Merge branch 'master' into familyport

This commit is contained in:
keronshb
2022-02-11 14:04:57 -05:00
1209 changed files with 276175 additions and 55667 deletions
@@ -245,6 +245,8 @@
those who wish to spit in the eyes of God. Sacrifices outright damage for \
a reliance on backstabs and the ability to give fauna concussions on a parry."
attack_verb = list("pummeled", "punched", "jabbed", "hammer-fisted", "uppercut", "slammed")
hitsound = 'sound/weapons/resonator_blast.ogg'
sharpness = SHARP_NONE // use your survival dagger or smth
icon_state = "crusher-hands"
item_state = "crusher0-fist"
unique_reskin = list("Gauntlets" = "crusher-hands",
@@ -190,6 +190,10 @@
icon = 'icons/obj/lavaland/survival_pod.dmi'
icon_state = "bed"
/obj/structure/bed/double/pod
icon = 'icons/obj/lavaland/survival_pod.dmi'
icon_state = "bed_double"
//Survival Storage Unit
/obj/machinery/smartfridge/survival_pod
name = "survival pod storage"
+79 -76
View File
@@ -60,83 +60,86 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
return
if(A.anchored || (A.move_resist > max_force_fulton))
return
to_chat(user, "<span class='notice'>You start attaching the pack to [A]...</span>")
if(do_after(user,50,target=A))
to_chat(user, "<span class='notice'>You attach the pack to [A] and activate it.</span>")
if(loc == user && istype(user.back, /obj/item/storage/backpack))
var/obj/item/storage/backpack/B = user.back
SEND_SIGNAL(B, COMSIG_TRY_STORAGE_INSERT, src, user, FALSE, FALSE)
uses_left--
if(uses_left <= 0)
user.transferItemToLoc(src, A, TRUE)
var/mutable_appearance/balloon
var/mutable_appearance/balloon2
var/mutable_appearance/balloon3
if(isliving(A))
var/mob/living/M = A
M.DefaultCombatKnockdown(320) // Keep them from moving during the duration of the extraction
M.buckled = 0 // Unbuckle them to prevent anchoring problems
else
A.anchored = TRUE
A.density = FALSE
var/obj/effect/extraction_holder/holder_obj = new(A.loc)
holder_obj.appearance = A.appearance
A.forceMove(holder_obj)
balloon2 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_expand")
balloon2.pixel_y = 10
balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.add_overlay(balloon2)
sleep(4)
balloon = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_balloon")
balloon.pixel_y = 10
balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon2)
holder_obj.add_overlay(balloon)
playsound(holder_obj.loc, 'sound/items/fulext_deploy.wav', 50, 1, -3)
animate(holder_obj, pixel_z = 10, time = 20)
sleep(20)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
playsound(holder_obj.loc, 'sound/items/fultext_launch.wav', 50, 1, -3)
animate(holder_obj, pixel_z = 1000, time = 30)
if(ishuman(A))
var/mob/living/carbon/human/L = A
L.SetUnconscious(0)
L.drowsyness = 0
L.SetSleeping(0)
sleep(30)
var/list/flooring_near_beacon = list()
for(var/turf/open/floor in orange(1, beacon))
flooring_near_beacon += floor
holder_obj.forceMove(pick(flooring_near_beacon))
animate(holder_obj, pixel_z = 10, time = 50)
sleep(50)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
balloon3 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_retract")
balloon3.pixel_y = 10
balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon)
holder_obj.add_overlay(balloon3)
sleep(4)
holder_obj.cut_overlay(balloon3)
A.anchored = FALSE // An item has to be unanchored to be extracted in the first place.
A.density = initial(A.density)
animate(holder_obj, pixel_z = 0, time = 5)
sleep(5)
A.forceMove(holder_obj.loc)
qdel(holder_obj)
if(uses_left <= 0)
qdel(src)
attach_fulton(A, user, flag, params)
/obj/item/extraction_pack/proc/attach_fulton(atom/movable/A, mob/living/carbon/human/user, flag, params)
set waitfor = FALSE
to_chat(user, "<span class='notice'>You start attaching the pack to [A]...</span>")
if(do_after(user,50,target=A))
to_chat(user, "<span class='notice'>You attach the pack to [A] and activate it.</span>")
if(loc == user && istype(user.back, /obj/item/storage/backpack))
var/obj/item/storage/backpack/B = user.back
SEND_SIGNAL(B, COMSIG_TRY_STORAGE_INSERT, src, user, FALSE, FALSE)
uses_left--
if(uses_left <= 0)
user.transferItemToLoc(src, A, TRUE)
var/mutable_appearance/balloon
var/mutable_appearance/balloon2
var/mutable_appearance/balloon3
if(isliving(A))
var/mob/living/M = A
M.DefaultCombatKnockdown(320) // Keep them from moving during the duration of the extraction
M.buckled = 0 // Unbuckle them to prevent anchoring problems
else
A.anchored = TRUE
A.density = FALSE
var/obj/effect/extraction_holder/holder_obj = new(A.loc)
holder_obj.appearance = A.appearance
A.forceMove(holder_obj)
balloon2 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_expand")
balloon2.pixel_y = 10
balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.add_overlay(balloon2)
sleep(4)
balloon = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_balloon")
balloon.pixel_y = 10
balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon2)
holder_obj.add_overlay(balloon)
playsound(holder_obj.loc, 'sound/items/fulext_deploy.wav', 50, 1, -3)
animate(holder_obj, pixel_z = 10, time = 20)
sleep(20)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
playsound(holder_obj.loc, 'sound/items/fultext_launch.wav', 50, 1, -3)
animate(holder_obj, pixel_z = 1000, time = 30)
if(ishuman(A))
var/mob/living/carbon/human/L = A
L.SetUnconscious(0)
L.drowsyness = 0
L.SetSleeping(0)
sleep(30)
var/list/flooring_near_beacon = list()
for(var/turf/open/floor in orange(1, beacon))
flooring_near_beacon += floor
holder_obj.forceMove(pick(flooring_near_beacon))
animate(holder_obj, pixel_z = 10, time = 50)
sleep(50)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
balloon3 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_retract")
balloon3.pixel_y = 10
balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon)
holder_obj.add_overlay(balloon3)
sleep(4)
holder_obj.cut_overlay(balloon3)
A.anchored = FALSE // An item has to be unanchored to be extracted in the first place.
A.density = initial(A.density)
animate(holder_obj, pixel_z = 0, time = 5)
sleep(5)
A.forceMove(holder_obj.loc)
qdel(holder_obj)
if(uses_left <= 0)
qdel(src)
/obj/item/fulton_core
name = "extraction beacon signaller"
+96
View File
@@ -0,0 +1,96 @@
//Houses the ash tree, a lava land tree that has been burning for quite some time making a maple like sweetener.
/obj/structure/flora/ashtree
name = "ashed tree"
desc = "A once large tree now burnt like the lands around it."
layer = FLY_LAYER
gender = PLURAL //same as other tree
density = TRUE
pixel_x = -16
icon = 'icons/obj/lavaland/ash_tree.dmi'
icon_state = "ashtree"
//Are icon when we are full of honey or other sap
var/sap_icon_state = "ashtree_maple"
//What we look like when tapping
var/tabbed_icon_state = "ashtree_maple"
//amout of coal in are tree, simular to logs
var/coal_amount = 5
//Do we have sap?
var/sap = FALSE
//What reagent we have
var/sap_type = /datum/reagent/consumable/honey
//This is in seconds, and now long we wait till are tree is tapped
var/harvest_sap_time = 60
var/container_used
var/sap_amount
/obj/structure/flora/ashtree/Initialize(mapload)
..()
if(prob(50))
sap = TRUE
icon_state = sap_icon_state
desc = "A once large tree now burnt like the lands around it. This one seems to have a sap still inside."
//If we have sap, we can generate a bit of it
sap_amount = rand(5,15)
//Random coal or wood amount, so its not bog standered.
coal_amount = rand(5,15)
//If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
SSblackbox.record_feedback("tally", "Honey Tree", 1, "Trees Spawned")
//So we dont lose are bowls, stolen form closet code
/obj/structure/flora/ashtree/Destroy()
dump_contents(override = FALSE)
return ..()
//Override is for not revealing the locker electronics when you open the locker, for example
/obj/structure/flora/ashtree/proc/dump_contents(override = TRUE)
var/atom/L = drop_location()
for(var/atom/movable/AM in src)
AM.forceMove(L)
/obj/structure/flora/ashtree/proc/harvest_sap()
desc = "A once large tree now burnt like the lands around it."
icon_state = "ashtree"
var/obj/item/reagent_containers/RG = container_used
//Incase someone was a dumb and used a lidded container
if(RG.is_refillable())
//Make sure that its not filling something thats full
if(!RG.reagents.holder_full())
RG.reagents.add_reagent(sap_type, min(RG.volume - RG.reagents.total_volume, sap_amount))
//We drop are used beaker and try to fill it with sap
RG.forceMove(drop_location())
SSblackbox.record_feedback("tally", "Honey Tree", 1, "Harvested Honey") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
//Proc stolen from Trees
//If you hit it with a sharp force aboe 0 item it chops it down, unlike trees tho it dosnt give wood as its already charcoal
//Also dosnt have a stump
/obj/structure/flora/ashtree/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/reagent_containers))
if(sap)
user.visible_message("<span class='notice'>[user] pokes [src] and places a container under the [W].</span>","<span class='notice'>You set up [src] with [W].</span>")
icon_state = tabbed_icon_state
sap = FALSE
container_used = W
//So we dont lose are bowl when cutting it down + needed for the harvest sap proc
user.transferItemToLoc(W, src)
addtimer(CALLBACK(src, .proc/harvest_sap), harvest_sap_time SECONDS)
else
to_chat(user, "<span class='notice'>There is no sap to collect.</span>")
if(coal_amount && (!(flags_1 & NODECONSTRUCT_1)))
if(!W.sharpness || !W.force)
return
if(W.hitsound)
playsound(get_turf(src), W.hitsound, 100, 0, 0)
user.visible_message("<span class='notice'>[user] begins to cut down [src] with [W].</span>","<span class='notice'>You begin to cut down [src] with [W].</span>", "You hear the sound of brittle sawing.")
//2.5 seconds with 20 force, 4 seconds with a hatchet, 10 seconds with a shard.
if(do_after(user, 500/W.force, target = src))
user.visible_message("<span class='notice'>[user] fells [src] with the [W].</span>","<span class='notice'>You fell [src] with the [W].</span>", "You hear the sound of a crumbling tree.")
playsound(get_turf(src), 'sound/effects/meteorimpact.ogg', 100 , 0, 0)
for(var/i=1 to coal_amount)
new /obj/item/stack/sheet/mineral/coal(get_turf(src))
qdel(src)//If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
SSblackbox.record_feedback("tally", "Honey Tree", 1, "Cutted Tree")
return ..()
@@ -484,7 +484,7 @@
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
/obj/effect/warp_cube/ex_act(severity, target)
/obj/effect/warp_cube/ex_act(severity, target, origin)
return
//Meat Hook
@@ -607,7 +607,7 @@
/obj/effect/immortality_talisman/attackby()
return
/obj/effect/immortality_talisman/ex_act()
/obj/effect/immortality_talisman/ex_act(severity, target, origin)
return
/obj/effect/immortality_talisman/singularity_pull()
+1 -1
View File
@@ -346,7 +346,7 @@
to_chat(usr, "<span class='warning'>Required access not found.</span>")
return TRUE
/obj/machinery/mineral/ore_redemption/ex_act(severity, target)
/obj/machinery/mineral/ore_redemption/ex_act(severity, target, origin)
do_sparks(5, TRUE, src)
..()
+14
View File
@@ -243,3 +243,17 @@ GLOBAL_LIST_EMPTY(silo_access_logs)
sep = ", "
msg += "[amount < 0 ? "-" : "+"][val] [M.name]"
formatted = msg.Join()
/obj/machinery/ore_silo/on_object_saved(var/depth = 0)
if(depth >= 10)
return ""
var/dat
var/datum/component/material_container/material_holder = GetComponent(/datum/component/material_container)
for(var/each in material_holder.materials)
var/amount = material_holder.materials[each] / MINERAL_MATERIAL_AMOUNT
var/datum/material/material_datum = each
while(amount > 0)
var/amount_in_stack = max(1, min(50, amount))
amount -= amount_in_stack
dat += "[dat ? ",\n" : ""][material_datum.sheet_type]{\n\tamount = [amount_in_stack]\n\t}"
return dat
+1 -1
View File
@@ -270,7 +270,7 @@
SSblackbox.record_feedback("tally", "crusher_voucher_redeemed", 1, selection)
qdel(voucher)
/obj/machinery/mineral/equipment_vendor/ex_act(severity, target)
/obj/machinery/mineral/equipment_vendor/ex_act(severity, target, origin)
do_sparks(5, TRUE, src)
if(prob(50 / severity) && severity < 3)
qdel(src)
+3 -3
View File
@@ -152,7 +152,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
C.forcesay("*scream")
qdel(src)
/obj/item/stack/ore/glass/ex_act(severity, target)
/obj/item/stack/ore/glass/ex_act(severity, target, origin)
if (severity == EXPLODE_NONE)
return
qdel(src)
@@ -314,7 +314,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
GibtoniteReaction(P.firer)
. = ..()
/obj/item/gibtonite/ex_act()
/obj/item/gibtonite/ex_act(severity, target, origin)
GibtoniteReaction(null, 1)
/obj/item/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by = 0)
@@ -356,7 +356,7 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
pixel_x = initial(pixel_x) + rand(0, 16) - 8
pixel_y = initial(pixel_y) + rand(0, 8) - 8
/obj/item/stack/ore/ex_act(severity, target)
/obj/item/stack/ore/ex_act(severity, target, origin)
if (!severity || severity >= 2)
return
qdel(src)