# Conflicts:
#	tgstation.dme
This commit is contained in:
zerothebigboy
2021-09-19 15:23:52 -04:00
344 changed files with 20475 additions and 10060 deletions
+3
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@@ -75,6 +75,9 @@
/obj/machinery/vr_sleeper/MouseDrop_T(mob/target, mob/user)
if(user.lying || !iscarbon(target) || !Adjacent(target) || !user.canUseTopic(src, BE_CLOSE, TRUE, NO_TK))
return
if(occupant)
to_chat(user, "<span class='boldnotice'>The VR Sleeper is already occupied!</span>")
return
close_machine(target)
ui_interact(user)
+1 -1
View File
@@ -195,7 +195,7 @@ GLOBAL_PROTECT(admin_verbs_debug)
// #endif
/datum/admins/proc/create_or_modify_area,
/datum/admins/proc/fixcorruption,
#ifdef REFERENCE_TRACKING
#ifdef EXTOOLS_REFERENCE_TRACKING
/datum/admins/proc/view_refs,
/datum/admins/proc/view_del_failures,
#endif
+13 -2
View File
@@ -2862,7 +2862,7 @@
return
if(!CONFIG_GET(string/centcom_ban_db))
to_chat(usr, "<span class='warning'>Centcom Galactic Ban DB is disabled!</span>")
to_chat(usr, span_warning("Centcom Galactic Ban DB is disabled!"))
return
var/ckey = href_list["centcomlookup"]
@@ -2889,8 +2889,19 @@
dat += "<center><b>0 bans detected for [ckey]</b></center>"
else
bans = json_decode(response["body"])
dat += "<center><b>[bans.len] ban\s detected for [ckey]</b></center>"
//Ignore bans from non-whitelisted sources, if a whitelist exists
var/list/valid_sources
if(CONFIG_GET(string/centcom_source_whitelist))
valid_sources = splittext(CONFIG_GET(string/centcom_source_whitelist), ",")
dat += "<center><b>Bans detected for [ckey]</b></center>"
else
//Ban count is potentially inaccurate if they're using a whitelist
dat += "<center><b>[bans.len] ban\s detected for [ckey]</b></center>"
for(var/list/ban in bans)
if(valid_sources && !(ban["sourceName"] in valid_sources))
continue
dat += "<b>Server: </b> [sanitize(ban["sourceName"])]<br>"
dat += "<b>RP Level: </b> [sanitize(ban["sourceRoleplayLevel"])]<br>"
dat += "<b>Type: </b> [sanitize(ban["type"])]<br>"
@@ -1,4 +1,4 @@
#ifdef REFERENCE_TRACKING
#ifdef EXTOOLS_REFERENCE_TRACKING
GLOBAL_LIST_EMPTY(deletion_failures)
@@ -102,29 +102,21 @@ GLOBAL_LIST_EMPTY(deletion_failures)
#endif
#ifdef LEGACY_REFERENCE_TRACKING
#ifdef REFERENCE_TRACKING
/datum/verb/legacy_find_refs()
set category = "Debug"
set name = "Find References"
set src in world
find_references_legacy(FALSE)
/datum/proc/find_references_legacy(skip_alert)
/datum/proc/find_references(skip_alert)
running_find_references = type
if(usr?.client)
if(usr.client.running_find_references)
testing("CANCELLED search for references to a [usr.client.running_find_references].")
log_reftracker("CANCELLED search for references to a [usr.client.running_find_references].")
usr.client.running_find_references = null
running_find_references = null
//restart the garbage collector
SSgarbage.can_fire = TRUE
SSgarbage.next_fire = world.time + world.tick_lag
SSgarbage.update_nextfire(reset_time = TRUE)
return
if(!skip_alert && alert("Running this will lock everything up for about 5 minutes. Would you like to begin the search?", "Find References", "Yes", "No") != "Yes")
if(!skip_alert && tgui_alert(usr,"Running this will lock everything up for about 5 minutes. Would you like to begin the search?", "Find References", list("Yes", "No")) != "Yes")
running_find_references = null
return
@@ -134,92 +126,122 @@ GLOBAL_LIST_EMPTY(deletion_failures)
if(usr?.client)
usr.client.running_find_references = type
testing("Beginning search for references to a [type].")
last_find_references = world.time
log_reftracker("Beginning search for references to a [type].")
var/starting_time = world.time
//Time to search the whole game for our ref
DoSearchVar(GLOB, "GLOB") //globals
log_reftracker("Finished searching globals")
DoSearchVar(GLOB) //globals
for(var/datum/thing in world) //atoms (don't beleive its lies)
DoSearchVar(thing, "World -> [thing]")
DoSearchVar(thing, "World -> [thing.type]", search_time = starting_time)
log_reftracker("Finished searching atoms")
for(var/datum/thing) //datums
DoSearchVar(thing, "World -> [thing]")
DoSearchVar(thing, "Datums -> [thing.type]", search_time = starting_time)
log_reftracker("Finished searching datums")
//Warning, attempting to search clients like this will cause crashes if done on live. Watch yourself
for(var/client/thing) //clients
DoSearchVar(thing, "World -> [thing]")
DoSearchVar(thing, "Clients -> [thing.type]", search_time = starting_time)
log_reftracker("Finished searching clients")
log_reftracker("Completed search for references to a [type].")
testing("Completed search for references to a [type].")
if(usr?.client)
usr.client.running_find_references = null
running_find_references = null
//restart the garbage collector
SSgarbage.can_fire = TRUE
SSgarbage.next_fire = world.time + world.tick_lag
SSgarbage.update_nextfire(reset_time = TRUE)
/datum/proc/DoSearchVar(potential_container, container_name, recursive_limit = 64, search_time = world.time)
#ifdef REFERENCE_TRACKING_DEBUG
if(!found_refs && SSgarbage.should_save_refs)
found_refs = list()
#endif
/datum/verb/qdel_then_find_references()
set category = "Debug"
set name = "qdel() then Find References"
set src in world
qdel(src, TRUE) //force a qdel
if(!running_find_references)
find_references_legacy(TRUE)
/datum/verb/qdel_then_if_fail_find_references()
set category = "Debug"
set name = "qdel() then Find References if GC failure"
set src in world
qdel_and_find_ref_if_fail(src, TRUE)
/datum/proc/DoSearchVar(potential_container, container_name, recursive_limit = 64)
if(usr?.client && !usr.client.running_find_references)
return
if(!recursive_limit)
log_reftracker("Recursion limit reached. [container_name]")
return
if(istype(potential_container, /datum))
var/datum/datum_container = potential_container
if(datum_container.last_find_references == last_find_references)
return
datum_container.last_find_references = last_find_references
var/list/vars_list = datum_container.vars
for(var/varname in vars_list)
if (varname == "vars")
continue
var/variable = vars_list[varname]
if(variable == src)
testing("Found [type] \ref[src] in [datum_container.type]'s [varname] var. [container_name]")
else if(islist(variable))
DoSearchVar(variable, "[container_name] -> list", recursive_limit - 1)
else if(islist(potential_container))
var/normal = IS_NORMAL_LIST(potential_container)
for(var/element_in_list in potential_container)
if(element_in_list == src)
testing("Found [type] \ref[src] in list [container_name].")
else if(element_in_list && !isnum(element_in_list) && normal && potential_container[element_in_list] == src)
testing("Found [type] \ref[src] in list [container_name]\[[element_in_list]\]")
else if(islist(element_in_list))
DoSearchVar(element_in_list, "[container_name] -> list", recursive_limit - 1)
//Check each time you go down a layer. This makes it a bit slow, but it won't effect the rest of the game at all
#ifndef FIND_REF_NO_CHECK_TICK
CHECK_TICK
#endif
if(istype(potential_container, /datum))
var/datum/datum_container = potential_container
if(datum_container.last_find_references == search_time)
return
datum_container.last_find_references = search_time
var/list/vars_list = datum_container.vars
for(var/varname in vars_list)
#ifndef FIND_REF_NO_CHECK_TICK
CHECK_TICK
#endif
if (varname == "vars" || varname == "vis_locs") //Fun fact, vis_locs don't count for references
continue
var/variable = vars_list[varname]
if(variable == src)
#ifdef REFERENCE_TRACKING_DEBUG
if(SSgarbage.should_save_refs)
found_refs[varname] = TRUE
#endif
log_reftracker("Found [type] \ref[src] in [datum_container.type]'s \ref[datum_container] [varname] var. [container_name]")
continue
if(islist(variable))
DoSearchVar(variable, "[container_name] \ref[datum_container] -> [varname] (list)", recursive_limit - 1, search_time)
else if(islist(potential_container))
var/normal = IS_NORMAL_LIST(potential_container)
var/list/potential_cache = potential_container
for(var/element_in_list in potential_cache)
#ifndef FIND_REF_NO_CHECK_TICK
CHECK_TICK
#endif
//Check normal entrys
if(element_in_list == src)
#ifdef REFERENCE_TRACKING_DEBUG
if(SSgarbage.should_save_refs)
found_refs[potential_cache] = TRUE
#endif
log_reftracker("Found [type] \ref[src] in list [container_name].")
continue
var/assoc_val = null
if(!isnum(element_in_list) && normal)
assoc_val = potential_cache[element_in_list]
//Check assoc entrys
if(assoc_val == src)
#ifdef REFERENCE_TRACKING_DEBUG
if(SSgarbage.should_save_refs)
found_refs[potential_cache] = TRUE
#endif
log_reftracker("Found [type] \ref[src] in list [container_name]\[[element_in_list]\]")
continue
//We need to run both of these checks, since our object could be hiding in either of them
//Check normal sublists
if(islist(element_in_list))
DoSearchVar(element_in_list, "[container_name] -> [element_in_list] (list)", recursive_limit - 1, search_time)
//Check assoc sublists
if(islist(assoc_val))
DoSearchVar(potential_container[element_in_list], "[container_name]\[[element_in_list]\] -> [assoc_val] (list)", recursive_limit - 1, search_time)
/proc/qdel_and_find_ref_if_fail(datum/thing_to_del, force = FALSE)
SSgarbage.reference_find_on_fail[REF(thing_to_del)] = TRUE
qdel(thing_to_del, force)
thing_to_del.qdel_and_find_ref_if_fail(force)
/datum/proc/qdel_and_find_ref_if_fail(force = FALSE)
SSgarbage.reference_find_on_fail["\ref[src]"] = TRUE
qdel(src, force)
#endif
@@ -47,7 +47,7 @@
usr.client.debug_variables(src)
return
#ifdef REFERENCE_TRACKING
#ifdef EXTOOLS_REFERENCE_TRACKING
if(href_list[VV_HK_VIEW_REFERENCES])
var/datum/D = locate(href_list[VV_HK_TARGET])
if(!D)
@@ -111,6 +111,19 @@
sigil_name = "Sigil of Submission"
var/glow_type = /obj/effect/temp_visual/ratvar/sigil/submission
/obj/effect/clockwork/sigil/submission/Crossed(atom/movable/AM)
. = ..()
if(istype(AM, /obj/item/aicard))
var/obj/item/aicard/cardy = AM
if(!cardy.AI)
return
var/mob/living/silicon/ai/aiconvert = cardy.AI
if(aiconvert.stat > stat_affected)
return
if(is_servant_of_ratvar(aiconvert) || !(aiconvert.mind || aiconvert.has_status_effect(STATUS_EFFECT_SIGILMARK)))
return
sigil_effects(aiconvert)
/obj/effect/clockwork/sigil/submission/sigil_effects(mob/living/L)
var/turf/T = get_turf(src)
var/has_sigil = FALSE
@@ -253,7 +253,7 @@
purpose_fulfilled = TRUE
make_glow()
animate(glow, transform = matrix() * 1.5, alpha = 255, time = 125)
sound_to_playing_players(volume = 100, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/ratvar_rises.ogg')) //End the sounds
sound_to_playing_players('sound/effects/ratvar_rises.ogg', 90, FALSE, channel = CHANNEL_JUSTICAR_ARK)
sleep(125)
make_glow()
animate(glow, transform = matrix() * 3, alpha = 0, time = 5)
@@ -318,19 +318,19 @@
if(-INFINITY to GATEWAY_REEBE_FOUND)
if(!second_sound_played)
sound_to_playing_players('sound/magic/clockwork/invoke_general.ogg', 30, FALSE)
sound_to_playing_players(volume = 10, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_charging.ogg', TRUE))
sound_to_playing_players('sound/effects/clockcult_gateway_charging.ogg', 10, FALSE, channel = CHANNEL_JUSTICAR_ARK)
second_sound_played = TRUE
make_glow()
glow.icon_state = "clockwork_gateway_charging"
if(GATEWAY_REEBE_FOUND to GATEWAY_RATVAR_COMING)
if(!third_sound_played)
sound_to_playing_players(volume = 30, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_active.ogg', TRUE))
sound_to_playing_players('sound/effects/clockcult_gateway_active.ogg', 30, FALSE, channel = CHANNEL_JUSTICAR_ARK)
third_sound_played = TRUE
make_glow()
glow.icon_state = "clockwork_gateway_active"
if(GATEWAY_RATVAR_COMING to GATEWAY_RATVAR_ARRIVAL)
if(!fourth_sound_played)
sound_to_playing_players(volume = 70, channel = CHANNEL_JUSTICAR_ARK, S = sound('sound/effects/clockcult_gateway_closing.ogg', TRUE))
sound_to_playing_players('sound/effects/clockcult_gateway_closing.ogg', 70, FALSE, channel = CHANNEL_JUSTICAR_ARK)
fourth_sound_played = TRUE
make_glow()
glow.icon_state = "clockwork_gateway_closing"
@@ -260,7 +260,7 @@
if((IS_HERETIC(local_user) || IS_HERETIC_MONSTER(local_user)) && HAS_TRAIT(src,TRAIT_NODROP))
REMOVE_TRAIT(src, TRAIT_NODROP, CLOTHING_TRAIT)
for(var/mob/living/carbon/human/human_in_range in spiral_range(9,local_user))
for(var/mob/living/carbon/human/human_in_range in viewers(9,local_user))
if(IS_HERETIC(human_in_range) || IS_HERETIC_MONSTER(human_in_range))
continue
@@ -2,7 +2,7 @@
name = "Prison Escapee"
uniform = /obj/item/clothing/under/rank/prisoner
shoes = /obj/item/clothing/shoes/sneakers/orange
r_pocket = /obj/item/kitchen/knife
r_pocket = /obj/item/kitchen/knife/shiv
/datum/outfit/prisoner/post_equip(mob/living/carbon/human/H, visualsOnly=FALSE)
if(visualsOnly)
+48 -34
View File
@@ -35,9 +35,9 @@
healable = 0
environment_smash = ENVIRONMENT_SMASH_STRUCTURES
obj_damage = 50
melee_damage_lower = 22.5 // reduced from 30 to 22.5 with wounds since they get big buffs to slicing wounds
melee_damage_upper = 22.5
wound_bonus = -10
melee_damage_lower = 30 // buffed back to 30, the wounds don't do much
melee_damage_upper = 30
wound_bonus = 0
bare_wound_bonus = 0
sharpness = SHARP_EDGED
see_in_dark = 8
@@ -49,17 +49,13 @@
Pulling a dead or unconscious mob while you enter a pool will pull them in with you, allowing you to feast and regain your health. \
You move quickly upon leaving a pool of blood, but the material world will soon sap your strength and leave you sluggish. \
You gain strength the more attacks you land on live humanoids, though this resets when you return to the blood zone. You can also \
launch a devastating slam attack with ctrl+shift+click, capable of smashing bones in one strike.</B>"
launch a devastating slam attack, capable of smashing bones in one strike.</B>"
loot = list(/obj/effect/decal/cleanable/blood, \
/obj/effect/decal/cleanable/blood/innards, \
/obj/item/organ/heart/demon)
del_on_death = 1
deathmessage = "screams in anger as it collapses into a puddle of viscera!"
// How long it takes for the alt-click slam attack to come off cooldown
var/slam_cooldown_time = 45 SECONDS
// The actual instance var for the cooldown
var/slam_cooldown = 0
// How many times we have hit humanoid targets since we last bloodcrawled, scaling wounding power
var/current_hitstreak = 0
// How much both our wound_bonus and bare_wound_bonus go up per hitstreak hit
@@ -70,37 +66,56 @@
var/list/consumed_mobs = list()
//buffs only happen when hearts are eaten, so this needs to be kept track separately
var/consumed_buff = 0
//slam mode for action button
var/slam_mode = FALSE
var/datum/action/cooldown/slam
/mob/living/simple_animal/slaughter/Initialize()
..()
var/obj/effect/proc_holder/spell/bloodcrawl/bloodspell = new
AddSpell(bloodspell)
slam = new /datum/action/cooldown/slam
slam.Grant(src)
if(istype(loc, /obj/effect/dummy/phased_mob/slaughter))
bloodspell.phased = TRUE
/mob/living/simple_animal/slaughter/CtrlShiftClickOn(atom/A)
if(!isliving(A))
return ..()
if(slam_cooldown + slam_cooldown_time > world.time)
to_chat(src, "<span class='warning'>Your slam ability is still on cooldown!</span>")
return
if(!isopenturf(loc))
to_chat(src, "<span class='warning'>You need to be on open flooring to do that!")
return
/datum/action/cooldown/slam
name = "Slaughter Slam"
desc = "Launch enemies and break bones in one strike."
icon_icon = 'icons/mob/actions/actions_minor_antag.dmi'
background_icon_state = "bg_demon"
button_icon_state = "slam"
cooldown_time = 45 SECONDS
face_atom(A)
var/mob/living/victim = A
victim.take_bodypart_damage(brute=20, wound_bonus=wound_bonus) // don't worry, there's more punishment when they hit something
visible_message("<span class='danger'>[src] slams into [victim] with monstrous strength!</span>", "<span class='danger'>You slam into [victim] with monstrous strength!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[src] slams into you with monstrous strength, sending you flying like a ragdoll!</span>")
var/turf/yeet_target = get_edge_target_turf(victim, dir)
victim.throw_at(yeet_target, 10, 5, src)
slam_cooldown = world.time
log_combat(src, victim, "slaughter slammed")
/datum/action/cooldown/slam/Trigger()
. = ..()
if(!.)
return
var/mob/living/simple_animal/slaughter/user = owner
user.slam_mode = !user.slam_mode
to_chat(user, user.slam_mode ? "Ready to slam!" : "Maybe not now.")
/mob/living/simple_animal/slaughter/UnarmedAttack(atom/A, proximity)
if(iscarbon(A))
var/mob/living/carbon/target = A
if(slam_mode)
if(!isopenturf(loc))
to_chat(src, "<span class='warning'>You need to be on open flooring to do that!")
return
face_atom(A)
var/mob/living/victim = A
var/body_pick = pick(BODY_ZONE_CHEST, BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_ARM, BODY_ZONE_R_LEG)
var/datum/wound/blunt/critical/wound_major = new
var/obj/item/bodypart/body_wound = victim.get_bodypart(body_pick)
wound_major.apply_wound(body_wound)
visible_message("<span class='danger'>[src] slams into [victim] with monstrous strength!</span>", "<span class='danger'>You slam into [victim] with monstrous strength!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[src] slams into you with monstrous strength, sending you flying like a ragdoll!</span>")
var/turf/yeet_target = get_edge_target_turf(victim, dir)
victim.throw_at(yeet_target, 10, 14, src)
slam_mode = FALSE
slam.StartCooldown()
log_combat(src, victim, "slaughter slammed")
if(target.stat != DEAD && target.mind && current_hitstreak < wound_bonus_hitstreak_max)
current_hitstreak++
wound_bonus += wound_bonus_per_hit
@@ -129,13 +144,12 @@
/mob/living/simple_animal/slaughter/proc/release_victims()
if(!consumed_mobs)
return
var/turf/T = get_turf(src)
if(!T)
T = find_safe_turf()
for(var/mob/living/M in consumed_mobs)
if(!M)
continue
var/turf/T = find_safe_turf()
if(!T)
T = get_turf(src)
M.forceMove(T)
/mob/living/simple_animal/slaughter/proc/refresh_consumed_buff()
@@ -263,12 +277,12 @@
if(!consumed_mobs)
return
var/turf/T = get_turf(src)
if(!T)
T = find_safe_turf()
for(var/mob/living/M in consumed_mobs)
if(!M)
continue
var/turf/T = find_safe_turf()
if(!T)
T = get_turf(src)
continue
M.forceMove(T)
if(M.revive(full_heal = TRUE, admin_revive = TRUE))
M.grab_ghost(force = TRUE)
@@ -45,5 +45,5 @@ GLOBAL_LIST_EMPTY(traitor_classes)
/datum/traitor_class/proc/clean_up_traitor(datum/antagonist/traitor/T)
// Any effects that need to be cleaned up if traitor class is being swapped.
/datum/traitor_class/proc/on_process(/datum/antagonist/traitor/T)
/datum/traitor_class/proc/on_process(datum/antagonist/traitor/T)
// only for processing traitor classes; runs once an SSprocessing tick
+10 -8
View File
@@ -3,21 +3,21 @@
/datum/asset/simple/tgui_common
keep_local_name = TRUE
assets = list(
"tgui-common.bundle.js" = 'tgui/public/tgui-common.bundle.js',
"tgui-common.bundle.js" = file("tgui/public/tgui-common.bundle.js"),
)
/datum/asset/simple/tgui
keep_local_name = TRUE
assets = list(
"tgui.bundle.js" = 'tgui/public/tgui.bundle.js',
"tgui.bundle.css" = 'tgui/public/tgui.bundle.css',
"tgui.bundle.js" = file("tgui/public/tgui.bundle.js"),
"tgui.bundle.css" = file("tgui/public/tgui.bundle.css"),
)
/datum/asset/simple/tgui_panel
keep_local_name = TRUE
assets = list(
"tgui-panel.bundle.js" = 'tgui/public/tgui-panel.bundle.js',
"tgui-panel.bundle.css" = 'tgui/public/tgui-panel.bundle.css',
"tgui-panel.bundle.js" = file("tgui/public/tgui-panel.bundle.js"),
"tgui-panel.bundle.css" = file("tgui/public/tgui-panel.bundle.css"),
)
/datum/asset/simple/headers
@@ -168,10 +168,12 @@
/datum/asset/simple/namespaced/tgfont
assets = list(
"tgfont.eot" = 'tgui/packages/tgfont/dist/tgfont.eot',
"tgfont.woff2" = 'tgui/packages/tgfont/dist/tgfont.woff2',
"tgfont.eot" = file("tgui/packages/tgfont/dist/tgfont.eot"),
"tgfont.woff2" = file("tgui/packages/tgfont/dist/tgfont.woff2"),
)
parents = list(
"tgfont.css" = file("tgui/packages/tgfont/dist/tgfont.css"),
)
parents = list("tgfont.css" = 'tgui/packages/tgfont/dist/tgfont.css')
/datum/asset/spritesheet/chat
name = "chat"
@@ -157,6 +157,8 @@
id = GAS_METHANE
specific_heat = 30
name = "Methane"
powerloss_inhibition = 1
heat_resistance = 3
breath_results = GAS_METHYL_BROMIDE
fire_products = list(GAS_CO2 = 1, GAS_H2O = 2)
fire_burn_rate = 0.5
@@ -177,6 +179,8 @@
id = GAS_METHYL_BROMIDE
specific_heat = 42
name = "Methyl Bromide"
powermix = 1
heat_penalty = -1
flags = GAS_FLAG_DANGEROUS
breath_alert_info = list(
not_enough_alert = list(
@@ -32,6 +32,11 @@
if(!blocks_air)
air = new(2500,src)
air.copy_from_turf(src)
if(planetary_atmos && !(initial_gas_mix in SSair.planetary))
var/datum/gas_mixture/mix = new
mix.parse_gas_string(initial_gas_mix)
mix.mark_immutable()
SSair.planetary[initial_gas_mix] = mix
update_air_ref(planetary_atmos ? 1 : 2)
. = ..()
@@ -261,6 +261,8 @@ we use a hook instead
return 1
/datum/gas_mixture/parse_gas_string(gas_string)
gas_string = SSair.preprocess_gas_string(gas_string)
var/list/gas = params2list(gas_string)
if(gas["TEMP"])
var/temp = text2num(gas["TEMP"])
@@ -648,7 +648,7 @@
//Replace miasma with oxygen
var/cleaned_air = min(air.get_moles(GAS_MIASMA), 20 + (air.return_temperature() - FIRE_MINIMUM_TEMPERATURE_TO_EXIST - 70) / 20)
air.adjust_moles(GAS_MIASMA, -cleaned_air)
air.adjust_moles(GAS_O2, cleaned_air)
air.adjust_moles(GAS_METHANE, cleaned_air)
//Possibly burning a bit of organic matter through maillard reaction, so a *tiny* bit more heat would be understandable
air.set_temperature(air.return_temperature() + cleaned_air * 0.002)
@@ -75,6 +75,9 @@
/obj/machinery/atmospherics/pipe/setPipenet(datum/pipeline/P)
parent = P
/obj/machinery/atmospherics/pipe/zap_act(power, zap_flags)
return 0 // they're not really machines in the normal sense, probably shouldn't explode
/obj/machinery/atmospherics/pipe/Destroy()
QDEL_NULL(parent)
+9 -15
View File
@@ -172,15 +172,13 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
/// bumper object, the thing that starts actual teleport
var/obj/effect/gateway_portal_bumper/portal
/// Visual object for handling the viscontents
/// DISABLED DUE TO BYOND BUG CAUSING STACK OVERFLOWS OF ANY HUMAN INSTANTIATION NEAR AN ACTIVATED GATEWAY.
/// Probably due to it referencing each other through the gateway (there's a deep loop, maybe BYOND isn't catching something when it usually would)
// var/obj/effect/gateway_portal_effect/portal_visuals
var/obj/effect/gateway_portal_effect/portal_visuals
/obj/machinery/gateway/Initialize()
generate_destination()
update_icon()
// portal_visuals = new
// vis_contents += portal_visuals
portal_visuals = new
vis_contents += portal_visuals
return ..()
/obj/machinery/gateway/proc/generate_destination()
@@ -197,7 +195,7 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
if(use_power == ACTIVE_POWER_USE)
use_power = IDLE_POWER_USE
update_icon()
// portal_visuals.reset_visuals()
portal_visuals.reset_visuals()
/obj/machinery/gateway/process()
if((stat & (NOPOWER)) && use_power)
@@ -205,12 +203,6 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
deactivate()
return
/obj/machinery/gateway/update_icon_state()
if(target)
icon_state = "on_old"
else
icon_state = "portal_frame"
/obj/machinery/gateway/safe_throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, datum/callback/callback, force = MOVE_FORCE_STRONG, gentle = FALSE)
return
@@ -223,7 +215,7 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
return
target = D
target.activate(destination)
// portal_visuals.setup_visuals(target)
portal_visuals.setup_visuals(target)
generate_bumper()
use_power = ACTIVE_POWER_USE
update_icon()
@@ -365,6 +357,8 @@ GLOBAL_LIST_EMPTY(gateway_destinations)
animate(get_filter("portal_ripple"), time = 1.3 SECONDS, loop = -1, easing = LINEAR_EASING, radius = 32)
var/turf/center_turf = our_destination.get_target_turf()
/// DISABLED DUE TO BYOND BUG CAUSING STACK OVERFLOWS OF ANY HUMAN INSTANTIATION NEAR AN ACTIVATED GATEWAY.
/// Probably due to it referencing each other through the gateway (there's a deep loop, maybe BYOND isn't catching something when it usually would)
//var/turf/center_turf = our_destination.get_target_turf()
vis_contents += block(locate(center_turf.x - 1, center_turf.y - 1, center_turf.z), locate(center_turf.x + 1, center_turf.y + 1, center_turf.z))
//vis_contents += block(locate(center_turf.x - 1, center_turf.y - 1, center_turf.z), locate(center_turf.x + 1, center_turf.y + 1, center_turf.z))
+5
View File
@@ -59,6 +59,11 @@
unit_name = "alien hide"
export_types = list(/obj/item/stack/sheet/animalhide/xeno)
/datum/export/stack/licenseplate
cost = 25
unit_name = "license plate"
export_types = list(/obj/item/stack/license_plates/filled)
// Common materials.
// For base materials, see materials.dm
+6
View File
@@ -70,6 +70,12 @@
cost = 1500
contains = list(/obj/item/toy/plush/beeplushie)
/datum/supply_pack/goody/dyespray
name = "Hair Dye Spray"
desc = "A cool spray to dye your hair with awesome colors!"
cost = PAYCHECK_EASY * 2
contains = list(/obj/item/dyespray)
/datum/supply_pack/goody/beach_ball
name = "Beach Ball"
desc = "The simple beach ball is one of Nanotrasen's most popular products. 'Why do we make beach balls? Because we can! (TM)' - Nanotrasen"
+7
View File
@@ -20,6 +20,13 @@
cost = 300 //thrice their export value
contains = list(/obj/item/stack/sheet/cardboard/fifty)
/datum/supply_pack/materials/license50
name = "50 Empty License Plates"
desc = "Create a bunch of boxes."
cost = 1000 // 50 * 25 + 700 - 1000 = 950 credits profit
contains = list(/obj/item/stack/license_plates/empty/fifty)
crate_name = "empty license plate crate"
/datum/supply_pack/materials/glass50
crate_type = /obj/structure/closet/secure_closet/cargo
name = "50 Glass Sheets"
+38
View File
@@ -60,6 +60,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
//autocorrected this round, not that you'd need to check that.
var/UI_style = null
var/outline_enabled = TRUE
var/outline_color = COLOR_BLUE_GRAY
var/buttons_locked = FALSE
var/hotkeys = FALSE
@@ -117,6 +119,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
var/hair_color = "000000" //Hair color
var/facial_hair_style = "Shaved" //Face hair type
var/facial_hair_color = "000000" //Facial hair color
var/grad_style //Hair gradient style
var/grad_color = "FFFFFF" //Hair gradient color
var/skin_tone = "caucasian1" //Skin color
var/use_custom_skin_tone = FALSE
var/left_eye_color = "000000" //Eye color
@@ -503,6 +507,12 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "<a href='?_src_=prefs;preference=previous_facehair_style;task=input'>&lt;</a> <a href='?_src_=prefs;preference=next_facehair_style;task=input'>&gt;</a><BR>"
dat += "<span style='border: 1px solid #161616; background-color: #[facial_hair_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=facial;task=input'>Change</a><BR>"
dat += "<h3>Hair Gradient</h3>"
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=grad_style;task=input'>[grad_style]</a>"
dat += "<a href='?_src_=prefs;preference=previous_grad_style;task=input'>&lt;</a> <a href='?_src_=prefs;preference=next_grad_style;task=input'>&gt;</a><BR>"
dat += "<span style='border: 1px solid #161616; background-color: #[grad_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=grad_color;task=input'>Change</a><BR>"
dat += "</td>"
//Mutant stuff
var/mutant_category = 0
@@ -774,6 +784,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "<table><tr><td width='340px' height='300px' valign='top'>"
dat += "<h2>General Settings</h2>"
dat += "<b>UI Style:</b> <a href='?_src_=prefs;task=input;preference=ui'>[UI_style]</a><br>"
dat += "<b>Outline:</b> <a href='?_src_=prefs;preference=outline_enabled'>[outline_enabled ? "Enabled" : "Disabled"]</a><br>"
dat += "<b>Outline Color:</b> <span style='border:1px solid #161616; background-color: [outline_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=outline_color'>Change</a><BR>"
dat += "<b>tgui Monitors:</b> <a href='?_src_=prefs;preference=tgui_lock'>[(tgui_lock) ? "Primary" : "All"]</a><br>"
dat += "<b>tgui Style:</b> <a href='?_src_=prefs;preference=tgui_fancy'>[(tgui_fancy) ? "Fancy" : "No Frills"]</a><br>"
dat += "<b>Show Runechat Chat Bubbles:</b> <a href='?_src_=prefs;preference=chat_on_map'>[chat_on_map ? "Enabled" : "Disabled"]</a><br>"
@@ -1707,6 +1719,23 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if("previous_facehair_style")
facial_hair_style = previous_list_item(facial_hair_style, GLOB.facial_hair_styles_list)
if("grad_color")
var/new_grad_color = input(user, "Choose your character's gradient colour:", "Character Preference","#"+grad_color) as color|null
if(new_grad_color)
grad_color = sanitize_hexcolor(new_grad_color, 6)
if("grad_style")
var/new_grad_style
new_grad_style = input(user, "Choose your character's hair gradient style:", "Character Preference") as null|anything in GLOB.hair_gradients_list
if(new_grad_style)
grad_style = new_grad_style
if("next_grad_style")
grad_style = next_list_item(grad_style, GLOB.hair_gradients_list)
if("previous_grad_style")
grad_style = previous_list_item(grad_style, GLOB.hair_gradients_list)
if("cycle_bg")
bgstate = next_list_item(bgstate, bgstate_options)
@@ -2706,6 +2735,12 @@ GLOBAL_LIST_EMPTY(preferences_datums)
buttons_locked = !buttons_locked
if("tgui_fancy")
tgui_fancy = !tgui_fancy
if("outline_enabled")
outline_enabled = !outline_enabled
if("outline_color")
var/pickedOutlineColor = input(user, "Choose your outline color.", "General Preference", outline_color) as color|null
if(pickedOutlineColor)
outline_color = pickedOutlineColor
if("tgui_lock")
tgui_lock = !tgui_lock
if("winflash")
@@ -3006,6 +3041,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
character.dna.skin_tone_override = use_custom_skin_tone ? skin_tone : null
character.hair_style = hair_style
character.facial_hair_style = facial_hair_style
character.grad_style = grad_style
character.grad_color = grad_color
character.underwear = underwear
character.saved_underwear = underwear
@@ -3070,6 +3107,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
if(additional_language && additional_language != "None")
var/language_entry = GLOB.roundstart_languages[additional_language]
if(language_entry)
character.additional_language = language_entry
character.grant_language(language_entry, TRUE, TRUE)
//limb stuff, only done when initially spawning in
@@ -45,6 +45,9 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
if(current_version < 46) //If you remove this, remove force_reset_keybindings() too.
force_reset_keybindings_direct(TRUE)
addtimer(CALLBACK(src, .proc/force_reset_keybindings), 30) //No mob available when this is run, timer allows user choice.
if(current_version < 30)
outline_enabled = TRUE
outline_color = COLOR_BLUE_GRAY
/datum/preferences/proc/update_character(current_version, savefile/S)
if(current_version < 19)
@@ -377,6 +380,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["ooccolor"] >> ooccolor
S["lastchangelog"] >> lastchangelog
S["UI_style"] >> UI_style
S["outline_color"] >> outline_color
S["outline_enabled"] >> outline_enabled
S["hotkeys"] >> hotkeys
S["chat_on_map"] >> chat_on_map
S["max_chat_length"] >> max_chat_length
@@ -555,6 +560,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
WRITE_FILE(S["ooccolor"], ooccolor)
WRITE_FILE(S["lastchangelog"], lastchangelog)
WRITE_FILE(S["UI_style"], UI_style)
WRITE_FILE(S["outline_enabled"], outline_enabled)
WRITE_FILE(S["outline_color"], outline_color)
WRITE_FILE(S["hotkeys"], hotkeys)
WRITE_FILE(S["chat_on_map"], chat_on_map)
WRITE_FILE(S["max_chat_length"], max_chat_length)
@@ -676,6 +683,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["skin_tone"] >> skin_tone
S["hair_style_name"] >> hair_style
S["facial_style_name"] >> facial_hair_style
S["grad_style"] >> grad_style
S["grad_color"] >> grad_color
S["underwear"] >> underwear
S["undie_color"] >> undie_color
S["undershirt"] >> undershirt
@@ -868,6 +877,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
age = sanitize_integer(age, AGE_MIN, AGE_MAX, initial(age))
hair_color = sanitize_hexcolor(hair_color, 6, FALSE)
facial_hair_color = sanitize_hexcolor(facial_hair_color, 6, FALSE)
grad_style = sanitize_inlist(grad_style, GLOB.hair_gradients_list, "None")
grad_color = sanitize_hexcolor(grad_color, 6, FALSE)
eye_type = sanitize_inlist(eye_type, GLOB.eye_types, DEFAULT_EYES_TYPE)
left_eye_color = sanitize_hexcolor(left_eye_color, 6, FALSE)
right_eye_color = sanitize_hexcolor(right_eye_color, 6, FALSE)
@@ -1037,6 +1048,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
WRITE_FILE(S["skin_tone"] , skin_tone)
WRITE_FILE(S["hair_style_name"] , hair_style)
WRITE_FILE(S["facial_style_name"] , facial_hair_style)
WRITE_FILE(S["grad_style"] , grad_style)
WRITE_FILE(S["grad_color"] , grad_color)
WRITE_FILE(S["underwear"] , underwear)
WRITE_FILE(S["undie_color"] , undie_color)
WRITE_FILE(S["undershirt"] , undershirt)
+7 -3
View File
@@ -207,6 +207,10 @@
message_admins("[key_name(src)] (job: [src.job ? "[src.job]" : "None"]) [is_special_character(src) ? "(ANTAG!) " : ""][ghosting ? "ghosted" : "committed suicide"] at [AREACOORD(src)].")
/mob/living/proc/canSuicide()
var/area/A = get_area(src)
if(A.area_flags & BLOCK_SUICIDE)
to_chat(src, span_warning("You can't commit suicide here! You can ghost if you'd like."))
return FALSE
if(!CONFIG_GET(flag/suicide_allowed))
to_chat(src, "Suicide is not enabled in the config.")
return FALSE
@@ -214,11 +218,11 @@
if(CONSCIOUS)
return TRUE
if(SOFT_CRIT)
to_chat(src, "You can't commit suicide while in a critical condition!")
to_chat(src, span_warning("You can't commit suicide while in a critical condition!"))
if(UNCONSCIOUS)
to_chat(src, "You need to be conscious to commit suicide!")
to_chat(src, span_warning("You need to be conscious to commit suicide!"))
if(DEAD)
to_chat(src, "You're already dead!")
to_chat(src, span_warning("You're already dead!"))
return
/mob/living/carbon/canSuicide()
+2
View File
@@ -83,6 +83,7 @@
icon_state = "clown"
item_state = "clown_hat"
dye_color = "clown"
w_class = WEIGHT_CLASS_SMALL
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
actions_types = list(/datum/action/item_action/adjust)
@@ -131,6 +132,7 @@
clothing_flags = ALLOWINTERNALS
icon_state = "mime"
item_state = "mime"
w_class = WEIGHT_CLASS_SMALL
flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE
actions_types = list(/datum/action/item_action/adjust)
+17 -17
View File
@@ -30,7 +30,7 @@
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
back = /obj/item/storage/backpack/captain
belt = /obj/item/storage/belt/security/full
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer=1,\
/obj/item/gun/energy/e_gun=1)
@@ -50,7 +50,7 @@
suit = /obj/item/clothing/suit/space/hardsuit/ert/alert
glasses = /obj/item/clothing/glasses/thermal/eyepatch
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/gun/energy/e_gun=1)
@@ -58,7 +58,7 @@
/datum/outfit/ert/commander/alert/red
name = "ERT Commander - Red Alert"
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/gun/energy/pulse/pistol/loyalpin=1)
@@ -71,7 +71,7 @@
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
belt = /obj/item/storage/belt/security/full
back = /obj/item/storage/backpack/security
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/storage/box/handcuffs=1,\
/obj/item/clothing/mask/gas/sechailer=1,\
/obj/item/gun/energy/e_gun/stun=1,\
@@ -91,7 +91,7 @@
name = "ERT Security - Amber Alert"
suit = /obj/item/clothing/suit/space/hardsuit/ert/alert/sec
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/storage/box/handcuffs=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/melee/baton/loaded=1,\
@@ -99,7 +99,7 @@
/datum/outfit/ert/security/alert/red
name = "ERT Security - Red Alert"
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/storage/box/handcuffs=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/melee/baton/loaded=1,\
@@ -114,7 +114,7 @@
back = /obj/item/storage/backpack/satchel/med
belt = /obj/item/storage/belt/medical
r_hand = /obj/item/storage/firstaid/regular
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer=1,\
/obj/item/gun/energy/e_gun=1,\
@@ -135,7 +135,7 @@
name = "ERT Medic - Amber Alert"
suit = /obj/item/clothing/suit/space/hardsuit/ert/alert/med
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/gun/energy/e_gun=1,\
@@ -144,7 +144,7 @@
/datum/outfit/ert/medic/alert/red
name = "ERT Medic - Red Alert"
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/gun/energy/pulse/pistol/loyalpin=1,\
@@ -161,7 +161,7 @@
belt = /obj/item/storage/belt/utility/full
l_pocket = /obj/item/rcd_ammo/large
r_hand = /obj/item/storage/firstaid/regular
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer=1,\
/obj/item/gun/energy/e_gun=1,\
@@ -181,7 +181,7 @@
name = "ERT Engineer - Amber Alert"
suit = /obj/item/clothing/suit/space/hardsuit/ert/alert/engi
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/gun/energy/e_gun=1,\
@@ -189,7 +189,7 @@
/datum/outfit/ert/engineer/alert/red
name = "ERT Engineer - Red Alert"
backpack_contents = list(/obj/item/storage/box/engineer=1,\
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\
/obj/item/melee/baton/loaded=1,\
/obj/item/clothing/mask/gas/sechailer/swat=1,\
/obj/item/gun/energy/pulse/pistol/loyalpin=1,\
@@ -260,7 +260,7 @@
name = "Inquisition Commander"
r_hand = /obj/item/nullrod/scythe/talking/chainsword
suit = /obj/item/clothing/suit/space/hardsuit/ert/paranormal
backpack_contents = list(/obj/item/storage/box/engineer=1,
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
/obj/item/clothing/mask/gas/sechailer=1,
/obj/item/gun/energy/e_gun=1)
@@ -269,7 +269,7 @@
suit = /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
backpack_contents = list(/obj/item/storage/box/engineer=1,
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
/obj/item/storage/box/handcuffs=1,
/obj/item/clothing/mask/gas/sechailer=1,
/obj/item/gun/energy/e_gun/stun=1,
@@ -281,7 +281,7 @@
suit = /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
backpack_contents = list(/obj/item/storage/box/engineer=1,
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
/obj/item/melee/baton/loaded=1,
/obj/item/clothing/mask/gas/sechailer=1,
/obj/item/gun/energy/e_gun=1,
@@ -307,7 +307,7 @@
glasses = /obj/item/clothing/glasses/hud/health
back = /obj/item/storage/backpack/cultpack
belt = /obj/item/storage/belt/soulstone
backpack_contents = list(/obj/item/storage/box/engineer=1,
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
/obj/item/nullrod=1,
/obj/item/clothing/mask/gas/sechailer=1,
/obj/item/gun/energy/e_gun=1,
@@ -319,7 +319,7 @@
suit = /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
belt = /obj/item/storage/belt/soulstone/full/chappy
backpack_contents = list(/obj/item/storage/box/engineer=1,
backpack_contents = list(/obj/item/storage/box/survival/engineer=1,
/obj/item/grenade/chem_grenade/holy=1,
/obj/item/nullrod=1,
/obj/item/clothing/mask/gas/sechailer=1,
@@ -71,6 +71,12 @@
head = /obj/item/clothing/head/helmet/space/plasmaman/security/hos
uniform = /obj/item/clothing/under/plasmaman/security/hos
/datum/outfit/plasmaman/prisoner
name = "Prisoner Plasmaman"
head = /obj/item/clothing/head/helmet/space/plasmaman/prisoner
uniform = /obj/item/clothing/under/plasmaman/prisoner
/datum/outfit/plasmaman/cargo
name = "Cargo Plasmaman"
+1 -1
View File
@@ -28,7 +28,7 @@
id = /obj/item/card/id/syndicate/locked_banking
belt = /obj/item/gun/ballistic/automatic/pistol
l_pocket = /obj/item/paper/fluff/vr/fluke_ops
backpack_contents = list(/obj/item/storage/box/syndie=1,\
backpack_contents = list(/obj/item/storage/box/survival/syndie=1,\
/obj/item/kitchen/knife/combat/survival)
starting_funds = 0 //Should be operating, not shopping.
@@ -237,12 +237,28 @@
/obj/item/clothing/head/helmet/space/hardsuit/mining/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
RegisterSignal(src, COMSIG_ARMOR_PLATED, .proc/upgrade_icon)
/obj/item/clothing/head/helmet/space/hardsuit/mining/proc/upgrade_icon(datum/source, amount, maxamount)
SIGNAL_HANDLER
if(amount)
name = "reinforced [initial(name)]"
hardsuit_type = "mining_goliath"
if(amount == maxamount)
hardsuit_type = "mining_goliath_full"
icon_state = "hardsuit[on]-[hardsuit_type]"
if(ishuman(loc))
var/mob/living/carbon/human/wearer = loc
if(wearer.head == src)
wearer.update_inv_head()
/obj/item/clothing/suit/space/hardsuit/mining
icon_state = "hardsuit-mining"
name = "mining hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has reinforced plating for wildlife encounters."
item_state = "mining_hardsuit"
hardsuit_type = "mining"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75, "wound" = 15)
@@ -254,6 +270,21 @@
/obj/item/clothing/suit/space/hardsuit/mining/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
RegisterSignal(src, COMSIG_ARMOR_PLATED, .proc/upgrade_icon)
/obj/item/clothing/suit/space/hardsuit/mining/proc/upgrade_icon(datum/source, amount, maxamount)
SIGNAL_HANDLER
if(amount)
name = "reinforced [initial(name)]"
hardsuit_type = "mining_goliath"
if(amount == maxamount)
hardsuit_type = "mining_goliath_full"
icon_state = "hardsuit-[hardsuit_type]"
if(ishuman(loc))
var/mob/living/carbon/human/wearer = loc
if(wearer.wear_suit == src)
wearer.update_inv_wear_suit()
//Syndicate hardsuit
/obj/item/clothing/head/helmet/space/hardsuit/syndi
@@ -169,6 +169,10 @@
icon_state = "hos_envirohelm"
item_state = "hos_envirohelm"
/obj/item/clothing/head/helmet/space/plasmaman/prisoner
name = "prisoner's plasma envirosuit helmet"
desc = "A plasmaman containment helmet for prisoners."
/obj/item/clothing/head/helmet/space/plasmaman/medical
name = "medical's plasma envirosuit helmet"
desc = "An envriohelmet designed for plasmaman medical doctors, having two stripes down it's length to denote as much."
+36 -3
View File
@@ -136,17 +136,24 @@
icon_state = "syndievest"
mutantrace_variation = STYLE_DIGITIGRADE
/obj/item/clothing/suit/armor/vest/capcarapace/alt
/obj/item/clothing/suit/toggle/captains_parade
name = "captain's parade jacket"
desc = "For when an armoured vest isn't fashionable enough."
icon_state = "capformal"
item_state = "capspacesuit"
body_parts_covered = CHEST|GROIN|ARMS
armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 50, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90, "wound" = 10)
togglename = "buttons"
/obj/item/clothing/suit/toggle/captains_parade/Initialize()
. = ..()
allowed = GLOB.security_wintercoat_allowed
/obj/item/clothing/suit/armor/riot
name = "riot suit"
desc = "A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks. Helps the wearer resist shoving in close quarters."
icon_state = "swat"
item_state = "swat_suit"
icon_state = "riot"
item_state = "riot"
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -319,3 +326,29 @@
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
armor = list("melee" = 25, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 50, "wound" = 10)
/obj/item/clothing/suit/toggle/armor/vest/centcom_formal
name = "\improper CentCom formal coat"
desc = "A stylish coat given to CentCom Commanders. Perfect for sending ERTs to suicide missions with style!"
icon_state = "centcom_formal"
item_state = "centcom"
body_parts_covered = CHEST|GROIN|ARMS
armor = list("melee" = 35, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 35, "bio" = 10, "rad" = 10, "fire" = 10, "acid" = 60)
togglename = "buttons"
/obj/item/clothing/suit/toggle/armor/vest/centcom_formal/Initialize()
. = ..()
allowed = GLOB.security_wintercoat_allowed
/obj/item/clothing/suit/toggle/armor/hos/hos_formal
name = "\improper Head of Security's parade jacket"
desc = "For when an armoured vest isn't fashionable enough."
icon_state = "hosformal"
item_state = "hostrench"
body_parts_covered = CHEST|GROIN|ARMS
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 10)
togglename = "buttons"
/obj/item/clothing/suit/toggle/armor/hos/hos_formal/Initialize()
. = ..()
allowed = GLOB.security_wintercoat_allowed
@@ -446,6 +446,42 @@
icon_state = "flannel_brown"
item_state = "flannel_brown"
/obj/item/clothing/suit/jacket/purplehoodie
name = "purple hoodie"
desc = "A soft purple hoodie with a TailorCo brand on the tag."
icon_state = "purplehoodie"
item_state = "purplehoodie"
/obj/item/clothing/suit/jacket/bluehoodie
name = "blue hoodie"
desc = "A soft blue hoodie with a TailorCo brand on the tag."
icon_state = "bluehoodie"
item_state = "bluehoodie"
/obj/item/clothing/suit/jacket/heartcoat
name = "heart coat"
desc = "A soft winter coat with a TailorCo brand on the tag."
icon_state = "heartcoat"
item_state = "heartcoat"
/obj/item/clothing/suit/jacket/gothiccoat
name = "long black jacket"
desc = "A rugged looking coat with a TailorCo brand on the tag."
icon_state = "gothic_coat"
item_state = "gothic_coat"
/obj/item/clothing/suit/jacket/gothicshirt
name = "black shirt with cuffs"
desc = "A black shirt with a collar and cuffs in a gothic style. A TailorCo brand is listed on the tag."
icon_state = "gothic_shirt"
item_state = "gothic_shirt"
/obj/item/clothing/suit/jacket/gothicshirtcross
name = "elegant black shirt"
desc = "A black shirt with finely woven cross on the back. A TailorCo brand is listed on the tag."
icon_state = "gothic_shirtcross"
item_state = "gothic_shirtcross"
/obj/item/clothing/suit/jacket/leather
name = "leather jacket"
desc = "Pompadour not included."
+3
View File
@@ -6,6 +6,7 @@
var/hoodtype = /obj/item/clothing/head/hooded/winterhood //so the chaplain hoodie or other hoodies can override this
///Alternative mode for hiding the hood, instead of storing the hood in the suit it qdels it, useful for when you deal with hooded suit with storage.
var/alternative_mode = FALSE
var/no_t //do not update sprites when pulling up hood so we can avoid oddities with certain mechanics
/obj/item/clothing/suit/hooded/Initialize()
. = ..()
@@ -51,6 +52,8 @@
update_icon()
/obj/item/clothing/suit/hooded/update_icon_state()
if(no_t)
return
icon_state = "[initial(icon_state)]"
if(ishuman(hood?.loc))
var/mob/living/carbon/human/H = hood.loc
@@ -18,3 +18,9 @@
desc = "A slick black and red plasmaman containment suit designed for the head of security, also called the LAW."
icon_state = "hos_envirosuit"
item_state = "hos_envirosuit"
/obj/item/clothing/under/plasmaman/prisoner
name = "prisoner envirosuit"
desc = "An orange envirosuit identifying and protecting a criminal plasmaman."
icon_state = "prisoner_envirosuit"
item_state = "prisoner_envirosuit"
+21 -1
View File
@@ -10,8 +10,28 @@
/datum/round_event/cat_surgeon/start()
var/list/spawn_locs = list()
var/list/unsafe_spawn_locs = list()
for(var/X in GLOB.xeno_spawn)
spawn_locs += X
if(!isfloorturf(X))
unsafe_spawn_locs += X
continue
var/turf/open/floor/F = X
var/datum/gas_mixture/A = F.air
var/oxy_moles = A.get_moles(GAS_O2)
if((oxy_moles < 16 || oxy_moles > 50) || A.get_moles(GAS_PLASMA) || A.get_moles(GAS_CO2) >= 10)
unsafe_spawn_locs += F
continue
if((A.return_temperature() <= 270) || (A.return_temperature() >= 360))
unsafe_spawn_locs += F
continue
var/pressure = A.return_pressure()
if((pressure <= 20) || (pressure >= 550))
unsafe_spawn_locs += F
continue
spawn_locs += F
if(!spawn_locs.len)
spawn_locs += unsafe_spawn_locs
if(!spawn_locs.len)
message_admins("No valid spawn locations found, aborting...")
+2 -2
View File
@@ -9,7 +9,7 @@
/datum/round_event_control/mass_hallucination/admin_setup()
if(!check_rights(R_FUN))
return
forced_hallucination = input(usr, "Choose the hallucination to apply","Send Hallucination") as null|anything in subtypesof(/datum/hallucination)
/datum/round_event/mass_hallucination
@@ -26,7 +26,7 @@
switch(rand(1,4))
if(1) //same sound for everyone
var/sound = pick("airlock","airlock_pry","console","explosion","far_explosion","mech","glass","alarm","beepsky","mech","wall_decon","door_hack","tesla")
var/sound = pick("airlock","airlock_pry","console","explosion","far_explosion","mech","glass","alarm","beepsky","mech","wall_decon","door_hack","tesla","seth")
for(var/mob/living/carbon/C in GLOB.alive_mob_list)
new /datum/hallucination/sounds(C, TRUE, sound)
if(2)
+18 -4
View File
@@ -27,13 +27,27 @@
if(prob(low_threat_perc))
severity = "low; the supermatter should return to normal operation shortly."
else
severity = "medium; the supermatter should return to normal operation, but check NT CIMS to ensure this."
severity = "medium; the supermatter should return to normal operation, but regardless, check if the emitters may need to be turned off temporarily."
else
severity = "high; if the supermatter's cooling is not fortified, coolant may need to be added."
severity = "high; the emitters likely need to be turned off, and if the supermatter's cooling loop is not fortified, pre-cooled gas may need to be added."
if(100000 to INFINITY)
severity = "extreme; emergency action is likely to be required even if coolant loop is fine."
severity = "extreme; emergency action is likely to be required even if coolant loop is fine. Turn off the emitters and make sure the loop is properly cooling gases."
if(power > 20000 || prob(round(power/200)))
priority_announce("Supermatter surge detected. Estimated severity is [severity]", "Anomaly Alert")
/datum/round_event/supermatter_surge/start()
GLOB.main_supermatter_engine.matter_power += power
var/obj/machinery/power/supermatter_crystal/supermatter = GLOB.main_supermatter_engine
var/power_proportion = supermatter.powerloss_inhibitor/2 // what % of the power goes into matter power, at most 50%
// we reduce the proportion that goes into actual matter power based on powerloss inhibitor
// primarily so the supermatter doesn't tesla the instant these happen
supermatter.matter_power += power * power_proportion
var/datum/gas_mixture/methane_puff = new
var/selected_gas = pick(4;GAS_CO2, 10;GAS_METHANE, 4;GAS_H2O, 1;GAS_BZ, 1;GAS_METHYL_BROMIDE)
methane_puff.set_moles(selected_gas, 500)
methane_puff.set_temperature(500)
var/energy_ratio = (power * 500 * (1-power_proportion)) / methane_puff.thermal_energy()
if(energy_ratio < 1) // energy output we want is lower than current energy, reduce the amount of gas we puff out
methane_puff.set_moles(GAS_METHANE, energy_ratio * 500)
else // energy output we want is higher than current energy, increase its actual heat
methane_puff.set_temperature(energy_ratio * 500)
supermatter.assume_air(methane_puff)
+4 -1
View File
@@ -778,7 +778,7 @@ GLOBAL_LIST_INIT(hallucination_list, list(
..()
var/turf/source = random_far_turf()
if(!sound_type)
sound_type = pick("airlock","airlock pry","console","flash","explosion","far explosion","mech","glass","alarm","beepsky","mech","wall decon","door hack")
sound_type = pick("airlock","airlock pry","console","flash","explosion","far explosion","mech","glass","alarm","beepsky","mech","wall decon","door hack","seth")
feedback_details += "Type: [sound_type]"
//Strange audio
switch(sound_type)
@@ -827,6 +827,9 @@ GLOBAL_LIST_INIT(hallucination_list, list(
target.playsound_local(source, 'sound/items/screwdriver.ogg', 50, 1)
sleep(rand(40,80))
target.playsound_local(source, 'sound/machines/airlockforced.ogg', 30, 1)
//funny announcement man
if("seth")
target.playsound_local(source,'sound/misc/seth.ogg', 50, 1)
qdel(src)
/datum/hallucination/weird_sounds
@@ -19,7 +19,7 @@
custom_food_type = /obj/item/reagent_containers/food/snacks/customizable/sandwich
filling_color = "#FFA500"
list_reagents = list(/datum/reagent/consumable/nutriment = 2)
slot_flags = ITEM_SLOT_HEAD
slot_flags = ITEM_SLOT_MASK
customfoodfilling = 0 //to avoid infinite bread-ception
foodtype = GRAIN
dunkable = TRUE
@@ -8,8 +8,6 @@
#define CONE_WAFFLE 8
#define CONE_CHOC 9
/obj/machinery/icecream_vat
name = "ice cream vat"
desc = "Ding-aling ding dong. Get your Nanotrasen-approved ice cream!"
@@ -35,6 +33,8 @@
/datum/reagent/consumable/ethanol/singulo = 6,
/datum/reagent/consumable/peachjuice = 6,
/datum/reagent/consumable/grapejuice = 6)
var/custom_taste
var/custom_color
/obj/machinery/icecream_vat/proc/get_ingredient_list(type)
switch(type)
@@ -99,7 +99,10 @@
dat += "<b>Peach ice cream:</b> <a href='?src=[REF(src)];select=[ICECREAM_PEACH]'><b>Select</b></a> <a href='?src=[REF(src)];make=[ICECREAM_PEACH];amount=1'><b>Make</b></a> <a href='?src=[REF(src)];make=[ICECREAM_PEACH];amount=5'><b>x5</b></a> [product_types[ICECREAM_PEACH]] dollops left. (Ingredients: milk, ice, peach juice)<br>"
dat += "<b>Grape ice cream:</b> <a href='?src=[REF(src)];select=[ICECREAM_GRAPE]'><b>Select</b></a> <a href='?src=[REF(src)];make=[ICECREAM_GRAPE];amount=1'><b>Make</b></a> <a href='?src=[REF(src)];make=[ICECREAM_GRAPE];amount=5'><b>x5</b></a> [product_types[ICECREAM_GRAPE]] dollops left. (Ingredients: milk, ice, grape juice)<br>"
dat += "<b>Blue ice cream:</b> <a href='?src=[REF(src)];select=[ICECREAM_BLUE]'><b>Select</b></a> <a href='?src=[REF(src)];make=[ICECREAM_BLUE];amount=1'><b>Make</b></a> <a href='?src=[REF(src)];make=[ICECREAM_BLUE];amount=5'><b>x5</b></a> [product_types[ICECREAM_BLUE]] dollops left. (Ingredients: milk, ice, singulo)<br>"
dat += "<b>Custom ice cream:</b> <a href='?src=[REF(src)];select=[ICECREAM_CUSTOM]'><b>Select</b></a> <a href='?src=[REF(src)];make=[ICECREAM_CUSTOM];amount=1'><b>Make</b></a> <a href='?src=[REF(src)];make=[ICECREAM_CUSTOM];amount=5'><b>x5</b></a> [product_types[ICECREAM_CUSTOM]] dollops left. (Ingredients: milk, ice, optional flavoring)<br></div>"
dat += "<b>Custom ice cream:</b> <a href='?src=[REF(src)];select=[ICECREAM_CUSTOM]'><b>Select</b></a> <a href='?src=[REF(src)];make=[ICECREAM_CUSTOM];amount=1'><b>Make</b></a> <a href='?src=[REF(src)];make=[ICECREAM_CUSTOM];amount=5'><b>x5</b></a> [product_types[ICECREAM_CUSTOM]] dollops left. (Ingredients: milk, ice, optional flavoring)<br>"
dat += "<a href='?src=[REF(src)];custom_taste=1;'><b>Change custom taste: [custom_taste ? custom_taste : "Default"]</b></a>"
dat += "<br><a href='?src=[REF(src)];custom_color=1;'><b>Change custom color: [custom_color ? custom_color : "Default"]</b></a>"
dat += "<br><a href='?src=[REF(src)];reset_custom=1;'><b>Reset custom ice cream taste and color to defaults</b></a></div>"
dat += "<br><b>CONES</b><br><div class='statusDisplay'>"
dat += "<b>Waffle cones:</b> <a href='?src=[REF(src)];cone=[CONE_WAFFLE]'><b>Dispense</b></a> <a href='?src=[REF(src)];make=[CONE_WAFFLE];amount=1'><b>Make</b></a> <a href='?src=[REF(src)];make=[CONE_WAFFLE];amount=5'><b>x5</b></a> [product_types[CONE_WAFFLE]] cones left. (Ingredients: flour, sugar)<br>"
dat += "<b>Chocolate cones:</b> <a href='?src=[REF(src)];cone=[CONE_CHOC]'><b>Dispense</b></a> <a href='?src=[REF(src)];make=[CONE_CHOC];amount=1'><b>Make</b></a> <a href='?src=[REF(src)];make=[CONE_CHOC];amount=5'><b>x5</b></a> [product_types[CONE_CHOC]] cones left. (Ingredients: flour, sugar, coco powder)<br></div>"
@@ -128,7 +131,7 @@
visible_message("[icon2html(src, viewers(src))] <span class='info'>[user] scoops delicious [flavour_name] ice cream into [I].</span>")
product_types[dispense_flavour] -= 1
if(beaker && beaker.reagents.total_volume)
I.add_ice_cream(flavour_name, beaker.reagents)
I.add_ice_cream(flavour_name, beaker.reagents, custom_color, custom_taste)
else
I.add_ice_cream(flavour_name)
if(I.reagents.total_volume < 10)
@@ -213,14 +216,25 @@
if(href_list["refill"])
RefillFromBeaker()
updateDialog()
if(href_list["refresh"])
updateDialog()
if(href_list["close"])
usr.unset_machine()
usr << browse(null,"window=icecreamvat")
if(href_list["custom_taste"])
custom_taste = stripped_input(usr, "Set a custom taste for the custom icecream. 50 characters max, leave blank to go back to the default option.", max_length = 50)
if(href_list["custom_color"])
custom_color = input(usr, "Choose a color for the custom icecream. Cancel to go back to the default option.") as color|null
if(href_list["reset_custom"])
custom_taste = null
custom_color = null
updateDialog() // i have no clue why we even have refresh when this is a thing but sure
return
/obj/item/reagent_containers/food/snacks/icecream
@@ -251,7 +265,7 @@
desc = "Delicious [cone_name] cone, but no ice cream."
/obj/item/reagent_containers/food/snacks/icecream/proc/add_ice_cream(flavour_name, datum/reagents/R)
/obj/item/reagent_containers/food/snacks/icecream/proc/add_ice_cream(flavour_name, datum/reagents/R, custom_color, custom_taste)
name = "[flavour_name] icecream"
switch (flavour_name) // adding the actual reagents advertised in the ingredient list
if ("vanilla")
@@ -286,8 +300,11 @@
if(R && R.total_volume >= 4) //consumable reagents have stronger taste so higher volume will allow non-food flavourings to break through better.
var/mutable_appearance/flavoring = mutable_appearance(icon,"icecream_custom")
var/datum/reagent/master = R.get_master_reagent()
flavoring.color = master.color
filling_color = master.color
flavoring.color = custom_color ? custom_color : master.color
filling_color = custom_color ? custom_color : master.color
if(custom_taste)
tastes = list("[custom_taste]" = 1)
reagents.force_alt_taste = TRUE
name = "[master.name] icecream"
desc = "A delicious [cone_type] cone filled with artisanal icecream. Made with real [master.name]. Ain't that something."
R.trans_to(src, 4)
+12
View File
@@ -641,6 +641,18 @@ Since Ramadan is an entire month that lasts 29.5 days on average, the start and
/datum/holiday/easter/getStationPrefix()
return pick("Fluffy","Bunny","Easter","Egg")
/datum/holiday/ianbirthday
name = "Ian's Birthday" //github.com/tgstation/tgstation/commit/de7e4f0de0d568cd6e1f0d7bcc3fd34700598acb
begin_month = SEPTEMBER
begin_day = 9
end_day = 10
/datum/holiday/ianbirthday/greet()
return "Happy birthday, Ian!"
/datum/holiday/ianbirthday/getStationPrefix()
return pick("Ian", "Corgi", "Erro")
//Random citadel thing for halloween species
/proc/force_enable_halloween_species()
var/list/oldlist = SSevents.holidays
+1 -1
View File
@@ -29,7 +29,7 @@
/obj/item/reagent_containers/food/snacks/grown/carrot/attackby(obj/item/I, mob/user, params)
if(I.get_sharpness())
to_chat(user, "<span class='notice'>You sharpen the carrot into a shiv with [I].</span>")
var/obj/item/kitchen/knife/carrotshiv/Shiv = new /obj/item/kitchen/knife/carrotshiv
var/obj/item/kitchen/knife/shiv/carrot/Shiv = new /obj/item/kitchen/knife/shiv/carrot
remove_item_from_storage(user)
qdel(src)
user.put_in_hands(Shiv)
+1 -1
View File
@@ -226,7 +226,7 @@
var/turf/open/O = loc
if(O.air)
var/datum/gas_mixture/loc_air = O.air
if(loc_air.get_moles(GAS_O2) > 13)
if(loc_air.get_moles(GAS_O2) > 3)
return TRUE
return FALSE
@@ -8,7 +8,6 @@
outputs = list(
"registered name" = IC_PINTYPE_STRING,
"assignment" = IC_PINTYPE_STRING,
"passkey" = IC_PINTYPE_STRING
)
activators = list(
"on read" = IC_PINTYPE_PULSE_OUT
@@ -17,7 +16,6 @@
/obj/item/integrated_circuit/input/card_reader/attackby_react(obj/item/I, mob/living/user, intent)
var/obj/item/card/id/card = I.GetID()
var/list/access = I.GetAccess()
var/passkey = strtohex(XorEncrypt(json_encode(access), SScircuit.cipherkey))
if(assembly)
assembly.access_card.access |= access
@@ -33,8 +31,6 @@
else
return FALSE
set_pin_data(IC_OUTPUT, 3, passkey)
push_data()
activate_pin(1)
return TRUE
+1 -1
View File
@@ -355,7 +355,7 @@
return list("Assistant", "Captain", "Head of Personnel", "Bartender", "Cook", "Botanist", "Quartermaster", "Cargo Technician",
"Shaft Miner", "Clown", "Mime", "Janitor", "Curator", "Lawyer", "Chaplain", "Chief Engineer", "Station Engineer",
"Atmospheric Technician", "Chief Medical Officer", "Medical Doctor", "Chemist", "Geneticist", "Virologist", "Paramedic",
"Research Director", "Scientist", "Roboticist", "Head of Security", "Warden", "Detective", "Security Officer")
"Research Director", "Scientist", "Roboticist", "Head of Security", "Warden", "Detective", "Security Officer", "Prisoner")
/proc/get_all_job_icons() //For all existing HUD icons
return get_all_jobs() + list("Prisoner")
@@ -39,7 +39,7 @@
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
box = /obj/item/storage/box/survival/engineer
pda_slot = SLOT_L_STORE
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
@@ -54,7 +54,7 @@
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
box = /obj/item/storage/box/survival/engineer
pda_slot = SLOT_L_STORE
chameleon_extras = /obj/item/stamp/ce
@@ -58,7 +58,7 @@
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
duffelbag = /obj/item/storage/backpack/duffelbag/sec
box = /obj/item/storage/box/security
box = /obj/item/storage/box/survival/security
implants = list(/obj/item/implant/mindshield)
+24
View File
@@ -0,0 +1,24 @@
datum/job/prisoner
title = "Prisoner"
flag = PRISONER
department_head = list("The Security Team")
department_flag = CIVILIAN
faction = "Station"
total_positions = 0
spawn_positions = 2
supervisors = "the security team"
outfit = /datum/outfit/job/prisoner
plasma_outfit = /datum/outfit/plasmaman/prisoner
display_order = JOB_DISPLAY_ORDER_PRISONER
/datum/outfit/job/prisoner
name = "Prisoner"
jobtype = /datum/job/prisoner
uniform = /obj/item/clothing/under/rank/prisoner
shoes = /obj/item/clothing/shoes/sneakers/orange
id = /obj/item/card/id/prisoner
ears = /obj/item/radio/headset/headset_prisoner
belt = null
@@ -133,7 +133,7 @@ GLOBAL_LIST_INIT(available_depts, list(SEC_DEPT_ENGINEERING, SEC_DEPT_MEDICAL, S
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
duffelbag = /obj/item/storage/backpack/duffelbag/sec
box = /obj/item/storage/box/security
box = /obj/item/storage/box/survival/security
implants = list(/obj/item/implant/mindshield)
+1 -1
View File
@@ -45,7 +45,7 @@
backpack = /obj/item/storage/backpack/explorer
satchel = /obj/item/storage/backpack/satchel/explorer
duffelbag = /obj/item/storage/backpack/duffelbag
box = /obj/item/storage/box/survival_mining
box = /obj/item/storage/box/survival/mining
chameleon_extras = /obj/item/gun/energy/kinetic_accelerator
@@ -42,7 +42,7 @@
backpack = /obj/item/storage/backpack/industrial
satchel = /obj/item/storage/backpack/satchel/eng
duffelbag = /obj/item/storage/backpack/duffelbag/engineering
box = /obj/item/storage/box/engineer
box = /obj/item/storage/box/survival/engineer
pda_slot = SLOT_L_STORE
backpack_contents = list(/obj/item/modular_computer/tablet/preset/advanced=1)
+1 -1
View File
@@ -54,7 +54,7 @@
backpack = /obj/item/storage/backpack/security
satchel = /obj/item/storage/backpack/satchel/sec
duffelbag = /obj/item/storage/backpack/duffelbag/sec
box = /obj/item/storage/box/security
box = /obj/item/storage/box/survival/security
implants = list(/obj/item/implant/mindshield)
+1
View File
@@ -43,6 +43,7 @@ GLOBAL_LIST_INIT(civilian_positions, list(
"Chaplain",
"Clown",
"Mime",
"Prisoner",
"Assistant"))
GLOBAL_LIST_INIT(security_positions, list(
+22 -6
View File
@@ -6,14 +6,16 @@
#define MAFIA_TEAM_SOLO "solo"
//types of town roles for random setup gen
/// assistants it's just assistants filling up the rest of the roles
/// Add this if you don't want a role to be a choice in the selection
#define TOWN_OVERFLOW "overflow"
/// roles that learn info about others in the game (chaplain, detective, psych)
#define TOWN_INVEST "invest"
/// roles that keep other roles safe (doctor, and weirdly enough lawyer counts)
/// roles that keep other roles safe (doctor, sec officer, and weirdly enough lawyer counts)
#define TOWN_PROTECT "protect"
/// roles that are only there to kill bad guys.
#define TOWN_KILLING "killing"
/// roles that don't fit into anything else (hop)
#define TOWN_MISC "misc"
#define TOWN_SUPPORT "support"
//other types (mafia team, neutrals)
/// normal vote kill changelings
@@ -25,6 +27,20 @@
/// role that upsets the game aka obsessed, usually worse for town than mafia but they can vote against mafia
#define NEUTRAL_DISRUPT "disrupt"
//role flags (special status of roles like detection immune)
///to all forms of detection, shows themselves as an assistant.
#define ROLE_UNDETECTABLE (1<<0)
///has the ability to kill at night and thus, blocks the game from ending with other teams alive.
#define ROLE_CAN_KILL (1<<1)
///can only be one in a randomly generated game
#define ROLE_UNIQUE (1<<2)
///role is public to all other players in the game.
#define ROLE_REVEALED (1<<3)
///can not be defended, protected, or any other form of protection. all kills succeed no matter what.
#define ROLE_VULNERABLE (1<<4)
///cannot perform any actions that night, preselected actions fail
#define ROLE_ROLEBLOCKED (1<<5)
#define MAFIA_PHASE_SETUP 1
#define MAFIA_PHASE_DAY 2
#define MAFIA_PHASE_VOTING 3
@@ -35,12 +51,12 @@
#define MAFIA_ALIVE 1
#define MAFIA_DEAD 2
#define COMSIG_MAFIA_ON_VISIT "mafia_onvisit"
#define MAFIA_VISIT_INTERRUPTED 1
#define COMSIG_MAFIA_ON_KILL "mafia_onkill"
#define MAFIA_PREVENT_KILL 1
#define COMSIG_MAFIA_CAN_PERFORM_ACTION "mafia_can_perform_action"
#define MAFIA_PREVENT_ACTION 1
//in order of events + game end
/// when the shutters fall, before the 45 second wait and night event resolution
+101 -64
View File
@@ -15,6 +15,8 @@
var/phase = MAFIA_PHASE_SETUP
///how long the game has gone on for, changes with every sunrise. day one, night one, day two, etc.
var/turn = 0
///if enabled, the game has fallen under half pop and is sped up
var/speed_up = FALSE
///for debugging and testing a full game, or adminbuse. If this is not empty, it will use this as a setup. clears when game is over
var/list/custom_setup = list()
///first day has no voting, and thus is shorter
@@ -187,8 +189,22 @@
turn += 1
phase = MAFIA_PHASE_DAY
if(!check_victory())
if(!speed_up)//lets check if the game should be sped up, if not already.
var/living_players = 0
for(var/i in all_roles)
var/datum/mafia_role/player = i
if(player.game_status == MAFIA_ALIVE)
living_players += 1
if(living_players < all_roles.len / 2)
speed_up = TRUE
send_message("<span class='bold notice'>With only [living_players] living players left, the game timers have been sped up.</span>")
day_phase_period /= 2
voting_phase_period /= 2
judgement_phase_period /= 2
judgement_lynch_period /= 2
night_phase_period /= 2
if(turn == 1)
send_message("<span class='notice'><b>The selected map is [current_map.name]!</b></br>[current_map.description]</span>")
send_message(span_notice("<b>The selected map is [current_map.name]!</b></br>[current_map.description]"))
send_message("<b>Day [turn] started! There is no voting on the first day. Say hello to everybody!</b>")
next_phase_timer = addtimer(CALLBACK(src,.proc/check_trial, FALSE),first_day_phase_period,TIMER_STOPPABLE) //no voting period = no votes = instant night
else
@@ -257,19 +273,19 @@
/datum/mafia_controller/proc/lynch()
for(var/i in judgement_innocent_votes)
var/datum/mafia_role/role = i
send_message("<span class='green'>[role.body.real_name] voted innocent.</span>")
send_message(span_green("[role.body.real_name] voted innocent."))
for(var/ii in judgement_abstain_votes)
var/datum/mafia_role/role = ii
send_message("<span class='comradio'>[role.body.real_name] abstained.</span>")
send_message(span_comradio("[role.body.real_name] abstained."))
for(var/iii in judgement_guilty_votes)
var/datum/mafia_role/role = iii
send_message("<span class='red'>[role.body.real_name] voted guilty.</span>")
send_message(span_red("[role.body.real_name] voted guilty."))
if(judgement_guilty_votes.len > judgement_innocent_votes.len) //strictly need majority guilty to lynch
send_message("<span class='red'><b>Guilty wins majority, [on_trial.body.real_name] has been lynched.</b></span>")
on_trial.kill(src, lynch = TRUE)
send_message(span_red("<b>Guilty wins majority, [on_trial.body.real_name] has been lynched.</b>"))
on_trial.kill(src,lynch = TRUE)
addtimer(CALLBACK(src, .proc/send_home, on_trial),judgement_lynch_period)
else
send_message("<span class='green'><b>Innocent wins majority, [on_trial.body.real_name] has been spared.</b></span>")
send_message(span_green("<b>Innocent wins majority, [on_trial.body.real_name] has been spared.</b>"))
on_trial.body.forceMove(get_turf(on_trial.assigned_landmark))
on_trial = null
//day votes are already cleared, so this will skip the trial and check victory/lockdown/whatever else
@@ -300,11 +316,14 @@
var/list/total_town = list()
var/list/total_mafia = list()
var/alive_town = 0
//voting power of town + solos (since they don't want mafia to overpower)
var/anti_mafia_power = 0
//voting power of mafia (greater than anti mafia power + team end not blocked = mafia victory)
var/alive_mafia = 0
var/list/solos_to_ask = list() //need to ask after because first round is counting team sizes
var/list/total_victors = list() //if this list gets filled with anyone, they win. list because side antags can with with people
var/blocked_victory = FALSE //if a solo antagonist is stopping the town or mafia from finishing the game.
var/town_can_kill = FALSE //Town has a killing role and it cannot allow mafia to win
///PHASE ONE: TALLY UP ALL NUMBERS OF PEOPLE STILL ALIVE
@@ -313,23 +332,24 @@
if(MAFIA_TEAM_MAFIA)
total_mafia += R
if(R.game_status == MAFIA_ALIVE)
alive_mafia += R.vote_power
alive_mafia += R.vote_potential
if(MAFIA_TEAM_TOWN)
total_town += R
if(R.game_status == MAFIA_ALIVE)
alive_town += R.vote_power
anti_mafia_power += R.vote_potential
if(R.role_flags & ROLE_CAN_KILL) //the game cannot autoresolve with killing roles (unless a solo wins anyways, like traitors who are immune)
town_can_kill = TRUE
if(MAFIA_TEAM_SOLO)
if(R.game_status == MAFIA_ALIVE)
if(R.solo_counts_as_town)
alive_town += R.vote_power
anti_mafia_power += R.vote_potential
solos_to_ask += R
///PHASE TWO: SEND STATS TO SOLO ANTAGS, SEE IF THEY WON OR TEAMS CANNOT WIN
for(var/datum/mafia_role/solo in solos_to_ask)
if(solo.check_total_victory(alive_town, alive_mafia))
if(solo.check_total_victory(anti_mafia_power, alive_mafia))
total_victors += solo
if(solo.block_team_victory(alive_town, alive_mafia))
if(solo.block_team_victory(anti_mafia_power, alive_mafia))
blocked_victory = TRUE
//solo victories!
@@ -348,7 +368,7 @@
award_role(townie.winner_award, townie)
start_the_end("<span class='big green'>!! TOWN VICTORY !!</span>")
return TRUE
else if(alive_mafia >= alive_town) //guess could change if town nightkill is added
else if(alive_mafia >= anti_mafia_power && !town_can_kill)
start_the_end("<span class='big red'>!! MAFIA VICTORY !!</span>")
for(var/datum/mafia_role/changeling in total_mafia)
award_role(changeling.winner_award, changeling)
@@ -396,6 +416,13 @@
custom_setup = list()
turn = 0
votes = list()
day_phase_period = initial(day_phase_period)
voting_phase_period = initial(voting_phase_period)
judgement_phase_period = initial(judgement_phase_period)
judgement_lynch_period = initial(judgement_lynch_period)
night_phase_period = initial(night_phase_period)
//map gen does not deal with landmarks
QDEL_LIST(landmarks)
QDEL_NULL(town_center_landmark)
@@ -451,14 +478,15 @@
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_START)
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_ACTION_PHASE)
//resolve mafia kill, todo unsnowflake this
var/datum/mafia_role/R = get_vote_winner("Mafia")
if(R)
var/datum/mafia_role/victim = get_vote_winner("Mafia")
if(victim)
var/datum/mafia_role/killer = get_random_voter("Mafia")
if(SEND_SIGNAL(killer,COMSIG_MAFIA_CAN_PERFORM_ACTION,src,"mafia killing",R) & MAFIA_PREVENT_ACTION)
send_message("<span class='danger'>[killer.body.real_name] was unable to attack [R.body.real_name] tonight!</span>",MAFIA_TEAM_MAFIA)
if(!victim.can_action(src, killer, "changeling murder"))
send_message(span_danger("[killer.body.real_name] was unable to attack [victim.body.real_name] tonight!"),MAFIA_TEAM_MAFIA)
else
send_message("<span class='danger'>[killer.body.real_name] has attacked [R.body.real_name]!</span>",MAFIA_TEAM_MAFIA)
R.kill(src)
send_message(span_danger("[killer.body.real_name] has attacked [victim.body.real_name]!"),MAFIA_TEAM_MAFIA)
if(victim.kill(src,killer,lynch=FALSE))
to_chat(victim.body, span_userdanger("You have been killed by a Changeling!"))
reset_votes("Mafia")
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_KILL_PHASE)
SEND_SIGNAL(src,COMSIG_MAFIA_NIGHT_END)
@@ -485,14 +513,14 @@
else
votes[vote_type][voter] = target
if(old_vote && old_vote == target)
send_message("<span class='notice'>[voter.body.real_name] retracts their vote for [target.body.real_name]!</span>", team = teams)
send_message(span_notice("[voter.body.real_name] retracts their vote for [target.body.real_name]!"), team = teams)
else
send_message("<span class='notice'>[voter.body.real_name] voted for [target.body.real_name]!</span>",team = teams)
send_message(span_notice("[voter.body.real_name] voted for [target.body.real_name]!"),team = teams)
if(!teams)
target.body.update_icon() //Update the vote display if it's a public vote
target.body.update_appearance() //Update the vote display if it's a public vote
var/datum/mafia_role/old = old_vote
if(old)
old.body.update_icon()
old.body.update_appearance()
/**
* Clears out the votes of a certain type (day votes, mafia kill votes) while leaving others untouched
@@ -504,7 +532,7 @@
bodies_to_update += R.body
votes[vote_type] = list()
for(var/mob/M in bodies_to_update)
M.update_icon()
M.update_appearance()
/**
* Returns how many people voted for the role, in whatever vote (day vote, night kill vote)
@@ -571,6 +599,9 @@
/datum/mafia_controller/proc/create_bodies()
for(var/datum/mafia_role/role in all_roles)
var/mob/living/carbon/human/H = new(get_turf(role.assigned_landmark))
ADD_TRAIT(H, TRAIT_NOFIRE, MAFIA_TRAIT)
ADD_TRAIT(H, TRAIT_NOBREATH, MAFIA_TRAIT)
// ADD_TRAIT(H, TRAIT_CANNOT_CRYSTALIZE, MAFIA_TRAIT) freon tomfoolery
H.equipOutfit(player_outfit)
H.status_flags |= GODMODE
RegisterSignal(H,COMSIG_ATOM_UPDATE_OVERLAYS,.proc/display_votes)
@@ -707,6 +738,7 @@
if(role_count > 0)
debug_setup[found_path] = role_count
custom_setup = debug_setup
try_autostart()//don't worry, this fails if there's a game in progress
if("cancel_setup")
custom_setup = list()
switch(action) //both living and dead
@@ -723,28 +755,28 @@
switch(action)
if("mf_signup")
if(!SSticker.HasRoundStarted())
to_chat(usr, "<span class='warning'>Wait for the round to start.</span>")
to_chat(usr, span_warning("Wait for the round to start."))
return
if(GLOB.mafia_signup[C.ckey])
GLOB.mafia_signup -= C.ckey
to_chat(usr, "<span class='notice'>You unregister from Mafia.</span>")
to_chat(usr, span_notice("You unregister from Mafia."))
return TRUE
else
GLOB.mafia_signup[C.ckey] = C
to_chat(usr, "<span class='notice'>You sign up for Mafia.</span>")
to_chat(usr, span_notice("You sign up for Mafia."))
if(phase == MAFIA_PHASE_SETUP)
check_signups()
try_autostart()
return TRUE
if("mf_spectate")
if(C.ckey in spectators)
to_chat(usr, "<span class='notice'>You will no longer get messages from the game.</span>")
to_chat(usr, span_notice("You will no longer get messages from the game."))
spectators -= C.ckey
else
to_chat(usr, "<span class='notice'>You will now get messages from the game.</span>")
to_chat(usr, span_notice("You will now get messages from the game."))
spectators += C.ckey
return TRUE
if(user_role.game_status == MAFIA_DEAD)
if(user_role && user_role.game_status == MAFIA_DEAD)
return
//User actions (just living)
switch(action)
@@ -814,58 +846,59 @@
. += L[key]
/**
* Returns a semirandom setup, with...
* Town, Two invest roles, one protect role, sometimes a misc role, and the rest assistants for town.
* Mafia, 2 normal mafia and one special.
* Neutral, two disruption roles, sometimes one is a killing.
* Returns a semirandom setup with 12 roles. balance not guaranteed!
*
* See _defines.dm in the mafia folder for a rundown on what these groups of roles include.
* please check the variables at the top of the proc to see how much of each role types it picks
*/
/datum/mafia_controller/proc/generate_random_setup()
var/invests_left = 2
var/protects_left = 1
var/miscs_left = prob(35)
var/protects_left = 2
var/killings_left = 1
var/supports_left = 2
var/mafiareg_left = 2
var/mafiaspe_left = 1
var/killing_role = prob(50)
var/disruptors = killing_role ? 1 : 2 //still required to calculate overflow
var/overflow_left = max_player - (invests_left + protects_left + miscs_left + mafiareg_left + mafiaspe_left + killing_role + disruptors)
// if there is one killing role, there will be less disruptors
var/neutral_killing_role = prob(50)
var/list/random_setup = list()
var/list/unique_roles_added = list()
for(var/i in 1 to max_player) //should match the number of roles to add
if(overflow_left)
add_setup_role(random_setup, TOWN_OVERFLOW)
overflow_left--
else if(invests_left)
add_setup_role(random_setup, TOWN_INVEST)
if(invests_left)
add_setup_role(random_setup, unique_roles_added, TOWN_INVEST)
invests_left--
else if(protects_left)
add_setup_role(random_setup, TOWN_PROTECT)
add_setup_role(random_setup, unique_roles_added, TOWN_PROTECT)
protects_left--
else if(miscs_left)
add_setup_role(random_setup, TOWN_MISC)
miscs_left--
else if(killings_left)
add_setup_role(random_setup, unique_roles_added, TOWN_KILLING)
killings_left--
else if(supports_left)
add_setup_role(random_setup, unique_roles_added, TOWN_SUPPORT)
supports_left--
else if(mafiareg_left)
add_setup_role(random_setup, MAFIA_REGULAR)
add_setup_role(random_setup, unique_roles_added, MAFIA_REGULAR)
mafiareg_left--
else if(mafiaspe_left)
add_setup_role(random_setup, MAFIA_SPECIAL)
add_setup_role(random_setup, unique_roles_added, MAFIA_SPECIAL)
mafiaspe_left--
else if(killing_role)
add_setup_role(random_setup, NEUTRAL_KILL)
killing_role--
else if(neutral_killing_role)
add_setup_role(random_setup, unique_roles_added, NEUTRAL_KILL)
neutral_killing_role--
else
add_setup_role(random_setup, NEUTRAL_DISRUPT)
add_setup_role(random_setup, unique_roles_added, NEUTRAL_DISRUPT)
debug = random_setup
return random_setup
/**
* Helper proc that adds a random role of a type to a setup. if it doesn't exist in the setup, it adds the path to the list and otherwise bumps the path in the list up one
* Helper proc that adds a random role of a type to a setup. if it doesn't exist in the setup, it adds the path to the list and otherwise bumps the path in the list up one. unique roles can only get added once.
*/
/datum/mafia_controller/proc/add_setup_role(setup_list, wanted_role_type)
/datum/mafia_controller/proc/add_setup_role(setup_list, banned_roles, wanted_role_type)
var/list/role_type_paths = list()
for(var/path in typesof(/datum/mafia_role))
var/datum/mafia_role/instance = path
if(initial(instance.role_type) == wanted_role_type)
if(initial(instance.role_type) == wanted_role_type && !(path in banned_roles))
role_type_paths += instance
var/mafia_path = pick(role_type_paths)
@@ -880,6 +913,8 @@
setup_list[found_role] += 1
return
setup_list[mafia_path] = 1
if(initial(mafia_path_type.role_flags) & ROLE_UNIQUE) //check to see if we should no longer consider this okay to add to the game
banned_roles += mafia_path
/**
* Called when enough players have signed up to fill a setup. DOESN'T NECESSARILY MEAN THE GAME WILL START.
@@ -893,6 +928,8 @@
var/list/setup = custom_setup
if(!setup.len)
req_players = max_player //MAFIA_MAX_PLAYER_COUNT
else if(low_pop_mode)
req_players = required_player
else
req_players = assoc_value_sum(setup)
@@ -909,10 +946,10 @@
GLOB.mafia_signup -= key //not valid to play when we checked so remove them from signups
//if there were not enough players, don't start. we already trimmed the list to now hold only valid signups
if(length(possible_keys) < req_players)
return
else //hacky implementation of max players
req_players = clamp(length(possible_keys), 1, max_player)
req_players = clamp(length(possible_keys), required_player, max_player)
//if there were too many players, still start but only make filtered keys as big as it needs to be (cut excess)
//also removes people who do get into final player list from the signup so they have to sign up again when game ends
@@ -923,8 +960,8 @@
//small message about not getting into this game for clarity on why they didn't get in
for(var/unpicked in possible_keys)
var/client/unpicked_client = GLOB.directory[unpicked]
to_chat(unpicked_client, "<span class='danger'>Sorry, the starting mafia game has too many players and you were not picked.</span>")
to_chat(unpicked_client, "<span class='warning'>You're still signed up, getting messages from the current round, and have another chance to join when the one starting now finishes.</span>")
to_chat(unpicked_client, span_danger("Sorry, the starting mafia game has too many players and you were not picked."))
to_chat(unpicked_client, span_warning("You're still signed up, getting messages from the current round, and have another chance to join when the one starting now finishes."))
if(!setup.len) //don't actually have one yet, so generate a max player random setup. it's good to do this here instead of above so it doesn't generate one every time a game could possibly start.
setup = generate_random_setup()
+2 -2
View File
@@ -33,7 +33,7 @@
requires_power = FALSE
has_gravity = STANDARD_GRAVITY
flags_1 = NONE
// block_suicide = TRUE
area_flags = BLOCK_SUICIDE | UNIQUE_AREA
/datum/map_template/mafia
var/description = ""
@@ -75,5 +75,5 @@
/datum/map_template/mafia/reebe
name = "Reebe"
description = "Trouble in Reebe station! Copypaste guranteed by ClockCo&trade;"
description = "Based of the place known as <i>reebee</i>. Syndicate spies have infiltrated and everyone has to find out who's who before they destroy the ark!"
mappath = "_maps/map_files/Mafia/mafia_reebe.dmm"
+32 -3
View File
@@ -30,6 +30,11 @@
uniform = /obj/item/clothing/under/suit/black
shoes = /obj/item/clothing/shoes/laceup
/datum/outfit/mafia/chaplain
name = "Mafia Chaplain"
uniform = /obj/item/clothing/under/rank/civilian/chaplain
/datum/outfit/mafia/md
name = "Mafia Medical Doctor"
@@ -37,10 +42,14 @@
shoes = /obj/item/clothing/shoes/sneakers/white
suit = /obj/item/clothing/suit/toggle/labcoat
/datum/outfit/mafia/chaplain
name = "Mafia Chaplain"
/datum/outfit/mafia/security
name = "Mafia Security Officer"
uniform = /obj/item/clothing/under/rank/civilian/chaplain
uniform = /obj/item/clothing/under/rank/security/officer
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/helmet/sec
suit = /obj/item/clothing/suit/armor/vest/alt
shoes = /obj/item/clothing/shoes/jackboots
/datum/outfit/mafia/lawyer
name = "Mafia Lawyer"
@@ -58,6 +67,26 @@
head = /obj/item/clothing/head/hopcap
glasses = /obj/item/clothing/glasses/sunglasses
/datum/outfit/mafia/hos
name = "Mafia Head of Security"
uniform = /obj/item/clothing/under/rank/security/head_of_security
shoes = /obj/item/clothing/shoes/jackboots
suit = /obj/item/clothing/suit/armor/hos/trenchcoat
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/beret/sec
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
/datum/outfit/mafia/warden
name = "Mafia Warden"
uniform = /obj/item/clothing/under/rank/security/warden
shoes = /obj/item/clothing/shoes/jackboots
suit = /obj/item/clothing/suit/armor/vest/warden/alt
gloves = /obj/item/clothing/gloves/color/black
head = /obj/item/clothing/head/warden
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
//mafia
/datum/outfit/mafia/changeling
+385 -154
View File
@@ -10,19 +10,21 @@
var/mob/living/carbon/human/body
var/obj/effect/landmark/mafia/assigned_landmark
///how many votes submitted when you vote.
///role flags (special status of roles like detection immune)
var/role_flags = NONE
///how many votes submitted when you vote. used in voting, but not victory
var/vote_power = 1
var/detect_immune = FALSE
var/revealed = FALSE
var/datum/outfit/revealed_outfit = /datum/outfit/mafia/assistant //the assistants need a special path to call out they were in fact assistant, everything else can just use job equipment
//action = uses
///how many votes your role COULD count for, now or later. used in checking victory
var/vote_potential = 1
///what they get equipped with when they are revealed
var/datum/outfit/revealed_outfit = /datum/outfit/mafia/assistant
///action = uses
var/list/actions = list()
var/list/targeted_actions = list()
//what the role gets when it wins a game
///what the role gets when it wins a game
var/winner_award = /datum/award/achievement/mafia/assistant
//so mafia have to also kill them to have a majority
var/solo_counts_as_town = FALSE //(don't set this for town)
///so mafia have to also kill them to have a majority
var/game_status = MAFIA_ALIVE
///icon state in the mafia dmi of the hud of the role, used in the mafia ui
@@ -38,8 +40,30 @@
/datum/mafia_role/New(datum/mafia_controller/game)
. = ..()
/datum/mafia_role/proc/kill(datum/mafia_controller/game,lynch=FALSE)
if(SEND_SIGNAL(src,COMSIG_MAFIA_ON_KILL,game,lynch) & MAFIA_PREVENT_KILL)
/**
* Tests if a visitor can actually perform an action on this role. Verbose on purpose!
*
* Will return false if: Your visit is roleblocked, they have perished, or your visit was interrupted
*/
/datum/mafia_role/proc/can_action(datum/mafia_controller/game, datum/mafia_role/visitor, action)
if(role_flags & ROLE_ROLEBLOCKED)
to_chat(visitor,span_danger("Your [action] was blocked!"))
return FALSE
if(game_status != MAFIA_ALIVE) //They're already dead
to_chat(visitor,span_danger("[body.real_name] perished before you could visit!"))
return FALSE
if(SEND_SIGNAL(src,COMSIG_MAFIA_ON_VISIT,game,visitor) & MAFIA_VISIT_INTERRUPTED) //visited a warden. something that prevents you by visiting that person
to_chat(visitor,span_danger("Your [action] was interrupted!"))
return FALSE
return TRUE
/**
* Tests kill immunities, if nothing prevents the kill, kills this role.
*
* Does not count as visiting, see visit proc.
*/
/datum/mafia_role/proc/kill(datum/mafia_controller/game, datum/mafia_role/attacker, lynch=FALSE)
if(SEND_SIGNAL(src,COMSIG_MAFIA_ON_KILL,game,attacker,lynch) & MAFIA_PREVENT_KILL)
return FALSE
game_status = MAFIA_DEAD
body.death()
@@ -55,19 +79,19 @@
/datum/mafia_role/proc/greet()
SEND_SOUND(body, 'sound/ambience/ambifailure.ogg')
to_chat(body,"<span class='danger'>You are the [name].</span>")
to_chat(body,"<span class='danger'>[desc]</span>")
to_chat(body,span_danger("You are the [name]."))
to_chat(body,span_danger("[desc]"))
switch(team)
if(MAFIA_TEAM_MAFIA)
to_chat(body,"<span class='danger'>You and your co-conspirators win if you outnumber crewmembers.</span>")
to_chat(body,span_danger("You and your co-conspirators win if you outnumber crewmembers."))
if(MAFIA_TEAM_TOWN)
to_chat(body,"<span class='danger'>You are a crewmember. Find out and lynch the changelings!</span>")
to_chat(body,span_danger("You are a crewmember. Find out and lynch the changelings!"))
if(MAFIA_TEAM_SOLO)
to_chat(body,"<span class='danger'>You are not aligned to town or mafia. Accomplish your own objectives!</span>")
to_chat(body, "<b>Be sure to read <a href=\"https://tgstation13.org/wiki/Mafia\">the wiki page</a> to learn more, if you have no idea what's going on.</b>")
to_chat(body,span_danger("You are not aligned to town or mafia. Accomplish your own objectives!"))
to_chat(body, "<span class='warningplain'><b>Be sure to read <a href=\"https://tgstation13.org/wiki/Mafia\">the wiki page</a> to learn more, if you have no idea what's going on.</b></span>")
/datum/mafia_role/proc/reveal_role(datum/mafia_controller/game, verbose = FALSE)
if(revealed)
if((role_flags & ROLE_REVEALED))
return
if(verbose)
game.send_message("<span class='big bold notice'>It is revealed that the true role of [body] [game_status == MAFIA_ALIVE ? "is" : "was"] [name]!</span>")
@@ -76,7 +100,7 @@
qdel(thing)
special_reveal_equip(game)
body.equipOutfit(revealed_outfit)
revealed = TRUE
role_flags |= ROLE_REVEALED
/datum/mafia_role/proc/special_reveal_equip(datum/mafia_controller/game)
return
@@ -85,7 +109,7 @@
return
/datum/mafia_role/proc/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,action,target) & MAFIA_PREVENT_ACTION)
if((role_flags & ROLE_ROLEBLOCKED))
return FALSE
return TRUE
@@ -114,9 +138,9 @@
team_desc = "Nobody"
team_span = "comradio"
the = FALSE
result += "<span class='notice'>The <span class='bold'>[name]</span> is aligned with [the ? "the " : ""]<span class='[team_span]'>[team_desc]</span></span>"
result += span_notice("The [span_bold("[name]")] is aligned with [the ? "the " : ""]<span class='[team_span]'>[team_desc]</span>")
result += "<span class='bold notice'>\"[desc]\"</span>"
result += "<span class='notice'>[name] wins when they [win_condition]</span>"
result += span_notice("[name] wins when they [win_condition]")
to_chat(clueless, result.Join("</br>"))
/datum/mafia_role/detective
@@ -145,35 +169,39 @@
/datum/mafia_role/detective/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
if(!target || target.game_status != MAFIA_ALIVE)
to_chat(body,"<span class='warning'>You can only investigate alive people.</span>")
to_chat(body,span_warning("You can only investigate alive people."))
return
to_chat(body,"<span class='warning'>You will investigate [target.body.real_name] tonight.</span>")
to_chat(body,span_warning("You will investigate [target.body.real_name] tonight."))
current_investigation = target
/datum/mafia_role/detective/proc/investigate(datum/mafia_controller/game)
SIGNAL_HANDLER
if(!current_investigation)
return
var/datum/mafia_role/target = current_investigation
if(target)
if(target.detect_immune)
to_chat(body,"<span class='warning'>Your investigations reveal that [target.body.real_name] is a true member of the station.</span>")
add_note("N[game.turn] - [target.body.real_name] - Town")
else
var/team_text
var/fluff
switch(target.team)
if(MAFIA_TEAM_TOWN)
team_text = "Town"
fluff = "a true member of the station."
if(MAFIA_TEAM_MAFIA)
team_text = "Mafia"
fluff = "an unfeeling, hideous changeling!"
if(MAFIA_TEAM_SOLO)
team_text = "Solo"
fluff = "a rogue, with their own objectives..."
to_chat(body,"<span class='warning'>Your investigations reveal that [target.body.real_name] is [fluff]</span>")
add_note("N[game.turn] - [target.body.real_name] - [team_text]")
current_investigation = null
if(!target.can_action(game, src, "investigation"))
return
if((target.role_flags & ROLE_UNDETECTABLE))
to_chat(body,span_warning("Your investigations reveal that [target.body.real_name] is a true member of the station."))
add_note("N[game.turn] - [target.body.real_name] - Town")
else
var/team_text
var/fluff
switch(target.team)
if(MAFIA_TEAM_TOWN)
team_text = "Town"
fluff = "a true member of the station."
if(MAFIA_TEAM_MAFIA)
team_text = "Mafia"
fluff = "an unfeeling, hideous changeling!"
if(MAFIA_TEAM_SOLO)
team_text = "Solo"
fluff = "a rogue, with their own objectives..."
to_chat(body,span_warning("Your investigations reveal that [target.body.real_name] is [fluff]"))
add_note("N[game.turn] - [target.body.real_name] - [team_text]")
/datum/mafia_role/psychologist
name = "Psychologist"
@@ -195,25 +223,27 @@
/datum/mafia_role/psychologist/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
if(!. || !can_use || game.phase == MAFIA_PHASE_NIGHT || target.game_status != MAFIA_ALIVE || target.revealed || target == src)
if(!. || !can_use || game.phase == MAFIA_PHASE_NIGHT || target.game_status != MAFIA_ALIVE || (target.role_flags & ROLE_REVEALED) || target == src)
return FALSE
/datum/mafia_role/psychologist/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
to_chat(body,"<span class='warning'>You will reveal [target.body.real_name] tonight.</span>")
to_chat(body,span_warning("You will reveal [target.body.real_name] tonight."))
current_target = target
/datum/mafia_role/psychologist/proc/therapy_reveal(datum/mafia_controller/game)
SIGNAL_HANDLER
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,"reveal",current_target) & MAFIA_PREVENT_ACTION || game_status != MAFIA_ALIVE) //Got lynched or roleblocked by a lawyer.
current_target = null
if(current_target)
add_note("N[game.turn] - [current_target.body.real_name] - Revealed true identity")
to_chat(body,"<span class='warning'>You have revealed the true nature of the [current_target]!</span>")
current_target.reveal_role(game, verbose = TRUE)
current_target = null
can_use = FALSE
if(!current_target)
return
var/datum/mafia_role/target = current_target
current_target = null
if(!target.can_action(game, src, "role reveal"))
return
add_note("N[game.turn] - [target.body.real_name] - Revealed true identity")
to_chat(body,span_warning("You have revealed the true nature of the [target]!"))
target.reveal_role(game, verbose = TRUE)
can_use = FALSE
/datum/mafia_role/chaplain
name = "Chaplain"
@@ -225,7 +255,7 @@
winner_award = /datum/award/achievement/mafia/chaplain
targeted_actions = list("Pray")
var/current_target
var/datum/mafia_role/current_target
/datum/mafia_role/chaplain/New(datum/mafia_controller/game)
. = ..()
@@ -235,25 +265,29 @@
. = ..()
if(!.)
return
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_DEAD && target != src && !target.revealed
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_DEAD && target != src && !(target.role_flags & ROLE_REVEALED)
/datum/mafia_role/chaplain/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
to_chat(body,"<span class='warning'>You will commune with the spirit of [target.body.real_name] tonight.</span>")
to_chat(body,span_warning("You will commune with the spirit of [target.body.real_name] tonight."))
current_target = target
/datum/mafia_role/chaplain/proc/commune(datum/mafia_controller/game)
SIGNAL_HANDLER
if(!current_target)
return
var/datum/mafia_role/target = current_target
current_target = null
if(!target.can_action(game, src, "communion"))
return
if(target)
to_chat(body,"<span class='warning'>You invoke spirit of [target.body.real_name] and learn their role was <b>[target.name]<b>.</span>")
to_chat(body,span_warning("You invoke spirit of [target.body.real_name] and learn their role was <b>[target.name]<b>."))
add_note("N[game.turn] - [target.body.real_name] - [target.name]")
current_target = null
/datum/mafia_role/md
name = "Medical Doctor"
desc = "You can protect a single person each night from killing."
revealed_outfit = /datum/outfit/mafia/md // /mafia <- outfit must be readded (just make a new mafia outfits file for all of these)
revealed_outfit = /datum/outfit/mafia/md
role_type = TOWN_PROTECT
hud_icon = "hudmedicaldoctor"
revealed_icon = "medicaldoctor"
@@ -271,29 +305,38 @@
. = ..()
if(!.)
return
if(target.name == "Head of Personnel" && target.revealed)
if((target.role_flags & ROLE_VULNERABLE) && (target.role_flags & ROLE_REVEALED)) //do not give the option to protect roles that your protection will fail on
return FALSE
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
/datum/mafia_role/md/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
if(!target || target.game_status != MAFIA_ALIVE)
to_chat(body,"<span class='warning'>You can only protect alive people.</span>")
to_chat(body,span_warning("You can only protect alive people."))
return
to_chat(body,"<span class='warning'>You will protect [target.body.real_name] tonight.</span>")
to_chat(body,span_warning("You will protect [target.body.real_name] tonight."))
current_protected = target
/datum/mafia_role/md/proc/protect(datum/mafia_controller/game)
SIGNAL_HANDLER
if(current_protected)
RegisterSignal(current_protected,COMSIG_MAFIA_ON_KILL,.proc/prevent_kill)
add_note("N[game.turn] - Protected [current_protected.body.real_name]")
if(!current_protected)
return
var/datum/mafia_role/target = current_protected
//current protected is unset at the end, as this action ends at a different phase
if(!target.can_action(game, src, "medical assistance"))
return
/datum/mafia_role/md/proc/prevent_kill(datum/source)
RegisterSignal(target,COMSIG_MAFIA_ON_KILL,.proc/prevent_kill)
add_note("N[game.turn] - Protected [target.body.real_name]")
/datum/mafia_role/md/proc/prevent_kill(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
to_chat(body,"<span class='warning'>The person you protected tonight was attacked!</span>")
to_chat(current_protected.body,"<span class='userdanger'>You were attacked last night, but someone nursed you back to life!</span>")
if((current_protected.role_flags & ROLE_VULNERABLE))
to_chat(body,span_warning("The person you protected could not be saved."))
return
to_chat(body,span_warning("The person you protected tonight was attacked!"))
to_chat(current_protected.body,span_greentext("You were attacked last night, but someone nursed you back to life!"))
return MAFIA_PREVENT_KILL
/datum/mafia_role/md/proc/end_protection(datum/mafia_controller/game)
@@ -303,11 +346,77 @@
UnregisterSignal(current_protected,COMSIG_MAFIA_ON_KILL)
current_protected = null
/datum/mafia_role/officer
name = "Security Officer"
desc = "You can protect a single person each night. If they are attacked, you will retaliate, killing yourself and the attacker."
revealed_outfit = /datum/outfit/mafia/security
revealed_icon = "securityofficer"
hud_icon = "hudsecurityofficer"
role_type = TOWN_PROTECT
role_flags = ROLE_CAN_KILL
winner_award = /datum/award/achievement/mafia/officer
targeted_actions = list("Defend")
var/datum/mafia_role/current_defended
/datum/mafia_role/officer/New(datum/mafia_controller/game)
. = ..()
RegisterSignal(game,COMSIG_MAFIA_NIGHT_ACTION_PHASE,.proc/defend)
RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/end_defense)
/datum/mafia_role/officer/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
. = ..()
if(!.)
return
if((role_flags & ROLE_VULNERABLE) && (target.role_flags & ROLE_REVEALED)) //do not give the option to protect roles that your protection will fail on
return FALSE
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
/datum/mafia_role/officer/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
if(!target || target.game_status != MAFIA_ALIVE)
to_chat(body,span_warning("You can only defend alive people."))
return
to_chat(body,span_warning("You will defend [target.body.real_name] tonight."))
current_defended = target
/datum/mafia_role/officer/proc/defend(datum/mafia_controller/game)
SIGNAL_HANDLER
if(!current_defended)
return
var/datum/mafia_role/target = current_defended
//current defended is unset at the end, as this action ends at a different phase
if(!target.can_action(game, src, "security patrol"))
return
if(target)
RegisterSignal(target,COMSIG_MAFIA_ON_KILL,.proc/retaliate)
add_note("N[game.turn] - Defended [target.body.real_name]")
/datum/mafia_role/officer/proc/retaliate(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
if((current_defended.role_flags & ROLE_VULNERABLE))
to_chat(body,span_warning("The person you defended could not be saved. You could not attack the killer."))
return
to_chat(body,span_userdanger("The person you defended tonight was attacked!"))
to_chat(current_defended.body,span_userdanger("You were attacked last night, but security fought off the attacker!"))
if(attacker.kill(game,src,FALSE)) //you attack the attacker
to_chat(attacker.body, span_userdanger("You have been ambushed by Security!"))
kill(game,attacker,FALSE) //the attacker attacks you, they were able to attack the target so they can attack you.
return MAFIA_PREVENT_KILL
/datum/mafia_role/officer/proc/end_defense(datum/mafia_controller/game)
SIGNAL_HANDLER
if(current_defended)
UnregisterSignal(current_defended,COMSIG_MAFIA_ON_KILL)
current_defended = null
/datum/mafia_role/lawyer
name = "Lawyer"
desc = "You can choose a person during the day to provide extensive legal advice to during the night, preventing night actions."
revealed_outfit = /datum/outfit/mafia/lawyer
role_type = TOWN_PROTECT
role_type = TOWN_SUPPORT
hud_icon = "hudlawyer"
revealed_icon = "lawyer"
winner_award = /datum/award/achievement/mafia/lawyer
@@ -317,23 +426,30 @@
/datum/mafia_role/lawyer/New(datum/mafia_controller/game)
. = ..()
RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/roleblock_text)
RegisterSignal(game,COMSIG_MAFIA_NIGHT_START,.proc/try_to_roleblock)
RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/roleblock)
RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/release)
/datum/mafia_role/lawyer/proc/roleblock_text(datum/mafia_controller/game)
/datum/mafia_role/lawyer/proc/roleblock(datum/mafia_controller/game)
SIGNAL_HANDLER
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,"roleblock",current_target) & MAFIA_PREVENT_ACTION || game_status != MAFIA_ALIVE) //Got lynched or roleblocked by another lawyer.
if(!current_target)
return
var/datum/mafia_role/target = current_target
if(!target.can_action(game, src, "roleblock")) //roleblocking a warden moment
current_target = null
if(current_target)
to_chat(current_target.body,"<span class='big bold red'>YOU HAVE BEEN BLOCKED! YOU CANNOT PERFORM ANY ACTIONS TONIGHT.</span>")
add_note("N[game.turn] - [current_target.body.real_name] - Blocked")
return
to_chat(target.body,"<span class='big bold red'>YOU HAVE BEEN BLOCKED! YOU CANNOT PERFORM ANY ACTIONS TONIGHT.</span>")
add_note("N[game.turn] - [target.body.real_name] - Blocked")
target.role_flags |= ROLE_ROLEBLOCKED
/datum/mafia_role/lawyer/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
if(!.)
return FALSE
if(target == src)
return FALSE
if(game.phase == MAFIA_PHASE_NIGHT)
return FALSE
if(target.game_status != MAFIA_ALIVE)
@@ -343,53 +459,164 @@
. = ..()
if(target == current_target)
current_target = null
to_chat(body,"<span class='warning'>You have decided against blocking anyone tonight.</span>")
to_chat(body,span_warning("You have decided against blocking anyone tonight."))
else
current_target = target
to_chat(body,"<span class='warning'>You will block [target.body.real_name] tonight.</span>")
/datum/mafia_role/lawyer/proc/try_to_roleblock(datum/mafia_controller/game)
SIGNAL_HANDLER
if(current_target)
RegisterSignal(current_target,COMSIG_MAFIA_CAN_PERFORM_ACTION, .proc/prevent_action)
to_chat(body,span_warning("You will block [target.body.real_name] tonight."))
/datum/mafia_role/lawyer/proc/release(datum/mafia_controller/game)
SIGNAL_HANDLER
. = ..()
if(current_target)
UnregisterSignal(current_target, COMSIG_MAFIA_CAN_PERFORM_ACTION)
current_target.role_flags &= ~ROLE_ROLEBLOCKED
current_target = null
/datum/mafia_role/lawyer/proc/prevent_action(datum/source)
SIGNAL_HANDLER
if(game_status == MAFIA_ALIVE) //in case we got killed while imprisoning sk - bad luck edge
return MAFIA_PREVENT_ACTION
/datum/mafia_role/hop
name = "Head of Personnel"
desc = "You can reveal yourself once per game, tripling your vote power but becoming unable to be protected!"
revealed_outfit = /datum/outfit/mafia/hop
role_type = TOWN_MISC
role_type = TOWN_SUPPORT
role_flags = ROLE_UNIQUE
hud_icon = "hudheadofpersonnel"
revealed_icon = "headofpersonnel"
revealed_outfit = /datum/outfit/mafia/hop
winner_award = /datum/award/achievement/mafia/hop
targeted_actions = list("Reveal")
vote_potential = 3
/datum/mafia_role/hop/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
if(!. || game.phase == MAFIA_PHASE_NIGHT || game.turn == 1 || target.game_status != MAFIA_ALIVE || target != src || revealed)
if(!. || game.phase == MAFIA_PHASE_NIGHT || game.turn == 1 || target.game_status != MAFIA_ALIVE || target != src || (role_flags & ROLE_REVEALED))
return FALSE
/datum/mafia_role/hop/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
reveal_role(game, TRUE)
vote_power = 2
role_flags |= ROLE_VULNERABLE
vote_power = 3
///MAFIA ROLES/// only one until i rework this to allow more, they're the "anti-town" working to kill off townies to win
/datum/mafia_role/hos
name = "Head of Security"
desc = "You can decide to execute during the night, visiting someone killing, and revealing them. If they are innocent, you will die at the start of the next night."
role_type = TOWN_KILLING
role_flags = ROLE_CAN_KILL | ROLE_UNIQUE
revealed_outfit = /datum/outfit/mafia/hos
revealed_icon = "headofsecurity"
hud_icon = "hudheadofsecurity"
winner_award = /datum/award/achievement/mafia/hos
targeted_actions = list("Execute")
var/datum/mafia_role/execute_target
/datum/mafia_role/hos/New(datum/mafia_controller/game)
. = ..()
RegisterSignal(game,COMSIG_MAFIA_NIGHT_ACTION_PHASE,.proc/execute)
/datum/mafia_role/hos/validate_action_target(datum/mafia_controller/game,action,datum/mafia_role/target)
. = ..()
if(!.)
return
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
/datum/mafia_role/hos/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
if(execute_target == target)
to_chat(body,span_warning("You have decided against executing tonight."))
to_chat(body,span_warning("You have decided to execute [target.body.real_name] tonight."))
execute_target = target
/datum/mafia_role/hos/proc/execute(datum/mafia_controller/game)
SIGNAL_HANDLER
if(!execute_target)
return
var/datum/mafia_role/target = execute_target
execute_target = null
if(!target.can_action(game, src, "execution")) //roleblocking a warden moment
return
if(!target.kill(game,src,FALSE))//protection
to_chat(body,span_danger("Your attempt at executing [target.body.real_name] was prevented, or [target.body.real_name] is immune!"))
else
to_chat(target.body, span_userdanger("You have been executed by the Head of Security!"))
target.reveal_role(game, verbose = TRUE)
if(target.team == MAFIA_TEAM_TOWN)
to_chat(body,span_userdanger("You have killed an innocent crewmember. You will die tomorrow night."))
RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/internal_affairs)
role_flags |= ROLE_VULNERABLE
/datum/mafia_role/hos/proc/internal_affairs(datum/mafia_controller/game)
to_chat(body,span_userdanger("You have been killed by Nanotrasen Internal Affairs!"))
reveal_role(game, verbose = TRUE)
kill(game,src,FALSE) //you technically kill yourself but that shouldn't matter
//just helps read better
#define WARDEN_NOT_LOCKDOWN 0//will NOT kill visitors tonight
#define WARDEN_WILL_LOCKDOWN 1 //will kill visitors tonight
/datum/mafia_role/warden
name = "Warden"
desc = "You can lockdown during the night once, killing any visitors. WARNING: This kills fellow town members, too!"
role_type = TOWN_KILLING
role_flags = ROLE_CAN_KILL
revealed_outfit = /datum/outfit/mafia/warden
revealed_icon = "warden"
hud_icon = "hudwarden"
winner_award = /datum/award/achievement/mafia/warden
actions = list("Lockdown")
var/charges = 1
var/protection_status = WARDEN_NOT_LOCKDOWN
/datum/mafia_role/warden/New(datum/mafia_controller/game)
. = ..()
RegisterSignal(game,COMSIG_MAFIA_SUNDOWN,.proc/night_start)
RegisterSignal(game,COMSIG_MAFIA_NIGHT_END,.proc/night_end)
/datum/mafia_role/warden/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
if(!charges)
to_chat(body,span_danger("You've already locked down this game!"))
return
if(game.phase == MAFIA_PHASE_NIGHT)
to_chat(body,span_danger("You don't have time to lockdown, night has already arrived."))
return
if(protection_status == WARDEN_WILL_LOCKDOWN)
to_chat(body,span_danger("You decide to not lockdown tonight."))
else
to_chat(body,span_danger("You decide to lockdown, killing any visitors."))
protection_status = !protection_status
/datum/mafia_role/warden/proc/night_start(datum/mafia_controller/game)
SIGNAL_HANDLER
if(protection_status == WARDEN_WILL_LOCKDOWN)
to_chat(body,span_danger("Any and all visitors are going to eat buckshot tonight."))
RegisterSignal(src,COMSIG_MAFIA_ON_VISIT,.proc/self_defense)
/datum/mafia_role/warden/proc/night_end(datum/mafia_controller/game)
SIGNAL_HANDLER
if(protection_status == WARDEN_WILL_LOCKDOWN)
charges--
UnregisterSignal(src,COMSIG_MAFIA_ON_KILL)
to_chat(body,span_danger("You are no longer protected. You have used up your power."))
protection_status = WARDEN_NOT_LOCKDOWN
/datum/mafia_role/warden/proc/self_defense(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
to_chat(body,span_userdanger("You have shot a visitor!"))
to_chat(attacker,span_userdanger("You have visited the warden!"))
attacker.kill(game, src, lynch = FALSE)
return MAFIA_VISIT_INTERRUPTED
#undef WARDEN_NOT_LOCKDOWN
#undef WARDEN_WILL_LOCKDOWN
///MAFIA ROLES/// they're the "anti-town" working to kill off townies to win
/datum/mafia_role/mafia
name = "Changeling"
@@ -436,7 +663,7 @@
return game.phase == MAFIA_PHASE_NIGHT && target.game_status == MAFIA_ALIVE && target != src
/datum/mafia_role/mafia/thoughtfeeder/handle_action(datum/mafia_controller/game,action,datum/mafia_role/target)
to_chat(body,"<span class='warning'>You will feast on the memories of [target.body.real_name] tonight.</span>")
to_chat(body,span_warning("You will feast on the memories of [target.body.real_name] tonight."))
current_investigation = target
/datum/mafia_role/mafia/thoughtfeeder/proc/investigate(datum/mafia_controller/game)
@@ -444,18 +671,15 @@
var/datum/mafia_role/target = current_investigation
current_investigation = null
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,game,"thoughtfeed",target) & MAFIA_PREVENT_ACTION)
to_chat(body,"<span class='warning'>You were unable to investigate [target.body.real_name].</span>")
if(!target.can_action(game, src, "thought feeding"))
add_note("N[game.turn] - [target.body.real_name] - Unable to investigate")
return
if(target)
if(target.detect_immune)
to_chat(body,"<span class='warning'>[target.body.real_name]'s memories reveal that they are the Assistant.</span>")
add_note("N[game.turn] - [target.body.real_name] - Assistant")
else
to_chat(body,"<span class='warning'>[target.body.real_name]'s memories reveal that they are the [target.name].</span>")
add_note("N[game.turn] - [target.body.real_name] - [target.name]")
if((target.role_flags & ROLE_UNDETECTABLE))
to_chat(body,span_warning("[target.body.real_name]'s memories reveal that they are the Assistant."))
add_note("N[game.turn] - [target.body.real_name] - Assistant")
else
to_chat(body,span_warning("[target.body.real_name]'s memories reveal that they are the [target.name]."))
add_note("N[game.turn] - [target.body.real_name] - [target.name]")
///SOLO ROLES/// they range from anomalous factors to deranged killers that try to win alone.
@@ -465,15 +689,14 @@
win_condition = "kill everyone."
team = MAFIA_TEAM_SOLO
role_type = NEUTRAL_KILL
role_flags = ROLE_CAN_KILL
winner_award = /datum/award/achievement/mafia/traitor
targeted_actions = list("Night Kill")
revealed_outfit = /datum/outfit/mafia/traitor
hud_icon = "hudtraitor"
revealed_icon = "traitor"
hud_icon = "hudtraitor"
special_theme = "neutral"
targeted_actions = list("Night Kill")
var/datum/mafia_role/current_victim
/datum/mafia_role/traitor/New(datum/mafia_controller/game)
@@ -481,17 +704,17 @@
RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/nightkill_immunity)
RegisterSignal(game,COMSIG_MAFIA_NIGHT_KILL_PHASE,.proc/try_to_kill)
/datum/mafia_role/traitor/check_total_victory(alive_town, alive_mafia) //serial killers just want teams dead
/datum/mafia_role/traitor/check_total_victory(alive_town, alive_mafia) //serial killers just want teams dead, they cannot be stopped by killing roles anyways
return alive_town + alive_mafia <= 1
/datum/mafia_role/traitor/block_team_victory(alive_town, alive_mafia) //no team can win until they're dead
return TRUE //while alive, town AND mafia cannot win (though since mafia know who is who it's pretty easy to win from that point)
/datum/mafia_role/traitor/proc/nightkill_immunity(datum/source,datum/mafia_controller/game,lynch)
/datum/mafia_role/traitor/proc/nightkill_immunity(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
if(game.phase == MAFIA_PHASE_NIGHT && !lynch)
to_chat(body,"<span class='userdanger'>You were attacked, but they'll have to try harder than that to put you down.</span>")
to_chat(body,span_userdanger("You were attacked, but they'll have to try harder than that to put you down."))
return MAFIA_PREVENT_KILL
/datum/mafia_role/traitor/validate_action_target(datum/mafia_controller/game, action, datum/mafia_role/target)
@@ -504,25 +727,29 @@
/datum/mafia_role/traitor/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
current_victim = target
to_chat(body,"<span class='warning'>You will attempt to kill [target.body.real_name] tonight.</span>")
to_chat(body,span_warning("You will attempt to kill [target.body.real_name] tonight."))
/datum/mafia_role/traitor/proc/try_to_kill(datum/mafia_controller/source)
// SIGNAL_HANDLER
/datum/mafia_role/traitor/proc/try_to_kill(datum/mafia_controller/game)
SIGNAL_HANDLER
if(!current_victim)
return
var/datum/mafia_role/target = current_victim
current_victim = null
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,source,"traitor kill",target) & MAFIA_PREVENT_ACTION)
if(!target.can_action(game, src, "flickering")) //flickering a warden
return
if(game_status == MAFIA_ALIVE && target && target.game_status == MAFIA_ALIVE)
if(!target.kill(source))
to_chat(body,"<span class='danger'>Your attempt at killing [target.body] was prevented!</span>")
if(game_status == MAFIA_ALIVE)
if(!target.kill(game,src,FALSE))
to_chat(body,span_danger("Your attempt at killing [target.body.real_name] was prevented!"))
else
to_chat(target.body, span_userdanger("You have been killed by a Traitor!"))
/datum/mafia_role/nightmare
name = "Nightmare"
desc = "You're a solo monster that cannot be detected by detective roles. You can flicker lights of another room each night. You can instead decide to hunt, killing everyone in a flickering room. Kill everyone to win."
desc = "You're a solo monster that cannot be detected by detective roles. You can flicker lights of another room each night, becoming immune to attacks from those roles. You can instead decide to hunt, killing everyone in a flickering room. Kill everyone to win."
win_condition = "kill everyone."
revealed_outfit = /datum/outfit/mafia/nightmare
detect_immune = TRUE
role_flags = ROLE_UNDETECTABLE | ROLE_CAN_KILL
team = MAFIA_TEAM_SOLO
role_type = NEUTRAL_KILL
special_theme = "neutral"
@@ -536,6 +763,7 @@
/datum/mafia_role/nightmare/New(datum/mafia_controller/game)
. = ..()
RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/flickering_immunity)
RegisterSignal(game,COMSIG_MAFIA_NIGHT_KILL_PHASE,.proc/flicker_or_hunt)
/datum/mafia_role/nightmare/check_total_victory(alive_town, alive_mafia) //nightmares just want teams dead
@@ -562,33 +790,42 @@
/datum/mafia_role/nightmare/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
if(target == flicker_target)
to_chat(body,"<span class='warning'>You will do nothing tonight.</span>")
to_chat(body,span_warning("You will do nothing tonight."))
flicker_target = null
flicker_target = target
if(action == "Flicker")
to_chat(body,"<span class='warning'>You will attempt to flicker [target.body.real_name]'s room tonight.</span>")
to_chat(body,span_warning("You will attempt to flicker [target.body.real_name]'s room tonight."))
else
to_chat(body,"<span class='danger'>You will hunt everyone in a flickering room down tonight.</span>")
to_chat(body,span_danger("You will hunt everyone in a flickering room down tonight."))
/datum/mafia_role/nightmare/proc/flicker_or_hunt(datum/mafia_controller/source)
// SIGNAL_HANDLER
/datum/mafia_role/nightmare/proc/flickering_immunity(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
if(!attacker)
return //no chance man, that's a town lynch
if(game_status != MAFIA_ALIVE || !flicker_target)
return
if(SEND_SIGNAL(src,COMSIG_MAFIA_CAN_PERFORM_ACTION,source,"nightmare actions",flicker_target) & MAFIA_PREVENT_ACTION)
to_chat(flicker_target.body, "<span class='warning'>Your actions were prevented!</span>")
if(attacker in flickering)
to_chat(body,span_userdanger("You were attacked by someone in a flickering room. You have danced in the shadows, evading them."))
return MAFIA_PREVENT_KILL
/datum/mafia_role/nightmare/proc/flicker_or_hunt(datum/mafia_controller/game)
SIGNAL_HANDLER
if(!flicker_target)
return
var/datum/mafia_role/target = flicker_target
flicker_target = null
if(!target.can_action(game, src, "flickering")) //flickering a warden
return
if(target != src) //flicker instead of hunt
to_chat(target.body, "<span class='userdanger'>The lights begin to flicker and dim. You're in danger.</span>")
to_chat(target.body, span_userdanger("The lights begin to flicker and dim. You're in danger."))
flickering += target
return
for(var/r in flickering)
var/datum/mafia_role/role = r
if(role && role.game_status == MAFIA_ALIVE)
to_chat(role.body, "<span class='userdanger'>A shadowy monster appears out of the darkness!</span>")
role.kill(source)
to_chat(role.body, span_userdanger("A shadowy figure appears out of the darkness!"))
role.kill(game,src,FALSE)
flickering -= role
//just helps read better
@@ -599,7 +836,6 @@
name = "Fugitive"
desc = "You're on the run. You can become immune to night kills exactly twice, and you win by surviving to the end of the game with anyone."
win_condition = "survive to the end of the game, with anyone"
solo_counts_as_town = TRUE //should not count towards mafia victory, they should have the option to work with town
revealed_outfit = /datum/outfit/mafia/fugitive
team = MAFIA_TEAM_SOLO
role_type = NEUTRAL_DISRUPT
@@ -622,22 +858,22 @@
/datum/mafia_role/fugitive/handle_action(datum/mafia_controller/game, action, datum/mafia_role/target)
. = ..()
if(!charges)
to_chat(body,"<span class='danger'>You're out of supplies and cannot protect yourself anymore.</span>")
to_chat(body,span_danger("You're out of supplies and cannot protect yourself anymore."))
return
if(game.phase == MAFIA_PHASE_NIGHT)
to_chat(body,"<span class='danger'>You don't have time to prepare, night has already arrived.</span>")
to_chat(body,span_danger("You don't have time to prepare, night has already arrived."))
return
if(protection_status == FUGITIVE_WILL_PRESERVE)
to_chat(body,"<span class='danger'>You decide to not prepare tonight.</span>")
to_chat(body,span_danger("You decide to not prepare tonight."))
else
to_chat(body,"<span class='danger'>You decide to prepare for a horrible night.</span>")
to_chat(body,span_danger("You decide to prepare for a horrible night."))
protection_status = !protection_status
/datum/mafia_role/fugitive/proc/night_start(datum/mafia_controller/game)
SIGNAL_HANDLER
if(protection_status == FUGITIVE_WILL_PRESERVE)
to_chat(body,"<span class='danger'>Your preparations are complete. Nothing could kill you tonight!</span>")
to_chat(body,span_danger("Your preparations are complete. Nothing could kill you tonight!"))
RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/prevent_death)
/datum/mafia_role/fugitive/proc/night_end(datum/mafia_controller/game)
@@ -646,13 +882,13 @@
if(protection_status == FUGITIVE_WILL_PRESERVE)
charges--
UnregisterSignal(src,COMSIG_MAFIA_ON_KILL)
to_chat(body,"<span class='danger'>You are no longer protected. You have [charges] use[charges == 1 ? "" : "s"] left of your power.</span>")
to_chat(body,span_danger("You are no longer protected. You have [charges] use[charges == 1 ? "" : "s"] left of your power."))
protection_status = FUGITIVE_NOT_PRESERVING
/datum/mafia_role/fugitive/proc/prevent_death(datum/mafia_controller/game)
/datum/mafia_role/fugitive/proc/prevent_death(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
to_chat(body,"<span class='userdanger'>You were attacked! Luckily, you were ready for this!</span>")
to_chat(body,span_userdanger("You were attacked! Luckily, you were ready for this!"))
return MAFIA_PREVENT_KILL
/datum/mafia_role/fugitive/proc/survived(datum/mafia_controller/game)
@@ -669,8 +905,7 @@
name = "Obsessed"
desc = "You're completely lost in your own mind. You win by lynching your obsession before you get killed in this mess. Obsession assigned on the first night!"
win_condition = "lynch their obsession."
revealed_outfit = /datum/outfit/mafia/obsessed // /mafia <- outfit must be readded (just make a new mafia outfits file for all of these)
solo_counts_as_town = TRUE //after winning or whatever, can side with whoever. they've already done their objective!
revealed_outfit = /datum/outfit/mafia/obsessed
team = MAFIA_TEAM_SOLO
role_type = NEUTRAL_DISRUPT
special_theme = "neutral"
@@ -678,9 +913,6 @@
revealed_icon = "obsessed"
winner_award = /datum/award/achievement/mafia/obsessed
revealed_outfit = /datum/outfit/mafia/obsessed // /mafia <- outfit must be readded (just make a new mafia outfits file for all of these)
solo_counts_as_town = TRUE //after winning or whatever, can side with whoever. they've already done their objective!
var/datum/mafia_role/obsession
var/lynched_target = FALSE
@@ -700,12 +932,12 @@
if(!obsession)
obsession = pick(all_roles_shuffle) //okay no town just pick anyone here
//if you still don't have an obsession you're playing a single player game like i can't help your dumb ass
to_chat(body, "<span class='userdanger'>Your obsession is [obsession.body.real_name]! Get them lynched to win!</span>")
to_chat(body, span_userdanger("Your obsession is [obsession.body.real_name]! Get them lynched to win!"))
add_note("N[game.turn] - I vowed to watch my obsession, [obsession.body.real_name], hang!") //it'll always be N1 but whatever
RegisterSignal(obsession,COMSIG_MAFIA_ON_KILL,.proc/check_victory)
UnregisterSignal(game,COMSIG_MAFIA_SUNDOWN)
/datum/mafia_role/obsessed/proc/check_victory(datum/source,datum/mafia_controller/game,lynch)
/datum/mafia_role/obsessed/proc/check_victory(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
UnregisterSignal(source,COMSIG_MAFIA_ON_KILL)
@@ -716,14 +948,13 @@
game.award_role(winner_award, src)
reveal_role(game, FALSE)
else
to_chat(body, "<span class='userdanger'>You have failed your objective to lynch [obsession.body]!</span>")
to_chat(body, span_userdanger("You have failed your objective to lynch [obsession.body.real_name]!"))
/datum/mafia_role/clown
name = "Clown"
desc = "If you are lynched you take down one of your voters (guilty or abstain) with you and win. HONK!"
win_condition = "get themselves lynched!"
revealed_outfit = /datum/outfit/mafia/clown
solo_counts_as_town = TRUE
team = MAFIA_TEAM_SOLO
role_type = NEUTRAL_DISRUPT
special_theme = "neutral"
@@ -735,8 +966,8 @@
. = ..()
RegisterSignal(src,COMSIG_MAFIA_ON_KILL,.proc/prank)
/datum/mafia_role/clown/proc/prank(datum/source,datum/mafia_controller/game,lynch)
// SIGNAL_HANDLER
/datum/mafia_role/clown/proc/prank(datum/source,datum/mafia_controller/game,datum/mafia_role/attacker,lynch)
SIGNAL_HANDLER
if(lynch)
var/datum/mafia_role/victim = pick(game.judgement_guilty_votes + game.judgement_abstain_votes)
@@ -8,61 +8,73 @@
..()
return late ? INITIALIZE_HINT_LATELOAD : INITIALIZE_HINT_QDEL
//airlock helpers
/obj/effect/mapping_helpers/airlock
layer = DOOR_HELPER_LAYER
/obj/effect/mapping_helpers/airlock/Initialize(mapload)
. = ..()
if(!mapload)
log_mapping("[src] spawned outside of mapload!")
return
var/obj/machinery/door/airlock/airlock = locate(/obj/machinery/door/airlock) in loc
if(!airlock)
log_mapping("[src] failed to find an airlock at [AREACOORD(src)]")
else
payload(airlock)
/obj/effect/mapping_helpers/airlock/proc/payload(obj/machinery/door/airlock/payload)
return
/obj/effect/mapping_helpers/airlock/cyclelink_helper
name = "airlock cyclelink helper"
icon_state = "airlock_cyclelink_helper"
/obj/effect/mapping_helpers/airlock/cyclelink_helper/Initialize(mapload)
. = ..()
if(!mapload)
log_mapping("[src] spawned outside of mapload!")
return
var/obj/machinery/door/airlock/airlock = locate(/obj/machinery/door/airlock) in loc
if(airlock)
if(airlock.cyclelinkeddir)
log_mapping("[src] at [AREACOORD(src)] tried to set [airlock] cyclelinkeddir, but it's already set!")
else
airlock.cyclelinkeddir = dir
/obj/effect/mapping_helpers/airlock/cyclelink_helper/payload(obj/machinery/door/airlock/airlock)
if(airlock.cyclelinkeddir)
log_mapping("[src] at [AREACOORD(src)] tried to set [airlock] cyclelinkeddir, but it's already set!")
else
log_mapping("[src] failed to find an airlock at [AREACOORD(src)]")
airlock.cyclelinkeddir = dir
/obj/effect/mapping_helpers/airlock/cyclelink_helper_multi
name = "airlock multi-cyclelink helper"
icon_state = "airlock_multicyclelink_helper"
var/cycle_id
/obj/effect/mapping_helpers/airlock/cyclelink_helper_multi/payload(obj/machinery/door/airlock/airlock)
if(airlock.closeOtherId)
log_mapping("[src] at [AREACOORD(src)] tried to set [airlock] closeOtherId, but it's already set!")
else
airlock.closeOtherId = cycle_id
/obj/effect/mapping_helpers/airlock/locked
name = "airlock lock helper"
icon_state = "airlock_locked_helper"
/obj/effect/mapping_helpers/airlock/locked/Initialize(mapload)
. = ..()
if(!mapload)
log_mapping("[src] spawned outside of mapload!")
return
var/obj/machinery/door/airlock/airlock = locate(/obj/machinery/door/airlock) in loc
if(airlock)
if(airlock.locked)
log_mapping("[src] at [AREACOORD(src)] tried to bolt [airlock] but it's already locked!")
else
airlock.locked = TRUE
/obj/effect/mapping_helpers/airlock/locked/payload(obj/machinery/door/airlock/airlock)
if(airlock.locked)
log_mapping("[src] at [AREACOORD(src)] tried to bolt [airlock] but it's already locked!")
else
log_mapping("[src] failed to find an airlock at [AREACOORD(src)]")
airlock.locked = TRUE
/obj/effect/mapping_helpers/airlock/unres
name = "airlock unresctricted side helper"
icon_state = "airlock_unres_helper"
/obj/effect/mapping_helpers/airlock/unres/Initialize(mapload)
. = ..()
if(!mapload)
log_mapping("[src] spawned outside of mapload!")
return
var/obj/machinery/door/airlock/airlock = locate(/obj/machinery/door/airlock) in loc
if(airlock)
airlock.unres_sides ^= dir
/obj/effect/mapping_helpers/airlock/unres/payload(obj/machinery/door/airlock/airlock)
airlock.unres_sides ^= dir
/obj/effect/mapping_helpers/airlock/abandoned
name = "airlock abandoned helper"
icon_state = "airlock_abandoned"
/obj/effect/mapping_helpers/airlock/abandoned/payload(obj/machinery/door/airlock/airlock)
if(airlock.abandoned)
log_mapping("[src] at [AREACOORD(src)] tried to make [airlock] abandoned but it's already abandoned!")
else
log_mapping("[src] failed to find an airlock at [AREACOORD(src)]")
airlock.abandoned = TRUE
//needs to do its thing before spawn_rivers() is called
@@ -79,9 +91,11 @@ INITIALIZE_IMMEDIATE(/obj/effect/mapping_helpers/no_lava)
//This helper applies components to things on the map directly.
/obj/effect/mapping_helpers/component_injector
name = "Component Injector"
icon_state = "component"
late = TRUE
var/target_type
var/target_name
var/all = FALSE //Will inject into all fitting the criteria if true, otherwise first found
var/target_type //Will inject into atoms of this type
var/target_name //Will inject into atoms with this name
var/component_type
//Late init so everything is likely ready and loaded (no warranty)
@@ -98,8 +112,11 @@ INITIALIZE_IMMEDIATE(/obj/effect/mapping_helpers/no_lava)
continue
var/cargs = build_args()
A._AddComponent(cargs)
if(!all)
qdel(src)
return
if(all)
qdel(src)
return
/obj/effect/mapping_helpers/component_injector/proc/build_args()
return list(component_type)
@@ -115,3 +132,276 @@ INITIALIZE_IMMEDIATE(/obj/effect/mapping_helpers/no_lava)
CRASH("Wrong disease type passed in.")
var/datum/disease/D = new disease_type()
return list(component_type,D)
// /obj/effect/mapping_helpers/component_injector/areabound
// name = "Areabound Injector"
// icon_state = "component_areabound"
// component_type = /datum/component/areabound
// target_type = /atom/movable
/obj/effect/mapping_helpers/dead_body_placer
name = "Dead Body placer"
late = TRUE
icon_state = "deadbodyplacer"
var/bodycount = 2 //number of bodies to spawn
/obj/effect/mapping_helpers/dead_body_placer/LateInitialize()
var/area/a = get_area(src)
var/list/trays = list()
for (var/i in a.contents)
if (istype(i, /obj/structure/bodycontainer/morgue))
trays += i
if(!trays.len)
log_mapping("[src] at [x],[y] could not find any morgues.")
return
for (var/i = 1 to bodycount)
var/obj/structure/bodycontainer/morgue/j = pick(trays)
var/mob/living/carbon/human/h = new /mob/living/carbon/human(j, 1)
h.death()
for (var/part in h.internal_organs) //randomly remove organs from each body, set those we keep to be in stasis
if (prob(40))
qdel(part)
else
var/obj/item/organ/O = part
O.organ_flags |= ORGAN_FROZEN
j.update_appearance()
qdel(src)
//On Ian's birthday, the hop's office is decorated.
/obj/effect/mapping_helpers/ianbirthday
name = "Ian's Bday Helper"
late = TRUE
icon_state = "iansbdayhelper"
var/balloon_clusters = 2
/obj/effect/mapping_helpers/ianbirthday/LateInitialize()
if(locate(/datum/holiday/ianbirthday) in SSevents.holidays)
birthday()
qdel(src)
/obj/effect/mapping_helpers/ianbirthday/proc/birthday()
var/area/a = get_area(src)
var/list/table = list()//should only be one aka the front desk, but just in case...
var/list/openturfs = list()
//confetti and a corgi balloon! (and some list stuff for more decorations)
for(var/thing in a.contents)
if(istype(thing, /obj/structure/table/reinforced))
table += thing
if(isopenturf(thing))
// new /obj/effect/decal/cleanable/confetti(thing)
// if(locate(/obj/structure/bed/dogbed/ian) in thing)
// new /obj/item/toy/balloon/corgi(thing)
// else
openturfs += thing
//cake + knife to cut it!
if(length(table))
var/turf/food_turf = get_turf(pick(table))
new /obj/item/kitchen/knife(food_turf)
var/obj/item/reagent_containers/food/snacks/store/cake/birthday/iancake = new(food_turf)
iancake.desc = "Happy birthday, Ian!"
// remind me to give ian proper baloons!
//some balloons! this picks an open turf and pops a few balloons in and around that turf, yay.
// for(var/i in 1 to balloon_clusters)
// var/turf/clusterspot = pick_n_take(openturfs)
// new /obj/item/toy/balloon(clusterspot)
// var/balloons_left_to_give = 3 //the amount of balloons around the cluster
// var/list/dirs_to_balloon = GLOB.cardinals.Copy()
// while(balloons_left_to_give > 0)
// balloons_left_to_give--
// var/chosen_dir = pick_n_take(dirs_to_balloon)
// var/turf/balloonstep = get_step(clusterspot, chosen_dir)
// var/placed = FALSE
// if(isopenturf(balloonstep))
// var/obj/item/toy/balloon/B = new(balloonstep)//this clumps the cluster together
// placed = TRUE
// if(chosen_dir == NORTH)
// B.pixel_y -= 10
// if(chosen_dir == SOUTH)
// B.pixel_y += 10
// if(chosen_dir == EAST)
// B.pixel_x -= 10
// if(chosen_dir == WEST)
// B.pixel_x += 10
// if(!placed)
// new /obj/item/toy/balloon(clusterspot)
//remind me to add wall decor!
/obj/effect/mapping_helpers/ianbirthday/admin//so admins may birthday any room
name = "generic birthday setup"
icon_state = "bdayhelper"
/obj/effect/mapping_helpers/ianbirthday/admin/LateInitialize()
birthday()
qdel(src)
//Ian, like most dogs, loves a good new years eve party.
/obj/effect/mapping_helpers/iannewyear
name = "Ian's New Years Helper"
late = TRUE
icon_state = "iansnewyrshelper"
/obj/effect/mapping_helpers/iannewyear/LateInitialize()
if(SSevents.holidays && SSevents.holidays[NEW_YEAR])
fireworks()
qdel(src)
/obj/effect/mapping_helpers/iannewyear/proc/fireworks()
var/area/a = get_area(src)
var/list/table = list()//should only be one aka the front desk, but just in case...
var/list/openturfs = list()
for(var/thing in a.contents)
if(istype(thing, /obj/structure/table/reinforced))
table += thing
else if(isopenturf(thing))
if(locate(/obj/structure/bed/dogbed/ian) in thing)
new /obj/item/clothing/head/festive(thing)
var/obj/item/reagent_containers/food/drinks/bottle/champagne/iandrink = new(thing)
iandrink.name = "dog champagne"
iandrink.pixel_y += 8
iandrink.pixel_x += 8
else
openturfs += thing
var/turf/fireworks_turf = get_turf(pick(table))
var/obj/item/storage/box/matches/matchbox = new(fireworks_turf)
matchbox.pixel_y += 8
matchbox.pixel_x -= 3
// new /obj/item/storage/box/fireworks/dangerous(fireworks_turf) //dangerous version for extra holiday memes.
//lets mappers place notes on airlocks with custom info or a pre-made note from a path
/obj/effect/mapping_helpers/airlock_note_placer
name = "Airlock Note Placer"
late = TRUE
icon_state = "airlocknoteplacer"
var/note_info //for writing out custom notes without creating an extra paper subtype
var/note_name //custom note name
var/note_path //if you already have something wrote up in a paper subtype, put the path here
/obj/effect/mapping_helpers/airlock_note_placer/LateInitialize()
var/turf/turf = get_turf(src)
if(note_path && !istype(note_path, /obj/item/paper)) //don't put non-paper in the paper slot thank you
log_mapping("[src] at [x],[y] had an improper note_path path, could not place paper note.")
qdel(src)
if(locate(/obj/machinery/door/airlock) in turf)
var/obj/machinery/door/airlock/found_airlock = locate(/obj/machinery/door/airlock) in turf
if(note_path)
found_airlock.note = note_path
found_airlock.update_appearance()
qdel(src)
if(note_info)
var/obj/item/paper/paper = new /obj/item/paper(src)
if(note_name)
paper.name = note_name
paper.info = "[note_info]"
found_airlock.note = paper
paper.forceMove(found_airlock)
found_airlock.update_appearance()
qdel(src)
log_mapping("[src] at [x],[y] had no note_path or note_info, cannot place paper note.")
qdel(src)
log_mapping("[src] at [x],[y] could not find an airlock on current turf, cannot place paper note.")
qdel(src)
//This helper applies traits to things on the map directly.
/obj/effect/mapping_helpers/trait_injector
name = "Trait Injector"
icon_state = "trait"
late = TRUE
///Will inject into all fitting the criteria if false, otherwise first found.
var/first_match_only = TRUE
///Will inject into atoms of this type.
var/target_type
///Will inject into atoms with this name.
var/target_name
///Name of the trait, in the lower-case text (NOT the upper-case define) form.
var/trait_name
//Late init so everything is likely ready and loaded (no warranty)
/obj/effect/mapping_helpers/trait_injector/LateInitialize()
if(!GLOB.trait_name_map)
GLOB.trait_name_map = generate_trait_name_map()
if(!GLOB.trait_name_map.Find(trait_name))
CRASH("Wrong trait in [type] - [trait_name] is not a trait")
var/turf/target_turf = get_turf(src)
var/matches_found = 0
for(var/a in target_turf.GetAllContents())
var/atom/atom_on_turf = a
if(atom_on_turf == src)
continue
if(target_name && atom_on_turf.name != target_name)
continue
if(target_type && !istype(atom_on_turf,target_type))
continue
ADD_TRAIT(atom_on_turf, trait_name, MAPPING_HELPER_TRAIT)
matches_found++
if(first_match_only)
qdel(src)
return
if(!matches_found)
stack_trace("Trait mapper found no targets at ([x], [y], [z]). First Match Only: [first_match_only ? "true" : "false"] target type: [target_type] | target name: [target_name] | trait name: [trait_name]")
qdel(src)
/// Fetches an external dmi and applies to the target object
/obj/effect/mapping_helpers/custom_icon
name = "Custom Icon Helper"
icon_state = "trait"
late = TRUE
///Will inject into all fitting the criteria if false, otherwise first found.
var/first_match_only = TRUE
///Will inject into atoms of this type.
var/target_type
///Will inject into atoms with this name.
var/target_name
/// This is the var tha will be set with the fetched icon. In case you want to set some secondary icon sheets like inhands and such.
var/target_variable = "icon"
/// This should return raw dmi in response to http get request. For example: "https://github.com/tgstation/SS13-sprites/raw/master/mob/medu.dmi?raw=true"
var/icon_url
/obj/effect/mapping_helpers/custom_icon/LateInitialize()
///TODO put this injector stuff under common root
var/I = fetch_icon(icon_url)
var/turf/target_turf = get_turf(src)
var/matches_found = 0
for(var/a in target_turf.GetAllContents())
var/atom/atom_on_turf = a
if(atom_on_turf == src)
continue
if(target_name && atom_on_turf.name != target_name)
continue
if(target_type && !istype(atom_on_turf,target_type))
continue
atom_on_turf.vars[target_variable] = I
matches_found++
if(first_match_only)
qdel(src)
return
if(!matches_found)
stack_trace("[src] found no targets at ([x], [y], [z]). First Match Only: [first_match_only ? "true" : "false"] target type: [target_type] | target name: [target_name]")
qdel(src)
/obj/effect/mapping_helpers/custom_icon/proc/fetch_icon(url)
var/static/icon_cache = list()
var/static/query_in_progress = FALSE //We're using a single tmp file so keep it linear.
if(query_in_progress)
UNTIL(!query_in_progress)
if(icon_cache[url])
return icon_cache[url]
log_asset("Custom Icon Helper fetching dmi from: [url]")
var/datum/http_request/request = new()
var/file_name = "tmp/custom_map_icon.dmi"
request.prepare(RUSTG_HTTP_METHOD_GET, url , "", "", file_name)
query_in_progress = TRUE
request.begin_async()
UNTIL(request.is_complete())
var/datum/http_response/response = request.into_response()
if(response.errored || response.status_code != 200)
query_in_progress = FALSE
CRASH("Failed to fetch mapped custom icon from url [url], code: [response.status_code], error: [response.error]")
var/icon/I = new(file_name)
icon_cache[url] = I
query_in_progress = FALSE
return I
@@ -30,8 +30,8 @@
qdel(src)
/obj/effect/baseturf_helper/proc/replace_baseturf(turf/thing)
var/list/baseturf_cache = thing.baseturfs
if(length(baseturf_cache))
if(length(thing.baseturfs))
var/list/baseturf_cache = thing.baseturfs.Copy()
for(var/i in baseturf_cache)
if(baseturf_to_replace[i])
baseturf_cache -= i
@@ -44,6 +44,8 @@
else
thing.PlaceOnBottom(null, baseturf)
/obj/effect/baseturf_helper/space
name = "space baseturf editor"
baseturf = /turf/open/space
@@ -79,4 +81,3 @@
/obj/effect/baseturf_helper/lava_land/surface
name = "lavaland baseturf editor"
baseturf = /turf/open/lava/smooth/lava_land_surface
+38 -3
View File
@@ -2,8 +2,9 @@
/obj/item/clothing/suit/hooded/explorer
name = "explorer suit"
desc = "An armoured suit for exploring harsh environments."
icon_state = "explorer"
item_state = "explorer"
icon_state = "explorer-normal"
item_state = "explorer-normal"
var/suit_type = "normal"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
cold_protection = CHEST|GROIN|LEGS|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
@@ -13,11 +14,15 @@
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe)
resistance_flags = FIRE_PROOF
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
no_t = TRUE
/obj/item/clothing/head/hooded/explorer
name = "explorer hood"
desc = "An armoured hood for exploring harsh environments."
icon_state = "explorer"
icon_state = "explorer-normal"
item_state = "explorer-normal"
var/suit_type = "normal"
var/basestate = "normal"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
@@ -33,10 +38,40 @@
/obj/item/clothing/suit/hooded/explorer/standard/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
RegisterSignal(src, COMSIG_ARMOR_PLATED, .proc/upgrade_icon)
/obj/item/clothing/suit/hooded/explorer/standard/proc/upgrade_icon(datum/source, amount, maxamount)
SIGNAL_HANDLER
if(amount)
name = "reinforced [initial(name)]"
suit_type = "normal_goliath"
if(amount == maxamount)
suit_type = "normal_goliath_full"
icon_state = "explorer-[suit_type]"
if(ishuman(loc))
var/mob/living/carbon/human/wearer = loc
if(wearer.wear_suit == src)
wearer.update_inv_wear_suit()
/obj/item/clothing/head/hooded/explorer/standard/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate)
RegisterSignal(src, COMSIG_ARMOR_PLATED, .proc/upgrade_icon)
/obj/item/clothing/head/hooded/explorer/standard/proc/upgrade_icon(datum/source, amount, maxamount)
SIGNAL_HANDLER
if(amount)
name = "reinforced [initial(name)]"
suit_type = "normal_goliath"
if(amount == maxamount)
suit_type = "normal_goliath_full"
icon_state = "explorer-[suit_type]"
if(ishuman(loc))
var/mob/living/carbon/human/wearer = loc
if(wearer.head == src)
wearer.update_inv_head()
/obj/item/clothing/mask/gas/explorer
name = "explorer gas mask"
@@ -1058,3 +1058,58 @@
/datum/sprite_accessory/hair/zone
name = "Zone"
icon_state = "hair_zone"
/datum/sprite_accessory/hair_gradient
icon = 'icons/mob/hair_gradients.dmi'
/datum/sprite_accessory/hair_gradient/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/hair_gradient/fadeup
name = "Fade Up"
icon_state = "fadeup"
/datum/sprite_accessory/hair_gradient/fadedown
name = "Fade Down"
icon_state = "fadedown"
/datum/sprite_accessory/hair_gradient/vertical_split
name = "Vertical Split"
icon_state = "vsplit"
/datum/sprite_accessory/hair_gradient/_split
name = "Horizontal Split"
icon_state = "bottomflat"
/datum/sprite_accessory/hair_gradient/reflected
name = "Reflected"
icon_state = "reflected_high"
/datum/sprite_accessory/hair_gradient/reflected_inverse
name = "Reflected Inverse"
icon_state = "reflected_inverse_high"
/datum/sprite_accessory/hair_gradient/wavy
name = "Wavy"
icon_state = "wavy"
/datum/sprite_accessory/hair_gradient/long_fade_up
name = "Long Fade Up"
icon_state = "long_fade_up"
/datum/sprite_accessory/hair_gradient/long_fade_down
name = "Long Fade Down"
icon_state = "long_fade_down"
/datum/sprite_accessory/hair_gradient/short_fade_up
name = "Short Fade Up"
icon_state = "short_fade_up"
/datum/sprite_accessory/hair_gradient/short_fade_down
name = "Short Fade Down"
icon_state = "short_fade_down"
/datum/sprite_accessory/hair_gradient/wavy_spike
name = "Spiked Wavy"
icon_state = "wavy_spiked"
@@ -38,14 +38,14 @@
icon = 'modular_citadel/icons/mob/synthliz_body_markings.dmi'
name = "Synthetic Lizard - Pecs Light"
icon_state = "synthlizpecslight"
covered_limbs = list("Chest" = MATRIX_GREEN_BLUE)
covered_limbs = list("Chest" = MATRIX_GREEN_BLUE, "Left Arm" = MATRIX_BLUE, "Right Arm" = MATRIX_BLUE, "Left Leg" = MATRIX_GREEN, "Right Leg" = MATRIX_GREEN)
/datum/sprite_accessory/mam_body_markings/synthliz
recommended_species = list("synthliz")
icon = 'modular_citadel/icons/mob/synthliz_body_markings.dmi'
name = "Synthetic Lizard - Plates"
icon_state = "synthlizscutes"
covered_limbs = list("Chest" = MATRIX_GREEN)
covered_limbs = list("Chest" = MATRIX_GREEN, "Left Leg" = MATRIX_GREEN, "Right Leg" = MATRIX_GREEN)
//Synth tails
/datum/sprite_accessory/tails/mam_tails/synthliz
@@ -542,6 +542,20 @@
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
matrixed_sections = MATRIX_RED_GREEN
/datum/sprite_accessory/tails/human/takahiro_kitsune
name = "Takahiro Kitsune Tails" //takahiro had five tails i just wanted to follow the 'T' naming convention vs. tamamo and triple
icon_state = "7sune"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
matrixed_sections = MATRIX_RED_GREEN
/datum/sprite_accessory/tails_animated/human/takahiro_kitsune
name = "Takahiro Kitsune Tails"
icon_state = "7sune"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
matrixed_sections = MATRIX_RED_GREEN
/datum/sprite_accessory/tails/human/tentacle
name = "Tentacle"
icon_state = "tentacle"
+1 -1
View File
@@ -16,5 +16,5 @@
if (isturf(T))
update_z(T.z)
update_icon(preferred_form)
update_icon(null, preferred_form)
updateghostimages()
+1 -1
View File
@@ -176,7 +176,7 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
* Hair will always update its dir, so if your sprite has no dirs the haircut will go all over the place.
* |- Ricotez
*/
/mob/dead/observer/update_icon(new_form)
/mob/dead/observer/update_icon(updates=ALL, new_form=null)
. = ..()
if(client) //We update our preferences in case they changed right before update_icon was called.
ghost_accs = client.prefs.ghost_accs
@@ -20,6 +20,11 @@
var/hair_color = "000"
var/hair_style = "Bald"
///Colour used for the hair gradient.
var/grad_color = "000"
///Style used for the hair gradient.
var/grad_style
//Facial hair colour and style
var/facial_hair_color = "000"
var/facial_hair_style = "Shaved"
@@ -81,6 +86,8 @@
tooltips = TRUE
var/additional_language //the additional language this human can speak from their preference selection
/// Unarmed parry data for human
/datum/block_parry_data/unarmed/human
parry_respect_clickdelay = TRUE
@@ -52,6 +52,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/hair_color
///The alpha used by the hair. 255 is completely solid, 0 is invisible.
var/hair_alpha = 255
///The gradient style used for the mob's hair.
var/grad_style
///The gradient color used to color the gradient.
var/grad_color
///Does the species use skintones or not? As of now only used by humans.
var/use_skintones = FALSE
@@ -678,6 +682,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!hair_hidden || dynamic_hair_suffix)
var/mutable_appearance/hair_overlay = mutable_appearance(layer = -HAIR_LAYER)
var/mutable_appearance/gradient_overlay = mutable_appearance(layer = -HAIR_LAYER)
if(!hair_hidden && !H.getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
if(!(NOBLOOD in species_traits))
hair_overlay.icon = 'icons/mob/human_parts.dmi'
@@ -713,8 +718,21 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
hair_overlay.color = "#" + hair_color
else
hair_overlay.color = "#" + H.hair_color
//Gradients
grad_style = H.grad_style
grad_color = H.grad_color
if(grad_style)
var/datum/sprite_accessory/gradient = GLOB.hair_gradients_list[grad_style]
var/icon/temp = icon(gradient.icon, gradient.icon_state)
var/icon/temp_hair = icon(hair_file, hair_state)
temp.Blend(temp_hair, ICON_ADD)
gradient_overlay.icon = temp
gradient_overlay.color = "#" + grad_color
else
hair_overlay.color = forced_colour
hair_overlay.alpha = hair_alpha
if(OFFSET_HAIR in H.dna.species.offset_features)
@@ -723,6 +741,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(hair_overlay.icon)
standing += hair_overlay
standing += gradient_overlay
if(standing.len)
H.overlays_standing[HAIR_LAYER] = standing
@@ -1980,7 +1999,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(CHECK_MOBILITY(target, MOBILITY_STAND))
target.adjustStaminaLoss(5)
else
target.adjustStaminaLoss(target.getStaminaLoss() > 75? 5 : 75)
target.adjustStaminaLoss(IS_STAMCRIT(target)? 2 : 10)
if(target.is_shove_knockdown_blocked())
return
@@ -807,11 +807,11 @@
/datum/species/golem/plastic/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
C.AddElement(/datum/element/ventcrawling, given_tier = VENTCRAWLER_ALWAYS)
C.AddElement(/datum/element/ventcrawling, given_tier = VENTCRAWLER_NUDE)
/datum/species/golem/plastic/on_species_loss(mob/living/carbon/C)
. = ..()
C.RemoveElement(/datum/element/ventcrawling, given_tier = VENTCRAWLER_ALWAYS)
C.RemoveElement(/datum/element/ventcrawling, given_tier = VENTCRAWLER_NUDE)
/datum/species/golem/bronze
name = "Bronze Golem"
@@ -103,13 +103,16 @@
var/_method = override[thing]
if(_method == ITEM_PARRY)
using_item = thing
tool = using_item
method = ITEM_PARRY
data = using_item.block_parry_data
else if(_method == UNARMED_PARRY)
method = UNARMED_PARRY
tool = src
data = thing
if(!using_item && !method && length(other_items))
using_item = other_items[1]
tool = using_item
method = ITEM_PARRY
data = using_item.block_parry_data
if(!method)
+1 -1
View File
@@ -118,7 +118,7 @@
throwpower = I.throwforce
var/impacting_zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
var/list/block_return = list()
var/total_damage = I.throwforce
var/total_damage = AM.throwforce
if(mob_run_block(AM, throwpower, "\the [AM.name]", ATTACK_TYPE_THROWN, 0, throwingdatum?.thrower, impacting_zone, block_return) & BLOCK_SUCCESS)
hitpush = FALSE
skipcatch = TRUE
@@ -322,6 +322,17 @@
else
to_chat(user, "Encryption Key ports not configured.")
/obj/item/paicard/emag_act(mob/user) // Emag to wipe the master DNA and supplemental directive
. = ..()
if(!pai)
return
to_chat(user, "<span class='notice'>You override [pai]'s directive system, clearing its master string and supplied directive.</span>")
to_chat(pai, "<span class='danger'>Warning: System override detected, check directive sub-system for any changes.'</span>")
log_game("[key_name(user)] emagged [key_name(pai)], wiping their master DNA and supplemental directive.")
pai.master = null
pai.master_dna = null
pai.laws.supplied[1] = "None." // Sets supplemental directive to this
/mob/living/silicon/pai/proc/short_radio()
if(radio_short_timerid)
deltimer(radio_short_timerid)
@@ -3,12 +3,15 @@
/**
* Returns the thing in our active hand (whatever is in our active module-slot, in this case)
*
* Arguments
* * get_gripper - If the active module is a gripper, should we return the gripper or the contained item? (if the gripper contains nothing, returns the gripper anyways)
*/
/mob/living/silicon/robot/get_active_held_item()
/mob/living/silicon/robot/get_active_held_item(get_gripper = FALSE)
var/item = module_active
// snowflake handler for the gripper
if(istype(item, /obj/item/weapon/gripper))
var/obj/item/weapon/gripper/G = item
if(istype(item, /obj/item/gripper) && !get_gripper)
var/obj/item/gripper/G = item
if(G.wrapped)
if(G.wrapped.loc != G)
G.wrapped = null
@@ -284,9 +287,14 @@
/**
* Unequips the active held item, if there is one.
*
* Will always consider dropping gripper contents first.
*/
/mob/living/silicon/robot/proc/uneq_active()
if(module_active)
var/obj/item/gripper/gripper = get_active_held_item(TRUE)
if(istype(gripper) && gripper.drop_held())
return
unequip_module_from_slot(module_active, get_selected_module())
/**
@@ -302,11 +310,12 @@
* Checks if the item is currently in a slot.
*
* If the item is found in a slot, this returns TRUE. Otherwise, it returns FALSE
* Modified to accept items inside of grippers, used for `code\modules\tgui\states\hands.dm:27`
* Arguments
* * item_module - the item being checked
*/
/mob/living/silicon/robot/proc/activated(obj/item/item_module)
if(item_module in held_items)
if(get_active_held_item() == item_module || (item_module in held_items))
return TRUE
return FALSE
@@ -328,7 +328,7 @@
/obj/item/crowbar/cyborg,
/obj/item/healthanalyzer,
/obj/item/reagent_containers/borghypo,
/obj/item/weapon/gripper/medical,
/obj/item/gripper/medical,
/obj/item/reagent_containers/dropper,
/obj/item/reagent_containers/syringe,
/obj/item/surgical_drapes,
@@ -448,7 +448,7 @@
/obj/item/analyzer,
/obj/item/storage/part_replacer/cyborg,
/obj/item/holosign_creator/combifan,
/obj/item/weapon/gripper,
/obj/item/gripper,
/obj/item/lightreplacer/cyborg,
/obj/item/geiger_counter/cyborg,
/obj/item/assembly/signaler/cyborg,
@@ -923,7 +923,7 @@
/obj/item/gun/energy/kinetic_accelerator/cyborg,
/obj/item/gun/energy/plasmacutter/cyborg,
/obj/item/gps/cyborg,
/obj/item/weapon/gripper/mining,
/obj/item/gripper/mining,
/obj/item/cyborg_clamp,
/obj/item/stack/marker_beacon,
/obj/item/destTagger,
@@ -1075,7 +1075,7 @@
/obj/item/multitool/cyborg,
/obj/item/storage/part_replacer/cyborg,
/obj/item/holosign_creator/atmos,
/obj/item/weapon/gripper,
/obj/item/gripper,
/obj/item/lightreplacer/cyborg,
/obj/item/stack/sheet/metal/cyborg,
/obj/item/stack/sheet/glass/cyborg,
@@ -98,6 +98,18 @@
qdel(bigcheese)
evolve()
return
for(var/obj/item/trash/garbage in range(1, src))
if(is_station_level(z))
if(prob(2))
qdel(garbage)
evolve_plague()
return
for(var/obj/effect/decal/cleanable/blood/gibs/leftovers in range(1, src))
if(is_station_level(z))
if(prob(2))
qdel(leftovers)
evolve_plague()
return
/**
*Checks the mouse cap, if it's above the cap, doesn't spawn a mouse. If below, spawns a mouse and adds it to cheeserats.
@@ -123,6 +135,17 @@
mind.transfer_to(regalrat)
qdel(src)
/mob/living/simple_animal/mouse/proc/evolve_plague()
return
/*
var/mob/living/simple_animal/hostile/plaguerat = new /mob/living/simple_animal/hostile/plaguerat(loc)
visible_message("<span class='warning'>[src] devours the food! He rots into something worse!</span>")
if(mind)
mind.transfer_to(plaguerat)
qdel(src)
*/
/*
* Mouse types
*/
@@ -169,3 +192,17 @@ GLOBAL_VAR(tom_existed)
/obj/item/reagent_containers/food/snacks/deadmouse/on_grind()
reagents.clear_reagents()
/mob/living/simple_animal/mouse/proc/miasma(datum/gas_mixture/environment, check_temp = FALSE)
if(isturf(src.loc) && isopenturf(src.loc))
var/turf/open/ST = src.loc
var/miasma_moles = ST.air.get_moles(GAS_MIASMA)
if(prob(5) && miasma_moles >= 5)
evolve_plague()
else if(miasma_moles >= 20)
evolve_plague()
return
/mob/living/simple_animal/mouse/handle_environment(datum/gas_mixture/environment)
. = ..()
if(is_station_level(z))
miasma()
@@ -0,0 +1,254 @@
#define GREMLIN_VENT_CHANCE 1.75
//Gremlins
//Small monsters that don't attack humans or other animals. Instead they mess with electronics, computers and machinery
//List of objects that gremlins can't tamper with (because nobody coded an interaction for it)
//List starts out empty. Whenever a gremlin finds a machine that it couldn't tamper with, the machine's type is added here, and all machines of such type are ignored from then on (NOT SUBTYPES)
GLOBAL_LIST(bad_gremlin_items)
/mob/living/simple_animal/hostile/gremlin
name = "gremlin"
desc = "This tiny creature finds great joy in discovering and using technology. Nothing excites it more than pushing random buttons on a computer to see what it might do."
icon = 'icons/mob/mob.dmi'
icon_state = "gremlin"
icon_living = "gremlin"
icon_dead = "gremlin_dead"
var/in_vent = FALSE
health = 20
maxHealth = 20
search_objects = 3 //Completely ignore mobs
//Tampering is handled by the 'npc_tamper()' obj proc
wanted_objects = list(
/obj/machinery,
/obj/item/reagent_containers/food,
/obj/structure/sink
)
var/obj/machinery/atmospherics/components/unary/vent_pump/entry_vent
var/obj/machinery/atmospherics/components/unary/vent_pump/exit_vent
dextrous = TRUE
possible_a_intents = list(INTENT_HELP, INTENT_GRAB, INTENT_DISARM, INTENT_HARM)
faction = list("meme", "gremlin")
speed = 0.5
gold_core_spawnable = 2
unique_name = TRUE
//Ensure gremlins don't attack other mobs
melee_damage_upper = 0
melee_damage_lower = 0
attack_sound = null
obj_damage = 0
environment_smash = ENVIRONMENT_SMASH_NONE
//List of objects that we don't even want to try to tamper with
//Subtypes of these are calculated too
var/list/unwanted_objects = list(/obj/machinery/atmospherics/pipe, /turf, /obj/structure) //ensure gremlins dont try to fuck with walls / normal pipes / glass / etc
var/min_next_vent = 0
//Amount of ticks spent pathing to the target. If it gets above a certain amount, assume that the target is unreachable and stop
var/time_chasing_target = 0
//If you're going to make gremlins slower, increase this value - otherwise gremlins will abandon their targets too early
var/max_time_chasing_target = 2
var/next_eat = 0
//Last 20 heard messages are remembered by gremlins, and will be used to generate messages for comms console tampering, etc...
var/list/hear_memory = list()
var/const/max_hear_memory = 20
/mob/living/simple_animal/hostile/gremlin/Initialize()
. = ..()
AddElement(/datum/element/ventcrawling, given_tier = VENTCRAWLER_ALWAYS)
access_card = new /obj/item/card/id(src)
var/datum/job/captain/C = new /datum/job/captain
access_card.access = C.get_access()
/mob/living/simple_animal/hostile/gremlin/AttackingTarget()
var/is_hungry = world.time >= next_eat || prob(25)
if(istype(target, /obj/item/reagent_containers/food) && is_hungry) //eat food if we're hungry or bored
visible_message("<span class='danger'>[src] hungrily devours [target]!</span>")
playsound(src, 'sound/items/eatfood.ogg', 50, 1)
qdel(target)
LoseTarget()
next_eat = world.time + rand(700, 3000) //anywhere from 70 seconds to 5 minutes until the gremlin is hungry again
return
if(istype(target, /obj))
var/obj/M = target
tamper(M)
if(prob(50)) //50% chance to move to the next machine
LoseTarget()
/mob/living/simple_animal/hostile/gremlin/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans, message_mode)
. = ..()
if(message)
hear_memory.Insert(1, raw_message)
if(hear_memory.len > max_hear_memory)
hear_memory.Cut(hear_memory.len)
/mob/living/simple_animal/hostile/gremlin/proc/generate_markov_input()
var/result = ""
for(var/memory in hear_memory)
result += memory + " "
return result
/mob/living/simple_animal/hostile/gremlin/proc/generate_markov_chain()
return markov_chain(generate_markov_input(), rand(2,5), rand(100,700)) //The numbers are chosen arbitarily
/mob/living/simple_animal/hostile/gremlin/proc/tamper(obj/M)
switch(M.npc_tamper_act(src))
if(NPC_TAMPER_ACT_FORGET)
visible_message(pick(
"<span class='notice'>\The [src] plays around with \the [M], but finds it rather boring.</span>",
"<span class='notice'>\The [src] tries to think of some more ways to screw \the [M] up, but fails miserably.</span>",
"<span class='notice'>\The [src] decides to ignore \the [M], and starts looking for something more fun.</span>"))
LAZYADD(GLOB.bad_gremlin_items,M.type)
return FALSE
if(NPC_TAMPER_ACT_NOMSG)
//Don't create a visible message
return TRUE
else
visible_message(pick(
"<span class='danger'>\The [src]'s eyes light up as \he tampers with \the [M].</span>",
"<span class='danger'>\The [src] twists some knobs around on \the [M] and bursts into laughter!</span>",
"<span class='danger'>\The [src] presses a few buttons on \the [M] and giggles mischievously.</span>",
"<span class='danger'>\The [src] rubs its hands devilishly and starts messing with \the [M].</span>",
"<span class='danger'>\The [src] turns a small valve on \the [M].</span>"))
//Add a clue for detectives to find. The clue is only added if no such clue already existed on that machine
return TRUE
/mob/living/simple_animal/hostile/gremlin/CanAttack(atom/new_target)
if(LAZYFIND(GLOB.bad_gremlin_items,new_target.type))
return FALSE
if(is_type_in_list(new_target, unwanted_objects))
return FALSE
if(istype(new_target, /obj/machinery))
var/obj/machinery/M = new_target
if(M.stat) //Unpowered or broken
return FALSE
else if(istype(new_target, /obj/machinery/door/firedoor))
var/obj/machinery/door/firedoor/F = new_target
//Only tamper with firelocks that are closed, opening them!
if(!F.density)
return FALSE
return ..()
/mob/living/simple_animal/hostile/gremlin/death(gibbed)
walk(src,0)
QDEL_NULL(access_card)
return ..()
/mob/living/simple_animal/hostile/gremlin/Life()
. = ..()
if(!health || stat == DEAD)
return
//Don't try to path to one target for too long. If it takes longer than a certain amount of time, assume it can't be reached and find a new one
if(!client) //don't do this shit if there's a client, they're capable of ventcrawling manually
if(in_vent)
target = null
if(entry_vent && get_dist(src, entry_vent) <= 1)
var/list/vents = list()
var/datum/pipeline/entry_vent_parent = entry_vent.parents[1]
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in entry_vent_parent.other_atmosmch)
vents += temp_vent
if(!vents.len)
entry_vent = null
in_vent = FALSE
return
exit_vent = pick(vents)
visible_message("<span class='notice'>[src] crawls into the ventilation ducts!</span>")
loc = exit_vent
var/travel_time = round(get_dist(loc, exit_vent.loc) / 2)
addtimer(CALLBACK(src, .proc/exit_vents), travel_time) //come out at exit vent in 2 to 20 seconds
if(world.time > min_next_vent && !entry_vent && !in_vent && prob(GREMLIN_VENT_CHANCE)) //small chance to go into a vent
for(var/obj/machinery/atmospherics/components/unary/vent_pump/v in view(7,src))
if(!v.welded)
entry_vent = v
in_vent = TRUE
walk_to(src, entry_vent)
break
if(!target)
time_chasing_target = 0
else
if(++time_chasing_target > max_time_chasing_target)
LoseTarget()
time_chasing_target = 0
. = ..()
/mob/living/simple_animal/hostile/gremlin/EscapeConfinement()
if(istype(loc, /obj) && CanAttack(loc)) //If we're inside a machine, screw with it
var/obj/M = loc
tamper(M)
return ..()
/mob/living/simple_animal/hostile/gremlin/proc/exit_vents()
if(!exit_vent || exit_vent.welded)
loc = entry_vent
entry_vent = null
return
loc = exit_vent.loc
entry_vent = null
exit_vent = null
in_vent = FALSE
var/area/new_area = get_area(loc)
message_admins("[src] came out at [new_area][ADMIN_JMP(loc)]!")
if(new_area)
new_area.Entered(src)
visible_message("<span class='notice'>[src] climbs out of the ventilation ducts!</span>")
min_next_vent = world.time + 900 //90 seconds between ventcrawls
//This allows player-controlled gremlins to tamper with machinery
/mob/living/simple_animal/hostile/gremlin/UnarmedAttack(var/atom/A)
if(istype(A, /obj/machinery) || istype(A, /obj/structure))
tamper(A)
if(istype(target, /obj/item/reagent_containers/food)) //eat food
visible_message("<span class='danger'>[src] hungrily devours [target]!</span>", "<span class='danger'>You hungrily devour [target]!</span>")
playsound(src, 'sound/items/eatfood.ogg', 50, 1)
qdel(target)
LoseTarget()
next_eat = world.time + rand(700, 3000) //anywhere from 70 seconds to 5 minutes until the gremlin is hungry again
return ..()
/mob/living/simple_animal/hostile/gremlin/IsAdvancedToolUser()
return 1
/mob/living/simple_animal/hostile/gremlin/proc/divide()
//Health is halved and then reduced by 2. A new gremlin is spawned with the same health as the parent
//Need to have at least 6 health for this, otherwise resulting health would be less than 1
if(health < 7.5)
return
visible_message("<span class='notice'>\The [src] splits into two!</span>")
var/mob/living/simple_animal/hostile/gremlin/G = new /mob/living/simple_animal/hostile/gremlin(get_turf(src))
if(mind)
mind.transfer_to(G)
health = round(health * 0.5) - 2
maxHealth = health
resize *= 0.9
G.health = health
G.maxHealth = maxHealth
/mob/living/simple_animal/hostile/gremlin/traitor
health = 85
maxHealth = 85
gold_core_spawnable = 0
@@ -0,0 +1,214 @@
/obj/proc/npc_tamper_act(mob/living/L)
return NPC_TAMPER_ACT_FORGET
/obj/machinery/atmospherics/components/binary/passive_gate/npc_tamper_act(mob/living/L)
if(prob(50)) //Turn on/off
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(L)]", INVESTIGATE_ATMOS)
else //Change pressure
target_pressure = rand(0, MAX_OUTPUT_PRESSURE)
investigate_log("was set to [target_pressure] kPa by [key_name(L)]", INVESTIGATE_ATMOS)
update_icon()
/obj/machinery/atmospherics/components/binary/pump/npc_tamper_act(mob/living/L)
if(prob(50)) //Turn on/off
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(L)]", INVESTIGATE_ATMOS)
else //Change pressure
target_pressure = rand(0, MAX_OUTPUT_PRESSURE)
investigate_log("was set to [target_pressure] kPa by [key_name(L)]", INVESTIGATE_ATMOS)
update_icon()
/obj/machinery/atmospherics/components/binary/volume_pump/npc_tamper_act(mob/living/L)
if(prob(50)) //Turn on/off
on = !on
investigate_log("was turned [on ? "on" : "off"] by [key_name(L)]", INVESTIGATE_ATMOS)
else //Change pressure
transfer_rate = rand(0, MAX_TRANSFER_RATE)
investigate_log("was set to [transfer_rate] L/s by [key_name(L)]", INVESTIGATE_ATMOS)
update_icon()
/obj/machinery/atmospherics/components/binary/valve/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/space_heater/npc_tamper_act(mob/living/L)
var/list/choose_modes = list("standby", "heat", "cool")
if(prob(50))
choose_modes -= mode
mode = pick(choose_modes)
else
on = !on
update_icon()
/obj/machinery/shield_gen/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/firealarm/npc_tamper_act(mob/living/L)
alarm()
/obj/machinery/airalarm/npc_tamper_act(mob/living/L)
if(panel_open)
wires.npc_tamper(L)
else
panel_open = !panel_open
/obj/machinery/ignition_switch/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/flasher_button/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/crema_switch/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/camera/npc_tamper_act(mob/living/L)
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
/obj/machinery/atmospherics/components/unary/cryo_cell/npc_tamper_act(mob/living/L)
if(prob(50))
if(beaker)
beaker.forceMove(loc)
beaker = null
else
if(occupant)
if(state_open)
if (close_machine() == usr)
on = TRUE
else
open_machine()
/obj/machinery/door_control/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/door/airlock/npc_tamper_act(mob/living/L)
//Open the firelocks as well, otherwise they block the way for our gremlin which isn't fun
for(var/obj/machinery/door/firedoor/F in get_turf(src))
if(F.density)
F.npc_tamper_act(L)
if(prob(40)) //40% - mess with wires
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
else //60% - just open it
open()
/obj/machinery/gibber/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/light_switch/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/turretid/npc_tamper_act(mob/living/L)
enabled = rand(0, 1)
lethal = rand(0, 1)
updateTurrets()
/obj/machinery/vending/npc_tamper_act(mob/living/L)
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
/obj/machinery/shower/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/deepfryer/npc_tamper_act(mob/living/L)
//Deepfry a random nearby item
var/list/pickable_items = list()
for(var/obj/item/I in range(1, L))
pickable_items.Add(I)
if(!pickable_items.len)
return
var/obj/item/I = pick(pickable_items)
attackby(I, L) //shove the item in, even if it can't be deepfried normally
/obj/machinery/power/apc/npc_tamper_act(mob/living/L)
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
/obj/machinery/power/rad_collector/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/power/emitter/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/particle_accelerator/control_box/npc_tamper_act(mob/living/L)
if(!panel_open)
panel_open = !panel_open
if(wires)
wires.npc_tamper(L)
/obj/machinery/computer/communications/npc_tamper_act(mob/living/user)
if(!authenticated)
if(prob(20)) //20% chance to log in
authenticated = TRUE
else //Already logged in
if(prob(50)) //50% chance to log off
authenticated = FALSE
else if(istype(user, /mob/living/simple_animal/hostile/gremlin)) //make a hilarious public message
var/mob/living/simple_animal/hostile/gremlin/G = user
var/result = G.generate_markov_chain()
if(result)
if(prob(85))
SScommunications.make_announcement(G, FALSE, result)
var/turf/T = get_turf(G)
log_say("[key_name(usr)] ([ADMIN_JMP(T)]) has made a captain announcement: [result]")
message_admins("[key_name_admin(G)] has made a captain announcement.", 1)
else
if(SSshuttle.emergency.mode == SHUTTLE_IDLE)
SSshuttle.requestEvac(G, result)
else if(SSshuttle.emergency.mode == SHUTTLE_ESCAPE)
SSshuttle.cancelEvac(G)
/obj/machinery/button/door/npc_tamper_act(mob/living/L)
attack_hand(L)
/obj/machinery/sleeper/npc_tamper_act(mob/living/L)
if(prob(75))
inject_chem(pick(available_chems))
else
if(state_open)
close_machine()
else
open_machine()
/obj/machinery/power/smes/npc_tamper_act(mob/living/L)
if(prob(50)) //mess with input
input_level = rand(0, input_level_max)
else //mess with output
output_level = rand(0, output_level_max)
/obj/machinery/syndicatebomb/npc_tamper_act(mob/living/L) //suicide bomber gremlins
if(!open_panel)
open_panel = !open_panel
if(wires)
wires.npc_tamper(L)
/obj/machinery/computer/bank_machine/npc_tamper_act(mob/living/L)
siphoning = !siphoning
/obj/machinery/computer/slot_machine/npc_tamper_act(mob/living/L)
spin(L)
/obj/structure/sink/npc_tamper_act(mob/living/L)
if(istype(L, /mob/living/simple_animal/hostile/gremlin))
visible_message("<span class='danger'>\The [L] climbs into \the [src] and turns the faucet on!</span>")
var/mob/living/simple_animal/hostile/gremlin/G = L
G.divide()
return NPC_TAMPER_ACT_NOMSG
@@ -0,0 +1,44 @@
/datum/round_event_control/gremlin
name = "Spawn Gremlins"
typepath = /datum/round_event/gremlin
weight = 15
max_occurrences = 2
earliest_start = 20 MINUTES
min_players = 5
/datum/round_event/gremlin
var/static/list/acceptable_spawns = list("xeno_spawn", "generic event spawn", "blobstart", "Assistant")
/datum/round_event/gremlin/announce()
priority_announce("Bioscans indicate that some gremlins entered through the vents. Deal with them!", "Gremlin Alert", 'sound/announcer/classic/attention.ogg')
/datum/round_event/gremlin/start()
var/list/spawn_locs = list()
for(var/obj/effect/landmark/L in GLOB.landmarks_list)
if(isturf(L.loc) && !isspaceturf(L.loc))
if(L.name in acceptable_spawns)
spawn_locs += L.loc
if(!spawn_locs.len) //If we can't find any gremlin spawns, try the xeno spawns
for(var/obj/effect/landmark/L in GLOB.landmarks_list)
if(isturf(L.loc))
switch(L.name)
if("Assistant")
spawn_locs += L.loc
if(!spawn_locs.len) //If we can't find THAT, then just give up and cry
return MAP_ERROR
var/gremlins_to_spawn = rand(2,5)
var/list/gremlin_areas = list()
for(var/i = 0, i <= gremlins_to_spawn, i++)
var/spawnat = pick(spawn_locs)
spawn_locs -= spawnat
gremlin_areas += get_area(spawnat)
new /mob/living/simple_animal/hostile/gremlin(spawnat)
var/grems = gremlin_areas.Join(", ")
message_admins("Gremlins have been spawned at the areas: [grems]")
log_game("Gremlins have been spawned at the areas: [grems]")
return SUCCESSFUL_SPAWN
@@ -60,6 +60,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
var/magic_fluff_string = "<span class='holoparasite'>You draw the Coder, symbolizing bugs and errors. This shouldn't happen! Submit a bug report!</span>"
var/tech_fluff_string = "<span class='holoparasite'>BOOT SEQUENCE COMPLETE. ERROR MODULE LOADED. THIS SHOULDN'T HAPPEN. Submit a bug report!</span>"
var/carp_fluff_string = "<span class='holoparasite'>CARP CARP CARP SOME SORT OF HORRIFIC BUG BLAME THE CODERS CARP CARP CARP</span>"
var/customized
/// sigh, fine.
var/datum/song/holoparasite/music_datum
@@ -142,11 +143,13 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
to_chat(src, "<span class='holoparasite'>You are capable of manifesting or recalling to your master with the buttons on your HUD. You will also find a button to communicate with [summoner.p_them()] privately there.</span>")
to_chat(src, "<span class='holoparasite'>While personally invincible, you will die if [summoner.real_name] does, and any damage dealt to you will have a portion passed on to [summoner.p_them()] as you feed upon [summoner.p_them()] to sustain yourself.</span>")
to_chat(src, playstyle_string)
guardiancustomize()
if(!customized)
guardiancustomize()
/mob/living/simple_animal/hostile/guardian/proc/guardiancustomize()
guardianrecolor()
guardianrename()
customized = TRUE
/mob/living/simple_animal/hostile/guardian/proc/guardianrecolor()
guardiancolor = input(src,"What would you like your color to be?","Choose Your Color","#ffffff") as color|null
@@ -528,21 +528,7 @@ Difficulty: Very Hard
/obj/machinery/anomalous_crystal/emitter/ActivationReaction(mob/user, method)
if(..())
var/obj/item/projectile/P = new generated_projectile(get_turf(src))
P.setDir(dir)
switch(dir)
if(NORTH)
P.yo = 20
P.xo = 0
if(EAST)
P.yo = 0
P.xo = 20
if(WEST)
P.yo = 0
P.xo = -20
else
P.yo = -20
P.xo = 0
P.fire()
P.fire(angle2dir(dir))
/obj/machinery/anomalous_crystal/dark_reprise //Revives anyone nearby, but turns them into shadowpeople and renders them uncloneable, so the crystal is your only hope of getting up again if you go down.
observer_desc = "When activated, this crystal revives anyone nearby, but turns them into Shadowpeople and makes them unclonable, making the crystal their only hope of getting up again."
@@ -0,0 +1,188 @@
#define RAT_VENT_CHANCE 1.75
GLOBAL_LIST_EMPTY(plague_rats)
/mob/living/simple_animal/hostile/plaguerat
name = "plague rat"
desc = "A large decaying rat. It spreads its filth and emits a putrid odor to create more of its kind."
icon_state = "plaguerat"
icon_living = "plaguerat"
icon_dead = "plaguerat_dead"
speak = list("Skree!","SKREEE!","Squeak?")
speak_emote = list("squeaks")
emote_hear = list("Hisses.")
emote_see = list("runs in a circle.", "stands on its hind legs.")
gender = NEUTER
speak_chance = 1
turns_per_move = 5
maxHealth = 100
health = 100
see_in_dark = 6
obj_damage = 10
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab = 1)
response_help_continuous = "glares at"
response_help_simple = "glare at"
response_disarm_continuous = "skoffs at"
response_disarm_simple = "skoff at"
response_harm_continuous = "slashes"
response_harm_simple = "slash"
melee_damage_lower = 6
melee_damage_upper = 8
attack_verb_continuous = "slashes"
attack_verb_simple = "slash"
attack_sound = 'sound/weapons/punch1.ogg'
faction = list("rat")
density = FALSE
pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
mob_size = MOB_SIZE_TINY
mob_biotypes = MOB_ORGANIC|MOB_BEAST
var/datum/action/cooldown/scavenge
var/last_spawn_time = 0
var/in_vent = FALSE
var/min_next_vent = 0
var/obj/machinery/atmospherics/components/unary/entry_vent
var/obj/machinery/atmospherics/components/unary/exit_vent
/mob/living/simple_animal/hostile/plaguerat/Initialize()
. = ..()
GLOB.plague_rats += src
AddComponent(/datum/component/swarming)
AddElement(/datum/element/ventcrawling, given_tier = VENTCRAWLER_ALWAYS)
scavenge = new /datum/action/cooldown/scavenge
scavenge.Grant(src)
/mob/living/simple_animal/hostile/plaguerat/Destroy()
GLOB.plague_rats -= src
return ..()
/mob/living/simple_animal/hostile/plaguerat/Life(seconds, times_fired)
. = ..()
//Don't try to path to one target for too long. If it takes longer than a certain amount of time, assume it can't be reached and find a new one
//Literally only here to prevent farming and that's it.
if(!client) //don't do this shit if there's a client, they're capable of ventcrawling manually
if(in_vent)
target = null
if(entry_vent && get_dist(src, entry_vent) <= 1)
var/list/vents = list()
var/datum/pipeline/entry_vent_parent = entry_vent.parents[1]
for(var/obj/machinery/atmospherics/components/unary/temp_vent in entry_vent_parent.other_atmosmch)
vents += temp_vent
if(!vents.len)
entry_vent = null
in_vent = FALSE
return
exit_vent = pick(vents)
visible_message("<span class='notice'>[src] crawls into the ventilation ducts!</span>")
loc = exit_vent
var/travel_time = round(get_dist(loc, exit_vent.loc) / 2)
addtimer(CALLBACK(src, .proc/exit_vents), travel_time) //come out at exit vent in 2 to 20 seconds
if(world.time > min_next_vent && !entry_vent && !in_vent && prob(RAT_VENT_CHANCE)) //small chance to go into a vent
for(var/obj/machinery/atmospherics/components/unary/v in view(7,src))
if(!v.welded)
entry_vent = v
in_vent = TRUE
walk_to(src, entry_vent)
break
/mob/living/simple_animal/hostile/plaguerat/BiologicalLife(seconds, times_fired)
if(!(. = ..()))
return
if(isopenturf(loc))
var/turf/open/T = src.loc
var/datum/gas_mixture/stank = new
var/miasma_moles = T.air.get_moles(GAS_MIASMA)
stank.set_moles(GAS_MIASMA,5)
stank.set_temperature(BODYTEMP_NORMAL)
if(T.air)
if(miasma_moles < 200)
T.assume_air(stank)
T.air_update_turf()
if(prob(40))
scavenge.Trigger()
if(prob(50))
var/turf/open/floor/F = get_turf(src)
if(istype(F) && !F.intact)
var/obj/structure/cable/C = locate() in F
if(C && C.avail())
visible_message("<span class='warning'>[src] chews through the [C]. It looks unharmed!</span>")
playsound(src, 'sound/effects/sparks2.ogg', 100, TRUE)
C.deconstruct()
for(var/obj/O in range(1,src))
if((world.time - last_spawn_time) > 10 SECONDS && istype(O, /obj/item/trash) || istype(O, /obj/effect/decal/cleanable/blood/gibs))
qdel(O)
be_fruitful()
last_spawn_time = world.time
/mob/living/simple_animal/hostile/plaguerat/CanAttack(atom/the_target)
if(istype(the_target,/mob/living/simple_animal))
var/mob/living/A = the_target
if(istype(the_target, /mob/living/simple_animal/hostile/plaguerat) && A.stat == CONSCIOUS)
var/mob/living/simple_animal/hostile/plaguerat/R = the_target
if(R.faction_check_mob(src, TRUE))
return FALSE
else
return TRUE
return ..()
/**
*Checks the mouse cap, if it's above the cap, doesn't spawn a mouse. If below, spawns a mouse and adds it to cheeserats.
*/
/mob/living/simple_animal/hostile/plaguerat/proc/be_fruitful()
var/cap = 10
if(LAZYLEN(GLOB.plague_rats) >= cap)
visible_message("<span class='warning'>[src] gnaws into its food, [cap] rats are now on the station!</span>")
return
var/mob/living/newmouse = new /mob/living/simple_animal/hostile/plaguerat(loc)
visible_message("<span class='notice'>[src] gnaws into its food, attracting another rat!</span>")
/mob/living/simple_animal/hostile/plaguerat/proc/exit_vents()
if(!exit_vent || exit_vent.welded)
loc = entry_vent
entry_vent = null
return
loc = exit_vent.loc
entry_vent = null
exit_vent = null
in_vent = FALSE
var/area/new_area = get_area(loc)
message_admins("[src] came out at [new_area][ADMIN_JMP(loc)]!")
if(new_area)
new_area.Entered(src)
visible_message("<span class='notice'>[src] climbs out of the ventilation ducts!</span>")
min_next_vent = world.time + 900 //90 seconds between ventcrawls
/**
*Creates a chance to spawn more trash or gibs to repopulate. Otherwise, spawns a corpse or dirt.
*/
/datum/action/cooldown/scavenge
name = "Scavenge"
desc = "Spread the plague, scavenge for trash and fresh meat to reproduce."
icon_icon = 'icons/mob/actions/actions_animal.dmi'
background_icon_state = "bg_clock"
button_icon_state = "coffer"
cooldown_time = 50
/datum/action/cooldown/scavenge/Trigger()
. = ..()
if(!.)
return
var/turf/T = get_turf(owner)
var/loot = rand(1,100)
switch(loot)
if(1 to 3)
var/pickedtrash = pick(GLOB.ratking_trash)
to_chat(owner, "<span class='notice'>Excellent, you find more trash to spread your filth!</span>")
new pickedtrash(T)
if(4 to 6)
to_chat(owner, "<span class='notice'>You find blood and gibs to feed your young!</span>")
new /obj/effect/decal/cleanable/blood/gibs(T)
if(!locate(/obj/effect/decal/cleanable/blood) in T)
new /obj/effect/decal/cleanable/blood/(T)
if(7 to 100)
to_chat(owner, "<span class='notice'>Drat. Nothing.</span>")
StartCooldown()
@@ -109,7 +109,7 @@
continue
playsound(src, 'sound/effects/splat.ogg', 50, TRUE)
visible_message("<span class='danger'>[src] vomits up [consumed_mob]!</span>")
consumed_mob.forceMove(loc)
consumed_mob.forceMove(get_turf(src))
consumed_mob.Paralyze(50)
if((rifts_charged == 3 || (SSshuttle.emergency.mode == SHUTTLE_DOCKED && rifts_charged > 0)) && !objective_complete)
victory()
@@ -123,6 +123,7 @@
to_chat(src, "<span class='boldwarning'>You've failed to summon the rift in a timely manner! You're being pulled back from whence you came!</span>")
destroy_rifts()
playsound(src, 'sound/magic/demon_dies.ogg', 100, TRUE)
empty_contents()
QDEL_NULL(src)
/mob/living/simple_animal/hostile/space_dragon/AttackingTarget()
@@ -351,7 +352,7 @@
*/
/mob/living/simple_animal/hostile/space_dragon/proc/empty_contents()
for(var/atom/movable/AM in src)
AM.forceMove(loc)
AM.forceMove(get_turf(src))
if(prob(90))
step(AM, pick(GLOB.alldirs))
@@ -529,7 +530,7 @@
/obj/structure/carp_rift
name = "carp rift"
desc = "A rift akin to the ones space carp use to travel long distances."
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
max_integrity = 300
icon = 'icons/obj/carp_rift.dmi'
icon_state = "carp_rift_carpspawn"
@@ -636,7 +637,7 @@
icon_state = "carp_rift_charged"
light_color = LIGHT_COLOR_YELLOW
update_light()
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
resistance_flags = INDESTRUCTIBLE
dragon.rifts_charged += 1
if(dragon.rifts_charged != 3 && !dragon.objective_complete)
+1
View File
@@ -238,6 +238,7 @@
if(istype(W))
if(equip_to_slot_if_possible(W, slot, FALSE, FALSE, FALSE, FALSE, TRUE))
W.apply_outline()
return TRUE
if(!W)
@@ -12,7 +12,7 @@
///Are you actually placing orders with it?
var/requestonly = TRUE
///Can the tablet see or buy illegal stuff?
var/contraband = FALSE
var/contraband_view = FALSE
///Is it being bought from a personal account, or is it being done via a budget/cargo?
var/self_paid = FALSE
///Can this console approve purchase requests?
@@ -27,10 +27,15 @@
/datum/computer_file/program/budgetorders/proc/get_export_categories()
. = EXPORT_CARGO
/datum/computer_file/program/budgetorders/run_emag()
if(!contraband_view)
contraband_view = TRUE
return TRUE
/datum/computer_file/program/budgetorders/proc/is_visible_pack(mob/user, paccess_to_check, list/access, contraband)
if(issilicon(user)) //Borgs can't buy things.
return FALSE
if(computer.obj_flags & EMAGGED)
if((computer.obj_flags & EMAGGED) || contraband_view)
return TRUE
else if(contraband) //Hide contrband when non-emagged.
return FALSE
@@ -80,14 +85,14 @@
data["supplies"] = list()
for(var/pack in SSshuttle.supply_packs)
var/datum/supply_pack/P = SSshuttle.supply_packs[pack]
if(!is_visible_pack(usr, P.access , null, P.contraband) || P.hidden)
if(!is_visible_pack(usr, P.access , null, P.contraband))
continue
if(!data["supplies"][P.group])
data["supplies"][P.group] = list(
"name" = P.group,
"packs" = list()
)
if((P.hidden && (P.contraband && !contraband) || (P.special && !P.special_enabled) || P.DropPodOnly))
if(((P.hidden || P.contraband) && !contraband_view) || (P.special && !P.special_enabled) || P.DropPodOnly)
continue
data["supplies"][P.group]["packs"] += list(list(
"name" = P.name,
@@ -179,7 +184,7 @@
var/datum/supply_pack/pack = SSshuttle.supply_packs[id]
if(!istype(pack))
return
if((pack.hidden && (pack.contraband && !contraband) || pack.DropPodOnly))
if(((pack.hidden || pack.contraband) && !contraband_view) || pack.DropPodOnly)
return
var/name = "*None Provided*"
@@ -32,7 +32,7 @@ Key procs
/// Unique ID. You can never have different modifications with the same ID. By default, this SHOULD NOT be set. Only set it for cases where you're dynamically making modifiers/need to have two types overwrite each other. If unset, uses path (converted to text) as ID.
var/id
/// Higher ones override lower priorities. This is NOT used for ID, ID must be unique, if it isn't unique the newer one overwrites automatically if overriding.
/// Determines order. Lower priorities are applied first.
var/priority = 0
var/flags = NONE
@@ -41,9 +41,9 @@ Key procs
/// Next two variables depend on this: Should we do advanced calculations?
var/complex_calculation = FALSE
/// Absolute max tiles we can boost to
var/absolute_max_tiles_per_second
var/absolute_max_tiles_per_second = INFINITY
/// Max tiles per second we can boost
var/max_tiles_per_second_boost
var/max_tiles_per_second_boost = INFINITY
/// Movetypes this applies to
var/movetypes = ALL
@@ -54,6 +54,8 @@ Key procs
/// Other modification datums this conflicts with.
var/conflicts_with
/datum/movespeed_modifier/New()
. = ..()
if(!id)
@@ -66,8 +68,10 @@ Key procs
if(!complex_calculation || (multiplicative_slowdown > 0)) // we aren't limiting how much things can slowdown.. yet.
return existing + multiplicative_slowdown
var/current_tiles = 10 / max(existing, world.tick_lag)
var/minimum_speed = 10 / min(current_tiles + max_tiles_per_second_boost, max(current_tiles, absolute_max_tiles_per_second))
return max(minimum_speed, existing + multiplicative_slowdown)
// multiplicative_slowdown is negative due to our first check
var/max_buff_to = max(existing + multiplicative_slowdown, 10 / absolute_max_tiles_per_second, 10 / (current_tiles + max_tiles_per_second_boost))
// never slow the user
return min(existing, max_buff_to)
GLOBAL_LIST_EMPTY(movespeed_modification_cache)
+4 -4
View File
@@ -7,7 +7,7 @@
/datum/movespeed_modifier/reagent/ephedrine
// strong painkiller effect that caps out at slightly above runspeed
multiplicative_slowdown = -1.5
priority = -100
priority = 500
complex_calculation = TRUE
absolute_max_tiles_per_second = 7
@@ -21,14 +21,14 @@
// extremely strong painkiller effect: allows user to run at old sprint speeds but not over by cancelling out slowdowns.
// however, will not make user go faster than that
multiplicative_slowdown = -4
priority = -100
priority = 500
complex_calculation = TRUE
absolute_max_tiles_per_second = 8
absolute_max_tiles_per_second = 10
/datum/movespeed_modifier/reagent/methamphetamine
// very strong painkiller effect that caps out at slightly above runspeed
multiplicative_slowdown = -2.5
priority = -100
priority = 500
complex_calculation = TRUE
absolute_max_tiles_per_second = 7.5
@@ -19,14 +19,14 @@
/datum/movespeed_modifier/status_effect/tased
multiplicative_slowdown = 1.5
priority = 50
priority = 1500
/datum/movespeed_modifier/status_effect/domain
multiplicative_slowdown = 3
/datum/movespeed_modifier/status_effect/tased/no_combat_mode
multiplicative_slowdown = 8
priority = 100
priority = 1500
/datum/movespeed_modifier/status_effect/electrostaff
multiplicative_slowdown = 1
@@ -55,7 +55,7 @@
/datum/movespeed_modifier/status_effect/slime/light_pink
// decently good painkiller + speedup effect
blacklisted_movetypes = FLYING | FLOATING
priority = -150 // someday we really need to make these defines lmao
priority = 500 // someday we really need to make these defines lmao
multiplicative_slowdown = -2
complex_calculation = TRUE
absolute_max_tiles_per_second = 7
@@ -5,12 +5,6 @@
obj_flags = CAN_BE_HIT | UNIQUE_RENAME
circuit = /obj/item/circuitboard/machine/hydroponics/automagic
/obj/machinery/hydroponics/constructable/automagic/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/reagent_containers))
return FALSE //avoid fucky wuckies
..()
/obj/machinery/hydroponics/constructable/automagic/default_unfasten_wrench(mob/user, obj/item/I, time = 20)
. = ..()
if(. == SUCCESSFUL_UNFASTEN)
+1 -1
View File
@@ -79,7 +79,7 @@
return 0
if(charge < amount)
return 0
charge = (charge - amount)
charge -= amount
if(!istype(loc, /obj/machinery/power/apc))
SSblackbox.record_feedback("tally", "cell_used", 1, type)
return 1
+16 -13
View File
@@ -39,7 +39,8 @@
#define DAMAGE_INCREASE_MULTIPLIER 0.25
#define THERMAL_RELEASE_MODIFIER 5 //Higher == less heat released during reaction, not to be confused with the above values
#define THERMAL_RELEASE_MODIFIER 350 //Higher == more heat released during reaction, not to be confused with the above values
#define THERMAL_RELEASE_CAP_MODIFIER 250 //Higher == lower cap on how much heat can be released per tick--currently 1.3x old value
#define PLASMA_RELEASE_MODIFIER 750 //Higher == less plasma released by reaction
#define OXYGEN_RELEASE_MODIFIER 325 //Higher == less oxygen released at high temperature/power
@@ -500,7 +501,8 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
powerloss_dynamic_scaling = clamp(powerloss_dynamic_scaling + clamp(powerloss_inhibition_gas - powerloss_dynamic_scaling, -0.02, 0.02), 0, 1)
else
powerloss_dynamic_scaling = clamp(powerloss_dynamic_scaling - 0.05, 0, 1)
//Ranges from 0 to 1(1-(value between 0 and 1 * ranges from 1 to 1.5(mol / 500)))
//Ranges from 0 to 1 (1-(value between 0 and 1 * ranges from 1 to 1.5(mol / 500)))
//0 means full inhibition, 1 means no inhibition
//We take the mol count, and scale it to be our inhibitor
powerloss_inhibitor = clamp(1-(powerloss_dynamic_scaling * clamp(combined_gas/POWERLOSS_INHIBITION_MOLE_BOOST_THRESHOLD, 1, 1.5)), 0, 1)
@@ -523,9 +525,11 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
temp_factor = 30
icon_state = base_icon_state
var/effective_temperature = min(removed.return_temperature(), 2500 * dynamic_heat_modifier)
//if there is more pluox and n2 then anything else, we receive no power increase from heat
if(power_changes)
power = max((removed.return_temperature() * temp_factor / T0C) * gasmix_power_ratio + power, 0)
power = max((effective_temperature * temp_factor / T0C) * gasmix_power_ratio + power, 0)
if(prob(50))
//(1 + (tritRad + pluoxDampen * bzDampen * o2Rad * plasmaRad / (10 - bzrads))) * freonbonus
@@ -536,15 +540,17 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
//Power * 0.55 * a value between 1 and 0.8
var/device_energy = power * REACTION_POWER_MODIFIER
removed.set_temperature(removed.return_temperature() + ((device_energy * dynamic_heat_modifier) / THERMAL_RELEASE_MODIFIER))
//We don't want our output to be too hot
removed.set_temperature(max(0, min(removed.return_temperature(), 2500 * dynamic_heat_modifier)))
var/max_temp_increase = effective_temperature + ((device_energy * dynamic_heat_modifier) / THERMAL_RELEASE_CAP_MODIFIER)
//Calculate how much gas to release
//Varies based on power and gas content
removed.adjust_moles(GAS_PLASMA, max((device_energy * dynamic_heat_modifier) / PLASMA_RELEASE_MODIFIER, 0))
//Varies based on power, gas content, and heat
removed.adjust_moles(GAS_O2, max(((device_energy + removed.return_temperature() * dynamic_heat_modifier) - T0C) / OXYGEN_RELEASE_MODIFIER, 0))
removed.adjust_moles(GAS_O2, max(((device_energy + effective_temperature * dynamic_heat_modifier) - T0C) / OXYGEN_RELEASE_MODIFIER, 0))
if(removed.return_temperature() < max_temp_increase)
removed.adjust_heat(device_energy * dynamic_heat_modifier * THERMAL_RELEASE_MODIFIER)
removed.set_temperature(min(removed.return_temperature(), max_temp_increase))
if(produces_gas)
env.merge(removed)
@@ -593,13 +599,13 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
zap_icon = SLIGHTLY_CHARGED_ZAP_ICON_STATE
//Uncaps the zap damage, it's maxed by the input power
//Objects take damage now
flags |= (ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE)
flags |= (ZAP_MOB_DAMAGE)
zap_count = 3
if(CRITICAL_POWER_PENALTY_THRESHOLD to INFINITY)
zap_icon = OVER_9000_ZAP_ICON_STATE
//It'll stun more now, and damage will hit harder, gloves are no garentee.
//Machines go boom
flags |= (ZAP_MOB_STUN | ZAP_MACHINE_EXPLOSIVE | ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE)
flags |= (ZAP_MOB_STUN | ZAP_MOB_DAMAGE)
zap_count = 4
//Now we deal with damage shit
if (damage > damage_penalty_point && prob(20))
@@ -1052,9 +1058,6 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
if(zapdir)
. = zapdir
//Going boom should be rareish
if(prob(80))
zap_flags &= ~ZAP_MACHINE_EXPLOSIVE
if(target_type == COIL)
//In the best situation we can expect this to grow up to 2120kw before a delam/IT'S GONE TOO FAR FRED SHUT IT DOWN
//The formula for power gen is zap_str * zap_mod / 2 * capacitor rating, between 1 and 4
+5 -5
View File
@@ -44,7 +44,7 @@
cell.use(round(cell.charge * severity/100))
chambered = null //we empty the chamber
recharge_newshot() //and try to charge a new shot
update_icon()
update_appearance()
/obj/item/gun/energy/get_cell()
return cell
@@ -61,7 +61,7 @@
recharge_newshot(TRUE)
if(selfcharge)
START_PROCESSING(SSobj, src)
update_icon()
update_appearance()
/obj/item/gun/energy/ComponentInitialize()
. = ..()
@@ -74,7 +74,7 @@
/obj/item/gun/energy/handle_atom_del(atom/A)
if(A == cell)
cell = null
update_icon()
update_appearance()
return ..()
/obj/item/gun/energy/examine(mob/user)
@@ -100,7 +100,7 @@
cell.give(100)
if(!chambered) //if empty chamber we try to charge a new shot
recharge_newshot(TRUE)
update_icon()
update_appearance()
// ATTACK SELF IGNORING PARENT RETURN VALUE
/obj/item/gun/energy/attack_self(mob/living/user)
@@ -174,7 +174,7 @@
if(user_for_feedback)
to_chat(user_for_feedback, "<span class='notice'>[src] is now set to [C.select_name || C].</span>")
post_set_firemode()
update_icon(TRUE)
update_appearance()
/obj/item/gun/energy/proc/post_set_firemode(recharge_newshot = TRUE)
if(recharge_newshot)
@@ -60,6 +60,8 @@
if(M.can_inject(null, FALSE, def_zone, piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
..(target, blocked, TRUE)
for(var/datum/reagent/medicine/R in reagents.reagent_list) //OD prevention time!
if(R.type in GLOB.blacklisted_medchems)
continue
if(M.reagents.has_reagent(R.type))
if(R.overdose_threshold == 0 || emptrig == TRUE) //Is there a possible OD?
M.reagents.add_reagent(R.type, R.volume)
+46 -38
View File
@@ -62,6 +62,7 @@
var/fermiIsReacting = FALSE //that prevents multiple reactions from occurring (i.e. add_reagent calls to process_reactions(), this stops any extra reactions.)
var/fermiReactID //instance of the chem reaction used during a fermireaction, kept here so it's cache isn't lost between loops/procs.
var/value_multiplier = DEFAULT_REAGENTS_VALUE //used for cargo reagents selling.
var/force_alt_taste = FALSE
/datum/reagents/New(maximum=100, new_flags = NONE, new_value = DEFAULT_REAGENTS_VALUE)
maximum_volume = maximum
@@ -1120,47 +1121,54 @@
. = locate(type) in cached_reagents
/datum/reagents/proc/generate_taste_message(minimum_percent=15)
// the lower the minimum percent, the more sensitive the message is.
var/list/out = list()
var/list/tastes = list() //descriptor = strength
if(minimum_percent <= 100)
for(var/datum/reagent/R in reagent_list)
if(!R.taste_mult)
continue
if(istype(R, /datum/reagent/consumable/nutriment))
var/list/taste_data = R.data
for(var/taste in taste_data)
var/ratio = taste_data[taste]
var/amount = ratio * R.taste_mult * R.volume
if(taste in tastes)
tastes[taste] += amount
else
tastes[taste] = amount
else
var/taste_desc = R.taste_description
var/taste_amount = R.volume * R.taste_mult
if(taste_desc in tastes)
tastes[taste_desc] += taste_amount
else
tastes[taste_desc] = taste_amount
//deal with percentages
// TODO it would be great if we could sort these from strong to weak
var/total_taste = counterlist_sum(tastes)
if(total_taste > 0)
for(var/taste_desc in tastes)
var/percent = tastes[taste_desc]/total_taste * 100
if(percent < minimum_percent)
if(!force_alt_taste)
// the lower the minimum percent, the more sensitive the message is.
var/list/tastes = list() //descriptor = strength
if(minimum_percent <= 100)
for(var/datum/reagent/R in reagent_list)
if(!R.taste_mult)
continue
var/intensity_desc = "a hint of"
if(ISINRANGE(percent, minimum_percent * 2, minimum_percent * 3)|| percent == 100)
intensity_desc = ""
else if(percent > minimum_percent * 3)
intensity_desc = "the strong flavor of"
if(intensity_desc != "")
out += "[intensity_desc] [taste_desc]"
if(istype(R, /datum/reagent/consumable/nutriment))
var/list/taste_data = R.data
for(var/taste in taste_data)
var/ratio = taste_data[taste]
var/amount = ratio * R.taste_mult * R.volume
if(taste in tastes)
tastes[taste] += amount
else
tastes[taste] = amount
else
out += "[taste_desc]"
var/taste_desc = R.taste_description
var/taste_amount = R.volume * R.taste_mult
if(taste_desc in tastes)
tastes[taste_desc] += taste_amount
else
tastes[taste_desc] = taste_amount
//deal with percentages
// TODO it would be great if we could sort these from strong to weak
var/total_taste = counterlist_sum(tastes)
if(total_taste > 0)
for(var/taste_desc in tastes)
var/percent = tastes[taste_desc]/total_taste * 100
if(percent < minimum_percent)
continue
var/intensity_desc = "a hint of"
if(ISINRANGE(percent, minimum_percent * 2, minimum_percent * 3)|| percent == 100)
intensity_desc = ""
else if(percent > minimum_percent * 3)
intensity_desc = "the strong flavor of"
if(intensity_desc != "")
out += "[intensity_desc] [taste_desc]"
else
out += "[taste_desc]"
else
// alternate taste is to force the taste of the atom if its a food item
if(my_atom && isfood(my_atom))
var/obj/item/reagent_containers/food/snacks/F = my_atom
out = F.tastes
return english_list(out, "something indescribable")
@@ -554,6 +554,13 @@
color = "#302000" // rgb: 48, 32, 0
taste_description = "wet and cheap noodles"
/datum/reagent/consumable/nutraslop
name = "Nutraslop"
description = "Mixture of leftover prison foods served on previous days."
nutriment_factor = 5 * REAGENTS_METABOLISM
color = "#3E4A00" // rgb: 62, 74, 0
taste_description = "your imprisonment"
/datum/reagent/consumable/hot_ramen/on_mob_life(mob/living/carbon/M)
M.adjust_bodytemperature(10 * TEMPERATURE_DAMAGE_COEFFICIENT, 0, BODYTEMP_NORMAL)
..()
@@ -1451,7 +1451,7 @@
/datum/reagent/medicine/changelingadrenaline/on_mob_life(mob/living/carbon/metabolizer, delta_time, times_fired)
..()
metabolizer.AdjustAllImmobility(-20 * REM * delta_time)
metabolizer.adjustStaminaLoss(-10 * REM * delta_time, 0)
metabolizer.adjustStaminaLoss(-30 * REM * delta_time, 0)
metabolizer.Jitter(10 * REM * delta_time)
metabolizer.Dizzy(10 * REM * delta_time)
return TRUE
@@ -1477,7 +1477,7 @@
/datum/reagent/medicine/changelinghaste
name = "Changeling Haste"
description = "Drastically increases movement speed, but deals toxin damage."
description = "Drastically increases movement speed."
color = "#AE151D"
metabolization_rate = 2.5 * REAGENTS_METABOLISM
@@ -1489,12 +1489,6 @@
L.remove_movespeed_modifier(/datum/movespeed_modifier/reagent/changelinghaste)
..()
/datum/reagent/medicine/changelinghaste/on_mob_life(mob/living/carbon/metabolizer, delta_time, times_fired)
metabolizer.adjustToxLoss(2 * REM * delta_time, 0)
..()
return TRUE
/datum/reagent/medicine/corazone
// Heart attack code will not do damage if corazone is present
// because it's SPACE MAGIC ASPIRIN
@@ -58,6 +58,7 @@
name = "combat stimulant injector"
desc = "A modified air-needle autoinjector, used by support operatives to quickly heal injuries in combat and get people back in the fight."
amount_per_transfer_from_this = 10
item_state = "combat_hypo"
icon_state = "combat_hypo"
volume = 100
ignore_flags = 1 // So they can heal their comrades.
@@ -69,17 +70,27 @@
list_reagents = list(/datum/reagent/medicine/epinephrine = 30, /datum/reagent/medicine/omnizine = 30, /datum/reagent/medicine/leporazine = 15, /datum/reagent/medicine/atropine = 15)
/obj/item/reagent_containers/hypospray/combat/nanites
desc = "A modified air-needle autoinjector for use in combat situations. Prefilled with experimental medical compounds for rapid healing."
name = "experimental combat stimulant injector"
desc = "A modified air-needle autoinjector for use in combat situations. Prefilled with experimental medical nanites and a stimulant for rapid healing and a combat boost."
item_state = "nanite_hypo"
icon_state = "nanite_hypo"
volume = 100
list_reagents = list(/datum/reagent/medicine/adminordrazine/quantum_heal = 80, /datum/reagent/medicine/synaptizine = 20)
/obj/item/reagent_containers/hypospray/magillitis
name = "experimental autoinjector"
desc = "A modified air-needle autoinjector with a small single-use reservoir. It contains an experimental serum."
icon_state = "combat_hypo"
volume = 5
reagent_flags = NONE
list_reagents = list(/datum/reagent/magillitis = 5)
/obj/item/reagent_containers/hypospray/combat/nanites/update_icon()
if(reagents.total_volume > 0)
icon_state = initial(icon_state)
else
icon_state = "[initial(icon_state)]0"
/obj/item/reagent_containers/hypospray/combat/heresypurge
name = "holy water piercing injector"
desc = "A modified air-needle autoinjector for use in combat situations. Prefilled with 5 doses of a holy water and pacifier mixture. Not for use on your teammates."
item_state = "holy_hypo"
icon_state = "holy_hypo"
volume = 250
list_reagents = list(/datum/reagent/water/holywater = 150, /datum/reagent/peaceborg_tire = 50, /datum/reagent/peaceborg_confuse = 50)
amount_per_transfer_from_this = 50
//MediPens
@@ -136,6 +147,8 @@
/obj/item/reagent_containers/hypospray/medipen/ekit
name = "emergency first-aid autoinjector"
desc = "An epinephrine medipen with extra coagulant and antibiotics to help stabilize bad cuts and burns."
icon_state = "healthpen"
item_state = "healthpen"
volume = 15
amount_per_transfer_from_this = 15
list_reagents = list(/datum/reagent/medicine/epinephrine = 12, /datum/reagent/medicine/coagulant = 2.5, /datum/reagent/medicine/spaceacillin = 0.5)
@@ -143,15 +156,19 @@
/obj/item/reagent_containers/hypospray/medipen/blood_loss
name = "hypovolemic-response autoinjector"
desc = "A medipen designed to stabilize and rapidly reverse severe bloodloss."
icon_state = "hypovolemic"
item_state = "hypovolemic"
volume = 15
amount_per_transfer_from_this = 15
list_reagents = list(/datum/reagent/medicine/epinephrine = 5, /datum/reagent/medicine/coagulant = 2.5, /datum/reagent/iron = 3.5, /datum/reagent/medicine/salglu_solution = 4)
/obj/item/reagent_containers/hypospray/medipen/stimulants
name = "illegal stimpack medipen"
desc = "A highly illegal medipen due to its load and small injections, allow for five uses before being drained"
name = "stimpack medipen"
desc = "Contains stimulants."
icon_state = "syndipen"
item_state = "syndipen"
volume = 50
amount_per_transfer_from_this = 10
amount_per_transfer_from_this = 50
list_reagents = list(/datum/reagent/medicine/stimulants = 50)
/obj/item/reagent_containers/hypospray/medipen/stimulants/baseball
@@ -166,6 +183,7 @@
name = "stimpack medipen"
desc = "A rapid way to stimulate your body's adrenaline, allowing for freer movement in restrictive armor."
icon_state = "stimpen"
item_state = "stimpen"
volume = 20
amount_per_transfer_from_this = 20
list_reagents = list(/datum/reagent/medicine/ephedrine = 10, /datum/reagent/consumable/coffee = 10)
@@ -177,20 +195,79 @@
/obj/item/reagent_containers/hypospray/medipen/morphine
name = "morphine medipen"
desc = "A rapid way to get you out of a tight situation and fast! You'll feel rather drowsy, though."
icon_state = "morphen"
item_state = "morphen"
volume = 10
amount_per_transfer_from_this = 10
list_reagents = list(/datum/reagent/medicine/morphine = 10)
/obj/item/reagent_containers/hypospray/medipen/penacid
name = "pentetic acid medipen"
desc = "A autoinjector containing pentetic acid, used to reduce high levels of radiations and moderate toxins."
icon_state = "penacid"
item_state = "penacid"
volume = 10
amount_per_transfer_from_this = 10
list_reagents = list(/datum/reagent/medicine/pen_acid = 10)
/obj/item/reagent_containers/hypospray/medipen/atropine
name = "atropine autoinjector"
desc = "A rapid way to save a person from a critical injury state!"
icon_state = "atropen"
item_state = "atropen"
volume = 10
amount_per_transfer_from_this = 10
list_reagents = list(/datum/reagent/medicine/atropine = 10)
/obj/item/reagent_containers/hypospray/medipen/salacid
name = "salicyclic acid medipen"
desc = "A autoinjector containing salicyclic acid, used to treat severe brute damage."
icon_state = "salacid"
item_state = "salacid"
volume = 10
amount_per_transfer_from_this = 10
list_reagents = list(/datum/reagent/medicine/sal_acid = 10)
/obj/item/reagent_containers/hypospray/medipen/oxandrolone
name = "oxandrolone medipen"
desc = "A autoinjector containing oxandrolone, used to treat severe burns."
icon_state = "oxapen"
item_state = "oxapen"
volume = 10
amount_per_transfer_from_this = 10
list_reagents = list(/datum/reagent/medicine/oxandrolone = 10)
/obj/item/reagent_containers/hypospray/medipen/salbutamol
name = "salbutamol medipen"
desc = "A autoinjector containing salbutamol, used to heal oxygen damage quickly."
icon_state = "salpen"
item_state = "salpen"
volume = 10
amount_per_transfer_from_this = 10
list_reagents = list(/datum/reagent/medicine/salbutamol = 10)
/obj/item/reagent_containers/hypospray/medipen/tuberculosiscure
name = "BVAK autoinjector"
desc = "Bio Virus Antidote Kit autoinjector. Has a two use system for yourself, and someone else. Inject when infected."
icon_state = "stimpen"
icon_state = "tbpen"
item_state = "tbpen"
volume = 60
amount_per_transfer_from_this = 30
list_reagents = list(/datum/reagent/medicine/atropine = 10, /datum/reagent/medicine/epinephrine = 10, /datum/reagent/medicine/salbutamol = 20, /datum/reagent/medicine/spaceacillin = 20)
/obj/item/reagent_containers/hypospray/medipen/tuberculosiscure/update_icon()
if(reagents.total_volume > 30)
icon_state = initial(icon_state)
else if (reagents.total_volume > 0)
icon_state = "[initial(icon_state)]1"
else
icon_state = "[initial(icon_state)]0"
/obj/item/reagent_containers/hypospray/medipen/survival
name = "survival medipen"
desc = "A medipen for surviving in the harshest of environments, heals and protects from environmental hazards. WARNING: Do not inject more than one pen in quick succession."
icon_state = "stimpen"
icon_state = "minepen"
item_state = "minepen"
volume = 52
amount_per_transfer_from_this = 52
list_reagents = list(/datum/reagent/medicine/salbutamol = 10, /datum/reagent/medicine/leporazine = 15, /datum/reagent/medicine/neo_jelly = 15, /datum/reagent/medicine/epinephrine = 10, /datum/reagent/medicine/lavaland_extract = 2)
@@ -198,16 +275,21 @@
/obj/item/reagent_containers/hypospray/medipen/firelocker
name = "fire treatment medipen"
desc = "A medipen that has been fulled with burn healing chemicals for personnel without advanced medical knowledge."
icon_state = "firepen"
item_state = "firepen"
volume = 15
amount_per_transfer_from_this = 15
list_reagents = list(/datum/reagent/medicine/oxandrolone = 5, /datum/reagent/medicine/kelotane = 10)
/obj/item/reagent_containers/hypospray/combat/heresypurge
name = "holy water autoinjector"
desc = "A modified air-needle autoinjector for use in combat situations. Prefilled with 5 doses of a holy water mixture."
volume = 250
list_reagents = list(/datum/reagent/water/holywater = 150, /datum/reagent/peaceborg_tire = 50, /datum/reagent/peaceborg_confuse = 50)
amount_per_transfer_from_this = 50
/obj/item/reagent_containers/hypospray/medipen/magillitis
name = "experimental autoinjector"
desc = "A custom-frame needle injector with a small single-use reservoir, containing an experimental serum. Unlike the more common medipen frame, it cannot pierce through protective armor or hardsuits, nor can the chemical inside be extracted."
icon_state = "gorillapen"
item_state = "gorillapen"
volume = 5
ignore_flags = 0
reagent_flags = NONE
list_reagents = list(/datum/reagent/magillitis = 5)
#define HYPO_SPRAY 0
#define HYPO_INJECT 1
@@ -218,6 +218,31 @@
volume = 50
list_reagents = list(/datum/reagent/medicine/stimulants = 50)
/obj/item/reagent_containers/syringe/contraband
name = "unlabeled syringe"
desc = "A syringe containing some sort of unknown chemical cocktail."
/obj/item/reagent_containers/syringe/contraband/space_drugs
list_reagents = list(/datum/reagent/drug/space_drugs = 15)
/obj/item/reagent_containers/syringe/contraband/krokodil
list_reagents = list(/datum/reagent/drug/krokodil = 15)
/obj/item/reagent_containers/syringe/contraband/crank
list_reagents = list(/datum/reagent/drug/crank = 15)
/obj/item/reagent_containers/syringe/contraband/methamphetamine
list_reagents = list(/datum/reagent/drug/methamphetamine = 15)
/obj/item/reagent_containers/syringe/contraband/bath_salts
list_reagents = list(/datum/reagent/drug/bath_salts = 15)
/obj/item/reagent_containers/syringe/contraband/fentanyl
list_reagents = list(/datum/reagent/toxin/fentanyl = 15)
/obj/item/reagent_containers/syringe/contraband/morphine
list_reagents = list(/datum/reagent/medicine/morphine = 15)
/obj/item/reagent_containers/syringe/calomel
name = "syringe (calomel)"
desc = "Contains calomel."
@@ -233,6 +233,14 @@
anchored = TRUE
reagent_id = /datum/reagent/consumable/cooking_oil
/obj/structure/reagent_dispensers/servingdish
name = "serving dish"
desc = "A dish full of food slop for your bowl."
icon = 'icons/obj/kitchen.dmi'
icon_state = "serving"
anchored = TRUE
reagent_id = /datum/reagent/consumable/nutraslop
////////
//Kegs//
////////
@@ -30,13 +30,21 @@
category = list("initial","Dinnerware")
/datum/design/tray
name = "Tray"
id = "tray"
name = "Serving Tray"
id = "servingtray"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 3000)
build_path = /obj/item/storage/bag/tray
category = list("initial","Dinnerware")
/datum/design/tray
name = "Cafeteria Tray"
id = "foodtray"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 3000)
build_path = /obj/item/storage/bag/tray/cafeteria
category = list("initial","Dinnerware")
/datum/design/bowl
name = "Bowl"
id = "bowl"

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