Merge branch 'master' into crewobjectivesandmiscreants

This commit is contained in:
deathride58
2017-09-17 02:26:07 +00:00
committed by GitHub
760 changed files with 27800 additions and 18957 deletions
+30 -30
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@@ -1,30 +1,30 @@
/area/ai_monitored
name = "AI Monitored Area"
var/list/obj/machinery/camera/motioncameras = list()
var/list/motionTargets = list()
/area/ai_monitored/Initialize(mapload)
..()
if(mapload)
for (var/obj/machinery/camera/M in src)
if(M.isMotion())
motioncameras.Add(M)
M.area_motion = src
//Only need to use one camera
/area/ai_monitored/Entered(atom/movable/O)
..()
if (ismob(O) && motioncameras.len)
for(var/X in motioncameras)
var/obj/machinery/camera/cam = X
cam.newTarget(O)
return
/area/ai_monitored/Exited(atom/movable/O)
..()
if (ismob(O) && motioncameras.len)
for(var/X in motioncameras)
var/obj/machinery/camera/cam = X
cam.lostTarget(O)
return
/area/ai_monitored
name = "AI Monitored Area"
var/list/obj/machinery/camera/motioncameras = list()
var/list/motionTargets = list()
/area/ai_monitored/Initialize(mapload)
. = ..()
if(mapload)
for (var/obj/machinery/camera/M in src)
if(M.isMotion())
motioncameras.Add(M)
M.area_motion = src
//Only need to use one camera
/area/ai_monitored/Entered(atom/movable/O)
..()
if (ismob(O) && motioncameras.len)
for(var/X in motioncameras)
var/obj/machinery/camera/cam = X
cam.newTarget(O)
return
/area/ai_monitored/Exited(atom/movable/O)
..()
if (ismob(O) && motioncameras.len)
for(var/X in motioncameras)
var/obj/machinery/camera/cam = X
cam.lostTarget(O)
return
+2 -2
View File
@@ -75,7 +75,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
if(GLOB.teleportlocs[AR.name])
continue
var/turf/picked = safepick(get_area_turfs(AR.type))
if (picked && (picked.z == ZLEVEL_STATION))
if (picked && (picked.z in GLOB.station_z_levels))
GLOB.teleportlocs[AR.name] = AR
sortTim(GLOB.teleportlocs, /proc/cmp_text_dsc)
@@ -120,7 +120,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
if(dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT)
dynamic_lighting = config.starlight ? DYNAMIC_LIGHTING_ENABLED : DYNAMIC_LIGHTING_DISABLED
..()
. = ..()
power_change() // all machines set to current power level, also updates icon
+3 -3
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@@ -84,8 +84,8 @@
/area/holodeck/rec_center/firingrange
name = "Holodeck - Firing Range"
/area/holodeck/rec_center/rollercoaster
name = "Holodeck - Roller Coaster"
/area/holodeck/rec_center/school
name = "Holodeck - Anime School"
/area/holodeck/rec_center/chapelcourt
name = "Holodeck - Chapel Courtroom"
@@ -123,4 +123,4 @@
/area/holodeck/rec_center/thunderdome1218
name = "Holodeck - 1218 AD"
restricted = 1
restricted = 1
+12 -7
View File
@@ -29,6 +29,7 @@
var/list/priority_overlays //overlays that should remain on top and not normally removed when using cut_overlay functions, like c4.
var/datum/proximity_monitor/proximity_monitor
var/buckle_message_cooldown = 0
/atom/New(loc, ...)
//atom creation method that preloads variables at creation
@@ -291,7 +292,10 @@
else
to_chat(user, "Nothing.")
/atom/proc/relaymove()
/atom/proc/relaymove(mob/user)
if(buckle_message_cooldown <= world.time)
buckle_message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>You can't move while buckled to [src]!</span>")
return
/atom/proc/contents_explosion(severity, target)
@@ -300,6 +304,7 @@
/atom/proc/ex_act(severity, target)
set waitfor = FALSE
contents_explosion(severity, target)
SendSignal(COMSIG_ATOM_EX_ACT, severity, target)
/atom/proc/blob_act(obj/structure/blob/B)
return
@@ -464,8 +469,8 @@ GLOBAL_LIST_EMPTY(blood_splatter_icons)
/atom/proc/singularity_act()
return
/atom/proc/singularity_pull()
return
/atom/proc/singularity_pull(obj/singularity/S, current_size)
SendSignal(COMSIG_ATOM_SING_PULL, S, current_size)
/atom/proc/acid_act(acidpwr, acid_volume)
return
@@ -609,10 +614,10 @@ GLOBAL_LIST_EMPTY(blood_splatter_icons)
. += "---"
var/turf/curturf = get_turf(src)
if (curturf)
.["Jump to"] = "?_src_=holder;adminplayerobservecoodjump=1;X=[curturf.x];Y=[curturf.y];Z=[curturf.z]"
.["Add reagent"] = "?_src_=vars;addreagent=\ref[src]"
.["Trigger EM pulse"] = "?_src_=vars;emp=\ref[src]"
.["Trigger explosion"] = "?_src_=vars;explode=\ref[src]"
.["Jump to"] = "?_src_=holder;[HrefToken()];adminplayerobservecoodjump=1;X=[curturf.x];Y=[curturf.y];Z=[curturf.z]"
.["Add reagent"] = "?_src_=vars;[HrefToken()];addreagent=\ref[src]"
.["Trigger EM pulse"] = "?_src_=vars;[HrefToken()];emp=\ref[src]"
.["Trigger explosion"] = "?_src_=vars;[HrefToken()];explode=\ref[src]"
/atom/proc/drop_location()
var/atom/L = loc
+4 -4
View File
@@ -215,7 +215,7 @@
//to differentiate it, naturally everyone forgot about this immediately and so some things
//would bump twice, so now it's called Collide
/atom/movable/proc/Collide(atom/A)
if((A))
if(A)
if(throwing)
throwing.hit_atom(A)
. = 1
@@ -497,7 +497,7 @@
/atom/movable/vv_get_dropdown()
. = ..()
. -= "Jump to"
.["Follow"] = "?_src_=holder;adminplayerobservefollow=\ref[src]"
.["Follow"] = "?_src_=holder;[HrefToken()];adminplayerobservefollow=\ref[src]"
/atom/movable/proc/ex_check(ex_id)
if(!ex_id)
@@ -560,7 +560,7 @@
flags_2 |= STATIONLOVING_2
/atom/movable/proc/relocate()
var/targetturf = find_safe_turf(ZLEVEL_STATION)
var/targetturf = find_safe_turf(ZLEVEL_STATION_PRIMARY)
if(!targetturf)
if(GLOB.blobstart.len > 0)
targetturf = get_turf(pick(GLOB.blobstart))
@@ -592,7 +592,7 @@
/atom/movable/proc/in_bounds()
. = FALSE
var/turf/currentturf = get_turf(src)
if(currentturf && (currentturf.z == ZLEVEL_CENTCOM || currentturf.z == ZLEVEL_STATION || currentturf.z == ZLEVEL_TRANSIT))
if(currentturf && (currentturf.z == ZLEVEL_CENTCOM || (currentturf.z in GLOB.station_z_levels) || currentturf.z == ZLEVEL_TRANSIT))
. = TRUE
+1 -38
View File
@@ -48,41 +48,4 @@
newhud.join_hud(current)
/datum/mind/proc/leave_all_antag_huds()
for(var/datum/atom_hud/antag/hud in GLOB.huds)
if(hud.hudusers[current])
hud.leave_hud(current)
/datum/atom_hud/antag/gang
var/color = null
/datum/atom_hud/antag/gang/add_to_hud(atom/A)
if(!A)
return
var/image/holder = A.hud_list[ANTAG_HUD]
if(holder)
holder.color = color
..()
/datum/atom_hud/antag/gang/remove_from_hud(atom/A)
if(!A)
return
var/image/holder = A.hud_list[ANTAG_HUD]
if(holder)
holder.color = null
..()
/datum/atom_hud/antag/gang/join_hud(mob/M)
if(!istype(M))
CRASH("join_hud(): [M] ([M.type]) is not a mob!")
var/image/holder = M.hud_list[ANTAG_HUD]
if(holder)
holder.color = color
..()
/datum/atom_hud/antag/gang/leave_hud(mob/M)
if(!istype(M))
CRASH("leave_hud(): [M] ([M.type]) is not a mob!")
var/image/holder = M.hud_list[ANTAG_HUD]
if(holder)
holder.color = null
..()
for(var/datum/atom_hud/antag/hud in GLOB.huds)
+2 -1
View File
@@ -219,6 +219,7 @@
R.mmi.brain.name = "[brainopsname]'s brain"
R.mmi.brainmob.real_name = brainopsname
R.mmi.brainmob.name = brainopsname
R.real_name = R.name
R.key = C.key
R.mind.make_Nuke(null, nuke_code = null,leader=0, telecrystals = TRUE)
@@ -238,7 +239,7 @@
/obj/item/antag_spawner/slaughter_demon/attack_self(mob/user)
if(user.z != ZLEVEL_STATION)
if(!(user.z in GLOB.station_z_levels))
to_chat(user, "<span class='notice'>You should probably wait until you reach the station.</span>")
return
if(used)
+106 -101
View File
@@ -1,104 +1,109 @@
//Few global vars to track the blob
GLOBAL_LIST_EMPTY(blobs) //complete list of all blobs made.
GLOBAL_LIST_EMPTY(blob_cores)
GLOBAL_LIST_EMPTY(overminds)
GLOBAL_LIST_EMPTY(blob_nodes)
GLOBAL_LIST_EMPTY(blobs_legit) //used for win-score calculations, contains only blobs counted for win condition
#define BLOB_NO_PLACE_TIME 1800 //time, in deciseconds, blobs are prevented from bursting in the gamemode
/datum/game_mode/blob
name = "blob"
config_tag = "blob"
antag_flag = ROLE_BLOB
required_players = 25
required_enemies = 1
recommended_enemies = 1
round_ends_with_antag_death = 1
announce_span = "green"
announce_text = "Dangerous gelatinous organisms are spreading throughout the station!\n\
<span class='green'>Blobs</span>: Consume the station and spread as far as you can.\n\
<span class='notice'>Crew</span>: Fight back the blobs and minimize station damage."
var/message_sent = FALSE
var/cores_to_spawn = 1
var/players_per_core = 25
var/blob_point_rate = 3
var/blob_base_starting_points = 80
var/blobwincount = 250
var/messagedelay_low = 2400 //in deciseconds
var/messagedelay_high = 3600 //blob report will be sent after a random value between these (minimum 4 minutes, maximum 6 minutes)
var/list/blob_overminds = list()
/datum/game_mode/blob/pre_setup()
cores_to_spawn = max(round(num_players()/players_per_core, 1), 1)
var/win_multiplier = 1 + (0.1 * cores_to_spawn)
blobwincount = initial(blobwincount) * cores_to_spawn * win_multiplier
for(var/j = 0, j < cores_to_spawn, j++)
if (!antag_candidates.len)
break
var/datum/mind/blob = pick(antag_candidates)
blob_overminds += blob
blob.assigned_role = "Blob"
blob.special_role = "Blob"
log_game("[blob.key] (ckey) has been selected as a Blob")
antag_candidates -= blob
if(!blob_overminds.len)
return 0
return 1
/datum/game_mode/blob/proc/get_blob_candidates()
var/list/candidates = list()
for(var/mob/living/carbon/human/player in GLOB.player_list)
if(!player.stat && player.mind && !player.mind.special_role && !jobban_isbanned(player, "Syndicate") && (ROLE_BLOB in player.client.prefs.be_special))
if(age_check(player.client))
candidates += player
return candidates
/datum/game_mode/blob/proc/show_message(message)
for(var/datum/mind/blob in blob_overminds)
to_chat(blob.current, message)
/datum/game_mode/blob/post_setup()
set waitfor = FALSE
for(var/datum/mind/blob in blob_overminds)
var/mob/camera/blob/B = blob.current.become_overmind(TRUE, round(blob_base_starting_points/blob_overminds.len))
B.mind.name = B.name
var/turf/T = pick(GLOB.blobstart)
B.loc = T
B.base_point_rate = blob_point_rate
SSshuttle.registerHostileEnvironment(src)
// Disable the blob event for this round.
var/datum/round_event_control/blob/B = locate() in SSevents.control
if(B)
B.max_occurrences = 0 // disable the event
. = ..()
var/message_delay = rand(messagedelay_low, messagedelay_high) //between 4 and 6 minutes with 2400 low and 3600 high.
sleep(message_delay)
send_intercept(1)
message_sent = TRUE
//Few global vars to track the blob
GLOBAL_LIST_EMPTY(blobs) //complete list of all blobs made.
GLOBAL_LIST_EMPTY(blob_cores)
GLOBAL_LIST_EMPTY(overminds)
GLOBAL_LIST_EMPTY(blob_nodes)
GLOBAL_LIST_EMPTY(blobs_legit) //used for win-score calculations, contains only blobs counted for win condition
#define BLOB_NO_PLACE_TIME 1800 //time, in deciseconds, blobs are prevented from bursting in the gamemode
/datum/game_mode/blob
name = "blob"
config_tag = "blob"
antag_flag = ROLE_BLOB
false_report_weight = 5
required_players = 25
required_enemies = 1
recommended_enemies = 1
round_ends_with_antag_death = 1
announce_span = "green"
announce_text = "Dangerous gelatinous organisms are spreading throughout the station!\n\
<span class='green'>Blobs</span>: Consume the station and spread as far as you can.\n\
<span class='notice'>Crew</span>: Fight back the blobs and minimize station damage."
var/message_sent = FALSE
var/cores_to_spawn = 1
var/players_per_core = 25
var/blob_point_rate = 3
var/blob_base_starting_points = 80
var/blobwincount = 250
var/messagedelay_low = 2400 //in deciseconds
var/messagedelay_high = 3600 //blob report will be sent after a random value between these (minimum 4 minutes, maximum 6 minutes)
var/list/blob_overminds = list()
/datum/game_mode/blob/pre_setup()
cores_to_spawn = max(round(num_players()/players_per_core, 1), 1)
var/win_multiplier = 1 + (0.1 * cores_to_spawn)
blobwincount = initial(blobwincount) * cores_to_spawn * win_multiplier
for(var/j = 0, j < cores_to_spawn, j++)
if (!antag_candidates.len)
break
var/datum/mind/blob = pick(antag_candidates)
blob_overminds += blob
blob.assigned_role = "Blob"
blob.special_role = "Blob"
log_game("[blob.key] (ckey) has been selected as a Blob")
antag_candidates -= blob
if(!blob_overminds.len)
return 0
return 1
/datum/game_mode/blob/proc/get_blob_candidates()
var/list/candidates = list()
for(var/mob/living/carbon/human/player in GLOB.player_list)
if(!player.stat && player.mind && !player.mind.special_role && !jobban_isbanned(player, "Syndicate") && (ROLE_BLOB in player.client.prefs.be_special))
if(age_check(player.client))
candidates += player
return candidates
/datum/game_mode/blob/proc/show_message(message)
for(var/datum/mind/blob in blob_overminds)
to_chat(blob.current, message)
/datum/game_mode/blob/post_setup()
set waitfor = FALSE
for(var/datum/mind/blob in blob_overminds)
var/mob/camera/blob/B = blob.current.become_overmind(TRUE, round(blob_base_starting_points/blob_overminds.len))
B.mind.name = B.name
var/turf/T = pick(GLOB.blobstart)
B.loc = T
B.base_point_rate = blob_point_rate
SSshuttle.registerHostileEnvironment(src)
// Disable the blob event for this round.
var/datum/round_event_control/blob/B = locate() in SSevents.control
if(B)
B.max_occurrences = 0 // disable the event
. = ..()
var/message_delay = rand(messagedelay_low, messagedelay_high) //between 4 and 6 minutes with 2400 low and 3600 high.
sleep(message_delay)
send_intercept(1)
message_sent = TRUE
addtimer(CALLBACK(src, .proc/SendSecondIntercept), 24000)
/datum/game_mode/blob/proc/SendSecondIntercept()
if(!replacementmode)
if(!replacementmode)
send_intercept(2) //if the blob has been alive this long, it's time to bomb it
/datum/game_mode/blob/generate_report()
return "A CMP scientist by the name of [pick("Griff", "Pasteur", "Chamberland", "Buist", "Rivers", "Stanley")] boasted about his corporation's \"finest creation\" - a macrobiological \
virus capable of self-reproduction and hellbent on consuming whatever it touches. He went on to query Cybersun for permission to utilize the virus in biochemical warfare, to which \
CMP subsequently gained. Be vigilant for any large organisms rapidly spreading across the station, as they are classified as a level 5 biohazard and critically dangerous. Note that \
this organism seems to be weak to extreme heat; concentrated fire (such as welding tools and lasers) will be effective against it."
+2 -2
View File
@@ -19,7 +19,7 @@
var/nukecode = random_nukecode()
for(var/obj/machinery/nuclearbomb/bomb in GLOB.machines)
if(bomb && bomb.r_code)
if(bomb.z == ZLEVEL_STATION)
if(bomb.z in GLOB.station_z_levels)
bomb.r_code = nukecode
intercepttext += "<FONT size = 3><b>NanoTrasen Update</b>: Biohazard Alert.</FONT><HR>"
@@ -91,7 +91,7 @@
if(count_territories)
var/list/valid_territories = list()
for(var/area/A in world) //First, collect all area types on the station zlevel
if(A.z == ZLEVEL_STATION)
if(A.z in GLOB.station_z_levels)
if(!(A.type in valid_territories) && A.valid_territory)
valid_territories |= A.type
if(valid_territories.len)
+2 -2
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@@ -106,7 +106,7 @@
if(istype(linked_node))
factory = linked_node
factory.spores += src
..()
. = ..()
/mob/living/simple_animal/hostile/blob/blobspore/Life()
if(!is_zombie && isturf(src.loc))
@@ -223,7 +223,7 @@
var/independent = FALSE
/mob/living/simple_animal/hostile/blob/blobbernaut/Initialize()
..()
. = ..()
if(!independent) //no pulling people deep into the blob
verbs -= /mob/living/verb/pulled
+4 -6
View File
@@ -7,11 +7,9 @@
brute_resist = 0.25
explosion_block = 3
point_return = 4
atmosblock = 1
atmosblock = TRUE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 90)
/obj/structure/blob/shield/scannerreport()
if(atmosblock)
return "Will prevent the spread of atmospheric changes."
@@ -26,10 +24,10 @@
icon_state = "blob_shield_damaged"
name = "weakened strong blob"
desc = "A wall of twitching tendrils."
atmosblock = 0
atmosblock = FALSE
else
icon_state = initial(icon_state)
name = initial(name)
desc = initial(desc)
atmosblock = 1
air_update_turf(1)
atmosblock = TRUE
air_update_turf(1)
+1 -1
View File
@@ -50,7 +50,7 @@
if(blob_core)
blob_core.update_icon()
..()
.= ..()
/mob/camera/blob/Life()
if(!blob_core)
+1 -1
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@@ -363,7 +363,7 @@
to_chat(src, "<i>Node Blobs</i> are blobs which grow, like the core. Like the core it can activate resource and factory blobs.")
to_chat(src, "<b>In addition to the buttons on your HUD, there are a few click shortcuts to speed up expansion and defense.</b>")
to_chat(src, "<b>Shortcuts:</b> Click = Expand Blob <b>|</b> Middle Mouse Click = Rally Spores <b>|</b> Ctrl Click = Create Shield Blob <b>|</b> Alt Click = Remove Blob")
to_chat(src, "Attempting to talk will send a message to all other GLOB.overminds, allowing you to coordinate with them.")
to_chat(src, "Attempting to talk will send a message to all other overminds, allowing you to coordinate with them.")
if(!placed && autoplace_max_time <= world.time)
to_chat(src, "<span class='big'><font color=\"#EE4000\">You will automatically place your blob core in [round((autoplace_max_time - world.time)/600, 0.5)] minutes.</font></span>")
to_chat(src, "<span class='big'><font color=\"#EE4000\">You [manualplace_min_time ? "will be able to":"can"] manually place your blob core by pressing the Place Blob Core button in the bottom right corner of the screen.</font></span>")
+12 -17
View File
@@ -8,6 +8,7 @@
opacity = 0
anchored = TRUE
layer = BELOW_MOB_LAYER
CanAtmosPass = ATMOS_PASS_PROC
var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
max_integrity = 30
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 70)
@@ -16,19 +17,9 @@
var/heal_timestamp = 0 //we got healed when?
var/brute_resist = 0.5 //multiplies brute damage by this
var/fire_resist = 1 //multiplies burn damage by this
var/atmosblock = 0 //if the blob blocks atmos and heat spread
var/atmosblock = FALSE //if the blob blocks atmos and heat spread
var/mob/camera/blob/overmind
/obj/structure/blob/attack_hand(mob/M)
. = ..()
M.changeNext_move(CLICK_CD_MELEE)
var/a = pick("gently stroke", "nuzzle", "affectionatly pet", "cuddle")
M.visible_message("<span class='notice'>[M] [a]s [src]!</span>", "<span class='notice'>You [a] [src]!</span>")
to_chat(overmind, "<span class='notice'>[M] [a]s you!</span>")
playsound(src, 'sound/effects/blobattack.ogg', 50, 1) //SQUISH SQUISH
/obj/structure/blob/Initialize()
var/area/Ablob = get_area(loc)
if(Ablob.blob_allowed) //Is this area allowed for winning as blob?
@@ -37,17 +28,16 @@
setDir(pick(GLOB.cardinals))
update_icon()
.= ..()
ConsumeTile()
if(atmosblock)
CanAtmosPass = ATMOS_PASS_NO
air_update_turf(1)
ConsumeTile()
/obj/structure/blob/proc/creation_action() //When it's created by the overmind, do this.
return
/obj/structure/blob/Destroy()
if(atmosblock)
atmosblock = 0
atmosblock = FALSE
air_update_turf(1)
GLOB.blobs_legit -= src //if it was in the legit blobs list, it isn't now
GLOB.blobs -= src //it's no longer in the all blobs list either
@@ -79,6 +69,9 @@
return 1
return 0
/obj/structure/blob/CanAtmosPass(turf/T)
return !atmosblock
/obj/structure/blob/CanAStarPass(ID, dir, caller)
. = 0
if(ismovableatom(caller))
@@ -97,8 +90,10 @@
/obj/structure/blob/proc/Life()
return
/obj/structure/blob/proc/Pulse_Area(pulsing_overmind = overmind, claim_range = 10, pulse_range = 3, expand_range = 2)
src.Be_Pulsed()
/obj/structure/blob/proc/Pulse_Area(mob/camera/blob/pulsing_overmind, claim_range = 10, pulse_range = 3, expand_range = 2)
if(QDELETED(pulsing_overmind))
pulsing_overmind = overmind
Be_Pulsed()
var/expanded = FALSE
if(prob(70) && expand())
expanded = TRUE
@@ -353,4 +348,4 @@
icon_state = "blob"
name = "blob"
desc = "A thick wall of writhing tendrils."
brute_resist = 0.25
brute_resist = 0.25
File diff suppressed because it is too large Load Diff
@@ -1,4 +1,4 @@
//Augmented Eyesight: Gives you thermal and night vision - bye bye, flashlights. Also, high DNA cost because of how powerful it is.
//Augmented Eyesight: Gives you x-ray vision or protection from flashes. Also, high DNA cost because of how powerful it is.
//Possible todo: make a custom message for directing a penlight/flashlight at the eyes - not sure what would display though.
/obj/effect/proc_holder/changeling/augmented_eyesight
@@ -7,21 +7,31 @@
helptext = "Grants us thermal vision or flash protection. We will become a lot more vulnerable to flash-based devices while thermal vision is active."
chemical_cost = 0
dna_cost = 2 //Would be 1 without thermal vision
active = 0 //Whether or not vision is enhanced
active = FALSE
/obj/effect/proc_holder/changeling/augmented_eyesight/on_purchase(mob/user) //The ability starts inactive, so we should be protected from flashes.
var/obj/item/organ/eyes/E = user.getorganslot("eye_sight")
if (E)
E.flash_protect = 2 //Adjust the user's eyes' flash protection
to_chat(user, "We adjust our eyes to protect them from bright lights.")
else
to_chat(user, "We can't adjust our eyes if we don't have any!")
/obj/effect/proc_holder/changeling/augmented_eyesight/sting_action(mob/living/carbon/human/user)
if(!istype(user))
return
var/obj/item/organ/eyes/E = user.getorganslot("eye_sight")
if(E)
if(E.flash_protect)
E.sight_flags |= SEE_MOBS
E.flash_protect = -1
if(!active)
E.sight_flags |= SEE_MOBS | SEE_OBJS | SEE_TURFS //Add sight flags to the user's eyes
E.flash_protect = -1 //Adjust the user's eyes' flash protection
to_chat(user, "We adjust our eyes to sense prey through walls.")
active = TRUE //Defined in code/modules/spells/spell.dm
else
E.sight_flags -= SEE_MOBS
E.flash_protect = 2
E.sight_flags ^= SEE_MOBS | SEE_OBJS | SEE_TURFS //Remove sight flags from the user's eyes
E.flash_protect = 2 //Adjust the user's eyes' flash protection
to_chat(user, "We adjust our eyes to protect them from bright lights.")
active = FALSE
user.update_sight()
else
to_chat(user, "We can't adjust our eyes if we don't have any!")
@@ -31,7 +41,11 @@
return 1
/obj/effect/proc_holder/changeling/augmented_eyesight/on_refund(mob/user)
/obj/effect/proc_holder/changeling/augmented_eyesight/on_refund(mob/user) //Get rid of x-ray vision and flash protection when the user refunds this ability
var/obj/item/organ/eyes/E = user.getorganslot("eye_sight")
if(E)
E.sight_flags -= SEE_MOBS
if (active)
E.sight_flags ^= SEE_MOBS | SEE_OBJS | SEE_TURFS
else
E.flash_protect = 0
user.update_sight()
@@ -247,7 +247,7 @@
/obj/item/gun/magic/tentacle/shoot_with_empty_chamber(mob/living/user as mob|obj)
to_chat(user, "<span class='warning'>The [name] is not ready yet.<span>")
to_chat(user, "<span class='warning'>The [name] is not ready yet.</span>")
/obj/item/gun/magic/tentacle/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] coils [src] tightly around [user.p_their()] neck! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -343,10 +343,10 @@
on_hit(I) //grab the item as if you had hit it directly with the tentacle
return 1
else
to_chat(firer, "<span class='danger'>You can't seem to pry [I] off [C]'s hands!<span>")
to_chat(firer, "<span class='danger'>You can't seem to pry [I] off [C]'s hands!</span>")
return 0
else
to_chat(firer, "<span class='danger'>[C] has nothing in hand to disarm!<span>")
to_chat(firer, "<span class='danger'>[C] has nothing in hand to disarm!</span>")
return 0
if(INTENT_GRAB)
@@ -73,7 +73,7 @@
if(!selected_dna)
return
if(NOTRANSSTING in selected_dna.dna.species.species_traits)
to_chat(user, "<span class = 'notice'>That DNA is not compatible with changeling retrovirus!")
to_chat(user, "<span class = 'notice'>That DNA is not compatible with changeling retrovirus!</span>")
return
..()
+82 -76
View File
@@ -1,76 +1,82 @@
/datum/game_mode/traitor/changeling
name = "traitor+changeling"
config_tag = "traitorchan"
traitors_possible = 3 //hard limit on traitors if scaling is turned off
restricted_jobs = list("AI", "Cyborg")
required_players = 25
required_enemies = 1 // how many of each type are required
recommended_enemies = 3
reroll_friendly = 1
var/list/possible_changelings = list()
var/const/changeling_amount = 1 //hard limit on changelings if scaling is turned off
/datum/game_mode/traitor/changeling/announce()
to_chat(world, "<B>The current game mode is - Traitor+Changeling!</B>")
to_chat(world, "<B>There are alien creatures on the station along with some syndicate operatives out for their own gain! Do not let the changelings or the traitors succeed!</B>")
/datum/game_mode/traitor/changeling/can_start()
if(!..())
return 0
possible_changelings = get_players_for_role(ROLE_CHANGELING)
if(possible_changelings.len < required_enemies)
return 0
return 1
/datum/game_mode/traitor/changeling/pre_setup()
if(config.protect_roles_from_antagonist)
restricted_jobs += protected_jobs
if(config.protect_assistant_from_antagonist)
restricted_jobs += "Assistant"
var/list/datum/mind/possible_changelings = get_players_for_role(ROLE_CHANGELING)
var/num_changelings = 1
if(config.changeling_scaling_coeff)
num_changelings = max(1, min( round(num_players()/(config.changeling_scaling_coeff*4))+2, round(num_players()/(config.changeling_scaling_coeff*2)) ))
else
num_changelings = max(1, min(num_players(), changeling_amount/2))
if(possible_changelings.len>0)
for(var/j = 0, j < num_changelings, j++)
if(!possible_changelings.len) break
var/datum/mind/changeling = pick(possible_changelings)
antag_candidates -= changeling
possible_changelings -= changeling
changeling.special_role = "Changeling"
changelings += changeling
changeling.restricted_roles = restricted_jobs
return ..()
else
return 0
/datum/game_mode/traitor/changeling/post_setup()
modePlayer += changelings
for(var/datum/mind/changeling in changelings)
changeling.current.make_changeling()
forge_changeling_objectives(changeling)
greet_changeling(changeling)
SSticker.mode.update_changeling_icons_added(changeling)
..()
return
/datum/game_mode/traitor/changeling/make_antag_chance(mob/living/carbon/human/character) //Assigns changeling to latejoiners
var/changelingcap = min( round(GLOB.joined_player_list.len/(config.changeling_scaling_coeff*4))+2, round(GLOB.joined_player_list.len/(config.changeling_scaling_coeff*2)) )
if(SSticker.mode.changelings.len >= changelingcap) //Caps number of latejoin antagonists
..()
return
if(SSticker.mode.changelings.len <= (changelingcap - 2) || prob(100 / (config.changeling_scaling_coeff * 4)))
if(ROLE_CHANGELING in character.client.prefs.be_special)
if(!jobban_isbanned(character, ROLE_CHANGELING) && !jobban_isbanned(character, "Syndicate"))
if(age_check(character.client))
if(!(character.job in restricted_jobs))
character.mind.make_Changling()
..()
/datum/game_mode/traitor/changeling
name = "traitor+changeling"
config_tag = "traitorchan"
false_report_weight = 10
traitors_possible = 3 //hard limit on traitors if scaling is turned off
restricted_jobs = list("AI", "Cyborg")
required_players = 25
required_enemies = 1 // how many of each type are required
recommended_enemies = 3
reroll_friendly = 1
var/list/possible_changelings = list()
var/const/changeling_amount = 1 //hard limit on changelings if scaling is turned off
/datum/game_mode/traitor/changeling/announce()
to_chat(world, "<B>The current game mode is - Traitor+Changeling!</B>")
to_chat(world, "<B>There are alien creatures on the station along with some syndicate operatives out for their own gain! Do not let the changelings or the traitors succeed!</B>")
/datum/game_mode/traitor/changeling/can_start()
if(!..())
return 0
possible_changelings = get_players_for_role(ROLE_CHANGELING)
if(possible_changelings.len < required_enemies)
return 0
return 1
/datum/game_mode/traitor/changeling/pre_setup()
if(config.protect_roles_from_antagonist)
restricted_jobs += protected_jobs
if(config.protect_assistant_from_antagonist)
restricted_jobs += "Assistant"
var/list/datum/mind/possible_changelings = get_players_for_role(ROLE_CHANGELING)
var/num_changelings = 1
if(config.changeling_scaling_coeff)
num_changelings = max(1, min( round(num_players()/(config.changeling_scaling_coeff*4))+2, round(num_players()/(config.changeling_scaling_coeff*2)) ))
else
num_changelings = max(1, min(num_players(), changeling_amount/2))
if(possible_changelings.len>0)
for(var/j = 0, j < num_changelings, j++)
if(!possible_changelings.len) break
var/datum/mind/changeling = pick(possible_changelings)
antag_candidates -= changeling
possible_changelings -= changeling
changeling.special_role = "Changeling"
changelings += changeling
changeling.restricted_roles = restricted_jobs
return ..()
else
return 0
/datum/game_mode/traitor/changeling/post_setup()
modePlayer += changelings
for(var/datum/mind/changeling in changelings)
changeling.current.make_changeling()
forge_changeling_objectives(changeling)
greet_changeling(changeling)
SSticker.mode.update_changeling_icons_added(changeling)
..()
return
/datum/game_mode/traitor/changeling/make_antag_chance(mob/living/carbon/human/character) //Assigns changeling to latejoiners
var/changelingcap = min( round(GLOB.joined_player_list.len/(config.changeling_scaling_coeff*4))+2, round(GLOB.joined_player_list.len/(config.changeling_scaling_coeff*2)) )
if(SSticker.mode.changelings.len >= changelingcap) //Caps number of latejoin antagonists
..()
return
if(SSticker.mode.changelings.len <= (changelingcap - 2) || prob(100 / (config.changeling_scaling_coeff * 4)))
if(ROLE_CHANGELING in character.client.prefs.be_special)
if(!jobban_isbanned(character, ROLE_CHANGELING) && !jobban_isbanned(character, "Syndicate"))
if(age_check(character.client))
if(!(character.job in restricted_jobs))
character.mind.make_Changling()
..()
/datum/game_mode/traitor/changeling/generate_report()
return "The Syndicate has started some experimental research regarding humanoid shapeshifting. There are rumors that this technology will be field tested on a Nanotrasen station \
for infiltration purposes. Be advised that support personel may also be deployed to defend these shapeshifters. Trust nobody - suspect everybody. Do not announce this to the crew, \
as paranoia may spread and inhibit workplace efficiency."
@@ -94,6 +94,7 @@ Credit where due:
name = "clockwork cult"
config_tag = "clockwork_cult"
antag_flag = ROLE_SERVANT_OF_RATVAR
false_report_weight = 10
required_players = 24
required_enemies = 3
recommended_enemies = 3
@@ -185,6 +186,13 @@ Credit where due:
..()
return 0 //Doesn't end until the round does
/datum/game_mode/clockwork_cult/generate_report()
return "We have lost contact with multiple stations in your sector. They have gone dark and do not respond to all transmissions, although they appear intact and the crew's life \
signs remain uninterrupted. Those that have managed to send a transmission or have had some of their crew escape tell tales of a machine cult creating sapient automatons and seeking \
to brainwash the crew to summon their god, Ratvar. If evidence of this cult is dicovered aboard your station, extreme caution and extreme vigilance must be taken going forward, and \
all resources should be devoted to stopping this cult. Note that holy water seems to weaken and eventually return the minds of cultists that ingest it, and mindshield implants will \
prevent conversion altogether."
/datum/game_mode/proc/auto_declare_completion_clockwork_cult()
var/text = ""
if(istype(SSticker.mode, /datum/game_mode/clockwork_cult)) //Possibly hacky?
@@ -193,13 +193,13 @@
var/structure_number = 0
for(var/obj/structure/destructible/clockwork/powered/P in range(SIGIL_ACCESS_RANGE, src))
structure_number++
to_chat(user, "<span class='[power_charge ? "brass":"alloy"]'>It is storing <b>[GLOB.ratvar_awakens ? "INFINITY":"[power_charge]"]W</b> of power, \
to_chat(user, "<span class='[power_charge ? "brass":"alloy"]'>It is storing <b>[GLOB.ratvar_awakens ? "INFINITE</b>":"[DisplayPower(power_charge)]</b> of"] power, \
and <b>[structure_number]</b> Clockwork Structure[structure_number == 1 ? " is":"s are"] in range.</span>")
to_chat(user, "<span class='brass'>While active, it will gradually drain power from nearby electronics. It is currently [isprocessing ? "active":"disabled"].</span>")
if(iscyborg(user))
to_chat(user, "<span class='brass'>You can recharge from the [sigil_name] by crossing it.</span>")
else if(!GLOB.ratvar_awakens)
to_chat(user, "<span class='brass'>Hitting the [sigil_name] with brass sheets will convert them to power at a rate of <b>1</b> brass sheet to <b>[POWER_FLOOR]W</b> power.</span>")
to_chat(user, "<span class='brass'>Hitting the [sigil_name] with brass sheets will convert them to power at a rate of <b>1</b> brass sheet to <b>[DisplayPower(POWER_FLOOR)]</b> power.</span>")
if(!GLOB.ratvar_awakens)
to_chat(user, "<span class='brass'>You can recharge Replica Fabricators from the [sigil_name].</span>")
@@ -207,7 +207,7 @@
if(is_servant_of_ratvar(user) && istype(I, /obj/item/stack/tile/brass) && !GLOB.ratvar_awakens)
var/obj/item/stack/tile/brass/B = I
user.visible_message("<span class='warning'>[user] places [B] on [src], causing it to disintegrate into glowing orange energy!</span>", \
"<span class='brass'>You charge the [sigil_name] with [B], providing it with <b>[B.amount * POWER_FLOOR]W</b> of power.</span>")
"<span class='brass'>You charge the [sigil_name] with [B], providing it with <b>[DisplayPower(B.amount * POWER_FLOOR)]</b> of power.</span>")
modify_charge(-(B.amount * POWER_FLOOR))
playsound(src, 'sound/effects/light_flicker.ogg', (B.amount * POWER_FLOOR) * 0.01, 1)
qdel(B)
@@ -269,7 +269,7 @@
fabricator.recharging = null
if(user)
user.visible_message("<span class='notice'>[user]'s [fabricator.name] stops draining glowing orange energy from [src].</span>", \
"<span class='alloy'>You finish recharging your [fabricator.name]. It now contains <b>[fabricator.get_power()]W/[fabricator.get_max_power()]W</b> power.</span>")
"<span class='alloy'>You finish recharging your [fabricator.name]. It now contains <b>[DisplayPower(fabricator.get_power())]/[DisplayPower(fabricator.get_max_power())]</b> power.</span>")
//Fabricator mob heal proc, to avoid as much copypaste as possible.
/mob/living/proc/fabricator_heal(mob/living/user, obj/item/clockwork/replica_fabricator/fabricator)
@@ -31,7 +31,7 @@
var/mob/living/silicon/ai/AI = ai
if(AI.deployed_shell && is_servant_of_ratvar(AI.deployed_shell))
continue
if(is_servant_of_ratvar(AI) || !isturf(AI.loc) || AI.z != ZLEVEL_STATION || AI.stat == DEAD)
if(is_servant_of_ratvar(AI) || !isturf(AI.loc) || !(AI.z in GLOB.station_z_levels) || AI.stat == DEAD)
continue
.++
@@ -500,7 +500,7 @@
anything but a last resort. Instead, it is recommended that a <b>Sigil of Transmission</b> is created. This sigil serves as both battery and power generator for nearby clockwork \
structures, and those structures will happily draw power from the sigil before they resort to APCs.<br><br>"
dat += "Generating power is less easy. The most reliable and efficient way is using brass sheets; attacking a sigil of transmission with brass sheets will convert them \
to power, at a rate of <b>[POWER_FLOOR]W</b> per sheet. (Brass sheets are created from replica fabricators, which are explained more in detail in the <b>Conversion</b> section.) \
to power, at a rate of <b>[DisplayPower(POWER_FLOOR)]</b> per sheet. (Brass sheets are created from replica fabricators, which are explained more in detail in the <b>Conversion</b> section.) \
Activating a sigil of transmission will also cause it to drain power from the nearby area, which, while effective, serves as an obvious tell that there is something wrong.<br><br>"
dat += "Without power, many structures will not function, making a base vulnerable to attack. For this reason, it is critical that you keep an eye on your power reserves and \
ensure that they remain comfortably high.<br><br>"
@@ -126,22 +126,22 @@
to_chat(user, "<span class='brass'>Can be used to replace walls, floors, tables, windows, windoors, and airlocks with Clockwork variants.</span>")
to_chat(user, "<span class='brass'>Can construct Clockwork Walls on Clockwork Floors and deconstruct Clockwork Walls to Clockwork Floors.</span>")
if(uses_power)
to_chat(user, "<span class='alloy'>It can consume floor tiles, rods, metal, and plasteel for power at rates of <b>2:[POWER_ROD]W</b>, <b>1:[POWER_ROD]W</b>, <b>1:[POWER_METAL]W</b>, \
and <b>1:[POWER_PLASTEEL]W</b>, respectively.</span>")
to_chat(user, "<span class='alloy'>It can also consume brass sheets for power at a rate of <b>1:[POWER_FLOOR]W</b>.</span>")
to_chat(user, "<span class='alloy'>It is storing <b>[get_power()]W/[get_max_power()]W</b> of power[charge_rate ? ", and is gaining <b>[charge_rate*0.5]W</b> of power per second":""].</span>")
to_chat(user, "<span class='alloy'>Use it in-hand to produce <b>5</b> brass sheets at a cost of <b>[POWER_WALL_TOTAL]W</b> power.</span>")
to_chat(user, "<span class='alloy'>It can consume floor tiles, rods, metal, and plasteel for power at rates of <b>2:[DisplayPower(POWER_ROD)]</b>, <b>1:[DisplayPower(POWER_ROD)]</b>, <b>1:[DisplayPower(POWER_METAL)]</b>, \
and <b>1:[DisplayPower(POWER_PLASTEEL)]</b>, respectively.</span>")
to_chat(user, "<span class='alloy'>It can also consume brass sheets for power at a rate of <b>1:[DisplayPower(POWER_FLOOR)]</b>.</span>")
to_chat(user, "<span class='alloy'>It is storing <b>[DisplayPower(get_power())]/[DisplayPower(get_max_power())]</b> of power[charge_rate ? ", and is gaining <b>[DisplayPower(charge_rate*0.5)]</b> of power per second":""].</span>")
to_chat(user, "<span class='alloy'>Use it in-hand to produce <b>5</b> brass sheets at a cost of <b>[DisplayPower(POWER_WALL_TOTAL)]</b> power.</span>")
/obj/item/clockwork/replica_fabricator/attack_self(mob/living/user)
if(is_servant_of_ratvar(user))
if(uses_power)
if(!can_use_power(POWER_WALL_TOTAL))
to_chat(user, "<span class='warning'>[src] requires <b>[POWER_WALL_TOTAL]W</b> of power to produce brass sheets!</span>")
to_chat(user, "<span class='warning'>[src] requires <b>[DisplayPower(POWER_WALL_TOTAL)]</b> of power to produce brass sheets!</span>")
return
modify_stored_power(-POWER_WALL_TOTAL)
playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
new/obj/item/stack/tile/brass(user.loc, 5)
to_chat(user, "<span class='brass'>You use [stored_power ? "some":"all"] of [src]'s power to produce <b>5</b> brass sheets. It now stores <b>[get_power()]W/[get_max_power()]W</b> of power.</span>")
to_chat(user, "<span class='brass'>You use [stored_power ? "some":"all"] of [src]'s power to produce <b>5</b> brass sheets. It now stores <b>[DisplayPower(get_power())]/[DisplayPower(get_max_power())]</b> of power.</span>")
/obj/item/clockwork/replica_fabricator/pre_attackby(atom/target, mob/living/user, params)
if(!target || !user || !is_servant_of_ratvar(user) || istype(target, /obj/item/storage))
@@ -196,7 +196,7 @@
fabrication_values["power_cost"] = 0
var/turf/Y = get_turf(user)
if(!Y || (Y.z != ZLEVEL_STATION && Y.z != ZLEVEL_CENTCOM && Y.z != ZLEVEL_MINING && Y.z != ZLEVEL_LAVALAND))
if(!Y || (!(Y.z in GLOB.station_z_levels) && Y.z != ZLEVEL_CENTCOM && Y.z != ZLEVEL_MINING && Y.z != ZLEVEL_LAVALAND))
fabrication_values["operation_time"] *= 2
if(fabrication_values["power_cost"] > 0)
fabrication_values["power_cost"] *= 2
@@ -276,7 +276,7 @@
if(!silent)
var/atom/A = fabrication_values["new_obj_type"]
if(A)
to_chat(user, "<span class='warning'>You need <b>[fabrication_values["power_cost"]]W</b> power to fabricate \a [initial(A.name)] from [target]!</span>")
to_chat(user, "<span class='warning'>You need <b>[DisplayPower(fabrication_values["power_cost"])]</b> power to fabricate \a [initial(A.name)] from [target]!</span>")
else if(stored_power - fabrication_values["power_cost"] > max_power)
if(!silent)
var/atom/A = fabrication_values["new_obj_type"]
@@ -323,8 +323,8 @@
repair_values["power_required"] = round(repair_values["healing_for_cycle"]*MIN_CLOCKCULT_POWER, MIN_CLOCKCULT_POWER) //and get the power cost from that
if(!can_use_power(RATVAR_POWER_CHECK) && !can_use_power(repair_values["power_required"]))
if(!silent)
to_chat(user, "<span class='warning'>You need at least <b>[repair_values["power_required"]]W</b> power to start repairin[target == user ? "g yourself" : "g [target]"], and at least \
<b>[round(repair_values["amount_to_heal"]*MIN_CLOCKCULT_POWER, MIN_CLOCKCULT_POWER)]W</b> to fully repair [target == user ? "yourself" : "[target.p_them()]"]!</span>")
to_chat(user, "<span class='warning'>You need at least <b>[DisplayPower(repair_values["power_required"])]</b> power to start repairin[target == user ? "g yourself" : "g [target]"], and at least \
<b>[DisplayPower(repair_values["amount_to_heal"]*MIN_CLOCKCULT_POWER, MIN_CLOCKCULT_POWER)]</b> to fully repair [target == user ? "yourself" : "[target.p_them()]"]!</span>")
return FALSE
return TRUE
@@ -158,7 +158,7 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
/datum/clockwork_scripture/proc/check_offstation_penalty()
var/turf/T = get_turf(invoker)
if(!T || (T.z != ZLEVEL_STATION && T.z != ZLEVEL_CENTCOM && T.z != ZLEVEL_MINING && T.z != ZLEVEL_LAVALAND))
if(!T || (!(T.z in GLOB.station_z_levels) && T.z != ZLEVEL_CENTCOM && T.z != ZLEVEL_MINING && T.z != ZLEVEL_LAVALAND))
channel_time *= 2
for(var/i in consumed_components)
if(consumed_components[i])
@@ -175,7 +175,7 @@
to_chat(invoker, "<span class='inathneq'>\"It is too late to construct one of these, champion.\"</span>")
return FALSE
var/turf/T = get_turf(invoker)
if(!T || T.z != ZLEVEL_STATION)
if(!T || !(T.z in GLOB.station_z_levels))
to_chat(invoker, "<span class='inathneq'>\"You must be on the station to construct one of these, champion.\"</span>")
return FALSE
return ..()
@@ -33,7 +33,7 @@
return FALSE
var/area/A = get_area(invoker)
var/turf/T = get_turf(invoker)
if(!T || T.z != ZLEVEL_STATION || istype(A, /area/shuttle) || !A.blob_allowed)
if(!T || !(T.z in GLOB.station_z_levels) || istype(A, /area/shuttle) || !A.blob_allowed)
to_chat(invoker, "<span class='warning'>You must be on the station to activate the Ark!</span>")
return FALSE
if(GLOB.clockwork_gateway_activated)
@@ -160,7 +160,7 @@
if(is_servant_of_ratvar(user) || isobserver(user))
var/powered = total_accessable_power()
var/sigil_number = LAZYLEN(check_apc_and_sigils())
to_chat(user, "<span class='[powered ? "brass":"alloy"]'>It has access to <b>[powered == INFINITY ? "INFINITY":"[powered]"]W</b> of power, \
to_chat(user, "<span class='[powered ? "brass":"alloy"]'>It has access to <b>[powered == INFINITY ? "INFINITE</b>":"[DisplayPower(powered)]</b> of"] power, \
and <b>[sigil_number]</b> Sigil[sigil_number == 1 ? "":"s"] of Transmission [sigil_number == 1 ? "is":"are"] in range.</span>")
/obj/structure/destructible/clockwork/powered/Destroy()
@@ -23,7 +23,7 @@
/obj/structure/destructible/clockwork/powered/clockwork_obelisk/examine(mob/user)
..()
if(is_servant_of_ratvar(user) || isobserver(user))
to_chat(user, "<span class='nzcrentr_small'>It requires <b>[hierophant_cost]W</b> to broadcast over the Hierophant Network, and <b>[gateway_cost]W</b> to open a Spatial Gateway.</span>")
to_chat(user, "<span class='nzcrentr_small'>It requires <b>[DisplayPower(hierophant_cost)]</b> to broadcast over the Hierophant Network, and <b>[DisplayPower(gateway_cost)]</b> to open a Spatial Gateway.</span>")
/obj/structure/destructible/clockwork/powered/clockwork_obelisk/can_be_unfasten_wrench(mob/user, silent)
if(active)
@@ -19,7 +19,7 @@
/obj/structure/destructible/clockwork/powered/mania_motor/examine(mob/user)
..()
if(is_servant_of_ratvar(user) || isobserver(user))
to_chat(user, "<span class='sevtug_small'>It requires <b>[mania_cost]W</b> to run.</span>")
to_chat(user, "<span class='sevtug_small'>It requires <b>[DisplayPower(mania_cost)]</b> to run.</span>")
/obj/structure/destructible/clockwork/powered/mania_motor/forced_disable(bad_effects)
if(active)
@@ -26,8 +26,8 @@
to_chat(user, "<span class='inathneq'>An emergency shuttle has arrived and this prism is no longer useful; attempt to activate it to gain a partial refund of components used.</span>")
else
var/efficiency = get_efficiency_mod(TRUE)
to_chat(user, "<span class='inathneq_small'>It requires at least <b>[get_delay_cost()]W</b> of power to attempt to delay the arrival of an emergency shuttle by <b>[2 * efficiency]</b> minutes.</span>")
to_chat(user, "<span class='inathneq_small'>This cost increases by <b>[delay_cost_increase]W</b> for every previous activation.</span>")
to_chat(user, "<span class='inathneq_small'>It requires at least <b>[DisplayPower(get_delay_cost())]</b> of power to attempt to delay the arrival of an emergency shuttle by <b>[2 * efficiency]</b> minutes.</span>")
to_chat(user, "<span class='inathneq_small'>This cost increases by <b>[DisplayPower(delay_cost_increase)]</b> for every previous activation.</span>")
/obj/structure/destructible/clockwork/powered/prolonging_prism/forced_disable(bad_effects)
if(active)
@@ -48,7 +48,7 @@
if(active)
return 0
var/turf/T = get_turf(src)
if(!T || T.z != ZLEVEL_STATION)
if(!T || !(T.z in GLOB.station_z_levels))
to_chat(user, "<span class='warning'>[src] must be on the station to function!</span>")
return 0
if(SSshuttle.emergency.mode != SHUTTLE_CALL)
@@ -63,7 +63,7 @@
/obj/structure/destructible/clockwork/powered/prolonging_prism/process()
var/turf/own_turf = get_turf(src)
if(SSshuttle.emergency.mode != SHUTTLE_CALL || delay_remaining <= 0 || !own_turf || own_turf.z != ZLEVEL_STATION)
if(SSshuttle.emergency.mode != SHUTTLE_CALL || delay_remaining <= 0 || !own_turf || !(own_turf.z in GLOB.station_z_levels))
forced_disable(FALSE)
return
. = ..()
@@ -97,7 +97,7 @@
mean_x = Ceiling(mean_x)
else
mean_x = Floor(mean_x)
var/turf/semi_random_center_turf = locate(mean_x, mean_y, ZLEVEL_STATION)
var/turf/semi_random_center_turf = locate(mean_x, mean_y, ZLEVEL_STATION_PRIMARY)
for(var/t in getline(src, semi_random_center_turf))
prism_turfs[t] = TRUE
var/placement_style = prob(50)
@@ -126,7 +126,7 @@
if(!hex_combo)
hex_combo = mutable_appearance('icons/effects/64x64.dmi', n, RIPPLE_LAYER)
else
hex_combo.overlays += mutable_appearance('icons/effects/64x64.dmi', n, RIPPLE_LAYER)
hex_combo.add_overlay(mutable_appearance('icons/effects/64x64.dmi', n, RIPPLE_LAYER))
if(hex_combo) //YOU BUILT A HEXAGON
hex_combo.pixel_x = -16
hex_combo.pixel_y = -16
@@ -33,7 +33,7 @@
to_chat(user, "<span class='brass'>It is currently producing random components.</span>")
to_chat(user, "<span class='nezbere_small'>It will produce a component every <b>[round((production_cooldown*0.1) * get_efficiency_mod(TRUE), 0.1)]</b> seconds and requires at least the following power for each component type:</span>")
for(var/i in GLOB.clockwork_component_cache)
to_chat(user, "[get_component_icon(i)] <span class='[get_component_span(i)]_small'><i>[get_component_name(i)]:</i> <b>[get_component_cost(i)]W</b> <i>([GLOB.clockwork_component_cache[i]] exist[GLOB.clockwork_component_cache[i] == 1 ? "s" : ""])</i></span>")
to_chat(user, "[get_component_icon(i)] <span class='[get_component_span(i)]_small'><i>[get_component_name(i)]:</i> <b>[DisplayPower(get_component_cost(i))]</b> <i>([GLOB.clockwork_component_cache[i]] exist[GLOB.clockwork_component_cache[i] == 1 ? "s" : ""])</i></span>")
/obj/structure/destructible/clockwork/powered/tinkerers_daemon/forced_disable(bad_effects)
if(active)
@@ -80,7 +80,7 @@
if("Specific Component")
var/list/components = list()
for(var/i in GLOB.clockwork_component_cache)
components["[get_component_name(i)] ([get_component_cost(i)]W)"] = i
components["[get_component_name(i)] ([DisplayPower(get_component_cost(i))])"] = i
var/input_component = input(user, "Choose a component type.", name) as null|anything in components
component_id_to_produce = components[input_component]
servants = 0
+9 -2
View File
@@ -31,6 +31,7 @@
name = "cult"
config_tag = "cult"
antag_flag = ROLE_CULTIST
false_report_weight = 10
restricted_jobs = list("Chaplain","AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel")
protected_jobs = list()
required_players = 24
@@ -104,7 +105,7 @@
if(!GLOB.summon_spots.len)
while(GLOB.summon_spots.len < SUMMON_POSSIBILITIES)
var/area/summon = pick(GLOB.sortedAreas - GLOB.summon_spots)
if((summon.z == ZLEVEL_STATION) && summon.valid_territory)
if((summon.z in GLOB.station_z_levels) && summon.valid_territory)
GLOB.summon_spots += summon
cult_objectives += "eldergod"
@@ -144,7 +145,7 @@
to_chat(mob, "<span class='userdanger'>Unfortunately, you weren't able to get a [item_name]. This is very bad and you should adminhelp immediately (press F1).</span>")
return 0
else
to_chat(mob, "<span class='danger'>You have a [item_name] in your [where].")
to_chat(mob, "<span class='danger'>You have a [item_name] in your [where].</span>")
if(where == "backpack")
var/obj/item/storage/B = mob.back
B.orient2hud(mob)
@@ -258,6 +259,12 @@
..()
return 1
/datum/game_mode/cult/generate_report()
return "Some stations in your sector have reported evidence of blood sacrifice and strange magic. Ties to the Wizards' Federation have been proven not to exist, and many employees \
have disappeared; even Central Command employees light-years away have felt strange presences and at times hysterical compulsions. Interrogations point towards this being the work of \
the cult of Nar-Sie. If evidence of this cult is discovered aboard your station, extreme caution and extreme vigilance must be taken going forward, and all resources should be \
devoted to stopping this cult. Note that holy water seems to weaken and eventually return the minds of cultists that ingest it, and mindshield implants will prevent conversion \
altogether."
/datum/game_mode/proc/datum_cult_completion()
var/text = ""
+4 -4
View File
@@ -118,7 +118,7 @@
if(B.current)
B.current.update_action_buttons_icon()
if(!B.current.incapacitated())
to_chat(B.current,"<span class='cultlarge'>[Nominee] has died in the process of attempting to win the cult's support!")
to_chat(B.current,"<span class='cultlarge'>[Nominee] has died in the process of attempting to win the cult's support!</span>")
return FALSE
if(!Nominee.mind)
GLOB.cult_vote_called = FALSE
@@ -126,7 +126,7 @@
if(B.current)
B.current.update_action_buttons_icon()
if(!B.current.incapacitated())
to_chat(B.current,"<span class='cultlarge'>[Nominee] has gone catatonic in the process of attempting to win the cult's support!")
to_chat(B.current,"<span class='cultlarge'>[Nominee] has gone catatonic in the process of attempting to win the cult's support!</span>")
return FALSE
if(LAZYLEN(yes_voters) <= LAZYLEN(asked_cultists) * 0.5)
GLOB.cult_vote_called = FALSE
@@ -134,7 +134,7 @@
if(B.current)
B.current.update_action_buttons_icon()
if(!B.current.incapacitated())
to_chat(B.current, "<span class='cultlarge'>[Nominee] could not win the cult's support and shall continue to serve as an acolyte.")
to_chat(B.current, "<span class='cultlarge'>[Nominee] could not win the cult's support and shall continue to serve as an acolyte.</span>")
return FALSE
GLOB.cult_mastered = TRUE
SSticker.mode.remove_cultist(Nominee.mind, TRUE)
@@ -144,7 +144,7 @@
for(var/datum/action/innate/cult/mastervote/vote in B.current.actions)
vote.Remove(B.current)
if(!B.current.incapacitated())
to_chat(B.current,"<span class='cultlarge'>[Nominee] has won the cult's support and is now their master. Follow [Nominee.p_their()] orders to the best of your ability!")
to_chat(B.current,"<span class='cultlarge'>[Nominee] has won the cult's support and is now their master. Follow [Nominee.p_their()] orders to the best of your ability!</span>")
return TRUE
/datum/action/innate/cult/master/IsAvailable()
+2 -2
View File
@@ -257,8 +257,8 @@ This file contains the arcane tome files.
to_chat(user, "<span class='cult'>There is already a rune here.</span>")
return FALSE
if(T.z != ZLEVEL_STATION && T.z != ZLEVEL_MINING)
to_chat(user, "<span class='warning'>The veil is not weak enough here.")
if(!(T.z in GLOB.station_z_levels) && T.z != ZLEVEL_MINING)
to_chat(user, "<span class='warning'>The veil is not weak enough here.</span>")
return FALSE
return TRUE
+1 -1
View File
@@ -465,7 +465,7 @@ structure_check() searches for nearby cultist structures required for the invoca
/obj/effect/rune/narsie/invoke(var/list/invokers)
if(used)
return
if(z != ZLEVEL_STATION)
if(!(z in GLOB.station_z_levels))
return
if(locate(/obj/singularity/narsie) in GLOB.poi_list)
@@ -41,3 +41,7 @@
devil.objectives += outsellobjective
return 1
return 0
/datum/game_mode/devil/devil_agents/generate_report()
return "Multiple soul merchants have been spotted in the quadrant, and appear to be competing over who can purchase the most souls. Be advised that they are likely to manufacture \
emergencies to encourage employees to sell their souls. If anyone sells their soul in error, contact an attorney to overrule the sale."
@@ -2,6 +2,7 @@
name = "devil"
config_tag = "devil"
antag_flag = ROLE_DEVIL
false_report_weight = 1
protected_jobs = list("Lawyer", "Curator", "Chaplain", "Head of Security", "Captain", "AI")
required_players = 0
required_enemies = 1
@@ -54,6 +55,10 @@
..()
return 1
/datum/game_mode/devil/generate_report()
return "Infernal creatures have been seen nearby offering great boons in exchange for souls. This is considered theft against Nanotrasen, as all employment contracts contain a lien on the \
employee's soul. If anyone sells their soul in error, contact an attorney to overrule the sale. Be warned that if the devil purchases enough souls, a gateway to hell may open."
/datum/game_mode/devil/proc/post_setup_finalize(datum/mind/devil)
add_devil(devil.current, ascendable = TRUE) //Devil gamemode devils are ascendable.
add_devil_objectives(devil,2)
+72 -72
View File
@@ -1,80 +1,80 @@
/proc/power_failure()
priority_announce("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure", 'sound/ai/poweroff.ogg')
for(var/obj/machinery/power/smes/S in GLOB.machines)
if(istype(get_area(S), /area/ai_monitored/turret_protected) || S.z != ZLEVEL_STATION)
continue
S.charge = 0
S.output_level = 0
S.output_attempt = 0
S.update_icon()
S.power_change()
var/list/skipped_areas = list(/area/engine/engineering, /area/engine/supermatter, /area/engine/atmospherics_engine, /area/ai_monitored/turret_protected/ai)
for(var/area/A in world)
if( !A.requires_power || A.always_unpowered )
continue
var/skip = 0
for(var/area_type in skipped_areas)
if(istype(A,area_type))
skip = 1
break
if(A.contents)
for(var/atom/AT in A.contents)
if(AT.z != ZLEVEL_STATION) //Only check one, it's enough.
skip = 1
break
if(skip) continue
/proc/power_failure()
priority_announce("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure", 'sound/ai/poweroff.ogg')
for(var/obj/machinery/power/smes/S in GLOB.machines)
if(istype(get_area(S), /area/ai_monitored/turret_protected) || !(S.z in GLOB.station_z_levels))
continue
S.charge = 0
S.output_level = 0
S.output_attempt = 0
S.update_icon()
S.power_change()
var/list/skipped_areas = list(/area/engine/engineering, /area/engine/supermatter, /area/engine/atmospherics_engine, /area/ai_monitored/turret_protected/ai)
for(var/area/A in world)
if( !A.requires_power || A.always_unpowered )
continue
var/skip = 0
for(var/area_type in skipped_areas)
if(istype(A,area_type))
skip = 1
break
if(A.contents)
for(var/atom/AT in A.contents)
if(!(AT.z in GLOB.station_z_levels)) //Only check one, it's enough.
skip = 1
break
if(skip) continue
A.power_light = FALSE
A.power_equip = FALSE
A.power_environ = FALSE
A.power_change()
for(var/obj/machinery/power/apc/C in GLOB.apcs_list)
if(C.cell && C.z == ZLEVEL_STATION)
A.power_change()
for(var/obj/machinery/power/apc/C in GLOB.apcs_list)
if(C.cell && (C.z in GLOB.station_z_levels))
var/area/A = C.area
var/skip = 0
for(var/area_type in skipped_areas)
if(istype(A,area_type))
skip = 1
break
if(skip) continue
C.cell.charge = 0
/proc/power_restore()
priority_announce("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal", 'sound/ai/poweron.ogg')
for(var/obj/machinery/power/apc/C in GLOB.machines)
if(C.cell && C.z == ZLEVEL_STATION)
C.cell.charge = C.cell.maxcharge
C.failure_timer = 0
for(var/obj/machinery/power/smes/S in GLOB.machines)
if(S.z != ZLEVEL_STATION)
continue
S.charge = S.capacity
S.output_level = S.output_level_max
S.output_attempt = 1
S.update_icon()
S.power_change()
for(var/area/A in world)
var/skip = 0
for(var/area_type in skipped_areas)
if(istype(A,area_type))
skip = 1
break
if(skip) continue
C.cell.charge = 0
/proc/power_restore()
priority_announce("Power has been restored to [station_name()]. We apologize for the inconvenience.", "Power Systems Nominal", 'sound/ai/poweron.ogg')
for(var/obj/machinery/power/apc/C in GLOB.machines)
if(C.cell && (C.z in GLOB.station_z_levels))
C.cell.charge = C.cell.maxcharge
C.failure_timer = 0
for(var/obj/machinery/power/smes/S in GLOB.machines)
if(!(S.z in GLOB.station_z_levels))
continue
S.charge = S.capacity
S.output_level = S.output_level_max
S.output_attempt = 1
S.update_icon()
S.power_change()
for(var/area/A in world)
if(!istype(A, /area/space) && !istype(A, /area/shuttle) && !istype(A, /area/arrival))
A.power_light = TRUE
A.power_equip = TRUE
A.power_environ = TRUE
A.power_change()
/proc/power_restore_quick()
priority_announce("All SMESs on [station_name()] have been recharged. We apologize for the inconvenience.", "Power Systems Nominal", 'sound/ai/poweron.ogg')
for(var/obj/machinery/power/smes/S in GLOB.machines)
if(S.z != ZLEVEL_STATION)
continue
S.charge = S.capacity
S.output_level = S.output_level_max
S.output_attempt = 1
S.update_icon()
S.power_change()
A.power_change()
/proc/power_restore_quick()
priority_announce("All SMESs on [station_name()] have been recharged. We apologize for the inconvenience.", "Power Systems Nominal", 'sound/ai/poweron.ogg')
for(var/obj/machinery/power/smes/S in GLOB.machines)
if(!(S.z in GLOB.station_z_levels))
continue
S.charge = S.capacity
S.output_level = S.output_level_max
S.output_attempt = 1
S.update_icon()
S.power_change()
+5
View File
@@ -1,6 +1,7 @@
/datum/game_mode/extended
name = "secret extended"
config_tag = "secret_extended"
false_report_weight = 5
required_players = 0
announce_span = "notice"
@@ -12,9 +13,13 @@
/datum/game_mode/extended/post_setup()
..()
/datum/game_mode/extended/generate_report()
return "The transmission mostly failed to mention your sector. It is possible that there is nothing in the Syndicate that could threaten your station during this shift."
/datum/game_mode/extended/announced
name = "extended"
config_tag = "extended"
false_report_weight = 0
/datum/game_mode/extended/announced/generate_station_goals()
for(var/T in subtypesof(/datum/station_goal))
File diff suppressed because it is too large Load Diff
+3 -1
View File
@@ -3,7 +3,9 @@
name = "suspicious device"
desc = "A strange device of sorts. Hard to really make out what it actually does if you don't know how to operate it."
icon_state = "gangtool-white"
item_state = "walkietalkie"
item_state = "radio"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
-5
View File
@@ -30,11 +30,6 @@
altogether."
if("extended")
text += "The transmission mostly failed to mention your sector. It is possible that there is nothing in the Syndicate that could threaten your station during this shift."
if("gang")
text += "Cybersun Industries representatives claimed that they, in joint research with the Tiger Cooperative, have made a major breakthrough in brainwashing technology, and have \
made the nanobots that apply the \"conversion\" very small and capable of fitting into usually innocent objects - namely, pens. While they refused to outsource this technology for \
months to come due to its flaws, they reported some as missing but passed it off to carelessness. At Central Command, we don't like mysteries, and we have reason to believe that this \
technology was stolen for anti-Nanotrasen use. Be on the lookout for territory claims and unusually violent crew behavior, applying mindshield implants as necessary."
if("malf")
text += "A large ionospheric anomaly recently passed through your sector. Although physically undetectable, ionospherics tend to have an extreme effect on telecommunications equipment \
as well as artificial intelligence units. Closely observe the behavior of artificial intelligence, and treat any machine malfunctions as purposeful. If necessary, termination of the \
+16 -17
View File
@@ -1,4 +1,5 @@
#define DEFAULT_DOOMSDAY_TIMER 4500
#define DOOMSDAY_ANNOUNCE_INTERVAL 600
GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/obj/machinery/field/containment,
@@ -232,7 +233,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/datum/action/innate/ai/nuke_station/Activate()
var/turf/T = get_turf(owner)
if(!istype(T) || T.z != ZLEVEL_STATION)
if(!istype(T) || !(T.z in GLOB.station_z_levels))
to_chat(owner, "<span class='warning'>You cannot activate the doomsday device while off-station!</span>")
return
if(alert(owner, "Send arming signal? (true = arm, false = cancel)", "purge_all_life()", "confirm = TRUE;", "confirm = FALSE;") != "confirm = TRUE;")
@@ -309,8 +310,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
owner_AI.nuking = TRUE
owner_AI.doomsday_device = DOOM
owner_AI.doomsday_device.start()
for(var/pinpointer in GLOB.pinpointer_list)
var/obj/item/pinpointer/P = pinpointer
for(var/obj/item/pinpointer/nuke/P in GLOB.pinpointer_list)
P.switch_mode_to(TRACK_MALF_AI) //Pinpointers start tracking the AI wherever it goes
qdel(src)
@@ -325,12 +325,11 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
var/timing = FALSE
var/obj/effect/countdown/doomsday/countdown
var/detonation_timer
var/list/milestones
var/next_announce
/obj/machinery/doomsday_device/Initialize()
. = ..()
countdown = new(src)
milestones = list()
/obj/machinery/doomsday_device/Destroy()
QDEL_NULL(countdown)
@@ -345,6 +344,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/obj/machinery/doomsday_device/proc/start()
detonation_timer = world.time + DEFAULT_DOOMSDAY_TIMER
next_announce = world.time + DOOMSDAY_ANNOUNCE_INTERVAL
timing = TRUE
countdown.start()
START_PROCESSING(SSfastprocess, src)
@@ -356,7 +356,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/obj/machinery/doomsday_device/process()
var/turf/T = get_turf(src)
if(!T || T.z != ZLEVEL_STATION)
if(!T || !(T.z in GLOB.station_z_levels))
minor_announce("DOOMSDAY DEVICE OUT OF STATION RANGE, ABORTING", "ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4", TRUE)
SSshuttle.clearHostileEnvironment(src)
qdel(src)
@@ -368,13 +368,11 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
if(!sec_left)
timing = FALSE
detonate(T.z)
else
var/key = num2text(sec_left)
if(!(sec_left % 60) && !(key in milestones))
milestones[key] = TRUE
minor_announce("[key] SECONDS UNTIL DOOMSDAY DEVICE ACTIVATION!", "ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4", TRUE)
else if(world.time >= next_announce)
minor_announce("[sec_left] SECONDS UNTIL DOOMSDAY DEVICE ACTIVATION!", "ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4", TRUE)
next_announce += DOOMSDAY_ANNOUNCE_INTERVAL
/obj/machinery/doomsday_device/proc/detonate(z_level = ZLEVEL_STATION)
/obj/machinery/doomsday_device/proc/detonate(z_level = ZLEVEL_STATION_PRIMARY)
sound_to_playing_players('sound/machines/alarm.ogg')
sleep(100)
for(var/mob/living/L in GLOB.mob_list)
@@ -426,7 +424,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/datum/action/innate/ai/lockdown/Activate()
for(var/obj/machinery/door/D in GLOB.airlocks)
if(D.z != ZLEVEL_STATION)
if(!(D.z in GLOB.station_z_levels))
continue
INVOKE_ASYNC(D, /obj/machinery/door.proc/hostile_lockdown, src)
addtimer(CALLBACK(D, /obj/machinery/door.proc/disable_lockdown), 900)
@@ -504,7 +502,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/datum/action/innate/ai/break_fire_alarms/Activate()
for(var/obj/machinery/firealarm/F in GLOB.machines)
if(F.z != ZLEVEL_STATION)
if(!(F.z in GLOB.station_z_levels))
continue
F.emagged = TRUE
to_chat(owner, "<span class='notice'>All thermal sensors on the station have been disabled. Fire alerts will no longer be recognized.</span>")
@@ -531,10 +529,10 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
/datum/action/innate/ai/break_air_alarms/Activate()
for(var/obj/machinery/airalarm/AA in GLOB.machines)
if(AA.z != ZLEVEL_STATION)
if(!(AA.z in GLOB.station_z_levels))
continue
AA.emagged = TRUE
to_chat(owner, "<span class='notice'>All air alarm safeties on the station have been overriden. Air alarms may now use the Flood environmental mode.")
to_chat(owner, "<span class='notice'>All air alarm safeties on the station have been overriden. Air alarms may now use the Flood environmental mode.</span>")
owner.playsound_local(owner, 'sound/machines/terminal_off.ogg', 50, 0)
@@ -672,7 +670,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
var/obj/machinery/transformer/conveyor = new(T)
conveyor.masterAI = owner
playsound(T, 'sound/effects/phasein.ogg', 100, 1)
owner_AI.can_shunt = TRUE
owner_AI.can_shunt = FALSE
to_chat(owner, "<span class='warning'>You are no longer able to shunt your core to APCs.</span>")
adjust_uses(-1)
@@ -829,3 +827,4 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
AI.eyeobj.relay_speech = TRUE
#undef DEFAULT_DOOMSDAY_TIMER
#undef DOOMSDAY_ANNOUNCE_INTERVAL
@@ -0,0 +1,11 @@
diff a/code/game/gamemodes/malfunction/Malf_Modules.dm b/code/game/gamemodes/malfunction/Malf_Modules.dm (rejected hunks)
@@ -309,8 +309,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
owner_AI.nuking = TRUE
owner_AI.doomsday_device = DOOM
owner_AI.doomsday_device.start()
- for(var/pinpointer in GLOB.pinpointer_list)
- var/obj/item/weapon/pinpointer/P = pinpointer
+ for(var/obj/item/weapon/pinpointer/nuke/P in GLOB.pinpointer_list)
P.switch_mode_to(TRACK_MALF_AI) //Pinpointers start tracking the AI wherever it goes
qdel(src)
+5
View File
@@ -1,6 +1,7 @@
/datum/game_mode/meteor
name = "meteor"
config_tag = "meteor"
false_report_weight = 1
var/meteordelay = 2000
var/nometeors = 0
var/rampupdelta = 5
@@ -53,3 +54,7 @@
SSticker.mode_result = "end - evacuation"
..()
return 1
/datum/game_mode/meteor/generate_report()
return "[pick("Asteroids have", "Meteors have", "Large rocks have", "Stellar minerals have", "Space hail has", "Debris has")] been detected near your station, and a collision is possible, \
though unlikely. Be prepared for largescale impacts and destruction. Please note that the debris will prevent the escape shuttle from arriving quickly."
+4 -4
View File
@@ -31,15 +31,15 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
var/max_i = 10//number of tries to spawn meteor.
while(!isspaceturf(pickedstart))
var/startSide = pick(GLOB.cardinals)
pickedstart = spaceDebrisStartLoc(startSide, ZLEVEL_STATION)
pickedgoal = spaceDebrisFinishLoc(startSide, ZLEVEL_STATION)
pickedstart = spaceDebrisStartLoc(startSide, ZLEVEL_STATION_PRIMARY)
pickedgoal = spaceDebrisFinishLoc(startSide, ZLEVEL_STATION_PRIMARY)
max_i--
if(max_i<=0)
return
var/Me = pickweight(meteortypes)
var/obj/effect/meteor/M = new Me(pickedstart)
M.dest = pickedgoal
M.z_original = ZLEVEL_STATION
M.z_original = ZLEVEL_STATION_PRIMARY
spawn(0)
walk_towards(M, M.dest, 1)
@@ -96,7 +96,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
pass_flags = PASSTABLE
var/heavy = 0
var/meteorsound = 'sound/effects/meteorimpact.ogg'
var/z_original = ZLEVEL_STATION
var/z_original = ZLEVEL_STATION_PRIMARY
var/threat = 0 // used for determining which meteors are most interesting
var/lifetime = DEFAULT_METEOR_LIFETIME
@@ -7,6 +7,7 @@
name = "abduction"
config_tag = "abduction"
antag_flag = ROLE_ABDUCTOR
false_report_weight = 1
recommended_enemies = 2
required_players = 15
maximum_players = 50
@@ -243,3 +244,7 @@
var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_ABDUCTOR]
hud.leave_hud(alien_mind.current)
set_antag_hud(alien_mind.current, null)
/datum/game_mode/abduction/generate_report()
return "Nearby spaceships report crewmembers having been [pick("kidnapped", "abducted", "captured")] and [pick("tortured", "experimented on", "probed", "implanted")] by mysterious \
grey humanoids, before being sent back. Be advised that the kidnapped crewmembers behave strangely upon return to duties."
@@ -9,7 +9,7 @@
var/datum/action/innate/vest_disguise_swap/vest_disguise_action = new
var/datum/action/innate/set_droppoint/set_droppoint_action = new
var/obj/machinery/abductor/console/console
z_lock = ZLEVEL_STATION
z_lock = ZLEVEL_STATION_PRIMARY
icon = 'icons/obj/abductor.dmi'
icon_state = "camera"
@@ -12,6 +12,8 @@
var/list/abductee_minds
var/flash = " - || - "
var/obj/machinery/abductor/console/console
var/message_cooldown = 0
var/breakout_time = 0.75
/obj/machinery/abductor/experiment/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !target.Adjacent(user) || !ishuman(target))
@@ -40,25 +42,23 @@
/obj/machinery/abductor/experiment/relaymove(mob/user)
if(user.stat != CONSCIOUS)
return
container_resist(user)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
/obj/machinery/abductor/experiment/container_resist(mob/living/user)
var/breakout_time = 600
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about a minute.)</span>")
user.visible_message("<span class='italics'>You hear a metallic creaking from [src]!</span>")
if(do_after(user,(breakout_time), target = src))
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
return
visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>")
to_chat(user, "<span class='notice'>You successfully break out of [src]!</span>")
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
/obj/machinery/abductor/experiment/proc/dissection_icon(mob/living/carbon/human/H)
var/icon/photo = null
var/g = (H.gender == FEMALE) ? "f" : "m"
@@ -26,7 +26,7 @@
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in GLOB.machines)
if(QDELETED(temp_vent))
continue
if(temp_vent.loc.z == ZLEVEL_STATION && !temp_vent.welded)
if(temp_vent.loc.z == ZLEVEL_STATION_PRIMARY && !temp_vent.welded)
var/datum/pipeline/temp_vent_parent = temp_vent.PARENT1
if(temp_vent_parent.other_atmosmch.len > 20)
vents += temp_vent
@@ -257,10 +257,15 @@
/obj/machinery/door/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
var/isonshuttle = istype(get_area(src), /area/shuttle)
for(var/turf/T in range(1, src))
if(isspaceturf(T) || (!isonshuttle && (istype(T.loc, /area/shuttle) || istype(T.loc, /area/space))) || (isonshuttle && !istype(T.loc, /area/shuttle)))
var/area/A = get_area(T)
if(isspaceturf(T) || (!isonshuttle && (istype(A, /area/shuttle) || istype(A, /area/space))) || (isonshuttle && !istype(A, /area/shuttle)))
to_chat(S, "<span class='warning'>Destroying this object has the potential to cause a hull breach. Aborting.</span>")
S.target = null
return FALSE
else if(istype(A, /area/engine/supermatter))
to_chat(S, "<span class='warning'>Disrupting the containment of a supermatter crystal would not be to our benefit. Aborting.</span>")
S.target = null
return FALSE
S.DisIntegrate(src)
return TRUE
@@ -301,10 +306,6 @@
to_chat(S, "<span class='warning'>This device is attempting to corrupt our entire network; attempting to interact with it is too risky. Aborting.</span>")
return FALSE
/obj/effect/decal/cleanable/crayon/gang/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
to_chat(S, "<span class='warning'>Searching... sensor malfunction! Target lost. Aborting.</span>")
return FALSE
/obj/effect/rune/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
to_chat(S, "<span class='warning'>Searching... sensor malfunction! Target lost. Aborting.</span>")
return FALSE
@@ -344,19 +345,29 @@
/turf/closed/wall/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
var/isonshuttle = istype(loc, /area/shuttle)
for(var/turf/T in range(1, src))
if(isspaceturf(T) || (!isonshuttle && (istype(T.loc, /area/shuttle) || istype(T.loc, /area/space))) || (isonshuttle && !istype(T.loc, /area/shuttle)))
var/area/A = get_area(T)
if(isspaceturf(T) || (!isonshuttle && (istype(A, /area/shuttle) || istype(A, /area/space))) || (isonshuttle && !istype(A, /area/shuttle)))
to_chat(S, "<span class='warning'>Destroying this object has the potential to cause a hull breach. Aborting.</span>")
S.target = null
return TRUE
else if(istype(A, /area/engine/supermatter))
to_chat(S, "<span class='warning'>Disrupting the containment of a supermatter crystal would not be to our benefit. Aborting.</span>")
S.target = null
return TRUE
return ..()
/obj/structure/window/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
var/isonshuttle = istype(get_area(src), /area/shuttle)
for(var/turf/T in range(1, src))
if(isspaceturf(T) || (!isonshuttle && (istype(T.loc, /area/shuttle) || istype(T.loc, /area/space))) || (isonshuttle && !istype(T.loc, /area/shuttle)))
var/area/A = get_area(T)
if(isspaceturf(T) || (!isonshuttle && (istype(A, /area/shuttle) || istype(A, /area/space))) || (isonshuttle && !istype(A, /area/shuttle)))
to_chat(S, "<span class='warning'>Destroying this object has the potential to cause a hull breach. Aborting.</span>")
S.target = null
return TRUE
else if(istype(A, /area/engine/supermatter))
to_chat(S, "<span class='warning'>Disrupting the containment of a supermatter crystal would not be to our benefit. Aborting.</span>")
S.target = null
return TRUE
return ..()
/obj/item/stack/cable_coil/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)//Wiring would be too effective as a resource
@@ -447,7 +458,7 @@
if(target == src)
return
if(z != ZLEVEL_STATION && z != ZLEVEL_LAVALAND)
if(!(z in GLOB.station_z_levels) && z != ZLEVEL_LAVALAND)
to_chat(src, "<span class='warning'>Our bluespace transceiver cannot locate a viable bluespace link, our teleportation abilities are useless in this area.</span>")
return
@@ -458,8 +469,8 @@
var/turf/open/floor/F
switch(z) //Only the station/lavaland
if(ZLEVEL_STATION)
F =find_safe_turf(zlevels = ZLEVEL_STATION, extended_safety_checks = TRUE)
if(ZLEVEL_STATION_PRIMARY)
F =find_safe_turf(zlevels = ZLEVEL_STATION_PRIMARY, extended_safety_checks = TRUE)
if(ZLEVEL_LAVALAND)
F = find_safe_turf(zlevels = ZLEVEL_LAVALAND, extended_safety_checks = TRUE)
if(!F)
@@ -1,8 +1,8 @@
/datum/round_event_control/spawn_swarmer
name = "Spawn Swarmer Shell"
typepath = /datum/round_event/spawn_swarmer
weight = 7
max_occurrences = 1 //Only once okay fam
weight = 0
max_occurrences = 0 //Only once okay fam
earliest_start = 18000 //30 minutes
min_players = 15
@@ -5,6 +5,7 @@
name = "monkey"
config_tag = "monkey"
antag_flag = ROLE_MONKEY
false_report_weight = 1
required_players = 20
required_enemies = 1
@@ -46,7 +47,7 @@
/datum/game_mode/monkey/proc/greet_carrier(datum/mind/carrier)
to_chat(carrier.current, "<B><span class='notice'>You are the Jungle Fever patient zero!!</B>")
to_chat(carrier.current, "<B><span class='notice'>You are the Jungle Fever patient zero!!</B></span>")
to_chat(carrier.current, "<b>You have been planted onto this station by the Animal Rights Consortium.</b>")
to_chat(carrier.current, "<b>Soon the disease will transform you into an ape. Afterwards, you will be able spread the infection to others with a bite.</b>")
to_chat(carrier.current, "<b>While your infection strain is undetectable by scanners, any other infectees will show up on medical equipment.</b>")
@@ -111,3 +112,7 @@
else
SSticker.mode_result = "loss - staff stopped the monkeys"
to_chat(world, "<span class='userdanger'>The staff managed to contain the monkey infestation!</span>")
/datum/game_mode/monkey/generate_report()
return "Reports of an ancient [pick("retrovirus", "flesh eating bacteria", "disease", "magical curse blamed on viruses", "bananna blight")] outbreak that turn humans into monkies has been \
reported in your quadrant. Any such infections may be treated with bananna juice. If an outbreak occurs, ensure the station is quarantined to prevent a largescale outbreak at Centcom."
+6 -1
View File
@@ -5,6 +5,7 @@
/datum/game_mode/nuclear
name = "nuclear emergency"
config_tag = "nuclear"
false_report_weight = 10
required_players = 30 // 30 players - 3 players to be the nuke ops = 27 players remaining
required_enemies = 2
recommended_enemies = 5
@@ -273,6 +274,10 @@
..()
return
/datum/game_mode/nuclear/generate_report()
return "One of Central Command's trading routes was recently disrupted by a raid carried out by the Gorlex Marauders. They seemed to only be after one ship - a highly-sensitive \
transport containing a nuclear fission explosive, although it is useless without the proper code and authorization disk. While the code was likely found in minutes, the only disk that \
can activate this explosive is on your station. Ensure that it is protected at all times, and remain alert for possible intruders."
/datum/game_mode/proc/auto_declare_completion_nuclear()
if( syndicates.len || (SSticker && istype(SSticker.mode, /datum/game_mode/nuclear)) )
@@ -325,7 +330,7 @@
gloves = /obj/item/clothing/gloves/combat
back = /obj/item/storage/backpack
ears = /obj/item/device/radio/headset/syndicate/alt
l_pocket = /obj/item/pinpointer/syndicate
l_pocket = /obj/item/pinpointer/nuke/syndicate
id = /obj/item/card/id/syndicate
belt = /obj/item/gun/ballistic/automatic/pistol
backpack_contents = list(/obj/item/storage/box/syndie=1)
@@ -0,0 +1,10 @@
diff a/code/game/gamemodes/nuclear/nuclear.dm b/code/game/gamemodes/nuclear/nuclear.dm (rejected hunks)
@@ -325,7 +325,7 @@
gloves = /obj/item/clothing/gloves/combat
back = /obj/item/weapon/storage/backpack
ears = /obj/item/device/radio/headset/syndicate/alt
- l_pocket = /obj/item/weapon/pinpointer/syndicate
+ l_pocket = /obj/item/weapon/pinpointer/nuke/syndicate
id = /obj/item/weapon/card/id/syndicate
belt = /obj/item/weapon/gun/ballistic/automatic/pistol
backpack_contents = list(/obj/item/weapon/storage/box/syndie=1)
@@ -6,7 +6,9 @@
/obj/item/device/nuclear_challenge
name = "Declaration of War (Challenge Mode)"
icon_state = "gangtool-red"
item_state = "walkietalkie"
item_state = "radio"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
desc = "Use to send a declaration of hostilities to the target, delaying your shuttle departure for 20 minutes while they prepare for your assault. \
Such a brazen move will attract the attention of powerful benefactors within the Syndicate, who will supply your team with a massive amount of bonus telecrystals. \
Must be used within five minutes, or your benefactors will lose interest."
+7 -7
View File
@@ -362,9 +362,9 @@
if(safety)
if(timing)
set_security_level(previous_level)
for(var/obj/item/pinpointer/syndicate/S in GLOB.pinpointer_list)
for(var/obj/item/pinpointer/nuke/syndicate/S in GLOB.pinpointer_list)
S.switch_mode_to(initial(S.mode))
S.nuke_warning = FALSE
S.alert = FALSE
timing = FALSE
bomb_set = TRUE
detonation_timer = null
@@ -381,16 +381,16 @@
bomb_set = TRUE
set_security_level("delta")
detonation_timer = world.time + (timer_set * 10)
for(var/obj/item/pinpointer/syndicate/S in GLOB.pinpointer_list)
for(var/obj/item/pinpointer/nuke/syndicate/S in GLOB.pinpointer_list)
S.switch_mode_to(TRACK_INFILTRATOR)
countdown.start()
else
bomb_set = FALSE
detonation_timer = null
set_security_level(previous_level)
for(var/obj/item/pinpointer/syndicate/S in GLOB.pinpointer_list)
for(var/obj/item/pinpointer/nuke/syndicate/S in GLOB.pinpointer_list)
S.switch_mode_to(initial(S.mode))
S.nuke_warning = FALSE
S.alert = FALSE
countdown.stop()
update_icon()
@@ -435,12 +435,12 @@
var/off_station = 0
var/turf/bomb_location = get_turf(src)
var/area/A = get_area(bomb_location)
if(bomb_location && (bomb_location.z == ZLEVEL_STATION))
if(bomb_location && (bomb_location.z in GLOB.station_z_levels))
if(istype(A, /area/space))
off_station = NUKE_MISS_STATION
if((bomb_location.x < (128-NUKERANGE)) || (bomb_location.x > (128+NUKERANGE)) || (bomb_location.y < (128-NUKERANGE)) || (bomb_location.y > (128+NUKERANGE)))
off_station = NUKE_MISS_STATION
else if(istype(A, /area/syndicate_mothership) || (istype(A, /area/shuttle/syndicate) && bomb_location.z == ZLEVEL_CENTCOM))
else if((istype(A, /area/syndicate_mothership) || (istype(A, /area/shuttle/syndicate)) && bomb_location.z == ZLEVEL_CENTCOM))
off_station = NUKE_SYNDICATE_BASE
else
off_station = NUKE_NEAR_MISS
@@ -0,0 +1,33 @@
diff a/code/game/gamemodes/nuclear/nuclearbomb.dm b/code/game/gamemodes/nuclear/nuclearbomb.dm (rejected hunks)
@@ -362,9 +362,9 @@
if(safety)
if(timing)
set_security_level(previous_level)
- for(var/obj/item/weapon/pinpointer/syndicate/S in GLOB.pinpointer_list)
+ for(var/obj/item/weapon/pinpointer/nuke/syndicate/S in GLOB.pinpointer_list)
S.switch_mode_to(initial(S.mode))
- S.nuke_warning = FALSE
+ S.alert = FALSE
timing = FALSE
bomb_set = TRUE
detonation_timer = null
@@ -381,16 +381,16 @@
bomb_set = TRUE
set_security_level("delta")
detonation_timer = world.time + (timer_set * 10)
- for(var/obj/item/weapon/pinpointer/syndicate/S in GLOB.pinpointer_list)
+ for(var/obj/item/weapon/pinpointer/nuke/syndicate/S in GLOB.pinpointer_list)
S.switch_mode_to(TRACK_INFILTRATOR)
countdown.start()
else
bomb_set = FALSE
detonation_timer = null
set_security_level(previous_level)
- for(var/obj/item/weapon/pinpointer/syndicate/S in GLOB.pinpointer_list)
+ for(var/obj/item/weapon/pinpointer/nuke/syndicate/S in GLOB.pinpointer_list)
S.switch_mode_to(initial(S.mode))
- S.nuke_warning = FALSE
+ S.alert = FALSE
countdown.stop()
update_icon()
+34 -131
View File
@@ -1,56 +1,7 @@
//Pinpointers are used to track atoms from a distance as long as they're on the same z-level. The captain and nuke ops have ones that track the nuclear authentication disk.
/obj/item/pinpointer
name = "pinpointer"
desc = "A handheld tracking device that locks onto certain signals."
icon = 'icons/obj/device.dmi'
icon_state = "pinoff"
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_state = "electronic"
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
throw_speed = 3
throw_range = 7
materials = list(MAT_METAL = 500, MAT_GLASS = 250)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/active = FALSE
var/atom/movable/target = null //The thing we're searching for
var/atom/movable/constant_target = null //The thing we're always focused on, if we're in the right mode
var/target_x = 0 //The target coordinates if we're tracking those
var/target_y = 0
var/minimum_range = 0 //at what range the pinpointer declares you to be at your destination
var/nuke_warning = FALSE // If we've set off a miniature alarm about an armed nuke
var/mode = TRACK_NUKE_DISK //What are we looking for?
/obj/item/pinpointer/nuke
var/mode = TRACK_NUKE_DISK
/obj/item/pinpointer/New()
..()
GLOB.pinpointer_list += src
/obj/item/pinpointer/Destroy()
STOP_PROCESSING(SSfastprocess, src)
GLOB.pinpointer_list -= src
return ..()
/obj/item/pinpointer/attack_self(mob/living/user)
active = !active
user.visible_message("<span class='notice'>[user] [active ? "" : "de"]activates their pinpointer.</span>", "<span class='notice'>You [active ? "" : "de"]activate your pinpointer.</span>")
playsound(user, 'sound/items/screwdriver2.ogg', 50, 1)
icon_state = "pin[active ? "onnull" : "off"]"
if(active)
START_PROCESSING(SSfastprocess, src)
else
target = null //Restarting the pinpointer forces a target reset
STOP_PROCESSING(SSfastprocess, src)
/obj/item/pinpointer/attackby(obj/item/I, mob/living/user, params)
if(mode != TRACK_ATOM)
return ..()
user.visible_message("<span class='notice'>[user] tunes [src] to [I].</span>", "<span class='notice'>You fine-tune [src]'s tracking to track [I].</span>")
playsound(src, 'sound/machines/click.ogg', 50, 1)
constant_target = I
/obj/item/pinpointer/examine(mob/user)
/obj/item/pinpointer/nuke/examine(mob/user)
..()
var/msg = "Its tracking indicator reads "
switch(mode)
@@ -60,12 +11,6 @@
msg += "\"01000001 01001001\"."
if(TRACK_INFILTRATOR)
msg += "\"vasvygengbefuvc\"."
if(TRACK_OPERATIVES)
msg += "\"[target ? "Operative [target]" : "friends"]\"."
if(TRACK_ATOM)
msg += "\"[initial(constant_target.name)]\"."
if(TRACK_COORDINATES)
msg += "\"([target_x], [target_y])\"."
else
msg = "Its tracking indicator is blank."
to_chat(user, msg)
@@ -73,22 +18,20 @@
if(bomb.timing)
to_chat(user, "Extreme danger. Arming signal detected. Time remaining: [bomb.get_time_left()]")
/obj/item/pinpointer/process()
if(!active)
STOP_PROCESSING(SSfastprocess, src)
return
scan_for_target()
point_to_target()
my_god_jc_a_bomb()
addtimer(CALLBACK(src, .proc/refresh_target), 50, TIMER_UNIQUE)
/obj/item/pinpointer/nuke/process()
..()
if(active) // If shit's going down
for(var/obj/machinery/nuclearbomb/bomb in GLOB.nuke_list)
if(bomb.timing)
if(!alert)
alert = TRUE
playsound(src, 'sound/items/nuke_toy_lowpower.ogg', 50, 0)
if(isliving(loc))
var/mob/living/L = loc
to_chat(L, "<span class='userdanger'>Your [name] vibrates and lets out a tinny alarm. Uh oh.</span>")
/obj/item/pinpointer/proc/scan_for_target() //Looks for whatever it's tracking
if(target)
if(isliving(target))
var/mob/living/L = target
if(L.stat == DEAD)
target = null
return
/obj/item/pinpointer/nuke/scan_for_target()
target = null
switch(mode)
if(TRACK_NUKE_DISK)
var/obj/item/disk/nuclear/N = locate() in GLOB.poi_list
@@ -104,76 +47,36 @@
target = A
if(TRACK_INFILTRATOR)
target = SSshuttle.getShuttle("syndicate")
if(TRACK_OPERATIVES)
var/list/possible_targets = list()
var/turf/here = get_turf(src)
for(var/V in SSticker.mode.syndicates)
var/datum/mind/M = V
if(M.current && M.current.stat != DEAD)
possible_targets |= M.current
var/mob/living/closest_operative = get_closest_atom(/mob/living/carbon/human, possible_targets, here)
if(closest_operative)
target = closest_operative
if(TRACK_ATOM)
if(constant_target)
target = constant_target
if(TRACK_COORDINATES)
var/turf/T = get_turf(src)
target = locate(target_x, target_y, T.z)
..()
/obj/item/pinpointer/proc/point_to_target() //If we found what we're looking for, show the distance and direction
if(!active)
return
if(!target || (mode == TRACK_ATOM && !constant_target))
icon_state = "pinon[nuke_warning ? "alert" : ""]null"
return
var/turf/here = get_turf(src)
var/turf/there = get_turf(target)
if(here.z != there.z)
icon_state = "pinon[nuke_warning ? "alert" : ""]null"
return
if(get_dist_euclidian(here,there)<=minimum_range)
icon_state = "pinon[nuke_warning ? "alert" : ""]direct"
else
setDir(get_dir(here, there))
switch(get_dist(here, there))
if(1 to 8)
icon_state = "pinon[nuke_warning ? "alert" : "close"]"
if(9 to 16)
icon_state = "pinon[nuke_warning ? "alert" : "medium"]"
if(16 to INFINITY)
icon_state = "pinon[nuke_warning ? "alert" : "far"]"
/obj/item/pinpointer/proc/my_god_jc_a_bomb() //If we should get the hell back to the ship
for(var/obj/machinery/nuclearbomb/bomb in GLOB.nuke_list)
if(bomb.timing)
if(!nuke_warning)
nuke_warning = TRUE
playsound(src, 'sound/items/nuke_toy_lowpower.ogg', 50, 0)
if(isliving(loc))
var/mob/living/L = loc
to_chat(L, "<span class='userdanger'>Your [name] vibrates and lets out a tinny alarm. Uh oh.</span>")
/obj/item/pinpointer/proc/switch_mode_to(new_mode) //If we shouldn't be tracking what we are
/obj/item/pinpointer/nuke/proc/switch_mode_to(new_mode)
if(isliving(loc))
var/mob/living/L = loc
to_chat(L, "<span class='userdanger'>Your [name] beeps as it reconfigures its tracking algorithms.</span>")
playsound(L, 'sound/machines/triple_beep.ogg', 50, 1)
mode = new_mode
target = null //Switch modes so we can find the new target
scan_for_target()
/obj/item/pinpointer/proc/refresh_target() //Periodically removes the target to allow the pinpointer to update (i.e. malf AI shunts, an operative dies)
target = null
/obj/item/pinpointer/syndicate //Syndicate pinpointers automatically point towards the infiltrator once the nuke is active.
/obj/item/pinpointer/nuke/syndicate // Syndicate pinpointers automatically point towards the infiltrator once the nuke is active.
name = "syndicate pinpointer"
desc = "A handheld tracking device that locks onto certain signals. It's configured to switch tracking modes once it detects the activation signal of a nuclear device."
icon_state = "pinpointer_syndicate"
/obj/item/pinpointer/syndicate/cyborg //Cyborg pinpointers just look for a random operative.
/obj/item/pinpointer/syndicate_cyborg // Cyborg pinpointers just look for a random operative.
name = "cyborg syndicate pinpointer"
desc = "An integrated tracking device, jury-rigged to search for living Syndicate operatives."
mode = TRACK_OPERATIVES
flags_1 = NODROP_1
/obj/item/pinpointer/syndicate_cyborg/scan_for_target()
target = null
var/list/possible_targets = list()
var/turf/here = get_turf(src)
for(var/V in SSticker.mode.syndicates)
var/datum/mind/M = V
if(M.current && M.current.stat != DEAD)
possible_targets |= M.current
var/mob/living/closest_operative = get_closest_atom(/mob/living/carbon/human, possible_targets, here)
if(closest_operative)
target = closest_operative
..()
@@ -0,0 +1,21 @@
diff a/code/game/gamemodes/nuclear/pinpointer.dm b/code/game/gamemodes/nuclear/pinpointer.dm (rejected hunks)
@@ -30,7 +30,6 @@
var/mob/living/L = loc
to_chat(L, "<span class='userdanger'>Your [name] vibrates and lets out a tinny alarm. Uh oh.</span>")
-
/obj/item/pinpointer/nuke/scan_for_target()
target = null
switch(mode)
@@ -58,10 +57,10 @@
mode = new_mode
scan_for_target()
-
/obj/item/pinpointer/nuke/syndicate // Syndicate pinpointers automatically point towards the infiltrator once the nuke is active.
name = "syndicate pinpointer"
desc = "A handheld tracking device that locks onto certain signals. It's configured to switch tracking modes once it detects the activation signal of a nuclear device."
+ icon_state = "pinpointer_syndicate"
/obj/item/pinpointer/syndicate_cyborg // Cyborg pinpointers just look for a random operative.
name = "cyborg syndicate pinpointer"
+2 -2
View File
@@ -34,7 +34,7 @@
/datum/objective/proc/find_target()
var/list/possible_targets = list()
for(var/datum/mind/possible_target in get_crewmember_minds())
if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != 2) && is_unique_objective(possible_target))
if(possible_target != owner && ishuman(possible_target.current) && (possible_target.current.stat != DEAD) && is_unique_objective(possible_target))
possible_targets += possible_target
if(possible_targets.len > 0)
target = pick(possible_targets)
@@ -126,7 +126,7 @@
if(target.current.stat == DEAD || !ishuman(target.current) || !target.current.ckey)
return 1
var/turf/T = get_turf(target.current)
if(T && (T.z > ZLEVEL_STATION) || (target.current.client && target.current.client.is_afk())) //If they leave the station or go afk they count as dead for this
if(T && (!(T.z in GLOB.station_z_levels)) || (target.current.client && target.current.client.is_afk())) //If they leave the station or go afk they count as dead for this
return 2
return 0
return 1
+2 -2
View File
@@ -132,7 +132,7 @@
/datum/objective_item/steal/functionalai/check_special_completion(obj/item/device/aicard/C)
for(var/mob/living/silicon/ai/A in C)
if(isAI(A) && A.stat != 2) //See if any AI's are alive inside that card.
if(isAI(A) && A.stat != DEAD) //See if any AI's are alive inside that card.
return 1
return 0
@@ -186,7 +186,7 @@
return ..()
//Old ninja objectives.
/datum/objective_item/special/pinpointer
/datum/objective_item/special/pinpointer/nuke
name = "the captain's pinpointer."
targetitem = /obj/item/pinpointer
difficulty = 10
@@ -0,0 +1,10 @@
diff a/code/game/gamemodes/objective_items.dm b/code/game/gamemodes/objective_items.dm (rejected hunks)
@@ -158,7 +158,7 @@
difficulty = 10
//Old ninja objectives.
-/datum/objective_item/special/pinpointer
+/datum/objective_item/special/pinpointer/nuke
name = "the captain's pinpointer."
targetitem = /obj/item/pinpointer
difficulty = 10
+7 -1
View File
@@ -14,6 +14,7 @@
name = "revolution"
config_tag = "revolution"
antag_flag = ROLE_REV
false_report_weight = 10
restricted_jobs = list("Security Officer", "Warden", "Detective", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
required_players = 20
required_enemies = 1
@@ -335,7 +336,7 @@
/datum/game_mode/revolution/proc/check_heads_victory()
for(var/datum/mind/rev_mind in head_revolutionaries)
var/turf/T = get_turf(rev_mind.current)
if((rev_mind) && (rev_mind.current) && (rev_mind.current.stat != 2) && T && (T.z == ZLEVEL_STATION))
if((rev_mind) && (rev_mind.current) && (rev_mind.current.stat != DEAD) && T && (T.z in GLOB.station_z_levels))
if(ishuman(rev_mind.current))
return 0
return 1
@@ -394,3 +395,8 @@
text += printplayer(head, 1)
text += "<br>"
to_chat(world, text)
/datum/game_mode/revolution/generate_report()
return "Employee unrest has spiked in recent weeks, with several attempted mutinies on heads of staff. Some crew have been observed using flashbulb devices to blind their colleagues, \
who then follow their orders without question and work towards dethroning departmental leaders. Watch for behavior such as this with caution. If the crew attempts a mutiny, you and \
your heads of staff are fully authorized to execute them using lethal weaponry - they will be later cloned and interrogated at Central Command."
+21 -18
View File
@@ -1,18 +1,21 @@
/datum/game_mode/sandbox
name = "sandbox"
config_tag = "sandbox"
required_players = 0
announce_span = "info"
announce_text = "Build your own station... or just shoot each other!"
allow_persistence_save = FALSE
/datum/game_mode/sandbox/pre_setup()
for(var/mob/M in GLOB.player_list)
M.CanBuild()
return 1
/datum/game_mode/sandbox/post_setup()
..()
SSshuttle.registerHostileEnvironment(src)
/datum/game_mode/sandbox
name = "sandbox"
config_tag = "sandbox"
required_players = 0
announce_span = "info"
announce_text = "Build your own station... or just shoot each other!"
allow_persistence_save = FALSE
/datum/game_mode/sandbox/pre_setup()
for(var/mob/M in GLOB.player_list)
M.CanBuild()
return 1
/datum/game_mode/sandbox/post_setup()
..()
SSshuttle.registerHostileEnvironment(src)
/datum/game_mode/sandbox/generate_report()
return "Sensors indicate that crewmembers have been all given psychic powers from which they can manifest various objects.<br><br>This can only end poorly."
@@ -5,6 +5,7 @@
/datum/game_mode/traitor/internal_affairs
name = "Internal Affairs"
config_tag = "internal_affairs"
false_report_weight = 10
required_players = 25
required_enemies = 5
recommended_enemies = 8
@@ -75,3 +76,6 @@
late_joining_list -= M
/datum/game_mode/traitor/internal_affairs/generate_report()
return "Nanotrasen denies any accusations of placing internal affairs agents onboard your station to eliminate inconvenient employees. Any further accusations against Centcom for such \
actions will be met with a conversation with an official internal affairs agent."
+164 -161
View File
@@ -1,164 +1,167 @@
/datum/game_mode
var/traitor_name = "traitor"
var/list/datum/mind/traitors = list()
var/datum/mind/exchange_red
var/datum/mind/exchange_blue
/datum/game_mode/traitor
name = "traitor"
config_tag = "traitor"
antag_flag = ROLE_TRAITOR
restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
required_players = 0
required_enemies = 1
recommended_enemies = 4
reroll_friendly = 1
enemy_minimum_age = 0
announce_span = "danger"
announce_text = "There are Syndicate agents on the station!\n\
<span class='danger'>Traitors</span>: Accomplish your objectives.\n\
<span class='notice'>Crew</span>: Do not let the traitors succeed!"
var/list/datum/mind/pre_traitors = list()
var/traitors_possible = 4 //hard limit on traitors if scaling is turned off
var/num_modifier = 0 // Used for gamemodes, that are a child of traitor, that need more than the usual.
var/antag_datum = ANTAG_DATUM_TRAITOR //what type of antag to create
/datum/game_mode/traitor/pre_setup()
if(config.protect_roles_from_antagonist)
restricted_jobs += protected_jobs
if(config.protect_assistant_from_antagonist)
restricted_jobs += "Assistant"
var/num_traitors = 1
if(config.traitor_scaling_coeff)
num_traitors = max(1, min( round(num_players()/(config.traitor_scaling_coeff*2))+ 2 + num_modifier, round(num_players()/(config.traitor_scaling_coeff)) + num_modifier ))
else
num_traitors = max(1, min(num_players(), traitors_possible))
for(var/j = 0, j < num_traitors, j++)
if (!antag_candidates.len)
break
var/datum/mind/traitor = pick(antag_candidates)
pre_traitors += traitor
traitor.special_role = traitor_name
traitor.restricted_roles = restricted_jobs
log_game("[traitor.key] (ckey) has been selected as a [traitor_name]")
antag_candidates.Remove(traitor)
if(pre_traitors.len < required_enemies)
return 0
return 1
/datum/game_mode/traitor/post_setup()
for(var/datum/mind/traitor in pre_traitors)
spawn(rand(10,100))
traitor.add_antag_datum(antag_datum)
if(!exchange_blue)
exchange_blue = -1 //Block latejoiners from getting exchange objectives
modePlayer += traitors
..()
return 1
/datum/game_mode/traitor/make_antag_chance(mob/living/carbon/human/character) //Assigns traitor to latejoiners
var/traitorcap = min(round(GLOB.joined_player_list.len / (config.traitor_scaling_coeff * 2)) + 2 + num_modifier, round(GLOB.joined_player_list.len/config.traitor_scaling_coeff) + num_modifier )
/datum/game_mode
var/traitor_name = "traitor"
var/list/datum/mind/traitors = list()
var/datum/mind/exchange_red
var/datum/mind/exchange_blue
/datum/game_mode/traitor
name = "traitor"
config_tag = "traitor"
antag_flag = ROLE_TRAITOR
false_report_weight = 20 //Reports of traitors are pretty common.
restricted_jobs = list("Cyborg")//They are part of the AI if he is traitor so are they, they use to get double chances
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
required_players = 0
required_enemies = 1
recommended_enemies = 4
reroll_friendly = 1
enemy_minimum_age = 0
announce_span = "danger"
announce_text = "There are Syndicate agents on the station!\n\
<span class='danger'>Traitors</span>: Accomplish your objectives.\n\
<span class='notice'>Crew</span>: Do not let the traitors succeed!"
var/list/datum/mind/pre_traitors = list()
var/traitors_possible = 4 //hard limit on traitors if scaling is turned off
var/num_modifier = 0 // Used for gamemodes, that are a child of traitor, that need more than the usual.
var/antag_datum = ANTAG_DATUM_TRAITOR //what type of antag to create
/datum/game_mode/traitor/pre_setup()
if(config.protect_roles_from_antagonist)
restricted_jobs += protected_jobs
if(config.protect_assistant_from_antagonist)
restricted_jobs += "Assistant"
var/num_traitors = 1
if(config.traitor_scaling_coeff)
num_traitors = max(1, min( round(num_players()/(config.traitor_scaling_coeff*2))+ 2 + num_modifier, round(num_players()/(config.traitor_scaling_coeff)) + num_modifier ))
else
num_traitors = max(1, min(num_players(), traitors_possible))
for(var/j = 0, j < num_traitors, j++)
if (!antag_candidates.len)
break
var/datum/mind/traitor = pick(antag_candidates)
pre_traitors += traitor
traitor.special_role = traitor_name
traitor.restricted_roles = restricted_jobs
log_game("[traitor.key] (ckey) has been selected as a [traitor_name]")
antag_candidates.Remove(traitor)
if(pre_traitors.len < required_enemies)
return 0
return 1
/datum/game_mode/traitor/post_setup()
for(var/datum/mind/traitor in pre_traitors)
spawn(rand(10,100))
traitor.add_antag_datum(antag_datum)
if(!exchange_blue)
exchange_blue = -1 //Block latejoiners from getting exchange objectives
modePlayer += traitors
..()
return 1
/datum/game_mode/traitor/make_antag_chance(mob/living/carbon/human/character) //Assigns traitor to latejoiners
var/traitorcap = min(round(GLOB.joined_player_list.len / (config.traitor_scaling_coeff * 2)) + 2 + num_modifier, round(GLOB.joined_player_list.len/config.traitor_scaling_coeff) + num_modifier )
if((SSticker.mode.traitors.len + pre_traitors.len) >= traitorcap) //Upper cap for number of latejoin antagonists
return
return
if((SSticker.mode.traitors.len + pre_traitors.len) <= (traitorcap - 2) || prob(100 / (config.traitor_scaling_coeff * 2)))
if(ROLE_TRAITOR in character.client.prefs.be_special)
if(!jobban_isbanned(character, ROLE_TRAITOR) && !jobban_isbanned(character, "Syndicate"))
if(age_check(character.client))
if(!(character.job in restricted_jobs))
add_latejoin_traitor(character.mind)
/datum/game_mode/traitor/proc/add_latejoin_traitor(datum/mind/character)
character.add_antag_datum(antag_datum)
/datum/game_mode/traitor/declare_completion()
..()
return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder.
/datum/game_mode/proc/auto_declare_completion_traitor()
if(traitors.len)
var/text = "<br><font size=3><b>The [traitor_name]s were:</b></font>"
for(var/datum/mind/traitor in traitors)
var/traitorwin = 1
text += printplayer(traitor)
var/TC_uses = 0
var/uplink_true = 0
var/purchases = ""
for(var/obj/item/device/uplink/H in GLOB.uplinks)
if(H && H.owner && H.owner == traitor.key)
TC_uses += H.spent_telecrystals
uplink_true = 1
purchases += H.purchase_log
var/objectives = ""
if(traitor.objectives.len)//If the traitor had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in traitor.objectives)
if(objective.check_completion())
objectives += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
SSblackbox.add_details("traitor_objective","[objective.type]|SUCCESS")
else
objectives += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
SSblackbox.add_details("traitor_objective","[objective.type]|FAIL")
traitorwin = 0
count++
if(uplink_true)
text += " (used [TC_uses] TC) [purchases]"
if(TC_uses==0 && traitorwin)
var/static/icon/badass = icon('icons/badass.dmi', "badass")
if(ROLE_TRAITOR in character.client.prefs.be_special)
if(!jobban_isbanned(character, ROLE_TRAITOR) && !jobban_isbanned(character, "Syndicate"))
if(age_check(character.client))
if(!(character.job in restricted_jobs))
add_latejoin_traitor(character.mind)
/datum/game_mode/traitor/proc/add_latejoin_traitor(datum/mind/character)
character.add_antag_datum(antag_datum)
/datum/game_mode/traitor/declare_completion()
..()
return//Traitors will be checked as part of check_extra_completion. Leaving this here as a reminder.
/datum/game_mode/proc/auto_declare_completion_traitor()
if(traitors.len)
var/text = "<br><font size=3><b>The [traitor_name]s were:</b></font>"
for(var/datum/mind/traitor in traitors)
var/traitorwin = 1
text += printplayer(traitor)
var/TC_uses = 0
var/uplink_true = 0
var/purchases = ""
for(var/obj/item/device/uplink/H in GLOB.uplinks)
if(H && H.owner && H.owner == traitor.key)
TC_uses += H.spent_telecrystals
uplink_true = 1
purchases += H.purchase_log
var/objectives = ""
if(traitor.objectives.len)//If the traitor had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in traitor.objectives)
if(objective.check_completion())
objectives += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
SSblackbox.add_details("traitor_objective","[objective.type]|SUCCESS")
else
objectives += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
SSblackbox.add_details("traitor_objective","[objective.type]|FAIL")
traitorwin = 0
count++
if(uplink_true)
text += " (used [TC_uses] TC) [purchases]"
if(TC_uses==0 && traitorwin)
var/static/icon/badass = icon('icons/badass.dmi', "badass")
text += "<BIG>[icon2html(badass, world)]</BIG>"
text += objectives
var/special_role_text
if(traitor.special_role)
special_role_text = lowertext(traitor.special_role)
else
special_role_text = "antagonist"
if(traitorwin)
text += "<br><font color='green'><B>The [special_role_text] was successful!</B></font>"
SSblackbox.add_details("traitor_success","SUCCESS")
else
text += "<br><font color='red'><B>The [special_role_text] has failed!</B></font>"
SSblackbox.add_details("traitor_success","FAIL")
text += "<br>"
text += "<br><b>The code phrases were:</b> <font color='red'>[GLOB.syndicate_code_phrase]</font><br>\
<b>The code responses were:</b> <font color='red'>[GLOB.syndicate_code_response]</font><br>"
to_chat(world, text)
return 1
/datum/game_mode/proc/update_traitor_icons_added(datum/mind/traitor_mind)
var/datum/atom_hud/antag/traitorhud = GLOB.huds[ANTAG_HUD_TRAITOR]
traitorhud.join_hud(traitor_mind.current)
set_antag_hud(traitor_mind.current, "traitor")
/datum/game_mode/proc/update_traitor_icons_removed(datum/mind/traitor_mind)
var/datum/atom_hud/antag/traitorhud = GLOB.huds[ANTAG_HUD_TRAITOR]
traitorhud.leave_hud(traitor_mind.current)
set_antag_hud(traitor_mind.current, null)
text += objectives
var/special_role_text
if(traitor.special_role)
special_role_text = lowertext(traitor.special_role)
else
special_role_text = "antagonist"
if(traitorwin)
text += "<br><font color='green'><B>The [special_role_text] was successful!</B></font>"
SSblackbox.add_details("traitor_success","SUCCESS")
else
text += "<br><font color='red'><B>The [special_role_text] has failed!</B></font>"
SSblackbox.add_details("traitor_success","FAIL")
text += "<br>"
text += "<br><b>The code phrases were:</b> <font color='red'>[GLOB.syndicate_code_phrase]</font><br>\
<b>The code responses were:</b> <font color='red'>[GLOB.syndicate_code_response]</font><br>"
to_chat(world, text)
return 1
/datum/game_mode/traitor/generate_report()
return "Although more specific threats are commonplace, you should always remain vigilant for Syndicate agents aboard your station. Syndicate communications have implied that many \
Nanotrasen employees are Syndicate agents with hidden memories that may be activated at a moment's notice, so it's possible that these agents might not even know their positions."
/datum/game_mode/proc/update_traitor_icons_added(datum/mind/traitor_mind)
var/datum/atom_hud/antag/traitorhud = GLOB.huds[ANTAG_HUD_TRAITOR]
traitorhud.join_hud(traitor_mind.current)
set_antag_hud(traitor_mind.current, "traitor")
/datum/game_mode/proc/update_traitor_icons_removed(datum/mind/traitor_mind)
var/datum/atom_hud/antag/traitorhud = GLOB.huds[ANTAG_HUD_TRAITOR]
traitorhud.leave_hud(traitor_mind.current)
set_antag_hud(traitor_mind.current, null)
+3 -253
View File
@@ -8,7 +8,9 @@
desc = "A wicked curved blade of alien origin, recovered from the ruins of a vast city."
icon = 'icons/obj/wizard.dmi'
icon_state = "render"
item_state = "render"
item_state = "knife"
lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
force = 15
throwforce = 10
w_class = WEIGHT_CLASS_NORMAL
@@ -196,258 +198,6 @@
H.equip_to_slot_or_del(new /obj/item/twohanded/spear(H), slot_back)
/////////////////////Multiverse Blade////////////////////
/obj/item/multisword
name = "multiverse sword"
desc = "A weapon capable of conquering the universe and beyond. Activate it to summon copies of yourself from others dimensions to fight by your side."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "multiverse"
item_state = "multiverse"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
hitsound = 'sound/weapons/bladeslice.ogg'
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
sharpness = IS_SHARP
force = 20
throwforce = 10
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/faction = list("unassigned")
var/cooldown = 0
var/assigned = "unassigned"
var/static/list/multiverse = list()
/obj/item/multisword/New()
..()
multiverse += src
/obj/item/multisword/Destroy()
multiverse.Remove(src)
return ..()
/obj/item/multisword/attack_self(mob/user)
if(user.mind.special_role == "apprentice")
to_chat(user, "<span class='warning'>You know better than to touch your teacher's stuff.</span>")
return
if(cooldown < world.time)
var/faction_check = 0
for(var/F in faction)
if(F in user.faction)
faction_check = 1
break
if(faction_check == 0)
faction = list("[user.real_name]")
assigned = "[user.real_name]"
user.faction = list("[user.real_name]")
to_chat(user, "You bind the sword to yourself. You can now use it to summon help.")
if(!is_gangster(user))
var/datum/gang/multiverse/G = new(src, "[user.real_name]")
SSticker.mode.gangs += G
G.bosses[user.mind] = 0
G.add_gang_hud(user.mind)
user.mind.gang_datum = G
to_chat(user, "<span class='warning'><B>With your new found power you could easily conquer the station!</B></span>")
var/datum/objective/hijackclone/hijack_objective = new /datum/objective/hijackclone
hijack_objective.owner = user.mind
user.mind.objectives += hijack_objective
hijack_objective.explanation_text = "Ensure only [user.real_name] and their copies are on the shuttle!"
to_chat(user, "<B>Objective #[1]</B>: [hijack_objective.explanation_text]")
SSticker.mode.traitors += user.mind
user.mind.special_role = "[user.real_name] Prime"
else
var/list/candidates = get_candidates(ROLE_WIZARD)
if(candidates.len)
var/client/C = pick(candidates)
spawn_copy(C, get_turf(user.loc), user)
to_chat(user, "<span class='warning'><B>The sword flashes, and you find yourself face to face with...you!</B></span>")
cooldown = world.time + 400
for(var/obj/item/multisword/M in multiverse)
if(M.assigned == assigned)
M.cooldown = cooldown
else
to_chat(user, "You fail to summon any copies of yourself. Perhaps you should try again in a bit.")
else
to_chat(user, "<span class='warning'><B>[src] is recharging! Keep in mind it shares a cooldown with the swords wielded by your copies.</span>")
/obj/item/multisword/proc/spawn_copy(var/client/C, var/turf/T, mob/user)
var/mob/living/carbon/human/M = new/mob/living/carbon/human(T)
C.prefs.copy_to(M, icon_updates=0)
M.key = C.key
M.mind.name = user.real_name
to_chat(M, "<B>You are an alternate version of [user.real_name] from another universe! Help them accomplish their goals at all costs.</B>")
SSticker.mode.add_gangster(M.mind, user.mind.gang_datum, FALSE)
M.real_name = user.real_name
M.name = user.real_name
M.faction = list("[user.real_name]")
if(prob(50))
var/list/all_species = list()
for(var/speciestype in subtypesof(/datum/species))
var/datum/species/S = speciestype
if(!initial(S.dangerous_existence))
all_species += speciestype
M.set_species(pick(all_species), icon_update=0)
M.update_body()
M.update_hair()
M.update_body_parts()
M.dna.update_dna_identity()
equip_copy(M)
/obj/item/multisword/proc/equip_copy(var/mob/living/carbon/human/M)
var/obj/item/multisword/sword = new /obj/item/multisword
sword.assigned = assigned
sword.faction = list("[assigned]")
var/randomize = pick("mobster","roman","wizard","cyborg","syndicate","assistant", "animu", "cultist", "highlander", "clown", "killer", "pirate", "soviet", "officer", "gladiator")
switch(randomize)
if("mobster")
M.equip_to_slot_or_del(new /obj/item/clothing/head/fedora(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/black(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/under/suit_jacket/really_black(M), slot_w_uniform)
M.put_in_hands_or_del(sword)
if("roman")
var/hat = pick(/obj/item/clothing/head/helmet/roman, /obj/item/clothing/head/helmet/roman/legionaire)
M.equip_to_slot_or_del(new hat(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/under/roman(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/roman(M), slot_shoes)
M.put_in_hands_or_del(new /obj/item/shield/riot/roman(M))
M.put_in_hands_or_del(sword)
if("wizard")
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/lightpurple(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wizrobe/red(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal/magic(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/head/wizard/red(M), slot_head)
M.put_in_hands_or_del(sword)
if("cyborg")
for(var/X in M.bodyparts)
var/obj/item/bodypart/affecting = X
affecting.change_bodypart_status(BODYPART_ROBOTIC, FALSE, TRUE)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
M.put_in_hands_or_del(sword)
if("syndicate")
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/swat(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/armor/vest(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas(M),slot_wear_mask)
M.put_in_hands_or_del(sword)
if("assistant")
M.equip_to_slot_or_del(new /obj/item/clothing/under/color/grey(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sneakers/black(M), slot_shoes)
M.put_in_hands_or_del(sword)
if("animu")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/head/kitty(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/under/schoolgirl/red(M), slot_w_uniform)
M.put_in_hands_or_del(sword)
if("cultist")
M.equip_to_slot_or_del(new /obj/item/clothing/head/culthood/alt(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/cultrobes/alt(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/cult(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.put_in_hands_or_del(sword)
if("highlander")
M.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/head/beret(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.put_in_hands_or_del(sword)
if("clown")
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/clown(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/clown_shoes(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/bikehorn(M), slot_l_store)
M.put_in_hands_or_del(sword)
if("killer")
M.equip_to_slot_or_del(new /obj/item/clothing/under/overalls(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sneakers/white(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/color/latex(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/surgical(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/welding(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/apron(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/kitchen/knife(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/scalpel(M), slot_r_store)
M.put_in_hands_or_del(sword)
for(var/obj/item/carried_item in M.get_equipped_items())
carried_item.add_mob_blood(M)
for(var/obj/item/I in M.held_items)
I.add_mob_blood(M)
if("pirate")
M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sneakers/brown(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/head/bandana(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.put_in_hands_or_del(sword)
if("soviet")
M.equip_to_slot_or_del(new /obj/item/clothing/head/pirate/captain(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/pirate/captain(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
M.put_in_hands_or_del(sword)
if("officer")
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/beret(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/havana(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/jacket/miljacket(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/under/syndicate(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/eyepatch(M), slot_glasses)
M.put_in_hands_or_del(sword)
if("gladiator")
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/gladiator(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/under/gladiator(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset(M), slot_ears)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/sandal(M), slot_shoes)
M.put_in_hands_or_del(sword)
else
return
M.update_body_parts()
var/obj/item/card/id/W = new /obj/item/card/id
W.icon_state = "centcom"
W.access += ACCESS_MAINT_TUNNELS
W.assignment = "Multiverse Traveller"
W.registered_name = M.real_name
W.update_label(M.real_name)
M.equip_to_slot_or_del(W, slot_wear_id)
/obj/item/voodoo
name = "wicker doll"
desc = "Something creepy about it."
+1 -1
View File
@@ -553,7 +553,7 @@
to_chat(user, "It appears to have no author.")
/obj/item/spellbook/Initialize()
..()
. = ..()
prepare_spells()
/obj/item/spellbook/proc/prepare_spells()
+5
View File
@@ -6,6 +6,7 @@
name = "wizard"
config_tag = "wizard"
antag_flag = ROLE_WIZARD
false_report_weight = 10
required_players = 20
required_enemies = 1
recommended_enemies = 1
@@ -46,6 +47,10 @@
..()
return
/datum/game_mode/wizard/generate_report()
return "A dangerous Wizards' Federation individual by the name of [pick(GLOB.wizard_first)] [pick(GLOB.wizard_second)] has recently escaped confinement from an unlisted prison facility. This \
man is a dangerous mutant with the ability to alter himself and the world around him by what he and his leaders believe to be magic. If this man attempts an attack on your station, \
his execution is highly encouraged, as is the preservation of his body for later study."
/datum/game_mode/proc/forge_wizard_objectives(datum/mind/wizard)
switch(rand(1,100))
+17 -5
View File
@@ -13,7 +13,7 @@
density = FALSE
anchored = TRUE
state_open = TRUE
circuit = /obj/item/circuitboard/machine/sleeper
circuit = /obj/item/circuitboard/machine/sleeper
var/efficiency = 1
var/min_health = -25
var/list/available_chems
@@ -27,8 +27,8 @@
var/list/chem_buttons //Used when emagged to scramble which chem is used, eg: antitoxin -> morphine
var/scrambled_chems = FALSE //Are chem buttons scrambled? used as a warning
/obj/machinery/sleeper/Initialize()
. = ..()
/obj/machinery/sleeper/Initialize()
. = ..()
update_icon()
reset_chem_buttons()
@@ -95,7 +95,7 @@
return
return ..()
/obj/machinery/sleeper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
/obj/machinery/sleeper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
if(controls_inside && state == GLOB.notcontained_state)
@@ -120,7 +120,19 @@
var/mob/living/mob_occupant = occupant
if(mob_occupant)
data["occupant"]["name"] = mob_occupant.name
data["occupant"]["stat"] = mob_occupant.stat
switch(mob_occupant.stat)
if(CONSCIOUS)
data["occupant"]["stat"] = "Conscious"
data["occupant"]["statstate"] = "good"
if(SOFT_CRIT)
data["occupant"]["stat"] = "Conscious"
data["occupant"]["statstate"] = "average"
if(UNCONSCIOUS)
data["occupant"]["stat"] = "Unconscious"
data["occupant"]["statstate"] = "average"
if(DEAD)
data["occupant"]["stat"] = "Dead"
data["occupant"]["statstate"] = "bad"
data["occupant"]["health"] = mob_occupant.health
data["occupant"]["maxHealth"] = mob_occupant.maxHealth
data["occupant"]["minHealth"] = HEALTH_THRESHOLD_DEAD
+6 -7
View File
@@ -35,13 +35,12 @@ Class Variables:
Next uid value in sequence
stat (bitflag)
Machine status bit flags_1.
Possible bit flags_1:
BROKEN:1 -- Machine is broken
NOPOWER:2 -- No power is being supplied to machine.
POWEROFF:4 -- tbd
MAINT:8 -- machine is currently under going maintenance.
EMPED:16 -- temporary broken by EMP pulse
Machine status bit flags.
Possible bit flags:
BROKEN -- Machine is broken
NOPOWER -- No power is being supplied to machine.
MAINT -- machine is currently under going maintenance.
EMPED -- temporary broken by EMP pulse
Class Procs:
Initialize() 'game/machinery/machine.dm'
+2 -2
View File
@@ -105,8 +105,8 @@
/obj/machinery/button/emag_act(mob/user)
if(emagged)
return
req_access = null
req_one_access = null
req_access = list()
req_one_access = list()
playsound(src, "sparks", 100, 1)
emagged = TRUE
+1 -1
View File
@@ -47,7 +47,7 @@
GLOB.cameranet.addCamera(src)
proximity_monitor = new(src, 1)
if(mapload && z == ZLEVEL_STATION && prob(3) && !start_active)
if(mapload && (z in GLOB.station_z_levels) && prob(3) && !start_active)
toggle_cam()
/obj/machinery/camera/Destroy()
+1 -1
View File
@@ -24,7 +24,7 @@
name = "motion-sensitive security camera"
/obj/machinery/camera/motion/Initialize()
..()
. = ..()
upgradeMotion()
// ALL UPGRADES
+9 -9
View File
@@ -2,7 +2,7 @@
track.cameras.Cut()
if(src.stat == 2)
if(src.stat == DEAD)
return
var/list/L = list()
@@ -45,7 +45,7 @@
track.humans.Cut()
track.others.Cut()
if(usr.stat == 2)
if(usr.stat == DEAD)
return list()
for(var/mob/living/M in GLOB.mob_list)
@@ -58,12 +58,12 @@
human = 1
var/name = M.name
while(name in track.names)
while(name in track.names)
track.namecounts[name]++
name = text("[] ([])", name, track.namecounts[name])
track.names.Add(name)
track.namecounts[name] = 1
track.names.Add(name)
track.namecounts[name] = 1
if(human)
track.humans[name] = M
else
@@ -136,9 +136,9 @@
/proc/near_camera(mob/living/M)
if (!isturf(M.loc))
return 0
if(issilicon(M))
var/mob/living/silicon/S = M
if((!QDELETED(S.builtInCamera) || !S.builtInCamera.can_use()) && !GLOB.cameranet.checkCameraVis(M))
if(issilicon(M))
var/mob/living/silicon/S = M
if((!QDELETED(S.builtInCamera) || !S.builtInCamera.can_use()) && !GLOB.cameranet.checkCameraVis(M))
return 0
else if(!GLOB.cameranet.checkCameraVis(M))
return 0
+3
View File
@@ -392,6 +392,9 @@
QDEL_IN(mob_occupant, 40)
/obj/machinery/clonepod/relaymove(mob/user)
container_resist()
/obj/machinery/clonepod/container_resist(mob/living/user)
if(user.stat == CONSCIOUS)
go_out()
@@ -19,6 +19,10 @@
/obj/machinery/computer/Initialize(mapload, obj/item/circuitboard/C)
. = ..()
power_change()
if(!QDELETED(C))
qdel(circuit)
circuit = C
C.forceMove(null)
/obj/machinery/computer/Destroy()
QDEL_NULL(circuit)
@@ -90,6 +94,7 @@
playsound(loc, 'sound/effects/glassbr3.ogg', 100, 1)
stat |= BROKEN
update_icon()
set_light(0)
/obj/machinery/computer/emp_act(severity)
switch(severity)
+2 -2
View File
@@ -1,7 +1,7 @@
/obj/machinery/computer/aifixer
name = "\improper AI system integrity restorer"
desc = "Used with intelliCards containing nonfunctioning AIs to restore them to working order."
req_access = list(ACCESS_CAPTAIN, ACCESS_ROBOTICS, ACCESS_HEADS)
req_access = list(ACCESS_CAPTAIN, ACCESS_ROBOTICS, ACCESS_HEADS)
var/mob/living/silicon/ai/occupier = null
var/active = 0
circuit = /obj/item/circuitboard/computer/aifixer
@@ -56,7 +56,7 @@
dat += "<b>Laws:</b><br>[laws]<br>"
if (src.occupier.stat == 2)
if (src.occupier.stat == DEAD)
dat += "<span class='bad'>AI non-functional</span>"
else
dat += "<span class='good'>AI functional</span>"
+1 -1
View File
@@ -66,7 +66,7 @@
if(filters["Responsive"] && !APC.aidisabled)
continue
dat += "<a href='?src=\ref[src];access_apc=\ref[APC]'>[A]</a><br>\
<b>Charge:</b> [APC.cell.charge] / [APC.cell.maxcharge] W ([round((APC.cell.charge / APC.cell.maxcharge) * 100)]%)<br>\
<b>Charge:</b> [DisplayPower(APC.cell.charge)] / [DisplayPower(APC.cell.maxcharge)] ([round((APC.cell.charge / APC.cell.maxcharge) * 100)]%)<br>\
<b>Area:</b> [APC.area]<br>\
[APC.aidisabled || APC.panel_open ? "<font color='#FF0000'>APC does not respond to interface query.</font>" : "<font color='#00FF00'>APC responds to interface query.</font>"]<br><br>"
dat += "<a href='?src=\ref[src];check_logs=1'>Check Logs</a><br>"
+42 -38
View File
@@ -414,8 +414,8 @@
if(gameStatus == ORION_STATUS_GAMEOVER)
dat = "<center><h1>Game Over</h1></center>"
dat += "Like many before you, your crew never made it to Orion, lost to space... <br><b>Forever</b>."
if(settlers.len == 0)
dat += "<br>Your entire crew died, your ship joins the fleet of ghost-ships littering the galaxy."
if(!settlers.len)
dat += "<br>Your entire crew died, and your ship joins the fleet of ghost-ships littering the galaxy."
else
if(food <= 0)
dat += "<br>You ran out of food and starved."
@@ -429,7 +429,6 @@
M.adjust_fire_stacks(5)
M.IgniteMob() //flew into a star, so you're on fire
to_chat(user, "<span class='userdanger'><font size=3>You feel an immense wave of heat emanate from the arcade machine. Your skin bursts into flames.</span>")
dat += "<br><P ALIGN=Right><a href='byond://?src=\ref[src];menu=1'>OK...</a></P>"
if(emagged)
to_chat(user, "<span class='userdanger'><font size=3>You're never going to make it to Orion...</span></font>")
@@ -439,6 +438,7 @@
name = "The Orion Trail"
desc = "Learn how our ancestors got to Orion, and have fun in the process!"
dat += "<P ALIGN=Right><a href='byond://?src=\ref[src];menu=1'>May They Rest In Peace</a></P>"
else if(event)
dat = eventdat
else if(gameStatus == ORION_STATUS_NORMAL)
@@ -454,7 +454,7 @@
dat += "<P ALIGN=Right><a href='byond://?src=\ref[src];pastblack=1'>Go Around</a> <a href='byond://?src=\ref[src];blackhole=1'>Continue</a></P>"
else
dat += "<P ALIGN=Right><a href='byond://?src=\ref[src];continue=1'>Continue</a></P>"
dat += "<P ALIGN=Right><a href='byond://?src=\ref[src];killcrew=1'>Kill a crewmember</a></P>"
dat += "<P ALIGN=Right><a href='byond://?src=\ref[src];killcrew=1'>Kill a Crewmember</a></P>"
dat += "<P ALIGN=Right><a href='byond://?src=\ref[src];close=1'>Close</a></P>"
else
dat = "<center><h2>The Orion Trail</h2></center>"
@@ -609,17 +609,15 @@
if(prob(75))
event = ORION_TRAIL_BLACKHOLE
event()
if(emagged) //has to be here because otherwise it doesn't work
if(emagged)
playsound(loc, 'sound/effects/supermatter.ogg', 100, 1)
say("A miniature black hole suddenly appears in front of [src], devouring [usr] alive!")
if(isliving(usr))
var/mob/living/L = usr
L.Stun(200, ignore_canstun = TRUE) //you can't run :^)
var/S = new /obj/singularity/academy(usr.loc)
emagged = FALSE //immediately removes emagged status so people can't kill themselves by sprinting up and interacting
sleep(50)
say("[S] winks out, just as suddenly as it appeared.")
qdel(S)
addtimer(CALLBACK(src, /atom/movable/proc/say, "[S] winks out, just as suddenly as it appeared."), 50)
QDEL_IN(src, 50)
else
event = null
turns += 1
@@ -691,19 +689,20 @@
if(prob(success))
FU = rand(5,15)
FO = rand(5,15)
last_spaceport_action = "You successfully raided the spaceport! you gained [FU] Fuel and [FO] Food! (+[FU]FU,+[FO]FO)"
last_spaceport_action = "You successfully raided the spaceport! You gained [FU] Fuel and [FO] Food! (+[FU]FU,+[FO]FO)"
else
FU = rand(-5,-15)
FO = rand(-5,-15)
last_spaceport_action = "You failed to raid the spaceport! you lost [FU*-1] Fuel and [FO*-1] Food in your scramble to escape! ([FU]FU,[FO]FO)"
last_spaceport_action = "You failed to raid the spaceport! You lost [FU*-1] Fuel and [FO*-1] Food in your scramble to escape! ([FU]FU,[FO]FO)"
//your chance of lose a crewmember is 1/2 your chance of success
//this makes higher % failures hurt more, don't get cocky space cowboy!
if(prob(success*5))
var/lost_crew = remove_crewmember()
last_spaceport_action = "You failed to raid the spaceport! you lost [FU*-1] Fuel and [FO*-1] Food, AND [lost_crew] in your scramble to escape! ([FU]FI,[FO]FO,-Crew)"
last_spaceport_action = "You failed to raid the spaceport! You lost [FU*-1] Fuel and [FO*-1] Food, AND [lost_crew] in your scramble to escape! ([FU]FI,[FO]FO,-Crew)"
if(emagged)
say("WEEWOO WEEWOO, Spaceport Security en route!")
say("WEEWOO! WEEWOO! Spaceport security en route!")
playsound(src, 'sound/items/weeoo1.ogg', 100, FALSE)
for(var/i, i<=3, i++)
var/mob/living/simple_animal/hostile/syndicate/ranged/orion/O = new/mob/living/simple_animal/hostile/syndicate/ranged/orion(get_turf(src))
O.target = usr
@@ -766,9 +765,9 @@
eventdat += "<br>They have stolen [sfood] <b>Food</b> and [sfuel] <b>Fuel</b>."
else if(prob(10))
var/deadname = remove_crewmember()
eventdat += "<br>[deadname] tried to fight back but was killed."
eventdat += "<br>[deadname] tried to fight back, but was killed."
else
eventdat += "<br>Fortunately you fended them off without any trouble."
eventdat += "<br>Fortunately, you fended them off without any trouble."
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];eventclose=1'>Continue</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];close=1'>Close</a></P>"
canContinueEvent = 1
@@ -844,7 +843,7 @@
else if(prob(70))
lings_aboard = min(++lings_aboard,2)
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];killcrew=1'>Kill a crewmember</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];killcrew=1'>Kill a Crewmember</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];eventclose=1'>Risk it</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];close=1'>Close</a></P>"
canContinueEvent = 1
@@ -859,7 +858,7 @@
if(lings_aboard >= 2)
ling2 = remove_crewmember()
eventdat += "Oh no, some of your crew are Changelings!"
eventdat += "Changelings among your crew suddenly burst from hiding and attack!"
if(ling2)
eventdat += "<br>[ling1] and [ling2]'s arms twist and contort into grotesque blades!"
else
@@ -870,18 +869,23 @@
var/chancetokill = 30*lings_aboard-(5*alive) //eg: 30*2-(10) = 50%, 2 lings, 2 crew is 50% chance
if(prob(chancetokill))
var/deadguy = remove_crewmember()
eventdat += "<br>The Changeling[ling2 ? "s":""] run[ling2 ? "":"s"] up to [deadguy] and capitulates them!"
var/murder_text = pick("The changeling[ling2 ? "s" : ""] bring[ling2 ? "" : "s"] down [deadguy] and disembowel[ling2 ? "" : "s"] them in a spray of gore!", \
"[ling2 ? pick(ling1, ling2) : ling1] corners [deadguy] and impales them through the stomach!", \
"[ling2 ? pick(ling1, ling2) : ling1] decapitates [deadguy] in a single cleaving arc!")
eventdat += "<br>[murder_text]"
else
eventdat += "<br>You valiantly fight off the Changeling[ling2 ? "s":""]!"
eventdat += "<br>You cut the Changeling[ling2 ? "s":""] up into meat... Eww"
eventdat += "<br><br><b>You valiantly fight off the changeling[ling2 ? "s":""]!</b>"
if(ling2)
food += 30
lings_aboard = max(0,lings_aboard-2)
else
food += 15
lings_aboard = max(0,--lings_aboard)
eventdat += "<br><i>Well, it's perfectly good food...</i>\
<br>You cut the changeling[ling2 ? "s" : ""] into meat, gaining <b>[ling2 ? "30" : "15"]</b> Food!"
else
eventdat += "<br>The Changeling[ling2 ? "s":""] run[ling2 ? "":"s"] away, What wimps!"
eventdat += "<br><br>[pick("Sensing unfavorable odds", "After a failed attack", "Suddenly breaking nerve")], \
the changeling[ling2 ? "s":""] vanish[ling2 ? "" : "es"] into space through the airlocks! You're safe... for now."
if(ling2)
lings_aboard = max(0,lings_aboard-2)
else
@@ -895,17 +899,17 @@
if(ORION_TRAIL_SPACEPORT)
gameStatus = ORION_STATUS_MARKET
if(spaceport_raided)
eventdat += "The Spaceport is on high alert! They won't let you dock since you tried to attack them!"
eventdat += "The spaceport is on high alert! You've been barred from docking by the local authorities after your failed raid."
if(last_spaceport_action)
eventdat += "<br>Last Spaceport Action: [last_spaceport_action]"
eventdat += "<br><b>Last Spaceport Action:</b> [last_spaceport_action]"
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];leave_spaceport=1'>Depart Spaceport</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];close=1'>Close</a></P>"
else
eventdat += "You pull the ship up to dock at a nearby Spaceport, lucky find!"
eventdat += "<br>This Spaceport is home to travellers who failed to reach Orion, but managed to find a different home..."
eventdat += "Your jump into the sector yields a spaceport - a lucky find!"
eventdat += "<br>This spaceport is home to travellers who failed to reach Orion, but managed to find a different home..."
eventdat += "<br>Trading terms: FU = Fuel, FO = Food"
if(last_spaceport_action)
eventdat += "<br>Last Spaceport Action: [last_spaceport_action]"
eventdat += "<br><b>Last action:</b> [last_spaceport_action]"
eventdat += "<h3><b>Crew:</b></h3>"
eventdat += english_list(settlers)
eventdat += "<br><b>Food: </b>[food] | <b>Fuel: </b>[fuel]"
@@ -926,7 +930,7 @@
add_crewmember()
freecrew++
eventdat += "<br>The traders of the spaceport take pitty on you, and give you some food and fuel (+[FU]FU,+[FO]FO)"
eventdat += "<br>The traders of the spaceport take pity on you, and generously give you some free supplies! (+[FU]FU, +[FO]FO)"
if(freecrew)
eventdat += "<br>You also gain a new crewmember!"
@@ -938,15 +942,15 @@
//Buy crew
if(food >= 10 && fuel >= 10)
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];buycrew=1'>Hire a new Crewmember (-10FU,-10FO)</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];buycrew=1'>Hire a New Crewmember (-10FU, -10FO)</a></P>"
else
eventdat += "<P ALIGN=Right>Cant afford a new Crewmember</P>"
eventdat += "<P ALIGN=Right>You cannot afford a new crewmember.</P>"
//Sell crew
if(settlers.len > 1)
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];sellcrew=1'>Sell crew for Fuel and Food (+7FU,+7FO)</a></P>"
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];sellcrew=1'>Sell Crew for Fuel and Food (+7FU, +7FO)</a></P>"
else
eventdat += "<P ALIGN=Right>Cant afford to sell a Crewmember</P>"
eventdat += "<P ALIGN=Right>You have no other crew to sell.</P>"
//BUY/SELL STUFF
eventdat += "<P ALIGN=Right>Spare Parts:</P>"
@@ -955,30 +959,30 @@
if(fuel > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];buyparts=1'>Buy Engine Parts (-5FU)</a></P>"
else
eventdat += "<P ALIGN=Right>Cant afford to buy Engine Parts</a>"
eventdat += "<P ALIGN=Right>You cannot afford engine parts.</a>"
//Hull plates
if(fuel > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];buyparts=2'>Buy Hull Plates (-5FU)</a></P>"
else
eventdat += "<P ALIGN=Right>Cant afford to buy Hull Plates</a>"
eventdat += "<P ALIGN=Right>You cannot afford hull plates.</a>"
//Electronics
if(fuel > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];buyparts=3'>Buy Spare Electronics (-5FU)</a></P>"
else
eventdat += "<P ALIGN=Right>Cant afford to buy Spare Electronics</a>"
eventdat += "<P ALIGN=Right>You cannot afford spare electronics.</a>"
//Trade
if(fuel > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];trade=1'>Trade Fuel for Food (-5FU,+5FO)</a></P>"
else
eventdat += "<P ALIGN=Right>Cant afford to Trade Fuel for Food</P"
eventdat += "<P ALIGN=Right>You don't have 5FU to trade.</P"
if(food > 5)
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];trade=2'>Trade Food for Fuel (+5FU,-5FO)</a></P>"
else
eventdat += "<P ALIGN=Right>Cant afford to Trade Food for Fuel</P"
eventdat += "<P ALIGN=Right>You don't have 5FO to trade.</P"
//Raid the spaceport
eventdat += "<P ALIGN=Right><a href='byond://?src=\ref[src];raid_spaceport=1'>!! Raid Spaceport !!</a></P>"
@@ -1044,8 +1048,8 @@
emagged = TRUE
/mob/living/simple_animal/hostile/syndicate/ranged/orion
name = "Spaceport Security"
desc = "The Premier security forces for all spaceports found along the Orion Trail."
name = "spaceport security"
desc = "Premier corporate security forces for all spaceports found along the Orion Trail."
faction = list("orion")
loot = list()
del_on_death = TRUE
+84 -84
View File
@@ -1,86 +1,86 @@
/obj/machinery/computer/atmos_alert
name = "atmospheric alert console"
desc = "Used to monitor the station's air alarms."
circuit = /obj/item/circuitboard/computer/atmos_alert
icon_screen = "alert:0"
icon_keyboard = "atmos_key"
var/list/priority_alarms = list()
var/list/minor_alarms = list()
var/receive_frequency = 1437
var/datum/radio_frequency/radio_connection
light_color = LIGHT_COLOR_CYAN
/obj/machinery/computer/atmos_alert/Initialize()
..()
set_frequency(receive_frequency)
/obj/machinery/computer/atmos_alert/Destroy()
/obj/machinery/computer/atmos_alert
name = "atmospheric alert console"
desc = "Used to monitor the station's air alarms."
circuit = /obj/item/circuitboard/computer/atmos_alert
icon_screen = "alert:0"
icon_keyboard = "atmos_key"
var/list/priority_alarms = list()
var/list/minor_alarms = list()
var/receive_frequency = 1437
var/datum/radio_frequency/radio_connection
light_color = LIGHT_COLOR_CYAN
/obj/machinery/computer/atmos_alert/Initialize()
. = ..()
set_frequency(receive_frequency)
/obj/machinery/computer/atmos_alert/Destroy()
SSradio.remove_object(src, receive_frequency)
return ..()
return ..()
/obj/machinery/computer/atmos_alert/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "atmos_alert", name, 350, 300, master_ui, state)
ui.open()
/obj/machinery/computer/atmos_alert/ui_data(mob/user)
var/list/data = list()
data["priority"] = list()
for(var/zone in priority_alarms)
data["priority"] += zone
data["minor"] = list()
for(var/zone in minor_alarms)
data["minor"] += zone
return data
/obj/machinery/computer/atmos_alert/ui_act(action, params)
if(..())
return
switch(action)
if("clear")
var/zone = params["zone"]
if(zone in priority_alarms)
to_chat(usr, "Priority alarm for [zone] cleared.")
priority_alarms -= zone
. = TRUE
if(zone in minor_alarms)
to_chat(usr, "Minor alarm for [zone] cleared.")
minor_alarms -= zone
. = TRUE
update_icon()
/obj/machinery/computer/atmos_alert/proc/set_frequency(new_frequency)
SSradio.remove_object(src, receive_frequency)
receive_frequency = new_frequency
radio_connection = SSradio.add_object(src, receive_frequency, GLOB.RADIO_ATMOSIA)
/obj/machinery/computer/atmos_alert/receive_signal(datum/signal/signal)
if(!signal || signal.encryption) return
var/zone = signal.data["zone"]
var/severity = signal.data["alert"]
if(!zone || !severity) return
minor_alarms -= zone
priority_alarms -= zone
if(severity == "severe")
priority_alarms += zone
else if (severity == "minor")
minor_alarms += zone
update_icon()
return
/obj/machinery/computer/atmos_alert/update_icon()
..()
if(stat & (NOPOWER|BROKEN))
return
if(priority_alarms.len)
add_overlay("alert:2")
else if(minor_alarms.len)
add_overlay("alert:1")
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "atmos_alert", name, 350, 300, master_ui, state)
ui.open()
/obj/machinery/computer/atmos_alert/ui_data(mob/user)
var/list/data = list()
data["priority"] = list()
for(var/zone in priority_alarms)
data["priority"] += zone
data["minor"] = list()
for(var/zone in minor_alarms)
data["minor"] += zone
return data
/obj/machinery/computer/atmos_alert/ui_act(action, params)
if(..())
return
switch(action)
if("clear")
var/zone = params["zone"]
if(zone in priority_alarms)
to_chat(usr, "Priority alarm for [zone] cleared.")
priority_alarms -= zone
. = TRUE
if(zone in minor_alarms)
to_chat(usr, "Minor alarm for [zone] cleared.")
minor_alarms -= zone
. = TRUE
update_icon()
/obj/machinery/computer/atmos_alert/proc/set_frequency(new_frequency)
SSradio.remove_object(src, receive_frequency)
receive_frequency = new_frequency
radio_connection = SSradio.add_object(src, receive_frequency, GLOB.RADIO_ATMOSIA)
/obj/machinery/computer/atmos_alert/receive_signal(datum/signal/signal)
if(!signal || signal.encryption) return
var/zone = signal.data["zone"]
var/severity = signal.data["alert"]
if(!zone || !severity) return
minor_alarms -= zone
priority_alarms -= zone
if(severity == "severe")
priority_alarms += zone
else if (severity == "minor")
minor_alarms += zone
update_icon()
return
/obj/machinery/computer/atmos_alert/update_icon()
..()
if(stat & (NOPOWER|BROKEN))
return
if(priority_alarms.len)
add_overlay("alert:2")
else if(minor_alarms.len)
add_overlay("alert:1")
+224 -224
View File
@@ -1,230 +1,230 @@
/////////////////////////////////////////////////////////////
// AIR SENSOR (found in gas tanks)
/////////////////////////////////////////////////////////////
/obj/machinery/air_sensor
name = "gas sensor"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "gsensor1"
/////////////////////////////////////////////////////////////
// AIR SENSOR (found in gas tanks)
/////////////////////////////////////////////////////////////
/obj/machinery/air_sensor
name = "gas sensor"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "gsensor1"
anchored = TRUE
var/on = TRUE
var/id_tag
var/frequency = 1441
var/datum/radio_frequency/radio_connection
/obj/machinery/air_sensor/update_icon()
icon_state = "gsensor[on]"
/obj/machinery/air_sensor/process_atmos()
if(on)
var/datum/signal/signal = new
var/datum/gas_mixture/air_sample = return_air()
signal.transmission_method = 1 //radio signal
signal.data = list(
"sigtype" = "status",
"id_tag" = id_tag,
"timestamp" = world.time,
"pressure" = air_sample.return_pressure(),
"temperature" = air_sample.temperature,
"gases" = list()
)
var/total_moles = air_sample.total_moles()
if(total_moles)
for(var/gas_id in air_sample.gases)
var/gas_name = air_sample.gases[gas_id][GAS_META][META_GAS_NAME]
signal.data["gases"][gas_name] = air_sample.gases[gas_id][MOLES] / total_moles * 100
radio_connection.post_signal(src, signal, filter = GLOB.RADIO_ATMOSIA)
/obj/machinery/air_sensor/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
radio_connection = SSradio.add_object(src, frequency, GLOB.RADIO_ATMOSIA)
/obj/machinery/air_sensor/Initialize()
..()
SSair.atmos_machinery += src
set_frequency(frequency)
/obj/machinery/air_sensor/Destroy()
SSair.atmos_machinery -= src
var/on = TRUE
var/id_tag
var/frequency = 1441
var/datum/radio_frequency/radio_connection
/obj/machinery/air_sensor/update_icon()
icon_state = "gsensor[on]"
/obj/machinery/air_sensor/process_atmos()
if(on)
var/datum/signal/signal = new
var/datum/gas_mixture/air_sample = return_air()
signal.transmission_method = 1 //radio signal
signal.data = list(
"sigtype" = "status",
"id_tag" = id_tag,
"timestamp" = world.time,
"pressure" = air_sample.return_pressure(),
"temperature" = air_sample.temperature,
"gases" = list()
)
var/total_moles = air_sample.total_moles()
if(total_moles)
for(var/gas_id in air_sample.gases)
var/gas_name = air_sample.gases[gas_id][GAS_META][META_GAS_NAME]
signal.data["gases"][gas_name] = air_sample.gases[gas_id][MOLES] / total_moles * 100
radio_connection.post_signal(src, signal, filter = GLOB.RADIO_ATMOSIA)
/obj/machinery/air_sensor/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
return ..()
/////////////////////////////////////////////////////////////
// GENERAL AIR CONTROL (a.k.a atmos computer)
/////////////////////////////////////////////////////////////
/obj/machinery/computer/atmos_control
frequency = new_frequency
radio_connection = SSradio.add_object(src, frequency, GLOB.RADIO_ATMOSIA)
/obj/machinery/air_sensor/Initialize()
. = ..()
SSair.atmos_machinery += src
set_frequency(frequency)
/obj/machinery/air_sensor/Destroy()
SSair.atmos_machinery -= src
SSradio.remove_object(src, frequency)
return ..()
/////////////////////////////////////////////////////////////
// GENERAL AIR CONTROL (a.k.a atmos computer)
/////////////////////////////////////////////////////////////
/obj/machinery/computer/atmos_control
name = "atmospherics monitoring"
desc = "Used to monitor the station's atmospherics sensors."
icon_screen = "tank"
icon_keyboard = "atmos_key"
circuit = /obj/item/circuitboard/computer/atmos_control
var/frequency = 1441
var/list/sensors = list(
"n2_sensor" = "Nitrogen Tank",
"o2_sensor" = "Oxygen Tank",
"co2_sensor" = "Carbon Dioxide Tank",
"tox_sensor" = "Plasma Tank",
"n2o_sensor" = "Nitrous Oxide Tank",
"air_sensor" = "Mixed Air Tank",
"mix_sensor" = "Mix Tank",
"distro_meter" = "Distribution Loop",
"waste_meter" = "Waste Loop",
)
var/list/sensor_information = list()
var/datum/radio_frequency/radio_connection
light_color = LIGHT_COLOR_CYAN
/obj/machinery/computer/atmos_control/Initialize()
..()
set_frequency(frequency)
/obj/machinery/computer/atmos_control/Destroy()
desc = "Used to monitor the station's atmospherics sensors."
icon_screen = "tank"
icon_keyboard = "atmos_key"
circuit = /obj/item/circuitboard/computer/atmos_control
var/frequency = 1441
var/list/sensors = list(
"n2_sensor" = "Nitrogen Tank",
"o2_sensor" = "Oxygen Tank",
"co2_sensor" = "Carbon Dioxide Tank",
"tox_sensor" = "Plasma Tank",
"n2o_sensor" = "Nitrous Oxide Tank",
"air_sensor" = "Mixed Air Tank",
"mix_sensor" = "Mix Tank",
"distro_meter" = "Distribution Loop",
"waste_meter" = "Waste Loop",
)
var/list/sensor_information = list()
var/datum/radio_frequency/radio_connection
light_color = LIGHT_COLOR_CYAN
/obj/machinery/computer/atmos_control/Initialize()
..()
set_frequency(frequency)
/obj/machinery/computer/atmos_control/Destroy()
SSradio.remove_object(src, frequency)
return ..()
return ..()
/obj/machinery/computer/atmos_control/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "atmos_control", name, 400, 925, master_ui, state)
ui.open()
/obj/machinery/computer/atmos_control/ui_data(mob/user)
var/data = list()
data["sensors"] = list()
for(var/id_tag in sensors)
var/long_name = sensors[id_tag]
var/list/info = sensor_information[id_tag]
if(!info)
continue
data["sensors"] += list(list(
"id_tag" = id_tag,
"long_name" = sanitize(long_name),
"pressure" = info["pressure"],
"temperature" = info["temperature"],
"gases" = info["gases"]
))
return data
/obj/machinery/computer/atmos_control/receive_signal(datum/signal/signal)
if(!signal || signal.encryption)
return
var/id_tag = signal.data["id_tag"]
if(!id_tag || !sensors.Find(id_tag))
return
sensor_information[id_tag] = signal.data
/obj/machinery/computer/atmos_control/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
radio_connection = SSradio.add_object(src, frequency, GLOB.RADIO_ATMOSIA)
/////////////////////////////////////////////////////////////
// LARGE TANK CONTROL
/////////////////////////////////////////////////////////////
/obj/machinery/computer/atmos_control/tank
var/input_tag
var/output_tag
frequency = 1441
circuit = /obj/item/circuitboard/computer/atmos_control/tank
var/list/input_info
var/list/output_info
// This hacky madness is the evidence of the fact that a lot of machines were never meant to be constructable, im so sorry you had to see this
/obj/machinery/computer/atmos_control/tank/proc/reconnect(mob/user)
var/list/IO = list()
var/datum/radio_frequency/freq = SSradio.return_frequency(1441)
var/list/devices = freq.devices["_default"]
for(var/obj/machinery/atmospherics/components/unary/vent_pump/U in devices)
var/list/text = splittext(U.id_tag, "_")
IO |= text[1]
for(var/obj/machinery/atmospherics/components/unary/outlet_injector/U in devices)
var/list/text = splittext(U.id, "_")
IO |= text[1]
if(!IO.len)
to_chat(user, "<span class='alert'>No machinery detected.</span>")
var/S = input("Select the device set: ", "Selection", IO[1]) as anything in IO
if(src)
src.input_tag = "[S]_in"
src.output_tag = "[S]_out"
name = "[uppertext(S)] Supply Control"
var/list/new_devices = freq.devices["4"]
for(var/obj/machinery/air_sensor/U in new_devices)
var/list/text = splittext(U.id_tag, "_")
if(text[1] == S)
sensors = list("[S]_sensor" = "Tank")
break
for(var/obj/machinery/atmospherics/components/unary/outlet_injector/U in devices)
U.broadcast_status()
for(var/obj/machinery/atmospherics/components/unary/vent_pump/U in devices)
U.broadcast_status()
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "atmos_control", name, 400, 925, master_ui, state)
ui.open()
/obj/machinery/computer/atmos_control/ui_data(mob/user)
var/data = list()
data["sensors"] = list()
for(var/id_tag in sensors)
var/long_name = sensors[id_tag]
var/list/info = sensor_information[id_tag]
if(!info)
continue
data["sensors"] += list(list(
"id_tag" = id_tag,
"long_name" = sanitize(long_name),
"pressure" = info["pressure"],
"temperature" = info["temperature"],
"gases" = info["gases"]
))
return data
/obj/machinery/computer/atmos_control/receive_signal(datum/signal/signal)
if(!signal || signal.encryption)
return
var/id_tag = signal.data["id_tag"]
if(!id_tag || !sensors.Find(id_tag))
return
sensor_information[id_tag] = signal.data
/obj/machinery/computer/atmos_control/proc/set_frequency(new_frequency)
SSradio.remove_object(src, frequency)
frequency = new_frequency
radio_connection = SSradio.add_object(src, frequency, GLOB.RADIO_ATMOSIA)
/////////////////////////////////////////////////////////////
// LARGE TANK CONTROL
/////////////////////////////////////////////////////////////
/obj/machinery/computer/atmos_control/tank
var/input_tag
var/output_tag
frequency = 1441
circuit = /obj/item/circuitboard/computer/atmos_control/tank
var/list/input_info
var/list/output_info
// This hacky madness is the evidence of the fact that a lot of machines were never meant to be constructable, im so sorry you had to see this
/obj/machinery/computer/atmos_control/tank/proc/reconnect(mob/user)
var/list/IO = list()
var/datum/radio_frequency/freq = SSradio.return_frequency(1441)
var/list/devices = freq.devices["_default"]
for(var/obj/machinery/atmospherics/components/unary/vent_pump/U in devices)
var/list/text = splittext(U.id_tag, "_")
IO |= text[1]
for(var/obj/machinery/atmospherics/components/unary/outlet_injector/U in devices)
var/list/text = splittext(U.id, "_")
IO |= text[1]
if(!IO.len)
to_chat(user, "<span class='alert'>No machinery detected.</span>")
var/S = input("Select the device set: ", "Selection", IO[1]) as anything in IO
if(src)
src.input_tag = "[S]_in"
src.output_tag = "[S]_out"
name = "[uppertext(S)] Supply Control"
var/list/new_devices = freq.devices["4"]
for(var/obj/machinery/air_sensor/U in new_devices)
var/list/text = splittext(U.id_tag, "_")
if(text[1] == S)
sensors = list("[S]_sensor" = "Tank")
break
for(var/obj/machinery/atmospherics/components/unary/outlet_injector/U in devices)
U.broadcast_status()
for(var/obj/machinery/atmospherics/components/unary/vent_pump/U in devices)
U.broadcast_status()
/obj/machinery/computer/atmos_control/tank/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "atmos_control", name, 500, 305, master_ui, state)
ui.open()
/obj/machinery/computer/atmos_control/tank/ui_data(mob/user)
var/list/data = ..()
data["tank"] = TRUE
data["inputting"] = input_info ? input_info["power"] : FALSE
data["inputRate"] = input_info ? input_info["volume_rate"] : 0
data["outputting"] = output_info ? output_info["power"] : FALSE
data["outputPressure"] = output_info ? output_info["internal"] : 0
return data
/obj/machinery/computer/atmos_control/tank/ui_act(action, params)
if(..() || !radio_connection)
return
var/datum/signal/signal = new
signal.transmission_method = 1
signal.source = src
signal.data = list("sigtype" = "command")
switch(action)
if("reconnect")
reconnect(usr)
. = TRUE
if("input")
signal.data += list("tag" = input_tag, "power_toggle" = TRUE)
. = TRUE
if("output")
signal.data += list("tag" = output_tag, "power_toggle" = TRUE)
. = TRUE
if("pressure")
var/target = input("New target pressure:", name, output_info ? output_info["internal"] : 0) as num|null
if(!isnull(target) && !..())
target = Clamp(target, 0, 50 * ONE_ATMOSPHERE)
signal.data += list("tag" = output_tag, "set_internal_pressure" = target)
. = TRUE
radio_connection.post_signal(src, signal, filter = GLOB.RADIO_ATMOSIA)
/obj/machinery/computer/atmos_control/tank/receive_signal(datum/signal/signal)
if(!signal || signal.encryption)
return
var/id_tag = signal.data["tag"]
if(input_tag == id_tag)
input_info = signal.data
else if(output_tag == id_tag)
output_info = signal.data
else
..(signal)
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "atmos_control", name, 500, 305, master_ui, state)
ui.open()
/obj/machinery/computer/atmos_control/tank/ui_data(mob/user)
var/list/data = ..()
data["tank"] = TRUE
data["inputting"] = input_info ? input_info["power"] : FALSE
data["inputRate"] = input_info ? input_info["volume_rate"] : 0
data["outputting"] = output_info ? output_info["power"] : FALSE
data["outputPressure"] = output_info ? output_info["internal"] : 0
return data
/obj/machinery/computer/atmos_control/tank/ui_act(action, params)
if(..() || !radio_connection)
return
var/datum/signal/signal = new
signal.transmission_method = 1
signal.source = src
signal.data = list("sigtype" = "command")
switch(action)
if("reconnect")
reconnect(usr)
. = TRUE
if("input")
signal.data += list("tag" = input_tag, "power_toggle" = TRUE)
. = TRUE
if("output")
signal.data += list("tag" = output_tag, "power_toggle" = TRUE)
. = TRUE
if("pressure")
var/target = input("New target pressure:", name, output_info ? output_info["internal"] : 0) as num|null
if(!isnull(target) && !..())
target = Clamp(target, 0, 50 * ONE_ATMOSPHERE)
signal.data += list("tag" = output_tag, "set_internal_pressure" = target)
. = TRUE
radio_connection.post_signal(src, signal, filter = GLOB.RADIO_ATMOSIA)
/obj/machinery/computer/atmos_control/tank/receive_signal(datum/signal/signal)
if(!signal || signal.encryption)
return
var/id_tag = signal.data["tag"]
if(input_tag == id_tag)
input_info = signal.data
else if(output_tag == id_tag)
output_info = signal.data
else
..(signal)
File diff suppressed because it is too large Load Diff
@@ -54,7 +54,7 @@
/obj/machinery/computer/communications/Topic(href, href_list)
if(..())
return
if (z != ZLEVEL_STATION && z != ZLEVEL_CENTCOM) //Can only use on centcom and SS13
if(!(z in GLOB.station_z_levels) && z != ZLEVEL_CENTCOM) //Can only use on centcom and SS13
to_chat(usr, "<span class='boldannounce'>Unable to establish a connection</span>: \black You're too far away from the station!")
return
usr.set_machine(src)
@@ -1,7 +1,7 @@
/obj/machinery/computer/shuttle/monastery_shuttle
name = "monastery shuttle console"
desc = "Used to control the monastery shuttle."
circuit = /obj/item/circuitboard/computer/shuttle/monastery_shuttle
circuit = /obj/item/circuitboard/computer/monastery_shuttle
shuttleId = "pod1"
possible_destinations = "monastery_shuttle_asteroid;monastery_shuttle_station"
no_destination_swap = TRUE
+1 -1
View File
@@ -56,7 +56,7 @@
var/loc_display = "Unknown"
var/mob/living/M = T.imp_in
if(Tr.z == ZLEVEL_STATION && !isspaceturf(M.loc))
if((Tr.z in GLOB.station_z_levels) && !isspaceturf(M.loc))
var/turf/mob_loc = get_turf(M)
loc_display = mob_loc.loc
+12 -12
View File
@@ -14,6 +14,8 @@
var/damage_coeff
var/scan_level
var/precision_coeff
var/message_cooldown
var/breakout_time = 2
/obj/machinery/dna_scannernew/RefreshParts()
scan_level = 0
@@ -65,23 +67,20 @@
open_machine()
/obj/machinery/dna_scannernew/container_resist(mob/living/user)
var/breakout_time = 2
if(state_open || !locked) //Open and unlocked, no need to escape
state_open = TRUE
if(!locked)
open_machine()
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [breakout_time] minutes.)</span>")
user.visible_message("<span class='italics'>You hear a metallic creaking from [src]!</span>")
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open || !locked)
return
locked = FALSE
visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>")
to_chat(user, "<span class='notice'>You successfully break out of [src]!</span>")
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
/obj/machinery/dna_scannernew/proc/locate_computer(type_)
@@ -122,10 +121,11 @@
/obj/machinery/dna_scannernew/relaymove(mob/user as mob)
if(user.stat || locked)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
return
open_machine()
return
/obj/machinery/dna_scannernew/attackby(obj/item/I, mob/user, params)
+21 -1
View File
@@ -73,6 +73,7 @@
var/obj/item/device/doorCharge/charge = null //If applied, causes an explosion upon opening the door
var/obj/item/note //Any papers pinned to the airlock
var/detonated = 0
var/abandoned = FALSE
var/doorOpen = 'sound/machines/airlock.ogg'
var/doorClose = 'sound/machines/airlockclose.ogg'
var/doorDeni = 'sound/machines/deniedbeep.ogg' // i'm thinkin' Deni's
@@ -117,6 +118,25 @@
max_integrity = normal_integrity
if(damage_deflection == AIRLOCK_DAMAGE_DEFLECTION_N && security_level > AIRLOCK_SECURITY_METAL)
damage_deflection = AIRLOCK_DAMAGE_DEFLECTION_R
if(abandoned)
var/outcome = rand(1,100)
switch(outcome)
if(1 to 9)
var/turf/here = get_turf(src)
for(var/turf/closed/T in range(2, src))
here.ChangeTurf(T.type)
return INITIALIZE_HINT_QDEL
here.ChangeTurf(/turf/closed/wall)
return INITIALIZE_HINT_QDEL
if(9 to 11)
lights = FALSE
locked = TRUE
if(12 to 15)
locked = TRUE
if(16 to 23)
welded = TRUE
if(24 to 30)
panel_open = TRUE
prepare_huds()
var/datum/atom_hud/data/diagnostic/diag_hud = GLOB.huds[DATA_HUD_DIAGNOSTIC]
diag_hud.add_to_hud(src)
@@ -1157,7 +1177,7 @@
charge = C
else if(istype(C, /obj/item/paper) || istype(C, /obj/item/photo))
if(note)
to_chat(user, "<span class='warning'>There's already something pinned to this airlock! Use wirecutters to remove it.<spa>")
to_chat(user, "<span class='warning'>There's already something pinned to this airlock! Use wirecutters to remove it.</span>")
return
if(!user.transferItemToLoc(C, src))
to_chat(user, "<span class='warning'>For some reason, you can't attach [C]!</span>")
@@ -1,6 +1,9 @@
/*
Station Airlocks Regular
*/
/obj/machinery/door/airlock/abandoned
abandoned = TRUE
/obj/machinery/door/airlock/command
icon = 'icons/obj/doors/airlocks/station/command.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_com
@@ -14,6 +17,9 @@
/obj/machinery/door/airlock/engineering
icon = 'icons/obj/doors/airlocks/station/engineering.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_eng
/obj/machinery/door/airlock/engineering/abandoned
abandoned = TRUE
/obj/machinery/door/airlock/medical
icon = 'icons/obj/doors/airlocks/station/medical.dmi'
@@ -25,6 +31,9 @@
assemblytype = /obj/structure/door_assembly/door_assembly_mai
normal_integrity = 250
/obj/machinery/door/airlock/maintenance/abandoned
abandoned = TRUE
/obj/machinery/door/airlock/maintenance/external
name = "external airlock access"
icon = 'icons/obj/doors/airlocks/station/maintenanceexternal.dmi'
@@ -41,6 +50,9 @@
icon = 'icons/obj/doors/airlocks/station/atmos.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_atmo
/obj/machinery/door/airlock/atmos/abandoned
abandoned = TRUE
/obj/machinery/door/airlock/research
icon = 'icons/obj/doors/airlocks/station/research.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_research
@@ -83,6 +95,9 @@
glass = TRUE
normal_integrity = 400
/obj/machinery/door/airlock/glass_security/abandoned
abandoned = TRUE
/obj/machinery/door/airlock/glass_medical
icon = 'icons/obj/doors/airlocks/station/medical.dmi'
opacity = 0
@@ -279,6 +294,9 @@
security_level = 6
explosion_block = 2
/obj/machinery/door/airlock/centcom/abandoned
abandoned = TRUE
//////////////////////////////////
/*
Vault Airlocks
@@ -316,6 +334,9 @@
opacity = 1
assemblytype = /obj/structure/door_assembly/door_assembly_mhatch
/obj/machinery/door/airlock/maintenance_hatch/abandoned
abandoned = TRUE
//////////////////////////////////
/*
High Security Airlocks
+1 -1
View File
@@ -213,7 +213,7 @@
sleep(6)
operating = FALSE
desc += "<BR><span class='warning'>Its access panel is smoking slightly.</span>"
open()
open(2)
/obj/machinery/door/window/attackby(obj/item/I, mob/living/user, params)
+2 -2
View File
@@ -61,7 +61,7 @@
if(stat & NOPOWER)
return
if(src.z == ZLEVEL_STATION)
if(src.z in GLOB.station_z_levels)
add_overlay("overlay_[GLOB.security_level]")
else
//var/green = SEC_LEVEL_GREEN
@@ -121,7 +121,7 @@
var/list/data = list()
data["emagged"] = emagged
if(src.z == ZLEVEL_STATION)
if(src.z in GLOB.station_z_levels)
data["seclevel"] = get_security_level()
else
data["seclevel"] = "green"
+12 -11
View File
@@ -19,6 +19,8 @@ The console is located at computer/gulag_teleporter.dm
active_power_usage = 5000
circuit = /obj/item/circuitboard/machine/gulag_teleporter
var/locked = FALSE
var/message_cooldown
var/breakout_time = 1
var/jumpsuit_type = /obj/item/clothing/under/rank/prisoner
var/shoes_type = /obj/item/clothing/shoes/sneakers/orange
var/obj/machinery/gulag_item_reclaimer/linked_reclaimer
@@ -46,7 +48,7 @@ The console is located at computer/gulag_teleporter.dm
/obj/machinery/gulag_teleporter/interact(mob/user)
if(locked)
to_chat(user, "[src] is locked.")
to_chat(user, "<span class='warning'>[src] is locked!</span>")
return
toggle_open()
@@ -89,28 +91,27 @@ The console is located at computer/gulag_teleporter.dm
if(user.stat != CONSCIOUS)
return
if(locked)
to_chat(user, "[src] is locked!")
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
return
open_machine()
/obj/machinery/gulag_teleporter/container_resist(mob/living/user)
var/breakout_time = 600
if(!locked)
open_machine()
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
to_chat(user, "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about a minute.)</span>")
user.visible_message("<span class='italics'>You hear a metallic creaking from [src]!</span>")
if(do_after(user,(breakout_time), target = src))
user.visible_message("<span class='notice'>You see [user] kicking against the door of [src]!</span>", \
"<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='italics'>You hear a metallic creaking from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open || !locked)
return
locked = FALSE
visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>")
to_chat(user, "<span class='notice'>You successfully break out of [src]!</span>")
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
/obj/machinery/gulag_teleporter/proc/locate_reclaimer()
+2 -2
View File
@@ -221,7 +221,7 @@
if(!isturf(user.loc)) //no setting up in a locker
return
add_fingerprint(user)
user.visible_message("<span class='notice'>[user] starts setting down [src]...", "You start setting up [pad]...")
user.visible_message("<span class='notice'>[user] starts setting down [src]...", "You start setting up [pad]...</span>")
if(do_after(user, 30, target = user))
pad.forceMove(get_turf(src))
pad.closed = FALSE
@@ -356,4 +356,4 @@
if("pull")
sending = FALSE
teleport(usr, pad)
. = TRUE
. = TRUE
+25 -3
View File
@@ -16,6 +16,20 @@
var/power_efficiency = 1
var/obj/machinery/quantumpad/linked_pad
//mapping
var/static/list/mapped_quantum_pads = list()
var/map_pad_id = "" as text //what's my name
var/map_pad_link_id = "" as text //who's my friend
/obj/machinery/quantumpad/Initialize()
. = ..()
if(map_pad_id)
mapped_quantum_pads[map_pad_id] = src
/obj/machinery/quantumpad/Destroy()
mapped_quantum_pads -= map_pad_id
return ..()
/obj/machinery/quantumpad/RefreshParts()
var/E = 0
for(var/obj/item/stock_parts/capacitor/C in component_parts)
@@ -60,8 +74,9 @@
return
if(!linked_pad || QDELETED(linked_pad))
to_chat(user, "<span class='warning'>There is no linked pad!</span>")
return
if(!map_pad_link_id || !initMappedLink())
to_chat(user, "<span class='warning'>There is no linked pad!</span>")
return
if(world.time < last_teleport + teleport_cooldown)
to_chat(user, "<span class='warning'>[src] is recharging power. Please wait [round((last_teleport + teleport_cooldown - world.time) / 10)] seconds.</span>")
@@ -80,7 +95,6 @@
return
src.add_fingerprint(user)
doteleport(user)
return
/obj/machinery/quantumpad/proc/sparks()
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
@@ -88,6 +102,8 @@
s.start()
/obj/machinery/quantumpad/attack_ghost(mob/dead/observer/ghost)
if(!linked_pad && map_pad_link_id)
initMappedLink()
if(linked_pad)
ghost.forceMove(get_turf(linked_pad))
@@ -136,6 +152,12 @@
continue
do_teleport(ROI, get_turf(linked_pad))
/obj/machinery/quantumpad/proc/initMappedLink()
. = FALSE
var/obj/machinery/quantumpad/link = mapped_quantum_pads[map_pad_link_id]
if(link)
linked_pad = link
. = TRUE
/obj/item/paper/guides/quantumpad
name = "Quantum Pad For Dummies"
+1 -1
View File
@@ -107,7 +107,7 @@
var/line1
var/line2
if(SSshuttle.supply.mode == SHUTTLE_IDLE)
if(SSshuttle.supply.z == ZLEVEL_STATION)
if(SSshuttle.supply.z in GLOB.station_z_levels)
line1 = "CARGO"
line2 = "Docked"
else
+396 -369
View File
@@ -1,379 +1,406 @@
// SUIT STORAGE UNIT /////////////////
/obj/machinery/suit_storage_unit
name = "suit storage unit"
desc = "An industrial unit made to hold space suits. It comes with a built-in UV cauterization mechanism. A small warning label advises that organic matter should not be placed into the unit."
icon = 'icons/obj/suitstorage.dmi'
icon_state = "close"
// SUIT STORAGE UNIT /////////////////
/obj/machinery/suit_storage_unit
name = "suit storage unit"
desc = "An industrial unit made to hold space suits. It comes with a built-in UV cauterization mechanism. A small warning label advises that organic matter should not be placed into the unit."
icon = 'icons/obj/suitstorage.dmi'
icon_state = "close"
anchored = TRUE
density = TRUE
max_integrity = 250
var/obj/item/clothing/suit/space/suit = null
var/obj/item/clothing/head/helmet/space/helmet = null
var/obj/item/clothing/mask/mask = null
var/obj/item/storage = null
var/suit_type = null
var/helmet_type = null
var/mask_type = null
var/storage_type = null
state_open = FALSE
var/locked = FALSE
panel_open = FALSE
var/safeties = TRUE
var/uv = FALSE
var/uv_super = FALSE
var/uv_cycles = 6
/obj/machinery/suit_storage_unit/standard_unit
suit_type = /obj/item/clothing/suit/space/eva
helmet_type = /obj/item/clothing/head/helmet/space/eva
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/captain
suit_type = /obj/item/clothing/suit/space/hardsuit/captain
mask_type = /obj/item/clothing/mask/gas/sechailer
storage_type = /obj/item/tank/jetpack/oxygen/captain
/obj/machinery/suit_storage_unit/engine
suit_type = /obj/item/clothing/suit/space/hardsuit/engine
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/ce
suit_type = /obj/item/clothing/suit/space/hardsuit/engine/elite
mask_type = /obj/item/clothing/mask/breath
storage_type= /obj/item/clothing/shoes/magboots/advance
/obj/machinery/suit_storage_unit/security
suit_type = /obj/item/clothing/suit/space/hardsuit/security
mask_type = /obj/item/clothing/mask/gas/sechailer
/obj/machinery/suit_storage_unit/hos
suit_type = /obj/item/clothing/suit/space/hardsuit/security/hos
mask_type = /obj/item/clothing/mask/gas/sechailer
storage_type = /obj/item/tank/internals/oxygen
/obj/machinery/suit_storage_unit/atmos
suit_type = /obj/item/clothing/suit/space/hardsuit/engine/atmos
mask_type = /obj/item/clothing/mask/gas
storage_type = /obj/item/watertank/atmos
/obj/machinery/suit_storage_unit/mining
suit_type = /obj/item/clothing/suit/hooded/explorer
mask_type = /obj/item/clothing/mask/gas/explorer
/obj/machinery/suit_storage_unit/mining/eva
suit_type = /obj/item/clothing/suit/space/hardsuit/mining
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/cmo
suit_type = /obj/item/clothing/suit/space/hardsuit/medical
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/rd
suit_type = /obj/item/clothing/suit/space/hardsuit/rd
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/syndicate
suit_type = /obj/item/clothing/suit/space/hardsuit/syndi
mask_type = /obj/item/clothing/mask/gas/syndicate
storage_type = /obj/item/tank/jetpack/oxygen/harness
/obj/machinery/suit_storage_unit/ert/command
suit_type = /obj/item/clothing/suit/space/hardsuit/ert
mask_type = /obj/item/clothing/mask/breath
storage_type = /obj/item/tank/internals/emergency_oxygen/double
/obj/machinery/suit_storage_unit/ert/security
suit_type = /obj/item/clothing/suit/space/hardsuit/ert/sec
mask_type = /obj/item/clothing/mask/breath
storage_type = /obj/item/tank/internals/emergency_oxygen/double
/obj/machinery/suit_storage_unit/ert/engineer
suit_type = /obj/item/clothing/suit/space/hardsuit/ert/engi
mask_type = /obj/item/clothing/mask/breath
storage_type = /obj/item/tank/internals/emergency_oxygen/double
/obj/machinery/suit_storage_unit/ert/medical
suit_type = /obj/item/clothing/suit/space/hardsuit/ert/med
mask_type = /obj/item/clothing/mask/breath
storage_type = /obj/item/tank/internals/emergency_oxygen/double
max_integrity = 250
var/obj/item/clothing/suit/space/suit = null
var/obj/item/clothing/head/helmet/space/helmet = null
var/obj/item/clothing/mask/mask = null
var/obj/item/storage = null
var/suit_type = null
var/helmet_type = null
var/mask_type = null
var/storage_type = null
state_open = FALSE
var/locked = FALSE
panel_open = FALSE
var/safeties = TRUE
var/uv = FALSE
var/uv_super = FALSE
var/uv_cycles = 6
var/message_cooldown
var/breakout_time = 0.5
/obj/machinery/suit_storage_unit/standard_unit
suit_type = /obj/item/clothing/suit/space/eva
helmet_type = /obj/item/clothing/head/helmet/space/eva
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/captain
suit_type = /obj/item/clothing/suit/space/hardsuit/captain
mask_type = /obj/item/clothing/mask/gas/sechailer
storage_type = /obj/item/tank/jetpack/oxygen/captain
/obj/machinery/suit_storage_unit/engine
suit_type = /obj/item/clothing/suit/space/hardsuit/engine
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/ce
suit_type = /obj/item/clothing/suit/space/hardsuit/engine/elite
mask_type = /obj/item/clothing/mask/breath
storage_type= /obj/item/clothing/shoes/magboots/advance
/obj/machinery/suit_storage_unit/security
suit_type = /obj/item/clothing/suit/space/hardsuit/security
mask_type = /obj/item/clothing/mask/gas/sechailer
/obj/machinery/suit_storage_unit/hos
suit_type = /obj/item/clothing/suit/space/hardsuit/security/hos
mask_type = /obj/item/clothing/mask/gas/sechailer
storage_type = /obj/item/tank/internals/oxygen
/obj/machinery/suit_storage_unit/atmos
suit_type = /obj/item/clothing/suit/space/hardsuit/engine/atmos
mask_type = /obj/item/clothing/mask/gas
storage_type = /obj/item/watertank/atmos
/obj/machinery/suit_storage_unit/mining
suit_type = /obj/item/clothing/suit/hooded/explorer
mask_type = /obj/item/clothing/mask/gas/explorer
/obj/machinery/suit_storage_unit/mining/eva
suit_type = /obj/item/clothing/suit/space/hardsuit/mining
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/cmo
suit_type = /obj/item/clothing/suit/space/hardsuit/medical
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/rd
suit_type = /obj/item/clothing/suit/space/hardsuit/rd
mask_type = /obj/item/clothing/mask/breath
/obj/machinery/suit_storage_unit/syndicate
suit_type = /obj/item/clothing/suit/space/hardsuit/syndi
mask_type = /obj/item/clothing/mask/gas/syndicate
storage_type = /obj/item/tank/jetpack/oxygen/harness
/obj/machinery/suit_storage_unit/ert/command
suit_type = /obj/item/clothing/suit/space/hardsuit/ert
mask_type = /obj/item/clothing/mask/breath
storage_type = /obj/item/tank/internals/emergency_oxygen/double
/obj/machinery/suit_storage_unit/ert/security
suit_type = /obj/item/clothing/suit/space/hardsuit/ert/sec
mask_type = /obj/item/clothing/mask/breath
storage_type = /obj/item/tank/internals/emergency_oxygen/double
/obj/machinery/suit_storage_unit/ert/engineer
suit_type = /obj/item/clothing/suit/space/hardsuit/ert/engi
mask_type = /obj/item/clothing/mask/breath
storage_type = /obj/item/tank/internals/emergency_oxygen/double
/obj/machinery/suit_storage_unit/ert/medical
suit_type = /obj/item/clothing/suit/space/hardsuit/ert/med
mask_type = /obj/item/clothing/mask/breath
storage_type = /obj/item/tank/internals/emergency_oxygen/double
/obj/machinery/suit_storage_unit/Initialize()
. = ..()
wires = new /datum/wires/suit_storage_unit(src)
if(suit_type)
suit = new suit_type(src)
if(helmet_type)
helmet = new helmet_type(src)
if(mask_type)
mask = new mask_type(src)
if(storage_type)
storage = new storage_type(src)
update_icon()
/obj/machinery/suit_storage_unit/Destroy()
wires = new /datum/wires/suit_storage_unit(src)
if(suit_type)
suit = new suit_type(src)
if(helmet_type)
helmet = new helmet_type(src)
if(mask_type)
mask = new mask_type(src)
if(storage_type)
storage = new storage_type(src)
update_icon()
/obj/machinery/suit_storage_unit/Destroy()
QDEL_NULL(suit)
QDEL_NULL(helmet)
QDEL_NULL(mask)
QDEL_NULL(storage)
return ..()
/obj/machinery/suit_storage_unit/update_icon()
cut_overlays()
if(uv)
if(uv_super)
add_overlay("super")
else if(occupant)
add_overlay("uvhuman")
else
add_overlay("uv")
else if(state_open)
if(stat & BROKEN)
add_overlay("broken")
else
add_overlay("open")
if(suit)
add_overlay("suit")
if(helmet)
add_overlay("helm")
if(storage)
add_overlay("storage")
else if(occupant)
add_overlay("human")
/obj/machinery/suit_storage_unit/power_change()
..()
if(!is_operational() && state_open)
open_machine()
dump_contents()
update_icon()
/obj/machinery/suit_storage_unit/proc/dump_contents()
dropContents()
helmet = null
suit = null
mask = null
storage = null
occupant = null
/obj/machinery/suit_storage_unit/deconstruct(disassembled = TRUE)
return ..()
/obj/machinery/suit_storage_unit/update_icon()
cut_overlays()
if(uv)
if(uv_super)
add_overlay("super")
else if(occupant)
add_overlay("uvhuman")
else
add_overlay("uv")
else if(state_open)
if(stat & BROKEN)
add_overlay("broken")
else
add_overlay("open")
if(suit)
add_overlay("suit")
if(helmet)
add_overlay("helm")
if(storage)
add_overlay("storage")
else if(occupant)
add_overlay("human")
/obj/machinery/suit_storage_unit/power_change()
..()
if(!is_operational() && state_open)
open_machine()
dump_contents()
update_icon()
/obj/machinery/suit_storage_unit/proc/dump_contents()
dropContents()
helmet = null
suit = null
mask = null
storage = null
occupant = null
/obj/machinery/suit_storage_unit/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
open_machine()
dump_contents()
new /obj/item/stack/sheet/metal (loc, 2)
qdel(src)
/obj/machinery/suit_storage_unit/MouseDrop_T(atom/A, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !Adjacent(A) || !isliving(A))
return
var/mob/living/target = A
if(!state_open)
to_chat(user, "<span class='warning'>The unit's doors are shut!</span>")
return
if(!is_operational())
to_chat(user, "<span class='warning'>The unit is not operational!</span>")
return
if(occupant || helmet || suit || storage)
to_chat(user, "<span class='warning'>It's too cluttered inside to fit in!</span>")
return
if(target == user)
user.visible_message("<span class='warning'>[user] starts squeezing into [src]!</span>", "<span class='notice'>You start working your way into [src]...</span>")
else
target.visible_message("<span class='warning'>[user] starts shoving [target] into [src]!</span>", "<span class='userdanger'>[user] starts shoving you into [src]!</span>")
if(do_mob(user, target, 30))
if(occupant || helmet || suit || storage)
return
if(target == user)
user.visible_message("<span class='warning'>[user] slips into [src] and closes the door behind them!</span>", "<span class=notice'>You slip into [src]'s cramped space and shut its door.</span>")
else
target.visible_message("<span class='warning'>[user] pushes [target] into [src] and shuts its door!<span>", "<span class='userdanger'>[user] shoves you into [src] and shuts the door!</span>")
close_machine(target)
add_fingerprint(user)
/obj/machinery/suit_storage_unit/proc/cook()
if(uv_cycles)
uv_cycles--
uv = TRUE
locked = TRUE
update_icon()
if(occupant)
var/mob/living/mob_occupant = occupant
if(uv_super)
mob_occupant.adjustFireLoss(rand(20, 36))
else
mob_occupant.adjustFireLoss(rand(10, 16))
mob_occupant.emote("scream")
addtimer(CALLBACK(src, .proc/cook), 50)
else
uv_cycles = initial(uv_cycles)
uv = FALSE
locked = FALSE
if(uv_super)
visible_message("<span class='warning'>[src]'s door creaks open with a loud whining noise. A cloud of foul black smoke escapes from its chamber.</span>")
playsound(src, 'sound/machines/airlock_alien_prying.ogg', 50, 1)
helmet = null
qdel(helmet)
suit = null
qdel(suit) // Delete everything but the occupant.
mask = null
qdel(mask)
storage = null
qdel(storage)
// The wires get damaged too.
wires.cut_all()
else
if(!occupant)
visible_message("<span class='notice'>[src]'s door slides open. The glowing yellow lights dim to a gentle green.</span>")
else
visible_message("<span class='warning'>[src]'s door slides open, barraging you with the nauseating smell of charred flesh.</span>")
playsound(src, 'sound/machines/airlockclose.ogg', 25, 1)
for(var/obj/item/I in src) //Scorches away blood and forensic evidence, although the SSU itself is unaffected
I.clean_blood()
I.fingerprints = list()
open_machine(FALSE)
if(occupant)
dump_contents()
/obj/machinery/suit_storage_unit/proc/shock(mob/user, prb)
if(!prob(prb))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
if(electrocute_mob(user, src, src, 1, TRUE))
return 1
/obj/machinery/suit_storage_unit/relaymove(mob/user)
container_resist(user)
/obj/machinery/suit_storage_unit/container_resist(mob/living/user)
add_fingerprint(user)
if(locked)
visible_message("<span class='notice'>You see [user] kicking against the doors of [src]!</span>", "<span class='notice'>You start kicking against the doors...</span>")
addtimer(CALLBACK(src, .proc/resist_open, user), 300)
else
open_machine()
dump_contents()
/obj/machinery/suit_storage_unit/proc/resist_open(mob/user)
if(!state_open && occupant && (user in src) && user.stat == 0) // Check they're still here.
visible_message("<span class='notice'>You see [user] bursts out of [src]!</span>", "<span class='notice'>You escape the cramped confines of [src]!</span>")
open_machine()
/obj/machinery/suit_storage_unit/attackby(obj/item/I, mob/user, params)
if(state_open && is_operational())
if(istype(I, /obj/item/clothing/suit/space))
if(suit)
to_chat(user, "<span class='warning'>The unit already contains a suit!.</span>")
return
if(!user.drop_item())
return
suit = I
else if(istype(I, /obj/item/clothing/head/helmet))
if(helmet)
to_chat(user, "<span class='warning'>The unit already contains a helmet!</span>")
return
if(!user.drop_item())
return
helmet = I
else if(istype(I, /obj/item/clothing/mask))
if(mask)
to_chat(user, "<span class='warning'>The unit already contains a mask!</span>")
return
if(!user.drop_item())
return
mask = I
else
if(storage)
to_chat(user, "<span class='warning'>The auxiliary storage compartment is full!</span>")
return
if(!user.drop_item())
return
storage = I
I.loc = src
visible_message("<span class='notice'>[user] inserts [I] into [src]</span>", "<span class='notice'>You load [I] into [src].</span>")
update_icon()
return
if(panel_open && is_wire_tool(I))
wires.interact(user)
if(!state_open)
if(default_deconstruction_screwdriver(user, "panel", "close", I))
return
if(default_pry_open(I))
dump_contents()
return
return ..()
open_machine()
dump_contents()
new /obj/item/stack/sheet/metal (loc, 2)
qdel(src)
/obj/machinery/suit_storage_unit/MouseDrop_T(atom/A, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !Adjacent(A) || !isliving(A))
return
var/mob/living/target = A
if(!state_open)
to_chat(user, "<span class='warning'>The unit's doors are shut!</span>")
return
if(!is_operational())
to_chat(user, "<span class='warning'>The unit is not operational!</span>")
return
if(occupant || helmet || suit || storage)
to_chat(user, "<span class='warning'>It's too cluttered inside to fit in!</span>")
return
if(target == user)
user.visible_message("<span class='warning'>[user] starts squeezing into [src]!</span>", "<span class='notice'>You start working your way into [src]...</span>")
else
target.visible_message("<span class='warning'>[user] starts shoving [target] into [src]!</span>", "<span class='userdanger'>[user] starts shoving you into [src]!</span>")
if(do_mob(user, target, 30))
if(occupant || helmet || suit || storage)
return
if(target == user)
user.visible_message("<span class='warning'>[user] slips into [src] and closes the door behind them!</span>", "<span class=notice'>You slip into [src]'s cramped space and shut its door.</span>")
else
target.visible_message("<span class='warning'>[user] pushes [target] into [src] and shuts its door!<span>", "<span class='userdanger'>[user] shoves you into [src] and shuts the door!</span>")
close_machine(target)
add_fingerprint(user)
/obj/machinery/suit_storage_unit/proc/cook()
if(uv_cycles)
uv_cycles--
uv = TRUE
locked = TRUE
update_icon()
if(occupant)
var/mob/living/mob_occupant = occupant
if(uv_super)
mob_occupant.adjustFireLoss(rand(20, 36))
else
mob_occupant.adjustFireLoss(rand(10, 16))
mob_occupant.emote("scream")
addtimer(CALLBACK(src, .proc/cook), 50)
else
uv_cycles = initial(uv_cycles)
uv = FALSE
locked = FALSE
if(uv_super)
visible_message("<span class='warning'>[src]'s door creaks open with a loud whining noise. A cloud of foul black smoke escapes from its chamber.</span>")
playsound(src, 'sound/machines/airlock_alien_prying.ogg', 50, 1)
helmet = null
qdel(helmet)
suit = null
qdel(suit) // Delete everything but the occupant.
mask = null
qdel(mask)
storage = null
qdel(storage)
// The wires get damaged too.
wires.cut_all()
else
if(!occupant)
visible_message("<span class='notice'>[src]'s door slides open. The glowing yellow lights dim to a gentle green.</span>")
else
visible_message("<span class='warning'>[src]'s door slides open, barraging you with the nauseating smell of charred flesh.</span>")
playsound(src, 'sound/machines/airlockclose.ogg', 25, 1)
for(var/obj/item/I in src) //Scorches away blood and forensic evidence, although the SSU itself is unaffected
I.clean_blood()
I.fingerprints = list()
open_machine(FALSE)
if(occupant)
dump_contents()
/obj/machinery/suit_storage_unit/proc/shock(mob/user, prb)
if(!prob(prb))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(5, 1, src)
s.start()
if(electrocute_mob(user, src, src, 1, TRUE))
return 1
/obj/machinery/suit_storage_unit/relaymove(mob/user)
if(locked)
if(message_cooldown <= world.time)
message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>[src]'s door won't budge!</span>")
return
open_machine()
dump_contents()
/obj/machinery/suit_storage_unit/container_resist(mob/living/user)
if(!locked)
open_machine()
dump_contents()
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user.visible_message("<span class='notice'>You see [user] kicking against the doors of [src]!</span>", \
"<span class='notice'>You start kicking against the doors... (this will take about [(breakout_time<1) ? "[breakout_time*60] seconds" : "[breakout_time] minute\s"].)</span>", \
"<span class='italics'>You hear a thump from [src].</span>")
if(do_after(user,(breakout_time*60*10), target = src)) //minutes * 60seconds * 10deciseconds
if(!user || user.stat != CONSCIOUS || user.loc != src )
return
user.visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>", \
"<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
dump_contents()
add_fingerprint(user)
if(locked)
visible_message("<span class='notice'>You see [user] kicking against the doors of [src]!</span>", \
"<span class='notice'>You start kicking against the doors...</span>")
addtimer(CALLBACK(src, .proc/resist_open, user), 300)
else
open_machine()
dump_contents()
/obj/machinery/suit_storage_unit/proc/resist_open(mob/user)
if(!state_open && occupant && (user in src) && user.stat == 0) // Check they're still here.
visible_message("<span class='notice'>You see [user] bursts out of [src]!</span>", \
"<span class='notice'>You escape the cramped confines of [src]!</span>")
open_machine()
/obj/machinery/suit_storage_unit/attackby(obj/item/I, mob/user, params)
if(state_open && is_operational())
if(istype(I, /obj/item/clothing/suit/space))
if(suit)
to_chat(user, "<span class='warning'>The unit already contains a suit!.</span>")
return
if(!user.drop_item())
return
suit = I
else if(istype(I, /obj/item/clothing/head/helmet))
if(helmet)
to_chat(user, "<span class='warning'>The unit already contains a helmet!</span>")
return
if(!user.drop_item())
return
helmet = I
else if(istype(I, /obj/item/clothing/mask))
if(mask)
to_chat(user, "<span class='warning'>The unit already contains a mask!</span>")
return
if(!user.drop_item())
return
mask = I
else
if(storage)
to_chat(user, "<span class='warning'>The auxiliary storage compartment is full!</span>")
return
if(!user.drop_item())
return
storage = I
I.loc = src
visible_message("<span class='notice'>[user] inserts [I] into [src]</span>", "<span class='notice'>You load [I] into [src].</span>")
update_icon()
return
if(panel_open && is_wire_tool(I))
wires.interact(user)
if(!state_open)
if(default_deconstruction_screwdriver(user, "panel", "close", I))
return
if(default_pry_open(I))
dump_contents()
return
return ..()
/obj/machinery/suit_storage_unit/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "suit_storage_unit", name, 400, 305, master_ui, state)
ui.open()
/obj/machinery/suit_storage_unit/ui_data()
var/list/data = list()
data["locked"] = locked
data["open"] = state_open
data["safeties"] = safeties
data["uv_active"] = uv
data["uv_super"] = uv_super
if(helmet)
data["helmet"] = helmet.name
if(suit)
data["suit"] = suit.name
if(mask)
data["mask"] = mask.name
if(storage)
data["storage"] = storage.name
if(occupant)
data["occupied"] = 1
return data
/obj/machinery/suit_storage_unit/ui_act(action, params)
if(..() || uv)
return
switch(action)
if("door")
if(state_open)
close_machine()
else
open_machine(0)
if(occupant)
dump_contents() // Dump out contents if someone is in there.
. = TRUE
if("lock")
locked = !locked
. = TRUE
if("uv")
if(occupant && safeties)
return
else if(!helmet && !mask && !suit && !storage && !occupant)
return
else
if(occupant)
var/mob/living/mob_occupant = occupant
to_chat(mob_occupant, "<span class='userdanger'>[src]'s confines grow warm, then hot, then scorching. You're being burned [!mob_occupant.stat ? "alive" : "away"]!</span>")
cook()
. = TRUE
if("dispense")
if(!state_open)
return
var/static/list/valid_items = list("helmet", "suit", "mask", "storage")
var/item_name = params["item"]
if(item_name in valid_items)
var/obj/item/I = vars[item_name]
vars[item_name] = null
if(I)
I.forceMove(loc)
. = TRUE
update_icon()
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "suit_storage_unit", name, 400, 305, master_ui, state)
ui.open()
/obj/machinery/suit_storage_unit/ui_data()
var/list/data = list()
data["locked"] = locked
data["open"] = state_open
data["safeties"] = safeties
data["uv_active"] = uv
data["uv_super"] = uv_super
if(helmet)
data["helmet"] = helmet.name
if(suit)
data["suit"] = suit.name
if(mask)
data["mask"] = mask.name
if(storage)
data["storage"] = storage.name
if(occupant)
data["occupied"] = 1
return data
/obj/machinery/suit_storage_unit/ui_act(action, params)
if(..() || uv)
return
switch(action)
if("door")
if(state_open)
close_machine()
else
open_machine(0)
if(occupant)
dump_contents() // Dump out contents if someone is in there.
. = TRUE
if("lock")
locked = !locked
. = TRUE
if("uv")
if(occupant && safeties)
return
else if(!helmet && !mask && !suit && !storage && !occupant)
return
else
if(occupant)
var/mob/living/mob_occupant = occupant
to_chat(mob_occupant, "<span class='userdanger'>[src]'s confines grow warm, then hot, then scorching. You're being burned [!mob_occupant.stat ? "alive" : "away"]!</span>")
cook()
. = TRUE
if("dispense")
if(!state_open)
return
var/static/list/valid_items = list("helmet", "suit", "mask", "storage")
var/item_name = params["item"]
if(item_name in valid_items)
var/obj/item/I = vars[item_name]
vars[item_name] = null
if(I)
I.forceMove(loc)
. = TRUE
update_icon()
@@ -106,7 +106,7 @@
// Off-Site Relays
//
// You are able to send/receive signals from the station's z level (changeable in the ZLEVEL_STATION #define) if
// You are able to send/receive signals from the station's z level (changeable in the ZLEVEL_STATION_PRIMARY #define) if
/obj/machinery/telecomms/relay/proc/toggle_level()
@@ -114,7 +114,7 @@
var/turf/position = get_turf(src)
// Toggle on/off getting signals from the station or the current Z level
if(listening_level == ZLEVEL_STATION) // equals the station
if(listening_level in GLOB.station_z_levels) // equals the station
listening_level = position.z
return TRUE
return FALSE

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