Coonflict fiiixeeess

This commit is contained in:
Artur
2020-05-13 12:56:17 +03:00
261 changed files with 3312 additions and 1483 deletions
+1 -1
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@@ -59,7 +59,7 @@
nutrition_ratio *= 1.2
if(satiety > 80)
nutrition_ratio *= 1.25
nutrition = max(0, nutrition - nutrition_ratio * HUNGER_FACTOR)
adjust_nutrition(-nutrition_ratio * HUNGER_FACTOR)
blood_volume = min((BLOOD_VOLUME_NORMAL * blood_ratio), blood_volume + 0.5 * nutrition_ratio)
//Effects of bloodloss
@@ -21,10 +21,10 @@ Doesn't work on other aliens/AI.*/
. = ..()
action = new(src)
/obj/effect/proc_holder/alien/Trigger(mob/living/carbon/user, skip_cost_check)
if(!istype(user))
/obj/effect/proc_holder/alien/Trigger(mob/living/carbon/user, skip_cost_check = FALSE)
if(!skip_cost_check || !istype(user))
return TRUE
if(!skip_cost_check || cost_check(check_turf,user))
if(cost_check(check_turf,user))
if(fire(user) && user) // Second check to prevent runtimes when evolving
user.adjustPlasma(-plasma_cost)
return TRUE
+1 -1
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@@ -520,7 +520,7 @@
playsound(get_turf(src), 'sound/effects/splat.ogg', 50, 1)
var/turf/T = get_turf(src)
if(!blood)
nutrition -= lost_nutrition
adjust_nutrition(-lost_nutrition)
adjustToxLoss(-3)
for(var/i=0 to distance)
if(blood)
@@ -24,11 +24,12 @@
. = ..()
if(. && (movement_type & FLOATING)) //floating is easy
if(HAS_TRAIT(src, TRAIT_NOHUNGER))
nutrition = NUTRITION_LEVEL_FED - 1 //just less than feeling vigorous
set_nutrition(NUTRITION_LEVEL_FED - 1) //just less than feeling vigorous
else if(nutrition && stat != DEAD)
nutrition -= HUNGER_FACTOR/10
var/loss = HUNGER_FACTOR/10
if(m_intent == MOVE_INTENT_RUN)
nutrition -= HUNGER_FACTOR/10
loss *= 2
adjust_nutrition(loss)
/mob/living/carbon/can_move_under_living(mob/living/other)
. = ..()
@@ -68,4 +68,5 @@
var/creamed = FALSE //to use with creampie overlays
var/static/list/can_ride_typecache = typecacheof(list(/mob/living/carbon/human, /mob/living/simple_animal/slime, /mob/living/simple_animal/parrot))
var/lastpuke = 0
var/account_id
var/last_fire_update
@@ -127,6 +127,17 @@
to_chat(src, "<span class='warning'>Your fingers don't fit in the trigger guard!</span>")
return FALSE
/mob/living/carbon/human/proc/get_bank_account()
RETURN_TYPE(/datum/bank_account)
var/datum/bank_account/account
var/obj/item/card/id/I = get_idcard()
if(I && I.registered_account)
account = I.registered_account
return account
return FALSE
/mob/living/carbon/human/can_see_reagents()
. = ..()
if(.) //No need to run through all of this if it's already true.
@@ -1290,7 +1290,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.Jitter(5)
hunger_rate = 3 * HUNGER_FACTOR
hunger_rate *= H.physiology.hunger_mod
H.nutrition = max(0, H.nutrition - hunger_rate)
H.adjust_nutrition(-hunger_rate)
if (H.nutrition > NUTRITION_LEVEL_FULL)
@@ -293,9 +293,7 @@
if(isturf(H.loc)) //else, there's considered to be no light
var/turf/T = H.loc
light_amount = min(1,T.get_lumcount()) - 0.5
H.nutrition += light_amount * 10
if(H.nutrition > NUTRITION_LEVEL_FULL)
H.nutrition = NUTRITION_LEVEL_FULL
H.adjust_nutrition(light_amount * 10, NUTRITION_LEVEL_FULL)
if(light_amount > 0.2) //if there's enough light, heal
H.heal_overall_damage(1,1)
H.adjustToxLoss(-1)
@@ -36,9 +36,7 @@
if(isturf(H.loc)) //else, there's considered to be no light
var/turf/T = H.loc
light_amount = min(1,T.get_lumcount()) - 0.5
H.nutrition += light_amount * light_nutrition_gain_factor
if(H.nutrition >= NUTRITION_LEVEL_FULL)
H.nutrition = NUTRITION_LEVEL_FULL - 1
H.adjust_nutrition(light_amount * light_nutrition_gain_factor, NUTRITION_LEVEL_FULL)
if(light_amount > 0.2) //if there's enough light, heal
H.heal_overall_damage(light_bruteheal, light_burnheal)
H.adjustToxLoss(-light_toxheal)
@@ -70,8 +68,7 @@
H.adjustFireLoss(rand(5,15))
H.show_message("<span class='userdanger'>The radiation beam singes you!</span>")
if(/obj/item/projectile/energy/florayield)
H.nutrition = min(H.nutrition+30, NUTRITION_LEVEL_FULL)
H.adjust_nutrition(30, NUTRITION_LEVEL_FULL)
/datum/species/pod/pseudo_weak
name = "Anthromorphic Plant"
+17 -5
View File
@@ -476,7 +476,7 @@
if(SSmobs.times_fired%3==1)
if(!(M.status_flags & GODMODE))
M.adjustBruteLoss(5)
nutrition += 10
adjust_nutrition(10)
/*
@@ -502,11 +502,23 @@ GLOBAL_LIST_INIT(ballmer_good_msg, list("Hey guys, what if we rolled out a blues
"Hear me out here. What if, and this is just a theory, we made R&D controllable from our PDAs?",
"I'm thinking we should roll out a git repository for our research under the AGPLv3 license so that we can share it among the other stations freely.",
"I dunno about you guys, but IDs and PDAs being separate is clunky as fuck. Maybe we should merge them into a chip in our arms? That way they can't be stolen easily.",
"Why the fuck aren't we just making every pair of shoes into galoshes? We have the technology."))
"Why the fuck aren't we just making every pair of shoes into galoshes? We have the technology.",
"We can link the Ore Silo to our protolathes, so why don't we also link it to autolathes?",
"If we can make better bombs with heated plasma, oxygen, and tritium, then why do station nukes still use plutonium?",
"We should port all our NT programs to modular consoles and do away with computers. They're way more customizable, support cross-platform usage, and would allow crazy amounts of multitasking.",
"Wait, if we use more manipulators in something, then it prints for cheaper, right? So what if we just made a new type of printer that has like 12 manipulators inside of it to print stuff for really cheap?"
))
GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put a webserver that's automatically turned on with default admin passwords into every PDA?",
"So like, you know how we separate our codebase from the master copy that runs on our consumer boxes? What if we merged the two and undid the separation between codebase and server?",
"Dude, radical idea: H.O.N.K mechs but with no bananium required.",
"Best idea ever: Disposal pipes instead of hallways."))
"So like, you know how we separate our codebase from the master copy that runs on our consumer boxes? What if we merged the two and undid the separation between codebase and server?",
"Dude, radical idea: H.O.N.K mechs but with no bananium required.",
"Best idea ever: Disposal pipes instead of hallways.",
"What if we use a language that was written on a napkin and created over 1 weekend for all of our servers?",
"What if we took a locker, some random trash, and made an exosuit out of it? Wouldn't that be like, super cool and stuff?",
"Okay, hear me out, what if we make illegal things not illegal, so that sec stops arresting us for having it?",
"I have a crazy idea, guys. Rather than having monkeys to test on, what if we only used apes?",
"Woh man ok, what if we took slime cores and smashed them into other slimes, be kinda cool to see what happens.",
"We're NANOtrasen but we need to unlock nano parts, what's the deal with that?"
))
//this updates all special effects: stun, sleeping, knockdown, druggy, stuttering, etc..
/mob/living/carbon/handle_status_effects()
+1 -1
View File
@@ -563,7 +563,7 @@
SetAllImmobility(0, FALSE)
SetSleeping(0, FALSE)
radiation = 0
nutrition = NUTRITION_LEVEL_FED + 50
set_nutrition(NUTRITION_LEVEL_FED + 50)
bodytemperature = BODYTEMP_NORMAL
set_blindness(0)
set_blurriness(0)
@@ -3,122 +3,7 @@
real_name = "Cyborg"
icon = 'icons/mob/robots.dmi'
icon_state = "robot"
maxHealth = 100
health = 100
bubble_icon = "robot"
designation = "Default" //used for displaying the prefix & getting the current module of cyborg
has_limbs = 1
hud_type = /datum/hud/robot
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
var/custom_name = ""
var/braintype = "Cyborg"
var/obj/item/robot_suit/robot_suit = null //Used for deconstruction to remember what the borg was constructed out of..
var/obj/item/mmi/mmi = null
var/shell = FALSE
var/deployed = FALSE
var/mob/living/silicon/ai/mainframe = null
var/datum/action/innate/undeployment/undeployment_action = new
//Hud stuff
var/obj/screen/inv1 = null
var/obj/screen/inv2 = null
var/obj/screen/inv3 = null
var/obj/screen/lamp_button = null
var/obj/screen/thruster_button = null
var/obj/screen/hands = null
var/shown_robot_modules = 0 //Used to determine whether they have the module menu shown or not
var/obj/screen/robot_modules_background
//3 Modules can be activated at any one time.
var/obj/item/robot_module/module = null
var/obj/item/module_active = null
held_items = list(null, null, null) //we use held_items for the module holding, because that makes sense to do!
var/mutable_appearance/eye_lights
var/mob/living/silicon/ai/connected_ai = null
var/obj/item/stock_parts/cell/cell = null
var/opened = 0
var/emagged = FALSE
var/emag_cooldown = 0
var/wiresexposed = 0
var/ident = 0
var/locked = TRUE
var/list/req_access = list(ACCESS_ROBOTICS)
var/alarms = list("Motion"=list(), "Fire"=list(), "Atmosphere"=list(), "Power"=list(), "Camera"=list(), "Burglar"=list())
var/speed = 0 // VTEC speed boost.
var/magpulse = FALSE // Magboot-like effect.
var/ionpulse = FALSE // Jetpack-like effect.
var/ionpulse_on = FALSE // Jetpack-like effect.
var/datum/effect_system/trail_follow/ion/ion_trail // Ionpulse effect.
var/low_power_mode = 0 //whether the robot has no charge left.
var/datum/effect_system/spark_spread/spark_system // So they can initialize sparks whenever/N
var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
var/locked_down //Boolean of whether the borg is locked down or not
var/toner = 0
var/tonermax = 40
var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting.
var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power.
light_color = "#FFCC66"
light_power = 0.8
var/lamp_cooldown = 0 //Flag for if the lamp is on cooldown after being forcibly disabled.
var/sight_mode = 0
hud_possible = list(ANTAG_HUD, DIAG_STAT_HUD, DIAG_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD)
var/list/upgrades = list()
var/hasExpanded = FALSE
var/obj/item/hat
var/hat_offset = -3
var/list/equippable_hats = list(/obj/item/clothing/head/caphat,
/obj/item/clothing/head/hardhat,
/obj/item/clothing/head/centhat,
/obj/item/clothing/head/HoS,
/obj/item/clothing/head/beret,
/obj/item/clothing/head/kitty,
/obj/item/clothing/head/hopcap,
/obj/item/clothing/head/wizard,
/obj/item/clothing/head/nursehat,
/obj/item/clothing/head/sombrero,
/obj/item/clothing/head/helmet/chaplain/witchunter_hat,
/obj/item/clothing/head/soft/, //All baseball caps
/obj/item/clothing/head/that, //top hat
/obj/item/clothing/head/collectable/tophat, //Not sure where this one is found, but it looks the same so might as well include
/obj/item/clothing/mask/bandana/, //All bandanas (which only work in hat mode)
/obj/item/clothing/head/fedora,
/obj/item/clothing/head/beanie/, //All beanies
/obj/item/clothing/ears/headphones,
/obj/item/clothing/head/helmet/skull,
/obj/item/clothing/head/crown/fancy)
can_buckle = TRUE
buckle_lying = FALSE
var/static/list/can_ride_typecache = typecacheof(/mob/living/carbon/human)
var/sitting = 0
var/bellyup = 0
var/dogborg = FALSE
var/cansprint = 1
var/orebox = null
/mob/living/silicon/robot
/mob/living/silicon/robot/get_cell()
return cell
@@ -0,0 +1,123 @@
/mob/living/silicon/robot
designation = "Default" //used for displaying the prefix & getting the current module of cyborg
has_limbs = TRUE
hud_type = /datum/hud/robot
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
maxHealth = 100
health = 100
var/custom_name = ""
var/braintype = "Cyborg"
var/obj/item/robot_suit/robot_suit = null //Used for deconstruction to remember what the borg was constructed out of..
var/obj/item/mmi/mmi = null
var/shell = FALSE
var/deployed = FALSE
var/mob/living/silicon/ai/mainframe = null
var/datum/action/innate/undeployment/undeployment_action = new
//Hud stuff
var/obj/screen/inv1 = null
var/obj/screen/inv2 = null
var/obj/screen/inv3 = null
var/obj/screen/lamp_button = null
var/obj/screen/thruster_button = null
var/obj/screen/hands = null
var/shown_robot_modules = 0 //Used to determine whether they have the module menu shown or not
var/obj/screen/robot_modules_background
//3 Modules can be activated at any one time.
var/obj/item/robot_module/module = null
var/obj/item/module_active = null
held_items = list(null, null, null) //we use held_items for the module holding, because that makes sense to do!
var/mutable_appearance/eye_lights
var/mob/living/silicon/ai/connected_ai = null
var/obj/item/stock_parts/cell/cell = null
var/opened = 0
var/emagged = FALSE
var/emag_cooldown = 0
var/wiresexposed = 0
var/ident = 0
var/locked = TRUE
var/list/req_access = list(ACCESS_ROBOTICS)
var/alarms = list("Motion"=list(), "Fire"=list(), "Atmosphere"=list(), "Power"=list(), "Camera"=list(), "Burglar"=list())
var/speed = 0 // VTEC speed boost.
var/magpulse = FALSE // Magboot-like effect.
var/ionpulse = FALSE // Jetpack-like effect.
var/ionpulse_on = FALSE // Jetpack-like effect.
var/datum/effect_system/trail_follow/ion/ion_trail // Ionpulse effect.
var/low_power_mode = 0 //whether the robot has no charge left.
var/datum/effect_system/spark_spread/spark_system // So they can initialize sparks whenever/N
var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
var/locked_down //Boolean of whether the borg is locked down or not
var/toner = 0
var/tonermax = 40
var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting.
var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power.
light_color = "#FFCC66"
light_power = 0.8
var/lamp_cooldown = 0 //Flag for if the lamp is on cooldown after being forcibly disabled.
var/sight_mode = 0
hud_possible = list(ANTAG_HUD, DIAG_STAT_HUD, DIAG_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD)
var/list/upgrades = list()
var/hasExpanded = FALSE
var/obj/item/hat
var/hat_offset = -3
var/list/equippable_hats = list(/obj/item/clothing/head/caphat,
/obj/item/clothing/head/hardhat,
/obj/item/clothing/head/centhat,
/obj/item/clothing/head/HoS,
/obj/item/clothing/head/beret,
/obj/item/clothing/head/kitty,
/obj/item/clothing/head/hopcap,
/obj/item/clothing/head/wizard,
/obj/item/clothing/head/nursehat,
/obj/item/clothing/head/sombrero,
/obj/item/clothing/head/helmet/chaplain/witchunter_hat,
/obj/item/clothing/head/soft/, //All baseball caps
/obj/item/clothing/head/that, //top hat
/obj/item/clothing/head/collectable/tophat, //Not sure where this one is found, but it looks the same so might as well include
/obj/item/clothing/mask/bandana/, //All bandanas (which only work in hat mode)
/obj/item/clothing/head/fedora,
/obj/item/clothing/head/beanie/, //All beanies
/obj/item/clothing/ears/headphones,
/obj/item/clothing/head/helmet/skull,
/obj/item/clothing/head/crown/fancy)
can_buckle = TRUE
buckle_lying = FALSE
var/static/list/can_ride_typecache = typecacheof(/mob/living/carbon/human)
var/sitting = 0
var/bellyup = 0
var/dogborg = FALSE
var/cansprint = 1
var/orebox = null
//doggie borg stuff.
var/disabler
var/laser
var/sleeper_g
var/sleeper_r
var/sleeper_nv
@@ -769,9 +769,9 @@
/obj/item/toy/crayon/spraycan/borg,
/obj/item/hand_labeler/borg,
/obj/item/razor,
/obj/item/rsf,
/obj/item/instrument/violin,
/obj/item/instrument/guitar,
/obj/item/rsf/cyborg,
/obj/item/reagent_containers/dropper,
/obj/item/lighter,
/obj/item/storage/bag/tray,
@@ -55,8 +55,9 @@
if(isclosedturf(T))
continue
possible_ends |= T
var/turf/end = pick(possible_ends)
do_teleport(src, end, 0, channel=TELEPORT_CHANNEL_BLUESPACE, forced = TRUE)
if(length(possible_ends))
var/turf/end = pick(possible_ends)
do_teleport(src, end, 0, channel=TELEPORT_CHANNEL_BLUESPACE, forced = TRUE)
SLEEP_CHECK_DEATH(8)
return ..()
@@ -63,7 +63,7 @@
..(gibbed)
/mob/living/simple_animal/hostile/asteroid/proc/spawn_crusher_loot()
butcher_results[crusher_loot] = 1
LAZYSET(butcher_results, crusher_loot, 1)
/mob/living/simple_animal/hostile/asteroid/handle_temperature_damage()
if(bodytemperature < minbodytemp)
@@ -232,7 +232,7 @@
Feedstop(0, 0)
return
add_nutrition((rand(7, 15) * CONFIG_GET(number/damage_multiplier)))
adjust_nutrition((rand(7, 15) * CONFIG_GET(number/damage_multiplier)), get_max_nutrition(), TRUE)
//Heal yourself.
adjustBruteLoss(-3)
@@ -244,15 +244,13 @@
return
if(prob(15))
nutrition -= 1 + is_adult
adjust_nutrition(-1 - is_adult)
if(nutrition <= 0)
nutrition = 0
if(prob(75))
adjustBruteLoss(rand(0,5))
if(nutrition <= 0 && prob(75))
adjustBruteLoss(rand(0,5))
else if (nutrition >= get_grow_nutrition() && amount_grown < SLIME_EVOLUTION_THRESHOLD)
nutrition -= 20
adjust_nutrition(-20)
amount_grown++
update_action_buttons_icon()
@@ -262,9 +260,11 @@
else
Evolve()
/mob/living/simple_animal/slime/proc/add_nutrition(nutrition_to_add = 0)
nutrition = min((nutrition + nutrition_to_add), get_max_nutrition())
if(nutrition >= get_grow_nutrition())
/mob/living/simple_animal/slime/adjust_nutrition(change, max = INFINITY, slime_check = FALSE)
. = ..()
if(!slime_check)
return
if(nutrition == max)
if(powerlevel<10)
if(prob(30-powerlevel*2))
powerlevel++
@@ -184,7 +184,7 @@
var/mob/living/simple_animal/slime/M
M = new(loc, child_colour)
if(ckey)
M.nutrition = new_nutrition //Player slimes are more robust at spliting. Once an oversight of poor copypasta, now a feature!
M.set_nutrition(new_nutrition) //Player slimes are more robust at spliting. Once an oversight of poor copypasta, now a feature!
M.powerlevel = new_powerlevel
if(i != 1)
step_away(M,src)
@@ -27,6 +27,7 @@
healable = 0
gender = NEUTER
blood_volume = 0 //Until someome reworks for them to have slime jelly
nutrition = 700
see_in_dark = 8
@@ -102,7 +103,6 @@
create_reagents(100, NONE, NO_REAGENTS_VALUE)
set_colour(new_colour)
. = ..()
nutrition = 700
/mob/living/simple_animal/slime/Destroy()
for (var/A in actions)
@@ -267,8 +267,8 @@
return
attacked += 5
if(nutrition >= 100) //steal some nutrition. negval handled in life()
nutrition -= (50 + (40 * M.is_adult))
M.add_nutrition(50 + (40 * M.is_adult))
adjust_nutrition(-50 - (40 * M.is_adult))
M.adjust_nutrition(50 + (40 * M.is_adult), get_max_nutrition(), TRUE)
if(health > 0)
M.adjustBruteLoss(-10 + (-10 * M.is_adult))
M.updatehealth()
+9 -1
View File
@@ -35,7 +35,7 @@
continue
var/datum/atom_hud/alternate_appearance/AA = v
AA.onNewMob(src)
nutrition = rand(NUTRITION_LEVEL_START_MIN, NUTRITION_LEVEL_START_MAX)
set_nutrition(rand(NUTRITION_LEVEL_START_MIN, NUTRITION_LEVEL_START_MAX))
. = ..()
update_config_movespeed()
update_movespeed(TRUE)
@@ -1023,6 +1023,14 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
var/datum/language_holder/H = get_language_holder()
H.open_language_menu(usr)
///Adjust the nutrition of a mob
/mob/proc/adjust_nutrition(change, max = INFINITY) //Honestly FUCK the oldcoders for putting nutrition on /mob someone else can move it up because holy hell I'd have to fix SO many typechecks
nutrition = clamp(0, nutrition + change, max)
///Force set the mob nutrition
/mob/proc/set_nutrition(var/change) //Seriously fuck you oldcoders.
nutrition = max(0, change)
/mob/setMovetype(newval)
. = ..()
update_movespeed(FALSE)
+1 -1
View File
@@ -459,7 +459,7 @@
var/list/babies = list()
for(var/i=1,i<=number,i++)
var/mob/living/simple_animal/slime/M = new/mob/living/simple_animal/slime(loc)
M.nutrition = round(nutrition/number)
M.set_nutrition(round(nutrition/number))
step_away(M,src)
babies += M
new_slime = pick(babies)