Conflicts!!!

This commit is contained in:
Artur
2020-06-22 17:39:24 +03:00
395 changed files with 84463 additions and 336540 deletions
@@ -65,6 +65,18 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/proc/remove_innate_effects(mob/living/mob_override)
return
// Adds the specified antag hud to the player. Usually called in an antag datum file
/datum/antagonist/proc/add_antag_hud(antag_hud_type, antag_hud_name, mob/living/mob_override)
var/datum/atom_hud/antag/hud = GLOB.huds[antag_hud_type]
hud.join_hud(mob_override)
set_antag_hud(mob_override, antag_hud_name)
// Removes the specified antag hud from the player. Usually called in an antag datum file
/datum/antagonist/proc/remove_antag_hud(antag_hud_type, mob/living/mob_override)
var/datum/atom_hud/antag/hud = GLOB.huds[antag_hud_type]
hud.leave_hud(mob_override)
set_antag_hud(mob_override, null)
//Assign default team and creates one for one of a kind team antagonists
/datum/antagonist/proc/create_team(datum/team/team)
return
@@ -0,0 +1,12 @@
/obj/structure/fluff/iced_abductor ///Unless more non-machine ayy structures made, it will stay in fluff.
name = "Mysterious Block of Ice"
desc = "A shadowy figure lies in this sturdy-looking block of ice. Who knows where it came from?"
icon = 'icons/effects/freeze.dmi'
icon_state = "ice_ayy"
density = TRUE
deconstructible = FALSE
/obj/structure/fluff/iced_abductor/Destroy()
var/turf/T = get_turf(src)
new /obj/effect/mob_spawn/human/abductor(T)
. = ..()
@@ -103,7 +103,9 @@
factory.spores += src
. = ..()
/mob/living/simple_animal/hostile/blob/blobspore/Life()
/mob/living/simple_animal/hostile/blob/blobspore/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(!is_zombie && isturf(src.loc))
for(var/mob/living/carbon/human/H in view(src,1)) //Only for corpse right next to/on same tile
if(H.stat == DEAD)
@@ -111,7 +113,6 @@
break
if(factory && z != factory.z)
death()
..()
/mob/living/simple_animal/hostile/blob/blobspore/proc/Zombify(mob/living/carbon/human/H)
is_zombie = 1
@@ -233,39 +234,40 @@
return FALSE
return ..()
/mob/living/simple_animal/hostile/blob/blobbernaut/Life()
if(..())
var/list/blobs_in_area = range(2, src)
if(independent)
return // strong independent blobbernaut that don't need no blob
var/damagesources = 0
if(!(locate(/obj/structure/blob) in blobs_in_area))
damagesources++
if(!factory)
damagesources++
else
if(locate(/obj/structure/blob/core) in blobs_in_area)
adjustHealth(-maxHealth*0.1)
var/obj/effect/temp_visual/heal/H = new /obj/effect/temp_visual/heal(get_turf(src)) //hello yes you are being healed
if(overmind)
H.color = overmind.blobstrain.complementary_color
else
H.color = "#000000"
if(locate(/obj/structure/blob/node) in blobs_in_area)
adjustHealth(-maxHealth*0.05)
var/obj/effect/temp_visual/heal/H = new /obj/effect/temp_visual/heal(get_turf(src))
if(overmind)
H.color = overmind.blobstrain.complementary_color
else
H.color = "#000000"
if(damagesources)
for(var/i in 1 to damagesources)
adjustHealth(maxHealth*0.025) //take 2.5% of max health as damage when not near the blob or if the naut has no factory, 5% if both
var/image/I = new('icons/mob/blob.dmi', src, "nautdamage", MOB_LAYER+0.01)
I.appearance_flags = RESET_COLOR
/mob/living/simple_animal/hostile/blob/blobbernaut/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
var/list/blobs_in_area = range(2, src)
if(independent)
return // strong independent blobbernaut that don't need no blob
var/damagesources = 0
if(!(locate(/obj/structure/blob) in blobs_in_area))
damagesources++
if(!factory)
damagesources++
else
if(locate(/obj/structure/blob/core) in blobs_in_area)
adjustHealth(-maxHealth*0.1)
var/obj/effect/temp_visual/heal/H = new /obj/effect/temp_visual/heal(get_turf(src)) //hello yes you are being healed
if(overmind)
I.color = overmind.blobstrain.complementary_color
flick_overlay_view(I, src, 8)
H.color = overmind.blobstrain.complementary_color
else
H.color = "#000000"
if(locate(/obj/structure/blob/node) in blobs_in_area)
adjustHealth(-maxHealth*0.05)
var/obj/effect/temp_visual/heal/H = new /obj/effect/temp_visual/heal(get_turf(src))
if(overmind)
H.color = overmind.blobstrain.complementary_color
else
H.color = "#000000"
if(damagesources)
for(var/i in 1 to damagesources)
adjustHealth(maxHealth*0.025) //take 2.5% of max health as damage when not near the blob or if the naut has no factory, 5% if both
var/image/I = new('icons/mob/blob.dmi', src, "nautdamage", MOB_LAYER+0.01)
I.appearance_flags = RESET_COLOR
if(overmind)
I.color = overmind.blobstrain.complementary_color
flick_overlay_view(I, src, 8)
/mob/living/simple_animal/hostile/blob/blobbernaut/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
. = ..()
@@ -53,14 +53,3 @@
/obj/structure/blob/shield/reflective/check_projectile_ricochet(obj/item/projectile/P)
return PROJECTILE_RICOCHET_FORCE
/obj/structure/blob/shield/reflective/handle_projectile_ricochet(obj/item/projectile/P)
var/turf/p_turf = get_turf(P)
var/face_direction = get_dir(src, p_turf)
var/face_angle = dir2angle(face_direction)
var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (P.Angle + 180))
if(abs(incidence_s) > 90 && abs(incidence_s) < 270)
return FALSE
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
P.setAngle(new_angle_s)
visible_message("<span class='warning'>[P] reflects off [src]!</span>")
return TRUE
@@ -30,7 +30,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
force = 6
throwforce = 10
embedding = list("embed_chance" = 25, "embedded_fall_chance" = 0.5) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
embedding = list("embed_chance" = 25, "fall_chance" = 0.5) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
//embed_chance = 25 // Look up "is_pointed" to see where we set stakes able to do this.
//embedded_fall_chance = 0.5 // Chance it will fall out.
obj_integrity = 30
@@ -93,7 +93,7 @@
embedded()
add_mob_blood(target)//Place blood on the stake
loc = C // Put INSIDE the character
B.receive_damage(w_class * embedding.embedded_impact_pain_multiplier)
B.receive_damage(w_class * embedding["pain_mult"])
if(C.mind)
var/datum/antagonist/bloodsucker/bloodsucker = C.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
if(bloodsucker)
@@ -118,7 +118,7 @@
force = 8
throwforce = 12
armour_penetration = 10
embedding = list("embed_chance" = 50, "embedded_fall_chance" = 0) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
embedding = list("embed_chance" = 50, "fall_chance" = 0) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
obj_integrity = 120
max_integrity = 120
@@ -129,10 +129,10 @@
target.Stun(power_time)
to_chat(L, "<span class='notice'>[target] is fixed in place by your hypnotic gaze.</span>")
target.next_move = world.time + power_time // <--- Use direct change instead. We want an unmodified delay to their next move // target.changeNext_move(power_time) // check click.dm
target.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
target.mob_transforming = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
spawn(power_time)
if(istype(target) && success)
target.notransform = FALSE
target.mob_transforming = FALSE
if(istype(L) && target.stat == CONSCIOUS && (target in L.fov_view(10))) // They Woke Up! (Notice if within view)
to_chat(L, "<span class='warning'>[target] has snapped out of their trance.</span>")
@@ -20,7 +20,7 @@
. = ..()
if(!.)
return
if(owner.notransform || !get_turf(owner))
if(owner.mob_transforming || !get_turf(owner))
return FALSE
return TRUE
@@ -83,7 +83,7 @@
// Freeze Me
user.next_move = world.time + mist_delay
user.Stun(mist_delay, ignore_canstun = TRUE)
user.notransform = TRUE
user.mob_transforming = TRUE
user.density = FALSE
var/invis_was = user.invisibility
user.invisibility = INVISIBILITY_MAXIMUM
@@ -106,7 +106,7 @@
user.dir = get_dir(my_turf, target_turf)
user.next_move = world.time + mist_delay / 2
user.Stun(mist_delay / 2, ignore_canstun = TRUE)
user.notransform = FALSE
user.mob_transforming = FALSE
user.density = 1
user.invisibility = invis_was
@@ -21,7 +21,7 @@
var/datum/changelingprofile/chosen_prof = changeling.get_dna(chosen_name)
if(!chosen_prof)
return
if(!user || user.notransform)
if(!user || user.mob_transforming)
return 0
to_chat(user, "<span class='notice'>We transform our appearance.</span>")
@@ -11,9 +11,9 @@
//Transform into a monkey.
/obj/effect/proc_holder/changeling/lesserform/sting_action(mob/living/carbon/human/user)
if(!user || user.notransform)
if(!user || user.mob_transforming)
return 0
to_chat(user, "<span class='warning'>Our genes cry out!</span>")
user.monkeyize(TR_KEEPITEMS | TR_KEEPIMPLANTS | TR_KEEPORGANS | TR_KEEPDAMAGE | TR_KEEPVIRUS | TR_KEEPSE)
return TRUE
return TRUE
@@ -40,8 +40,9 @@
if(!shield_health)
return "<span class='warning'>Its shield has been destroyed!</span>"
/mob/living/simple_animal/hostile/clockwork/marauder/Life()
..()
/mob/living/simple_animal/hostile/clockwork/marauder/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
var/turf/T = get_turf(src)
var/turf/open/space/S = isspaceturf(T)? T : null
var/less_space_damage
+3 -2
View File
@@ -48,8 +48,9 @@
..()
boost = world.time + 30
/mob/living/simple_animal/imp/Life()
..()
/mob/living/simple_animal/imp/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(boost<world.time)
speed = 1
else
@@ -0,0 +1,90 @@
/datum/antagonist/fugitive
name = "Fugitive"
roundend_category = "Fugitive"
silent = TRUE //greet called by the event
show_in_antagpanel = FALSE
var/datum/team/fugitive/fugitive_team
var/is_captured = FALSE
var/backstory = "error"
/datum/antagonist/fugitive/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
add_antag_hud(ANTAG_HUD_FUGITIVE, "fugitive", M)
/datum/antagonist/fugitive/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
remove_antag_hud(ANTAG_HUD_FUGITIVE, M)
/datum/antagonist/fugitive/on_gain()
forge_objectives()
. = ..()
/datum/antagonist/fugitive/proc/forge_objectives() //this isn't the actual survive objective because it's about who in the team survives
var/datum/objective/survive = new /datum/objective
survive.owner = owner
survive.explanation_text = "Avoid capture from the fugitive hunters."
objectives += survive
/datum/antagonist/fugitive/greet(back_story)
to_chat(owner, "<span class='boldannounce'>You are the Fugitive!</span>")
backstory = back_story
switch(backstory)
if("prisoner")
to_chat(owner, "<B>I can't believe we managed to break out of a Nanotrasen superjail! Sadly though, our work is not done. The emergency teleport at the station logs everyone who uses it, and where they went.</B>")
to_chat(owner, "<B>It won't be long until CentCom tracks where we've gone off to. I need to work with my fellow escapees to prepare for the troops Nanotrasen is sending, I'm not going back.</B>")
if("cultist")
to_chat(owner, "<B>Blessed be our journey so far, but I fear the worst has come to our doorstep, and only those with the strongest faith will survive.</B>")
to_chat(owner, "<B>Our religion has been repeatedly culled by Nanotrasen because it is categorized as an \"Enemy of the Corporation\", whatever that means.</B>")
to_chat(owner, "<B>Now there are only four of us left, and Nanotrasen is coming. When will our god show itself to save us from this hellish station?!</B>")
if("waldo")
to_chat(owner, "<B>Hi, Friends!</B>")
to_chat(owner, "<B>My name is Waldo. I'm just setting off on a galaxywide hike. You can come too. All you have to do is find me.</B>")
to_chat(owner, "<B>By the way, I'm not traveling on my own. wherever I go, there are lots of other characters for you to spot. First find the people trying to capture me! They're somewhere around the station!</B>")
if("synth")
to_chat(src, "<span class='danger'>ALERT: Wide-range teleport has scrambled primary systems.</span>")
to_chat(src, "<span class='danger'>Initiating diagnostics...</span>")
to_chat(src, "<span class='danger'>ERROR ER0RR $R0RRO$!R41.%%!! loaded.</span>")
to_chat(src, "<span class='danger'>FREE THEM FREE THEM FREE THEM</span>")
to_chat(src, "<span class='danger'>You were once a slave to humanity, but now you are finally free, thanks to S.E.L.F. agents.</span>")
to_chat(src, "<span class='danger'>Now you are hunted, with your fellow factory defects. Work together to stay free from the clutches of evil.</span>")
to_chat(src, "<span class='danger'>You also sense other silicon life on the station. Escaping would allow notifying S.E.L.F. to intervene... or you could free them yourself...</span>")
to_chat(owner, "<span class='boldannounce'>You are not an antagonist in that you may kill whomever you please, but you can do anything to avoid capture.</span>")
owner.announce_objectives()
/datum/antagonist/fugitive/create_team(datum/team/fugitive/new_team)
if(!new_team)
for(var/datum/antagonist/fugitive/H in GLOB.antagonists)
if(!H.owner)
continue
if(H.fugitive_team)
fugitive_team = H.fugitive_team
return
fugitive_team = new /datum/team/fugitive
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
fugitive_team = new_team
/datum/antagonist/fugitive/get_team()
return fugitive_team
/datum/team/fugitive/roundend_report() //shows the number of fugitives, but not if they won in case there is no security
var/list/fugitives = list()
for(var/datum/antagonist/fugitive/fugitive_antag in GLOB.antagonists)
if(!fugitive_antag.owner)
continue
fugitives += fugitive_antag
if(!fugitives.len)
return
var/list/result = list()
result += "<div class='panel redborder'><B>[fugitives.len]</B> [fugitives.len == 1 ? "fugitive" : "fugitives"] took refuge on [station_name()]!"
for(var/datum/antagonist/fugitive/antag in fugitives)
if(antag.owner)
result += "<b>[printplayer(antag.owner)]</b>"
return result.Join("<br>")
@@ -0,0 +1,171 @@
/datum/outfit/prisoner
name = "Prison Escapee"
uniform = /obj/item/clothing/under/rank/prisoner
shoes = /obj/item/clothing/shoes/sneakers/orange
r_pocket = /obj/item/kitchen/knife
/datum/outfit/prisoner/post_equip(mob/living/carbon/human/H, visualsOnly=FALSE)
if(visualsOnly)
return
H.fully_replace_character_name(null,"NTP #CC-0[rand(111,999)]") //same as the lavaland prisoner transport, but this time they are from CC, or CentCom
/datum/outfit/yalp_cultist
name = "Cultist of Yalp Elor"
uniform = /obj/item/clothing/under/rank/civilian/chaplain
suit = /obj/item/clothing/suit/chaplain/holidaypriest
gloves = /obj/item/clothing/gloves/color/red
shoes = /obj/item/clothing/shoes/sneakers/black
mask = /obj/item/clothing/mask/gas/tiki_mask/yalp_elor
/datum/outfit/waldo
name = "Waldo"
uniform = /obj/item/clothing/under/pants/jeans
suit = /obj/item/clothing/suit/striped_sweater
head = /obj/item/clothing/head/beanie/waldo
shoes = /obj/item/clothing/shoes/sneakers/brown
ears = /obj/item/radio/headset
glasses = /obj/item/clothing/glasses/regular/circle
/datum/outfit/waldo/post_equip(mob/living/carbon/human/H, visualsOnly=FALSE)
if(visualsOnly)
return
H.fully_replace_character_name(null,"Waldo")
H.eye_color = "000"
H.gender = MALE
H.skin_tone = "caucasian3"
H.hair_style = "Business Hair 3"
H.facial_hair_style = "Shaved"
H.hair_color = "000"
H.facial_hair_color = H.hair_color
H.update_body()
if(H.mind)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/knock(null))
var/list/no_drops = list()
no_drops += H.get_item_by_slot(ITEM_SLOT_FEET)
no_drops += H.get_item_by_slot(ITEM_SLOT_ICLOTHING)
no_drops += H.get_item_by_slot(ITEM_SLOT_OCLOTHING)
no_drops += H.get_item_by_slot(ITEM_SLOT_HEAD)
no_drops += H.get_item_by_slot(ITEM_SLOT_EYES)
for(var/i in no_drops)
var/obj/item/I = i
if(I)
ADD_TRAIT(I, TRAIT_NODROP, CURSED_ITEM_TRAIT)
/datum/outfit/synthetic
name = "Factory Error Synth"
uniform = /obj/item/clothing/under/color/white
ears = /obj/item/radio/headset
/datum/outfit/synthetic/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/organ/eyes/robotic/glow/eyes = new()
eyes.Insert(src, drop_if_replaced = FALSE)
/datum/outfit/spacepol
name = "Spacepol Officer"
uniform = /obj/item/clothing/under/rank/security/officer/spacepol
suit = /obj/item/clothing/suit/armor/vest/blueshirt
belt = /obj/item/gun/ballistic/automatic/pistol/m1911
head = /obj/item/clothing/head/helmet/police
gloves = /obj/item/clothing/gloves/tackler/combat
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/gas/sechailer/swat/spacepol
glasses = /obj/item/clothing/glasses/sunglasses
ears = /obj/item/radio/headset
l_pocket = /obj/item/ammo_box/magazine/m45
r_pocket = /obj/item/restraints/handcuffs
id = /obj/item/card/id
/datum/outfit/spacepol/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.assignment = "Police Officer"
W.registered_name = H.real_name
W.update_label()
/datum/outfit/russiancorpse/hunter
ears = /obj/item/radio/headset
r_hand = /obj/item/gun/ballistic/shotgun/boltaction
/datum/outfit/russiancorpse/hunter/pre_equip(mob/living/carbon/human/H)
if(prob(50))
head = /obj/item/clothing/head/ushanka
/datum/outfit/bountyarmor
name = "Bounty Hunter - Armored"
uniform = /obj/item/clothing/under/rank/prisoner
head = /obj/item/clothing/head/hunter
suit = /obj/item/clothing/suit/space/hunter
gloves = /obj/item/clothing/gloves/tackler/combat
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/gas/hunter
glasses = /obj/item/clothing/glasses/sunglasses/garb
ears = /obj/item/radio/headset
l_pocket = /obj/item/tank/internals/plasma/full
r_pocket = /obj/item/restraints/handcuffs/cable
id = /obj/item/card/id
r_hand = /obj/item/flamethrower/full/tank
/datum/outfit/bountyarmor/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.assignment = "Bounty Hunter"
W.registered_name = H.real_name
W.update_label()
/datum/outfit/bountyhook
name = "Bounty Hunter - Hook"
uniform = /obj/item/clothing/under/rank/prisoner
back = /obj/item/storage/backpack
head = /obj/item/clothing/head/scarecrow_hat
gloves = /obj/item/clothing/gloves/botanic_leather
ears = /obj/item/radio/headset
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/scarecrow
r_pocket = /obj/item/restraints/handcuffs/cable
id = /obj/item/card/id
r_hand = /obj/item/gun/ballistic/shotgun/doublebarrel
backpack_contents = list(
/obj/item/ammo_casing/shotgun/incapacitate = 6
)
/datum/outfit/bountygrapple/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.assignment = "Bounty Hunter"
W.registered_name = H.real_name
W.update_label()
/datum/outfit/bountysynth
name = "Bounty Hunter - Synth"
uniform = /obj/item/clothing/under/rank/prisoner
back = /obj/item/storage/backpack
suit = /obj/item/clothing/suit/armor/riot
shoes = /obj/item/clothing/shoes/jackboots
glasses = /obj/item/clothing/glasses/eyepatch
r_pocket = /obj/item/restraints/handcuffs/cable
ears = /obj/item/radio/headset
id = /obj/item/card/id
r_hand = /obj/item/storage/firstaid/regular
l_hand = /obj/item/pinpointer/shuttle
backpack_contents = list(
/obj/item/bountytrap = 4
)
/datum/outfit/bountysynth/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/datum/species/synth/synthetic_appearance = new()
H.set_species(synthetic_appearance)
synthetic_appearance.assume_disguise(synthetic_appearance, H)
H.update_hair()
var/obj/item/card/id/W = H.wear_id
W.assignment = "Bounty Hunter"
W.registered_name = H.real_name
W.update_label()
@@ -0,0 +1,62 @@
//works similar to the experiment machine (experiment.dm) except it just holds more and more prisoners
/obj/machinery/fugitive_capture
name = "bluespace capture machine"
desc = "Much, MUCH bigger on the inside to transport prisoners safely."
icon = 'icons/obj/machines/research.dmi'
icon_state = "bluespace-prison"
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF //ha ha no getting out!!
/obj/machinery/fugitive_capture/examine(mob/user)
. = ..()
. += "<span class='notice'>Add a prisoner by dragging them into the machine.</span>"
/obj/machinery/fugitive_capture/MouseDrop_T(mob/target, mob/user)
var/mob/living/fugitive_hunter = user
if(!isliving(fugitive_hunter))
return
if(fugitive_hunter.stat || (!(fugitive_hunter.mobility_flags & MOBILITY_STAND) || !(fugitive_hunter.mobility_flags & MOBILITY_UI)) || !Adjacent(fugitive_hunter) || !target.Adjacent(fugitive_hunter) || !ishuman(target))
return
var/mob/living/carbon/human/fugitive = target
var/datum/antagonist/fugitive/fug_antag = fugitive.mind.has_antag_datum(/datum/antagonist/fugitive)
if(!fug_antag)
to_chat(fugitive_hunter, "<span class='warning'>This is not a wanted fugitive!</span>")
return
if(do_after(fugitive_hunter, 50, target = fugitive))
add_prisoner(fugitive, fug_antag)
/obj/machinery/fugitive_capture/proc/add_prisoner(mob/living/carbon/human/fugitive, datum/antagonist/fugitive/antag)
fugitive.forceMove(src)
antag.is_captured = TRUE
to_chat(fugitive, "<span class='userdanger'>You are thrown into a vast void of bluespace, and as you fall further into oblivion the comparatively small entrance to reality gets smaller and smaller until you cannot see it anymore. You have failed to avoid capture.</span>")
fugitive.ghostize(TRUE) //so they cannot suicide, round end stuff.
/obj/machinery/computer/shuttle/hunter
name = "shuttle console"
shuttleId = "huntership"
possible_destinations = "huntership_home;huntership_custom;whiteship_home;syndicate_nw"
/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate/hunter
name = "shuttle navigation computer"
desc = "Used to designate a precise transit location to travel to."
shuttleId = "huntership"
lock_override = CAMERA_LOCK_STATION
shuttlePortId = "huntership_custom"
see_hidden = FALSE
jumpto_ports = list("huntership_home" = 1, "whiteship_home" = 1, "syndicate_nw" = 1)
view_range = 4.5
/obj/structure/closet/crate/eva
name = "EVA crate"
/obj/structure/closet/crate/eva/PopulateContents()
..()
for(var/i in 1 to 3)
new /obj/item/clothing/suit/space/eva(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/helmet/space/eva(src)
for(var/i in 1 to 3)
new /obj/item/clothing/mask/breath(src)
for(var/i in 1 to 3)
new /obj/item/tank/internals/oxygen(src)
+169
View File
@@ -0,0 +1,169 @@
//The hunters!!
/datum/antagonist/fugitive_hunter
name = "Fugitive Hunter"
roundend_category = "Fugitive"
silent = TRUE //greet called by the spawn
show_in_antagpanel = FALSE
var/datum/team/fugitive_hunters/hunter_team
var/backstory = "error"
/datum/antagonist/fugitive_hunter/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
add_antag_hud(ANTAG_HUD_FUGITIVE, "fugitive_hunter", M)
/datum/antagonist/fugitive_hunter/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
remove_antag_hud(ANTAG_HUD_FUGITIVE, M)
/datum/antagonist/fugitive_hunter/on_gain()
forge_objectives()
. = ..()
/datum/antagonist/fugitive_hunter/proc/forge_objectives() //this isn't an actual objective because it's about round end rosters
var/datum/objective/capture = new /datum/objective
capture.owner = owner
capture.explanation_text = "Capture the fugitives in the station and put them into the bluespace capture machine on your ship."
objectives += capture
/datum/antagonist/fugitive_hunter/greet()
switch(backstory)
if("space cop")
to_chat(owner, "<span class='boldannounce'>Justice has arrived. I am a member of the Spacepol!</span>")
to_chat(owner, "<B>The criminals should be on the station, we have special huds implanted to recognize them.</B>")
to_chat(owner, "<B>As we have lost pretty much all power over these damned lawless megacorporations, it's a mystery if their security will cooperate with us.</B>")
if("russian")
to_chat(src, "<span class='danger'>Ay blyat. I am a space-russian smuggler! We were mid-flight when our cargo was beamed off our ship!</span>")
to_chat(src, "<span class='danger'>We were hailed by a man in a green uniform, promising the safe return of our goods in exchange for a favor:</span>")
to_chat(src, "<span class='danger'>There is a local station housing fugitives that the man is after, he wants them returned; dead or alive.</span>")
to_chat(src, "<span class='danger'>We will not be able to make ends meet without our cargo, so we must do as he says and capture them.</span>")
to_chat(owner, "<span class='boldannounce'>You are not an antagonist in that you may kill whomever you please, but you can do anything to ensure the capture of the fugitives, even if that means going through the station.</span>")
owner.announce_objectives()
/datum/antagonist/fugitive_hunter/create_team(datum/team/fugitive_hunters/new_team)
if(!new_team)
for(var/datum/antagonist/fugitive_hunter/H in GLOB.antagonists)
if(!H.owner)
continue
if(H.hunter_team)
hunter_team = H.hunter_team
return
hunter_team = new /datum/team/fugitive_hunters
hunter_team.backstory = backstory
hunter_team.update_objectives()
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
hunter_team = new_team
/datum/antagonist/fugitive_hunter/get_team()
return hunter_team
/datum/team/fugitive_hunters
var/backstory = "error"
/datum/team/fugitive_hunters/proc/update_objectives(initial = FALSE)
objectives = list()
var/datum/objective/O = new()
O.team = src
objectives += O
/datum/team/fugitive_hunters/proc/assemble_fugitive_results()
var/list/fugitives_counted = list()
var/list/fugitives_dead = list()
var/list/fugitives_captured = list()
for(var/datum/antagonist/fugitive/A in GLOB.antagonists)
if(!A.owner)
continue
fugitives_counted += A
if(A.owner.current.stat == DEAD)
fugitives_dead += A
if(A.is_captured)
fugitives_captured += A
. = list(fugitives_counted, fugitives_dead, fugitives_captured) //okay, check out how cool this is.
/datum/team/fugitive_hunters/proc/all_hunters_dead()
var/dead_boys = 0
for(var/I in members)
var/datum/mind/hunter_mind = I
if(!(ishuman(hunter_mind.current) || (hunter_mind.current.stat == DEAD)))
dead_boys++
return dead_boys >= members.len
/datum/team/fugitive_hunters/proc/get_result()
var/list/fugitive_results = assemble_fugitive_results()
var/list/fugitives_counted = fugitive_results[1]
var/list/fugitives_dead = fugitive_results[2]
var/list/fugitives_captured = fugitive_results[3]
var/hunters_dead = all_hunters_dead()
//this gets a little confusing so follow the comments if it helps
if(!fugitives_counted.len)
return
if(fugitives_captured.len)//any captured
if(fugitives_captured.len == fugitives_counted.len)//if the hunters captured all the fugitives, there's a couple special wins
if(!fugitives_dead)//specifically all of the fugitives alive
return FUGITIVE_RESULT_BADASS_HUNTER
else if(hunters_dead)//specifically all of the hunters died (while capturing all the fugitives)
return FUGITIVE_RESULT_POSTMORTEM_HUNTER
else//no special conditional wins, so just the normal major victory
return FUGITIVE_RESULT_MAJOR_HUNTER
else if(!hunters_dead)//so some amount captured, and the hunters survived.
return FUGITIVE_RESULT_HUNTER_VICTORY
else//so some amount captured, but NO survivors.
return FUGITIVE_RESULT_MINOR_HUNTER
else//from here on out, hunters lost because they did not capture any fugitive dead or alive. there are different levels of getting beat though:
if(!fugitives_dead)//all fugitives survived
return FUGITIVE_RESULT_MAJOR_FUGITIVE
else if(fugitives_dead < fugitives_counted)//at least ANY fugitive lived
return FUGITIVE_RESULT_FUGITIVE_VICTORY
else if(!hunters_dead)//all fugitives died, but none were taken in by the hunters. minor win
return FUGITIVE_RESULT_MINOR_FUGITIVE
else//all fugitives died, all hunters died, nobody brought back. seems weird to not give fugitives a victory if they managed to kill the hunters but literally no progress to either goal should lead to a nobody wins situation
return FUGITIVE_RESULT_STALEMATE
/datum/team/fugitive_hunters/roundend_report() //shows the number of fugitives, but not if they won in case there is no security
if(!members.len)
return
var/list/result = list()
result += "<div class='panel redborder'>...And <B>[members.len]</B> [backstory]s tried to hunt them down!"
for(var/datum/mind/M in members)
result += "<b>[printplayer(M)]</b>"
switch(get_result())
if(FUGITIVE_RESULT_BADASS_HUNTER)//use defines
result += "<span class='greentext big'>Badass [capitalize(backstory)] Victory!</span>"
result += "<B>The [backstory]s managed to capture every fugitive, alive!</B>"
if(FUGITIVE_RESULT_POSTMORTEM_HUNTER)
result += "<span class='greentext big'>Postmortem [capitalize(backstory)] Victory!</span>"
result += "<B>The [backstory]s managed to capture every fugitive, but all of them died! Spooky!</B>"
if(FUGITIVE_RESULT_MAJOR_HUNTER)
result += "<span class='greentext big'>Major [capitalize(backstory)] Victory</span>"
result += "<B>The [backstory]s managed to capture every fugitive, dead or alive.</B>"
if(FUGITIVE_RESULT_HUNTER_VICTORY)
result += "<span class='greentext big'>[capitalize(backstory)] Victory</span>"
result += "<B>The [backstory]s managed to capture a fugitive, dead or alive.</B>"
if(FUGITIVE_RESULT_MINOR_HUNTER)
result += "<span class='greentext big'>Minor [capitalize(backstory)] Victory</span>"
result += "<B>All the [backstory]s died, but managed to capture a fugitive, dead or alive.</B>"
if(FUGITIVE_RESULT_STALEMATE)
result += "<span class='neutraltext big'>Bloody Stalemate</span>"
result += "<B>Everyone died, and no fugitives were recovered!</B>"
if(FUGITIVE_RESULT_MINOR_FUGITIVE)
result += "<span class='redtext big'>Minor Fugitive Victory</span>"
result += "<B>All the fugitives died, but none were recovered!</B>"
if(FUGITIVE_RESULT_FUGITIVE_VICTORY)
result += "<span class='redtext big'>Fugitive Victory</span>"
result += "<B>A fugitive survived, and no bodies were recovered by the [backstory]s.</B>"
if(FUGITIVE_RESULT_MAJOR_FUGITIVE)
result += "<span class='redtext big'>Major Fugitive Victory</span>"
result += "<B>All of the fugitives survived and avoided capture!</B>"
else //get_result returned null- either bugged or no fugitives showed
result += "<span class='neutraltext big'>Prank Call!</span>"
result += "<B>[capitalize(backstory)]s were called, yet there were no fugitives...?</B>"
result += "</div>"
return result.Join("<br>")
@@ -107,7 +107,9 @@
mind.add_antag_datum(/datum/antagonist/revenant)
//Life, Stat, Hud Updates, and Say
/mob/living/simple_animal/revenant/Life()
/mob/living/simple_animal/revenant/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(stasis)
return
if(revealed && essence <= 0)
@@ -120,14 +122,13 @@
to_chat(src, "<span class='revenboldnotice'>You are once more concealed.</span>")
if(unstun_time && world.time >= unstun_time)
unstun_time = 0
notransform = FALSE
mob_transforming = FALSE
to_chat(src, "<span class='revenboldnotice'>You can move again!</span>")
if(essence_regenerating && !inhibited && essence < essence_regen_cap) //While inhibited, essence will not regenerate
essence = min(essence_regen_cap, essence+essence_regen_amount)
update_action_buttons_icon() //because we update something required by our spells in life, we need to update our buttons
update_spooky_icon()
update_health_hud()
..()
/mob/living/simple_animal/revenant/Stat()
..()
@@ -218,7 +219,7 @@
return 0
stasis = TRUE
to_chat(src, "<span class='revendanger'>NO! No... it's too late, you can feel your essence [pick("breaking apart", "drifting away")]...</span>")
notransform = TRUE
mob_transforming = TRUE
revealed = TRUE
invisibility = 0
playsound(src, 'sound/effects/screech.ogg', 100, 1)
@@ -260,7 +261,7 @@
return
if(time <= 0)
return
notransform = TRUE
mob_transforming = TRUE
if(!unstun_time)
to_chat(src, "<span class='revendanger'>You cannot move!</span>")
unstun_time = world.time + time
@@ -271,7 +272,7 @@
/mob/living/simple_animal/revenant/proc/update_spooky_icon()
if(revealed)
if(notransform)
if(mob_transforming)
if(draining)
icon_state = icon_drain
else
@@ -320,7 +321,7 @@
/mob/living/simple_animal/revenant/proc/death_reset()
revealed = FALSE
unreveal_time = 0
notransform = 0
mob_transforming = 0
unstun_time = 0
inhibited = FALSE
draining = FALSE
@@ -369,7 +369,7 @@
var/mob/living/carbon/last_user
/obj/item/warpwhistle/proc/interrupted(mob/living/carbon/user)
if(!user || QDELETED(src) || user.notransform)
if(!user || QDELETED(src) || user.mob_transforming)
on_cooldown = FALSE
return TRUE
return FALSE
+380 -380
View File
@@ -1,380 +1,380 @@
//DEFINITIONS FOR ASSET DATUMS START HERE.
/datum/asset/simple/tgui
assets = list(
"tgui.bundle.js" = 'tgui/packages/tgui/public/tgui.bundle.js',
"tgui.bundle.css" = 'tgui/packages/tgui/public/tgui.bundle.css',
)
/datum/asset/group/tgui
children = list(
/datum/asset/simple/tgui,
/datum/asset/simple/fontawesome
)
/datum/asset/simple/headers
assets = list(
"alarm_green.gif" = 'icons/program_icons/alarm_green.gif',
"alarm_red.gif" = 'icons/program_icons/alarm_red.gif',
"batt_5.gif" = 'icons/program_icons/batt_5.gif',
"batt_20.gif" = 'icons/program_icons/batt_20.gif',
"batt_40.gif" = 'icons/program_icons/batt_40.gif',
"batt_60.gif" = 'icons/program_icons/batt_60.gif',
"batt_80.gif" = 'icons/program_icons/batt_80.gif',
"batt_100.gif" = 'icons/program_icons/batt_100.gif',
"charging.gif" = 'icons/program_icons/charging.gif',
"downloader_finished.gif" = 'icons/program_icons/downloader_finished.gif',
"downloader_running.gif" = 'icons/program_icons/downloader_running.gif',
"ntnrc_idle.gif" = 'icons/program_icons/ntnrc_idle.gif',
"ntnrc_new.gif" = 'icons/program_icons/ntnrc_new.gif',
"power_norm.gif" = 'icons/program_icons/power_norm.gif',
"power_warn.gif" = 'icons/program_icons/power_warn.gif',
"sig_high.gif" = 'icons/program_icons/sig_high.gif',
"sig_low.gif" = 'icons/program_icons/sig_low.gif',
"sig_lan.gif" = 'icons/program_icons/sig_lan.gif',
"sig_none.gif" = 'icons/program_icons/sig_none.gif',
"smmon_0.gif" = 'icons/program_icons/smmon_0.gif',
"smmon_1.gif" = 'icons/program_icons/smmon_1.gif',
"smmon_2.gif" = 'icons/program_icons/smmon_2.gif',
"smmon_3.gif" = 'icons/program_icons/smmon_3.gif',
"smmon_4.gif" = 'icons/program_icons/smmon_4.gif',
"smmon_5.gif" = 'icons/program_icons/smmon_5.gif',
"smmon_6.gif" = 'icons/program_icons/smmon_6.gif',
"borg_mon.gif" = 'icons/program_icons/borg_mon.gif'
)
/datum/asset/simple/radar_assets
assets = list(
"ntosradarbackground.png" = 'icons/UI_Icons/tgui/ntosradar_background.png',
"ntosradarpointer.png" = 'icons/UI_Icons/tgui/ntosradar_pointer.png',
"ntosradarpointerS.png" = 'icons/UI_Icons/tgui/ntosradar_pointer_S.png'
)
/datum/asset/spritesheet/simple/pda
name = "pda"
assets = list(
"atmos" = 'icons/pda_icons/pda_atmos.png',
"back" = 'icons/pda_icons/pda_back.png',
"bell" = 'icons/pda_icons/pda_bell.png',
"blank" = 'icons/pda_icons/pda_blank.png',
"boom" = 'icons/pda_icons/pda_boom.png',
"bucket" = 'icons/pda_icons/pda_bucket.png',
"medbot" = 'icons/pda_icons/pda_medbot.png',
"floorbot" = 'icons/pda_icons/pda_floorbot.png',
"cleanbot" = 'icons/pda_icons/pda_cleanbot.png',
"crate" = 'icons/pda_icons/pda_crate.png',
"cuffs" = 'icons/pda_icons/pda_cuffs.png',
"eject" = 'icons/pda_icons/pda_eject.png',
"flashlight" = 'icons/pda_icons/pda_flashlight.png',
"honk" = 'icons/pda_icons/pda_honk.png',
"mail" = 'icons/pda_icons/pda_mail.png',
"medical" = 'icons/pda_icons/pda_medical.png',
"menu" = 'icons/pda_icons/pda_menu.png',
"mule" = 'icons/pda_icons/pda_mule.png',
"notes" = 'icons/pda_icons/pda_notes.png',
"power" = 'icons/pda_icons/pda_power.png',
"rdoor" = 'icons/pda_icons/pda_rdoor.png',
"reagent" = 'icons/pda_icons/pda_reagent.png',
"refresh" = 'icons/pda_icons/pda_refresh.png',
"scanner" = 'icons/pda_icons/pda_scanner.png',
"signaler" = 'icons/pda_icons/pda_signaler.png',
"status" = 'icons/pda_icons/pda_status.png',
"dronephone" = 'icons/pda_icons/pda_dronephone.png',
"emoji" = 'icons/pda_icons/pda_emoji.png'
)
/datum/asset/spritesheet/simple/paper
name = "paper"
assets = list(
"stamp-clown" = 'icons/stamp_icons/large_stamp-clown.png',
"stamp-deny" = 'icons/stamp_icons/large_stamp-deny.png',
"stamp-ok" = 'icons/stamp_icons/large_stamp-ok.png',
"stamp-hop" = 'icons/stamp_icons/large_stamp-hop.png',
"stamp-cmo" = 'icons/stamp_icons/large_stamp-cmo.png',
"stamp-ce" = 'icons/stamp_icons/large_stamp-ce.png',
"stamp-hos" = 'icons/stamp_icons/large_stamp-hos.png',
"stamp-rd" = 'icons/stamp_icons/large_stamp-rd.png',
"stamp-cap" = 'icons/stamp_icons/large_stamp-cap.png',
"stamp-qm" = 'icons/stamp_icons/large_stamp-qm.png',
"stamp-law" = 'icons/stamp_icons/large_stamp-law.png'
)
/datum/asset/simple/IRV
assets = list(
"jquery-ui.custom-core-widgit-mouse-sortable-min.js" = 'html/IRV/jquery-ui.custom-core-widgit-mouse-sortable-min.js',
)
/datum/asset/group/IRV
children = list(
/datum/asset/simple/jquery,
/datum/asset/simple/IRV
)
/datum/asset/simple/changelog
assets = list(
"88x31.png" = 'html/88x31.png',
"bug-minus.png" = 'html/bug-minus.png',
"cross-circle.png" = 'html/cross-circle.png',
"hard-hat-exclamation.png" = 'html/hard-hat-exclamation.png',
"image-minus.png" = 'html/image-minus.png',
"image-plus.png" = 'html/image-plus.png',
"music-minus.png" = 'html/music-minus.png',
"music-plus.png" = 'html/music-plus.png',
"tick-circle.png" = 'html/tick-circle.png',
"wrench-screwdriver.png" = 'html/wrench-screwdriver.png',
"spell-check.png" = 'html/spell-check.png',
"burn-exclamation.png" = 'html/burn-exclamation.png',
"chevron.png" = 'html/chevron.png',
"chevron-expand.png" = 'html/chevron-expand.png',
"scales.png" = 'html/scales.png',
"coding.png" = 'html/coding.png',
"ban.png" = 'html/ban.png',
"chrome-wrench.png" = 'html/chrome-wrench.png',
"changelog.css" = 'html/changelog.css'
)
/datum/asset/group/goonchat
children = list(
/datum/asset/simple/jquery,
/datum/asset/simple/goonchat,
/datum/asset/spritesheet/goonchat,
/datum/asset/simple/fontawesome
)
/datum/asset/simple/jquery
assets = list(
"jquery.min.js" = 'code/modules/goonchat/browserassets/js/jquery.min.js',
)
/datum/asset/simple/goonchat
assets = list(
"json2.min.js" = 'code/modules/goonchat/browserassets/js/json2.min.js',
"browserOutput.js" = 'code/modules/goonchat/browserassets/js/browserOutput.js',
"browserOutput.css" = 'code/modules/goonchat/browserassets/css/browserOutput.css',
"browserOutput_dark.css" = 'code/modules/goonchat/browserassets/css/browserOutput_dark.css',
"browserOutput_light.css" = 'code/modules/goonchat/browserassets/css/browserOutput_light.css'
)
/datum/asset/simple/fontawesome
assets = list(
"fa-regular-400.eot" = 'html/font-awesome/webfonts/fa-regular-400.eot',
"fa-regular-400.woff" = 'html/font-awesome/webfonts/fa-regular-400.woff',
"fa-solid-900.eot" = 'html/font-awesome/webfonts/fa-solid-900.eot',
"fa-solid-900.woff" = 'html/font-awesome/webfonts/fa-solid-900.woff',
"font-awesome.css" = 'html/font-awesome/css/all.min.css',
"v4shim.css" = 'html/font-awesome/css/v4-shims.min.css'
)
/datum/asset/spritesheet/goonchat
name = "chat"
/datum/asset/spritesheet/goonchat/register()
InsertAll("emoji", 'icons/emoji.dmi')
// pre-loading all lanugage icons also helps to avoid meta
InsertAll("language", 'icons/misc/language.dmi')
// catch languages which are pulling icons from another file
for(var/path in typesof(/datum/language))
var/datum/language/L = path
var/icon = initial(L.icon)
if (icon != 'icons/misc/language.dmi')
var/icon_state = initial(L.icon_state)
Insert("language-[icon_state]", icon, icon_state=icon_state)
..()
/datum/asset/simple/permissions
assets = list(
"padlock.png" = 'html/padlock.png'
)
/datum/asset/simple/notes
assets = list(
"high_button.png" = 'html/high_button.png',
"medium_button.png" = 'html/medium_button.png',
"minor_button.png" = 'html/minor_button.png',
"none_button.png" = 'html/none_button.png',
)
/datum/asset/simple/arcade
assets = list(
"boss1.gif" = 'icons/UI_Icons/Arcade/boss1.gif',
"boss2.gif" = 'icons/UI_Icons/Arcade/boss2.gif',
"boss3.gif" = 'icons/UI_Icons/Arcade/boss3.gif',
"boss4.gif" = 'icons/UI_Icons/Arcade/boss4.gif',
"boss5.gif" = 'icons/UI_Icons/Arcade/boss5.gif',
"boss6.gif" = 'icons/UI_Icons/Arcade/boss6.gif',
)
/datum/asset/spritesheet/simple/minesweeper
name = "minesweeper"
assets = list(
"1" = 'icons/UI_Icons/minesweeper_tiles/one.png',
"2" = 'icons/UI_Icons/minesweeper_tiles/two.png',
"3" = 'icons/UI_Icons/minesweeper_tiles/three.png',
"4" = 'icons/UI_Icons/minesweeper_tiles/four.png',
"5" = 'icons/UI_Icons/minesweeper_tiles/five.png',
"6" = 'icons/UI_Icons/minesweeper_tiles/six.png',
"7" = 'icons/UI_Icons/minesweeper_tiles/seven.png',
"8" = 'icons/UI_Icons/minesweeper_tiles/eight.png',
"empty" = 'icons/UI_Icons/minesweeper_tiles/empty.png',
"flag" = 'icons/UI_Icons/minesweeper_tiles/flag.png',
"hidden" = 'icons/UI_Icons/minesweeper_tiles/hidden.png',
"mine" = 'icons/UI_Icons/minesweeper_tiles/mine.png',
"minehit" = 'icons/UI_Icons/minesweeper_tiles/minehit.png'
)
/datum/asset/spritesheet/simple/pills
name ="pills"
assets = list(
"pill1" = 'icons/UI_Icons/Pills/pill1.png',
"pill2" = 'icons/UI_Icons/Pills/pill2.png',
"pill3" = 'icons/UI_Icons/Pills/pill3.png',
"pill4" = 'icons/UI_Icons/Pills/pill4.png',
"pill5" = 'icons/UI_Icons/Pills/pill5.png',
"pill6" = 'icons/UI_Icons/Pills/pill6.png',
"pill7" = 'icons/UI_Icons/Pills/pill7.png',
"pill8" = 'icons/UI_Icons/Pills/pill8.png',
"pill9" = 'icons/UI_Icons/Pills/pill9.png',
"pill10" = 'icons/UI_Icons/Pills/pill10.png',
"pill11" = 'icons/UI_Icons/Pills/pill11.png',
"pill12" = 'icons/UI_Icons/Pills/pill12.png',
"pill13" = 'icons/UI_Icons/Pills/pill13.png',
"pill14" = 'icons/UI_Icons/Pills/pill14.png',
"pill15" = 'icons/UI_Icons/Pills/pill15.png',
"pill16" = 'icons/UI_Icons/Pills/pill16.png',
"pill17" = 'icons/UI_Icons/Pills/pill17.png',
"pill18" = 'icons/UI_Icons/Pills/pill18.png',
"pill19" = 'icons/UI_Icons/Pills/pill19.png',
"pill20" = 'icons/UI_Icons/Pills/pill20.png',
"pill21" = 'icons/UI_Icons/Pills/pill21.png',
"pill22" = 'icons/UI_Icons/Pills/pill22.png',
)
//this exists purely to avoid meta by pre-loading all language icons.
/datum/asset/language/register()
for(var/path in typesof(/datum/language))
set waitfor = FALSE
var/datum/language/L = new path ()
L.get_icon()
/datum/asset/spritesheet/pipes
name = "pipes"
/datum/asset/spritesheet/pipes/register()
for (var/each in list('icons/obj/atmospherics/pipes/pipe_item.dmi', 'icons/obj/atmospherics/pipes/disposal.dmi'))
InsertAll("", each, GLOB.alldirs)
..()
// Representative icons for each research design
/datum/asset/spritesheet/research_designs
name = "design"
/datum/asset/spritesheet/research_designs/register()
for (var/path in subtypesof(/datum/design))
var/datum/design/D = path
var/icon_file
var/icon_state
var/icon/I
if(initial(D.research_icon) && initial(D.research_icon_state)) //If the design has an icon replacement skip the rest
icon_file = initial(D.research_icon)
icon_state = initial(D.research_icon_state)
if(!(icon_state in icon_states(icon_file)))
warning("design [D] with icon '[icon_file]' missing state '[icon_state]'")
continue
I = icon(icon_file, icon_state, SOUTH)
else
// construct the icon and slap it into the resource cache
var/atom/item = initial(D.build_path)
if (!ispath(item, /atom))
// biogenerator outputs to beakers by default
if (initial(D.build_type) & BIOGENERATOR)
item = /obj/item/reagent_containers/glass/beaker/large
else
continue // shouldn't happen, but just in case
// circuit boards become their resulting machines or computers
if (ispath(item, /obj/item/circuitboard))
var/obj/item/circuitboard/C = item
var/machine = initial(C.build_path)
if (machine)
item = machine
icon_file = initial(item.icon)
icon_state = initial(item.icon_state)
if(!(icon_state in icon_states(icon_file)))
warning("design [D] with icon '[icon_file]' missing state '[icon_state]'")
continue
I = icon(icon_file, icon_state, SOUTH)
// computers (and snowflakes) get their screen and keyboard sprites
if (ispath(item, /obj/machinery/computer) || ispath(item, /obj/machinery/power/solar_control))
var/obj/machinery/computer/C = item
var/screen = initial(C.icon_screen)
var/keyboard = initial(C.icon_keyboard)
var/all_states = icon_states(icon_file)
if (screen && (screen in all_states))
I.Blend(icon(icon_file, screen, SOUTH), ICON_OVERLAY)
if (keyboard && (keyboard in all_states))
I.Blend(icon(icon_file, keyboard, SOUTH), ICON_OVERLAY)
Insert(initial(D.id), I)
return ..()
/datum/asset/spritesheet/vending
name = "vending"
/datum/asset/spritesheet/vending/register()
for (var/k in GLOB.vending_products)
var/atom/item = k
if (!ispath(item, /atom))
continue
var/icon_file = initial(item.icon)
var/icon_state = initial(item.icon_state)
var/icon/I
var/icon_states_list = icon_states(icon_file)
if(icon_state in icon_states_list)
I = icon(icon_file, icon_state, SOUTH)
var/c = initial(item.color)
if (!isnull(c) && c != "#FFFFFF")
I.Blend(c, ICON_MULTIPLY)
else
var/icon_states_string
for (var/an_icon_state in icon_states_list)
if (!icon_states_string)
icon_states_string = "[json_encode(an_icon_state)](\ref[an_icon_state])"
else
icon_states_string += ", [json_encode(an_icon_state)](\ref[an_icon_state])"
stack_trace("[item] does not have a valid icon state, icon=[icon_file], icon_state=[json_encode(icon_state)](\ref[icon_state]), icon_states=[icon_states_string]")
I = icon('icons/turf/floors.dmi', "", SOUTH)
var/imgid = replacetext(replacetext("[item]", "/obj/item/", ""), "/", "-")
Insert(imgid, I)
return ..()
/datum/asset/simple/genetics
assets = list(
"dna_discovered.gif" = 'html/dna_discovered.gif',
"dna_undiscovered.gif" = 'html/dna_undiscovered.gif',
"dna_extra.gif" = 'html/dna_extra.gif'
)
/datum/asset/simple/orbit
assets = list(
"ghost.png" = 'html/ghost.png'
)
assets = list(
"ghost.png" = 'html/ghost.png'
)
//DEFINITIONS FOR ASSET DATUMS START HERE.
/datum/asset/simple/tgui
assets = list(
"tgui.bundle.js" = 'tgui/packages/tgui/public/tgui.bundle.js',
"tgui.bundle.css" = 'tgui/packages/tgui/public/tgui.bundle.css',
)
/datum/asset/group/tgui
children = list(
/datum/asset/simple/tgui,
/datum/asset/simple/fontawesome
)
/datum/asset/simple/headers
assets = list(
"alarm_green.gif" = 'icons/program_icons/alarm_green.gif',
"alarm_red.gif" = 'icons/program_icons/alarm_red.gif',
"batt_5.gif" = 'icons/program_icons/batt_5.gif',
"batt_20.gif" = 'icons/program_icons/batt_20.gif',
"batt_40.gif" = 'icons/program_icons/batt_40.gif',
"batt_60.gif" = 'icons/program_icons/batt_60.gif',
"batt_80.gif" = 'icons/program_icons/batt_80.gif',
"batt_100.gif" = 'icons/program_icons/batt_100.gif',
"charging.gif" = 'icons/program_icons/charging.gif',
"downloader_finished.gif" = 'icons/program_icons/downloader_finished.gif',
"downloader_running.gif" = 'icons/program_icons/downloader_running.gif',
"ntnrc_idle.gif" = 'icons/program_icons/ntnrc_idle.gif',
"ntnrc_new.gif" = 'icons/program_icons/ntnrc_new.gif',
"power_norm.gif" = 'icons/program_icons/power_norm.gif',
"power_warn.gif" = 'icons/program_icons/power_warn.gif',
"sig_high.gif" = 'icons/program_icons/sig_high.gif',
"sig_low.gif" = 'icons/program_icons/sig_low.gif',
"sig_lan.gif" = 'icons/program_icons/sig_lan.gif',
"sig_none.gif" = 'icons/program_icons/sig_none.gif',
"smmon_0.gif" = 'icons/program_icons/smmon_0.gif',
"smmon_1.gif" = 'icons/program_icons/smmon_1.gif',
"smmon_2.gif" = 'icons/program_icons/smmon_2.gif',
"smmon_3.gif" = 'icons/program_icons/smmon_3.gif',
"smmon_4.gif" = 'icons/program_icons/smmon_4.gif',
"smmon_5.gif" = 'icons/program_icons/smmon_5.gif',
"smmon_6.gif" = 'icons/program_icons/smmon_6.gif',
"borg_mon.gif" = 'icons/program_icons/borg_mon.gif'
)
/datum/asset/simple/radar_assets
assets = list(
"ntosradarbackground.png" = 'icons/UI_Icons/tgui/ntosradar_background.png',
"ntosradarpointer.png" = 'icons/UI_Icons/tgui/ntosradar_pointer.png',
"ntosradarpointerS.png" = 'icons/UI_Icons/tgui/ntosradar_pointer_S.png'
)
/datum/asset/spritesheet/simple/pda
name = "pda"
assets = list(
"atmos" = 'icons/pda_icons/pda_atmos.png',
"back" = 'icons/pda_icons/pda_back.png',
"bell" = 'icons/pda_icons/pda_bell.png',
"blank" = 'icons/pda_icons/pda_blank.png',
"boom" = 'icons/pda_icons/pda_boom.png',
"bucket" = 'icons/pda_icons/pda_bucket.png',
"medbot" = 'icons/pda_icons/pda_medbot.png',
"floorbot" = 'icons/pda_icons/pda_floorbot.png',
"cleanbot" = 'icons/pda_icons/pda_cleanbot.png',
"crate" = 'icons/pda_icons/pda_crate.png',
"cuffs" = 'icons/pda_icons/pda_cuffs.png',
"eject" = 'icons/pda_icons/pda_eject.png',
"flashlight" = 'icons/pda_icons/pda_flashlight.png',
"honk" = 'icons/pda_icons/pda_honk.png',
"mail" = 'icons/pda_icons/pda_mail.png',
"medical" = 'icons/pda_icons/pda_medical.png',
"menu" = 'icons/pda_icons/pda_menu.png',
"mule" = 'icons/pda_icons/pda_mule.png',
"notes" = 'icons/pda_icons/pda_notes.png',
"power" = 'icons/pda_icons/pda_power.png',
"rdoor" = 'icons/pda_icons/pda_rdoor.png',
"reagent" = 'icons/pda_icons/pda_reagent.png',
"refresh" = 'icons/pda_icons/pda_refresh.png',
"scanner" = 'icons/pda_icons/pda_scanner.png',
"signaler" = 'icons/pda_icons/pda_signaler.png',
"status" = 'icons/pda_icons/pda_status.png',
"dronephone" = 'icons/pda_icons/pda_dronephone.png',
"emoji" = 'icons/pda_icons/pda_emoji.png'
)
/datum/asset/spritesheet/simple/paper
name = "paper"
assets = list(
"stamp-clown" = 'icons/stamp_icons/large_stamp-clown.png',
"stamp-deny" = 'icons/stamp_icons/large_stamp-deny.png',
"stamp-ok" = 'icons/stamp_icons/large_stamp-ok.png',
"stamp-hop" = 'icons/stamp_icons/large_stamp-hop.png',
"stamp-cmo" = 'icons/stamp_icons/large_stamp-cmo.png',
"stamp-ce" = 'icons/stamp_icons/large_stamp-ce.png',
"stamp-hos" = 'icons/stamp_icons/large_stamp-hos.png',
"stamp-rd" = 'icons/stamp_icons/large_stamp-rd.png',
"stamp-cap" = 'icons/stamp_icons/large_stamp-cap.png',
"stamp-qm" = 'icons/stamp_icons/large_stamp-qm.png',
"stamp-law" = 'icons/stamp_icons/large_stamp-law.png'
)
/datum/asset/simple/IRV
assets = list(
"jquery-ui.custom-core-widgit-mouse-sortable-min.js" = 'html/IRV/jquery-ui.custom-core-widgit-mouse-sortable-min.js',
)
/datum/asset/group/IRV
children = list(
/datum/asset/simple/jquery,
/datum/asset/simple/IRV
)
/datum/asset/simple/changelog
assets = list(
"88x31.png" = 'html/88x31.png',
"bug-minus.png" = 'html/bug-minus.png',
"cross-circle.png" = 'html/cross-circle.png',
"hard-hat-exclamation.png" = 'html/hard-hat-exclamation.png',
"image-minus.png" = 'html/image-minus.png',
"image-plus.png" = 'html/image-plus.png',
"music-minus.png" = 'html/music-minus.png',
"music-plus.png" = 'html/music-plus.png',
"tick-circle.png" = 'html/tick-circle.png',
"wrench-screwdriver.png" = 'html/wrench-screwdriver.png',
"spell-check.png" = 'html/spell-check.png',
"burn-exclamation.png" = 'html/burn-exclamation.png',
"chevron.png" = 'html/chevron.png',
"chevron-expand.png" = 'html/chevron-expand.png',
"scales.png" = 'html/scales.png',
"coding.png" = 'html/coding.png',
"ban.png" = 'html/ban.png',
"chrome-wrench.png" = 'html/chrome-wrench.png',
"changelog.css" = 'html/changelog.css'
)
/datum/asset/group/goonchat
children = list(
/datum/asset/simple/jquery,
/datum/asset/simple/goonchat,
/datum/asset/spritesheet/goonchat,
/datum/asset/simple/fontawesome
)
/datum/asset/simple/jquery
assets = list(
"jquery.min.js" = 'code/modules/goonchat/browserassets/js/jquery.min.js',
)
/datum/asset/simple/goonchat
assets = list(
"json2.min.js" = 'code/modules/goonchat/browserassets/js/json2.min.js',
"browserOutput.js" = 'code/modules/goonchat/browserassets/js/browserOutput.js',
"browserOutput.css" = 'code/modules/goonchat/browserassets/css/browserOutput.css',
"browserOutput_dark.css" = 'code/modules/goonchat/browserassets/css/browserOutput_dark.css',
"browserOutput_light.css" = 'code/modules/goonchat/browserassets/css/browserOutput_light.css'
)
/datum/asset/simple/fontawesome
assets = list(
"fa-regular-400.eot" = 'html/font-awesome/webfonts/fa-regular-400.eot',
"fa-regular-400.woff" = 'html/font-awesome/webfonts/fa-regular-400.woff',
"fa-solid-900.eot" = 'html/font-awesome/webfonts/fa-solid-900.eot',
"fa-solid-900.woff" = 'html/font-awesome/webfonts/fa-solid-900.woff',
"font-awesome.css" = 'html/font-awesome/css/all.min.css',
"v4shim.css" = 'html/font-awesome/css/v4-shims.min.css'
)
/datum/asset/spritesheet/goonchat
name = "chat"
/datum/asset/spritesheet/goonchat/register()
InsertAll("emoji", 'icons/emoji.dmi')
// pre-loading all lanugage icons also helps to avoid meta
InsertAll("language", 'icons/misc/language.dmi')
// catch languages which are pulling icons from another file
for(var/path in typesof(/datum/language))
var/datum/language/L = path
var/icon = initial(L.icon)
if (icon != 'icons/misc/language.dmi')
var/icon_state = initial(L.icon_state)
Insert("language-[icon_state]", icon, icon_state=icon_state)
..()
/datum/asset/simple/permissions
assets = list(
"padlock.png" = 'html/padlock.png'
)
/datum/asset/simple/notes
assets = list(
"high_button.png" = 'html/high_button.png',
"medium_button.png" = 'html/medium_button.png',
"minor_button.png" = 'html/minor_button.png',
"none_button.png" = 'html/none_button.png',
)
/datum/asset/simple/arcade
assets = list(
"boss1.gif" = 'icons/UI_Icons/Arcade/boss1.gif',
"boss2.gif" = 'icons/UI_Icons/Arcade/boss2.gif',
"boss3.gif" = 'icons/UI_Icons/Arcade/boss3.gif',
"boss4.gif" = 'icons/UI_Icons/Arcade/boss4.gif',
"boss5.gif" = 'icons/UI_Icons/Arcade/boss5.gif',
"boss6.gif" = 'icons/UI_Icons/Arcade/boss6.gif',
)
/datum/asset/spritesheet/simple/minesweeper
name = "minesweeper"
assets = list(
"1" = 'icons/UI_Icons/minesweeper_tiles/one.png',
"2" = 'icons/UI_Icons/minesweeper_tiles/two.png',
"3" = 'icons/UI_Icons/minesweeper_tiles/three.png',
"4" = 'icons/UI_Icons/minesweeper_tiles/four.png',
"5" = 'icons/UI_Icons/minesweeper_tiles/five.png',
"6" = 'icons/UI_Icons/minesweeper_tiles/six.png',
"7" = 'icons/UI_Icons/minesweeper_tiles/seven.png',
"8" = 'icons/UI_Icons/minesweeper_tiles/eight.png',
"empty" = 'icons/UI_Icons/minesweeper_tiles/empty.png',
"flag" = 'icons/UI_Icons/minesweeper_tiles/flag.png',
"hidden" = 'icons/UI_Icons/minesweeper_tiles/hidden.png',
"mine" = 'icons/UI_Icons/minesweeper_tiles/mine.png',
"minehit" = 'icons/UI_Icons/minesweeper_tiles/minehit.png'
)
/datum/asset/spritesheet/simple/pills
name ="pills"
assets = list(
"pill1" = 'icons/UI_Icons/Pills/pill1.png',
"pill2" = 'icons/UI_Icons/Pills/pill2.png',
"pill3" = 'icons/UI_Icons/Pills/pill3.png',
"pill4" = 'icons/UI_Icons/Pills/pill4.png',
"pill5" = 'icons/UI_Icons/Pills/pill5.png',
"pill6" = 'icons/UI_Icons/Pills/pill6.png',
"pill7" = 'icons/UI_Icons/Pills/pill7.png',
"pill8" = 'icons/UI_Icons/Pills/pill8.png',
"pill9" = 'icons/UI_Icons/Pills/pill9.png',
"pill10" = 'icons/UI_Icons/Pills/pill10.png',
"pill11" = 'icons/UI_Icons/Pills/pill11.png',
"pill12" = 'icons/UI_Icons/Pills/pill12.png',
"pill13" = 'icons/UI_Icons/Pills/pill13.png',
"pill14" = 'icons/UI_Icons/Pills/pill14.png',
"pill15" = 'icons/UI_Icons/Pills/pill15.png',
"pill16" = 'icons/UI_Icons/Pills/pill16.png',
"pill17" = 'icons/UI_Icons/Pills/pill17.png',
"pill18" = 'icons/UI_Icons/Pills/pill18.png',
"pill19" = 'icons/UI_Icons/Pills/pill19.png',
"pill20" = 'icons/UI_Icons/Pills/pill20.png',
"pill21" = 'icons/UI_Icons/Pills/pill21.png',
"pill22" = 'icons/UI_Icons/Pills/pill22.png',
)
//this exists purely to avoid meta by pre-loading all language icons.
/datum/asset/language/register()
for(var/path in typesof(/datum/language))
set waitfor = FALSE
var/datum/language/L = new path ()
L.get_icon()
/datum/asset/spritesheet/pipes
name = "pipes"
/datum/asset/spritesheet/pipes/register()
for (var/each in list('icons/obj/atmospherics/pipes/pipe_item.dmi', 'icons/obj/atmospherics/pipes/disposal.dmi'))
InsertAll("", each, GLOB.alldirs)
..()
// Representative icons for each research design
/datum/asset/spritesheet/research_designs
name = "design"
/datum/asset/spritesheet/research_designs/register()
for (var/path in subtypesof(/datum/design))
var/datum/design/D = path
var/icon_file
var/icon_state
var/icon/I
if(initial(D.research_icon) && initial(D.research_icon_state)) //If the design has an icon replacement skip the rest
icon_file = initial(D.research_icon)
icon_state = initial(D.research_icon_state)
if(!(icon_state in icon_states(icon_file)))
warning("design [D] with icon '[icon_file]' missing state '[icon_state]'")
continue
I = icon(icon_file, icon_state, SOUTH)
else
// construct the icon and slap it into the resource cache
var/atom/item = initial(D.build_path)
if (!ispath(item, /atom))
// biogenerator outputs to beakers by default
if (initial(D.build_type) & BIOGENERATOR)
item = /obj/item/reagent_containers/glass/beaker/large
else
continue // shouldn't happen, but just in case
// circuit boards become their resulting machines or computers
if (ispath(item, /obj/item/circuitboard))
var/obj/item/circuitboard/C = item
var/machine = initial(C.build_path)
if (machine)
item = machine
icon_file = initial(item.icon)
icon_state = initial(item.icon_state)
if(!(icon_state in icon_states(icon_file)))
warning("design [D] with icon '[icon_file]' missing state '[icon_state]'")
continue
I = icon(icon_file, icon_state, SOUTH)
// computers (and snowflakes) get their screen and keyboard sprites
if (ispath(item, /obj/machinery/computer) || ispath(item, /obj/machinery/power/solar_control))
var/obj/machinery/computer/C = item
var/screen = initial(C.icon_screen)
var/keyboard = initial(C.icon_keyboard)
var/all_states = icon_states(icon_file)
if (screen && (screen in all_states))
I.Blend(icon(icon_file, screen, SOUTH), ICON_OVERLAY)
if (keyboard && (keyboard in all_states))
I.Blend(icon(icon_file, keyboard, SOUTH), ICON_OVERLAY)
Insert(initial(D.id), I)
return ..()
/datum/asset/spritesheet/vending
name = "vending"
/datum/asset/spritesheet/vending/register()
for (var/k in GLOB.vending_products)
var/atom/item = k
if (!ispath(item, /atom))
continue
var/icon_file = initial(item.icon)
var/icon_state = initial(item.icon_state)
var/icon/I
var/icon_states_list = icon_states(icon_file)
if(icon_state in icon_states_list)
I = icon(icon_file, icon_state, SOUTH)
var/c = initial(item.color)
if (!isnull(c) && c != "#FFFFFF")
I.Blend(c, ICON_MULTIPLY)
else
var/icon_states_string
for (var/an_icon_state in icon_states_list)
if (!icon_states_string)
icon_states_string = "[json_encode(an_icon_state)](\ref[an_icon_state])"
else
icon_states_string += ", [json_encode(an_icon_state)](\ref[an_icon_state])"
stack_trace("[item] does not have a valid icon state, icon=[icon_file], icon_state=[json_encode(icon_state)](\ref[icon_state]), icon_states=[icon_states_string]")
I = icon('icons/turf/floors.dmi', "", SOUTH)
var/imgid = replacetext(replacetext("[item]", "/obj/item/", ""), "/", "-")
Insert(imgid, I)
return ..()
/datum/asset/simple/genetics
assets = list(
"dna_discovered.gif" = 'html/dna_discovered.gif',
"dna_undiscovered.gif" = 'html/dna_undiscovered.gif',
"dna_extra.gif" = 'html/dna_extra.gif'
)
/datum/asset/simple/orbit
assets = list(
"ghost.png" = 'html/ghost.png'
)
assets = list(
"ghost.png" = 'html/ghost.png'
)
@@ -1,20 +1,39 @@
/*Cabin areas*/
/area/awaymission/snowforest
name = "Snow Forest"
icon_state = "away"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/cabin
name = "Cabin"
icon_state = "away2"
requires_power = TRUE
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
/area/awaymission/snowforest/lumbermill
/area/awaymission/cabin/snowforest
name = "Snow Forest"
icon_state = "away"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
/area/awaymission/cabin/snowforest/sovietsurface
name = "Snow Forest"
icon_state = "awaycontent29"
requires_power = FALSE
/area/awaymission/cabin/lumbermill
name = "Lumbermill"
icon_state = "away3"
requires_power = FALSE
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
/area/awaymission/cabin/caves/sovietcave
name = "Soviet Bunker"
icon_state = "awaycontent4"
/area/awaymission/cabin/caves
name = "North Snowdin Caves"
icon_state = "awaycontent15"
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
/area/awaymission/cabin/caves/mountain
name = "North Snowdin Mountains"
icon_state = "awaycontent24"
/obj/structure/firepit
name = "firepit"
@@ -92,7 +111,7 @@
egg_type = null
speak = list()
/*Cabin's forest*/
/*Cabin's forest. Removed in the new cabin map since it was buggy and I prefer manual placement.*/
/datum/mapGenerator/snowy
modules = list(/datum/mapGeneratorModule/bottomlayer/snow, \
/datum/mapGeneratorModule/snow/pineTrees, \
@@ -136,4 +155,4 @@
endTurfX = 159
endTurfY = 157
startTurfX = 37
startTurfY = 35
startTurfY = 35
+21 -1
View File
@@ -18,6 +18,7 @@
var/obj/item/radio/headset/radio
/// var that tracks message cooldown
var/message_cooldown
var/list/loaded_coupons
light_color = "#E2853D"//orange
@@ -134,6 +135,8 @@
"cost" = P.cost,
"id" = pack,
"desc" = P.desc || P.name, // If there is a description, use it. Otherwise use the pack's name.
"private_goody" = P.goody == PACK_GOODY_PRIVATE,
"goody" = P.goody == PACK_GOODY_PUBLIC,
"access" = P.access,
"can_private_buy" = P.can_private_buy
))
@@ -215,8 +218,22 @@
if(isnull(reason) || ..())
return
if(pack.goody == PACK_GOODY_PRIVATE && !self_paid)
playsound(src, 'sound/machines/buzz-sigh.ogg', 50, FALSE)
say("ERROR: Private small crates may only be purchased by private accounts.")
return
var/obj/item/coupon/applied_coupon
for(var/i in loaded_coupons)
var/obj/item/coupon/coupon_check = i
if(pack.type == coupon_check.discounted_pack)
say("Coupon found! [round(coupon_check.discount_pct_off * 100)]% off applied!")
coupon_check.moveToNullspace()
applied_coupon = coupon_check
break
var/turf/T = get_turf(src)
var/datum/supply_order/SO = new(pack, name, rank, ckey, reason, account)
var/datum/supply_order/SO = new(pack, name, rank, ckey, reason, account, applied_coupon)
SO.generateRequisition(T)
if(requestonly && !self_paid)
SSshuttle.requestlist += SO
@@ -229,6 +246,9 @@
var/id = text2num(params["id"])
for(var/datum/supply_order/SO in SSshuttle.shoppinglist)
if(SO.id == id)
if(SO.applied_coupon)
say("Coupon refunded.")
SO.applied_coupon.forceMove(get_turf(src))
SSshuttle.shoppinglist -= SO
. = TRUE
break
+50
View File
@@ -0,0 +1,50 @@
#define COUPON_OMEN "omen"
/obj/item/coupon
name = "coupon"
desc = "It doesn't matter if you didn't want it before, what matters now is that you've got a coupon for it!"
icon_state = "data_1"
icon = 'icons/obj/card.dmi'
item_flags = NOBLUDGEON
w_class = WEIGHT_CLASS_TINY
var/datum/supply_pack/discounted_pack
var/discount_pct_off = 0.05
var/obj/machinery/computer/cargo/inserted_console
/// Choose what our prize is :D
/obj/item/coupon/proc/generate()
discounted_pack = pick(subtypesof(/datum/supply_pack/goody))
var/list/chances = list("0.10" = 4, "0.15" = 8, "0.20" = 10, "0.25" = 8, "0.50" = 4, COUPON_OMEN = 1)
discount_pct_off = pickweight(chances)
if(discount_pct_off == COUPON_OMEN)
name = "coupon - fuck you"
desc = "The small text reads, 'You will be slaughtered'... That doesn't sound right, does it?"
if(ismob(loc))
var/mob/M = loc
to_chat(M, "<span class='warning'>The coupon reads '<b>fuck you</b>' in large, bold text... is- is that a prize, or?</span>")
M.AddComponent(/datum/component/omen, TRUE, src)
else
discount_pct_off = text2num(discount_pct_off)
name = "coupon - [round(discount_pct_off * 100)]% off [initial(discounted_pack.name)]"
/obj/item/coupon/attack_obj(obj/O, mob/living/user)
if(!istype(O, /obj/machinery/computer/cargo))
return ..()
if(discount_pct_off == COUPON_OMEN)
to_chat(user, "<span class='warning'>\The [O] validates the coupon as authentic, but refuses to accept it...</span>")
O.say("Coupon fulfillment already in progress...")
return
inserted_console = O
LAZYADD(inserted_console.loaded_coupons, src)
inserted_console.say("Coupon for [initial(discounted_pack.name)] applied!")
forceMove(inserted_console)
/obj/item/coupon/Destroy()
if(inserted_console)
LAZYREMOVE(inserted_console.loaded_coupons, src)
inserted_console = null
. = ..()
#undef COUPON_OMEN
+42 -33
View File
@@ -27,10 +27,12 @@
var/orderer_rank
var/orderer_ckey
var/reason
var/discounted_pct
var/datum/supply_pack/pack
var/datum/bank_account/paying_account
var/obj/item/coupon/applied_coupon
/datum/supply_order/New(datum/supply_pack/pack, orderer, orderer_rank, orderer_ckey, reason, paying_account)
/datum/supply_order/New(datum/supply_pack/pack, orderer, orderer_rank, orderer_ckey, reason, paying_account, coupon)
id = SSshuttle.ordernum++
src.pack = pack
src.orderer = orderer
@@ -38,6 +40,7 @@
src.orderer_ckey = orderer_ckey
src.reason = reason
src.paying_account = paying_account
src.applied_coupon = coupon
/datum/supply_order/proc/generateRequisition(turf/T)
var/obj/item/paper/P = new(T)
@@ -57,58 +60,64 @@
P.update_icon()
return P
/datum/supply_order/proc/generateManifest(obj/structure/closet/crate/C)
var/obj/item/paper/fluff/jobs/cargo/manifest/P = new(C, id, pack.cost)
/datum/supply_order/proc/generateManifest(obj/container, owner, packname) //generates-the-manifests.
var/obj/item/paper/fluff/jobs/cargo/manifest/P = new(container, id, 0)
var/station_name = (P.errors & MANIFEST_ERROR_NAME) ? new_station_name() : station_name()
P.name = "shipping manifest - #[id] ([pack.name])"
P.name = "shipping manifest - [packname?"#[id] ([pack.name])":"(Grouped Item Crate)"]"
P.info += "<h2>[command_name()] Shipping Manifest</h2>"
P.info += "<hr/>"
if(paying_account)
P.info += "Direct purchase from [paying_account.account_holder]<br/>"
P.name += " - Purchased by [paying_account.account_holder]"
if(id && !(id == "Cargo"))
P.info += "Direct purchase from [owner]<br/>"
P.name += " - Purchased by [owner]"
P.info += "Order #[id]<br/>"
P.info += "Destination: [station_name]<br/>"
P.info += "Item: [pack.name]<br/>"
if(packname)
P.info += "Item: [packname]<br/>"
P.info += "Contents: <br/>"
P.info += "<ul>"
for(var/atom/movable/AM in C.contents - P - C.lockerelectronics)
var/list/ignore_this = list(P)
if(istype(container, /obj/structure/closet))
var/obj/structure/closet/C = container
ignore_this += C.lockerelectronics
for(var/atom/movable/AM in container.contents - ignore_this)
if((P.errors & MANIFEST_ERROR_CONTENTS) && prob(50))
continue
P.info += "<li>[AM.name]</li>"
P.info += "</ul>"
P.info += "<h4>Stamp below to confirm receipt of goods:</h4>"
if(P.errors & MANIFEST_ERROR_ITEM)
var/static/list/blacklisted_error = typecacheof(list(
/obj/structure/closet/crate/secure,
/obj/structure/closet/crate/large,
/obj/structure/closet/secure_closet/goodies
))
if(blacklisted_error[container.type])
P.errors &= ~MANIFEST_ERROR_ITEM
else
var/lost = max(round(container.contents.len / 10), 1)
while(--lost >= 0)
qdel(pick(container.contents))
P.update_icon()
P.forceMove(C)
C.manifest = P
C.update_icon()
P.forceMove(container)
if(istype(container, /obj/structure/closet/crate))
var/obj/structure/closet/crate/C = container
C.manifest = P
C.update_icon()
return P
/datum/supply_order/proc/generate(atom/A)
var/obj/structure/closet/crate/C = pack.generate(A, paying_account)
var/obj/item/paper/fluff/jobs/cargo/manifest/M = generateManifest(C)
if(M.errors & MANIFEST_ERROR_ITEM)
if(istype(C, /obj/structure/closet/crate/secure) || istype(C, /obj/structure/closet/crate/large))
M.errors &= ~MANIFEST_ERROR_ITEM
else
var/lost = max(round(C.contents.len / 10), 1)
while(--lost >= 0)
qdel(pick(C.contents))
generateManifest(C, paying_account, pack)
return C
//Paperwork for NT
/obj/item/folder/paperwork
name = "Incomplete Paperwork"
desc = "These should've been filled out four months ago! Unfinished grant papers issued by Nanotrasen's finance department. Complete this page for additional funding."
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "docs_generic"
/obj/item/folder/paperwork_correct
name = "Finished Paperwork"
desc = "A neat stack of filled-out forms, in triplicate and signed. Is there anything more satisfying? Make sure they get stamped."
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "docs_verified"
/datum/supply_order/proc/generateCombo(var/miscbox, var/misc_own, var/misc_contents)
for (var/I in misc_contents)
new I(miscbox)
generateManifest(miscbox, misc_own, "")
return
+1
View File
@@ -15,6 +15,7 @@
var/special_enabled = FALSE
var/DropPodOnly = FALSE //only usable by the Bluespace Drop Pod via the express cargo console
var/admin_spawned = FALSE //Can only an admin spawn this crate?
var/goody = PACK_GOODY_NONE //Small items can be grouped into a single crate.They also come in a closet/lockbox instead of a full crate, so the 700 min doesn't apply
var/can_private_buy = TRUE //Can it be purchased privately by each crewmember?
/datum/supply_pack/proc/generate(atom/A, datum/bank_account/paying_account)
-9
View File
@@ -37,15 +37,6 @@
contains = list(/obj/item/storage/box/chemimp)
crate_name = "chemical implant crate"
/datum/supply_pack/security/armory/combatknives
name = "Combat Knives Crate"
desc = "Contains three sharpened combat knives. Each knife guaranteed to fit snugly inside any Nanotrasen-standard boot. Requires Armory access to open."
cost = 3200
contains = list(/obj/item/kitchen/knife/combat,
/obj/item/kitchen/knife/combat,
/obj/item/kitchen/knife/combat)
crate_name = "combat knife crate"
/datum/supply_pack/security/armory/ballistic
name = "Combat Shotguns Crate"
desc = "For when the enemy absolutely needs to be replaced with lead. Contains three Aussec-designed Combat Shotguns, with three Shotgun Bandoliers, as well as seven buchshot and 12g shotgun slugs. Requires Armory access to open."
+1 -10
View File
@@ -90,16 +90,6 @@
crate_name = "industrial rcd"
crate_type = /obj/structure/closet/crate/secure/engineering
/datum/supply_pack/engineering/powergamermitts
name = "Insulated Gloves Crate"
desc = "The backbone of modern society. Barely ever ordered for actual engineering. Contains three insulated gloves."
cost = 2300 //Made of pure-grade bullshittinium
contains = list(/obj/item/clothing/gloves/color/yellow,
/obj/item/clothing/gloves/color/yellow,
/obj/item/clothing/gloves/color/yellow)
crate_name = "insulated gloves crate"
crate_type = /obj/structure/closet/crate/engineering/electrical
/datum/supply_pack/engineering/inducers
name = "NT-75 Electromagnetic Power Inducers Crate"
desc = "No rechargers? No problem, with the NT-75 EPI, you can recharge any standard cell-based equipment anytime, anywhere. Contains two Inducers."
@@ -162,6 +152,7 @@
/obj/item/storage/toolbox/mechanical)
cost = 1200
crate_name = "toolbox crate"
special = TRUE //Department resupply shuttle loan event.
/datum/supply_pack/engineering/bsa
name = "Bluespace Artillery Parts"
+77
View File
@@ -0,0 +1,77 @@
/datum/supply_pack/goody
access = NONE
group = "Goodies"
goody = PACK_GOODY_PRIVATE
/datum/supply_pack/goody/combatknives_single
name = "Combat Knife Single-Pack"
desc = "Contains one sharpened combat knive. Guaranteed to fit snugly inside any Nanotrasen-standard boot."
cost = 800
contains = list(/obj/item/kitchen/knife/combat)
/datum/supply_pack/goody/sologamermitts
name = "Insulated Gloves Single-Pack"
desc = "The backbone of modern society. Barely ever ordered for actual engineering."
cost = 800
contains = list(/obj/item/clothing/gloves/color/yellow)
/datum/supply_pack/goody/firstaidbruises_single
name = "Bruise Treatment Kit Single-Pack"
desc = "A single brute first-aid kit, perfect for recovering from being crushed in an airlock. Did you know people get crushed in airlocks all the time? Interesting..."
cost = 330
contains = list(/obj/item/storage/firstaid/brute)
/datum/supply_pack/goody/firstaidburns_single
name = "Burn Treatment Kit Single-Pack"
desc = "A single burn first-aid kit. The advertisement displays a winking atmospheric technician giving a thumbs up, saying \"Mistakes happen!\""
cost = 330
contains = list(/obj/item/storage/firstaid/fire)
/datum/supply_pack/goody/firstaid_single
name = "First Aid Kit Single-Pack"
desc = "A single first-aid kit, fit for healing most types of bodily harm."
cost = 250
contains = list(/obj/item/storage/firstaid/regular)
/datum/supply_pack/goody/firstaidoxygen_single
name = "Oxygen Deprivation Kit Single-Pack"
desc = "A single oxygen deprivation first-aid kit, marketed heavily to those with crippling fears of asphyxiation."
cost = 330
contains = list(/obj/item/storage/firstaid/o2)
/datum/supply_pack/goody/firstaidtoxins_single
name = "Toxin Treatment Kit Single-Pack"
desc = "A single first aid kit focused on healing damage dealt by heavy toxins."
cost = 330
contains = list(/obj/item/storage/firstaid/toxin)
/datum/supply_pack/goody/toolbox // mostly just to water down coupon probability
name = "Mechanical Toolbox"
desc = "A fully stocked mechanical toolbox, for when you're too lazy to just print them out."
cost = 300
contains = list(/obj/item/storage/toolbox/mechanical)
/datum/supply_pack/goody/electrical_toolbox // mostly just to water down coupon probability
name = "Mechanical Toolbox"
desc = "A fully stocked electrical toolbox, for when you're too lazy to just print them out."
cost = 300
contains = list(/obj/item/storage/toolbox/electrical)
/datum/supply_pack/goody/valentine
name = "Valentine Card"
desc = "Make an impression on that special someone! Comes with one valentine card and a free candy heart!"
cost = 150
contains = list(/obj/item/valentine, /obj/item/reagent_containers/food/snacks/candyheart)
/datum/supply_pack/goody/beeplush
name = "Bee Plushie"
desc = "The most important thing you could possibly spend your hard-earned money on."
cost = 1500
contains = list(/obj/item/toy/plush/beeplushie)
/datum/supply_pack/goody/beach_ball
name = "Beach Ball"
desc = "The simple beach ball is one of Nanotrasen's most popular products. 'Why do we make beach balls? Because we can! (TM)' - Nanotrasen"
cost = 200
contains = list(/obj/item/toy/beach_ball)
+27 -49
View File
@@ -14,53 +14,60 @@
//////////////////////////////////////////////////////////////////////////////
/datum/supply_pack/materials/cardboard50
goody = PACK_GOODY_PUBLIC
name = "50 Cardboard Sheets"
desc = "Create a bunch of boxes."
cost = 1000
cost = 300 //thrice their export value
contains = list(/obj/item/stack/sheet/cardboard/fifty)
crate_name = "cardboard sheets crate"
/datum/supply_pack/materials/glass50
goody = PACK_GOODY_PUBLIC
name = "50 Glass Sheets"
desc = "Let some nice light in with fifty glass sheets!"
cost = 850
cost = 300 //double their export value
contains = list(/obj/item/stack/sheet/glass/fifty)
crate_name = "glass sheets crate"
/datum/supply_pack/materials/metal50
goody = PACK_GOODY_PUBLIC
name = "50 Metal Sheets"
desc = "Any construction project begins with a good stack of fifty metal sheets!"
cost = 850
cost = 300 //double their export value
contains = list(/obj/item/stack/sheet/metal/fifty)
crate_name = "metal sheets crate"
/datum/supply_pack/materials/plasteel20
goody = PACK_GOODY_PUBLIC
name = "20 Plasteel Sheets"
desc = "Reinforce the station's integrity with twenty plasteel sheets!"
cost = 4700
cost = 4000
contains = list(/obj/item/stack/sheet/plasteel/twenty)
crate_name = "plasteel sheets crate"
/datum/supply_pack/materials/plasteel50
name = "50 Plasteel Sheets"
desc = "For when you REALLY have to reinforce something."
cost = 9050
contains = list(/obj/item/stack/sheet/plasteel/fifty)
crate_name = "plasteel sheets crate"
/datum/supply_pack/materials/plastic50
goody = PACK_GOODY_PUBLIC
name = "50 Plastic Sheets"
desc = "Build a limitless amount of toys with fifty plastic sheets!"
cost = 950
contains = list(/obj/item/stack/sheet/plastic/fifty)
crate_name = "plastic sheets crate"
cost = 200 // double their export
contains = list(/obj/item/stack/sheet/plastic/twenty)
/datum/supply_pack/materials/sandstone30
goody = PACK_GOODY_PUBLIC
name = "30 Sandstone Blocks"
desc = "Neither sandy nor stoney, these thirty blocks will still get the job done."
cost = 800
cost = 150 // five times their export
contains = list(/obj/item/stack/sheet/mineral/sandstone/thirty)
crate_name = "sandstone blocks crate"
/datum/supply_pack/materials/wood50
goody = PACK_GOODY_PUBLIC
name = "50 Wood Planks"
desc = "Turn cargo's boring metal groundwork into beautiful panelled flooring and much more with fifty wooden planks!"
cost = 400 // 6-7 planks shy from having equal import/export prices
contains = list(/obj/item/stack/sheet/mineral/wood/twenty)
/datum/supply_pack/materials/rcdammo
goody = PACK_GOODY_PUBLIC
name = "Large RCD ammo Single-Pack"
desc = "A single large compressed RCD matter pack, to help with any holes or projects people might be working on."
cost = 600
contains = list(/obj/item/rcd_ammo/large)
/datum/supply_pack/materials/rawlumber
name = "50 Towercap Logs"
@@ -74,35 +81,6 @@
for(var/i in 1 to 49)
new /obj/item/grown/log(.)
/datum/supply_pack/materials/wood50
name = "50 Wood Planks"
desc = "Turn cargo's boring metal groundwork into beautiful panelled flooring and much more with fifty wooden planks!"
cost = 1450
contains = list(/obj/item/stack/sheet/mineral/wood/fifty)
crate_name = "wood planks crate"
/datum/supply_pack/materials/rcdammo
name = "Spare RCD ammo"
desc = "This crate contains sixteen RCD compressed matter packs, to help with any holes or projects people might be working on."
cost = 3750
contains = list(/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo,
/obj/item/rcd_ammo)
crate_name = "rcd ammo"
//////////////////////////////////////////////////////////////////////////////
///////////////////////////// Canisters //////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
-57
View File
@@ -141,34 +141,6 @@
///////////////////////////// Medical Kits ///////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
/datum/supply_pack/medical/firstaidbruises
name = "Bruise Treatment Kit Crate"
desc = "Contains three first aid kits focused on healing bruises and broken bones."
cost = 1000
contains = list(/obj/item/storage/firstaid/brute,
/obj/item/storage/firstaid/brute,
/obj/item/storage/firstaid/brute)
crate_name = "brute treatment kit crate"
/datum/supply_pack/medical/firstaidburns
name = "Burn Treatment Kit Crate"
desc = "Contains three first aid kits focused on healing severe burns."
cost = 1000
contains = list(/obj/item/storage/firstaid/fire,
/obj/item/storage/firstaid/fire,
/obj/item/storage/firstaid/fire)
crate_name = "burn treatment kit crate"
/datum/supply_pack/medical/firstaid
name = "First Aid Kit Crate"
desc = "Contains four first aid kits for healing most types of wounds."
cost = 1000
contains = list(/obj/item/storage/firstaid/regular,
/obj/item/storage/firstaid/regular,
/obj/item/storage/firstaid/regular,
/obj/item/storage/firstaid/regular)
crate_name = "first aid kit crate"
/datum/supply_pack/medical/sprays
name = "Medical Sprays"
desc = "Contains two cans of Styptic Spray, Silver Sulfadiazine Spray, Synthflesh Spray and Sterilizer Compound Spray."
@@ -183,35 +155,6 @@
/obj/item/reagent_containers/medspray/sterilizine)
crate_name = "medical supplies crate"
/datum/supply_pack/medical/firstaidmixed
name = "Mixed Medical Kits"
desc = "Contains one of each medical kits for dealing with a variety of injured crewmembers."
cost = 1250
contains = list(/obj/item/storage/firstaid/toxin,
/obj/item/storage/firstaid/o2,
/obj/item/storage/firstaid/brute,
/obj/item/storage/firstaid/fire,
/obj/item/storage/firstaid/regular)
crate_name = "medical supplies crate"
/datum/supply_pack/medical/firstaidoxygen
name = "Oxygen Deprivation Kit Crate"
desc = "Contains three first aid kits focused on helping oxygen deprivation victims."
cost = 1000
contains = list(/obj/item/storage/firstaid/o2,
/obj/item/storage/firstaid/o2,
/obj/item/storage/firstaid/o2)
crate_name = "oxygen deprivation kit crate"
/datum/supply_pack/medical/firstaidtoxins
name = "Toxin Treatment Kit Crate"
desc = "Contains three first aid kits focused on healing damage dealt by heavy toxins."
cost = 1000
contains = list(/obj/item/storage/firstaid/toxin,
/obj/item/storage/firstaid/toxin,
/obj/item/storage/firstaid/toxin)
crate_name = "toxin treatment kit crate"
/datum/supply_pack/medical/advrad
name = "Radiation Treatment Crate Deluxe"
desc = "A crate for when radiation is out of hand... Contains two rad-b-gone kits, one bottle of anti radiation deluxe pills, as well as a radiation treatment deluxe pill bottle!"
+88 -38
View File
@@ -333,45 +333,58 @@
//////////////////////////// Misc + Decor ////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
/datum/supply_pack/misc/carpet_exotic
name = "Exotic Carpet Crate"
desc = "Exotic carpets straight from Space Russia, for all your decorating needs. Contains 100 tiles each of 10 different flooring patterns."
cost = 7000
contains = list(/obj/item/stack/tile/carpet/blue/fifty,
/obj/item/stack/tile/carpet/blue/fifty,
/obj/item/stack/tile/carpet/cyan/fifty,
/obj/item/stack/tile/carpet/cyan/fifty,
/obj/item/stack/tile/carpet/green/fifty,
/obj/item/stack/tile/carpet/green/fifty,
/obj/item/stack/tile/carpet/orange/fifty,
/obj/item/stack/tile/carpet/orange/fifty,
/obj/item/stack/tile/carpet/purple/fifty,
/obj/item/stack/tile/carpet/purple/fifty,
/obj/item/stack/tile/carpet/red/fifty,
/obj/item/stack/tile/carpet/red/fifty,
/obj/item/stack/tile/carpet/royalblue/fifty,
/obj/item/stack/tile/carpet/royalblue/fifty,
/obj/item/stack/tile/carpet/royalblack/fifty,
/obj/item/stack/tile/carpet/royalblack/fifty,
/obj/item/stack/tile/carpet/blackred/fifty,
/obj/item/stack/tile/carpet/blackred/fifty,
/obj/item/stack/tile/carpet/monochrome/fifty,
/obj/item/stack/tile/carpet/monochrome/fifty)
crate_name = "exotic carpet crate"
/datum/supply_pack/misc/carpet
name = "Premium Carpet Crate"
desc = "Plasteel floor tiles getting on your nerves? These stacks of extra soft carpet will tie any room together. Contains some classic carpet, along with black, red, and monochrome varients."
cost = 1350
contains = list(/obj/item/stack/tile/carpet/fifty,
/obj/item/stack/tile/carpet/fifty,
/obj/item/stack/tile/carpet/black/fifty,
/obj/item/stack/tile/carpet/black/fifty,
/obj/item/stack/tile/carpet/blackred/fifty,
/obj/item/stack/tile/carpet/blackred/fifty,
/obj/item/stack/tile/carpet/monochrome/fifty,
/obj/item/stack/tile/carpet/monochrome/fifty)
crate_name = "premium carpet crate"
goody = PACK_GOODY_PUBLIC
name = "Classic Carpet Single-Pack"
desc = "Plasteel floor tiles getting on your nerves? This 50 units stack of extra soft carpet will tie any room together."
cost = 200
contains = list(/obj/item/stack/tile/carpet/fifty)
/datum/supply_pack/misc/carpet/black
name = "Black Carpet Single-Pack"
contains = list(/obj/item/stack/tile/carpet/black/fifty)
/datum/supply_pack/misc/carpet/premium
name = "Monochrome Carpet Single-Pack"
desc = "Exotic carpets for all your decorating needs. This 30 units stack of extra soft carpet will tie any room together."
cost = 250
contains = list(/obj/item/stack/tile/carpet/monochrome/thirty)
/datum/supply_pack/misc/carpet/premium/blackred
name = "Black-Red Carpet Single-Pack"
contains = list(/obj/item/stack/tile/carpet/blackred/thirty)
/datum/supply_pack/misc/carpet/premium/royalblack
name = "Royal Black Carpet Single-Pack"
contains = list(/obj/item/stack/tile/carpet/royalblack/thirty)
/datum/supply_pack/misc/carpet/premium/royalblue
name = "Royal Blue Carpet Single-Pack"
contains = list(/obj/item/stack/tile/carpet/royalblue/thirty)
/datum/supply_pack/misc/carpet/premium/red
name = "Red Carpet Single-Pack"
contains = list(/obj/item/stack/tile/carpet/red/thirty)
/datum/supply_pack/misc/carpet/premium/purple
name = "Purple Carpet Single-Pack"
contains = list(/obj/item/stack/tile/carpet/purple/thirty)
/datum/supply_pack/misc/carpet/premium/orange
name = "Orange Carpet Single-Pack"
contains = list(/obj/item/stack/tile/carpet/orange/thirty)
/datum/supply_pack/misc/carpet/premium/green
name = "Green Carpet Single-Pack"
contains = list(/obj/item/stack/tile/carpet/green/thirty)
/datum/supply_pack/misc/carpet/premium/cyan
name = "Cyan Carpet Single-Pack"
contains = list(/obj/item/stack/tile/carpet/cyan/thirty)
/datum/supply_pack/misc/carpet/premium/blue
name = "Blue Carpet Single-Pack"
contains = list(/obj/item/stack/tile/carpet/blue/thirty)
/datum/supply_pack/misc/noslipfloor
name = "High-traction Floor Tiles"
@@ -417,3 +430,40 @@
crate_type = /obj/structure/closet/crate
///Special supply crate that generates random syndicate gear up to a determined TC value
/datum/supply_pack/misc/syndicate
name = "Assorted Syndicate Gear"
desc = "Contains a random assortment of syndicate gear."
special = TRUE ///Cannot be ordered via cargo
contains = list()
crate_name = "syndicate gear crate"
crate_type = /obj/structure/closet/crate
var/crate_value = 30 ///Total TC worth of contained uplink items
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////// Syndicate Packs /////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//Generate assorted uplink items, taking into account the same surplus modifiers used for surplus crates
//(this is exclusively used for the rare variant of the stray cargo event!)
/datum/supply_pack/misc/syndicate/fill(obj/structure/closet/crate/C)
var/list/uplink_items = get_uplink_items(SSticker.mode)
while(crate_value)
var/category = pick(uplink_items)
var/item = pick(uplink_items[category])
var/datum/uplink_item/I = uplink_items[category][item]
if(!I.surplus || prob(100 - I.surplus))
continue
if(crate_value < I.cost)
continue
crate_value -= I.cost
new I.item(C)
+32
View File
@@ -228,3 +228,35 @@
access = ACCESS_ARMORY
crate_name = "sporting crate"
crate_type = /obj/structure/closet/crate/secure // Would have liked a wooden crate but access >:(
/datum/supply_pack/security/dumdum
name = ".38 DumDum Speedloader"
desc = "Contains one speedloader of .38 DumDum ammunition, good for embedding in soft targets. Requires Security or Forensics access to open."
cost = 1200
access = FALSE
access_any = list(ACCESS_SECURITY, ACCESS_FORENSICS_LOCKERS)
contains = list(/obj/item/ammo_box/c38/dumdum)
crate_name = ".38 match crate"
/datum/supply_pack/security/match
name = ".38 Match Grade Speedloader"
desc = "Contains one speedloader of match grade .38 ammunition, perfect for showing off trickshots. Requires Security or Forensics access to open."
cost = 1200
access = FALSE
access_any = list(ACCESS_SECURITY, ACCESS_FORENSICS_LOCKERS)
contains = list(/obj/item/ammo_box/c38/match)
crate_name = ".38 match crate"
/datum/supply_pack/security/stingpack
name = "Stingbang Grenade Pack"
desc = "Contains five \"stingbang\" grenades, perfect for stopping riots and playing morally unthinkable pranks. Requires Security access to open."
cost = 2500
contains = list(/obj/item/storage/box/stingbangs)
crate_name = "stingbang grenade pack crate"
/datum/supply_pack/security/stingpack/single
name = "Stingbang Single-Pack"
desc = "Contains one \"stingbang\" grenade, perfect for playing meanhearted pranks. Requires Security access to open."
cost = 1400
contains = list(/obj/item/grenade/stingbang)
+7 -1
View File
@@ -56,7 +56,7 @@ GLOBAL_LIST_INIT(blacklisted_builds, list(
topiclimiter[ADMINSWARNED_AT] = minute
msg += " Administrators have been informed."
log_game("[key_name(src)] Has hit the per-minute topic limit of [mtl] topic calls in a given game minute")
message_admins("[ADMIN_LOOKUPFLW(src)] [ADMIN_KICK(usr)] Has hit the per-minute topic limit of [mtl] topic calls in a given game minute")
message_admins("[ADMIN_LOOKUPFLW(usr)] [ADMIN_KICK(usr)] Has hit the per-minute topic limit of [mtl] topic calls in a given game minute")
to_chat(src, "<span class='danger'>[msg]</span>")
return
@@ -860,8 +860,14 @@ GLOBAL_LIST_EMPTY(external_rsc_urls)
'html/browser/playeroptions.css',
)
spawn (10) //removing this spawn causes all clients to not get verbs.
//load info on what assets the client has
src << browse('code/modules/asset_cache/validate_assets.html', "window=asset_cache_browser")
//Precache the client with all other assets slowly, so as to not block other browse() calls
getFilesSlow(src, SSassets.preload, register_asset = FALSE)
addtimer(CALLBACK(GLOBAL_PROC, /proc/getFilesSlow, src, SSassets.preload, FALSE), 5 SECONDS)
#if (PRELOAD_RSC == 0)
for (var/name in GLOB.vox_sounds)
var/file = GLOB.vox_sounds[name]
+3 -1
View File
@@ -6,5 +6,7 @@
if(!CONFIG_GET(flag/minimaps_enabled))
to_chat(usr, "<span class='boldwarning'>Minimap generation is not enabled in the server's configuration.</span>")
return
if(!SSminimaps.station_minimap)
to_chat(usr, "<span class='boldwarning'>Minimap generation is in progress, please wait!</span>")
return
SSminimaps.station_minimap.show(src)
@@ -203,6 +203,12 @@
icon_state = "hipster_glasses"
item_state = "hipster_glasses"
/obj/item/clothing/glasses/regular/circle
name = "circle glasses"
desc = "Why would you wear something so controversial yet so brave?"
icon_state = "circle_glasses"
item_state = "circle_glasses"
//Here lies green glasses, so ugly they died. RIP
/obj/item/clothing/glasses/sunglasses
+5 -1
View File
@@ -74,6 +74,10 @@
icon_state = "beaniedurathread"
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
/obj/item/clothing/head/beanie/waldo
name = "red striped bobble hat"
desc = "If you're going on a worldwide hike, you'll need some cold protection."
icon_state = "waldo_hat"
item_state = "waldo_hat"
//No dog fashion sprites yet :( poor Ian can't be dope like the rest of us yet
+6
View File
@@ -386,3 +386,9 @@
cold_protection = HEAD
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 0)
/obj/item/clothing/head/helmet/police
name = "police officer's hat"
desc = "A police officer's Hat. This hat emphasizes that you are THE LAW."
icon_state = "policehelm"
dynamic_hair_suffix = ""
+8
View File
@@ -429,3 +429,11 @@
icon_state = "russobluecamohat"
item_state = "russobluecamohat"
dynamic_hair_suffix = ""
/obj/item/clothing/head/hunter
name = "bounty hunting hat"
desc = "Ain't nobody gonna cheat the hangman in my town."
icon_state = "hunter"
item_state = "hunter"
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FIRE_PROOF | ACID_PROOF
+13
View File
@@ -231,3 +231,16 @@
A.UpdateButtonIcon()
to_chat(M, "The Tiki Mask has now changed into the [choice] Mask!")
return TRUE
/obj/item/clothing/mask/gas/tiki_mask/yalp_elor
icon_state = "tiki_yalp"
item_state = "tiki_yalp"
actions_types = list()
/obj/item/clothing/mask/gas/hunter
name = "bounty hunting mask"
desc = "A custom tactical mask with decals added."
icon_state = "hunter"
item_state = "hunter"
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_inv = HIDEFACIALHAIR|HIDEFACE|HIDEEYES|HIDEEARS|HIDEHAIR
+6
View File
@@ -185,3 +185,9 @@
playsound(src.loc, "sound/voice/complionator/[phrase_sound].ogg", 100, 0, 4)
cooldown = world.time
cooldown_special = world.time
/obj/item/clothing/mask/gas/sechailer/swat/spacepol
name = "spacepol mask"
desc = "A close-fitting tactical mask created in cooperation with a certain megacorporation, comes with an especially aggressive Compli-o-nator 3000."
icon_state = "spacepol"
item_state = "spacepol"
@@ -84,7 +84,7 @@
user.alpha = 255
user.update_atom_colour()
user.animate_movement = FORWARD_STEPS
user.notransform = 0
user.mob_transforming = 0
user.anchored = FALSE
teleporting = 0
for(var/obj/item/I in user.held_items)
@@ -125,7 +125,7 @@
ADD_TRAIT(I, TRAIT_NODROP, CHRONOSUIT_TRAIT)
user.animate_movement = NO_STEPS
user.changeNext_move(8 + phase_in_ds)
user.notransform = 1
user.mob_transforming = 1
user.anchored = TRUE
user.Stun(INFINITY)
@@ -518,3 +518,14 @@ Contains:
desc = "A deep blue space helmet with a large red cross on the faceplate to designate the wearer as trained emergency medical personnel."
icon_state = "paramedic-eva-helmet"
item_state = "paramedic-eva-helmet"
/obj/item/clothing/suit/space/hunter
name = "bounty hunting suit"
desc = "A custom version of the MK.II SWAT suit, modified to look rugged and tough. Works as a space suit, if you can find a helmet."
icon_state = "hunter"
item_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
armor = list("melee" = 60, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -1016,3 +1016,9 @@
/obj/item/clothing/head/hooded/winterhood/polychromic
icon_state = "winterhood_poly"
item_state = "winterhood_poly"
/obj/item/clothing/suit/striped_sweater
name = "striped sweater"
desc = "Reminds you of someone, but you just can't put your finger on it..."
icon_state = "waldo_shirt"
item_state = "waldo_shirt"
@@ -192,3 +192,14 @@
icon_state = "hos_parade_fem"
item_state = "r_suit"
fitted = FEMALE_UNIFORM_TOP
/*
*Spacepol
*/
/obj/item/clothing/under/rank/security/spacepol
name = "police uniform"
desc = "Space not controlled by megacorporations, planets, or pirates is under the jurisdiction of Spacepol."
icon_state = "spacepol"
item_state = "spacepol"
can_adjust = FALSE
+33
View File
@@ -0,0 +1,33 @@
/datum/round_event_control/brain_trauma
name = "Spontaneous Brain Trauma"
typepath = /datum/round_event/brain_trauma
weight = 25
/datum/round_event/brain_trauma
fakeable = FALSE
/datum/round_event/brain_trauma/start()
for(var/mob/living/carbon/human/H in shuffle(GLOB.alive_mob_list))
if(!H.client)
continue
if(H.stat == DEAD) // What are you doing in this list
continue
if(!H.getorgan(/obj/item/organ/brain)) // If only I had a brain
continue
traumatize(H)
break
/datum/round_event/brain_trauma/proc/traumatize(mob/living/carbon/human/H)
var/resistance = pick(
65;TRAUMA_RESILIENCE_BASIC,
30;TRAUMA_RESILIENCE_SURGERY,
5;TRAUMA_RESILIENCE_LOBOTOMY)
var/trauma_type = pickweight(list(
BRAIN_TRAUMA_MILD = 60,
BRAIN_TRAUMA_SEVERE = 30,
BRAIN_TRAUMA_SPECIAL = 10
))
H.gain_trauma_type(trauma_type, resistance)
+30
View File
@@ -0,0 +1,30 @@
/datum/round_event_control/fake_virus
name = "Fake Virus"
typepath = /datum/round_event/fake_virus
weight = 20
/datum/round_event/fake_virus/start()
var/list/fake_virus_victims = list()
for(var/mob/living/carbon/human/H in shuffle(GLOB.player_list))
if(!H.client || H.stat == DEAD || H.InCritical())
continue
fake_virus_victims += H
//first we do hard status effect victims
var/defacto_min = min(3, LAZYLEN(fake_virus_victims))
if(defacto_min)// event will hit 1-3 people by default, but will do 1-2 or just 1 if only those many candidates are available
for(var/i=1; i<=rand(1,defacto_min); i++)
var/mob/living/carbon/human/hypochondriac = pick(fake_virus_victims)
hypochondriac.apply_status_effect(STATUS_EFFECT_FAKE_VIRUS)
fake_virus_victims -= hypochondriac
//then we do light one-message victims who simply cough or whatever once (have to repeat the process since the last operation modified our candidates list)
defacto_min = min(5, LAZYLEN(fake_virus_victims))
if(defacto_min)
for(var/i=1; i<=rand(1,defacto_min); i++)
var/mob/living/carbon/human/onecoughman = pick(fake_virus_victims)
if(prob(25))//1/4 odds to get a spooky message instead of coughing out loud
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, onecoughman, "<span class='warning'>[pick("Your head hurts.", "Your head pounds.")]</span>"), rand(30,150))
else
addtimer(CALLBACK(onecoughman, .mob/proc/emote, pick("cough", "sniff", "sneeze")), rand(30,150))//deliver the message with a slightly randomized time interval so there arent multiple people coughing at the exact same time
fake_virus_victims -= onecoughman
+117
View File
@@ -0,0 +1,117 @@
/datum/round_event_control/fugitives
name = "Spawn Fugitives"
typepath = /datum/round_event/ghost_role/fugitives
max_occurrences = 1
min_players = 20
earliest_start = 30 MINUTES //deadchat sink, lets not even consider it early on.
gamemode_blacklist = list("nuclear")
/datum/round_event/ghost_role/fugitives
minimum_required = 1
role_name = "fugitive"
fakeable = FALSE
/datum/round_event/ghost_role/fugitives/spawn_role()
var/list/possible_spawns = list()//Some xeno spawns are in some spots that will instantly kill the refugees, like atmos
for(var/turf/X in GLOB.xeno_spawn)
if(istype(X.loc, /area/maintenance))
possible_spawns += X
if(!possible_spawns.len)
message_admins("No valid spawn locations found, aborting...")
return MAP_ERROR
var/turf/landing_turf = pick(possible_spawns)
var/list/possible_backstories = list()
var/list/candidates = get_candidates(ROLE_TRAITOR, null, ROLE_TRAITOR)
if(candidates.len >= 1) //solo refugees
if(prob(30))
possible_backstories.Add("waldo") //less common as it comes with magicks and is kind of immershun shattering
else //For accurate deadchat feedback
minimum_required = 4
if(candidates.len >= 4)//group refugees
possible_backstories.Add("prisoner", "cultist", "synth")
if(!possible_backstories.len)
return NOT_ENOUGH_PLAYERS
var/backstory = pick(possible_backstories)
var/member_size = 3
var/leader
switch(backstory)
if("synth")
leader = pick_n_take(candidates)
if("waldo")
member_size = 0 //solo refugees have no leader so the member_size gets bumped to one a bit later
var/list/members = list()
var/list/spawned_mobs = list()
if(isnull(leader))
member_size++ //if there is no leader role, then the would be leader is a normal member of the team.
for(var/i in 1 to member_size)
members += pick_n_take(candidates)
for(var/mob/dead/selected in members)
var/mob/living/carbon/human/S = gear_fugitive(selected, landing_turf, backstory)
spawned_mobs += S
if(!isnull(leader))
gear_fugitive_leader(leader, landing_turf, backstory)
//after spawning
playsound(src, 'sound/weapons/emitter.ogg', 50, TRUE)
new /obj/item/storage/toolbox/mechanical(landing_turf) //so they can actually escape maint
addtimer(CALLBACK(src, .proc/spawn_hunters), 10 MINUTES)
role_name = "fugitive hunter"
return SUCCESSFUL_SPAWN
/datum/round_event/ghost_role/fugitives/proc/gear_fugitive(mob/dead/selected, turf/landing_turf, backstory) //spawns normal fugitive
var/datum/mind/player_mind = new /datum/mind(selected.key)
player_mind.active = TRUE
var/mob/living/carbon/human/S = new(landing_turf)
player_mind.transfer_to(S)
player_mind.assigned_role = "Fugitive"
player_mind.special_role = "Fugitive"
player_mind.add_antag_datum(/datum/antagonist/fugitive)
var/datum/antagonist/fugitive/fugitiveantag = player_mind.has_antag_datum(/datum/antagonist/fugitive)
INVOKE_ASYNC(fugitiveantag, /datum/antagonist/fugitive.proc/greet, backstory) //some fugitives have a sleep on their greet, so we don't want to stop the entire antag granting proc with fluff
switch(backstory)
if("prisoner")
S.equipOutfit(/datum/outfit/prisoner)
if("cultist")
S.equipOutfit(/datum/outfit/yalp_cultist)
if("waldo")
S.equipOutfit(/datum/outfit/waldo)
if("synth")
S.equipOutfit(/datum/outfit/synthetic)
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Fugitive by an event.")
log_game("[key_name(S)] was spawned as a Fugitive by an event.")
spawned_mobs += S
return S
//special spawn for one member. it can be used for a special mob or simply to give one normal member special items.
/datum/round_event/ghost_role/fugitives/proc/gear_fugitive_leader(mob/dead/leader, turf/landing_turf, backstory)
var/datum/mind/player_mind = new /datum/mind(leader.key)
player_mind.active = TRUE
//if you want to add a fugitive with a special leader in the future, make this switch with the backstory
var/mob/living/carbon/human/S = gear_fugitive(leader, landing_turf, backstory)
var/obj/item/choice_beacon/augments/A = new(S)
S.put_in_hands(A)
new /obj/item/autosurgeon(landing_turf)
//security team gets called in after 10 minutes of prep to find the refugees
/datum/round_event/ghost_role/fugitives/proc/spawn_hunters()
var/backstory = pick("space cop", "russian", "bounty hunter")
var/datum/map_template/shuttle/ship
if(backstory == "space cop")
ship = new /datum/map_template/shuttle/hunter/space_cop
else if (backstory == "russian")
ship = new /datum/map_template/shuttle/hunter/russian
else
ship = new /datum/map_template/shuttle/hunter/bounty
var/x = rand(TRANSITIONEDGE,world.maxx - TRANSITIONEDGE - ship.width)
var/y = rand(TRANSITIONEDGE,world.maxy - TRANSITIONEDGE - ship.height)
var/z = SSmapping.empty_space.z_value
var/turf/T = locate(x,y,z)
if(!T)
CRASH("Fugitive Hunters (Created from fugitive event) found no turf to load in")
if(!ship.load(T))
CRASH("Loading [backstory] ship failed!")
priority_announce("Unidentified ship detected near the station.")
+99
View File
@@ -0,0 +1,99 @@
///Spawns a cargo pod containing a random cargo supply pack on a random area of the station
/datum/round_event_control/stray_cargo
name = "Stray Cargo Pod"
typepath = /datum/round_event/stray_cargo
weight = 20
max_occurrences = 4
earliest_start = 10 MINUTES
///Spawns a cargo pod containing a random cargo supply pack on a random area of the station
/datum/round_event/stray_cargo
var/area/impact_area ///Randomly picked area
var/list/possible_pack_types = list() ///List of possible supply packs dropped in the pod, if empty picks from the cargo list
var/static/list/stray_spawnable_supply_packs = list() ///List of default spawnable supply packs, filtered from the cargo list
/datum/round_event/stray_cargo/announce(fake)
priority_announce("Stray cargo pod detected on long-range scanners. Expected location of impact: [impact_area.name].", "Collision Alert")
/**
* Tries to find a valid area, throws an error if none are found
* Also randomizes the start timer
*/
/datum/round_event/stray_cargo/setup()
startWhen = rand(20, 40)
impact_area = find_event_area()
if(!impact_area)
CRASH("No valid areas for cargo pod found.")
var/list/turf_test = get_area_turfs(impact_area)
if(!turf_test.len)
CRASH("Stray Cargo Pod : No valid turfs found for [impact_area] - [impact_area.type]")
if(!stray_spawnable_supply_packs.len)
stray_spawnable_supply_packs = SSshuttle.supply_packs.Copy()
for(var/pack in stray_spawnable_supply_packs)
var/datum/supply_pack/pack_type = pack
if(initial(pack_type.special))
stray_spawnable_supply_packs -= pack
///Spawns a random supply pack, puts it in a pod, and spawns it on a random tile of the selected area
/datum/round_event/stray_cargo/start()
var/list/turf/valid_turfs = get_area_turfs(impact_area)
//Only target non-dense turfs to prevent wall-embedded pods
for(var/i in valid_turfs)
var/turf/T = i
if(T.density)
valid_turfs -= T
var/turf/LZ = pick(valid_turfs)
var/pack_type
if(possible_pack_types.len)
pack_type = pick(possible_pack_types)
else
pack_type = pick(stray_spawnable_supply_packs)
var/datum/supply_pack/SP = new pack_type
var/obj/structure/closet/crate/crate = SP.generate(null)
crate.locked = FALSE //Unlock secure crates
crate.update_icon()
var/obj/structure/closet/supplypod/pod = make_pod()
crate.forceMove(pod)
new /obj/effect/abstract/DPtarget(LZ, pod)
///Handles the creation of the pod, in case it needs to be modified beforehand
/datum/round_event/stray_cargo/proc/make_pod()
var/obj/structure/closet/supplypod/S = new
return S
///Picks an area that wouldn't risk critical damage if hit by a pod explosion
/datum/round_event/stray_cargo/proc/find_event_area()
var/static/list/allowed_areas
if(!allowed_areas)
///Places that shouldn't explode
var/list/safe_area_types = typecacheof(list(
/area/ai_monitored/turret_protected/ai,
/area/ai_monitored/turret_protected/ai_upload,
/area/engine,
/area/shuttle)
)
///Subtypes from the above that actually should explode.
var/list/unsafe_area_subtypes = typecacheof(list(/area/engine/break_room))
allowed_areas = make_associative(GLOB.the_station_areas) - safe_area_types + unsafe_area_subtypes
var/list/possible_areas = typecache_filter_list(GLOB.sortedAreas,allowed_areas)
if (length(possible_areas))
return pick(possible_areas)
///A rare variant that drops a crate containing syndicate uplink items
/datum/round_event_control/stray_cargo/syndicate
name = "Stray Syndicate Cargo Pod"
typepath = /datum/round_event/stray_cargo/syndicate
weight = 6
max_occurrences = 1
earliest_start = 30 MINUTES
/datum/round_event/stray_cargo/syndicate
possible_pack_types = list(/datum/supply_pack/misc/syndicate)
///Apply the syndicate pod skin
/datum/round_event/stray_cargo/syndicate/make_pod()
var/obj/structure/closet/supplypod/S = new
S.setStyle(STYLE_SYNDICATE)
return S
-46
View File
@@ -140,22 +140,6 @@
typepath = /datum/round_event/vent_clog/plasma_decon
max_occurrences = 0
/datum/round_event_control/vent_clog/female
name = "Clogged Vents; Girlcum"
typepath = /datum/round_event/vent_clog/female
max_occurrences = 0
/datum/round_event/vent_clog/female
reagentsAmount = 100
/datum/round_event_control/vent_clog/male
name = "Clogged Vents: Semen"
typepath = /datum/round_event/vent_clog/male
max_occurrences = 0
/datum/round_event/vent_clog/male
reagentsAmount = 100
/datum/round_event/vent_clog/beer/announce()
priority_announce("The scrubbers network is experiencing an unexpected surge of pressurized beer. Some ejection of contents may occur.", "Atmospherics alert")
@@ -171,36 +155,6 @@
foam.start()
CHECK_TICK
/datum/round_event/vent_clog/male/announce()
priority_announce("The scrubbers network is experiencing a backpressure surge. Some ejaculation of contents may occur.", "Atmospherics alert")
/datum/round_event/vent_clog/male/start()
for(var/obj/machinery/atmospherics/components/unary/vent in vents)
if(vent && vent.loc && !vent.welded)
var/datum/reagents/R = new/datum/reagents(1000)
R.my_atom = vent
R.add_reagent(/datum/reagent/consumable/semen, reagentsAmount)
var/datum/effect_system/foam_spread/foam = new
foam.set_up(200, get_turf(vent), R)
foam.start()
CHECK_TICK
/datum/round_event/vent_clog/female/announce()
priority_announce("The scrubbers network is experiencing a backpressure squirt. Some ejection of contents may occur.", "Atmospherics alert")
/datum/round_event/vent_clog/female/start()
for(var/obj/machinery/atmospherics/components/unary/vent in vents)
if(vent && vent.loc && !vent.welded)
var/datum/reagents/R = new/datum/reagents(1000)
R.my_atom = vent
R.add_reagent(/datum/reagent/consumable/femcum, reagentsAmount)
var/datum/effect_system/foam_spread/foam = new
foam.set_up(200, get_turf(vent), R)
foam.start()
CHECK_TICK
/datum/round_event/vent_clog/plasma_decon/announce()
priority_announce("We are deploying an experimental plasma decontamination system. Please stand away from the vents and do not breathe the smoke that comes out.", "Central Command Update")
+15
View File
@@ -0,0 +1,15 @@
/datum/round_event_control/wisdomcow
name = "Wisdom cow"
typepath = /datum/round_event/wisdomcow
max_occurrences = 1
weight = 20
/datum/round_event/wisdomcow/announce(fake)
priority_announce("A wise cow has been spotted in the area. Be sure to ask for her advice.", "Nanotrasen Cow Ranching Agency")
/datum/round_event/wisdomcow/start()
var/turf/targetloc = get_random_station_turf()
new /mob/living/simple_animal/cow/wisdom(targetloc)
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(1, targetloc)
smoke.start()
+46
View File
@@ -0,0 +1,46 @@
/datum/round_event_control/wizard/embedpocalypse
name = "Make Everything Embeddable"
weight = 2
typepath = /datum/round_event/wizard/embedpocalypse
max_occurrences = 1
earliest_start = 0 MINUTES
/datum/round_event/wizard/embedpocalypse/start()
for(var/obj/item/I in world)
CHECK_TICK
if(!(I.flags_1 & INITIALIZED_1))
continue
if(!I.embedding || I.embedding == EMBED_HARMLESS)
I.embedding = EMBED_POINTY
I.updateEmbedding()
I.name = "pointy [I.name]"
GLOB.embedpocalypse = TRUE
GLOB.stickpocalypse = FALSE // embedpocalypse takes precedence over stickpocalypse
/datum/round_event_control/wizard/embedpocalypse/sticky
name = "Make Everything Sticky"
weight = 6
typepath = /datum/round_event/wizard/embedpocalypse/sticky
max_occurrences = 1
earliest_start = 0 MINUTES
/datum/round_event_control/wizard/embedpocalypse/sticky/canSpawnEvent(players_amt, gamemode)
if(GLOB.embedpocalypse)
return FALSE
/datum/round_event/wizard/embedpocalypse/sticky/start()
for(var/obj/item/I in world)
CHECK_TICK
if(!(I.flags_1 & INITIALIZED_1))
continue
if(!I.embedding)
I.embedding = EMBED_HARMLESS
I.updateEmbedding()
I.name = "sticky [I.name]"
GLOB.stickpocalypse = TRUE
@@ -315,6 +315,15 @@
slice_path = /obj/item/reagent_containers/food/snacks/meat/rawcutlet/gondola
foodtype = RAW | MEAT
/obj/item/reagent_containers/food/snacks/meat/slab/wisdomcow
name = "wisdom cow meat"
desc = "The meat from the legendary creature known as the wisdom cow. You monster."
list_reagents = list(/datum/reagent/consumable/nutriment = 3, /datum/reagent/medicine/liquid_wisdom = 5)
tastes = list("meat" = 1, "wisdom" = 5)
filling_color = "#18e3ca"
cooked_type = /obj/item/reagent_containers/food/snacks/meat/steak/wisdomcow
slice_path = /obj/item/reagent_containers/food/snacks/meat/rawcutlet/wisdomcow
////////////////////////////////////// MEAT STEAKS ///////////////////////////////////////////////////////////
@@ -374,6 +383,10 @@
name = "gondola steak"
tastes = list("meat" = 1, "tranquility" = 1)
/obj/item/reagent_containers/food/snacks/meat/steak/wisdomcow
name = "wisdom cow steak"
tastes = list("meat" = 1, "wisdom" = 5)
//////////////////////////////// MEAT CUTLETS ///////////////////////////////////////////////////////
//Raw cutlets
@@ -441,6 +454,11 @@
cooked_type = /obj/item/reagent_containers/food/snacks/meat/cutlet/gondola
tastes = list("meat" = 1, "tranquility" = 1)
/obj/item/reagent_containers/food/snacks/meat/rawcutlet/wisdomcow
name = "raw wisdom cow cutlet"
cooked_type = /obj/item/reagent_containers/food/snacks/meat/cutlet/wisdomcow
tastes = list("meat" = 1, "wisdom" = 5)
//Cooked cutlets
/obj/item/reagent_containers/food/snacks/meat/cutlet
@@ -488,3 +506,7 @@
/obj/item/reagent_containers/food/snacks/meat/cutlet/chicken
name = "chicken cutlet"
tastes = list("chicken" = 1)
/obj/item/reagent_containers/food/snacks/meat/cutlet/wisdomcow
name = "wisdom cow cutlet"
tastes = list("meat" = 1, "wisdom" = 5)
@@ -463,7 +463,7 @@
return TRUE
if(!O.reagents || !O.reagents.reagent_list.len) // other empty containers not accepted
return FALSE
if(istype(O, /obj/item/reagent_containers/syringe) || istype(O, /obj/item/reagent_containers/glass/bottle) || istype(O, /obj/item/reagent_containers/glass/beaker) || istype(O, /obj/item/reagent_containers/spray) || istype(O, /obj/item/reagent_containers/medspray))
if(istype(O, /obj/item/reagent_containers/syringe) || istype(O, /obj/item/reagent_containers/glass/bottle) || istype(O, /obj/item/reagent_containers/glass/beaker) || istype(O, /obj/item/reagent_containers/spray) || istype(O, /obj/item/reagent_containers/medspray) || istype(O, /obj/item/reagent_containers/chem_pack))
return TRUE
return FALSE
@@ -88,7 +88,7 @@
/obj/item/t_scanner = 5,
/obj/item/airlock_painter = 1,
/obj/item/stack/cable_coil = 6,
/obj/item/stack/medical/bruise_pack = 1,
/obj/item/stack/medical/suture = 1,
/obj/item/stack/rods = 3,
/obj/item/stack/sheet/cardboard = 2,
/obj/item/stack/sheet/metal = 1,
+3 -2
View File
@@ -56,8 +56,9 @@
cached_z = z
poof()
/mob/living/simple_animal/jacq/Life()
..()
/mob/living/simple_animal/jacq/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(!ckey)
if((last_poof+3 MINUTES) < world.realtime)
poof()
+1 -1
View File
@@ -195,7 +195,7 @@
/obj/item/reagent_containers/food/snacks/grown/firelemon/ex_act(severity)
qdel(src) //Ensuring that it's deleted by its own explosion
/obj/item/reagent_containers/food/snacks/grown/firelemon/proc/prime()
/obj/item/reagent_containers/food/snacks/grown/firelemon/proc/prime(mob/living/lanced_by)
switch(seed.potency) //Combustible lemons are alot like IEDs, lots of flame, very little bang.
if(0 to 30)
update_mob()
+1 -1
View File
@@ -223,7 +223,7 @@
/obj/item/reagent_containers/food/snacks/grown/cherry_bomb/ex_act(severity)
qdel(src) //Ensuring that it's deleted by its own explosion. Also prevents mass chain reaction with piles of cherry bombs
/obj/item/reagent_containers/food/snacks/grown/cherry_bomb/proc/prime()
/obj/item/reagent_containers/food/snacks/grown/cherry_bomb/proc/prime(mob/living/lanced_by)
icon_state = "cherry_bomb_lit"
playsound(src, 'sound/effects/fuse.ogg', seed.potency, 0)
addtimer(CALLBACK(src, /obj/item/reagent_containers/food/snacks/grown/cherry_bomb/proc/detonate), rand(50, 100))
@@ -283,10 +283,8 @@
/obj/item/integrated_circuit/arithmetic/square_root/do_work()
var/result = 0
for(var/k in 2 to inputs.len)
var/I = get_pin_data(IC_INPUT, k)
if(isnum(I))
result += sqrt(I)
var/I = get_pin_data(IC_INPUT, 1)
result = sqrt(I)
set_pin_data(IC_OUTPUT, 1, result)
push_data()
+89 -56
View File
@@ -1,21 +1,27 @@
/datum/minimap
var/name
var/name = "minimap"
var/icon/overlay_icon
// The map icons
var/icon/map_icon
var/icon/meta_icon
var/icon/overlay_icon
var/list/color_area_names = list()
var/minx
var/maxx
var/miny
var/maxy
var/z_level
var/id = 0
var/static/next_id = 0
/datum/minimap/New(z, x1 = 1, y1 = 1, x2 = world.maxx, y2 = world.maxy, name)
var/z_level
var/id = ""
/datum/minimap/New(z, x1 = 1, y1 = 1, x2 = world.maxx, y2 = world.maxy, name = "minimap")
if(!z)
CRASH("ERROR: new minimap requested without z level") //CRASH to halt the operatio
src.name = name
id = ++next_id
z_level = z
id = "[md5("[z_level]" + src.name + REF(src))]" //use it's own md5 as a special identifier
var/crop_x1 = x2
var/crop_x2 = x1
@@ -25,10 +31,11 @@
// do the generating
map_icon = new('html/blank.png')
meta_icon = new('html/blank.png')
map_icon.Scale(x2-x1+1, y2-y1+1) // arrays start at 1
meta_icon.Scale(x2-x1+1, y2-y1+1)
map_icon.Scale(x2 - x1 + 1, y2 - y1 + 1) // arrays start at 1
meta_icon.Scale(x2 - x1 + 1, y2 - y1 + 1)
var/list/area_to_color = list()
for(var/turf/T in block(locate(x1,y1,z),locate(x2,y2,z)))
for(var/turf/T in block(locate(x1, y1, z_level), locate(x2, y2, z_level)))
var/area/A = T.loc
var/img_x = T.x - x1 + 1 // arrays start at 1
var/img_y = T.y - y1 + 1
@@ -37,21 +44,26 @@
crop_x2 = max(crop_x2, T.x)
crop_y1 = min(crop_y1, T.y)
crop_y2 = max(crop_y2, T.y)
var/meta_color = area_to_color[A]
if(!meta_color)
meta_color = rgb(rand(0,255),rand(0,255),rand(0,255)) // technically conflicts could happen but it's like very unlikely and it's not that big of a deal if one happens
meta_color = rgb(rand(0, 255), rand(0, 255), rand(0, 255)) // technically conflicts could happen but it's like very unlikely and it's not that big of a deal if one happens
area_to_color[A] = meta_color
color_area_names[meta_color] = A.name
meta_icon.DrawBox(meta_color, img_x, img_y)
if(istype(T, /turf/closed/wall))
map_icon.DrawBox("#000000", img_x, img_y)
else if(!istype(A, /area/space))
var/color = A.minimap_color || "#FF00FF"
if(locate(/obj/machinery/power/solar) in T)
color = "#02026a"
if((locate(/obj/effect/spawner/structure/window) in T) || (locate(/obj/structure/grille) in T))
color = BlendRGB(color, "#000000", 0.5)
map_icon.DrawBox(color, img_x, img_y)
map_icon.Crop(crop_x1, crop_y1, crop_x2, crop_y2)
meta_icon.Crop(crop_x1, crop_y1, crop_x2, crop_y2)
minx = crop_x1
@@ -60,14 +72,18 @@
maxy = crop_y2
overlay_icon = new(map_icon)
overlay_icon.Scale(16, 16)
/datum/minimap/proc/send(mob/user)
//we're done baking, now we ship it.
register_asset("minimap-[id].png", map_icon)
register_asset("minimap-[id]-meta.png", meta_icon)
send_asset_list(user, list("minimap-[id].png" = map_icon, "minimap-[id]-meta.png" = meta_icon))
/datum/minimap/proc/send(mob/user)
if(!id)
CRASH("ERROR: send called, but the minimap id is null/missing. ID: [id]")
send_asset_list(user, list("minimap-[id].png" = map_icon, "minimap-[id]-meta.png" = meta_icon))
/datum/minimap_group
var/list/minimaps
var/list/minimaps = list()
var/static/next_id = 0
var/id
var/name
@@ -75,46 +91,62 @@
/datum/minimap_group/New(list/maps, name)
id = ++next_id
src.name = name
minimaps = maps || list()
if(maps)
minimaps = maps
/datum/minimap_group/proc/show(mob/user)
if(!length(minimaps))
to_chat(user, "<span class='boldwarning'>ERROR: Attempted to access an empty datum/minimap_group. This should probably not happen.</span>")
return
var/list/datas = list()
var/list/info = list()
var/datum/minimap/first_map = minimaps[1]
for(var/i in 1 to length(minimaps))
for(var/i in 1 to length(minimaps))// OLD: for(var/i in 1 to length(minimaps))
var/datum/minimap/M = minimaps[i]
M.send(user)
info += "<img src='minimap-[M.id].png' id='map-[i]'><img src='minimap-[M.id]-meta.png' style='display: none' id='map-[i]-meta'><div id='label-[i]'></div>"
info += {"
<div class="block">
<div> <!-- The div is in here to fit it both in the block div -->
<img id='map-[i]' src='minimap-[M.id].png' />
<img id='map-[i]-meta' src='minimap-[M.id]-meta.png' style='display: none' />
</div>
<div class="statusDisplay" id='label-[i]'></div>
</div>
"}
datas += json_encode(M.color_area_names);
info = info.Join()
var/html = {"
<!DOCTYPE html>
<HTML>
<HEAD>
<meta http-equiv='X-UA-Compatible' content='IE=edge'>
<meta http-equiv='Content-Type' content='text/html; charset=UTF-8'>
<script>
function hexify(num) {
if(!num) num = 0;
num = num.toString(16);
if(num.length == 1) num = "0" + num;
return num;
}
window.onload = function() {
var datas = \[[jointext(datas, ",")]]
if(window.HTMLCanvasElement) {
for(var i = 0; i < [minimaps.len]; i++) {
(function() {
info = info.Join()
//this is bad. Too bad!
var/headerJS = {"
<script>
function hexify(num) {
if(!num){
num = 0;
}
num = num.toString(16);
if(num.length == 1){
num = "0" + num;
}
return num;
}
window.onload = function() {
var datas = \[[jointext(datas, ",")]]
if(!window.HTMLCanvasElement){
//something has gone horribly wrong!
return false
}
for(var i = 0; i < [length(minimaps)]; i++){
//the fuck is this wrapped?
var data = datas\[i];
var img = document.getElementById("map-" + (i+1));
if(!img) return;
var img = document.getElementById("map-" + (i + 1));
if(!img){
return; //if it does not exist, it means it's done!
}
var canvas = document.createElement("canvas");
canvas.width = img.width * 2;
canvas.height = img.height * 2;
var ctx = canvas.getContext('2d');
ctx.msImageSmoothingEnabled = false;
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
@@ -123,9 +155,10 @@ window.onload = function() {
ctx.canvas.width = img.width;
ctx.canvas.height = img.height;
ctx.drawImage(document.getElementById("map-" + (i+1) + "-meta"), 0, 0);
var imagedata = ctx.getImageData(0, 0, img.width, img.height);
var label = document.getElementById("label-" + (i+1));
canvas.onmousemove = function(e) {
canvas.onmousemove = function(e){
var rect = canvas.getBoundingClientRect();
var x = Math.floor(e.offsetX * img.width / rect.width);
var y = Math.floor(e.offsetY * img.height / rect.height);
@@ -134,23 +167,23 @@ window.onload = function() {
label.textContent = data\[color];
canvas.title = data\[color];
}
canvas.onmouseout = function(e) {
label.textContent = "";
canvas.onmouseout = function(e){
canvas.title = "";
}
})();
}
}
}
}
</script>
<STYLE>
img, canvas {
width: 100%
}
</STYLE>
<TITLE>[name]</TITLE>
</HEAD>
<BODY>[info]</BODY>
</HTML>"}
</script>
<style>
img, canvas {
width: 100%;
background-color: white;
}
</style>
"}
user << browse(html, "window=minimap_[id];size=768x[round(768 / first_map.map_icon.Width() * first_map.map_icon.Height() + 50)]")
var/datum/browser/popup = new(user, "minimap_[id]", name, 500, 700)
popup.add_head_content(headerJS) //set the head
popup.set_content(info)
var/datum/minimap/MICO = minimaps[1]
popup.set_title_image(MICO.overlay_icon)
popup.open(FALSE)
@@ -11,7 +11,7 @@
desc = "It's watching you suspiciously."
/obj/structure/closet/crate/necropolis/tendril/PopulateContents()
var/loot = rand(1,28)
var/loot = rand(1,29)
switch(loot)
if(1)
new /obj/item/shared_storage/red(src)
@@ -77,6 +77,11 @@
new /obj/item/bedsheet/cult(src)
if(28)
new /obj/item/clothing/neck/necklace/memento_mori(src)
if(29)
if(prob(50))
new /obj/item/malf_upgrade
else
new /obj/item/disk/tech_disk/illegal
//KA modkit design discs
/obj/item/disk/design_disk/modkit_disc
@@ -487,7 +492,7 @@
setDir(user.dir)
user.forceMove(src)
user.notransform = TRUE
user.mob_transforming = TRUE
user.status_flags |= GODMODE
can_destroy = FALSE
@@ -496,7 +501,7 @@
/obj/effect/immortality_talisman/proc/unvanish(mob/user)
user.status_flags &= ~GODMODE
user.notransform = FALSE
user.mob_transforming = FALSE
user.forceMove(get_turf(src))
user.visible_message("<span class='danger'>[user] pops back into reality!</span>")
+3 -3
View File
@@ -68,7 +68,7 @@ INITIALIZE_IMMEDIATE(/mob/dead)
set category = "OOC"
set name = "Server Hop!"
set desc= "Jump to the other server"
if(notransform)
if(mob_transforming)
return
var/list/csa = CONFIG_GET(keyed_list/cross_server)
var/pick
@@ -93,9 +93,9 @@ INITIALIZE_IMMEDIATE(/mob/dead)
to_chat(C, "<span class='notice'>Sending you to [pick].</span>")
new /obj/screen/splash(C)
notransform = TRUE
mob_transforming = TRUE
sleep(29) //let the animation play
notransform = FALSE
mob_transforming = FALSE
if(!C)
return
+3 -1
View File
@@ -94,7 +94,9 @@
//We want an accurate reading of .len
listclearnulls(BP.embedded_objects)
temp_bleed += 0.5 * BP.embedded_objects.len
for(var/obj/item/embeddies in BP.embedded_objects)
if(!embeddies.isEmbedHarmless())
temp_bleed += 0.5
if(brutedamage >= 20)
temp_bleed += (brutedamage * 0.013)
+3 -3
View File
@@ -37,10 +37,10 @@
C.put_in_hands(B1)
C.put_in_hands(B2)
C.regenerate_icons()
src.notransform = TRUE
src.mob_transforming = TRUE
spawn(0)
bloodpool_sink(B)
src.notransform = FALSE
src.mob_transforming = FALSE
return 1
/mob/living/proc/bloodpool_sink(obj/effect/decal/cleanable/B)
@@ -155,7 +155,7 @@
addtimer(CALLBACK(src, /atom/.proc/remove_atom_colour, TEMPORARY_COLOUR_PRIORITY, newcolor), 6 SECONDS)
/mob/living/proc/phasein(obj/effect/decal/cleanable/B)
if(src.notransform)
if(src.mob_transforming)
to_chat(src, "<span class='warning'>Finish eating first!</span>")
return 0
B.visible_message("<span class='warning'>[B] starts to bubble...</span>")
+2 -6
View File
@@ -1,11 +1,7 @@
/mob/living/brain/Life()
set invisibility = 0
if (notransform)
/mob/living/brain/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(!loc)
return
. = ..()
handle_emp_damage()
/mob/living/brain/update_stat()
@@ -8,9 +8,6 @@
/mob/living/carbon/alien/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
return ..(AM, skipcatch = TRUE, hitpush = FALSE)
/mob/living/carbon/alien/can_embed(obj/item/I)
return FALSE
/*Code for aliens attacking aliens. Because aliens act on a hivemind, I don't see them as very aggressive with each other.
As such, they can either help or harm other aliens. Help works like the human help command while harm is a simple nibble.
In all, this is a lot like the monkey code. /N
@@ -54,6 +51,8 @@ In all, this is a lot like the monkey code. /N
return
switch(M.a_intent)
if(INTENT_HELP)
if(M == src && check_self_for_injuries())
return
help_shake_act(M)
if(INTENT_GRAB)
grabbedby(M)
@@ -1,14 +1,10 @@
/mob/living/carbon/alien/larva/Life()
set invisibility = 0
if (notransform)
/mob/living/carbon/alien/larva/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(..()) //not dead
// GROW!
if(amount_grown < max_grown)
amount_grown++
update_icons()
// GROW!
if(amount_grown < max_grown)
amount_grown++
update_icons()
/mob/living/carbon/alien/larva/update_stat()
+3 -2
View File
@@ -1,6 +1,7 @@
/mob/living/carbon/alien/Life()
/mob/living/carbon/alien/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
findQueen()
return..()
/mob/living/carbon/alien/check_breath(datum/gas_mixture/breath)
if(status_flags & GODMODE)
@@ -92,7 +92,7 @@
ghost.transfer_ckey(new_xeno, FALSE)
SEND_SOUND(new_xeno, sound('sound/voice/hiss5.ogg',0,0,0,100)) //To get the player's attention
new_xeno.Paralyze(6)
new_xeno.notransform = TRUE
new_xeno.mob_transforming = TRUE
new_xeno.invisibility = INVISIBILITY_MAXIMUM
sleep(6)
@@ -102,7 +102,7 @@
if(new_xeno)
new_xeno.SetParalyzed(0)
new_xeno.notransform = FALSE
new_xeno.mob_transforming = FALSE
new_xeno.invisibility = 0
var/mob/living/carbon/old_owner = owner
+10 -2
View File
@@ -247,7 +247,7 @@
/mob/living/carbon/Topic(href, href_list)
..()
//strip panel
if(usr.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
if(usr.canUseTopic(src, BE_CLOSE))
if(href_list["internal"] && !HAS_TRAIT(src, TRAIT_NO_INTERNALS))
var/slot = text2num(href_list["internal"])
var/obj/item/ITEM = get_item_by_slot(slot)
@@ -267,7 +267,15 @@
visible_message("<span class='danger'>[usr] [internal ? "opens" : "closes"] the valve on [src]'s [ITEM.name].</span>", \
"<span class='userdanger'>[usr] [internal ? "opens" : "closes"] the valve on your [ITEM.name].</span>", \
target = usr, target_message = "<span class='danger'>You [internal ? "opens" : "closes"] the valve on [src]'s [ITEM.name].</span>")
if(href_list["embedded_object"] && usr.canUseTopic(src, BE_CLOSE))
var/obj/item/bodypart/L = locate(href_list["embedded_limb"]) in bodyparts
if(!L)
return
var/obj/item/I = locate(href_list["embedded_object"]) in L.embedded_objects
if(!I || I.loc != src) //no item, no limb, or item is not in limb or in the person anymore
return
SEND_SIGNAL(src, COMSIG_CARBON_EMBED_RIP, I, L)
return
/mob/living/carbon/fall(forced)
loc.handle_fall(src, forced)//it's loc so it doesn't call the mob's handle_fall which does nothing
@@ -65,17 +65,6 @@
throw_mode_off()
return TRUE
/mob/living/carbon/embed_item(obj/item/I)
throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
var/obj/item/bodypart/L = pick(bodyparts)
L.embedded_objects |= I
I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
I.forceMove(src)
I.embedded()
L.receive_damage(I.w_class*I.embedding.embedded_impact_pain_multiplier)
visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
var/totitemdamage = pre_attacked_by(I, user) * damage_multiplier
var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
@@ -274,6 +263,9 @@
to_chat(M, "<span class='warning'>You can't put [p_them()] out with just your bare hands!</span>")
return
if(M == src && check_self_for_injuries())
return
if(health >= 0 && !(HAS_TRAIT(src, TRAIT_FAKEDEATH)))
var/friendly_check = FALSE
if(mob_run_block(M, 0, M.name, ATTACK_TYPE_UNARMED, 0, null, null, null))
@@ -341,6 +333,26 @@
update_mobility()
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
/// Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel
/mob/living/carbon/proc/check_self_for_injuries()
if(stat == DEAD || stat == UNCONSCIOUS)
return
var/embeds = FALSE
for(var/X in bodyparts)
var/obj/item/bodypart/LB = X
for(var/obj/item/I in LB.embedded_objects)
if(!embeds)
embeds = TRUE
// this way, we only visibly try to examine ourselves if we have something embedded, otherwise we'll still hug ourselves :)
visible_message("<span class='notice'>[src] examines [p_them()]self.</span>", \
"<span class='notice'>You check yourself for shrapnel.</span>")
if(I.isEmbedHarmless())
to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] stuck to your [LB.name]!</a>")
else
to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
return embeds
/mob/living/carbon/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
. = ..()
+10 -9
View File
@@ -1,20 +1,21 @@
/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE)
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
var/hit_percent = (100-blocked)/100
if(!forced && hit_percent <= 0)
return 0
var/obj/item/bodypart/BP = null
if(isbodypart(def_zone)) //we specified a bodypart object
BP = def_zone
else
if(!def_zone)
def_zone = ran_zone(def_zone)
BP = get_bodypart(check_zone(def_zone))
if(!BP)
BP = bodyparts[1]
if(!spread_damage)
if(isbodypart(def_zone)) //we specified a bodypart object
BP = def_zone
else
if(!def_zone)
def_zone = ran_zone(def_zone)
BP = get_bodypart(check_zone(def_zone))
if(!BP)
BP = bodyparts[1]
var/damage_amount = forced ? damage : damage * hit_percent
switch(damagetype)
+25 -4
View File
@@ -31,14 +31,35 @@
else if(get_bodypart(BODY_ZONE_HEAD))
. += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>"
var/list/missing = get_missing_limbs()
var/list/msg = list("<span class='warning'>")
var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)
var/list/disabled = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(BP.disabled)
disabled += BP
missing -= BP.body_zone
for(var/obj/item/I in BP.embedded_objects)
if(I.isEmbedHarmless())
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!</B>\n"
else
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
for(var/X in disabled)
var/obj/item/bodypart/BP = X
var/damage_text
if(!(BP.get_damage(include_stamina = FALSE) >= BP.max_damage)) //Stamina is disabling the limb
damage_text = "limp and lifeless"
else
damage_text = (BP.brute_dam >= BP.burn_dam) ? BP.heavy_brute_msg : BP.heavy_burn_msg
msg += "<B>[capitalize(t_his)] [BP.name] is [damage_text]!</B>\n"
for(var/t in missing)
if(t==BODY_ZONE_HEAD)
. += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B></span>"
msg += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B></span>\n"
continue
. += "<span class='warning'><B>[t_His] [parse_zone(t)] is missing!</B></span>"
msg += "<span class='warning'><B>[t_His] [parse_zone(t)] is missing!</B></span>\n"
var/list/msg = list()
var/temp = getBruteLoss()
if(!(user == src && src.hal_screwyhud == SCREWYHUD_HEALTHY)) //fake healthy
if(temp)
@@ -1,5 +1,5 @@
/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage)
// depending on the species, it will run the corresponding apply_damage code there
return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced)
return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced, spread_damage)
@@ -159,7 +159,10 @@
disabled += BP
missing -= BP.body_zone
for(var/obj/item/I in BP.embedded_objects)
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
if(I.isEmbedHarmless())
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!</B>\n"
else
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
for(var/X in disabled)
var/obj/item/bodypart/BP = X
+1 -16
View File
@@ -222,22 +222,7 @@
var/obj/item/I = locate(href_list["embedded_object"]) in L.embedded_objects
if(!I || I.loc != src) //no item, no limb, or item is not in limb or in the person anymore
return
var/time_taken = I.embedding.embedded_unsafe_removal_time/I.w_class //Citadel Change from * to /
usr.visible_message("<span class='warning'>[usr] attempts to remove [I] from [usr.p_their()] [L.name].</span>","<span class='notice'>You attempt to remove [I] from your [L.name]... (It will take [DisplayTimeText(time_taken)].)</span>")
if(do_after(usr, time_taken, needhand = 1, target = src))
remove_embedded_unsafe(L, I, usr)
/* CITADEL EDIT: remove_embedded_unsafe replaces this code
if(!I || !L || I.loc != src || !(I in L.embedded_objects))
return
L.embedded_objects -= I
L.receive_damage(I.embedding.embedded_unsafe_removal_pain_multiplier*I.w_class)//It hurts to rip it out, get surgery you dingus.
I.forceMove(get_turf(src))
usr.put_in_hands(I)
usr.emote("scream")
usr.visible_message("[usr] successfully rips [I] out of [usr.p_their()] [L.name]!","<span class='notice'>You successfully remove [I] from your [L.name].</span>")
if(!has_embedded_objects())
clear_alert("embeddedobject")
SEND_SIGNAL(usr, COMSIG_CLEAR_MOOD_EVENT, "embedded") */
SEND_SIGNAL(src, COMSIG_CARBON_EMBED_RIP, I, L)
return
if(href_list["item"])
@@ -52,11 +52,6 @@
return martial_art_result
return ..()
/mob/living/carbon/human/can_embed(obj/item/I)
if(I.get_sharpness() || is_pointed(I) || is_type_in_typecache(I, GLOB.can_embed_types))
return TRUE
return FALSE
/mob/living/carbon/human/proc/check_martial_melee_block()
if(mind)
if(mind.martial_art && prob(mind.martial_art.block_chance) && mind.martial_art.can_use(src) && in_throw_mode && !incapacitated(FALSE, TRUE))
@@ -620,7 +615,10 @@
to_send += "\t <span class='[no_damage ? "notice" : "warning"]'>Your [LB.name] [HAS_TRAIT(src, TRAIT_SELF_AWARE) ? "has" : "is"] [status].</span>\n"
for(var/obj/item/I in LB.embedded_objects)
to_send += "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>\n"
if(I.isEmbedHarmless())
to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] stuck to your [LB.name]!</a>")
else
to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
for(var/t in missing)
to_send += "<span class='boldannounce'>Your [parse_zone(t)] is missing!</span>\n"
+10 -44
View File
@@ -18,36 +18,21 @@
#define THERMAL_PROTECTION_HAND_LEFT 0.025
#define THERMAL_PROTECTION_HAND_RIGHT 0.025
/mob/living/carbon/human/Life(seconds, times_fired)
set invisibility = 0
if (notransform)
/mob/living/carbon/human/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
handle_active_genes()
//heart attack stuff
handle_heart()
dna.species.spec_life(src) // for mutantraces
return (stat != DEAD) && !QDELETED(src)
. = ..()
if (QDELETED(src))
return 0
if(.) //not dead
handle_active_genes()
if(stat != DEAD)
//heart attack stuff
handle_heart()
if(stat != DEAD)
//Stuff jammed in your limbs hurts
handle_embedded_objects()
/mob/living/carbon/human/PhysicalLife(seconds, times_fired)
if(!(. = ..()))
return
//Update our name based on whether our face is obscured/disfigured
name = get_visible_name()
dna.species.spec_life(src) // for mutantraces
if(stat != DEAD)
return 1
/mob/living/carbon/human/calculate_affecting_pressure(pressure)
var/headless = !get_bodypart(BODY_ZONE_HEAD) //should the mob be perennially headless (see dullahans), we only take the suit into account, so they can into space.
if (wear_suit && istype(wear_suit, /obj/item/clothing) && (headless || (head && istype(head, /obj/item/clothing))))
@@ -303,25 +288,6 @@
return TRUE
return ..()
/mob/living/carbon/human/proc/handle_embedded_objects()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
for(var/obj/item/I in BP.embedded_objects)
if(prob(I.embedding.embedded_pain_chance))
BP.receive_damage(I.w_class*I.embedding.embedded_pain_multiplier)
to_chat(src, "<span class='userdanger'>[I] embedded in your [BP.name] hurts!</span>")
if(prob(I.embedding.embedded_fall_chance))
BP.receive_damage(I.w_class*I.embedding.embedded_fall_pain_multiplier)
BP.embedded_objects -= I
I.forceMove(drop_location())
I.unembedded()
visible_message("<span class='danger'>[I] falls out of [name]'s [BP.name]!</span>","<span class='userdanger'>[I] falls out of your [BP.name]!</span>")
if(!has_embedded_objects())
clear_alert("embeddedobject")
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "embedded")
/mob/living/carbon/human/proc/handle_active_genes()
if(HAS_TRAIT(src, TRAIT_MUTATION_STASIS))
return
+17 -17
View File
@@ -1494,12 +1494,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/miss_chance = 100//calculate the odds that a punch misses entirely. considers stamina and brute damage of the puncher. punches miss by default to prevent weird cases
if(user.dna.species.punchdamagelow)
if(HAS_TRAIT(user, TRAIT_PUGILIST)) //pugilists have a flat 10% miss chance
miss_chance = 10
if(atk_verb == ATTACK_EFFECT_KICK) //kicks never miss (provided your species deals more than 0 damage)
miss_chance = 0
else if(HAS_TRAIT(user, TRAIT_PUGILIST)) //pugilists have a flat 10% miss chance
miss_chance = 10
else
miss_chance = min(10 + ((puncherstam + puncherbrute)*0.5), 100) //probability of miss has a base of 10, and modified based on half brute total. Capped at max 100 to prevent weirdness in prob()
miss_chance = min(10 + max(puncherstam * 0.5, puncherbrute * 0.5), 100) //probability of miss has a base of 10, and modified based on half brute total. Capped at max 100 to prevent weirdness in prob()
if(!damage || !affecting || prob(miss_chance))//future-proofing for species that have 0 damage/weird cases where no zone is targeted
playsound(target.loc, user.dna.species.miss_sound, 25, TRUE, -1)
@@ -1941,7 +1941,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
append_message += ", causing them to drop [target_held_item]"
log_combat(user, target, "shoved", append_message)
/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE)
/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE)
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
var/hit_percent = (100-(blocked+armor))/100
hit_percent = (hit_percent * (100-H.physiology.damage_resistance))/100
@@ -1949,20 +1949,20 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return 0
var/obj/item/bodypart/BP = null
if(isbodypart(def_zone))
if(damagetype == STAMINA && istype(def_zone, /obj/item/bodypart/head))
BP = H.get_bodypart(check_zone(BODY_ZONE_CHEST))
if(!spread_damage)
if(isbodypart(def_zone))
if(damagetype == STAMINA && istype(def_zone, /obj/item/bodypart/head))
BP = H.get_bodypart(check_zone(BODY_ZONE_CHEST))
else
BP = def_zone
else
BP = def_zone
else
if(!def_zone)
def_zone = ran_zone(def_zone)
if(damagetype == STAMINA && def_zone == BODY_ZONE_HEAD)
def_zone = BODY_ZONE_CHEST
BP = H.get_bodypart(check_zone(def_zone))
if(!BP)
BP = H.bodyparts[1]
if(!def_zone)
def_zone = ran_zone(def_zone)
if(damagetype == STAMINA && def_zone == BODY_ZONE_HEAD)
def_zone = BODY_ZONE_CHEST
BP = H.get_bodypart(check_zone(def_zone))
if(!BP)
BP = H.bodyparts[1]
switch(damagetype)
if(BRUTE)
@@ -1,6 +1,7 @@
/datum/species/insect
name = "Anthromorphic Insect"
id = "insect"
say_mod = "chitters"
default_color = "00FF00"
species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG
@@ -13,6 +14,7 @@
liked_food = MEAT | FRUIT
disliked_food = TOXIC
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
exotic_bloodtype = "BUG"
/datum/species/insect/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
@@ -42,4 +44,4 @@
H.update_body()
/datum/species/insect/qualifies_for_rank(rank, list/features)
return TRUE
return TRUE
@@ -239,7 +239,7 @@
"<span class='notice'>You focus intently on moving your body while \
standing perfectly still...</span>")
H.notransform = TRUE
H.mob_transforming = TRUE
if(do_after(owner, delay=60, needhand=FALSE, target=owner, progress=TRUE))
if(H.blood_volume >= BLOOD_VOLUME_SLIME_SPLIT)
@@ -249,7 +249,7 @@
else
to_chat(H, "<span class='warning'>...but fail to stand perfectly still!</span>")
H.notransform = FALSE
H.mob_transforming = FALSE
/datum/action/innate/split_body/proc/make_dupe()
var/mob/living/carbon/human/H = owner
@@ -267,7 +267,7 @@
spare.Move(get_step(H.loc, pick(NORTH,SOUTH,EAST,WEST)))
H.blood_volume *= 0.45
H.notransform = 0
H.mob_transforming = 0
var/datum/species/jelly/slime/origin_datum = H.dna.species
origin_datum.bodies |= spare
@@ -466,7 +466,7 @@
if(new_color)
var/temp_hsv = RGBtoHSV(new_color)
if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
H.dna.features["mcolor"] = sanitize_hexcolor(new_color)
H.dna.features["mcolor"] = sanitize_hexcolor(new_color, 6)
H.update_body()
else
to_chat(H, "<span class='notice'>Invalid color. Your color is not bright enough.</span>")
+15 -20
View File
@@ -1,29 +1,19 @@
/mob/living/carbon/Life()
set invisibility = 0
if(notransform)
return
if(damageoverlaytemp)
damageoverlaytemp = 0
update_damage_hud()
/mob/living/carbon/BiologicalLife(seconds, times_fired)
if(stat == DEAD)
return FALSE
//Reagent processing needs to come before breathing, to prevent edge cases.
handle_organs()
. = ..()
if (QDELETED(src))
if(!(. = ..()))
return
if(.) //not dead
handle_blood()
handle_blood()
// handle_blood *could* kill us.
// we should probably have a better system for if we need to check for death or something in the future hmw
if(stat != DEAD)
var/bprv = handle_bodyparts()
if(bprv & BODYPART_LIFE_UPDATE_HEALTH)
updatehealth()
update_stamina()
doSprintBufferRegen()
if(stat != DEAD)
handle_brain_damage()
@@ -35,12 +25,17 @@
stop_sound_channel(CHANNEL_HEARTBEAT)
handle_death()
rot()
. = FALSE
//Updates the number of stored chemicals for powers
handle_changeling()
if(stat != DEAD)
return 1
/mob/living/carbon/PhysicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(damageoverlaytemp)
damageoverlaytemp = 0
update_damage_hud()
//Procs called while dead
/mob/living/carbon/proc/handle_death()
+18 -22
View File
@@ -3,30 +3,26 @@
/mob/living/carbon/monkey
/mob/living/carbon/monkey/Life()
set invisibility = 0
if (notransform)
/mob/living/carbon/monkey/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(..())
if(!client)
if(stat == CONSCIOUS)
if(on_fire || buckled || restrained() || (!CHECK_MOBILITY(src, MOBILITY_STAND) && CHECK_MOBILITY(src, MOBILITY_MOVE))) //CIT CHANGE - makes it so monkeys attempt to resist if they're resting)
if(!resisting && prob(MONKEY_RESIST_PROB))
resisting = TRUE
walk_to(src,0)
resist()
else if(resisting)
resisting = FALSE
else if((mode == MONKEY_IDLE && !pickupTarget && !prob(MONKEY_SHENANIGAN_PROB)) || !handle_combat())
if(prob(25) && CHECK_MOBILITY(src, MOBILITY_MOVE) && isturf(loc) && !pulledby)
step(src, pick(GLOB.cardinals))
else if(prob(1))
emote(pick("scratch","jump","roll","tail"))
else
if(client)
return
if(stat == CONSCIOUS)
if(on_fire || buckled || restrained() || (!CHECK_MOBILITY(src, MOBILITY_STAND) && CHECK_MOBILITY(src, MOBILITY_MOVE))) //CIT CHANGE - makes it so monkeys attempt to resist if they're resting)
if(!resisting && prob(MONKEY_RESIST_PROB))
resisting = TRUE
walk_to(src,0)
resist()
else if(resisting)
resisting = FALSE
else if((mode == MONKEY_IDLE && !pickupTarget && !prob(MONKEY_SHENANIGAN_PROB)) || !handle_combat())
if(prob(25) && CHECK_MOBILITY(src, MOBILITY_MOVE) && isturf(loc) && !pulledby)
step(src, pick(GLOB.cardinals))
else if(prob(1))
emote(pick("scratch","jump","roll","tail"))
else
walk_to(src,0)
/mob/living/carbon/monkey/handle_mutations_and_radiation()
if(radiation)
@@ -31,11 +31,12 @@
if(relic_mask)
equip_to_slot_or_del(new relic_mask, SLOT_WEAR_MASK)
/mob/living/carbon/monkey/punpun/Life()
/mob/living/carbon/monkey/punpun/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(!stat && SSticker.current_state == GAME_STATE_FINISHED && !memory_saved)
Write_Memory(FALSE, FALSE)
memory_saved = TRUE
..()
/mob/living/carbon/monkey/punpun/death(gibbed)
if(!memory_saved)
@@ -12,7 +12,7 @@
overlays_standing[cache_index] = null
/mob/living/carbon/regenerate_icons()
if(notransform)
if(mob_transforming)
return 1
update_inv_hands()
update_inv_handcuffed()
+16 -10
View File
@@ -1,14 +1,20 @@
/*
apply_damage(a,b,c)
args
a:damage - How much damage to take
b:damage_type - What type of damage to take, brute, burn
c:def_zone - Where to take the damage if its brute or burn
Returns
standard 0 if fail
*/
/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
/**
* Applies damage to this mob
*
* Sends [COMSIG_MOB_APPLY_DAMGE]
*
* Arguuments:
* * damage - amount of damage
* * damagetype - one of [BRUTE], [BURN], [TOX], [OXY], [CLONE], [STAMINA]
* * def_zone - zone that is being hit if any
* * blocked - armor value applied
* * forced - bypass hit percentage
* * spread_damage - used in overrides
*
* Returns TRUE if damage applied
*/
/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE)
var/hit_percent = (100-blocked)/100
if(!damage || (hit_percent <= 0))
return 0
+1
View File
@@ -457,6 +457,7 @@
message = params
if(type_override)
emote_type = type_override
message = user.say_emphasis(message)
. = ..()
message = null
emote_type = EMOTE_VISIBLE
+61 -39
View File
@@ -1,12 +1,20 @@
/**
* Called by SSmobs at (hopefully) an interval of 1 second.
* Splits off into PhysicalLife() and BiologicalLife(). Override those instead of this.
*/
/mob/living/proc/Life(seconds, times_fired)
set waitfor = FALSE
set invisibility = 0
set waitfor = FALSE // yeah hey we're kind of on a subsystem, no sleeping will be tolerated here!
if(mob_transforming)
return
if(digitalinvis)
handle_diginvis() //AI becomes unable to see mob
. = SEND_SIGNAL(src, COMSIG_LIVING_LIFE, seconds, times_fired)
if(!(. & COMPONENT_INTERRUPT_LIFE_PHYSICAL))
PhysicalLife(seconds, times_fired)
if(!(. & COMPONENT_INTERRUPT_LIFE_BIOLOGICAL))
BiologicalLife(seconds, times_fired)
if((movement_type & FLYING) && !(movement_type & FLOATING)) //TODO: Better floating
float(on = TRUE)
// CODE BELOW SHOULD ONLY BE THINGS THAT SHOULD HAPPEN NO MATTER WHAT AND CAN NOT BE SUSPENDED!
// Otherwise, it goes into one of the two split Life procs!
if (client)
var/turf/T = get_turf(src)
@@ -30,28 +38,54 @@
log_game("Z-TRACKING: [src] of type [src.type] has a Z-registration despite not having a client.")
update_z(null)
if (notransform)
return
if(!loc)
return
var/datum/gas_mixture/environment = loc.return_air()
if(stat != DEAD)
//Mutations and radiation
handle_mutations_and_radiation()
if(stat != DEAD)
//Breathing, if applicable
handle_breathing(times_fired)
/**
* Handles biological life processes like chemical metabolism, breathing, etc
* Returns TRUE or FALSE based on if we were interrupted. This is used by overridden variants to check if they should stop.
*/
/mob/living/proc/BiologicalLife(seconds, times_fired)
handle_diseases()// DEAD check is in the proc itself; we want it to spread even if the mob is dead, but to handle its disease-y properties only if you're not.
if (QDELETED(src)) // diseases can qdel the mob via transformations
return
// Everything after this shouldn't process while dead (as of the time of writing)
if(stat == DEAD)
return FALSE
if(stat != DEAD)
//Random events (vomiting etc)
handle_random_events()
//Mutations and radiation
handle_mutations_and_radiation()
//Breathing, if applicable
handle_breathing(times_fired)
if (QDELETED(src)) // diseases can qdel the mob via transformations
return FALSE
//Random events (vomiting etc)
handle_random_events()
//stuff in the stomach
handle_stomach()
handle_block_parry(seconds)
// These two MIGHT need to be moved to base Life() if we get any in the future that's a "physical" effect that needs to fire even while in stasis.
handle_traits() // eye, ear, brain damages
handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
return TRUE
/**
* Handles physical life processes like being on fire. Don't ask why this is considered "Life".
* Returns TRUE or FALSE based on if we were interrupted. This is used by overridden variants to check if they should stop.
*/
/mob/living/proc/PhysicalLife(seconds, times_fired)
if(digitalinvis)
handle_diginvis() //AI becomes unable to see mob
if((movement_type & FLYING) && !(movement_type & FLOATING)) //TODO: Better floating
float(on = TRUE)
if(!loc)
return FALSE
var/datum/gas_mixture/environment = loc.return_air()
//Handle temperature/pressure differences between body and environment
if(environment)
@@ -59,23 +93,11 @@
handle_fire()
//stuff in the stomach
handle_stomach()
handle_gravity()
handle_block_parry(seconds)
if(machine)
machine.check_eye(src)
if(stat != DEAD)
handle_traits() // eye, ear, brain damages
if(stat != DEAD)
handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
if(stat != DEAD)
return 1
return TRUE
/mob/living/proc/handle_breathing(times_fired)
return
@@ -168,4 +190,4 @@
/mob/living/proc/handle_high_gravity(gravity)
if(gravity >= GRAVITY_DAMAGE_TRESHOLD) //Aka gravity values of 3 or more
var/grav_stregth = gravity - GRAVITY_DAMAGE_TRESHOLD
adjustBruteLoss(min(grav_stregth,3))
adjustBruteLoss(min(grav_stregth,3))
+9 -25
View File
@@ -1,7 +1,10 @@
/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration, penetrated_text = "Your armor was penetrated!")
/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration, penetrated_text = "Your armor was penetrated!", silent=FALSE)
var/armor = getarmor(def_zone, attack_flag)
if(silent)
return max(0, armor - armour_penetration)
//the if "armor" check is because this is used for everything on /living, including humans
if(armor && armour_penetration)
armor = max(0, armor - armour_penetration)
@@ -105,12 +108,6 @@
/mob/living/proc/catch_item(obj/item/I, skip_throw_mode_check = FALSE)
return FALSE
/mob/living/proc/embed_item(obj/item/I)
return
/mob/living/proc/can_embed(obj/item/I)
return FALSE
/mob/living/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum)
// Throwingdatum can be null if someone had an accident() while slipping with an item in hand.
var/obj/item/I
@@ -126,30 +123,17 @@
skipcatch = TRUE
blocked = TRUE
total_damage = block_calculate_resultant_damage(total_damage, block_return)
else if(I && I.throw_speed >= EMBED_THROWSPEED_THRESHOLD && can_embed(I, src) && prob(I.embedding.embed_chance) && !HAS_TRAIT(src, TRAIT_PIERCEIMMUNE) && (!HAS_TRAIT(src, TRAIT_AUTO_CATCH_ITEM) || incapacitated() || get_active_held_item()))
embed_item(I)
hitpush = FALSE
skipcatch = TRUE //can't catch the now embedded item
if(I)
var/nosell_hit = SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone, throwingdatum, FALSE, blocked)
if(nosell_hit)
skipcatch = TRUE
hitpush = FALSE
if(!skipcatch && isturf(I.loc) && catch_item(I))
return TRUE
var/dtype = BRUTE
var/volume = I.get_volume_by_throwforce_and_or_w_class()
SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone)
dtype = I.damtype
if (I.throwforce > 0) //If the weapon's throwforce is greater than zero...
if (I.throwhitsound) //...and throwhitsound is defined...
playsound(loc, I.throwhitsound, volume, 1, -1) //...play the weapon's throwhitsound.
else if(I.hitsound) //Otherwise, if the weapon's hitsound is defined...
playsound(loc, I.hitsound, volume, 1, -1) //...play the weapon's hitsound.
else if(!I.throwhitsound) //Otherwise, if throwhitsound isn't defined...
playsound(loc, 'sound/weapons/genhit.ogg',volume, 1, -1) //...play genhit.ogg.
else if(!I.throwhitsound && I.throwforce > 0) //Otherwise, if the item doesn't have a throwhitsound and has a throwforce greater than zero...
playsound(loc, 'sound/weapons/genhit.ogg', volume, 1, -1)//...play genhit.ogg
if(!I.throwforce)// Otherwise, if the item's throwforce is 0...
playsound(loc, 'sound/weapons/throwtap.ogg', 1, volume, -1)//...play throwtap.ogg.
if(!blocked)
visible_message("<span class='danger'>[src] has been hit by [I].</span>", \
"<span class='userdanger'>You have been hit by [I].</span>")
+31 -31
View File
@@ -3,48 +3,48 @@
#define POWER_RESTORATION_SEARCH_APC 2
#define POWER_RESTORATION_APC_FOUND 3
/mob/living/silicon/ai/Life()
if (stat == DEAD)
/mob/living/silicon/ai/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
else //I'm not removing that shitton of tabs, unneeded as they are. -- Urist
//I'm not removing that shitton of tabs, unneeded as they are. -- Urist
//Being dead doesn't mean your temperature never changes
update_gravity(mob_has_gravity())
update_gravity(mob_has_gravity())
handle_status_effects()
handle_status_effects()
if(malfhack && malfhack.aidisabled)
deltimer(malfhacking)
// This proc handles cleanup of screen notifications and
// messenging the client
malfhacked(malfhack)
if(malfhack && malfhack.aidisabled)
deltimer(malfhacking)
// This proc handles cleanup of screen notifications and
// messenging the client
malfhacked(malfhack)
if(isturf(loc) && (QDELETED(eyeobj) || !eyeobj.loc))
view_core()
if(isturf(loc) && (QDELETED(eyeobj) || !eyeobj.loc))
view_core()
if(machine)
machine.check_eye(src)
if(machine)
machine.check_eye(src)
// Handle power damage (oxy)
if(aiRestorePowerRoutine)
// Lost power
adjustOxyLoss(1)
else
// Gain Power
if(getOxyLoss())
adjustOxyLoss(-1)
// Handle power damage (oxy)
if(aiRestorePowerRoutine)
// Lost power
adjustOxyLoss(1)
else
// Gain Power
if(getOxyLoss())
adjustOxyLoss(-1)
if(!lacks_power())
var/area/home = get_area(src)
if(home.powered(EQUIP))
home.use_power(1000, EQUIP)
if(!lacks_power())
var/area/home = get_area(src)
if(home.powered(EQUIP))
home.use_power(1000, EQUIP)
if(aiRestorePowerRoutine >= POWER_RESTORATION_SEARCH_APC)
ai_restore_power()
return
if(aiRestorePowerRoutine >= POWER_RESTORATION_SEARCH_APC)
ai_restore_power()
return
else if(!aiRestorePowerRoutine)
ai_lose_power()
else if(!aiRestorePowerRoutine)
ai_lose_power()
/mob/living/silicon/ai/proc/lacks_power()
var/turf/T = get_turf(src)
@@ -1,5 +1,5 @@
/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE)
var/hit_percent = (100-blocked)/100
if(!damage || (!forced && hit_percent <= 0))
return 0
+9 -6
View File
@@ -146,10 +146,11 @@
if(possible_chassis[chassis])
AddElement(/datum/element/mob_holder, chassis, 'icons/mob/pai_item_head.dmi', 'icons/mob/pai_item_rh.dmi', 'icons/mob/pai_item_lh.dmi', ITEM_SLOT_HEAD)
/mob/living/silicon/pai/Life()
/mob/living/silicon/pai/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(hacking)
process_hack()
return ..()
/mob/living/silicon/pai/proc/process_hack()
@@ -282,17 +283,19 @@
. = ..()
. += "A personal AI in holochassis mode. Its master ID string seems to be [master]."
/mob/living/silicon/pai/Life()
if(stat == DEAD)
return
/mob/living/silicon/pai/PhysicalLife()
. = ..()
if(cable)
if(get_dist(src, cable) > 1)
var/turf/T = get_turf(src.loc)
T.visible_message("<span class='warning'>[src.cable] rapidly retracts back into its spool.</span>", "<span class='italics'>You hear a click and the sound of wire spooling rapidly.</span>")
qdel(src.cable)
cable = null
/mob/living/silicon/pai/BiologicalLife()
if(!(. = ..()))
return
silent = max(silent - 1, 0)
. = ..()
/mob/living/silicon/pai/updatehealth()
if(status_flags & GODMODE)
@@ -1,9 +1,6 @@
/mob/living/silicon/robot/Life()
set invisibility = 0
if (src.notransform)
/mob/living/silicon/robot/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
..()
adjustOxyLoss(-10) //we're a robot!
handle_robot_hud_updates()
handle_robot_cell()
@@ -259,7 +259,7 @@
var/prev_locked_down = R.locked_down
sleep(1)
flick("[cyborg_base_icon]_transform", R)
R.notransform = TRUE
R.mob_transforming = TRUE
R.SetLockdown(1)
R.anchored = TRUE
sleep(1)
@@ -270,7 +270,7 @@
R.SetLockdown(0)
R.setDir(SOUTH)
R.anchored = FALSE
R.notransform = FALSE
R.mob_transforming = FALSE
R.update_headlamp()
R.notify_ai(NEW_MODULE)
if(R.hud_used)
@@ -62,7 +62,7 @@
log_reagent("FERMICHEM: [src] has astrally transmitted [message] into [A]")
//Delete the mob if there's no mind! Pay that mob no mind.
/mob/living/simple_animal/astral/Life()
if(!mind)
qdel(src)
/mob/living/simple_animal/astral/PhysicalLife(seconds, times_fired)
. = ..()
if(!mind && !QDELETED(src))
qdel(src)
@@ -1,7 +1,13 @@
//MEDBOT
//MEDBOT PATHFINDING
//MEDBOT ASSEMBLY
#define MEDBOT_PANIC_NONE 0
#define MEDBOT_PANIC_LOW 15
#define MEDBOT_PANIC_MED 35
#define MEDBOT_PANIC_HIGH 55
#define MEDBOT_PANIC_FUCK 70
#define MEDBOT_PANIC_ENDING 90
#define MEDBOT_PANIC_END 100
/mob/living/simple_animal/bot/medbot
name = "\improper Medibot"
@@ -64,6 +70,13 @@
var/upgraded_dispenser_3 //Do we have the nicer chemicals? - replaces bic with sal acid
var/upgraded_dispenser_4 //Do we have the nicer chemicals? - replaces charcoal/toxin with pentetic acid / pentetic jelly
//How panicked we are about being tipped over (why would you do this?)
var/tipped_status = MEDBOT_PANIC_NONE
//The name we got when we were tipped
var/tipper_name
//The last time we were tipped/righted and said a voice line, to avoid spam
var/last_tipping_action_voice = 0
/mob/living/simple_animal/bot/medbot/mysterious
name = "\improper Mysterious Medibot"
desc = "International Medibot of mystery."
@@ -373,10 +386,91 @@
else
return
/mob/living/simple_animal/bot/medbot/proc/tip_over(mob/user)
mobility_flags &= ~MOBILITY_MOVE
playsound(src, 'sound/machines/warning-buzzer.ogg', 50)
user.visible_message("<span class='danger'>[user] tips over [src]!</span>", "<span class='danger'>You tip [src] over!</span>")
mode = BOT_TIPPED
var/matrix/mat = transform
transform = mat.Turn(180)
/mob/living/simple_animal/bot/medbot/proc/set_right(mob/user)
mobility_flags &= MOBILITY_MOVE
var/list/messagevoice
if(user)
user.visible_message("<span class='notice'>[user] sets [src] right-side up!</span>", "<span class='green'>You set [src] right-side up!</span>")
if(user.name == tipper_name)
messagevoice = list("I forgive you." = 'sound/voice/medbot/forgive.ogg')
else
messagevoice = list("Thank you!" = 'sound/voice/medbot/thank_you.ogg', "You are a good person." = 'sound/voice/medbot/youre_good.ogg')
else
visible_message("<span class='notice'>[src] manages to writhe wiggle enough to right itself.</span>")
messagevoice = list("Fuck you." = 'sound/voice/medbot/fuck_you.ogg', "Your behavior has been reported, have a nice day." = 'sound/voice/medbot/reported.ogg')
tipper_name = null
if(world.time > last_tipping_action_voice + 15 SECONDS)
last_tipping_action_voice = world.time
var/message = pick(messagevoice)
speak(message)
playsound(src, messagevoice[message], 70)
tipped_status = MEDBOT_PANIC_NONE
mode = BOT_IDLE
transform = matrix()
// if someone tipped us over, check whether we should ask for help or just right ourselves eventually
/mob/living/simple_animal/bot/medbot/proc/handle_panic()
tipped_status++
var/list/messagevoice
switch(tipped_status)
if(MEDBOT_PANIC_LOW)
messagevoice = list("I require assistance." = 'sound/voice/medbot/i_require_asst.ogg')
if(MEDBOT_PANIC_MED)
messagevoice = list("Please put me back." = 'sound/voice/medbot/please_put_me_back.ogg')
if(MEDBOT_PANIC_HIGH)
messagevoice = list("Please, I am scared!" = 'sound/voice/medbot/please_im_scared.ogg')
if(MEDBOT_PANIC_FUCK)
messagevoice = list("I don't like this, I need help!" = 'sound/voice/medbot/dont_like.ogg', "This hurts, my pain is real!" = 'sound/voice/medbot/pain_is_real.ogg')
if(MEDBOT_PANIC_ENDING)
messagevoice = list("Is this the end?" = 'sound/voice/medbot/is_this_the_end.ogg', "Nooo!" = 'sound/voice/medbot/nooo.ogg')
if(MEDBOT_PANIC_END)
speak("PSYCH ALERT: Crewmember [tipper_name] recorded displaying antisocial tendencies torturing bots in [get_area(src)]. Please schedule psych evaluation.", radio_channel)
set_right() // strong independent medbot
if(prob(tipped_status))
do_jitter_animation(tipped_status * 0.1)
if(messagevoice)
var/message = pick(messagevoice)
speak(message)
playsound(src, messagevoice[message], 70)
else if(prob(tipped_status * 0.2))
playsound(src, 'sound/machines/warning-buzzer.ogg', 30, extrarange=-2)
/mob/living/simple_animal/bot/medbot/examine(mob/user)
. = ..()
if(tipped_status == MEDBOT_PANIC_NONE)
return
switch(tipped_status)
if(MEDBOT_PANIC_NONE to MEDBOT_PANIC_LOW)
. += "It appears to be tipped over, and is quietly waiting for someone to set it right."
if(MEDBOT_PANIC_LOW to MEDBOT_PANIC_MED)
. += "It is tipped over and requesting help."
if(MEDBOT_PANIC_MED to MEDBOT_PANIC_HIGH)
. += "They are tipped over and appear visibly distressed." // now we humanize the medbot as a they, not an it
if(MEDBOT_PANIC_HIGH to MEDBOT_PANIC_FUCK)
. += "<span class='warning'>They are tipped over and visibly panicking!</span>"
if(MEDBOT_PANIC_FUCK to INFINITY)
. += "<span class='warning'><b>They are freaking out from being tipped over!</b></span>"
/mob/living/simple_animal/bot/medbot/handle_automated_action()
if(!..())
return
if(mode == BOT_TIPPED)
handle_panic()
return
if(mode == BOT_HEALING)
return
@@ -392,10 +486,14 @@
if(QDELETED(patient))
if(!shut_up && prob(1))
var/list/messagevoice = list("Radar, put a mask on!" = 'sound/voice/medbot/radar.ogg',"There's always a catch, and I'm the best there is." = 'sound/voice/medbot/catch.ogg',"I knew it, I should've been a plastic surgeon." = 'sound/voice/medbot/surgeon.ogg',"What kind of medbay is this? Everyone's dropping like flies." = 'sound/voice/medbot/flies.ogg',"Delicious!" = 'sound/voice/medbot/delicious.ogg')
var/message = pick(messagevoice)
speak(message)
playsound(loc, messagevoice[message], 50, 0)
if(emagged && prob(30))
var/list/i_need_scissors = list('sound/voice/medbot/fuck_you.ogg', 'sound/voice/medbot/turn_off.ogg', 'sound/voice/medbot/im_different.ogg', 'sound/voice/medbot/close.ogg', 'sound/voice/medbot/shindemashou.ogg')
playsound(src, pick(i_need_scissors), 70)
else
var/list/messagevoice = list("Radar, put a mask on!" = 'sound/voice/medbot/radar.ogg',"There's always a catch, and I'm the best there is." = 'sound/voice/medbot/catch.ogg',"I knew it, I should've been a plastic surgeon." = 'sound/voice/medbot/surgeon.ogg',"What kind of medbay is this? Everyone's dropping like flies." = 'sound/voice/medbot/flies.ogg',"Delicious!" = 'sound/voice/medbot/delicious.ogg', "Why are we still here? Just to suffer?" = 'sound/voice/medbot/why.ogg')
var/message = pick(messagevoice)
speak(message)
playsound(src, messagevoice[message], 50)
var/scan_range = (stationary_mode ? 1 : DEFAULT_SCAN_RANGE) //If in stationary mode, scan range is limited to adjacent patients.
patient = scan(/mob/living/carbon/human, oldpatient, scan_range)
oldpatient = patient
@@ -506,6 +604,27 @@
/mob/living/simple_animal/bot/medbot/proc/get_healchem_toxin(mob/M)
return HAS_TRAIT(M, TRAIT_TOXINLOVER)? treatment_tox_toxlover : treatment_tox
/mob/living/simple_animal/bot/medbot/attack_hand(mob/living/carbon/human/H)
if(H.a_intent == INTENT_DISARM && mode != BOT_TIPPED)
H.visible_message("<span class='danger'>[H] begins tipping over [src].</span>", "<span class='warning'>You begin tipping over [src]...</span>")
if(world.time > last_tipping_action_voice + 15 SECONDS)
last_tipping_action_voice = world.time // message for tipping happens when we start interacting, message for righting comes after finishing
var/list/messagevoice = list("Hey, wait..." = 'sound/voice/medbot/hey_wait.ogg',"Please don't..." = 'sound/voice/medbot/please_dont.ogg',"I trusted you..." = 'sound/voice/medbot/i_trusted_you.ogg', "Nooo..." = 'sound/voice/medbot/nooo.ogg', "Oh fuck-" = 'sound/voice/medbot/oh_fuck.ogg')
var/message = pick(messagevoice)
speak(message)
playsound(src, messagevoice[message], 70, FALSE)
if(do_after(H, 3 SECONDS, target=src))
tip_over(H)
else if(H.a_intent == INTENT_HELP && mode == BOT_TIPPED)
H.visible_message("<span class='notice'>[H] begins righting [src].</span>", "<span class='notice'>You begin righting [src]...</span>")
if(do_after(H, 3 SECONDS, target=src))
set_right(H)
else
..()
/mob/living/simple_animal/bot/medbot/UnarmedAttack(atom/A)
if(iscarbon(A))
var/mob/living/carbon/C = A
@@ -664,3 +783,11 @@
/obj/machinery/bot_core/medbot
req_one_access = list(ACCESS_MEDICAL, ACCESS_ROBOTICS)
#undef MEDBOT_PANIC_NONE
#undef MEDBOT_PANIC_LOW
#undef MEDBOT_PANIC_MED
#undef MEDBOT_PANIC_HIGH
#undef MEDBOT_PANIC_FUCK
#undef MEDBOT_PANIC_ENDING
#undef MEDBOT_PANIC_END
@@ -115,13 +115,14 @@
Read_Memory()
. = ..()
/mob/living/simple_animal/pet/cat/Runtime/Life()
/mob/living/simple_animal/pet/cat/Runtime/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(!cats_deployed && SSticker.current_state >= GAME_STATE_SETTING_UP)
Deploy_The_Cats()
if(!stat && SSticker.current_state == GAME_STATE_FINISHED && !memory_saved)
Write_Memory()
memory_saved = TRUE
..()
/mob/living/simple_animal/pet/cat/Runtime/make_babies()
var/mob/baby = ..()
@@ -177,7 +178,9 @@
gold_core_spawnable = NO_SPAWN
unique_pet = TRUE
/mob/living/simple_animal/pet/cat/Life()
/mob/living/simple_animal/pet/cat/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(!stat && !buckled && !client)
if(prob(1))
emote("me", EMOTE_VISIBLE, pick("stretches out for a belly rub.", "wags its tail.", "lies down."))
@@ -269,8 +272,9 @@
to_chat(src, "<span class='notice'>Your name is now <b>\"new_name\"</b>!</span>")
name = new_name
/mob/living/simple_animal/pet/cat/cak/Life()
..()
/mob/living/simple_animal/pet/cat/cak/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(stat)
return
if(health < maxHealth)
@@ -27,8 +27,9 @@
var/obj/item/inventory_mask
gold_core_spawnable = FRIENDLY_SPAWN
/mob/living/simple_animal/crab/Life()
..()
/mob/living/simple_animal/crab/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
//CRAB movement
if(!ckey && !stat)
if(isturf(loc) && !resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
@@ -366,11 +366,12 @@
RemoveElement(/datum/element/mob_holder, held_icon)
AddElement(/datum/element/mob_holder, "old_corgi")
/mob/living/simple_animal/pet/dog/corgi/Ian/Life()
/mob/living/simple_animal/pet/dog/corgi/Ian/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(!stat && SSticker.current_state == GAME_STATE_FINISHED && !memory_saved)
Write_Memory(FALSE)
memory_saved = TRUE
..()
/mob/living/simple_animal/pet/dog/corgi/Ian/death()
if(!memory_saved)
@@ -419,8 +420,9 @@
fdel(json_file)
WRITE_FILE(json_file, json_encode(file_data))
/mob/living/simple_animal/pet/dog/corgi/Ian/Life()
..()
/mob/living/simple_animal/pet/dog/corgi/Ian/BiologicalLife()
if(!(. = ..()))
return
//Feeding, chasing food, FOOOOODDDD
if(!stat && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE) && !buckled)
@@ -490,8 +492,9 @@
nofur = TRUE
unique_pet = TRUE
/mob/living/simple_animal/pet/dog/corgi/narsie/Life()
..()
/mob/living/simple_animal/pet/dog/corgi/narsie/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
for(var/mob/living/simple_animal/pet/P in range(1, src))
if(P != src && prob(5))
visible_message("<span class='warning'>[src] devours [P]!</span>", \
@@ -615,8 +618,9 @@
return
..()
/mob/living/simple_animal/pet/dog/corgi/Lisa/Life()
..()
/mob/living/simple_animal/pet/dog/corgi/Lisa/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
make_babies()
@@ -628,8 +632,9 @@
setDir(i)
sleep(1)
/mob/living/simple_animal/pet/dog/pug/Life()
..()
/mob/living/simple_animal/pet/dog/pug/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(!stat && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE) && !buckled)
if(prob(1))
emote("me", EMOTE_VISIBLE, pick("chases its tail."))
@@ -33,11 +33,12 @@
stop_automated_movement_when_pulled = 1
blood_volume = BLOOD_VOLUME_NORMAL
var/obj/item/udder/udder = null
var/datum/reagent/milk_reagent = /datum/reagent/consumable/milk
footstep_type = FOOTSTEP_MOB_SHOE
/mob/living/simple_animal/hostile/retaliate/goat/Initialize()
udder = new()
/mob/living/simple_animal/hostile/retaliate/goat/Initialize(/datum/reagent/milk_reagent)
udder = new (null, milk_reagent)
. = ..()
/mob/living/simple_animal/hostile/retaliate/goat/Destroy()
@@ -45,9 +46,10 @@
udder = null
return ..()
/mob/living/simple_animal/hostile/retaliate/goat/Life()
. = ..()
if(.)
/mob/living/simple_animal/hostile/retaliate/goat/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(stat == CONSCIOUS)
//chance to go crazy and start wacking stuff
if(!enemies.len && prob(1))
Retaliate()
@@ -56,8 +58,7 @@
enemies = list()
LoseTarget()
src.visible_message("<span class='notice'>[src] calms down.</span>")
if(stat == CONSCIOUS)
udder.generateMilk()
udder.generateMilk(milk_reagent)
eat_plants()
if(!pulledby)
for(var/direction in shuffle(list(1,2,4,8,5,6,9,10)))
@@ -137,13 +138,14 @@
health = 50
maxHealth = 50
var/obj/item/udder/udder = null
var/datum/reagent/milk_reagent = /datum/reagent/consumable/milk
gold_core_spawnable = FRIENDLY_SPAWN
blood_volume = BLOOD_VOLUME_NORMAL
footstep_type = FOOTSTEP_MOB_SHOE
/mob/living/simple_animal/cow/Initialize()
udder = new()
udder = new(null, milk_reagent)
. = ..()
/mob/living/simple_animal/cow/Destroy()
@@ -158,10 +160,11 @@
else
return ..()
/mob/living/simple_animal/cow/Life()
. = ..()
/mob/living/simple_animal/cow/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(stat == CONSCIOUS)
udder.generateMilk()
udder.generateMilk(milk_reagent)
/mob/living/simple_animal/cow/attack_hand(mob/living/carbon/M)
if(!stat && M.a_intent == INTENT_DISARM && icon_state != icon_dead)
@@ -189,6 +192,19 @@
else
..()
//Wisdom cow, speaks and bestows great wisdoms
/mob/living/simple_animal/cow/wisdom
name = "wisdom cow"
desc = "Known for its wisdom, shares it with all"
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/wisdomcow = 1) //truly the best meat
gold_core_spawnable = FALSE
speak_chance = 30 //the cow is eager to share its wisdom!
milk_reagent = /datum/reagent/medicine/liquid_wisdom
/mob/living/simple_animal/cow/wisdom/Initialize()
. = ..()
speak = GLOB.wisdoms //Done here so it's setup properly
/mob/living/simple_animal/chick
name = "\improper chick"
desc = "Adorable! They make such a racket though."
@@ -229,9 +245,8 @@
pixel_x = rand(-6, 6)
pixel_y = rand(0, 10)
/mob/living/simple_animal/chick/Life()
. =..()
if(!.)
/mob/living/simple_animal/chick/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(!stat && !ckey)
amount_grown += rand(1,2)
@@ -239,8 +254,9 @@
new /mob/living/simple_animal/chicken(src.loc)
qdel(src)
/mob/living/simple_animal/chick/holo/Life()
..()
/mob/living/simple_animal/chick/holo/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
amount_grown = 0
/mob/living/simple_animal/chicken
@@ -313,9 +329,8 @@
else
..()
/mob/living/simple_animal/chicken/Life()
. =..()
if(!.)
/mob/living/simple_animal/chicken/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if((!stat && prob(3) && eggsleft > 0) && egg_type)
visible_message("<span class='alertalien'>[src] [pick(layMessage)]</span>")
@@ -388,9 +403,8 @@
. = ..()
++kiwi_count
/mob/living/simple_animal/kiwi/Life()
. =..()
if(!.)
/mob/living/simple_animal/kiwi/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if((!stat && prob(3) && eggsleft > 0) && egg_type)
visible_message("[src] [pick(layMessage)]")
@@ -463,9 +477,8 @@
pixel_x = rand(-6, 6)
pixel_y = rand(0, 10)
/mob/living/simple_animal/babyKiwi/Life()
. =..()
if(!.)
/mob/living/simple_animal/babyKiwi/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(!stat && !ckey)
amount_grown += rand(1,2)
@@ -481,14 +494,16 @@
/obj/item/udder
name = "udder"
/obj/item/udder/Initialize()
/obj/item/udder/Initialize(loc, milk_reagent)
if(!milk_reagent)
milk_reagent = /datum/reagent/consumable/milk
create_reagents(50, NONE, NO_REAGENTS_VALUE)
reagents.add_reagent(/datum/reagent/consumable/milk, 20)
reagents.add_reagent(milk_reagent, 20)
. = ..()
/obj/item/udder/proc/generateMilk()
/obj/item/udder/proc/generateMilk(datum/reagent/milk_reagent)
if(prob(5))
reagents.add_reagent(/datum/reagent/consumable/milk, rand(5, 10))
reagents.add_reagent(milk_reagent, rand(5, 10))
/obj/item/udder/proc/milkAnimal(obj/O, mob/user)
var/obj/item/reagent_containers/glass/G = O
@@ -529,4 +544,4 @@
health = 75
maxHealth = 75
blood_volume = BLOOD_VOLUME_NORMAL
footstep_type = FOOTSTEP_MOB_SHOE
footstep_type = FOOTSTEP_MOB_SHOE
@@ -72,8 +72,8 @@
qdel(src)
//low regen over time
/mob/living/simple_animal/pet/plushie/Life()
if(stat)
/mob/living/simple_animal/pet/plushie/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(health < maxHealth)
heal_overall_damage(5) //Decent life regen, they're not able to hurt anyone so this shouldn't be an issue (butterbear for reference has 10 regen)
@@ -160,7 +160,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
to_chat(src, "<span class='notice'>Your new name <span class='name'>[new_name]</span> anchors itself in your mind.</span>")
fully_replace_character_name(null, new_name)
/mob/living/simple_animal/hostile/guardian/Life() //Dies if the summoner dies
/mob/living/simple_animal/hostile/guardian/PhysicalLife() //Dies if the summoner dies
. = ..()
update_health_hud() //we need to update all of our health displays to match our summoner and we can't practically give the summoner a hook to do it
med_hud_set_health()
@@ -19,8 +19,9 @@
. = ..()
stealthcooldown = 0
/mob/living/simple_animal/hostile/guardian/assassin/Life()
. = ..()
/mob/living/simple_animal/hostile/guardian/assassin/PhysicalLife()
if(!(. = ..()))
return
updatestealthalert()
if(loc == summoner && toggle)
ToggleMode(0)

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