_HINT_QUEUE.
/datum/proc/Destroy(force=FALSE)
tag = null
var/list/timers = active_timers
active_timers = null
for(var/thing in timers)
var/datum/timedevent/timer = thing
if (timer.spent)
continue
qdel(timer)
var/list/dc = datum_components
for(var/I in dc)
var/datum/component/C = I
C._RemoveNoSignal()
qdel(C)
if(dc)
dc.Cut()
return QDEL_HINT_QUEUE
+1 -1
View File
@@ -21,7 +21,7 @@
return debug_variable(var_name, vars[var_name], 0, src)
//please call . = ..() first and append to the result, that way parent items are always at the top and child items are further down
//add seperaters by doing . += "---"
//add separaters by doing . += "---"
/datum/proc/vv_get_dropdown()
. = list()
. += "---"
@@ -1,134 +0,0 @@
diff a/code/datums/diseases/advance/symptoms/sensory.dm b/code/datums/diseases/advance/symptoms/sensory.dm (rejected hunks)
@@ -23,106 +23,43 @@ Bonus
transmittable = -3
level = 5
severity = 0
+ symptom_delay_min = 5
+ symptom_delay_max = 10
+ var/purge_alcohol = FALSE
+ var/brain_heal = FALSE
-/datum/symptom/sensory_restoration/Activate(var/datum/disease/advance/A)
+/datum/symptom/sensory_restoration/Start(datum/disease/advance/A)
..()
+ if(A.properties["resistance"] >= 6) //heal brain damage
+ brain_heal = TRUE
+ if(A.properties["transmittable"] >= 8) //purge alcohol
+ purge_alcohol = TRUE
+
+/datum/symptom/sensory_restoration/Activate(var/datum/disease/advance/A)
+ if(!..())
+ return
var/mob/living/M = A.affected_mob
if(A.stage >= 2)
M.restoreEars()
if(A.stage >= 3)
- M.dizziness = 0
- M.drowsyness = 0
- M.slurring = 0
- M.confused = 0
- M.reagents.remove_all_type(/datum/reagent/consumable/ethanol, 3)
- if(ishuman(M))
- var/mob/living/carbon/human/H = M
- H.drunkenness = max(H.drunkenness - 10, 0)
+ M.dizziness = max(0, M.dizziness - 2)
+ M.drowsyness = max(0, M.drowsyness - 2)
+ M.slurring = max(0, M.slurring - 2)
+ M.confused = max(0, M.confused - 2)
+ if(purge_alcohol)
+ M.reagents.remove_all_type(/datum/reagent/consumable/ethanol, 3)
+ if(ishuman(M))
+ var/mob/living/carbon/human/H = M
+ H.drunkenness = max(H.drunkenness - 5, 0)
if(A.stage >= 4)
- M.drowsyness = max(M.drowsyness-5, 0)
+ M.drowsyness = max(0, M.drowsyness - 2)
if(M.reagents.has_reagent("mindbreaker"))
M.reagents.remove_reagent("mindbreaker", 5)
if(M.reagents.has_reagent("histamine"))
M.reagents.remove_reagent("histamine", 5)
M.hallucination = max(0, M.hallucination - 10)
- if(A.stage >= 5)
- M.adjustBrainLoss(-3)
-
-/*
-//////////////////////////////////////
-Sensory-Destruction
- noticable.
- Lowers resistance
- Decreases stage speed tremendously.
- Decreases transmittablity tremendously.
- the drugs hit them so hard they have to focus on not dying
-
-Bonus
- The body generates Sensory destructive chemicals.
- You cannot taste anything anymore.
- ethanol for extremely drunk victim
- mindbreaker to break the mind
- impedrezene to ruin the brain
-
-//////////////////////////////////////
-*/
-/datum/symptom/sensory_destruction
- name = "Sensory destruction"
- stealth = -1
- resistance = -2
- stage_speed = -3
- transmittable = -4
- level = 6
- severity = 5
- var/sleepy = 0
- var/sleepy_ticks = 0
-
-/datum/symptom/sensory_destruction/Activate(var/datum/disease/advance/A)
- ..()
- var/mob/living/M = A.affected_mob
- if(prob(SYMPTOM_ACTIVATION_PROB))
- switch(A.stage)
- if(1)
- to_chat(M, "<span class='warning'>You can't feel anything.</span>")
- if(2)
- to_chat(M, "<span class='warning'>You feel absolutely hammered.</span>")
- if(prob(10))
- sleepy_ticks += rand(10,14)
- if(3)
- M.reagents.add_reagent("ethanol",rand(5,7))
- to_chat(M, "<span class='warning'>You try to focus on not dying.</span>")
- if(prob(15))
- sleepy_ticks += rand(10,14)
- if(4)
- M.reagents.add_reagent("ethanol",rand(6,10))
- to_chat(M, "<span class='warning'>u can count 2 potato!</span>")
- if(prob(20))
- sleepy_ticks += rand(10,14)
- if(5)
- M.reagents.add_reagent("ethanol",rand(7,13))
- if(prob(25))
- sleepy_ticks += rand(10,14)
-
- if(sleepy_ticks)
- if(A.stage>=4)
- M.hallucination = min(M.hallucination + 10, 50)
- if(A.stage>=5)
- if(prob(80))
- M.adjustBrainLoss(1)
- if(prob(50))
- M.drowsyness = max(M.drowsyness, 3)
- sleepy++
- sleepy_ticks--
- else
- sleepy = 0
-
- switch(sleepy) //Works like morphine
- if(11)
- to_chat(M, "<span class='warning'>You start to feel tired...</span>")
- if(12 to 24)
- M.drowsyness += 1
- if(24 to INFINITY)
- M.Sleeping(2, 0)
+ if(brain_heal && A.stage >= 5)
+ M.adjustBrainLoss(-3)
\ No newline at end of file
@@ -1,19 +0,0 @@
diff a/code/datums/diseases/advance/symptoms/vision.dm b/code/datums/diseases/advance/symptoms/vision.dm (rejected hunks)
@@ -40,7 +40,7 @@ Bonus
if(!..())
return
var/mob/living/carbon/M = A.affected_mob
- var/obj/item/organ/eyes = M.getorganslot("eye_sight")
+ var/obj/item/organ/eyes/eyes = M.getorganslot("eye_sight")
if(istype(eyes))
switch(A.stage)
if(1, 2)
@@ -55,7 +55,7 @@ Bonus
M.adjust_eye_damage(5)
if(eyes.eye_damage >= 10)
M.become_nearsighted()
- if(prob(M.eye_damage - 10 + 1))
+ if(prob(eyes.eye_damage - 10 + 1))
if(!remove_eyes)
if(M.become_blind())
to_chat(M, "<span class='userdanger'>You go blind!</span>")
@@ -1,30 +0,0 @@
diff a/code/datums/diseases/advance/symptoms/vomit.dm b/code/datums/diseases/advance/symptoms/vomit.dm (rejected hunks)
@@ -32,7 +32,7 @@ Bonus
symptom_delay_min = 25
symptom_delay_max = 80
var/vomit_blood = FALSE
- var/proj_vomit = FALSE
+ var/proj_vomit = 0
/datum/symptom/vomit/Start(datum/disease/advance/A)
..()
@@ -41,7 +41,7 @@ Bonus
if(A.properties["resistance"] >= 7) //blood vomit
vomit_blood = TRUE
if(A.properties["transmittable"] >= 7) //projectile vomit
- proj_vomit = TRUE
+ proj_vomit = 5
/datum/symptom/vomit/Activate(datum/disease/advance/A)
if(!..())
@@ -52,7 +52,7 @@ Bonus
if(prob(base_message_chance) && !suppress_warning)
to_chat(M, "<span class='warning'>[pick("You feel nauseous.", "You feel like you're going to throw up!")]</span>")
else
- Vomit(M)
+ vomit(M)
-/datum/symptom/vomit/proc/Vomit(mob/living/carbon/M)
- M.vomit(20, vomit_blood, distance = 5 * proj_vomit)
+/datum/symptom/vomit/proc/vomit(mob/living/carbon/M)
+ M.vomit(20, vomit_blood, distance = proj_vomit)
+7
View File
@@ -29,6 +29,10 @@
destination.dna.temporary_mutations = temporary_mutations.Copy()
if(transfer_SE)
destination.dna.struc_enzymes = struc_enzymes
if(ishuman(destination))
var/mob/living/carbon/human/H = destination
H.give_genitals(TRUE)//This gives the body the genitals of this DNA. Used for any transformations based on DNA
destination.flavor_text = destination.dna.features["flavor_text"] //Update the flavor_text to use new dna text
/datum/dna/proc/copy_dna(datum/dna/new_dna)
new_dna.unique_enzymes = unique_enzymes
@@ -228,6 +232,7 @@
if(newfeatures)
dna.features = newfeatures
flavor_text = dna.features["flavor_text"] //Update the flavor_text to use new dna text
if(mrace)
set_species(mrace, icon_update=0)
@@ -247,6 +252,8 @@
dna.struc_enzymes = se
domutcheck()
give_genitals(TRUE)//Give all genitalia that DNA says you should have, remove any pre-existing ones as this is a hardset!
if(mrace || newfeatures || ui)
update_body()
update_hair()
+2 -2
View File
@@ -68,7 +68,7 @@ GLOBAL_LIST_EMPTY(explosions)
//I would make this not ex_act the thing that triggered the explosion,
//but everything that explodes gives us their loc or a get_turf()
//and somethings expect us to ex_act them so they can qdel()
stoplag() //tldr, let the calling proc call qdel(src) before we explode
sleep(1) //tldr, let the calling proc call qdel(src) before we explode
EX_PREPROCESS_EXIT_CHECK
@@ -275,7 +275,7 @@ GLOBAL_LIST_EMPTY(explosions)
. = list()
var/processed = 0
while(!stopped && running)
while(running)
var/I
for(I in (processed + 1) to affected_turfs.len) // we cache the explosion block rating of every turf in the explosion area
var/turf/T = affected_turfs[I]
+4 -2
View File
@@ -73,12 +73,14 @@
return ""
. = header ? "The following pull requests are currently test merged:<br>" : ""
for(var/line in testmerge)
var/details
var/details
if(world.RunningService())
var/cm = testmerge[line]["commit"]
details = ": '" + html_encode(testmerge[line]["title"]) + "' by " + html_encode(testmerge[line]["author"]) + " at commit " + html_encode(copytext(cm, 1, min(length(cm), 7)))
else if(has_pr_details) //tgs2 support
details = ": '" + html_encode(testmerge[line]["title"]) + "' by " + html_encode(testmerge[line]["user"]["login"])
if(details && findtext(details, "\[s\]") && (!usr || !usr.client.holder))
continue
. += "<a href=\"[config.githuburl]/pull/[line]\">#[line][details]</a><br>"
/client/verb/showrevinfo()
@@ -96,7 +98,7 @@
to_chat(src, "[prefix]<a href=\"[config.githuburl]/commit/[pc]\">[copytext(pc, 1, min(length(pc), 7))]</a>")
else
to_chat(src, "Revision unknown")
to_chat(src, "<b>Current Infomational Settings:</b>")
to_chat(src, "<b>Current Informational Settings:</b>")
to_chat(src, "Protect Authority Roles From Traitor: [config.protect_roles_from_antagonist]")
to_chat(src, "Protect Assistant Role From Traitor: [config.protect_assistant_from_antagonist]")
to_chat(src, "Enforce Human Authority: [config.enforce_human_authority]")
+8 -7
View File
@@ -38,7 +38,7 @@
calling_pad.say("Connection failure.")
qdel(src)
return
testing("Holocall started")
//cleans up ALL references :)
@@ -49,16 +49,16 @@
if(user_good)
user.reset_perspective()
user.remote_control = null
if(!QDELETED(eye))
if(user_good && user.client)
for(var/datum/camerachunk/chunk in eye.visibleCameraChunks)
chunk.remove(eye)
qdel(eye)
eye = null
user = null
if(hologram)
hologram.HC = null
hologram = null
@@ -75,7 +75,7 @@
if(connected_holopad)
connected_holopad.SetLightsAndPower()
connected_holopad = null
testing("Holocall destroyed")
return ..()
@@ -123,7 +123,7 @@
if(I == H)
continue
Disconnect(I)
for(var/I in H.holo_calls)
var/datum/holocall/HC = I
if(HC != src)
@@ -155,7 +155,7 @@
var/obj/machinery/holopad/H = I
if(!H.is_operational())
ConnectionFailure(H)
if(QDELETED(src))
return FALSE
@@ -174,6 +174,7 @@
/datum/action/innate/end_holocall
name = "End Holocall"
icon_icon = 'icons/mob/actions/actions_silicon.dmi'
button_icon_state = "camera_off"
var/datum/holocall/hcall
+3 -3
View File
@@ -11,7 +11,7 @@
var/minetype = "lavaland"
var/list/transition_config = list(CENTCOMM = SELFLOOPING,
var/list/transition_config = list(CENTCOM = SELFLOOPING,
MAIN_STATION = CROSSLINKED,
EMPTY_AREA_1 = CROSSLINKED,
EMPTY_AREA_2 = CROSSLINKED,
@@ -115,8 +115,8 @@
return UNAFFECTED
if("MAIN_STATION")
return MAIN_STATION
if("CENTCOMM")
return CENTCOMM
if("CENTCOM")
return CENTCOM
if("MINING")
return MINING
if("EMPTY_AREA_1")
+3
View File
@@ -6,6 +6,7 @@
/datum/action/neck_chop
name = "Neck Chop - Injures the neck, stopping the victim from speaking for a while."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "neckchop"
/datum/action/neck_chop/Trigger()
@@ -22,6 +23,7 @@
/datum/action/leg_sweep
name = "Leg Sweep - Trips the victim, knocking them down for a brief moment."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "legsweep"
/datum/action/leg_sweep/Trigger()
@@ -38,6 +40,7 @@
/datum/action/lung_punch//referred to internally as 'quick choke'
name = "Lung Punch - Delivers a strong punch just above the victim's abdomen, constraining the lungs. The victim will be unable to breathe for a short time."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "lungpunch"
/datum/action/lung_punch/Trigger()
+2
View File
@@ -186,6 +186,8 @@
attack_verb = list("smashed", "slammed", "whacked", "thwacked")
icon = 'icons/obj/weapons.dmi'
icon_state = "bostaff0"
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
block_chance = 50
/obj/item/weapon/twohanded/bostaff/update_icon()
+5 -4
View File
@@ -120,6 +120,10 @@
transfer_martial_arts(new_character)
if(active || force_key_move)
new_character.key = key //now transfer the key to link the client to our new body
if(isliving(new_character)) //New humans and such are by default enabled arousal. Let's always use the new mind's prefs.
var/mob/living/L = new_character
L.canbearoused = L.client.prefs.arousable //Technically this should make taking over a character mean the body gain the new minds setting...
L.update_arousal_hud() //Removes the old icon
/datum/mind/proc/store_memory(new_text)
memory += "[new_text]<BR>"
@@ -1690,10 +1694,7 @@
else
mind = new /datum/mind(key)
if(SSticker)
SSticker.minds += mind
else
stack_trace("mind_initialize(): No SSticker ready")
SSticker.minds += mind
if(!mind.name)
mind.name = real_name
mind.current = src
+1 -1
View File
@@ -82,7 +82,7 @@
id = "derelict4"
suffix = "derelict4.dmm"
name = "Derelict 4"
description = "Centcom ferries have never crashed, will never crash, there is no current investigation into a crashed ferry, and we will not let Internal Affairs trample over high security \
description = "CentCom ferries have never crashed, will never crash, there is no current investigation into a crashed ferry, and we will not let Internal Affairs trample over high security \
information in the name of this baseless witchhunt."
/datum/map_template/ruin/space/derelict5
+5 -5
View File
@@ -133,7 +133,7 @@
/datum/map_template/shuttle/emergency/cramped
suffix = "cramped"
name = "Secure Transport Vessel 5 (STV5)"
description = "Well, looks like Centcomm only had this ship in the area, they probably weren't expecting you to need evac for a while. \
description = "Well, looks like CentCom only had this ship in the area, they probably weren't expecting you to need evac for a while. \
Probably best if you don't rifle around in whatever equipment they were transporting. I hope you're friendly with your coworkers, because there is very little space in this thing.\n\
\n\
Contains contraband armory guns, maintenance loot, and abandoned crates!"
@@ -181,7 +181,7 @@
suffix = "supermatter"
name = "Hyperfractal Gigashuttle"
description = "\"I dunno, this seems kinda needlessly complicated.\"\n\
\"This shuttle has very a very high safety record, according to Centcom Officer Cadet Yins.\"\n\
\"This shuttle has very a very high safety record, according to CentCom Officer Cadet Yins.\"\n\
\"Are you sure?\"\n\
\"Yes, it has a safety record of N-A-N, which is apparently larger than 100%.\""
admin_notes = "Supermatter that spawns on shuttle is special anchored 'hugbox' supermatter that cannot take damage and does not take in or emit gas. \
@@ -215,7 +215,7 @@
/datum/map_template/shuttle/ferry/base
suffix = "base"
name = "transport ferry"
description = "Standard issue Box/Metastation Centcom ferry."
description = "Standard issue Box/Metastation CentCom ferry."
/datum/map_template/shuttle/ferry/meat
suffix = "meat"
@@ -267,7 +267,7 @@
/datum/map_template/shuttle/emergency/raven
suffix = "raven"
name = "Centcomm Raven Battlecruiser"
description = "The Centcomm Raven Battlecruiser is currently docked at the Centcomm ship bay awaiting a mission, this Battlecruiser has been reassigned as an emergency escape shuttle for currently unknown reasons. The Centcomm Raven Battlecruiser should comfortably fit a medium to large crew size crew and is complete with all required facitlities including a top of the range Centcomm Medical Bay."
name = "CentCom Raven Battlecruiser"
description = "The CentCom Raven Battlecruiser is currently docked at the CentCom ship bay awaiting a mission, this Battlecruiser has been reassigned as an emergency escape shuttle for currently unknown reasons. The CentCom Raven Battlecruiser should comfortably fit a medium to large crew size crew and is complete with all required facitlities including a top of the range CentCom Medical Bay."
admin_notes = "The long way home"
credit_cost = 12500
+8 -8
View File
@@ -21,7 +21,7 @@
var/list/status = list()
status += "The law sync module is [R.lawupdate ? "on" : "off"]."
status += "The intelligence link display shows [R.connected_ai ? R.connected_ai.name : "NULL"]."
status += "The camera light is [!isnull(R.camera) && R.camera.status ? "on" : "off"]."
status += "The camera light is [!isnull(R.builtInCamera) && R.builtInCamera.status ? "on" : "off"]."
status += "The lockdown indicator is [R.lockcharge ? "on" : "off"]."
status += "The reset module hardware light is [R.has_module() ? "on" : "off"]."
return status
@@ -45,9 +45,9 @@
else
R.notify_ai(TRUE)
if(WIRE_CAMERA) // Pulse to disable the camera.
if(!isnull(R.camera) && !R.scrambledcodes)
R.camera.toggle_cam(usr, 0)
R.visible_message("[R]'s camera lense focuses loudly.", "Your camera lense focuses loudly.")
if(!QDELETED(R.builtInCamera) && !R.scrambledcodes)
R.builtInCamera.toggle_cam(usr, 0)
R.visible_message("[R]'s camera lens focuses loudly.", "Your camera lens focuses loudly.")
if(WIRE_LAWSYNC) // Forces a law update if possible.
if(R.lawupdate)
R.visible_message("[R] gently chimes.", "LawSync protocol engaged.")
@@ -75,10 +75,10 @@
else if(!R.deployed) //AI shells must always have the same laws as the AI
R.lawupdate = FALSE
if (WIRE_CAMERA) // Disable the camera.
if(!isnull(R.camera) && !R.scrambledcodes)
R.camera.status = mend
R.camera.toggle_cam(usr, 0)
R.visible_message("[R]'s camera lense focuses loudly.", "Your camera lense focuses loudly.")
if(!QDELETED(R.builtInCamera) && !R.scrambledcodes)
R.builtInCamera.status = mend
R.builtInCamera.toggle_cam(usr, 0)
R.visible_message("[R]'s camera lens focuses loudly.", "Your camera lens focuses loudly.")
if(WIRE_LOCKDOWN) // Simple lockdown.
R.SetLockdown(!mend)
if(WIRE_RESET_MODULE)
+10 -3
View File
@@ -41,7 +41,7 @@
var/static_environ
var/has_gravity = FALSE
var/noteleport = FALSE //Are you forbidden from teleporting to the area? (centcomm, mobs, wizard, hand teleporter)
var/noteleport = FALSE //Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
var/hidden = FALSE //Hides area from player Teleport function.
var/safe = FALSE //Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers
@@ -338,7 +338,14 @@ GLOBAL_LIST_EMPTY(teleportlocs)
else
icon_state = "blue-red"
else
icon_state = null
var/weather_icon
for(var/V in SSweather.existing_weather)
var/datum/weather/W = V
if(src in W.impacted_areas)
W.update_areas()
weather_icon = TRUE
if(!weather_icon)
icon_state = null
/area/space/updateicon()
icon_state = null
@@ -429,7 +436,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
if(!L.ckey)
return
// Ambience goes down here -- make sure to list each area seperately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch
// Ambience goes down here -- make sure to list each area separately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch
if(L.client && !L.client.ambience_playing && L.client.prefs.toggles & SOUND_SHIP_AMBIENCE)
L.client.ambience_playing = 1
L << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = CHANNEL_BUZZ)
+5 -5
View File
@@ -2,7 +2,7 @@
// CENTCOM
/area/centcom
name = "Centcom"
name = "CentCom"
icon_state = "centcom"
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
requires_power = FALSE
@@ -12,16 +12,16 @@
flags = NONE
/area/centcom/control
name = "Centcom Docks"
name = "CentCom Docks"
/area/centcom/evac
name = "Centcom Recovery Ship"
name = "CentCom Recovery Ship"
/area/centcom/supply
name = "Centcom Supply Shuttle Dock"
name = "CentCom Supply Shuttle Dock"
/area/centcom/ferry
name = "Centcom Transport Shuttle Dock"
name = "CentCom Transport Shuttle Dock"
/area/centcom/prison
name = "Admin Prison"
+5 -1
View File
@@ -13,6 +13,10 @@
name = "Derelict Secondary Hallway"
icon_state = "hallS"
/area/derelict/hallway/primary/port
name = "Derelict Port Hallway"
icon_state = "hallFP"
/area/derelict/arrival
name = "Derelict Arrival Centre"
icon_state = "yellow"
@@ -121,4 +125,4 @@
name = "Abandoned Teleporter"
icon_state = "teleporter"
music = "signal"
ambientsounds = list('sound/ambience/ambimalf.ogg')
ambientsounds = list('sound/ambience/ambimalf.ogg')
+2 -2
View File
@@ -105,7 +105,7 @@
/atom/proc/CanPass(atom/movable/mover, turf/target)
return !density
/atom/proc/onCentcom()
/atom/proc/onCentCom()
var/turf/T = get_turf(src)
if(!T)
return FALSE
@@ -126,7 +126,7 @@
if(istype(T.loc, /area/centcom))
return TRUE
//Check for centcomm shuttles
//Check for centcom shuttles
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == ENDGAME_LAUNCHED)
-10
View File
@@ -1,10 +0,0 @@
diff a/code/game/atoms.dm b/code/game/atoms.dm (rejected hunks)
@@ -126,7 +126,7 @@
return TRUE
//finally check for centcom itself
- return istype(T.loc,/area/centcom)
+ return istype(T.loc, /area/centcom)
/atom/proc/onSyndieBase()
var/turf/T = get_turf(src)
+1 -1
View File
@@ -530,7 +530,7 @@
/* Stationloving
*
* A stationloving atom will always teleport back to the station
* if it ever leaves the station z-levels or Centcom. It will also,
* if it ever leaves the station z-levels or CentCom. It will also,
* when Destroy() is called, will teleport to a random turf on the
* station.
*
+2 -2
View File
@@ -130,7 +130,7 @@ GLOBAL_LIST_INIT(radiochannels, list(
"Medical" = 1355,
"Engineering" = 1357,
"Security" = 1359,
"Centcom" = 1337,
"CentCom" = 1337,
"Syndicate" = 1213,
"Supply" = 1347,
"Service" = 1349,
@@ -146,7 +146,7 @@ GLOBAL_LIST_INIT(reverseradiochannels, list(
"1355" = "Medical",
"1357" = "Engineering",
"1359" = "Security",
"1337" = "Centcom",
"1337" = "CentCom",
"1213" = "Syndicate",
"1347" = "Supply",
"1349" = "Service",
+3 -2
View File
@@ -97,7 +97,8 @@ GLOBAL_LIST_EMPTY(blobs_legit) //used for win-score calculations, contains only
send_intercept(1)
message_sent = TRUE
addtimer(CALLBACK(src, .proc/SendSecondIntercept), 24000)
sleep(24000) //40 minutes, plus burst_delay*3(minimum of 6 minutes, maximum of 8)
/datum/game_mode/blob/proc/SendSecondIntercept()
if(!replacementmode)
send_intercept(2) //if the blob has been alive this long, it's time to bomb it
send_intercept(2) //if the blob has been alive this long, it's time to bomb it
+1 -1
View File
@@ -151,7 +151,7 @@
if(blob_core)
stat(null, "Core Health: [blob_core.obj_integrity]")
stat(null, "Power Stored: [blob_points]/[max_blob_points]")
if(SSticker && istype(SSticker.mode, /datum/game_mode/blob))
if(istype(SSticker.mode, /datum/game_mode/blob))
var/datum/game_mode/blob/B = SSticker.mode
stat(null, "Blobs to Win: [GLOB.blobs_legit.len]/[B.blobwincount]")
else
@@ -68,7 +68,8 @@
/datum/action/innate/cellular_emporium
name = "Cellular Emporium"
button_icon_state = "cellular_emporium"
icon_icon = 'icons/obj/drinks.dmi'
button_icon_state = "changelingsting"
background_icon_state = "bg_alien"
var/datum/cellular_emporium/cellular_emporium
@@ -146,6 +146,8 @@
icon = 'icons/obj/weapons.dmi'
icon_state = "arm_blade"
item_state = "arm_blade"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
flags = ABSTRACT | NODROP | DROPDEL
w_class = WEIGHT_CLASS_HUGE
force = 25
@@ -223,6 +225,8 @@
icon = 'icons/obj/weapons.dmi'
icon_state = "tentacle"
item_state = "tentacle"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
flags = ABSTRACT | NODROP | DROPDEL | NOBLUDGEON
w_class = WEIGHT_CLASS_HUGE
ammo_type = /obj/item/ammo_casing/magic/tentacle
@@ -394,6 +398,8 @@
flags = ABSTRACT | NODROP | DROPDEL
icon = 'icons/obj/weapons.dmi'
icon_state = "ling_shield"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
block_chance = 50
var/remaining_uses //Set by the changeling ability.
@@ -19,6 +19,9 @@
return 1
return ..()
/obj/effect/clockwork/sigil/attack_tk(mob/user)
return //you can't tk stomp sigils, but you can hit them with something
/obj/effect/clockwork/sigil/attack_hand(mob/user)
if(iscarbon(user) && !user.stat && !is_servant_of_ratvar(user))
user.visible_message("<span class='warning'>[user] stamps out [src]!</span>", "<span class='danger'>You stomp on [src], scattering it into thousands of particles.</span>")
@@ -81,7 +84,7 @@
/obj/effect/clockwork/sigil/submission
name = "ominous sigil"
desc = "A luminous golden sigil. Something about it really bothers you."
clockwork_desc = "A sigil that will enslave the first person to cross it, provided they remain on it for seven seconds."
clockwork_desc = "A sigil that will enslave any non-Servant that remains on it for 8 seconds. Cannot penetrate mindshield implants."
icon_state = "sigilsubmission"
layer = LOW_SIGIL_LAYER
alpha = 125
@@ -91,17 +94,15 @@
light_color = "#FAE48C"
stat_affected = UNCONSCIOUS
resist_string = "glows faintly yellow"
var/convert_time = 70
var/convert_time = 80
var/delete_on_finish = TRUE
sigil_name = "Sigil of Submission"
var/glow_type
/obj/effect/clockwork/sigil/submission/proc/post_channel(mob/living/L)
var/glow_type = /obj/effect/temp_visual/ratvar/sigil/submission
/obj/effect/clockwork/sigil/submission/sigil_effects(mob/living/L)
L.visible_message("<span class='warning'>[src] begins to glow a piercing magenta!</span>", "<span class='sevtug'>You feel something start to invade your mind...</span>")
var/oldcolor = color
animate(src, color = "#AF0AAF", time = convert_time)
animate(src, color = "#AF0AAF", time = convert_time, flags = ANIMATION_END_NOW)
var/obj/effect/temp_visual/ratvar/sigil/glow
if(glow_type)
glow = new glow_type(get_turf(src))
@@ -113,16 +114,15 @@
if(get_turf(L) != get_turf(src))
if(glow)
qdel(glow)
animate(src, color = oldcolor, time = 20)
animate(src, color = oldcolor, time = 20, flags = ANIMATION_END_NOW)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 20)
visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
return
post_channel(L)
if(is_eligible_servant(L))
to_chat(L, "<span class='heavy_brass'>\"You belong to me now.\"</span>")
if(add_servant_of_ratvar(L))
L.log_message("<font color=#BE8700>Conversion was done with a [sigil_name].</font>", INDIVIDUAL_ATTACK_LOG)
L.Knockdown(60) //Completely defenseless for about five seconds - mainly to give them time to read over the information they've just been presented with
L.Knockdown(50) //Completely defenseless for five seconds - mainly to give them time to read over the information they've just been presented with
if(iscarbon(L))
var/mob/living/carbon/C = L
C.silent += 5
@@ -136,39 +136,9 @@
to_chat(M, "<span class='heavy_brass'>[message] you!</span>")
else
to_chat(M, "<span class='heavy_brass'>[message] [L.real_name]!</span>")
if(delete_on_finish)
qdel(src)
else
animate(src, color = oldcolor, time = 20)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 20)
visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
//Sigil of Accession: After a short time, converts any non-servant standing on it though implants. Knocks down and silences them for five seconds afterwards.
/obj/effect/clockwork/sigil/submission/accession
name = "terrifying sigil"
desc = "A luminous brassy sigil. Something about it makes you want to flee."
clockwork_desc = "A sigil that will enslave any person who crosses it, provided they remain on it for seven seconds. \n\
It can convert a mindshielded target once before disppearing, but can convert any number of non-implanted targets."
icon_state = "sigiltransgression"
alpha = 200
color = "#A97F1B"
light_range = 3 //bright light
light_power = 1
light_color = "#A97F1B"
delete_on_finish = FALSE
sigil_name = "Sigil of Accession"
glow_type = /obj/effect/temp_visual/ratvar/sigil/accession
resist_string = "glows bright orange"
/obj/effect/clockwork/sigil/submission/accession/post_channel(mob/living/L)
if(L.isloyal())
L.log_message("<font color=#BE8700>Had their mindshield implant broken by a [sigil_name].</font>", INDIVIDUAL_ATTACK_LOG)
delete_on_finish = TRUE
L.visible_message("<span class='warning'>[L] visibly trembles!</span>", \
"<span class='sevtug'>[text2ratvar("You will be mine and his. This puny trinket will not stop me.")]</span>")
for(var/obj/item/weapon/implant/mindshield/M in L.implants)
qdel(M)
animate(src, color = oldcolor, time = 20, flags = ANIMATION_END_NOW)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 20)
visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
//Sigil of Transmission: Stores power for clockwork machinery, serving as a battery.
@@ -326,8 +296,7 @@
stat_affected = DEAD
resist_string = "glows shimmering yellow"
sigil_name = "Vitality Matrix"
var/static/vitality = 0
var/base_revive_cost = 20
var/revive_cost = 150
var/sigil_active = FALSE
var/animation_number = 3 //each cycle increments this by 1, at 4 it produces an animation and resets
var/static/list/damage_heal_order = list(CLONE, TOX, BURN, BRUTE, OXY) //we heal damage in this order
@@ -335,11 +304,11 @@
/obj/effect/clockwork/sigil/vitality/examine(mob/user)
..()
if(is_servant_of_ratvar(user) || isobserver(user))
to_chat(user, "<span class='[vitality ? "inathneq_small":"alloy"]'>It has access to <b>[GLOB.ratvar_awakens ? "INFINITE":"[vitality]"]</b> units of vitality.</span>")
to_chat(user, "<span class='[GLOB.clockwork_vitality ? "inathneq_small":"alloy"]'>It has access to <b>[GLOB.ratvar_awakens ? "INFINITE":GLOB.clockwork_vitality]</b> units of vitality.</span>")
if(GLOB.ratvar_awakens)
to_chat(user, "<span class='inathneq_small'>It can revive Servants at no cost!</span>")
else
to_chat(user, "<span class='inathneq_small'>It can revive Servants at a cost of <b>[base_revive_cost]</b> vitality plus vitality equal to the non-oxygen damage they have, in addition to being destroyed in the process.</span>")
to_chat(user, "<span class='inathneq_small'>It can revive Servants at a cost of <b>[revive_cost]</b> vitality.</span>")
/obj/effect/clockwork/sigil/vitality/sigil_effects(mob/living/L)
if((is_servant_of_ratvar(L) && L.suiciding) || sigil_active)
@@ -348,7 +317,7 @@
animate(src, alpha = 255, time = 10, flags = ANIMATION_END_NOW) //we may have a previous animation going. finish it first, then do this one without delay.
sleep(10)
//as long as they're still on the sigil and are either not a servant or they're a servant AND it has remaining vitality
while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || vitality))) && get_turf(L) == get_turf(src))
while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || GLOB.clockwork_vitality))) && get_turf(L) == get_turf(src))
sigil_active = TRUE
if(animation_number >= 4)
new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
@@ -373,40 +342,37 @@
else
vitality_drained = L.adjustToxLoss(1.5)
if(vitality_drained)
vitality += vitality_drained
GLOB.clockwork_vitality += vitality_drained
else
break
else
if(L.stat == DEAD)
var/revival_cost = base_revive_cost + L.getCloneLoss() + L.getToxLoss() + L.getFireLoss() + L.getBruteLoss() //ignores oxygen damage
var/revival_cost = revive_cost
if(GLOB.ratvar_awakens)
revival_cost = 0
var/mob/dead/observer/ghost = L.get_ghost(TRUE)
if(vitality >= revival_cost && (ghost || (L.mind && L.mind.active)))
if(GLOB.clockwork_vitality >= revival_cost && (ghost || (L.mind && L.mind.active)))
if(ghost)
ghost.reenter_corpse()
L.revive(1, 1)
var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
animate(V, alpha = 0, transform = matrix()*2, time = 8)
playsound(L, 'sound/magic/staff_healing.ogg', 50, 1)
L.visible_message("<span class='warning'>[L] suddenly gets back up, [GLOB.ratvar_awakens ? "[L.p_their()] body dripping blue ichor":"even as [src] scatters into blue sparks around [L.p_them()]"]!</span>", \
"<span class='inathneq'>\"[text2ratvar("You will be okay, child.")]\"</span>")
vitality -= revival_cost
if(!GLOB.ratvar_awakens)
qdel(src)
L.visible_message("<span class='warning'>[L] suddenly gets back up, [L.p_their()] body dripping blue ichor!</span>", "<span class='inathneq'>\"[text2ratvar("You will be okay, child.")]\"</span>")
GLOB.clockwork_vitality -= revival_cost
break
var/vitality_for_cycle = 3
if(!GLOB.ratvar_awakens)
if(L.stat == CONSCIOUS)
vitality_for_cycle = 2
vitality_for_cycle = min(vitality, vitality_for_cycle)
vitality_for_cycle = min(GLOB.clockwork_vitality, vitality_for_cycle)
var/vitality_used = L.heal_ordered_damage(vitality_for_cycle, damage_heal_order)
if(!vitality_used)
break
if(!GLOB.ratvar_awakens)
vitality -= vitality_used
GLOB.clockwork_vitality -= vitality_used
sleep(2)
@@ -1,5 +1,14 @@
//horrifying power drain proc made for clockcult's power drain in lieu of six istypes or six for(x in view) loops
/atom/movable/proc/power_drain(clockcult_user)
var/obj/item/weapon/stock_parts/cell/cell = get_cell()
if(cell)
return cell.power_drain(clockcult_user)
return 0
/obj/item/weapon/melee/baton/power_drain(clockcult_user) //balance memes
return 0
/obj/item/weapon/gun/power_drain(clockcult_user) //balance memes
return 0
/obj/machinery/power/apc/power_drain(clockcult_user)
@@ -24,11 +24,15 @@
//For the Geis scripture; binds a target to convert.
/obj/effect/proc_holder/slab/geis
ranged_mousepointer = 'icons/effects/geis_target.dmi'
var/obj/structure/destructible/clockwork/geis_binding/binding //we always have a reference to the binding
var/obj/structure/destructible/clockwork/geis_binding/pulled_binding //we use this to see if we're pulling it or not
/obj/effect/proc_holder/slab/geis/remove_ranged_ability(msg)
..()
binding = null
pulled_binding = null
/obj/effect/proc_holder/slab/geis/InterceptClickOn(mob/living/caller, params, atom/target)
if(..())
return TRUE
var/turf/T = ranged_ability_user.loc
if(!isturf(T))
return TRUE
@@ -36,6 +40,20 @@
var/target_is_binding = istype(target, /obj/structure/destructible/clockwork/geis_binding)
if((target_is_binding || isliving(target)) && ranged_ability_user.Adjacent(target))
if(in_progress || ..())
var/mob/living/L = target
if(!pulled_binding)
if(target == binding || (isliving(target) && L.buckled == binding))
pulled_binding = binding
ranged_ability_user.start_pulling(binding)
remove_mousepointer(ranged_ability_user.client)
ranged_mousepointer = 'icons/effects/geis_target_remove.dmi'
add_mousepointer(ranged_ability_user.client)
else if(target == pulled_binding || (isliving(target) && L.buckled == pulled_binding))
ranged_ability_user.visible_message("<span class='warning'>[ranged_ability_user] dispels [pulled_binding]!</span>", "<span class='danger'>You dispel the binding!</span>")
binding.take_damage(obj_integrity)
remove_ranged_ability()
return TRUE
if(target_is_binding)
var/obj/structure/destructible/clockwork/geis_binding/GB = target
GB.repair_and_interrupt()
@@ -65,19 +83,44 @@
in_progress = TRUE
clockwork_say(ranged_ability_user, text2ratvar("Be bound, heathen!"))
remove_mousepointer(ranged_ability_user.client)
ranged_mousepointer = 'icons/effects/geis_target_remove.dmi'
add_mousepointer(ranged_ability_user.client)
add_logs(ranged_ability_user, L, "bound with Geis")
playsound(target, 'sound/magic/blink.ogg', 50, TRUE, frequency = 0.5)
if(slab.speed_multiplier >= 0.5) //excuse my debug...
ranged_ability_user.notransform = TRUE
addtimer(CALLBACK(src, .proc/reset_user_notransform, ranged_ability_user), 5) //stop us moving for a little bit so we don't break the scripture following this
slab.busy = null
var/datum/clockwork_scripture/geis/conversion = new
conversion.slab = slab
conversion.invoker = ranged_ability_user
conversion.target = target
conversion.run_scripture()
addtimer(CALLBACK(src, .proc/reset_user_notransform, ranged_ability_user), 5) //stop us moving for a little bit so we don't break the binding immediately
if(L.buckled)
L.buckled.unbuckle_mob(target, TRUE)
binding = new(get_turf(target))
binding.setDir(target.dir)
binding.buckle_mob(target, TRUE)
pulled_binding = binding
ranged_ability_user.start_pulling(binding)
slab.busy = "sustaining Geis"
slab.flags |= NODROP
while(!QDELETED(binding) && !QDELETED(ranged_ability_user))
if(ranged_ability_user.pulling == binding)
pulled_binding = binding
if(ranged_ability_user.client && ranged_ability_user.client.mouse_pointer_icon == 'icons/effects/geis_target.dmi')
remove_mousepointer(ranged_ability_user.client)
ranged_mousepointer = 'icons/effects/geis_target_remove.dmi'
add_mousepointer(ranged_ability_user.client)
else //if we're not pulling it, swap our mousepointer
pulled_binding = null
if(ranged_ability_user.client && ranged_ability_user.client.mouse_pointer_icon == 'icons/effects/geis_target_remove.dmi')
remove_mousepointer(ranged_ability_user.client)
ranged_mousepointer = 'icons/effects/geis_target.dmi'
add_mousepointer(ranged_ability_user.client)
sleep(1)
if(!QDELETED(slab))
slab.flags &= ~NODROP
in_progress = FALSE
successful = TRUE
remove_ranged_ability()
else
..()
return TRUE
@@ -145,29 +188,6 @@
return TRUE
//For the Volt Void scripture, fires a ray of energy at a target location
/obj/effect/proc_holder/slab/volt
ranged_mousepointer = 'icons/effects/volt_target.dmi'
/obj/effect/proc_holder/slab/volt/InterceptClickOn(mob/living/caller, params, atom/target)
if(target == slab || ..()) //we can't cancel
return TRUE
var/turf/T = ranged_ability_user.loc
if(!isturf(T))
return TRUE
if(target in view(7, get_turf(ranged_ability_user)))
successful = TRUE
ranged_ability_user.visible_message("<span class='warning'>[ranged_ability_user] fires a ray of energy at [target]!</span>", "<span class='nzcrentr'>You fire a volt ray at [target].</span>")
playsound(ranged_ability_user, 'sound/effects/light_flicker.ogg', 50, 1)
T = get_turf(target)
new/obj/effect/temp_visual/ratvar/volt_hit(T, ranged_ability_user)
add_logs(ranged_ability_user, T, "fired a volt ray")
remove_ranged_ability()
return TRUE
//For the cyborg Linked Vanguard scripture, grants you and a nearby ally Vanguard
/obj/effect/proc_holder/slab/vanguard
ranged_mousepointer = 'icons/effects/vanguard_target.dmi'
@@ -6,6 +6,8 @@
Clockwork slabs will only make components if held or if inside an item held by a human, and when making a component will prevent all other slabs held from making components.\n\
Hitting a slab, a Servant with a slab, or a cache will <b>transfer</b> this slab's components into the target, the target's slab, or the global cache, respectively."
icon_state = "dread_ipad"
lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
var/inhand_overlay //If applicable, this overlay will be applied to the slab's inhand
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
@@ -19,8 +21,8 @@
var/selected_scripture = SCRIPTURE_DRIVER
var/recollecting = FALSE //if we're looking at fancy recollection
var/obj/effect/proc_holder/slab/slab_ability //the slab's current bound ability, for certain scripture
var/list/quickbound = list(/datum/clockwork_scripture/ranged_ability/geis_prep, /datum/clockwork_scripture/create_object/replicant, \
/datum/clockwork_scripture/create_object/tinkerers_cache) //quickbound scripture, accessed by index
var/list/quickbound = list(/datum/clockwork_scripture/ranged_ability/geis, /datum/clockwork_scripture/create_object/sigil_of_submission, \
/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/tinkerers_cache) //quickbound scripture, accessed by index
var/maximum_quickbound = 5 //how many quickbound scriptures we can have
var/recollection_category = "Default"
actions_types = list(/datum/action/item_action/clock/hierophant)
@@ -51,21 +53,18 @@
maximum_quickbound = 6 //we usually have one or two unique scriptures, so if ratvar is up let us bind one more
actions_types = list()
/obj/item/clockwork/slab/cyborg/engineer //four scriptures, plus a fabricator
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/cogscarab, \
/datum/clockwork_scripture/create_object/soul_vessel, /datum/clockwork_scripture/create_object/sigil_of_transmission)
/obj/item/clockwork/slab/cyborg/engineer //two scriptures, plus a fabricator
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/sigil_of_transmission)
/obj/item/clockwork/slab/cyborg/medical //five scriptures, plus a spear
quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/ranged_ability/sentinels_compromise, \
/datum/clockwork_scripture/create_object/vitality_matrix, /datum/clockwork_scripture/channeled/mending_mantra, /datum/clockwork_scripture/fellowship_armory)
/obj/item/clockwork/slab/cyborg/security //four scriptures, plus a spear
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker, /datum/clockwork_scripture/channeled/taunting_tirade, \
/datum/clockwork_scripture/channeled/volt_blaster)
/obj/item/clockwork/slab/cyborg/security //twoscriptures, plus a spear
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker)
/obj/item/clockwork/slab/cyborg/peacekeeper //four scriptures, plus a spear
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker, /datum/clockwork_scripture/channeled/taunting_tirade, \
/datum/clockwork_scripture/channeled/volt_blaster)
/obj/item/clockwork/slab/cyborg/peacekeeper //two scriptures, plus a spear
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker)
/obj/item/clockwork/slab/cyborg/janitor //five scriptures, plus a fabricator
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/sigil_of_transgression, \
@@ -75,8 +74,8 @@
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/tinkerers_cache, \
/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/fellowship_armory, /datum/clockwork_scripture/create_object/clockwork_obelisk)
/obj/item/clockwork/slab/cyborg/miner //three scriptures, plus a spear and xray vision
quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/channeled/volt_blaster)
/obj/item/clockwork/slab/cyborg/miner //two scriptures, plus a spear and xray vision
quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/spatial_gateway)
/obj/item/clockwork/slab/cyborg/access_display(mob/living/user)
if(!GLOB.ratvar_awakens)
@@ -134,7 +133,7 @@
production_time = world.time + SLAB_PRODUCTION_TIME + production_slowdown
var/mob/living/L
L = get_atom_on_turf(src, /mob/living)
if(istype(L) && can_recite_scripture(L))
if(istype(L) && (no_cost || can_recite_scripture(L)))
var/component_to_generate = target_component_id
if(!component_to_generate)
component_to_generate = get_weighted_component_id(src) //more likely to generate components that we have less of
@@ -265,7 +264,7 @@
if(busy)
to_chat(user, "<span class='warning'>[src] refuses to work, displaying the message: \"[busy]!\"</span>")
return 0
if(!can_recite_scripture(user))
if(!no_cost && !can_recite_scripture(user))
to_chat(user, "<span class='nezbere'>[src] hums fitfully in your hands, but doesn't seem to do anything...</span>")
return 0
access_display(user)
@@ -285,7 +284,7 @@
ui.open()
/obj/item/clockwork/slab/proc/recite_scripture(datum/clockwork_scripture/scripture, mob/living/user)
if(!scripture || !user || !user.canUseTopic(src) || !can_recite_scripture(user))
if(!scripture || !user || !user.canUseTopic(src) || (!no_cost && !can_recite_scripture(user)))
return FALSE
if(user.get_active_held_item() != src)
to_chat(user, "<span class='warning'>You need to hold the slab in your active hand to recite scripture!</span>")
@@ -401,24 +400,21 @@
dat += "<font color=#BE8700><b>Servant:</b></font> A person or robot who serves Ratvar. You are one of these.<br>"
dat += "<font color=#BE8700><b>Cache:</b></font> A <i>Tinkerer's Cache</i>, which is a structure that stores and creates components.<br>"
dat += "<font color=#BE8700><b>CV:</b></font> Construction Value. All clockwork structures, floors, and walls increase this number.<br>"
dat += "<font color=#BE8700><b>Vitality:</b></font> Used for healing effects, produced by Ratvarian spear attacks and Vitality Matrices.<br>"
dat += "<font color=#BE8700><b>Geis:</b></font> An important scripture used to make normal crew and robots into Servants of Ratvar.<br>"
dat += "<font color=#6E001A><b>[get_component_icon(BELLIGERENT_EYE)]BE:</b></font> Belligerent Eye, a component type used in offensive scriptures.<br>"
dat += "<font color=#1E8CE1><b>[get_component_icon(VANGUARD_COGWHEEL)]VC:</b></font> Vanguard Cogwheel, a component type used in defensive scriptures.<br>"
dat += "<font color=#AF0AAF><b>[get_component_icon(GEIS_CAPACITOR)]GC:</b></font> Geis Capacitor, a component type used in mind-related scriptures.<br>"
dat += "<font color=#5A6068><b>[get_component_icon(REPLICANT_ALLOY)]RA:</b></font> Replicant Alloy, a component type used in construction scriptures.<br>"
dat += "<font color=#DAAA18><b>[get_component_icon(HIEROPHANT_ANSIBLE)]HA:</b></font> Hierophant Ansible, a component type used in energy scriptures.<br>"
dat += "<font color=#DAAA18><b>[get_component_icon(HIEROPHANT_ANSIBLE)]HA:</b></font> Hierophant Ansible, a component type used in energy-related scriptures.<br>"
dat += "<font color=#BE8700><b>Ark:</b></font> The cult's win condition, a huge structure that needs to be defended.<br><br>"
dat += "<font color=#BE8700 size=3>Items</font><br>"
dat += "<font color=#BE8700><b>Slab:</b></font> A clockwork slab, a Servant's most important tool. You're holding one! Keep it safe and hidden.<br>"
dat += "<font color=#BE8700><b>Visor:</b></font> A judicial visor, which is a pair of glasses that can stun everything in an area after a delay.<br>"
dat += "<font color=#BE8700><b>Visor:</b></font> A judicial visor, which is a pair of glasses that can smite an area for a brief stun and delayed explosion.<br>"
dat += "<font color=#BE8700><b>Wraith Specs:</b></font> Wraith spectacles, which provide true sight (x-ray, night vision) but damage the wearer's eyes.<br>"
dat += "<font color=#BE8700><b>Spear:</b></font> A Ratvarian spear, which is a very powerful melee weapon.<br>"
dat += "<font color=#BE8700><b>Spear:</b></font> A Ratvarian spear, which is a very powerful melee weapon that produces Vitality.<br>"
dat += "<font color=#BE8700><b>Fabricator:</b></font> A replica fabricator, which converts objects into clockwork versions.<br><br>"
dat += "<font color=#BE8700 size=3>Constructs</font><br>"
dat += "<font color=#BE8700><b>Vessel:</b></font> A soul vessel, a clockwork brain used to activate constructs.<br>"
dat += "<font color=#BE8700><b>Shell:</b></font> A construct shell of some type that can accept a soul vessel to activate.<br>"
dat += "<font color=#BE8700><b>Scarab:</b></font> A cogscarab construct, which is a drone that maintains the cult's bases.<br>"
dat += "<font color=#BE8700><b>Fragment:</b></font> An anim[prob(1) ? "e" : "a"] fragment, which is a fragile but powerful offensive construct.<br>"
dat += "<font color=#BE8700><b>Marauder:</b></font> A clockwork marauder, which is a powerful bodyguard that hides in its owner.<br><br>"
dat += "<font color=#BE8700 size=3>Structures (* = requires power)</font><br>"
dat += "<font color=#BE8700><b>Warden:</b></font> An ocular warden, which is a ranged turret that damages non-Servants that see it.<br>"
@@ -430,8 +426,9 @@
dat += "<i>Note: Sigils can be stacked on top of one another, making certain sigils very effective when paired!</i><br>"
dat += "<font color=#BE8700><b>Transgression:</b></font> Stuns the first non-Servant to cross it for ten seconds and blinds others nearby. Disappears on use.<br>"
dat += "<font color=#BE8700><b>Submission:</b></font> Converts the first non-Servant to stand on the sigil for seven seconds. Disappears on use.<br>"
dat += "<font color=#BE8700><b>Matrix:</b></font> Drains health from non-Servants, producing Vitality. Can heal and revive Servants.<br>"
dat += "<font color=#BE8700><b>Accession:</b></font> Identical to the Sigil of Submission, but doesn't disappear on use. It can also convert a single mindshielded target, but will disappear after doing this.<br>"
dat += "<font color=#BE8700><b>Transmission:</b></font> Drains and stores power for clockwork structures. Feeding it brass sheets will create power.<br><br>"
dat += "<font color=#BE8700><b>Transmission:</b></font> Drains and stores power for clockwork structures. Feeding it brass sheets will create additional power.<br><br>"
dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
if("Components")
var/servants = 0 //Calculate the current production time for slab components
@@ -463,7 +460,7 @@
dat += "<b>Components</b> are your primary resource as a Servant. There are five types of component, with each one being used in different roles:<br><br>"
dat += "<font color=#6E001A>[get_component_icon(BELLIGERENT_EYE)]BE</font> Belligerent Eyes are aggressive and judgemental, and are used in offensive scripture;<br>"
dat += "<font color=#1E8CE1>[get_component_icon(VANGUARD_COGWHEEL)]VC</font> Vanguard Cogwheels are defensive and repairing, and are used in defensive scripture;<br>"
dat += "<font color=#AF0AAF>[get_component_icon(GEIS_CAPACITOR)]GC</font> Geis Capacitors are for conversion and control, and are used in mind-related scripture;<br>" //References the old name
dat += "<font color=#AF0AAF>[get_component_icon(GEIS_CAPACITOR)]GC</font> Geis Capacitors are for conversion and control, and are used in mind-related scripture;<br>"
dat += "<font color=#5A6068>[get_component_icon(REPLICANT_ALLOY)]RA</font> Replicant Alloy is a strong, malleable metal and is used for construction and creation;<br>"
dat += "<font color=#DAAA18>[get_component_icon(HIEROPHANT_ANSIBLE)]HA</font> Hierophant Ansibles are for transmission and power, and are used in power and teleportation scripture<br><br>"
dat += "Although this is a good rule of thumb, their effects become much more nuanced when used together. For instance, a turret might have both belligerent eyes and \
@@ -501,8 +498,8 @@
and can be harnessed in several ways.<br><br>"
dat += "To begin with, if there is no other source of power nearby, structures will draw from the area's APC, assuming it has one. This is inefficient and ill-advised as \
anything but a last resort. Instead, it is recommended that a <b>Sigil of Transmission</b> is created. This sigil serves as both battery and power generator for nearby clockwork \
structures, and those structures will happily draw power from the sigil before they resort to pathetic APCs and other sources of energy.<br><br>"
dat += "The most reliable and efficient way to generate power is by using brass sheets; attacking a sigil of transmission with brass sheets will convert them \
structures, and those structures will happily draw power from the sigil before they resort to APCs.<br><br>"
dat += "Generating power is less easy. The most reliable and efficient way is using brass sheets; attacking a sigil of transmission with brass sheets will convert them \
to power, at a rate of <b>[POWER_FLOOR]W</b> per sheet. (Brass sheets are created from replica fabricators, which are explained more in detail in the <b>Conversion</b> section.) \
Activating a sigil of transmission will also cause it to drain power from the nearby area, which, while effective, serves as an obvious tell that there is something wrong.<br><br>"
dat += "Without power, many structures will not function, making a base vulnerable to attack. For this reason, it is critical that you keep an eye on your power reserves and \
@@ -514,15 +511,15 @@
they become a full-fledged Servant, ready and willing to serve the cause of Ratvar. It should also be noted that <i>silicon crew, such as cyborgs and the AI, can be \
converted just like normal crew</i> and will gain special abilities; this is covered later. This section will also cover converting the station's structure itself; walls, \
floors, windows, tables, and other objects can all be converted into clockwork versions, and serve an important purpose.<br><br>"
dat += "<font color=#BE8700><b>Methods of Conversion:</b></font> There are several ways to convert humans and silicons. The first and most readily-available of these is \
<b>Geis</b>, a Driver-tier scripture. Using it whispers an invocation very quickly - this is incredibly obvious - and charges your slab with power. In addition to <i>making \
the slab visible in your hand,</i> you can now use it on a target within melee range to bind them and begin converting them. While there are six or fewer Servants, they are \
unable to escape this binding, meaning that unless you are interrupted, the target is as good as yours. However, the scripture becomes slower for every Servant human or \
silicon Servant past [SCRIPT_SERVANT_REQ], and the bindings can be resisted past this, meaning that eventually other methods become more desirable.<br><br>"
dat += "The other three methods of conversion are the <b>sigils of submission and accession</b>, whose purpose is to do so, and the <b>mania motor.</b> The sigil of \
submission is a sigil that, when stood on by a non-Servant for seven full seconds, will convert that non-Servant. This time requirement does not scale with \
Servants, making it the preferred option after Geis becomes too inefficient. It is, however, consumed after use; the sigil of accession solves this problem, and serves as a \
permanent conversion sigil. The mania motor is generally unreliable, only converting those who stand near it for an extended period.<br><br>"
dat += "<font color=#BE8700><b>A Note on Geis:</b></font> There are several ways to convert humans and silicons. However, the most important tool to making them work is \
<b>Geis</b>, a Driver-tier scripture. Using it whispers an invocation very quickly and charges your slab with power. In addition to <i>making the slab visible in your hand,</i> \
you can now use it on a target within melee range to bind and mute them. It is by far your most reliable tool for capturing potential converts and targets, though it is incredibly \
obvious. In addition, you are unable to take any actions other than moving while your target is bound. The binding will last for 25 seconds and mute for about 13 seconds, though \
allies can use Geis to refresh these effects.<br><br>"
dat += "<font color=#BE8700><b>Converting:</b></font> The two methods of conversion are the <b>sigil of submission</b>, whose purpose is to do so, and the <b>mania motor.</b> \
The sigil of submission is a sigil that, when stood on by a non-Servant for eight seconds, will convert that non-Servant. This is the only practical way to convert targets. \
Sigils of submission are cheap, early, and permanent! Make sure sigils of submission are placed only in bases or otherwise hidden spots, or with a sigil of transgression on them. \
The mania motor, however, is generally unreliable and unlocked later, only converting those who stand near it for an extended period.<br><br>"
dat += "<font color=#BE8700><b>Converting Humans:</b></font> For obvious reasons, humans are the most common conversion target. Because every crew member is different, and \
may be armed with different equipment, you should take precautions to ensure that they aren't able to resist. If able, removing a headset is essential, as is restraining \
them through handcuffs, cable ties, or other restraints. Some crew, like security, are also implanted with mindshield implants; these will prevent conversion and must be \
@@ -530,9 +527,8 @@
begins administering mindshield implants, this will greatly inhibit conversion. Also note that mindshield implants can be broken by a sigil of accession automatically, but \
the sigil will disappear.<br><br>"
dat += "<font color=#BE8700><b>Converting Silicons:</b></font> Due to their robotic nature, silicons are generally more predictable than humans in terms of conversion. \
However, they are also much, much harder to subdue, especially cyborgs. The easiest way to convert a cyborg is by using a flash or a sigil of transgression to stun it, \
then very quickly using Geis to restrain them. If you stack a sigil of transgression and one of the conversion sigils, a crossing cyborg will be stunned and helpless to \
escape in time before the other sigil converts them.<br><br>"
However, they are also much, much harder to subdue, especially cyborgs. The easiest way to convert a cyborg is by using Geis to restrain them, then dragging them to a sigil \
of submission. If you stack a sigil of transgression and a sigil of submission, a crossing cyborg will be stunned and helpless to escape before they are converted.<br><br>"
dat += "Converting AIs is very often the hardest task of the cult, and has been the downfall of countless successful Servants. Their omnipresence across the station, \
coupled with their secure location and ability to lock themselves securely, makes them a powerful target. However, once the AI itself is reached, it is usually completely \
helpless to resist its own conversion. A very common tactic is to take advantage of a converted cyborg to rush the AI before it is able to react.<br><br>"
@@ -145,7 +145,7 @@
return TRUE
return FALSE
//Judicial marker: Created by the judicial visor. After three seconds, knocks down any non-Servants nearby and damages Nar-Sian cultists.
//Judicial marker: Created by the judicial visor. Immediately applies Belligerent and briefly knocks down, then after 3 seconds does large damage and briefly knocks down again
/obj/effect/clockwork/judicial_marker
name = "judicial marker"
desc = "You get the feeling that you shouldn't be standing here."
@@ -165,11 +165,18 @@
/obj/effect/clockwork/judicial_marker/proc/judicialblast()
playsound(src, 'sound/magic/magic_missile.ogg', 50, 1, 1, 1)
flick("judicial_marker", src)
for(var/mob/living/carbon/C in range(1, src))
var/datum/status_effect/belligerent/B = C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
if(!QDELETED(B))
B.duration = world.time + 30
C.Knockdown(5) //knocks down for half a second if affected
sleep(16)
name = "judicial blast"
layer = ABOVE_ALL_MOB_LAYER
flick("judicial_explosion", src)
set_light(1.4, 2, "#B451A1")
sleep(13)
name = "judicial explosion"
var/targetsjudged = 0
playsound(src, 'sound/effects/explosionfar.ogg', 100, 1, 1, 1)
set_light(0)
@@ -181,21 +188,19 @@
L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
continue
L.Knockdown(15) //knocks down briefly when exploding
if(!iscultist(L))
L.visible_message("<span class='warning'>[L] is struck by a judicial explosion!</span>", \
"<span class='userdanger'>[!issilicon(L) ? "An unseen force slams you into the ground!" : "ERROR: Motor servos disabled by external source!"]</span>")
L.Knockdown(160) //knocks down targets for 14-16 seconds
else
L.visible_message("<span class='warning'>[L] is struck by a judicial explosion!</span>", \
"<span class='heavy_brass'>\"Keep an eye out, filth.\"</span>\n<span class='userdanger'>A burst of heat crushes you against the ground!</span>")
L.Knockdown(80) //knocks down for 6-8 seconds, but set cultist targets on fire
L.adjust_fire_stacks(2)
L.adjust_fire_stacks(2) //sets cultist targets on fire
L.IgniteMob()
if(iscarbon(L))
var/mob/living/carbon/C = L
C.silent += 6
L.adjustFireLoss(5)
targetsjudged++
L.adjustBruteLoss(10) //do a small amount of damage
if(!QDELETED(L))
L.adjustBruteLoss(20) //does a decent amount of damage
add_logs(user, L, "struck with a judicial blast")
to_chat(user, "<span class='brass'><b>[targetsjudged ? "Successfully judged <span class='neovgre'>[targetsjudged]</span>":"Judged no"] heretic[targetsjudged == 1 ? "":"s"].</b></span>")
sleep(3) //so the animation completes properly
@@ -6,14 +6,16 @@
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "ratvarian_spear"
item_state = "ratvarian_spear"
lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
force = 15 //Extra damage is dealt to targets in attack()
throwforce = 40
throwforce = 25
armour_penetration = 10
sharpness = IS_SHARP_ACCURATE
attack_verb = list("stabbed", "poked", "slashed")
hitsound = 'sound/weapons/bladeslice.ogg'
w_class = WEIGHT_CLASS_BULKY
var/impale_cooldown = 50 //delay, in deciseconds, where you can't impale again
var/attack_cooldown = 10 //delay, in deciseconds, where you can't attack with the spear
var/bonus_burn = 5
var/timerid
/obj/item/clockwork/ratvarian_spear/Destroy()
@@ -22,107 +24,44 @@
/obj/item/clockwork/ratvarian_spear/ratvar_act()
if(GLOB.ratvar_awakens) //If Ratvar is alive, the spear is extremely powerful
force = 25
throwforce = 50
armour_penetration = 10
force = 20
bonus_burn = 10
throwforce = 40
armour_penetration = 50
clockwork_desc = initial(clockwork_desc)
deltimer(timerid)
else
force = initial(force)
bonus_burn = initial(bonus_burn)
throwforce = initial(throwforce)
armour_penetration = 0
armour_penetration = initial(armour_penetration)
clockwork_desc = "A powerful spear of Ratvarian making. It's more effective against enemy cultists and silicons, though it won't last for long."
deltimer(timerid)
timerid = addtimer(CALLBACK(src, .proc/break_spear), RATVARIAN_SPEAR_DURATION, TIMER_STOPPABLE)
/obj/item/clockwork/ratvarian_spear/cyborg/ratvar_act() //doesn't break!
if(GLOB.ratvar_awakens)
force = 25
throwforce = 50
armour_penetration = 10
else
force = initial(force)
throwforce = initial(throwforce)
armour_penetration = 0
..()
clockwork_desc = "A powerful spear of Ratvarian making. It's more effective against enemy cultists and silicons."
deltimer(timerid)
/obj/item/clockwork/ratvarian_spear/examine(mob/user)
..()
if(is_servant_of_ratvar(user) || isobserver(user))
to_chat(user, "<span class='brass'>Stabbing a human you are pulling or have grabbed with the spear will impale them, doing massive damage and stunning.</span>")
to_chat(user, "<span class='inathneq_small'>Attacks on living non-Servants will generate <b>[bonus_burn]</b> units of vitality.</span>")
if(!iscyborg(user))
to_chat(user, "<span class='brass'>Throwing the spear will do massive damage, break the spear, and knock down the target.</span>")
/obj/item/clockwork/ratvarian_spear/attack(mob/living/target, mob/living/carbon/human/user)
var/impaling = FALSE
if(attack_cooldown > world.time)
to_chat(user, "<span class='warning'>You can't attack right now, wait [max(round((attack_cooldown - world.time)*0.1, 0.1), 0)] seconds!</span>")
return
if(user.pulling && ishuman(user.pulling) && user.pulling == target)
if(impale_cooldown > world.time)
to_chat(user, "<span class='warning'>You can't impale [target] yet, wait [max(round((impale_cooldown - world.time)*0.1, 0.1), 0)] seconds!</span>")
else
impaling = TRUE
attack_verb = list("impaled")
force += 22 //total 40 damage if ratvar isn't alive, 50 if he is
armour_penetration += 10 //if you're impaling someone, armor sure isn't that useful
user.stop_pulling()
if(hitsound)
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
user.lastattacked = target
target.lastattacker = user
user.do_attack_animation(target)
if(!target.attacked_by(src, user)) //TODO MAKE ATTACK() USE PROPER RETURN VALUES
impaling = FALSE //if we got blocked, stop impaling
else if(!target.null_rod_check()) //if they don't have a null rod, we do bonus damage on a successful attack
. = ..()
if(!QDELETED(target) && target.stat != DEAD && !target.null_rod_check() && !is_servant_of_ratvar(target)) //we do bonus damage on attacks unless they're a servant, have a null rod, or are dead
var/bonus_damage = bonus_burn //normally a total of 20 damage, 30 with ratvar
if(issilicon(target))
var/mob/living/silicon/S = target
if(S.stat != DEAD)
S.visible_message("<span class='warning'>[S] shudders violently at [src]'s touch!</span>", "<span class='userdanger'>ERROR: Temperature rising!</span>")
S.adjustFireLoss(22) //total 37 damage on borgs
target.visible_message("<span class='warning'>[target] shudders violently at [src]'s touch!</span>", "<span class='userdanger'>ERROR: Temperature rising!</span>")
bonus_damage *= 5 //total 40 damage on borgs, 70 with ratvar
else if(iscultist(target) || isconstruct(target))
var/mob/living/M = target
if(M.stat != DEAD)
to_chat(M, "<span class='userdanger'>Your body flares with agony at [src]'s presence!</span>")
M.adjustFireLoss(15) //total 30 damage on cultists
else
target.adjustFireLoss(3) //anything else takes a total of 18
add_logs(user, target, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
add_fingerprint(user)
attack_verb = list("stabbed", "poked", "slashed")
ratvar_act()
if(impaling)
impale_cooldown = world.time + initial(impale_cooldown)
attack_cooldown = world.time + initial(attack_cooldown) //can't attack until we're done impaling
if(target)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(get_turf(target), get_dir(user, target))
target.Stun(80) //brief stun
to_chat(user, "<span class='brass'>You prepare to remove your ratvarian spear from [target]...</span>")
var/remove_verb = pick("pull", "yank", "drag")
if(do_after(user, 10, 1, target))
var/turf/T = get_turf(target)
var/obj/effect/temp_visual/dir_setting/bloodsplatter/B = new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, get_dir(target, user))
playsound(T, 'sound/misc/splort.ogg', 200, 1)
playsound(T, 'sound/weapons/pierce.ogg', 200, 1)
if(target.stat != CONSCIOUS)
user.visible_message("<span class='warning'>[user] [remove_verb]s [src] out of [target]!</span>", "<span class='warning'>You [remove_verb] your spear from [target]!</span>")
else
user.visible_message("<span class='warning'>[user] kicks [target] off of [src]!</span>", "<span class='warning'>You kick [target] off of [src]!</span>")
to_chat(target, "<span class='userdanger'>You scream in pain as you're kicked off of [src]!</span>")
target.emote("scream")
step(target, get_dir(user, target))
T = get_turf(target)
B.forceMove(T)
target.Knockdown(40) //then knockdown if we stayed next to them
playsound(T, 'sound/weapons/thudswoosh.ogg', 50, 1)
flash_color(target, flash_color="#911414", flash_time=8)
else if(target) //it's a do_after, we gotta check again to make sure they didn't get deleted
user.visible_message("<span class='warning'>[user] [remove_verb]s [src] out of [target]!</span>", "<span class='warning'>You [remove_verb] your spear from [target]!</span>")
if(target.stat == CONSCIOUS)
to_chat(target, "<span class='userdanger'>You scream in pain as [src] is suddenly [remove_verb]ed out of you!</span>")
target.emote("scream")
flash_color(target, flash_color="#911414", flash_time=4)
to_chat(target, "<span class='userdanger'>Your body flares with agony at [src]'s presence!</span>")
bonus_damage *= 3 //total 30 damage on cultists, 50 with ratvar
GLOB.clockwork_vitality += target.adjustFireLoss(bonus_damage) //adds the damage done to existing vitality
/obj/item/clockwork/ratvarian_spear/throw_impact(atom/target)
var/turf/T = get_turf(target)
@@ -139,6 +78,7 @@
L.Knockdown(100)
else
L.Knockdown(40)
GLOB.clockwork_vitality += L.adjustFireLoss(bonus_burn * 3) //normally a total of 40 damage, 70 with ratvar
break_spear(T)
else
..()
@@ -0,0 +1,10 @@
diff a/code/game/gamemodes/clock_cult/clock_items/ratvarian_spear.dm b/code/game/gamemodes/clock_cult/clock_items/ratvarian_spear.dm (rejected hunks)
@@ -6,6 +6,8 @@
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "ratvarian_spear"
item_state = "ratvarian_spear"
+ lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
+ righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
force = 15 //Extra damage is dealt to targets in attack()
throwforce = 25
armour_penetration = 10
@@ -4,6 +4,8 @@
desc = "An odd, L-shaped device that hums with energy."
clockwork_desc = "A device that allows the replacing of mundane objects with Ratvarian variants. It requires power to function."
icon_state = "replica_fabricator"
lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
force = 5
flags = NOBLUDGEON
@@ -274,6 +274,8 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
if(slab_overlay)
slab.add_overlay(slab_overlay)
slab.item_state = "clockwork_slab"
slab.lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
slab.righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
slab.inhand_overlay = slab_overlay
slab.slab_ability = new ranged_type(slab)
slab.slab_ability.slab = slab
@@ -299,6 +301,8 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
slab.slab_ability.remove_ranged_ability()
slab.cut_overlays()
slab.item_state = initial(slab.item_state)
slab.item_state = initial(slab.lefthand_file)
slab.item_state = initial(slab.righthand_file)
slab.inhand_overlay = null
if(invoker)
invoker.update_inv_hands()
@@ -2,28 +2,6 @@
// APPLICATIONS //
//////////////////
//Sigil of Accession: Creates a sigil of accession, which is like a sigil of submission, but can convert any number of non-implanted targets and up to one implanted target.
/datum/clockwork_scripture/create_object/sigil_of_accession
descname = "Trap, Permanent Conversion"
name = "Sigil of Accession"
desc = "Places a luminous sigil much like a Sigil of Submission, but it will remain even after successfully converting a non-implanted target. \
It will penetrate mindshield implants once before disappearing."
invocations = list("Divinity, enslave...", "...all who trespass here!")
channel_time = 70
consumed_components = list(BELLIGERENT_EYE = 4, GEIS_CAPACITOR = 2, HIEROPHANT_ANSIBLE = 2)
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/submission/accession
prevent_path = /obj/effect/clockwork/sigil/submission
creator_message = "<span class='brass'>A luminous sigil appears below you. All non-servants to cross it will be enslaved after a brief time if they do not move.</span>"
usage_tip = "It will remain after converting a target, unless that target has a mindshield implant, which it will break to convert them, but consume itself in the process."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
primary_component = BELLIGERENT_EYE
sort_priority = 1
quickbind = TRUE
quickbind_desc = "Creates a Sigil of Accession, which can convert a mindshielded non-Servant that remains on it."
//Fellowship Armory: Arms the invoker and nearby servants with Ratvarian armor.
/datum/clockwork_scripture/fellowship_armory
descname = "Area Servant Armor"
@@ -151,26 +129,6 @@
return TRUE
//Anima Fragment: Creates an empty anima fragment, which produces an anima fragment that moves at extreme speed and does high damage.
/datum/clockwork_scripture/create_object/anima_fragment
descname = "Fast Soul Vessel Shell"
name = "Anima Fragment"
desc = "Creates a large shell fitted for soul vessels. Adding an active soul vessel to it results in a powerful construct with decent health and slight regeneration, notable melee power, \
and exceptional speed, though taking damage will temporarily slow it down."
invocations = list("Call forth...", "...the soldiers of Armorer.")
channel_time = 80
consumed_components = list(BELLIGERENT_EYE = 2, VANGUARD_COGWHEEL = 2, REPLICANT_ALLOY = 4)
object_path = /obj/structure/destructible/clockwork/shell/fragment
creator_message = "<span class='brass'>You form an anima fragment, a powerful soul vessel receptacle.</span>"
observer_message = "<span class='warning'>The slab disgorges a puddle of black metal that expands and forms into a strange shell!</span>"
usage_tip = "Useless without a soul vessel and should not be created without one."
tier = SCRIPTURE_APPLICATION
primary_component = REPLICANT_ALLOY
sort_priority = 4
quickbind = TRUE
quickbind_desc = "Creates a Fragment Shell, which produces an Anima Fragment when filled with a Soul Vessel."
//Sigil of Transmission: Creates a sigil of transmission that can drain and store power for clockwork structures.
/datum/clockwork_scripture/create_object/sigil_of_transmission
descname = "Structure Power Generator & Battery"
@@ -37,7 +37,7 @@
invocations = list("May heathens...", "...kneel under our force!")
channel_time = 30
primary_component = BELLIGERENT_EYE
quickbind_desc = "Allows you to place a Judicial Marker to knock down and damage non-Servants in an area.<br><b>Click your slab to disable.</b>"
quickbind_desc = "Allows you to smite an area, applying Belligerent and briefly stunning.<br><b>Click your slab to disable.</b>"
slab_overlay = "judicial"
ranged_type = /obj/effect/proc_holder/slab/judicial
ranged_message = "<span class='neovgre_small'><i>You charge the clockwork slab with judicial force.</i>\n\
@@ -21,6 +21,7 @@
/datum/clockwork_scripture/channeled/belligerent/chant_effects(chant_number)
for(var/mob/living/carbon/C in hearers(7, invoker))
C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
new /obj/effect/temp_visual/ratvar/belligerent(get_turf(invoker))
return TRUE
@@ -28,20 +29,20 @@
/datum/clockwork_scripture/create_object/judicial_visor
descname = "Delayed Area Knockdown Glasses"
name = "Judicial Visor"
desc = "Forms a visor that, when worn, will grant the ability to smite an area, knocking down, muting, and damaging non-Servants."
desc = "Creates a visor that can smite an area, applying Belligerent and briefly stunning. The smote area will explode after 3 seconds."
invocations = list("Grant me the flames of Engine!")
channel_time = 10
consumed_components = list(BELLIGERENT_EYE = 1)
whispered = TRUE
object_path = /obj/item/clothing/glasses/judicial_visor
creator_message = "<span class='brass'>You form a judicial visor, which is capable of smiting the unworthy.</span>"
usage_tip = "The visor has a thirty-second cooldown once used, and the marker it creates has a delay of 3 seconds before exploding."
creator_message = "<span class='brass'>You form a judicial visor, which is capable of smiting a small area.</span>"
usage_tip = "The visor has a thirty-second cooldown once used."
tier = SCRIPTURE_DRIVER
space_allowed = TRUE
primary_component = BELLIGERENT_EYE
sort_priority = 2
quickbind = TRUE
quickbind_desc = "Creates a Judicial Visor, which can create a Judicial Marker at an area, knocking down, muting, and damaging non-Servants after a delay."
quickbind_desc = "Creates a Judicial Visor, which can smite an area, applying Belligerent and briefly stunning."
//Vanguard: Provides twenty seconds of stun immunity. At the end of the twenty seconds, 25% of all stuns absorbed are applied to the invoker.
@@ -97,28 +98,28 @@
Click your slab to cancel.</b></span>"
//Geis: Grants a short-range binding that will immediately start chanting on binding a valid target.
/datum/clockwork_scripture/ranged_ability/geis_prep
descname = "Melee Convert Attack"
//Geis: Grants a short-range binding attack that allows you to mute and drag around a target in a very obvious manner.
/datum/clockwork_scripture/ranged_ability/geis
descname = "Melee Mute & Stun"
name = "Geis"
desc = "Charges your slab with divine energy, allowing you to bind a nearby heretic for conversion. This is very obvious and will make your slab visible in-hand."
invocations = list("Divinity, grant...", "...me strength...", "...to enlighten...", "...the heathen!")
desc = "Charges your slab with divine energy, allowing you to bind and pull a struck heretic."
invocations = list("Divinity, grant me strength...", "...to bind the heathen!")
whispered = TRUE
channel_time = 20
usage_tip = "Is melee range and does not penetrate mindshield implants. Much more efficient than a Sigil of Submission at low Servant amounts."
usage_tip = "You CANNOT TAKE ANY NON-PULL ACTIONS while the target is bound, so Sigils of Submission should be placed before use."
tier = SCRIPTURE_DRIVER
primary_component = GEIS_CAPACITOR
sort_priority = 5
quickbind = TRUE
quickbind_desc = "Allows you to bind and start converting an adjacent target non-Servant.<br><b>Click your slab to disable.</b>"
quickbind_desc = "Allows you to bind and mute an adjacent target non-Servant.<br><b>Click your slab to disable.</b>"
slab_overlay = "geis"
ranged_type = /obj/effect/proc_holder/slab/geis
ranged_message = "<span class='sevtug_small'><i>You charge the clockwork slab with divine energy.</i>\n\
<b>Left-click a target within melee range to convert!\n\
<b>Left-click a target within melee range to bind!\n\
Click your slab to cancel.</b></span>"
timeout_time = 100
/datum/clockwork_scripture/ranged_ability/geis_prep/run_scripture()
/datum/clockwork_scripture/ranged_ability/geis/run_scripture()
var/servants = 0
if(!GLOB.ratvar_awakens)
for(var/mob/living/M in GLOB.living_mob_list)
@@ -130,93 +131,25 @@
channel_time = min(channel_time + servants*3, 50)
return ..()
//The scripture that does the converting.
/datum/clockwork_scripture/geis
name = "Geis Conversion"
invocations = list("Enlighten this heathen!", "All are insects before Engine!", "Purge all untruths and honor Engine.")
channel_time = 49
tier = SCRIPTURE_PERIPHERAL
var/mob/living/target
var/obj/structure/destructible/clockwork/geis_binding/binding
/datum/clockwork_scripture/geis/Destroy()
if(binding && !QDELETED(binding))
qdel(binding)
return ..()
/datum/clockwork_scripture/geis/can_recite()
if(!target)
return FALSE
return ..()
/datum/clockwork_scripture/geis/run_scripture()
var/servants = 0
if(!GLOB.ratvar_awakens)
for(var/mob/living/M in GLOB.living_mob_list)
if(can_recite_scripture(M, TRUE))
servants++
if(target.buckled)
target.buckled.unbuckle_mob(target, TRUE)
binding = new(get_turf(target))
if(servants > SCRIPT_SERVANT_REQ)
servants -= SCRIPT_SERVANT_REQ
channel_time = min(channel_time + servants*7, 120)
binding.can_resist = TRUE
binding.setDir(target.dir)
binding.buckle_mob(target, TRUE)
return ..()
/datum/clockwork_scripture/geis/check_special_requirements()
return target && binding && target.buckled == binding && !is_servant_of_ratvar(target) && target.stat != DEAD
/datum/clockwork_scripture/geis/scripture_effects()
. = add_servant_of_ratvar(target)
if(.)
add_logs(invoker, target, "Converted", object = "Geis")
//Taunting Tirade: Channeled for up to five times over thirty seconds. Confuses non-servants that can hear it and allows movement for a brief time after each chant.
/datum/clockwork_scripture/channeled/taunting_tirade
descname = "Channeled, Mobile Confusion Trail"
name = "Taunting Tirade"
desc = "Allows movement for five seconds, leaving a trail that confuses and knocks down. Chanted every second for up to thirty seconds."
chant_invocations = list("Hostiles on my back!", "Enemies on my trail!", "Gonna try and shake my tail.", "Bogeys on my six!")
chant_amount = 5
chant_interval = 10
//Sigil of Submission: Creates a sigil of submission, which converts one heretic above it after a delay.
/datum/clockwork_scripture/create_object/sigil_of_submission
descname = "Trap, Conversion"
name = "Sigil of Submission"
desc = "Places a luminous sigil that will convert any non-Servants that remain on it for 8 seconds."
invocations = list("Divinity, enlighten...", "...those who trespass here!")
channel_time = 60
consumed_components = list(GEIS_CAPACITOR = 1)
usage_tip = "Useful for fleeing attackers, as few will be able to follow someone using this scripture."
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/submission
creator_message = "<span class='brass'>A luminous sigil appears below you. Any non-Servants to cross it will be converted after 8 seconds if they do not move.</span>"
usage_tip = "This is the primary conversion method, though it will not penetrate mindshield implants."
tier = SCRIPTURE_DRIVER
one_per_tile = TRUE
primary_component = GEIS_CAPACITOR
sort_priority = 6
quickbind = TRUE
quickbind_desc = "Allows movement for five seconds, leaving a trail that confuses and knocks down.<br><b>Maximum 5 chants.</b>"
var/flee_time = 47 //allow fleeing for 5 seconds
var/grace_period = 3 //very short grace period so you don't have to stop immediately
var/datum/progressbar/progbar
/datum/clockwork_scripture/channeled/taunting_tirade/chant_effects(chant_number)
invoker.visible_message("<span class='warning'>[invoker] is suddenly covered with a thin layer of purple smoke!</span>")
var/invoker_old_color = invoker.color
invoker.color = list("#AF0AAF", "#AF0AAF", "#AF0AAF", rgb(0,0,0))
animate(invoker, color = invoker_old_color, time = flee_time+grace_period)
addtimer(CALLBACK(invoker, /atom/proc/update_atom_colour), flee_time+grace_period)
var/endtime = world.time + flee_time
progbar = new(invoker, flee_time, invoker)
progbar.bar.color = list("#AF0AAF", "#AF0AAF", "#AF0AAF", rgb(0,0,0))
animate(progbar.bar, color = initial(progbar.bar.color), time = flee_time+grace_period)
while(world.time < endtime && can_recite())
sleep(1)
new/obj/structure/destructible/clockwork/taunting_trail(invoker.loc)
progbar.update(endtime - world.time)
qdel(progbar)
if(can_recite() && chant_number != chant_amount)
sleep(grace_period)
else
return FALSE
return TRUE
/datum/clockwork_scripture/channeled/taunting_tirade/chant_end_effects()
qdel(progbar)
quickbind_desc = "Creates a Sigil of Submission, which will convert non-Servants that remain on it."
//Replicant: Creates a new clockwork slab.
@@ -29,31 +29,12 @@
return ..()
//Cogscarab: Creates an empty cogscarab shell, which produces a cogscarab dedicated to maintaining and defending the cult.
/datum/clockwork_scripture/create_object/cogscarab
descname = "Constructor Soul Vessel Shell"
name = "Cogscarab"
desc = "Creates a small shell fitted for soul vessels. Adding an active soul vessel to it results in a small construct with tools and an inbuilt fabricator."
invocations = list("Call forth...", "...the workers of Armorer.")
channel_time = 60
consumed_components = list(BELLIGERENT_EYE = 2, HIEROPHANT_ANSIBLE = 1)
object_path = /obj/structure/destructible/clockwork/shell/cogscarab
creator_message = "<span class='brass'>You form a cogscarab, a constructor soul vessel receptacle.</span>"
observer_message = "<span class='warning'>The slab disgorges a puddle of black metal that contracts and forms into a strange shell!</span>"
usage_tip = "Useless without a soul vessel and should not be created without one."
tier = SCRIPTURE_SCRIPT
primary_component = BELLIGERENT_EYE
sort_priority = 2
quickbind = TRUE
quickbind_desc = "Creates a Cogscarab Shell, which produces a Cogscarab when filled with a Soul Vessel."
//Vitality Matrix: Creates a sigil which will drain health from nonservants and can use that health to heal or even revive servants.
/datum/clockwork_scripture/create_object/vitality_matrix
descname = "Trap, Damage to Healing"
name = "Vitality Matrix"
desc = "Places a sigil that drains life from any living non-Servants that cross it. Servants that cross it, however, will be healed based on how much Vitality all \
Matrices have drained from non-Servants. Dead Servants can be revived by this sigil if there is vitality equal to the target Servant's non-oxygen damage."
desc = "Places a sigil that drains life from any living non-Servants that cross it, producing Vitality. Servants that cross it, however, will be healed using existing Vitality. \
Dead Servants can be revived by this sigil at a cost of 150 Vitality."
invocations = list("Divinity...", "...steal their life...", "...for these shells!")
channel_time = 60
consumed_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 2)
@@ -181,46 +162,6 @@
return TRUE
//Sigil of Submission: Creates a sigil of submission, which converts one heretic above it after a delay.
/datum/clockwork_scripture/create_object/sigil_of_submission
descname = "Trap, Conversion"
name = "Sigil of Submission"
desc = "Places a luminous sigil that will enslave any valid beings standing on it after a time."
invocations = list("Divinity, enlighten...", "...those who trespass here!")
channel_time = 60
consumed_components = list(BELLIGERENT_EYE = 1, GEIS_CAPACITOR = 2)
whispered = TRUE
object_path = /obj/effect/clockwork/sigil/submission
creator_message = "<span class='brass'>A luminous sigil appears below you. The next non-servant to cross it will be enslaved after a brief time if they do not move.</span>"
usage_tip = "This is not a primary conversion method - use Geis for that. It is advantageous as a trap, however, as it will transmit the name of the newly-converted."
tier = SCRIPTURE_SCRIPT
one_per_tile = TRUE
primary_component = GEIS_CAPACITOR
sort_priority = 5
quickbind = TRUE
quickbind_desc = "Creates a Sigil of Submission, which will convert one non-Servant that remains on it."
//Soul Vessel: Creates a soul vessel, which can seek a ghost or be used on the uncovered head of a dead or dying human to take their brain.
/datum/clockwork_scripture/create_object/soul_vessel
descname = "Clockwork Posibrain"
name = "Soul Vessel"
desc = "Forms an ancient positronic brain with an overriding directive to serve Ratvar."
invocations = list("Herd the souls of...", "...the blasphemous damned!")
channel_time = 30
consumed_components = list(VANGUARD_COGWHEEL = 1, GEIS_CAPACITOR = 2)
whispered = TRUE
object_path = /obj/item/device/mmi/posibrain/soul_vessel
creator_message = "<span class='brass'>You form a soul vessel, which can be used in-hand to attract spirits, or used on an unconscious or dead human to extract their consciousness.</span>"
usage_tip = "The vessel can be used as a teleport target for Spatial Gateway, though it is generally better-used by placing it in a shell or cyborg body."
tier = SCRIPTURE_SCRIPT
space_allowed = TRUE
primary_component = GEIS_CAPACITOR
sort_priority = 6
quickbind = TRUE
quickbind_desc = "Creates a Soul Vessel, which can be placed in construct shells and cyborg bodies once filled."
//Replica Fabricator: Creates a replica fabricator, used to convert objects and repair clockwork structures.
/datum/clockwork_scripture/create_object/replica_fabricator
descname = "Replaces Objects with Ratvarian Versions"
@@ -245,13 +186,12 @@
/datum/clockwork_scripture/function_call
descname = "Permanent Summonable Spear"
name = "Function Call"
desc = "Grants the invoker the ability to call forth a powerful Ratvarian spear every three minutes. The spear will deal significant damage to Nar-Sie's dogs and silicon lifeforms, but will \
vanish three minutes after being summoned."
desc = "Grants the invoker the ability to call forth a powerful Ratvarian spear every 3 minutes, with it lasting 3 minutes. The spear's attacks will generate Vitality, used for healing."
invocations = list("Grant me...", "...the might of brass!")
channel_time = 20
consumed_components = list(REPLICANT_ALLOY = 2, HIEROPHANT_ANSIBLE = 1)
whispered = TRUE
usage_tip = "You can impale human targets with the spear by pulling them, then attacking. Throwing the spear at a mob will do massive damage and knock them down, but break the spear."
usage_tip = "Throwing the spear at a mob will do massive damage and knock them down, but break the spear."
tier = SCRIPTURE_SCRIPT
primary_component = REPLICANT_ALLOY
sort_priority = 8
@@ -345,50 +285,3 @@
portal_uses = max(portal_uses, 100) //Very powerful if Ratvar has been summoned
duration = max(duration, 100)
return slab.procure_gateway(invoker, duration, portal_uses)
//Volt Blaster: Channeled for up to five times over ten seconds to fire up to five rays of energy at target locations.
/datum/clockwork_scripture/channeled/volt_blaster
descname = "Channeled, Targeted Energy Blasts"
name = "Volt Blaster"
desc = "Allows you to fire five energy rays at target locations. Channeled every fourth of a second for a maximum of ten seconds."
channel_time = 30
invocations = list("Amperage...", "...grant me your power!")
chant_invocations = list("Use charge to kill!", "Slay with power!", "Hunt with energy!")
chant_amount = 5
chant_interval = 4
consumed_components = list(GEIS_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 2)
usage_tip = "Though it requires you to stand still, this scripture can do massive damage."
tier = SCRIPTURE_SCRIPT
primary_component = HIEROPHANT_ANSIBLE
sort_priority = 10
quickbind = TRUE
quickbind_desc = "Allows you to fire energy rays at target locations.<br><b>Maximum 5 chants.</b>"
var/static/list/nzcrentr_insults = list("You're not very good at aiming.", "You hunt badly.", "What a waste of energy.", "Almost funny to watch.",
"Boss says </span><span class='heavy_brass'>\"Click something, you idiot!\"</span><span class='nzcrentr'>.", "Stop wasting components if you can't aim.")
/datum/clockwork_scripture/channeled/volt_blaster/chant_effects(chant_number)
slab.busy = null
var/datum/clockwork_scripture/ranged_ability/volt_ray/ray = new
ray.slab = slab
ray.invoker = invoker
var/turf/T = get_turf(invoker)
if(!ray.run_scripture() && slab && invoker)
if(can_recite() && T == get_turf(invoker))
to_chat(invoker, "<span class='nzcrentr'>\"[text2ratvar(pick(nzcrentr_insults))]\"</span>")
else
return FALSE
return TRUE
/obj/effect/ebeam/volt_ray
name = "volt_ray"
layer = LYING_MOB_LAYER
/datum/clockwork_scripture/ranged_ability/volt_ray
name = "Volt Ray"
slab_overlay = "volt"
allow_mobility = FALSE
ranged_type = /obj/effect/proc_holder/slab/volt
ranged_message = "<span class='nzcrentr_small'><i>You charge the clockwork slab with shocking might.</i>\n\
<b>Left-click a target to fire, quickly!</b></span>"
timeout_time = 20
@@ -1,48 +0,0 @@
//Useless on their own, these shells can create powerful constructs.
/obj/structure/destructible/clockwork/shell
construction_value = 0
anchored = FALSE
density = FALSE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/mobtype = /mob/living/simple_animal/hostile/clockwork
var/spawn_message = " is an error and you should yell at whoever spawned this shell."
/obj/structure/destructible/clockwork/shell/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/device/mmi/posibrain/soul_vessel))
if(!is_servant_of_ratvar(user))
..()
return 0
var/obj/item/device/mmi/posibrain/soul_vessel/S = I
if(!S.brainmob)
to_chat(user, "<span class='warning'>[S] is inactive! Turn it on or capture a mind first.</span>")
return 0
if(S.brainmob && (!S.brainmob.client || !S.brainmob.mind))
to_chat(user, "<span class='warning'>[S]'s trapped consciousness appears inactive!</span>")
return 0
user.visible_message("<span class='notice'>[user] places [S] in [src], where it fuses to the shell.</span>", "<span class='brass'>You place [S] in [src], fusing it to the shell.</span>")
var/mob/living/simple_animal/A = new mobtype(get_turf(src))
A.visible_message("<span class='brass'>[src][spawn_message]</span>")
S.brainmob.mind.transfer_to(A)
A.fully_replace_character_name(null, "[findtext(A.name, initial(A.name)) ? "[initial(A.name)]":"[A.name]"] ([S.brainmob.name])")
user.drop_item()
qdel(S)
qdel(src)
return 1
else
return ..()
/obj/structure/destructible/clockwork/shell/cogscarab
name = "cogscarab shell"
desc = "A small brass shell with a cube-shaped receptable in its center. It gives off an aura of obsessive perfectionism."
clockwork_desc = "A dormant receptable that, when powered with a soul vessel, will become a weak construct with an inbuilt fabricator."
icon_state = "clockdrone_shell"
mobtype = /mob/living/simple_animal/drone/cogscarab
spawn_message = "'s eyes blink open, glowing bright red."
/obj/structure/destructible/clockwork/shell/fragment
name = "fragment shell"
desc = "A massive brass shell with a small cube-shaped receptable in its center. It gives off an aura of contained power."
clockwork_desc = "A dormant receptable that, when powered with a soul vessel, will become a powerful construct."
icon_state = "anime_fragment"
mobtype = /mob/living/simple_animal/hostile/clockwork/fragment
spawn_message = " whirs and rises from the ground on a flickering jet of reddish fire."
@@ -5,8 +5,9 @@
clockwork_desc = "A binding ring around a target, preventing them from taking action while they're being converted."
max_integrity = 25
light_range = 2
light_power = 0.5
light_power = 0.8
light_color = "#AF0AAF"
anchored = FALSE
density = FALSE
immune_to_servant_attacks = TRUE
icon = 'icons/effects/clockwork_effects.dmi'
@@ -16,16 +17,34 @@
debris = list()
can_buckle = TRUE
buckle_lying = 0
buckle_prevents_pull = TRUE
var/resisting = FALSE
var/can_resist = FALSE
var/mob_layer = MOB_LAYER
/obj/structure/destructible/clockwork/geis_binding/Initialize(mapload, obj/item/clockwork/slab/the_slab)
. = ..()
START_PROCESSING(SSprocessing, src)
/obj/structure/destructible/clockwork/geis_binding/Destroy()
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/structure/destructible/clockwork/geis_binding/examine(mob/user)
icon_state = "geisbinding_full"
..()
icon_state = "geisbinding"
/obj/structure/destructible/clockwork/geis_binding/process()
if(LAZYLEN(buckled_mobs))
for(var/V in buckled_mobs)
var/mob/living/L = V
if(is_servant_of_ratvar(L)) //servants are freed automatically
take_damage(obj_integrity)
return
var/tick_damage = 1
if(!is_servant_of_ratvar(pulledby))
tick_damage++
take_damage(tick_damage, sound_effect = FALSE)
playsound(src, 'sound/effects/empulse.ogg', tick_damage * 20, TRUE)
/obj/structure/destructible/clockwork/geis_binding/attack_hand(mob/living/user)
return
@@ -48,10 +67,8 @@
var/obj/item/geis_binding/B = new(M)
M.put_in_hands(B, i)
M.regenerate_icons()
M.visible_message("<span class='warning'>A [name] appears around [M]!</span>", \
"<span class='warning'>A [name] appears around you!</span>[can_resist ? "\n<span class='userdanger'>Resist!</span>":""]")
if(!can_resist)
repair_and_interrupt()
M.visible_message("<span class='warning'>A [name] appears around [M]!</span>", "<span class='warning'>A [name] appears around you!</span>")
repair_and_interrupt()
else
var/obj/effect/temp_visual/ratvar/geis_binding/G = new /obj/effect/temp_visual/ratvar/geis_binding(M.loc)
var/obj/effect/temp_visual/ratvar/geis_binding/T = new /obj/effect/temp_visual/ratvar/geis_binding/top(M.loc)
@@ -65,11 +82,6 @@
for(var/obj/item/geis_binding/GB in M.held_items)
M.dropItemToGround(GB, TRUE)
/obj/structure/destructible/clockwork/geis_binding/relaymove(mob/user, direction)
if(isliving(user) && can_resist)
var/mob/living/L = user
L.resist()
/obj/structure/destructible/clockwork/geis_binding/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(src, 'sound/effects/empulse.ogg', 50, 1)
@@ -79,7 +91,7 @@
update_icon()
/obj/structure/destructible/clockwork/geis_binding/update_icon()
alpha = min(initial(alpha) + ((obj_integrity - max_integrity) * 5), 255)
alpha = min(255 * ((obj_integrity/max_integrity) + 0.2) , 255)
/obj/structure/destructible/clockwork/geis_binding/proc/repair_and_interrupt()
obj_integrity = max_integrity
@@ -87,10 +99,10 @@
for(var/m in buckled_mobs)
var/mob/living/L = m
if(L)
L.Stun(20, 1, 1)
L.Stun(130, 1, 1) //basically here to act as a mute for borgs
if(iscarbon(L))
var/mob/living/carbon/C = L
C.silent += 4
C.silent += 7
visible_message("<span class='sevtug'>[src] flares brightly!</span>")
var/obj/effect/temp_visual/ratvar/geis_binding/G1 = new /obj/effect/temp_visual/ratvar/geis_binding(loc)
var/obj/effect/temp_visual/ratvar/geis_binding/G2 = new /obj/effect/temp_visual/ratvar/geis_binding(loc)
@@ -106,18 +118,7 @@
animate(T2, pixel_y = pixel_y - 9, alpha = 0, time = 8, easing = EASE_IN)
/obj/structure/destructible/clockwork/geis_binding/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
if(buckled_mob == user)
if(!resisting && can_resist)
resisting = TRUE
user.visible_message("<span class='warning'>[user] starts struggling against [src]...</span>", "<span class='userdanger'>You start breaking out of [src]...</span>")
while(do_after(user, 10, target = src) && resisting && obj_integrity)
if(obj_integrity - 5 <= 0)
user.visible_message("<span class='warning'>[user] breaks [src]!</span>", "<span class='userdanger'>You break [src]!</span>")
take_damage(5)
return user
take_damage(5)
resisting = FALSE
else
if(buckled_mob != user)
return ..()
/obj/item/geis_binding
@@ -128,5 +129,4 @@
flags = NODROP|ABSTRACT|DROPDEL
/obj/item/geis_binding/pre_attackby(atom/target, mob/living/user, params)
user.resist()
return FALSE
+1 -1
View File
@@ -203,7 +203,7 @@
var/acolytes_survived = 0
for(var/datum/mind/cult_mind in cult)
if (cult_mind.current && cult_mind.current.stat != DEAD)
if(cult_mind.current.onCentcom() || cult_mind.current.onSyndieBase())
if(cult_mind.current.onCentCom() || cult_mind.current.onSyndieBase())
acolytes_survived++
if(acolytes_survived>=acolytes_needed)
return 0
+2
View File
@@ -2,6 +2,7 @@
#define MARK_COOLDOWN
/datum/action/innate/cult
icon_icon = 'icons/mob/actions/actions_cult.dmi'
background_icon_state = "bg_demon"
buttontooltipstyle = "cult"
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUN|AB_CHECK_CONSCIOUS
@@ -305,6 +306,7 @@
/datum/action/innate/cult/master/pulse
name = "Eldritch Pulse"
desc = "Seize upon a fellow cultist or cult structure and teleport it to a nearby location."
icon_icon = 'icons/mob/actions/actions_spells.dmi'
button_icon_state = "arcane_barrage"
var/obj/effect/proc_holder/pulse/PM
var/cooldown = 0
+9
View File
@@ -3,6 +3,8 @@
desc = "A sword humming with unholy energy. It glows with a dim red light."
icon_state = "cultblade"
item_state = "cultblade"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
flags = CONDUCT
sharpness = IS_SHARP
w_class = WEIGHT_CLASS_BULKY
@@ -159,11 +161,15 @@
/obj/item/weapon/sharpener/cult
name = "eldritch whetstone"
desc = "A block, empowered by dark magic. Sharp weapons will be enhanced when used on the stone."
icon_state = "cult_sharpener"
used = 0
increment = 5
max = 40
prefix = "darkened"
/obj/item/weapon/sharpener/cult/update_icon()
icon_state = "cult_sharpener[used ? "_used" : ""]"
/obj/item/clothing/suit/hooded/cultrobes/cult_shield
name = "empowered cultist armor"
desc = "Empowered garb which creates a powerful shield around the user."
@@ -386,6 +392,9 @@
/obj/item/device/flashlight/flare/culttorch/afterattack(atom/movable/A, mob/user, proximity)
if(!proximity)
return
if(!iscultist(user))
to_chat(user, "That doesn't seem to do anything useful.")
return
if(istype(A, /obj/item))
+1 -1
View File
@@ -33,7 +33,7 @@
for(var/obj/machinery/power/apc/C in GLOB.apcs_list)
if(C.cell && C.z == ZLEVEL_STATION)
var/area/A = get_area(C)
var/area/A = C.area
var/skip = 0
for(var/area_type in skipped_areas)

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