[MIRROR] [READY] RND TECHWEBS + DEPARTMENTAL LATHES (#4014)

* [READY] RND TECHWEBS + DEPARTMENTAL LATHES

* resetting all the maps because we can worry about them later.

* Regexing

* I'm fucked

* Fixes

* .

* maps

* bleh

* ree

* fixes
This commit is contained in:
CitadelStationBot
2017-12-11 18:36:38 -06:00
committed by kevinz000
parent b5600cb91c
commit cc0b768c72
332 changed files with 4962 additions and 4331 deletions
+30 -21
View File
@@ -63,7 +63,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/breakouttime = 0
var/being_removed = FALSE
var/list/materials
var/origin_tech = null //Used by R&D to determine what research bonuses it grants.
var/needs_permit = 0 //Used by security bots to determine if this item is safe for public use.
var/emagged = FALSE
@@ -197,28 +196,35 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/size = weightclass2text(src.w_class)
to_chat(user, "[pronoun] a [size] item." )
if(user.research_scanner) //Mob has a research scanner active.
var/msg = "*--------* <BR>"
if(!user.research_scanner)
return
var/list/input = techweb_item_boost_check(src)
if(input)
var/list/output = list("<b><font color='purple'>Research Boost Data:</font></b>")
var/list/res = list("<b><font color='blue'>Already researched:</font></b>")
var/list/boosted = list("<b><font color='red'>Already boosted:</font></b>")
for(var/datum/techweb_node/N in input)
var/str = "<b>[N.display_name]</b>: [input[N]] points.</b>"
if(SSresearch.science_tech.researched_nodes[N])
res += str
else if(SSresearch.science_tech.boosted_nodes[N])
boosted += str
if(SSresearch.science_tech.visible_nodes[N]) //JOY OF DISCOVERY!
output += str
var/list/combine = output + res + boosted
var/strout = combine.Join("<br>")
to_chat(user, strout)
if(origin_tech)
msg += "<span class='notice'>Testing potentials:</span><BR>"
var/list/techlvls = params2list(origin_tech)
for(var/T in techlvls) //This needs to use the better names.
msg += "Tech: [CallTechName(T)] | magnitude: [techlvls[T]] <BR>"
else
msg += "<span class='danger'>No tech origins detected.</span><BR>"
var/list/msg = list("<span class='notice'>*--------*<BR>Extractable materials:")
if(materials.len)
for(var/mat in materials)
msg += "[CallMaterialName(mat)]" //Capitize first word, remove the "$"
else
msg += "<span class='danger'>No extractable materials detected.</span>"
msg += "*--------*"
to_chat(user, msg.Join("<br>"))
if(materials.len)
msg += "<span class='notice'>Extractable materials:<BR>"
for(var/mat in materials)
msg += "[CallMaterialName(mat)]<BR>" //Capitize first word, remove the "$"
else
msg += "<span class='danger'>No extractable materials detected.</span><BR>"
msg += "*--------*"
to_chat(user, msg)
/obj/item/proc/speechModification(message) //For speech modification by mask slot items.
/obj/item/proc/speechModification(message) //for message modding by mask slot.
return message
/obj/item/interact(mob/user)
@@ -375,6 +381,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
progress.update(progress.goal - things.len)
return FALSE
/obj/item/proc/GetDeconstructableContents()
return GetAllContents() - src
// afterattack() and attack() prototypes moved to _onclick/item_attack.dm for consistency
/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)