Merge branch 'master' into Ghommie-cit621

This commit is contained in:
Ghom
2020-03-15 13:07:45 +01:00
committed by GitHub
91 changed files with 1228 additions and 893 deletions
@@ -47,7 +47,7 @@
icon_state = "blob_glow"
flags_1 = CHECK_RICOCHET_1
point_return = 8
max_integrity = 50
max_integrity = 100
brute_resist = 1
explosion_block = 2
+11 -10
View File
@@ -71,7 +71,7 @@
var/list/nodes = list()
for(var/i in 1 to GLOB.blob_nodes.len)
var/obj/structure/blob/node/B = GLOB.blob_nodes[i]
nodes["Blob Node #[i] ([B.overmind ? "[B.overmind.blobstrain.name]":"No Strain"])"] = B
nodes["Blob Node #[i] ([get_area_name(B)])"] = B
var/node_name = input(src, "Choose a node to jump to.", "Node Jump") in nodes
var/obj/structure/blob/node/chosen_node = nodes[node_name]
if(chosen_node)
@@ -120,13 +120,13 @@
/mob/camera/blob/proc/create_shield(turf/T)
var/obj/structure/blob/shield/S = locate(/obj/structure/blob/shield) in T
if(S)
if(!can_buy(15))
if(!can_buy(BLOB_REFLECTOR_COST))
return
if(S.obj_integrity < S.max_integrity * 0.5)
add_points(BLOB_REFLECTOR_COST)
to_chat(src, "<span class='warning'>This shield blob is too damaged to be modified properly!</span>")
return
to_chat(src, "<span class='warning'>You secrete a reflective ooze over the shield blob, allowing it to reflect projectiles at the cost of reduced intregrity.</span>")
to_chat(src, "<span class='warning'>You secrete a reflective ooze over the shield blob, allowing it to reflect projectiles at the cost of reduced integrity.</span>")
S.change_to(/obj/structure/blob/shield/reflective, src)
else
createSpecial(15, /obj/structure/blob/shield, 0, 0, T)
@@ -247,8 +247,8 @@
/mob/camera/blob/verb/expand_blob_power()
set category = "Blob"
set name = "Expand/Attack Blob (4)"
set desc = "Attempts to create a new blob in this tile. If the tile isn't clear, instead attacks it, damaging mobs and objects."
set name = "Expand/Attack Blob ([BLOB_SPREAD_COST])"
set desc = "Attempts to create a new blob in this tile. If the tile isn't clear, instead attacks it, damaging mobs and objects and refunding [BLOB_ATTACK_REFUND] points."
var/turf/T = get_turf(src)
expand_blob(T)
@@ -261,7 +261,7 @@
if(!possibleblobs.len)
to_chat(src, "<span class='warning'>There is no blob adjacent to the target tile!</span>")
return
if(can_buy(4))
if(can_buy(BLOB_SPREAD_COST))
var/attacksuccess = FALSE
for(var/mob/living/L in T)
if(ROLE_BLOB in L.faction) //no friendly/dead fire
@@ -271,11 +271,11 @@
blobstrain.attack_living(L)
var/obj/structure/blob/B = locate() in T
if(B)
if(attacksuccess) //if we successfully attacked a turf with a blob on it, don't refund shit
if(attacksuccess) //if we successfully attacked a turf with a blob on it, only give an attack refund
B.blob_attack_animation(T, src)
else
to_chat(src, "<span class='warning'>There is a blob there!</span>")
add_points(4) //otherwise, refund all of the cost
add_points(BLOB_SPREAD_COST) //otherwise, refund all of the cost
else
var/list/cardinalblobs = list()
var/list/diagonalblobs = list()
@@ -288,14 +288,15 @@
var/obj/structure/blob/OB
if(cardinalblobs.len)
OB = pick(cardinalblobs)
OB.expand(T, src)
if(!OB.expand(T, src))
add_points(BLOB_ATTACK_REFUND) //assume it's attacked SOMETHING, possibly a structure
else
OB = pick(diagonalblobs)
if(attacksuccess)
OB.blob_attack_animation(T, src)
playsound(OB, 'sound/effects/splat.ogg', 50, 1)
else
add_points(4) //if we're attacking diagonally and didn't hit anything, refund
add_points(BLOB_SPREAD_COST) //if we're attacking diagonally and didn't hit anything, refund
if(attacksuccess)
last_attack = world.time + CLICK_CD_MELEE
else
@@ -43,7 +43,7 @@
// EXPLANATION
/datum/objective/bloodsucker/lair/update_explanation_text()
explanation_text = "Create a lair by claiming a coffin, and protect it until the end of the shift"// Make sure to keep it safe!"
explanation_text = "Create a lair by claiming a coffin, and protect it until the end of the shift."// Make sure to keep it safe!"
// WIN CONDITIONS?
/datum/objective/bloodsucker/lair/check_completion()
@@ -228,7 +228,7 @@
if (SC && SC.lastgen > 0 && SC.connected_panels.len > 0 && SC.connected_tracker)
return FALSE
return TRUE
*/
*/
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -250,15 +250,15 @@
// WIN CONDITIONS?
/datum/objective/bloodsucker/heartthief/check_completion()
// -Must have a body.
if (!owner.current)
if(!owner.current)
return FALSE
// Taken from /steal in objective.dm
var/list/all_items = owner.current.GetAllContents() // Includes items inside other items.
var/itemcount = FALSE
for(var/obj/I in all_items) //Check for items
if(I == /obj/item/organ/heart)
itemcount ++
if (itemcount >= target_amount) // Got the right amount?
if(istype(I, /obj/item/organ/heart/))
itemcount++
if(itemcount >= target_amount) // Got the right amount?
return TRUE
return FALSE
@@ -120,7 +120,7 @@
/datum/antagonist/traitor/internal_affairs/reinstate_escape_objective()
..()
var/objtype = traitor_kind == TRAITOR_HUMAN ? /datum/objective/escape : /datum/objective/survive
var/objtype = !istype(traitor_kind,TRAITOR_AI) ? /datum/objective/escape : /datum/objective/survive
var/datum/objective/escape_objective = new objtype
escape_objective.owner = owner
add_objective(escape_objective)
@@ -215,20 +215,12 @@
kill_objective.target = target_mind
kill_objective.update_explanation_text()
add_objective(kill_objective)
//Optional traitor objective
if(prob(PROB_ACTUAL_TRAITOR))
employer = "The Syndicate"
owner.special_role = TRAITOR_AGENT_ROLE
special_role = TRAITOR_AGENT_ROLE
syndicate = TRUE
forge_single_objective()
return
/datum/antagonist/traitor/internal_affairs/forge_traitor_objectives()
forge_iaa_objectives()
var/objtype = traitor_kind == TRAITOR_HUMAN ? /datum/objective/escape : /datum/objective/survive
var/objtype = !istype(traitor_kind,TRAITOR_AI) ? /datum/objective/escape : /datum/objective/survive
var/datum/objective/escape_objective = new objtype
escape_objective.owner = owner
add_objective(escape_objective)
@@ -0,0 +1,68 @@
/datum/traitor_class/ai // this one is special, so has no weight
name = "Malfunctioning AI"
/datum/traitor_class/ai/forge_objectives(datum/antagonist/traitor/T)
var/objective_count = 0
if(prob(30))
objective_count += forge_single_objective()
for(var/i = objective_count, i < CONFIG_GET(number/traitor_objectives_amount), i++)
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = T.owner
kill_objective.find_target()
T.add_objective(kill_objective)
var/datum/objective/survive/exist/exist_objective = new
exist_objective.owner = T.owner
T.add_objective(exist_objective)
/datum/traitor_class/ai/forge_single_objective(datum/antagonist/traitor/T)
.=1
var/special_pick = rand(1,4)
switch(special_pick)
if(1)
var/datum/objective/block/block_objective = new
block_objective.owner = T.owner
T.add_objective(block_objective)
if(2)
var/datum/objective/purge/purge_objective = new
purge_objective.owner = T.owner
T.add_objective(purge_objective)
if(3)
var/datum/objective/robot_army/robot_objective = new
robot_objective.owner = T.owner
T.add_objective(robot_objective)
if(4) //Protect and strand a target
var/datum/objective/protect/yandere_one = new
yandere_one.owner = T.owner
T.add_objective(yandere_one)
yandere_one.find_target()
var/datum/objective/maroon/yandere_two = new
yandere_two.owner = T.owner
yandere_two.target = yandere_one.target
yandere_two.update_explanation_text() // normally called in find_target()
T.add_objective(yandere_two)
.=2
/datum/traitor_class/ai/on_removal(datum/antagonist/traitor/T)
var/mob/living/silicon/ai/A = T.owner.current
A.set_zeroth_law("")
A.verbs -= /mob/living/silicon/ai/proc/choose_modules
A.malf_picker.remove_malf_verbs(A)
qdel(A.malf_picker)
/datum/traitor_class/ai/apply_innate_effects(mob/living/M)
var/mob/living/silicon/ai/A = M
A.hack_software = TRUE
/datum/traitor_class/ai/remove_innate_effects(mob/living/M)
var/mob/living/silicon/ai/A = M
A.hack_software = FALSE
/datum/traitor_class/ai/finalize_traitor(datum/antagonist/traitor/T)
T.add_law_zero()
T.owner.current.playsound_local(get_turf(T.owner.current), 'sound/ambience/antag/malf.ogg', 100, FALSE, pressure_affected = FALSE)
T.owner.current.grant_language(/datum/language/codespeak)
return FALSE
@@ -0,0 +1,37 @@
/datum/traitor_class/human/assassin
name = "Donk Co Operative"
employer = "Donk Corporation"
weight = 0
chaos = 1
cost = 2
/datum/traitor_class/human/assassin/forge_single_objective(datum/antagonist/traitor/T)
.=1
var/permakill_prob = 20
var/is_dynamic = FALSE
var/datum/game_mode/dynamic/mode
if(istype(SSticker.mode,/datum/game_mode/dynamic))
mode = SSticker.mode
is_dynamic = TRUE
permakill_prob = max(0,mode.threat_level-50)
var/list/active_ais = active_ais()
if(active_ais.len && prob(100/GLOB.joined_player_list.len))
var/datum/objective/destroy/destroy_objective = new
destroy_objective.owner = T.owner
destroy_objective.find_target()
T.add_objective(destroy_objective)
else if(prob(30) || (is_dynamic && (mode.storyteller.flags & NO_ASSASSIN)))
var/datum/objective/maroon/maroon_objective = new
maroon_objective.owner = T.owner
maroon_objective.find_target()
T.add_objective(maroon_objective)
else if(prob(permakill_prob))
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = T.owner
kill_objective.find_target()
T.add_objective(kill_objective)
else
var/datum/objective/assassinate/once/kill_objective = new
kill_objective.owner = T.owner
kill_objective.find_target()
T.add_objective(kill_objective)
@@ -0,0 +1,12 @@
/datum/traitor_class/human/freeform
name = "Waffle Co Agent"
employer = "Waffle Company"
weight = 16
chaos = 0
/datum/traitor_class/human/freeform/forge_objectives(datum/antagonist/traitor/T)
var/datum/objective/escape/O = new
O.explanation_text = "You have no goals! Whatever you can do do antagonize Nanotrasen, do it! The gimmickier, the better! Make sure to escape alive, though!"
O.owner = T.owner
T.add_objective(O)
return
@@ -0,0 +1,18 @@
/datum/traitor_class/human/hijack
name = "Gorlex Marauder"
employer = "The Gorlex Marauders"
weight = 3
chaos = 5
cost = 5
uplink_filters = list(/datum/uplink_item/stealthy_weapons/romerol_kit)
/datum/traitor_class/human/hijack/forge_objectives(datum/antagonist/traitor/T)
var/datum/objective/hijack/O = new
O.explanation_text = "The Gorlex Marauders are letting you do what you want, with one condition: the shuttle must be hijacked by hacking its navigational protocols through the control console (alt click emergency shuttle console)."
O.owner = T.owner
T.add_objective(O)
return
/datum/traitor_class/human/hijack/finalize_traitor(datum/antagonist/traitor/T)
T.hijack_speed=1
return TRUE
@@ -0,0 +1,82 @@
/datum/traitor_class/human
name = "Syndicate Agent"
chaos = 0
/datum/traitor_class/human/forge_objectives(datum/antagonist/traitor/T)
var/objective_count = 0 //Hijacking counts towards number of objectives
if(!SSticker.mode.exchange_blue && SSticker.mode.traitors.len >= 8) //Set up an exchange if there are enough traitors
if(!SSticker.mode.exchange_red)
SSticker.mode.exchange_red = T.owner
else
SSticker.mode.exchange_blue = T.owner
T.assign_exchange_role(SSticker.mode.exchange_red)
T.assign_exchange_role(SSticker.mode.exchange_blue)
objective_count += 1 //Exchange counts towards number of objectives
var/toa = CONFIG_GET(number/traitor_objectives_amount)
for(var/i = objective_count, i < toa, i++)
forge_single_objective(T)
if(!(locate(/datum/objective/escape) in T.objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = T.owner
T.add_objective(escape_objective)
return
/datum/traitor_class/human/forge_single_objective(datum/antagonist/traitor/T)
.=1
var/assassin_prob = 50
var/is_dynamic = FALSE
var/datum/game_mode/dynamic/mode
if(istype(SSticker.mode,/datum/game_mode/dynamic))
mode = SSticker.mode
is_dynamic = TRUE
assassin_prob = max(0,mode.threat_level-20)
if(prob(assassin_prob))
if(is_dynamic)
var/threat_spent = CONFIG_GET(number/dynamic_assassinate_cost)
mode.spend_threat(threat_spent)
mode.log_threat("[T.owner.name] spent [threat_spent] on an assassination target.")
var/list/active_ais = active_ais()
if(active_ais.len && prob(100/GLOB.joined_player_list.len))
var/datum/objective/destroy/destroy_objective = new
destroy_objective.owner = T.owner
destroy_objective.find_target()
T.add_objective(destroy_objective)
else if(prob(30) || (is_dynamic && (mode.storyteller.flags & NO_ASSASSIN)))
var/datum/objective/maroon/maroon_objective = new
maroon_objective.owner = T.owner
maroon_objective.find_target()
T.add_objective(maroon_objective)
else if(prob(max(0,assassin_prob-20)))
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = T.owner
kill_objective.find_target()
T.add_objective(kill_objective)
else
var/datum/objective/assassinate/once/kill_objective = new
kill_objective.owner = T.owner
kill_objective.find_target()
T.add_objective(kill_objective)
else
if(prob(15) && !(locate(/datum/objective/download) in T.objectives) && !(T.owner.assigned_role in list("Research Director", "Scientist", "Roboticist")))
var/datum/objective/download/download_objective = new
download_objective.owner = T.owner
download_objective.gen_amount_goal()
T.add_objective(download_objective)
else if(prob(40)) // cum. not counting download: 40%.
var/datum/objective/steal/steal_objective = new
steal_objective.owner = T.owner
steal_objective.find_target()
T.add_objective(steal_objective)
else if(prob(100/3)) // cum. not counting download: 20%.
var/datum/objective/sabotage/sabotage_objective = new
sabotage_objective.owner = T.owner
sabotage_objective.find_target()
T.add_objective(sabotage_objective)
else // cum. not counting download: 40%
var/datum/objective/flavor/traitor/flavor_objective = new
flavor_objective.owner = T.owner
flavor_objective.forge_objective()
T.add_objective(flavor_objective)
/datum/traitor_class/human/greet(datum/antagonist/traitor/T)
to_chat(T.owner.current, "<B><font size=2 color=red>You are under contract with [employer]. They have given you your objectives.</font></B>")
@@ -0,0 +1,14 @@
/datum/traitor_class/human/martyr
name = "Tiger Cooperator"
employer = "The Tiger Cooperative"
weight = 2
chaos = 5
cost = 5
uplink_filters = list(/datum/uplink_item/stealthy_weapons/romerol_kit,/datum/uplink_item/bundles_TC/contract_kit)
/datum/traitor_class/human/martyr/forge_objectives(datum/antagonist/traitor/T)
var/datum/objective/martyr/O = new
O.explanation_text = "The tiger cooperative have given you free reign. You may do as you wish, as long as you die a glorious death!"
O.owner = T.owner
T.add_objective(O)
return
@@ -0,0 +1,40 @@
/datum/traitor_class/human/subterfuge
name = "MI13 Operative"
employer = "MI13"
weight = 20
chaos = -5
/datum/traitor_class/human/subterfuge/forge_single_objective(datum/antagonist/traitor/T)
.=1
var/assassin_prob = 30
var/datum/game_mode/dynamic/mode
if(istype(SSticker.mode,/datum/game_mode/dynamic))
mode = SSticker.mode
assassin_prob = max(0,mode.threat_level-40)
if(prob(assassin_prob))
if(prob(assassin_prob))
var/datum/objective/assassinate/once/kill_objective = new
kill_objective.owner = T.owner
kill_objective.find_target()
T.add_objective(kill_objective)
else
var/datum/objective/maroon/maroon_objective = new
maroon_objective.owner = T.owner
maroon_objective.find_target()
T.add_objective(maroon_objective)
else
if(prob(15) && !(locate(/datum/objective/download) in T.objectives) && !(T.owner.assigned_role in list("Research Director", "Scientist", "Roboticist")))
var/datum/objective/download/download_objective = new
download_objective.owner = T.owner
download_objective.gen_amount_goal()
T.add_objective(download_objective)
else if(prob(70)) // cum. not counting download: 40%.
var/datum/objective/steal/steal_objective = new
steal_objective.owner = T.owner
steal_objective.find_target()
T.add_objective(steal_objective)
else
var/datum/objective/sabotage/sabotage_objective = new
sabotage_objective.owner = T.owner
sabotage_objective.find_target()
T.add_objective(sabotage_objective)
@@ -0,0 +1,40 @@
GLOBAL_LIST_EMPTY(traitor_classes)
/datum/traitor_class
var/name = "Bad Coders Ltd."
var/employer = "The Syndicate"
var/weight = 0
var/chaos = 0
var/cost = 0
var/TC = 20
var/list/uplink_filters
/datum/traitor_class/New()
..()
if(src.type in GLOB.traitor_classes)
qdel(src)
else
GLOB.traitor_classes += src.type
GLOB.traitor_classes[src.type] = src
/datum/traitor_class/proc/forge_objectives(datum/antagonist/traitor/T)
// Like the old forge_human_objectives. Makes all the objectives for this traitor class.
/datum/traitor_class/proc/forge_single_objective(datum/antagonist/traitor/T)
// As forge_single_objective.
/datum/traitor_class/proc/on_removal(datum/antagonist/traitor/T)
// What this does to the antag datum on removal. Called before proper removal, obviously.
/datum/traitor_class/proc/apply_innate_effects(mob/living/M)
// What innate effects it should have. See: AI.
/datum/traitor_class/proc/remove_innate_effects(mob/living/M)
// Cleaning up the innate effects.
/datum/traitor_class/proc/greet(datum/antagonist/traitor/T)
// Message upon creation. Not necessary, but can be useful.
/datum/traitor_class/proc/finalize_traitor(datum/antagonist/traitor/T)
// Finalization. Return TRUE if should play standard traitor sound/equip, return FALSE if both are special case
return TRUE
+52 -227
View File
@@ -1,6 +1,3 @@
#define TRAITOR_HUMAN "human"
#define TRAITOR_AI "AI"
/datum/antagonist/traitor
name = "Traitor"
roundend_category = "traitors"
@@ -12,43 +9,52 @@
var/give_objectives = TRUE
var/should_give_codewords = TRUE
var/should_equip = TRUE
var/traitor_kind = TRAITOR_HUMAN //Set on initial assignment
var/datum/traitor_class/traitor_kind
var/datum/contractor_hub/contractor_hub
hijack_speed = 0.5 //10 seconds per hijack stage by default
/datum/antagonist/traitor/New()
..()
if(!GLOB.traitor_classes.len)//Only need to fill the list when it's needed.
for(var/I in subtypesof(/datum/traitor_class))
new I
/datum/antagonist/traitor/proc/set_traitor_kind(var/kind)
traitor_kind = GLOB.traitor_classes[kind]
if(istype(SSticker.mode, /datum/game_mode/dynamic))
var/datum/game_mode/dynamic/mode = SSticker.mode
if(traitor_kind.cost)
mode.spend_threat(traitor_kind.cost)
mode.log_threat("[traitor_kind.cost] was spent due to [owner.name] being a [traitor_kind.name].")
/datum/antagonist/traitor/on_gain()
if(owner.current && isAI(owner.current))
traitor_kind = TRAITOR_AI
set_traitor_kind(TRAITOR_AI)
else
var/chaos_weight = 0
if(istype(SSticker.mode,/datum/game_mode/dynamic))
var/datum/game_mode/dynamic/mode = SSticker.mode
chaos_weight = (mode.threat - 50)/50
var/list/weights = list()
for(var/C in GLOB.traitor_classes)
var/datum/traitor_class/class = GLOB.traitor_classes[C]
var/weight = (1.5*class.weight)/(0.5+NUM_E**(-chaos_weight*class.chaos)) // just a logistic function
weights[C] = weight
var/choice = pickweightAllowZero(weights)
if(!choice)
choice = GLOB.traitor_classes[TRAITOR_HUMAN]
set_traitor_kind(pickweightAllowZero(weights))
traitor_kind.weight *= 0.8 // less likely this round
SSticker.mode.traitors += owner
owner.special_role = special_role
if(give_objectives)
forge_traitor_objectives()
traitor_kind.forge_objectives(src)
finalize_traitor()
..()
/datum/antagonist/traitor/apply_innate_effects()
if(owner.assigned_role == "Clown")
var/mob/living/carbon/human/traitor_mob = owner.current
if(traitor_mob && istype(traitor_mob))
if(!silent)
to_chat(traitor_mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
traitor_mob.dna.remove_mutation(CLOWNMUT)
/datum/antagonist/traitor/remove_innate_effects()
if(owner.assigned_role == "Clown")
var/mob/living/carbon/human/traitor_mob = owner.current
if(traitor_mob && istype(traitor_mob))
traitor_mob.dna.add_mutation(CLOWNMUT)
/datum/antagonist/traitor/on_removal()
//Remove malf powers.
if(traitor_kind == TRAITOR_AI && owner.current && isAI(owner.current))
var/mob/living/silicon/ai/A = owner.current
A.set_zeroth_law("")
A.verbs -= /mob/living/silicon/ai/proc/choose_modules
A.malf_picker.remove_malf_verbs(A)
qdel(A.malf_picker)
traitor_kind.on_removal(src)
SSticker.mode.traitors -= owner
if(!silent && owner.current)
to_chat(owner.current,"<span class='userdanger'> You are no longer the [special_role]! </span>")
@@ -69,192 +75,11 @@
objectives -= O
/datum/antagonist/traitor/proc/forge_traitor_objectives()
switch(traitor_kind)
if(TRAITOR_AI)
forge_ai_objectives()
else
forge_human_objectives()
/datum/antagonist/traitor/proc/forge_human_objectives()
var/is_hijacker = FALSE
var/datum/game_mode/dynamic/mode
var/is_dynamic = FALSE
var/hijack_prob = 0
if(istype(SSticker.mode,/datum/game_mode/dynamic))
mode = SSticker.mode
is_dynamic = TRUE
if(mode.threat >= CONFIG_GET(number/dynamic_hijack_cost))
hijack_prob = CLAMP(mode.threat_level-50,0,20)
if(GLOB.joined_player_list.len>=GLOB.dynamic_high_pop_limit)
is_hijacker = (prob(hijack_prob) && mode.threat_level > CONFIG_GET(number/dynamic_hijack_high_population_requirement))
else
var/indice_pop = min(10,round(GLOB.joined_player_list.len/mode.pop_per_requirement)+1)
is_hijacker = (prob(hijack_prob) && (mode.threat_level >= CONFIG_GET(number_list/dynamic_hijack_requirements)[indice_pop]))
if(mode.storyteller.flags & NO_ASSASSIN)
is_hijacker = FALSE
else if (GLOB.joined_player_list.len >= 30) // Less murderboning on lowpop thanks
hijack_prob = 10
is_hijacker = prob(10)
var/martyr_chance = prob(hijack_prob*2)
var/objective_count = is_hijacker //Hijacking counts towards number of objectives
if(!SSticker.mode.exchange_blue && SSticker.mode.traitors.len >= 8) //Set up an exchange if there are enough traitors
if(!SSticker.mode.exchange_red)
SSticker.mode.exchange_red = owner
else
SSticker.mode.exchange_blue = owner
assign_exchange_role(SSticker.mode.exchange_red)
assign_exchange_role(SSticker.mode.exchange_blue)
objective_count += 1 //Exchange counts towards number of objectives
var/toa = CONFIG_GET(number/traitor_objectives_amount)
for(var/i = objective_count, i < toa, i++)
forge_single_objective()
if(is_hijacker && objective_count <= toa) //Don't assign hijack if it would exceed the number of objectives set in config.traitor_objectives_amount
if (!(locate(/datum/objective/hijack) in objectives))
var/datum/objective/hijack/hijack_objective = new
hijack_objective.owner = owner
add_objective(hijack_objective)
if(is_dynamic)
var/threat_spent = CONFIG_GET(number/dynamic_hijack_cost)
mode.spend_threat(threat_spent)
mode.log_threat("[owner.name] spent [threat_spent] on hijack.")
return
var/martyr_compatibility = 1 //You can't succeed in stealing if you're dead.
for(var/datum/objective/O in objectives)
if(!O.martyr_compatible)
martyr_compatibility = 0
break
if(martyr_compatibility && martyr_chance)
var/datum/objective/martyr/martyr_objective = new
martyr_objective.owner = owner
add_objective(martyr_objective)
if(is_dynamic)
var/threat_spent = CONFIG_GET(number/dynamic_hijack_cost)
mode.spend_threat(threat_spent)
mode.log_threat("[owner.name] spent [threat_spent] on glorious death.")
return
else
if(!(locate(/datum/objective/escape) in objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = owner
add_objective(escape_objective)
return
/datum/antagonist/traitor/proc/forge_ai_objectives()
var/objective_count = 0
if(prob(30))
objective_count += forge_single_objective()
for(var/i = objective_count, i < CONFIG_GET(number/traitor_objectives_amount), i++)
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = owner
kill_objective.find_target()
add_objective(kill_objective)
var/datum/objective/survive/exist/exist_objective = new
exist_objective.owner = owner
add_objective(exist_objective)
/datum/antagonist/traitor/proc/forge_single_objective()
switch(traitor_kind)
if(TRAITOR_AI)
return forge_single_AI_objective()
else
return forge_single_human_objective()
/datum/antagonist/traitor/proc/forge_single_human_objective() //Returns how many objectives are added
.=1
var/assassin_prob = 50
var/is_dynamic = FALSE
var/datum/game_mode/dynamic/mode
if(istype(SSticker.mode,/datum/game_mode/dynamic))
mode = SSticker.mode
is_dynamic = TRUE
assassin_prob = max(0,mode.threat_level-20)
if(prob(assassin_prob))
if(is_dynamic)
var/threat_spent = CONFIG_GET(number/dynamic_assassinate_cost)
mode.spend_threat(threat_spent)
mode.log_threat("[owner.name] spent [threat_spent] on an assassination target.")
var/list/active_ais = active_ais()
if(active_ais.len && prob(100/GLOB.joined_player_list.len))
var/datum/objective/destroy/destroy_objective = new
destroy_objective.owner = owner
destroy_objective.find_target()
add_objective(destroy_objective)
else if(prob(30) || (is_dynamic && (mode.storyteller.flags & NO_ASSASSIN)))
var/datum/objective/maroon/maroon_objective = new
maroon_objective.owner = owner
maroon_objective.find_target()
add_objective(maroon_objective)
else if(prob(max(0,assassin_prob-20)))
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = owner
kill_objective.find_target()
add_objective(kill_objective)
else
var/datum/objective/assassinate/once/kill_objective = new
kill_objective.owner = owner
kill_objective.find_target()
add_objective(kill_objective)
else
if(prob(15) && !(locate(/datum/objective/download) in objectives) && !(owner.assigned_role in list("Research Director", "Scientist", "Roboticist")))
var/datum/objective/download/download_objective = new
download_objective.owner = owner
download_objective.gen_amount_goal()
add_objective(download_objective)
else if(prob(40)) // cum. not counting download: 40%.
var/datum/objective/steal/steal_objective = new
steal_objective.owner = owner
steal_objective.find_target()
add_objective(steal_objective)
else if(prob(100/3)) // cum. not counting download: 20%.
var/datum/objective/sabotage/sabotage_objective = new
sabotage_objective.owner = owner
sabotage_objective.find_target()
add_objective(sabotage_objective)
else // cum. not counting download: 40%
var/datum/objective/flavor/traitor/flavor_objective = new
flavor_objective.owner = owner
flavor_objective.forge_objective()
add_objective(flavor_objective)
/datum/antagonist/traitor/proc/forge_single_AI_objective()
.=1
var/special_pick = rand(1,4)
switch(special_pick)
if(1)
var/datum/objective/block/block_objective = new
block_objective.owner = owner
add_objective(block_objective)
if(2)
var/datum/objective/purge/purge_objective = new
purge_objective.owner = owner
add_objective(purge_objective)
if(3)
var/datum/objective/robot_army/robot_objective = new
robot_objective.owner = owner
add_objective(robot_objective)
if(4) //Protect and strand a target
var/datum/objective/protect/yandere_one = new
yandere_one.owner = owner
add_objective(yandere_one)
yandere_one.find_target()
var/datum/objective/maroon/yandere_two = new
yandere_two.owner = owner
yandere_two.target = yandere_one.target
yandere_two.update_explanation_text() // normally called in find_target()
add_objective(yandere_two)
.=2
traitor_kind.forge_objectives(src)
/datum/antagonist/traitor/greet()
to_chat(owner.current, "<B><font size=3 color=red>You are the [owner.special_role].</font></B>")
traitor_kind.greet(src)
owner.announce_objectives()
if(should_give_codewords)
give_codewords()
@@ -270,32 +95,33 @@
set_antag_hud(owner.current, null)
/datum/antagonist/traitor/proc/finalize_traitor()
switch(traitor_kind)
if(TRAITOR_AI)
add_law_zero()
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/malf.ogg', 100, FALSE, pressure_affected = FALSE)
owner.current.grant_language(/datum/language/codespeak)
if(TRAITOR_HUMAN)
if(should_equip)
equip(silent)
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/tatoralert.ogg', 100, FALSE, pressure_affected = FALSE)
if(traitor_kind.finalize_traitor(src))
if(should_equip)
equip(silent)
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/tatoralert.ogg', 100, FALSE, pressure_affected = FALSE)
/datum/antagonist/traitor/apply_innate_effects(mob/living/mob_override)
. = ..()
update_traitor_icons_added()
var/mob/M = mob_override || owner.current
if(isAI(M) && traitor_kind == TRAITOR_AI)
var/mob/living/silicon/ai/A = M
A.hack_software = TRUE
traitor_kind.apply_innate_effects(M)
if(owner.assigned_role == "Clown")
var/mob/living/carbon/human/H = M
if(istype(H))
if(!silent)
to_chat(H, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
H.dna.remove_mutation(CLOWNMUT)
RegisterSignal(M, COMSIG_MOVABLE_HEAR, .proc/handle_hearing)
/datum/antagonist/traitor/remove_innate_effects(mob/living/mob_override)
. = ..()
update_traitor_icons_removed()
var/mob/M = mob_override || owner.current
if(isAI(M) && traitor_kind == TRAITOR_AI)
var/mob/living/silicon/ai/A = M
A.hack_software = FALSE
traitor_kind.remove_innate_effects(M)
if(owner.assigned_role == "Clown")
var/mob/living/carbon/human/H = M
if(istype(H))
H.dna.add_mutation(CLOWNMUT)
UnregisterSignal(M, COMSIG_MOVABLE_HEAR)
/datum/antagonist/traitor/proc/give_codewords()
@@ -326,8 +152,7 @@
killer.add_malf_picker()
/datum/antagonist/traitor/proc/equip(var/silent = FALSE)
if(traitor_kind == TRAITOR_HUMAN)
owner.equip_traitor(employer, silent, src)
owner.equip_traitor(traitor_kind, silent, src)
/datum/antagonist/traitor/proc/assign_exchange_role()
//set faction
@@ -375,6 +375,8 @@
desc = "A collection of wands that allow for a wide variety of utility. Wands have a limited number of charges, so be conservative in use. Comes in a handy belt."
item_path = /obj/item/storage/belt/wands/full
category = "Defensive"
dynamic_requirement = 60
dynamic_cost = 10
/datum/spellbook_entry/item/armor
name = "Mastercrafted Armor Set"
+2 -7
View File
@@ -20,13 +20,8 @@
/obj/item/assembly/infra/ComponentInitialize()
. = ..()
AddComponent(
/datum/component/simple_rotation,
ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_FLIP | ROTATION_VERBS,
null,
null,
CALLBACK(src,.proc/after_rotation)
)
var/static/rotation_flags = ROTATION_ALTCLICK | ROTATION_CLOCKWISE | ROTATION_COUNTERCLOCKWISE | ROTATION_FLIP | ROTATION_VERBS
AddComponent(/datum/component/simple_rotation, rotation_flags, after_rotation=CALLBACK(src,.proc/after_rotation))
/obj/item/assembly/infra/proc/after_rotation()
refreshBeam()
+18 -39
View File
@@ -89,32 +89,17 @@
/datum/supply_pack/misc/paper_work
name = "Freelance Paper work"
desc = "The Nanotrasen Primary Bureaucratic Database Intelligence (PDBI) reports that the station has not completed its funding and grant paperwork this solar cycle. In order to gain further funding, your station is required to fill out (20) ten of these forms or no additional capital will be disbursed. We have sent you ten copies of the following form and we expect every one to be up to Nanotrasen Standards." // Disbursement. It's not a typo, look it up.
cost = 700 // Net of 0 credits but makes (120 x 20 = 2400)
desc = "The Nanotrasen Primary Bureaucratic Database Intelligence (PDBI) reports that the station has not completed its funding and grant paperwork this solar cycle. In order to gain further funding, your station is required to fill out (10) ten of these forms or no additional capital will be disbursed. We have sent you ten copies of the following form and we expect every one to be up to Nanotrasen Standards." // Disbursement. It's not a typo, look it up.
cost = 700 // Net of 0 credits but makes (120 x 10 = 1200)
contains = list(/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/folder/paperwork,
/obj/item/pen/fountain
)
crate_name = "Paperwork"
/datum/supply_pack/misc/paper_work/generate()
. = ..()
for(var/i in 1 to 9)
new /obj/item/folder/paperwork(.)
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////// Entertainment ///////////////////////////////
//////////////////////////////////////////////////////////////////////////////
@@ -123,16 +108,14 @@
name = "Bedsheet Crate (R)"
desc = "Snuggle up in some sweet sheets with this assorted bedsheet crate. Each set comes with eight random bedsheets for your slumbering pleasure!"
cost = 2000
contains = list(/obj/item/bedsheet/random,
/obj/item/bedsheet/random,
/obj/item/bedsheet/random,
/obj/item/bedsheet/random,
/obj/item/bedsheet/random,
/obj/item/bedsheet/random,
/obj/item/bedsheet/random,
/obj/item/bedsheet/random) //I'm lazy, and I copy paste stuff.
contains = list(/obj/item/bedsheet/random)
crate_name = "random bedsheet crate"
/datum/supply_pack/misc/randombedsheets/generate()
. = ..()
for(var/i in 1 to 7)
new /obj/item/bedsheet/random(.)
/datum/supply_pack/misc/coloredsheets
name = "Bedsheet Crate (C)"
desc = "Give your night life a splash of color with this crate filled with bedsheets! Contains a total of nine different-colored sheets."
@@ -208,13 +191,14 @@
name = "Dueling Pistols"
desc = "Resolve all your quarrels with some nonlethal fun."
cost = 2000
contains = list(/obj/item/storage/lockbox/dueling/hugbox/stamina,
/obj/item/storage/lockbox/dueling/hugbox/stamina,
/obj/item/storage/lockbox/dueling/hugbox/stamina,
/obj/item/storage/lockbox/dueling/hugbox/stamina,
/obj/item/storage/lockbox/dueling/hugbox/stamina)
contains = list(/obj/item/storage/lockbox/dueling/hugbox/stamina)
crate_name = "dueling pistols"
/datum/supply_pack/misc/dueling_stam/generate()
. = ..()
for(var/i in 1 to 3)
new /obj/item/storage/lockbox/dueling/hugbox/stamina(.)
/datum/supply_pack/misc/dueling_lethal
name = "Lethal Dueling Pistols"
desc = "Settle your differences the true spaceman way."
@@ -240,12 +224,7 @@
cost = 12000
var/num_contained = 3
contains = list(/obj/item/ammo_box/a357,
/obj/item/ammo_box/a357,
/obj/item/ammo_box/a357,
/obj/item/ammo_box/magazine/pistolm9mm,
/obj/item/ammo_box/magazine/pistolm9mm,
/obj/item/ammo_box/magazine/pistolm9mm,
/obj/item/ammo_box/magazine/m45/kitchengun,
/obj/item/ammo_box/magazine/m45/kitchengun)
crate_name = "crate"
@@ -247,6 +247,30 @@
/obj/item/clothing/mask/bandana/attack_self(mob/user)
adjustmask(user)
/obj/item/clothing/mask/bandana/AltClick(mob/user)
. = ..()
if(iscarbon(user))
var/mob/living/carbon/C = user
if((C.get_item_by_slot(SLOT_HEAD == src)) || (C.get_item_by_slot(SLOT_WEAR_MASK) == src))
to_chat(user, "<span class='warning'>You can't tie [src] while wearing it!</span>")
return
if(slot_flags & ITEM_SLOT_HEAD)
to_chat(user, "<span class='warning'>You must undo [src] before you can tie it into a neckerchief!</span>")
else
if(user.is_holding(src))
var/obj/item/clothing/neck/neckerchief/nk = new(src)
nk.name = "[name] neckerchief"
nk.desc = "[desc] It's tied up like a neckerchief."
nk.icon_state = icon_state
nk.sourceBandanaType = src.type
var/currentHandIndex = user.get_held_index_of_item(src)
user.transferItemToLoc(src, null)
user.put_in_hand(nk, currentHandIndex)
user.visible_message("<span class='notice'>You tie [src] up like a neckerchief.</span>", "<span class='notice'>[user] ties [src] up like a neckerchief.</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You must be holding [src] in order to tie it!")
/obj/item/clothing/mask/bandana/red
name = "red bandana"
desc = "A fine red bandana with nanotech lining."
+33
View File
@@ -291,3 +291,36 @@
icon = 'icons/obj/clothing/neck.dmi'
icon_state = "bling"
item_color = "bling"
//////////////////////////////////
//VERY SUPER BADASS NECKERCHIEFS//
//////////////////////////////////
obj/item/clothing/neck/neckerchief
icon = 'icons/obj/clothing/masks.dmi' //In order to reuse the bandana sprite
w_class = WEIGHT_CLASS_TINY
var/sourceBandanaType
/obj/item/clothing/neck/neckerchief/worn_overlays(isinhands)
. = ..()
if(!isinhands)
var/mutable_appearance/realOverlay = mutable_appearance('icons/mob/mask.dmi', icon_state)
realOverlay.pixel_y = -3
. += realOverlay
/obj/item/clothing/neck/neckerchief/AltClick(mob/user)
. = ..()
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.get_item_by_slot(SLOT_NECK) == src)
to_chat(user, "<span class='warning'>You can't untie [src] while wearing it!</span>")
return
if(user.is_holding(src))
var/obj/item/clothing/mask/bandana/newBand = new sourceBandanaType(user)
var/currentHandIndex = user.get_held_index_of_item(src)
var/oldName = src.name
qdel(src)
user.put_in_hand(newBand, currentHandIndex)
user.visible_message("You untie [oldName] back into a [newBand.name]", "[user] unties [oldName] back into a [newBand.name]")
else
to_chat(user, "<span class='warning'>You must be holding [src] in order to untie it!")
@@ -402,11 +402,22 @@
power_draw_per_use = 40
ext_cooldown = 1
cooldown_per_use = 10
var/list/mtypes = list(/datum/material/iron, /datum/material/glass, /datum/material/silver, /datum/material/gold, /datum/material/diamond, /datum/material/uranium, /datum/material/plasma, /datum/material/bluespace, /datum/material/bananium, /datum/material/titanium, /datum/material/plastic)
var/static/list/mtypes = list(
/datum/material/iron,
/datum/material/glass,
/datum/material/silver,
/datum/material/gold,
/datum/material/diamond,
/datum/material/uranium,
/datum/material/plasma,
/datum/material/bluespace,
/datum/material/bananium,
/datum/material/titanium,
/datum/material/plastic
)
/obj/item/integrated_circuit/manipulation/matman/Initialize()
var/datum/component/material_container/materials = AddComponent(/datum/component/material_container,
mtypes, 100000, FALSE, /obj/item/stack, CALLBACK(src, .proc/is_insertion_ready), CALLBACK(src, .proc/AfterMaterialInsert))
/obj/item/integrated_circuit/manipulation/matman/ComponentInitialize()
var/datum/component/material_container/materials = AddComponent(/datum/component/material_container, mtypes, 100000, FALSE, /obj/item/stack, CALLBACK(src, .proc/is_insertion_ready), CALLBACK(src, .proc/AfterMaterialInsert))
materials.precise_insertion = TRUE
.=..()
@@ -97,7 +97,7 @@ INITIALIZE_IMMEDIATE(/obj/effect/mapping_helpers/no_lava)
if(target_type && !istype(A,target_type))
continue
var/cargs = build_args()
A.AddComponent(arglist(cargs))
A._AddComponent(cargs)
qdel(src)
return
+14 -8
View File
@@ -15,14 +15,20 @@ GLOBAL_LIST_EMPTY(silo_access_logs)
/obj/machinery/ore_silo/Initialize(mapload)
. = ..()
AddComponent(/datum/component/material_container,
list(/datum/material/iron, /datum/material/glass, /datum/material/silver, /datum/material/gold, /datum/material/diamond, /datum/material/plasma, /datum/material/uranium, /datum/material/bananium, /datum/material/titanium, /datum/material/bluespace, /datum/material/plastic),
INFINITY,
FALSE,
/obj/item/stack,
null,
null,
TRUE)
var/static/list/materials_list = list(
/datum/material/iron,
/datum/material/glass,
/datum/material/silver,
/datum/material/gold,
/datum/material/diamond,
/datum/material/plasma,
/datum/material/uranium,
/datum/material/bananium,
/datum/material/titanium,
/datum/material/bluespace,
/datum/material/plastic,
)
AddComponent(/datum/component/material_container, materials_list, INFINITY, allowed_types=/obj/item/stack, _disable_attackby=TRUE)
if (!GLOB.ore_silo_default && mapload && is_station_level(z))
GLOB.ore_silo_default = src
+8 -6
View File
@@ -292,9 +292,10 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
var/roundstart_quit_limit = CONFIG_GET(number/roundstart_suicide_time_limit) MINUTES
if(world.time < roundstart_quit_limit)
penalty += roundstart_quit_limit - world.time
var/maximumRoundEnd = SSautotransfer.starttime + SSautotransfer.voteinterval * SSautotransfer.maxvotes
if(penalty - SSshuttle.realtimeofstart > maximumRoundEnd + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
penalty = CANT_REENTER_ROUND
if(SSautotransfer.can_fire && SSautotransfer.maxvotes)
var/maximumRoundEnd = SSautotransfer.starttime + SSautotransfer.voteinterval * SSautotransfer.maxvotes
if(penalty - SSshuttle.realtimeofstart > maximumRoundEnd + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
penalty = CANT_REENTER_ROUND
if(SEND_SIGNAL(src, COMSIG_MOB_GHOSTIZE, (stat == DEAD) ? TRUE : FALSE, FALSE, (stat == DEAD)? penalty : 0, (stat == DEAD)? TRUE : FALSE) & COMPONENT_BLOCK_GHOSTING)
return
@@ -327,9 +328,10 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
var/roundstart_quit_limit = CONFIG_GET(number/roundstart_suicide_time_limit) MINUTES
if(world.time < roundstart_quit_limit)
penalty += roundstart_quit_limit - world.time
var/maximumRoundEnd = SSautotransfer.starttime + SSautotransfer.voteinterval * SSautotransfer.maxvotes
if(penalty - SSshuttle.realtimeofstart > maximumRoundEnd + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
penalty = CANT_REENTER_ROUND
if(SSautotransfer.can_fire && SSautotransfer.maxvotes)
var/maximumRoundEnd = SSautotransfer.starttime + SSautotransfer.voteinterval * SSautotransfer.maxvotes
if(penalty - SSshuttle.realtimeofstart > maximumRoundEnd + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
penalty = CANT_REENTER_ROUND
var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost whilst alive you won't be able to re-enter this round [penalty ? "or play ghost roles [penalty == CANT_REENTER_ROUND ? "until the round is over" : "for the next [DisplayTimeText(penalty)]"]" : ""]! You can't change your mind so choose wisely!!)","Are you sure you want to ghost?","Ghost","Stay in body")
if(response != "Ghost")
@@ -105,7 +105,8 @@
var/basebloodychance = affecting.brute_dam + totitemdamage
if(prob(basebloodychance))
I.add_mob_blood(src)
bleed(totitemdamage)
var/turf/location = get_turf(src)
add_splatter_floor(location)
if(totitemdamage >= 10 && get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
@@ -263,11 +264,11 @@
jitteriness += 1000 //High numbers for violent convulsions
do_jitter_animation(jitteriness)
stuttering += 2
if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && (flags & SHOCK_NOSTUN))
if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN))
Stun(40)
spawn(20)
jitteriness = max(jitteriness - 990, 10) //Still jittery, but vastly less
if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && (flags & SHOCK_NOSTUN))
if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN))
DefaultCombatKnockdown(60)
return shock_damage
@@ -1719,7 +1719,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
bloody = 1
var/turf/location = H.loc
if(istype(location))
H.bleed(totitemdamage)
H.add_splatter_floor(location)
if(get_dist(user, H) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(H)
@@ -43,7 +43,7 @@
/mob/living/carbon/monkey/ComponentInitialize()
. = ..()
AddElement(/datum/element/mob_holder, "monkey", null, null, null, ITEM_SLOT_HEAD)
AddElement(/datum/element/mob_holder, worn_state = "monkey", inv_slots = ITEM_SLOT_HEAD)
/mob/living/carbon/monkey/Destroy()
@@ -97,8 +97,7 @@
resist_a_rest(FALSE, TRUE)
update_icon()
if(possible_chassis[old_chassis])
var/datum/element/mob_holder/M = SSdcs.GetElement(/datum/element/mob_holder, old_chassis, 'icons/mob/pai_item_head.dmi', 'icons/mob/pai_item_rh.dmi', 'icons/mob/pai_item_lh.dmi', ITEM_SLOT_HEAD)
M.Detach(src)
RemoveElement(/datum/element/mob_holder, old_chassis, 'icons/mob/pai_item_head.dmi', 'icons/mob/pai_item_rh.dmi', 'icons/mob/pai_item_lh.dmi', ITEM_SLOT_HEAD)
if(possible_chassis[chassis])
AddElement(/datum/element/mob_holder, chassis, 'icons/mob/pai_item_head.dmi', 'icons/mob/pai_item_rh.dmi', 'icons/mob/pai_item_lh.dmi', ITEM_SLOT_HEAD)
to_chat(src, "<span class='boldnotice'>You switch your holochassis projection composite to [chassis]</span>")
@@ -26,7 +26,7 @@
/mob/living/simple_animal/hostile/lizard/ComponentInitialize()
. = ..()
AddElement(/datum/element/mob_holder, "lizard", null, null, null, ITEM_SLOT_HEAD) //you can hold lizards now.
AddElement(/datum/element/mob_holder, worn_state = "lizard", inv_slots = ITEM_SLOT_HEAD) //you can hold lizards now.
/mob/living/simple_animal/hostile/lizard/CanAttack(atom/the_target)//Can we actually attack a possible target?
if(see_invisible < the_target.invisibility)//Target's invisible to us, forget it
@@ -64,21 +64,22 @@
..()
/mob/living/simple_animal/mouse/handle_automated_action()
if(!prob(chew_probability) || !isturf(loc))
if(!isturf(loc))
return
var/turf/open/floor/F = get_turf(src)
if(istype(F) && !F.intact)
var/obj/structure/cable/C = locate() in F
if(C && prob(15))
if(C.avail())
visible_message("<span class='warning'>[src] chews through the [C]. It's toast!</span>")
playsound(src, 'sound/effects/sparks2.ogg', 100, 1)
C.deconstruct()
death(toast=1)
else
C.deconstruct()
visible_message("<span class='warning'>[src] chews through the [C].</span>")
if(prob(chew_probability))
var/turf/open/floor/F = get_turf(src)
if(istype(F) && !F.intact)
var/obj/structure/cable/C = locate() in F
if(C && prob(15))
if(C.avail())
visible_message("<span class='warning'>[src] chews through the [C]. It's toast!</span>")
playsound(src, 'sound/effects/sparks2.ogg', 100, 1)
C.deconstruct()
death(toast=TRUE)
else
C.deconstruct()
visible_message("<span class='warning'>[src] chews through the [C].</span>")
/*
* Mouse types
@@ -28,7 +28,7 @@ Borg Hypospray
var/list/datum/reagents/reagent_list = list()
var/list/reagent_ids = list(/datum/reagent/medicine/dexalin, /datum/reagent/medicine/kelotane, /datum/reagent/medicine/bicaridine, /datum/reagent/medicine/antitoxin,
/datum/reagent/medicine/epinephrine, /datum/reagent/medicine/spaceacillin, /datum/reagent/medicine/salglu_solution, /datum/reagent/medicine/insulin)
/datum/reagent/medicine/epinephrine, /datum/reagent/medicine/spaceacillin, /datum/reagent/medicine/salglu_solution, /datum/reagent/medicine/insulin, /datum/reagent/medicine/potass_iodide)
var/accepts_reagent_upgrades = TRUE //If upgrades can increase number of reagents dispensed.
var/list/modes = list() //Basically the inverse of reagent_ids. Instead of having numbers as "keys" and strings as values it has strings as keys and numbers as values.
//Used as list for input() in shakers.
@@ -164,7 +164,7 @@ Borg Hypospray
icon_state = "borghypo_s"
charge_cost = 20
recharge_time = 2
reagent_ids = list(/datum/reagent/medicine/syndicate_nanites, /datum/reagent/medicine/potass_iodide, /datum/reagent/medicine/morphine, /datum/reagent/medicine/insulin)
reagent_ids = list(/datum/reagent/medicine/syndicate_nanites, /datum/reagent/medicine/prussian_blue, /datum/reagent/medicine/morphine, /datum/reagent/medicine/insulin)
bypass_protection = 1
accepts_reagent_upgrades = FALSE
@@ -261,5 +261,5 @@ Borg Shaker
/obj/item/reagent_containers/borghypo/epi
name = "Stabilizer injector"
desc = "An advanced chemical synthesizer and injection system, designed to stabilize patients."
reagent_ids = list(/datum/reagent/medicine/epinephrine, /datum/reagent/medicine/insulin)
reagent_ids = list(/datum/reagent/medicine/epinephrine, /datum/reagent/medicine/insulin, /datum/reagent/medicine/potass_iodide)
accepts_reagent_upgrades = FALSE
@@ -48,7 +48,7 @@
return
var/datum/nanite_cloud_backup/backup = new(src)
var/datum/component/nanites/cloud_copy = new(backup)
var/datum/component/nanites/cloud_copy = backup.AddComponent(/datum/component/nanites)
backup.cloud_id = cloud_id
backup.nanites = cloud_copy
investigate_log("[key_name(user)] created a new nanite cloud backup with id #[cloud_id]", INVESTIGATE_NANITES)
@@ -213,7 +213,7 @@
var/datum/component/nanites/nanites = backup.nanites
var/datum/nanite_program/P = nanites.programs[text2num(params["program_id"])]
var/datum/nanite_rule/rule = rule_template.make_rule(P)
investigate_log("[key_name(usr)] added rule [rule.display()] to program [P.name] in cloud #[current_view]", INVESTIGATE_NANITES)
. = TRUE
if("remove_rule")
@@ -224,7 +224,7 @@
var/datum/nanite_program/P = nanites.programs[text2num(params["program_id"])]
var/datum/nanite_rule/rule = P.rules[text2num(params["rule_id"])]
rule.remove()
investigate_log("[key_name(usr)] removed rule [rule.display()] from program [P.name] in cloud #[current_view]", INVESTIGATE_NANITES)
. = TRUE
+3 -2
View File
@@ -1,4 +1,4 @@
/proc/get_uplink_items(datum/game_mode/gamemode, allow_sales = TRUE, allow_restricted = TRUE)
/proc/get_uplink_items(datum/game_mode/gamemode, allow_sales = TRUE, allow_restricted = TRUE, other_filter = list())
var/list/filtered_uplink_items = GLOB.uplink_categories.Copy() // list of uplink categories without associated values.
var/list/sale_items = list()
@@ -18,7 +18,8 @@
continue
if (I.restricted && !allow_restricted)
continue
if (I.type in other_filter)
continue
LAZYSET(filtered_uplink_items[I.category], I.name, I)
if(I.limited_stock < 0 && !I.cant_discount && I.item && I.cost > 1)