Merge branch 'master' into A_Tailer's_art

This commit is contained in:
Trilbyspaceclone
2019-10-05 11:50:12 -04:00
committed by GitHub
1319 changed files with 18376 additions and 11180 deletions
+6 -1
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@@ -235,6 +235,11 @@
SEND_SIGNAL(src, COMSIG_ATOM_BULLET_ACT, P, def_zone)
. = P.on_hit(src, 0, def_zone)
//used on altdisarm() for special interactions between the shoved victim (target) and the src, with user being the one shoving the target on it.
// IMPORTANT: if you wish to add a new own shove_act() to a certain object, remember to add SHOVABLE_ONTO to its obj_flags bitfied var first.
/atom/proc/shove_act(mob/living/target, mob/living/user)
return FALSE
/atom/proc/in_contents_of(container)//can take class or object instance as argument
if(ispath(container))
if(istype(src.loc, container))
@@ -379,7 +384,7 @@
SEND_SIGNAL(src, COMSIG_ATOM_ACID_ACT, acidpwr, acid_volume)
/atom/proc/emag_act()
SEND_SIGNAL(src, COMSIG_ATOM_EMAG_ACT)
return SEND_SIGNAL(src, COMSIG_ATOM_EMAG_ACT)
/atom/proc/rad_act(strength)
SEND_SIGNAL(src, COMSIG_ATOM_RAD_ACT, strength)
+18 -1
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@@ -18,7 +18,7 @@
/datum/atom_hud/data
/datum/atom_hud/data/human/medical
hud_icons = list(STATUS_HUD, HEALTH_HUD, NANITE_HUD)
hud_icons = list(STATUS_HUD, HEALTH_HUD, NANITE_HUD, RAD_HUD)
/datum/atom_hud/data/human/medical/basic
@@ -162,6 +162,7 @@
holder.icon_state = "hud[RoundHealth(src)]"
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
med_hud_set_radstatus()
//for carbon suit sensors
/mob/living/carbon/med_hud_set_health()
@@ -211,6 +212,22 @@
holder.icon_state = "hudhealthy"
/mob/living/proc/med_hud_set_radstatus()
var/image/radholder = hud_list[RAD_HUD]
var/icon/I = icon(icon, icon_state, dir)
radholder.pixel_y = I.Height() - world.icon_size
var/mob/living/M = src
var/rads = M.radiation
switch(rads)
if(-INFINITY to RAD_MOB_SAFE)
radholder.icon_state = "hudradsafe"
if((RAD_MOB_SAFE+1) to RAD_MOB_MUTATE)
radholder.icon_state = "hudraddanger"
if((RAD_MOB_MUTATE+1) to RAD_MOB_VOMIT)
radholder.icon_state = "hudradlethal"
if((RAD_MOB_VOMIT+1) to INFINITY)
radholder.icon_state = "hudradnuke"
/***********************************************
Security HUDs! Basic mode shows only the job.
************************************************/
+1 -1
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@@ -6,7 +6,7 @@
name = "traitor+brothers"
config_tag = "traitorbro"
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Quartermaster", "Chief Engineer", "Research Director")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
announce_span = "danger"
announce_text = "There are Syndicate agents and Blood Brothers on the station!\n\
+1 -1
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@@ -135,7 +135,7 @@ Credit where due:
required_enemies = 3
recommended_enemies = 5
enemy_minimum_age = 7
protected_jobs = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain") //Silicons can eventually be converted
protected_jobs = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster") //Silicons can eventually be converted
restricted_jobs = list("Chaplain", "Captain")
announce_span = "brass"
announce_text = "Servants of Ratvar are trying to summon the Justiciar!\n\
+2 -2
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@@ -35,8 +35,8 @@
config_tag = "cult"
antag_flag = ROLE_CULTIST
false_report_weight = 10
restricted_jobs = list("Chaplain","AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel")
protected_jobs = list()
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 30
required_enemies = 3
recommended_enemies = 5
+748
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@@ -0,0 +1,748 @@
#define CURRENT_LIVING_PLAYERS 1
#define CURRENT_LIVING_ANTAGS 2
#define CURRENT_DEAD_PLAYERS 3
#define CURRENT_OBSERVERS 4
#define ONLY_RULESET 1
#define HIGHLANDER_RULESET 2
#define TRAITOR_RULESET 4
#define MINOR_RULESET 8
#define RULESET_STOP_PROCESSING 1
// -- Injection delays
GLOBAL_VAR_INIT(dynamic_latejoin_delay_min, (5 MINUTES))
GLOBAL_VAR_INIT(dynamic_latejoin_delay_max, (25 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_min, (15 MINUTES))
GLOBAL_VAR_INIT(dynamic_midround_delay_max, (35 MINUTES))
// Are HIGHLANDER_RULESETs allowed to stack?
GLOBAL_VAR_INIT(dynamic_no_stacking, TRUE)
// A number between -5 and +5.
// A negative value will give a more peaceful round and
// a positive value will give a round with higher threat.
GLOBAL_VAR_INIT(dynamic_curve_centre, 0)
// A number between 0.5 and 4.
// Higher value will favour extreme rounds and
// lower value rounds closer to the average.
GLOBAL_VAR_INIT(dynamic_curve_width, 1.8)
// If enabled only picks a single starting rule and executes only autotraitor midround ruleset.
GLOBAL_VAR_INIT(dynamic_classic_secret, FALSE)
// How many roundstart players required for high population override to take effect.
GLOBAL_VAR_INIT(dynamic_high_pop_limit, 55)
// If enabled does not accept or execute any rulesets.
GLOBAL_VAR_INIT(dynamic_forced_extended, FALSE)
// How high threat is required for HIGHLANDER_RULESETs stacking.
// This is independent of dynamic_no_stacking.
GLOBAL_VAR_INIT(dynamic_stacking_limit, 90)
// List of forced roundstart rulesets.
GLOBAL_LIST_EMPTY(dynamic_forced_roundstart_ruleset)
// Forced threat level, setting this to zero or higher forces the roundstart threat to the value.
GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
/datum/game_mode/dynamic
name = "dynamic mode"
config_tag = "dynamic"
announce_span = "danger"
announce_text = "Dynamic mode!" // This needs to be changed maybe
reroll_friendly = FALSE;
// Threat logging vars
/// The "threat cap", threat shouldn't normally go above this and is used in ruleset calculations
var/threat_level = 0
/// Set at the beginning of the round. Spent by the mode to "purchase" rules.
var/threat = 0
/// Running information about the threat. Can store text or datum entries.
var/list/threat_log = list()
/// List of roundstart rules used for selecting the rules.
var/list/roundstart_rules = list()
/// List of latejoin rules used for selecting the rules.
var/list/latejoin_rules = list()
/// List of midround rules used for selecting the rules.
var/list/midround_rules = list()
/** # Pop range per requirement.
* If the value is five the range is:
* 0-4, 5-9, 10-14, 15-19, 20-24, 25-29, 30-34, 35-39, 40-54, 45+
* If it is six the range is:
* 0-5, 6-11, 12-17, 18-23, 24-29, 30-35, 36-41, 42-47, 48-53, 54+
* If it is seven the range is:
* 0-6, 7-13, 14-20, 21-27, 28-34, 35-41, 42-48, 49-55, 56-62, 63+
*/
var/pop_per_requirement = 6
/// The requirement used for checking if a second rule should be selected.
var/list/second_rule_req = list(100, 100, 80, 70, 60, 50, 30, 20, 10, 0)
/// The requirement used for checking if a third rule should be selected.
var/list/third_rule_req = list(100, 100, 100, 90, 80, 70, 60, 50, 40, 30)
/// Threat requirement for a second ruleset when high pop override is in effect.
var/high_pop_second_rule_req = 40
/// Threat requirement for a third ruleset when high pop override is in effect.
var/high_pop_third_rule_req = 60
/// Number of players who were ready on roundstart.
var/roundstart_pop_ready = 0
/// List of candidates used on roundstart rulesets.
var/list/candidates = list()
/// Rules that are processed, rule_process is called on the rules in this list.
var/list/current_rules = list()
/// List of executed rulesets.
var/list/executed_rules = list()
/// Associative list of current players, in order: living players, living antagonists, dead players and observers.
var/list/list/current_players = list(CURRENT_LIVING_PLAYERS, CURRENT_LIVING_ANTAGS, CURRENT_DEAD_PLAYERS, CURRENT_OBSERVERS)
/// When world.time is over this number the mode tries to inject a latejoin ruleset.
var/latejoin_injection_cooldown = 0
/// When world.time is over this number the mode tries to inject a midround ruleset.
var/midround_injection_cooldown = 0
/// When TRUE GetInjectionChance returns 100.
var/forced_injection = FALSE
/// Forced ruleset to be executed for the next latejoin.
var/datum/dynamic_ruleset/latejoin/forced_latejoin_rule = null
/// When current_players was updated last time.
var/pop_last_updated = 0
/// How many percent of the rounds are more peaceful.
var/peaceful_percentage = 50
/// If a highlander executed.
var/highlander_executed = FALSE
/// If a only ruleset has been executed.
var/only_ruleset_executed = FALSE
/datum/game_mode/dynamic/admin_panel()
var/list/dat = list("<html><head><title>Game Mode Panel</title></head><body><h1><B>Game Mode Panel</B></h1>")
dat += "Dynamic Mode <a href='?_src_=vars;[HrefToken()];Vars=[REF(src)]'>\[VV\]</A><BR>"
dat += "Threat Level: <b>[threat_level]</b><br/>"
dat += "Threat to Spend: <b>[threat]</b> <a href='?src=\ref[src];[HrefToken()];adjustthreat=1'>\[Adjust\]</A> <a href='?src=\ref[src];[HrefToken()];threatlog=1'>\[View Log\]</a><br/>"
dat += "<br/>"
dat += "Parameters: centre = [GLOB.dynamic_curve_centre] ; width = [GLOB.dynamic_curve_width].<br/>"
dat += "<i>On average, <b>[peaceful_percentage]</b>% of the rounds are more peaceful.</i><br/>"
dat += "Forced extended: <a href='?src=\ref[src];[HrefToken()];forced_extended=1'><b>[GLOB.dynamic_forced_extended ? "On" : "Off"]</b></a><br/>"
dat += "Classic secret (only autotraitor): <a href='?src=\ref[src];[HrefToken()];classic_secret=1'><b>[GLOB.dynamic_classic_secret ? "On" : "Off"]</b></a><br/>"
dat += "No stacking (only one round-ender): <a href='?src=\ref[src];[HrefToken()];no_stacking=1'><b>[GLOB.dynamic_no_stacking ? "On" : "Off"]</b></a><br/>"
dat += "Stacking limit: [GLOB.dynamic_stacking_limit] <a href='?src=\ref[src];[HrefToken()];stacking_limit=1'>\[Adjust\]</A>"
dat += "<br/>"
dat += "Executed rulesets: "
if (executed_rules.len > 0)
dat += "<br/>"
for (var/datum/dynamic_ruleset/DR in executed_rules)
dat += "[DR.ruletype] - <b>[DR.name]</b><br>"
else
dat += "none.<br>"
dat += "<br>Injection Timers: (<b>[get_injection_chance(TRUE)]%</b> chance)<BR>"
dat += "Latejoin: [(latejoin_injection_cooldown-world.time)>60*10 ? "[round((latejoin_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(latejoin_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectlate=1'>\[Now!\]</a><BR>"
dat += "Midround: [(midround_injection_cooldown-world.time)>60*10 ? "[round((midround_injection_cooldown-world.time)/60/10,0.1)] minutes" : "[(midround_injection_cooldown-world.time)] seconds"] <a href='?src=\ref[src];[HrefToken()];injectmid=1'>\[Now!\]</a><BR>"
usr << browse(dat.Join(), "window=gamemode_panel;size=500x500")
/datum/game_mode/dynamic/Topic(href, href_list)
if (..()) // Sanity, maybe ?
return
if(!check_rights(R_ADMIN))
message_admins("[usr.key] has attempted to override the game mode panel!")
log_admin("[key_name(usr)] tried to use the game mode panel without authorization.")
return
if (href_list["forced_extended"])
GLOB.dynamic_forced_extended = !GLOB.dynamic_forced_extended
else if (href_list["no_stacking"])
GLOB.dynamic_no_stacking = !GLOB.dynamic_no_stacking
else if (href_list["classic_secret"])
GLOB.dynamic_classic_secret = !GLOB.dynamic_classic_secret
else if (href_list["adjustthreat"])
var/threatadd = input("Specify how much threat to add (negative to subtract). This can inflate the threat level.", "Adjust Threat", 0) as null|num
if(!threatadd)
return
if(threatadd > 0)
create_threat(threatadd)
else
spend_threat(-threatadd)
else if (href_list["injectlate"])
latejoin_injection_cooldown = 0
forced_injection = TRUE
message_admins("[key_name(usr)] forced a latejoin injection.", 1)
else if (href_list["injectmid"])
midround_injection_cooldown = 0
forced_injection = TRUE
message_admins("[key_name(usr)] forced a midround injection.", 1)
else if (href_list["threatlog"])
show_threatlog(usr)
else if (href_list["stacking_limit"])
GLOB.dynamic_stacking_limit = input(usr,"Change the threat limit at which round-endings rulesets will start to stack.", "Change stacking limit", null) as num
admin_panel() // Refreshes the window
// Checks if there are HIGHLANDER_RULESETs and calls the rule's round_result() proc
/datum/game_mode/dynamic/set_round_result()
for(var/datum/dynamic_ruleset/rule in executed_rules)
if(rule.flags & HIGHLANDER_RULESET)
if(rule.check_finished()) // Only the rule that actually finished the round sets round result.
return rule.round_result()
// If it got to this part, just pick one highlander if it exists
for(var/datum/dynamic_ruleset/rule in executed_rules)
if(rule.flags & HIGHLANDER_RULESET)
return rule.round_result()
return ..()
/datum/game_mode/dynamic/send_intercept()
. = "<b><i>Central Command Status Summary</i></b><hr>"
switch(round(threat_level))
if(0 to 19)
update_playercounts()
if(!current_players[CURRENT_LIVING_ANTAGS].len)
. += "<b>Peaceful Waypoint</b></center><BR>"
. += "Your station orbits deep within controlled, core-sector systems and serves as a waypoint for routine traffic through Nanotrasen's trade empire. Due to the combination of high security, interstellar traffic, and low strategic value, it makes any direct threat of violence unlikely. Your primary enemies will be incompetence and bored crewmen: try to organize team-building events to keep staffers interested and productive."
else
. += "<b>Core Territory</b></center><BR>"
. += "Your station orbits within reliably mundane, secure space. Although Nanotrasen has a firm grip on security in your region, the valuable resources and strategic position aboard your station make it a potential target for infiltrations. Monitor crew for non-loyal behavior, but expect a relatively tame shift free of large-scale destruction. We expect great things from your station."
if(20 to 39)
. += "<b>Anomalous Exogeology</b></center><BR>"
. += "Although your station lies within what is generally considered Nanotrasen-controlled space, the course of its orbit has caused it to cross unusually close to exogeological features with anomalous readings. Although these features offer opportunities for our research department, it is known that these little understood readings are often correlated with increased activity from competing interstellar organizations and individuals, among them the Wizard Federation and Cult of the Geometer of Blood - all known competitors for Anomaly Type B sites. Exercise elevated caution."
if(40 to 65)
. += "<b>Contested System</b></center><BR>"
. += "Your station's orbit passes along the edge of Nanotrasen's sphere of influence. While subversive elements remain the most likely threat against your station, hostile organizations are bolder here, where our grip is weaker. Exercise increased caution against elite Syndicate strike forces, or Executives forbid, some kind of ill-conceived unionizing attempt."
if(66 to 79)
. += "<b>Uncharted Space</b></center><BR>"
. += "Congratulations and thank you for participating in the NT 'Frontier' space program! Your station is actively orbiting a high value system far from the nearest support stations. Little is known about your region of space, and the opportunity to encounter the unknown invites greater glory. You are encouraged to elevate security as necessary to protect Nanotrasen assets."
if(80 to 99)
. += "<b>Black Orbit</b></center><BR>"
. += "As part of a mandatory security protocol, we are required to inform you that as a result of your orbital pattern directly behind an astrological body (oriented from our nearest observatory), your station will be under decreased monitoring and support. It is anticipated that your extreme location and decreased surveillance could pose security risks. Avoid unnecessary risks and attempt to keep your station in one piece."
if(100)
. += "<b>Impending Doom</b></center><BR>"
. += "Your station is somehow in the middle of hostile territory, in clear view of any enemy of the corporation. Your likelihood to survive is low, and station destruction is expected and almost inevitable. Secure any sensitive material and neutralize any enemy you will come across. It is important that you at least try to maintain the station.<BR>"
. += "Good luck."
if(station_goals.len)
. += "<hr><b>Special Orders for [station_name()]:</b>"
for(var/datum/station_goal/G in station_goals)
G.on_report()
. += G.get_report()
print_command_report(., "Central Command Status Summary", announce=FALSE)
priority_announce("A summary has been copied and printed to all communications consoles.", "Security level elevated.", 'sound/ai/intercept.ogg')
if(GLOB.security_level < SEC_LEVEL_BLUE)
set_security_level(SEC_LEVEL_BLUE)
// Yes, this is copy pasted from game_mode
/datum/game_mode/dynamic/check_finished(force_ending)
if(!SSticker.setup_done || !gamemode_ready)
return FALSE
if(replacementmode && round_converted == 2)
return replacementmode.check_finished()
if(SSshuttle.emergency && (SSshuttle.emergency.mode == SHUTTLE_ENDGAME))
return TRUE
if(station_was_nuked)
return TRUE
if(force_ending)
return TRUE
for(var/datum/dynamic_ruleset/rule in executed_rules)
if(rule.flags & HIGHLANDER_RULESET)
return rule.check_finished()
/datum/game_mode/dynamic/proc/show_threatlog(mob/admin)
if(!SSticker.HasRoundStarted())
alert("The round hasn't started yet!")
return
if(!check_rights(R_ADMIN))
return
var/list/out = list("<TITLE>Threat Log</TITLE><B><font size='3'>Threat Log</font></B><br><B>Starting Threat:</B> [threat_level]<BR>")
for(var/entry in threat_log)
if(istext(entry))
out += "[entry]<BR>"
out += "<B>Remaining threat/threat_level:</B> [threat]/[threat_level]"
usr << browse(out.Join(), "window=threatlog;size=700x500")
/// Generates the threat level using lorentz distribution and assigns peaceful_percentage.
/datum/game_mode/dynamic/proc/generate_threat()
var/relative_threat = LORENTZ_DISTRIBUTION(GLOB.dynamic_curve_centre, GLOB.dynamic_curve_width)
threat_level = round(lorentz_to_threat(relative_threat), 0.1)
peaceful_percentage = round(LORENTZ_CUMULATIVE_DISTRIBUTION(relative_threat, GLOB.dynamic_curve_centre, GLOB.dynamic_curve_width), 0.01)*100
threat = threat_level
/datum/game_mode/dynamic/can_start()
/* Disabled for now, had some changes that need to be tested and this might interfere with that.
if(GLOB.dynamic_curve_centre == 0)
// 10 is when the centre starts to decrease
// 6 is just 1 + 5 (from the maximum value and the one decreased)
// 1 just makes the curve look better, I don't know.
// Limited between 1 and 5 then inverted and rounded
// With this you get a centre curve that stays at -5 until 10 then first rapidly decreases but slows down at the end
GLOB.dynamic_curve_centre = round(-CLAMP((10*6/GLOB.player_list.len)-1, 0, 5), 0.5)
*/
message_admins("Dynamic mode parameters for the round:")
message_admins("Centre is [GLOB.dynamic_curve_centre], Width is [GLOB.dynamic_curve_width], Forced extended is [GLOB.dynamic_forced_extended ? "Enabled" : "Disabled"], No stacking is [GLOB.dynamic_no_stacking ? "Enabled" : "Disabled"].")
message_admins("Stacking limit is [GLOB.dynamic_stacking_limit], Classic secret is [GLOB.dynamic_classic_secret ? "Enabled" : "Disabled"], High population limit is [GLOB.dynamic_high_pop_limit].")
log_game("DYNAMIC: Dynamic mode parameters for the round:")
log_game("DYNAMIC: Centre is [GLOB.dynamic_curve_centre], Width is [GLOB.dynamic_curve_width], Forced extended is [GLOB.dynamic_forced_extended ? "Enabled" : "Disabled"], No stacking is [GLOB.dynamic_no_stacking ? "Enabled" : "Disabled"].")
log_game("DYNAMIC: Stacking limit is [GLOB.dynamic_stacking_limit], Classic secret is [GLOB.dynamic_classic_secret ? "Enabled" : "Disabled"], High population limit is [GLOB.dynamic_high_pop_limit].")
if(GLOB.dynamic_forced_threat_level >= 0)
threat_level = round(GLOB.dynamic_forced_threat_level, 0.1)
threat = threat_level
else
generate_threat()
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
midround_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time
log_game("DYNAMIC: Dynamic Mode initialized with a Threat Level of... [threat_level]!")
return TRUE
/datum/game_mode/dynamic/pre_setup()
for (var/rule in subtypesof(/datum/dynamic_ruleset))
var/datum/dynamic_ruleset/ruleset = new rule()
// Simple check if the ruleset should be added to the lists.
if(ruleset.name == "")
continue
switch(ruleset.ruletype)
if("Roundstart")
roundstart_rules += ruleset
if ("Latejoin")
latejoin_rules += ruleset
if ("Midround")
if (ruleset.weight)
midround_rules += ruleset
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.ready == PLAYER_READY_TO_PLAY && player.mind)
roundstart_pop_ready++
candidates.Add(player)
log_game("DYNAMIC: Listing [roundstart_rules.len] round start rulesets, and [candidates.len] players ready.")
if (candidates.len <= 0)
return TRUE
if (roundstart_rules.len <= 0)
return TRUE
if(GLOB.dynamic_forced_roundstart_ruleset.len > 0)
rigged_roundstart()
else
roundstart()
var/starting_rulesets = ""
for (var/datum/dynamic_ruleset/roundstart/DR in executed_rules)
starting_rulesets += "[DR.name], "
candidates.Cut()
return TRUE
/datum/game_mode/dynamic/post_setup(report)
update_playercounts()
for(var/datum/dynamic_ruleset/roundstart/rule in executed_rules)
rule.candidates.Cut() // The rule should not use candidates at this point as they all are null.
if(!rule.execute())
stack_trace("The starting rule \"[rule.name]\" failed to execute.")
..()
/// A simple roundstart proc used when dynamic_forced_roundstart_ruleset has rules in it.
/datum/game_mode/dynamic/proc/rigged_roundstart()
message_admins("[GLOB.dynamic_forced_roundstart_ruleset.len] rulesets being forced. Will now attempt to draft players for them.")
log_game("DYNAMIC: [GLOB.dynamic_forced_roundstart_ruleset.len] rulesets being forced. Will now attempt to draft players for them.")
for (var/datum/dynamic_ruleset/roundstart/rule in GLOB.dynamic_forced_roundstart_ruleset)
message_admins("Drafting players for forced ruleset [rule.name].")
log_game("DYNAMIC: Drafting players for forced ruleset [rule.name].")
rule.mode = src
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready(TRUE))
picking_roundstart_rule(list(rule), forced = TRUE)
/datum/game_mode/dynamic/proc/roundstart()
if (GLOB.dynamic_forced_extended)
log_game("DYNAMIC: Starting a round of forced extended.")
return TRUE
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
if (rule.acceptable(roundstart_pop_ready, threat_level) && threat >= rule.cost) // If we got the population and threat required
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready() && rule.candidates.len > 0)
drafted_rules[rule] = rule.weight
var/indice_pop = min(10,round(roundstart_pop_ready/pop_per_requirement)+1)
var/extra_rulesets_amount = 0
if (GLOB.dynamic_classic_secret)
extra_rulesets_amount = 0
else
if (roundstart_pop_ready > GLOB.dynamic_high_pop_limit)
message_admins("High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
log_game("DYNAMIC: High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
if (threat_level > high_pop_second_rule_req)
extra_rulesets_amount++
if (threat_level > high_pop_third_rule_req)
extra_rulesets_amount++
else
if (threat_level >= second_rule_req[indice_pop])
extra_rulesets_amount++
if (threat_level >= third_rule_req[indice_pop])
extra_rulesets_amount++
if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules))
if (extra_rulesets_amount > 0) // We've got enough population and threat for a second rulestart rule
for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
if (rule.cost > threat)
drafted_rules -= rule
if (drafted_rules.len > 0 && picking_roundstart_rule(drafted_rules))
if (extra_rulesets_amount > 1) // We've got enough population and threat for a third rulestart rule
for (var/datum/dynamic_ruleset/roundstart/rule in drafted_rules)
if (rule.cost > threat)
drafted_rules -= rule
picking_roundstart_rule(drafted_rules)
else
return FALSE
return TRUE
/// Picks a random roundstart rule from the list given as an argument and executes it.
/datum/game_mode/dynamic/proc/picking_roundstart_rule(list/drafted_rules = list(), forced = FALSE)
var/datum/dynamic_ruleset/roundstart/starting_rule = pickweight(drafted_rules)
if(!starting_rule)
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
// Check if a blocking ruleset has been executed.
else if(check_blocking(starting_rule.blocking_rules, executed_rules))
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
return FALSE
starting_rule = pickweight(drafted_rules)
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(starting_rule.flags & HIGHLANDER_RULESET)
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
drafted_rules -= starting_rule
if(drafted_rules.len <= 0)
return FALSE
starting_rule = pickweight(drafted_rules)
log_game("DYNAMIC: Picking a [istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/) ? " delayed " : ""] ruleset [starting_rule.name]")
roundstart_rules -= starting_rule
drafted_rules -= starting_rule
if (istype(starting_rule, /datum/dynamic_ruleset/roundstart/delayed/))
var/datum/dynamic_ruleset/roundstart/delayed/rule = starting_rule
addtimer(CALLBACK(src, .proc/execute_delayed, rule), rule.delay)
starting_rule.trim_candidates()
if (starting_rule.pre_execute())
spend_threat(starting_rule.cost)
threat_log += "[worldtime2text()]: Roundstart [starting_rule.name] spent [starting_rule.cost]"
if(starting_rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(starting_rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
executed_rules += starting_rule
if (starting_rule.persistent)
current_rules += starting_rule
for(var/mob/M in starting_rule.assigned)
for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
if (!rule.ready())
drafted_rules -= rule // And removing rules that are no longer elligible
return TRUE
else
stack_trace("The starting rule \"[starting_rule.name]\" failed to pre_execute.")
return FALSE
/// Executes delayed roundstart rules and has a hack in it.
/datum/game_mode/dynamic/proc/execute_delayed(datum/dynamic_ruleset/roundstart/delayed/rule)
update_playercounts()
rule.candidates = current_players[CURRENT_LIVING_PLAYERS].Copy()
rule.trim_candidates()
if(rule.execute())
executed_rules += rule
if (rule.persistent)
current_rules += rule
return TRUE
else
stack_trace("The delayed roundstart rule \"[rule.name]\" failed to execute.")
return FALSE
/// Picks a random midround OR latejoin rule from the list given as an argument and executes it.
/// Also this could be named better.
/datum/game_mode/dynamic/proc/picking_midround_latejoin_rule(list/drafted_rules = list(), forced = FALSE)
var/datum/dynamic_ruleset/rule = pickweight(drafted_rules)
if(!rule)
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
// Check if a blocking ruleset has been executed.
else if(check_blocking(rule.blocking_rules, executed_rules))
drafted_rules -= rule
if(drafted_rules.len <= 0)
return FALSE
rule = pickweight(drafted_rules)
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(rule.flags & HIGHLANDER_RULESET)
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
drafted_rules -= rule
if(drafted_rules.len <= 0)
return FALSE
rule = pickweight(drafted_rules)
if(!rule.repeatable)
if(rule.ruletype == "Latejoin")
latejoin_rules = remove_from_list(latejoin_rules, rule.type)
else if(rule.type == "Midround")
midround_rules = remove_from_list(midround_rules, rule.type)
if (rule.execute())
log_game("DYNAMIC: Injected a [rule.ruletype == "latejoin" ? "latejoin" : "midround"] ruleset [rule.name].")
spend_threat(rule.cost)
threat_log += "[worldtime2text()]: [rule.ruletype] [rule.name] spent [rule.cost]"
if(rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
if(rule.ruletype == "Latejoin")
var/mob/M = pick(rule.candidates)
message_admins("[key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
log_game("DYNAMIC: [key_name(M)] joined the station, and was selected by the [rule.name] ruleset.")
executed_rules += rule
rule.candidates.Cut()
if (rule.persistent)
current_rules += rule
return TRUE
else
stack_trace("The [rule.ruletype] rule \"[rule.name]\" failed to execute.")
return FALSE
/// An experimental proc to allow admins to call rules on the fly or have rules call other rules.
/datum/game_mode/dynamic/proc/picking_specific_rule(ruletype, forced = FALSE)
var/datum/dynamic_ruleset/midround/new_rule
if(ispath(ruletype))
new_rule = new ruletype() // You should only use it to call midround rules though.
else if(istype(ruletype, /datum/dynamic_ruleset))
new_rule = ruletype
else
return FALSE
if(!new_rule)
return FALSE
if(!forced)
if(only_ruleset_executed)
return FALSE
// Check if a blocking ruleset has been executed.
else if(check_blocking(new_rule.blocking_rules, executed_rules))
return FALSE
// Check if the ruleset is highlander and if a highlander ruleset has been executed
else if(new_rule.flags & HIGHLANDER_RULESET)
if(threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(highlander_executed)
return FALSE
update_playercounts()
if ((forced || (new_rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && new_rule.cost <= threat)))
new_rule.candidates = current_players.Copy()
new_rule.trim_candidates()
if (new_rule.ready(forced))
spend_threat(new_rule.cost)
threat_log += "[worldtime2text()]: Forced rule [new_rule.name] spent [new_rule.cost]"
if (new_rule.execute()) // This should never fail since ready() returned 1
if(new_rule.flags & HIGHLANDER_RULESET)
highlander_executed = TRUE
else if(new_rule.flags & ONLY_RULESET)
only_ruleset_executed = TRUE
log_game("DYNAMIC: Making a call to a specific ruleset...[new_rule.name]!")
executed_rules += new_rule
if (new_rule.persistent)
current_rules += new_rule
return TRUE
else if (forced)
log_game("DYNAMIC: The ruleset [new_rule.name] couldn't be executed due to lack of elligible players.")
return FALSE
/datum/game_mode/dynamic/process()
if (pop_last_updated < world.time - (60 SECONDS))
pop_last_updated = world.time
update_playercounts()
for (var/datum/dynamic_ruleset/rule in current_rules)
if(rule.rule_process() == RULESET_STOP_PROCESSING) // If rule_process() returns 1 (RULESET_STOP_PROCESSING), stop processing.
current_rules -= rule
if (midround_injection_cooldown < world.time)
if (GLOB.dynamic_forced_extended)
return
// Somehow it manages to trigger midround multiple times so this was moved here.
// There is no way this should be able to trigger an injection twice now.
var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_midround_delay_max + GLOB.dynamic_midround_delay_min)
midround_injection_cooldown = (round(CLAMP(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_midround_delay_min, GLOB.dynamic_midround_delay_max)) + world.time)
// Time to inject some threat into the round
if(EMERGENCY_ESCAPED_OR_ENDGAMED) // Unless the shuttle is gone
return
log_game("DYNAMIC: Checking state of the round.")
update_playercounts()
if (prob(get_injection_chance()))
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/midround/rule in midround_rules)
if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
// Classic secret : only autotraitor/minor roles
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
continue
rule.candidates = list()
rule.candidates = current_players.Copy()
rule.trim_candidates()
if (rule.ready() && rule.candidates.len > 0)
drafted_rules[rule] = rule.get_weight()
if (drafted_rules.len > 0)
picking_midround_latejoin_rule(drafted_rules)
/// Updates current_players.
/datum/game_mode/dynamic/proc/update_playercounts()
current_players[CURRENT_LIVING_PLAYERS] = list()
current_players[CURRENT_LIVING_ANTAGS] = list()
current_players[CURRENT_DEAD_PLAYERS] = list()
current_players[CURRENT_OBSERVERS] = list()
for (var/mob/M in GLOB.player_list)
if (istype(M, /mob/dead/new_player))
continue
if (M.stat != DEAD)
current_players[CURRENT_LIVING_PLAYERS].Add(M)
if (M.mind && (M.mind.special_role || M.mind.antag_datums?.len > 0))
current_players[CURRENT_LIVING_ANTAGS].Add(M)
else
if (istype(M,/mob/dead/observer))
var/mob/dead/observer/O = M
if (O.started_as_observer) // Observers
current_players[CURRENT_OBSERVERS].Add(M)
continue
current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow)
/// Gets the chance for latejoin and midround injection, the dry_run argument is only used for forced injection.
/datum/game_mode/dynamic/proc/get_injection_chance(dry_run = FALSE)
if(forced_injection)
forced_injection = !dry_run
return 100
var/chance = 0
// If the high pop override is in effect, we reduce the impact of population on the antag injection chance
var/high_pop_factor = (current_players[CURRENT_LIVING_PLAYERS].len >= GLOB.dynamic_high_pop_limit)
var/max_pop_per_antag = max(5,15 - round(threat_level/10) - round(current_players[CURRENT_LIVING_PLAYERS].len/(high_pop_factor ? 10 : 5)))
if (!current_players[CURRENT_LIVING_ANTAGS].len)
chance += 50 // No antags at all? let's boost those odds!
else
var/current_pop_per_antag = current_players[CURRENT_LIVING_PLAYERS].len / current_players[CURRENT_LIVING_ANTAGS].len
if (current_pop_per_antag > max_pop_per_antag)
chance += min(50, 25+10*(current_pop_per_antag-max_pop_per_antag))
else
chance += 25-10*(max_pop_per_antag-current_pop_per_antag)
if (current_players[CURRENT_DEAD_PLAYERS].len > current_players[CURRENT_LIVING_PLAYERS].len)
chance -= 30 // More than half the crew died? ew, let's calm down on antags
if (threat > 70)
chance += 15
if (threat < 30)
chance -= 15
return round(max(0,chance))
/// Removes type from the list
/datum/game_mode/dynamic/proc/remove_from_list(list/type_list, type)
for(var/I in type_list)
if(istype(I, type))
type_list -= I
return type_list
/// Checks if a type in blocking_list is in rule_list.
/datum/game_mode/dynamic/proc/check_blocking(list/blocking_list, list/rule_list)
if(blocking_list.len > 0)
for(var/blocking in blocking_list)
for(var/datum/executed in rule_list)
if(blocking == executed.type)
return TRUE
return FALSE
/// Checks if client age is age or older.
/datum/game_mode/dynamic/proc/check_age(client/C, age)
enemy_minimum_age = age
if(get_remaining_days(C) == 0)
enemy_minimum_age = initial(enemy_minimum_age)
return TRUE // Available in 0 days = available right now = player is old enough to play.
enemy_minimum_age = initial(enemy_minimum_age)
return FALSE
/datum/game_mode/dynamic/make_antag_chance(mob/living/carbon/human/newPlayer)
if (GLOB.dynamic_forced_extended)
return
if(EMERGENCY_ESCAPED_OR_ENDGAMED) // No more rules after the shuttle has left
return
update_playercounts()
if (forced_latejoin_rule)
forced_latejoin_rule.candidates = list(newPlayer)
forced_latejoin_rule.trim_candidates()
log_game("DYNAMIC: Forcing ruleset [forced_latejoin_rule]")
if (forced_latejoin_rule.ready(TRUE))
picking_midround_latejoin_rule(list(forced_latejoin_rule), forced = TRUE)
forced_latejoin_rule = null
else if (latejoin_injection_cooldown < world.time && prob(get_injection_chance()))
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/latejoin/rule in latejoin_rules)
if (rule.acceptable(current_players[CURRENT_LIVING_PLAYERS].len, threat_level) && threat >= rule.cost)
// Classic secret : only autotraitor/minor roles
if (GLOB.dynamic_classic_secret && !((rule.flags & TRAITOR_RULESET) || (rule.flags & MINOR_RULESET)))
continue
// No stacking : only one round-enter, unless > stacking_limit threat.
if (threat < GLOB.dynamic_stacking_limit && GLOB.dynamic_no_stacking)
if(rule.flags & HIGHLANDER_RULESET && highlander_executed)
continue
rule.candidates = list(newPlayer)
rule.trim_candidates()
if (rule.ready())
drafted_rules[rule] = rule.get_weight()
if (drafted_rules.len > 0 && picking_midround_latejoin_rule(drafted_rules))
var/latejoin_injection_cooldown_middle = 0.5*(GLOB.dynamic_latejoin_delay_max + GLOB.dynamic_latejoin_delay_min)
latejoin_injection_cooldown = round(CLAMP(EXP_DISTRIBUTION(latejoin_injection_cooldown_middle), GLOB.dynamic_latejoin_delay_min, GLOB.dynamic_latejoin_delay_max)) + world.time
/// Refund threat, but no more than threat_level.
/datum/game_mode/dynamic/proc/refund_threat(regain)
threat = min(threat_level,threat+regain)
/// Generate threat and increase the threat_level if it goes beyond, capped at 100
/datum/game_mode/dynamic/proc/create_threat(gain)
threat = min(100, threat+gain)
if(threat > threat_level)
threat_level = threat
/// Expend threat, can't fall under 0.
/datum/game_mode/dynamic/proc/spend_threat(cost)
threat = max(threat-cost,0)
/// Turns the value generated by lorentz distribution to threat value between 0 and 100.
/datum/game_mode/dynamic/proc/lorentz_to_threat(x)
switch (x)
if (-INFINITY to -20)
return rand(0, 10)
if (-20 to -10)
return RULE_OF_THREE(-40, -20, x) + 50
if (-10 to -5)
return RULE_OF_THREE(-30, -10, x) + 50
if (-5 to -2.5)
return RULE_OF_THREE(-20, -5, x) + 50
if (-2.5 to -0)
return RULE_OF_THREE(-10, -2.5, x) + 50
if (0 to 2.5)
return RULE_OF_THREE(10, 2.5, x) + 50
if (2.5 to 5)
return RULE_OF_THREE(20, 5, x) + 50
if (5 to 10)
return RULE_OF_THREE(30, 10, x) + 50
if (10 to 20)
return RULE_OF_THREE(40, 20, x) + 50
if (20 to INFINITY)
return rand(90, 100)
@@ -0,0 +1,211 @@
/datum/dynamic_ruleset
/// For admin logging and round end screen.
var/name = ""
/// For admin logging and round end screen, do not change this unless making a new rule type.
var/ruletype = ""
/// If set to TRUE, the rule won't be discarded after being executed, and dynamic will call rule_process() every time it ticks.
var/persistent = FALSE
/// If set to TRUE, dynamic mode will be able to draft this ruleset again later on. (doesn't apply for roundstart rules)
var/repeatable = FALSE
/// If set higher than 0 decreases weight by itself causing the ruleset to appear less often the more it is repeated.
var/repeatable_weight_decrease = 2
/// List of players that are being drafted for this rule
var/list/mob/candidates = list()
/// List of players that were selected for this rule
var/list/datum/mind/assigned = list()
/// Preferences flag such as ROLE_WIZARD that need to be turned on for players to be antag
var/antag_flag = null
/// The antagonist datum that is assigned to the mobs mind on ruleset execution.
var/datum/antagonist/antag_datum = null
/// The required minimum account age for this ruleset.
var/minimum_required_age = 7
/// If set, and config flag protect_roles_from_antagonist is false, then the rule will not pick players from these roles.
var/list/protected_roles = list()
/// If set, rule will deny candidates from those roles always.
var/list/restricted_roles = list()
/// If set, rule will only accept candidates from those roles, IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/list/exclusive_roles = list()
/// If set, there needs to be a certain amount of players doing those roles (among the players who won't be drafted) for the rule to be drafted IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/list/enemy_roles = list()
/// If enemy_roles was set, this is the amount of enemy job workers needed per threat_level range (0-10,10-20,etc) IMPORTANT: DOES NOT WORK ON ROUNDSTART RULESETS.
var/required_enemies = list(1,1,0,0,0,0,0,0,0,0)
/// The rule needs this many candidates (post-trimming) to be executed (example: Cult needs 4 players at round start)
var/required_candidates = 0
/// 1 -> 9, probability for this rule to be picked against other rules
var/weight = 5
/// Threat cost for this rule, this is decreased from the mode's threat when the rule is executed.
var/cost = 0
/// A flag that determines how the ruleset is handled
/// HIGHLANDER_RULESET are rulesets can end the round.
/// TRAITOR_RULESET and MINOR_RULESET can't end the round and have no difference right now.
var/flags = 0
/// Pop range per requirement. If zero defaults to mode's pop_per_requirement.
var/pop_per_requirement = 0
/// Requirements are the threat level requirements per pop range.
/// With the default values, The rule will never get drafted below 10 threat level (aka: "peaceful extended"), and it requires a higher threat level at lower pops.
var/list/requirements = list(40,30,20,10,10,10,10,10,10,10)
/// An alternative, static requirement used instead when pop is over mode's high_pop_limit.
var/high_population_requirement = 10
/// Reference to the mode, use this instead of SSticker.mode.
var/datum/game_mode/dynamic/mode = null
/// If a role is to be considered another for the purpose of banning.
var/antag_flag_override = null
/// If a ruleset type which is in this list has been executed, then the ruleset will not be executed.
var/list/blocking_rules = list()
/// The minimum amount of players required for the rule to be considered.
var/minimum_players = 0
/// The maximum amount of players required for the rule to be considered.
/// Anything below zero or exactly zero is ignored.
var/maximum_players = 0
/datum/dynamic_ruleset/New()
..()
if(CONFIG_GET(flag/protect_roles_from_antagonist))
restricted_roles += protected_roles
if(CONFIG_GET(flag/protect_assistant_from_antagonist))
restricted_roles += "Assistant"
if (istype(SSticker.mode, /datum/game_mode/dynamic))
mode = SSticker.mode
else if (GLOB.master_mode != "dynamic") // This is here to make roundstart forced ruleset function.
qdel(src)
/datum/dynamic_ruleset/roundstart // One or more of those drafted at roundstart
ruletype = "Roundstart"
/datum/dynamic_ruleset/roundstart/delayed/ // Executed with a 30 seconds delay
var/delay = 30 SECONDS
var/required_type = /mob/living/carbon/human // No ghosts, new players or silicons allowed.
// Can be drafted when a player joins the server
/datum/dynamic_ruleset/latejoin
ruletype = "Latejoin"
/// By default, a rule is acceptable if it satisfies the threat level/population requirements.
/// If your rule has extra checks, such as counting security officers, do that in ready() instead
/datum/dynamic_ruleset/proc/acceptable(population = 0, threat_level = 0)
if(minimum_players > population)
return FALSE
if(maximum_players > 0 && population > maximum_players)
return FALSE
if (population >= GLOB.dynamic_high_pop_limit)
return (threat_level >= high_population_requirement)
else
pop_per_requirement = pop_per_requirement > 0 ? pop_per_requirement : mode.pop_per_requirement
var/indice_pop = min(10,round(population/pop_per_requirement)+1)
return (threat_level >= requirements[indice_pop])
/// This is called if persistent variable is true everytime SSTicker ticks.
/datum/dynamic_ruleset/proc/rule_process()
return
/// Called on game mode pre_setup, used for non-delayed roundstart rulesets only.
/// Do everything you need to do before job is assigned here.
/// IMPORTANT: ASSIGN special_role HERE
/datum/dynamic_ruleset/proc/pre_execute()
return TRUE
/// Called on post_setup on roundstart and when the rule executes on midround and latejoin.
/// Give your candidates or assignees equipment and antag datum here.
/datum/dynamic_ruleset/proc/execute()
for(var/datum/mind/M in assigned)
M.add_antag_datum(antag_datum)
return TRUE
/// Called after delay set in ruleset.
/// Give your candidates or assignees equipment and antag datum here.
/datum/dynamic_ruleset/roundstart/delayed/execute()
if (SSticker && SSticker.current_state < GAME_STATE_PLAYING)
CRASH("The delayed ruleset [name] executed before the round started.")
/// Here you can perform any additional checks you want. (such as checking the map etc)
/// Remember that on roundstart no one knows what their job is at this point.
/// IMPORTANT: If ready() returns TRUE, that means pre_execute() or execute() should never fail!
/datum/dynamic_ruleset/proc/ready(forced = 0)
if (required_candidates > candidates.len)
return FALSE
return TRUE
/// Gets weight of the ruleset
/// Note that this decreases weight if repeatable is TRUE and repeatable_weight_decrease is higher than 0
/// Note: If you don't want repeatable rulesets to decrease their weight use the weight variable directly
/datum/dynamic_ruleset/proc/get_weight()
if(repeatable && weight > 1 && repeatable_weight_decrease > 0)
for(var/datum/dynamic_ruleset/DR in mode.executed_rules)
if(istype(DR, type))
weight = max(weight-repeatable_weight_decrease,1)
return weight
/// Here you can remove candidates that do not meet your requirements.
/// This means if their job is not correct or they have disconnected you can remove them from candidates here.
/// Usually this does not need to be changed unless you need some specific requirements from your candidates.
/datum/dynamic_ruleset/proc/trim_candidates()
return
/// Counts how many players are ready at roundstart.
/// Used only by non-delayed roundstart rulesets.
/datum/dynamic_ruleset/proc/num_players()
. = 0
for(var/mob/dead/new_player/P in GLOB.player_list)
if(P.client && P.ready == PLAYER_READY_TO_PLAY)
. ++
/// Set mode result and news report here.
/// Only called if ruleset is flagged as HIGHLANDER_RULESET
/datum/dynamic_ruleset/proc/round_result()
/// Checks if round is finished, return true to end the round.
/// Only called if ruleset is flagged as HIGHLANDER_RULESET
/datum/dynamic_ruleset/proc/check_finished()
return FALSE
//////////////////////////////////////////////
// //
// ROUNDSTART RULESETS //
// //
//////////////////////////////////////////////
/// Checks if candidates are connected and if they are banned or don't want to be the antagonist.
/datum/dynamic_ruleset/roundstart/trim_candidates()
for(var/mob/dead/new_player/P in candidates)
if (!P.client || !P.mind) // Are they connected?
candidates.Remove(P)
continue
if(!mode.check_age(P.client, minimum_required_age))
candidates.Remove(P)
continue
if(P.mind.special_role) // We really don't want to give antag to an antag.
candidates.Remove(P)
continue
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override, ROLE_SYNDICATE))))//are they willing and not antag-banned?
candidates.Remove(P)
continue
/// Checks if candidates are required mob type, connected, banned and if the job is exclusive to the role.
/datum/dynamic_ruleset/roundstart/delayed/trim_candidates()
. = ..()
for (var/mob/P in candidates)
if (!istype(P, required_type))
candidates.Remove(P) // Can be a new_player, etc.
continue
if(!mode.check_age(P.client, minimum_required_age))
candidates.Remove(P)
continue
if (!P.client || !P.mind || !P.mind.assigned_role) // Are they connected?
candidates.Remove(P)
continue
if(P.mind.special_role || P.mind.antag_datums?.len > 0) // Are they an antag already?
candidates.Remove(P)
continue
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override, ROLE_SYNDICATE))))//are they willing and not antag-banned?
candidates.Remove(P)
continue
if ((exclusive_roles.len > 0) && !(P.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
candidates.Remove(P)
continue
/// Do your checks if the ruleset is ready to be executed here.
/// Should ignore certain checks if forced is TRUE
/datum/dynamic_ruleset/roundstart/ready(forced = FALSE)
return ..()
@@ -0,0 +1,110 @@
//////////////////////////////////////////////
// //
// LATEJOIN RULESETS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/trim_candidates()
for(var/mob/P in candidates)
if (!P.client || !P.mind || !P.mind.assigned_role) // Are they connected?
candidates.Remove(P)
continue
if(!mode.check_age(P.client, minimum_required_age))
candidates.Remove(P)
continue
if (!(antag_flag in P.client.prefs.be_special) || jobban_isbanned(P.ckey, list(antag_flag, ROLE_SYNDICATE)) || (antag_flag_override && jobban_isbanned(P.ckey, list(antag_flag_override))))//are they willing and not antag-banned?
candidates.Remove(P)
continue
if (P.mind.assigned_role in restricted_roles) // Does their job allow for it?
candidates.Remove(P)
continue
if ((exclusive_roles.len > 0) && !(P.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
candidates.Remove(P)
continue
/datum/dynamic_ruleset/latejoin/ready(forced = 0)
if (!forced)
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
if (M.stat == DEAD)
continue // Dead players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
return FALSE
return ..()
/datum/dynamic_ruleset/latejoin/execute()
var/mob/M = pick(candidates)
assigned += M.mind
M.mind.special_role = antag_flag
M.mind.add_antag_datum(antag_datum)
return TRUE
//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/infiltrator
name = "Syndicate Infiltrator"
antag_datum = /datum/antagonist/traitor
antag_flag = ROLE_TRAITOR
restricted_roles = list("AI", "Cyborg")
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 1
weight = 7
cost = 5
requirements = list(40,30,20,10,10,10,10,10,10,10)
high_population_requirement = 10
repeatable = TRUE
flags = TRAITOR_RULESET
//////////////////////////////////////////////
// //
// REVOLUTIONARY PROVOCATEUR //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/latejoin/provocateur
name = "Provocateur"
antag_datum = /datum/antagonist/rev/head
antag_flag = ROLE_REV_HEAD
antag_flag_override = ROLE_REV
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
enemy_roles = list("AI", "Cyborg", "Security Officer","Detective","Head of Security", "Captain", "Warden")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 2
cost = 20
requirements = list(101,101,70,40,30,20,20,20,20,20)
high_population_requirement = 50
flags = HIGHLANDER_RULESET
var/required_heads = 3
/datum/dynamic_ruleset/latejoin/provocateur/ready(forced=FALSE)
if (forced)
required_heads = 1
if(!..())
return FALSE
var/head_check = 0
for(var/mob/player in mode.current_players[CURRENT_LIVING_PLAYERS])
if (player.mind.assigned_role in GLOB.command_positions)
head_check++
return (head_check >= required_heads)
/datum/dynamic_ruleset/latejoin/provocateur/execute()
var/mob/M = pick(candidates)
assigned += M.mind
M.mind.special_role = antag_flag
var/datum/antagonist/rev/head/new_head = new()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
new_head = M.mind.add_antag_datum(new_head)
new_head.rev_team.max_headrevs = 1 // Only one revhead if it is latejoin.
return TRUE
@@ -0,0 +1,460 @@
//////////////////////////////////////////////
// //
// MIDROUND RULESETS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround // Can be drafted once in a while during a round
ruletype = "Midround"
/// If the ruleset should be restricted from ghost roles.
var/restrict_ghost_roles = TRUE
/// What type the ruleset is restricted to.
var/required_type = /mob/living/carbon/human
var/list/living_players = list()
var/list/living_antags = list()
var/list/dead_players = list()
var/list/list_observers = list()
/datum/dynamic_ruleset/midround/from_ghosts
weight = 0
/// Whether the ruleset should call generate_ruleset_body or not.
var/makeBody = TRUE
/datum/dynamic_ruleset/midround/trim_candidates()
// Unlike the previous two types, these rulesets are not meant for /mob/dead/new_player
// And since I want those rulesets to be as flexible as possible, I'm not gonna put much here,
//
// All you need to know is that here, the candidates list contains 4 lists itself, indexed with the following defines:
// Candidates = list(CURRENT_LIVING_PLAYERS, CURRENT_LIVING_ANTAGS, CURRENT_DEAD_PLAYERS, CURRENT_OBSERVERS)
// So for example you can get the list of all current dead players with var/list/dead_players = candidates[CURRENT_DEAD_PLAYERS]
// Make sure to properly typecheck the mobs in those lists, as the dead_players list could contain ghosts, or dead players still in their bodies.
// We're still gonna trim the obvious (mobs without clients, jobbanned players, etc)
living_players = trim_list(mode.current_players[CURRENT_LIVING_PLAYERS])
living_antags = trim_list(mode.current_players[CURRENT_LIVING_ANTAGS])
dead_players = trim_list(mode.current_players[CURRENT_DEAD_PLAYERS])
list_observers = trim_list(mode.current_players[CURRENT_OBSERVERS])
/datum/dynamic_ruleset/midround/proc/trim_list(list/L = list())
var/list/trimmed_list = L.Copy()
var/antag_name = initial(antag_flag)
for(var/mob/M in trimmed_list)
if (!istype(M, required_type))
trimmed_list.Remove(M)
continue
if (!M.client) // Are they connected?
trimmed_list.Remove(M)
continue
if(!mode.check_age(M.client, minimum_required_age))
trimmed_list.Remove(M)
continue
if (!(antag_name in M.client.prefs.be_special) || jobban_isbanned(M.ckey, list(antag_name, ROLE_SYNDICATE)))//are they willing and not antag-banned?
trimmed_list.Remove(M)
continue
if (M.mind)
if (restrict_ghost_roles && M.mind.assigned_role in GLOB.exp_specialmap[EXP_TYPE_SPECIAL]) // Are they playing a ghost role?
trimmed_list.Remove(M)
continue
if (M.mind.assigned_role in restricted_roles || HAS_TRAIT(M, TRAIT_MINDSHIELD)) // Does their job allow it or are they mindshielded?
trimmed_list.Remove(M)
continue
if ((exclusive_roles.len > 0) && !(M.mind.assigned_role in exclusive_roles)) // Is the rule exclusive to their job?
trimmed_list.Remove(M)
continue
return trimmed_list
// You can then for example prompt dead players in execute() to join as strike teams or whatever
// Or autotator someone
// IMPORTANT, since /datum/dynamic_ruleset/midround may accept candidates from both living, dead, and even antag players, you need to manually check whether there are enough candidates
// (see /datum/dynamic_ruleset/midround/autotraitor/ready(var/forced = FALSE) for example)
/datum/dynamic_ruleset/midround/ready(forced = FALSE)
if (!forced)
var/job_check = 0
if (enemy_roles.len > 0)
for (var/mob/M in living_players)
if (M.stat == DEAD)
continue // Dead players cannot count as opponents
if (M.mind && M.mind.assigned_role && (M.mind.assigned_role in enemy_roles) && (!(M in candidates) || (M.mind.assigned_role in restricted_roles)))
job_check++ // Checking for "enemies" (such as sec officers). To be counters, they must either not be candidates to that rule, or have a job that restricts them from it
var/threat = round(mode.threat_level/10)
if (job_check < required_enemies[threat])
return FALSE
return TRUE
/datum/dynamic_ruleset/midround/from_ghosts/execute()
var/list/possible_candidates = list()
possible_candidates.Add(dead_players)
possible_candidates.Add(list_observers)
send_applications(possible_candidates)
if(assigned.len > 0)
return TRUE
else
return FALSE
/// This sends a poll to ghosts if they want to be a ghost spawn from a ruleset.
/datum/dynamic_ruleset/midround/from_ghosts/proc/send_applications(list/possible_volunteers = list())
if (possible_volunteers.len <= 0) // This shouldn't happen, as ready() should return FALSE if there is not a single valid candidate
message_admins("Possible volunteers was 0. This shouldn't appear, because of ready(), unless you forced it!")
return
message_admins("Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
log_game("DYNAMIC: Polling [possible_volunteers.len] players to apply for the [name] ruleset.")
candidates = pollGhostCandidates("The mode is looking for volunteers to become [antag_flag] for [name]", antag_flag, SSticker.mode, antag_flag, poll_time = 300)
if(!candidates || candidates.len <= 0)
message_admins("The ruleset [name] received no applications.")
log_game("DYNAMIC: The ruleset [name] received no applications.")
mode.refund_threat(cost)
mode.threat_log += "[worldtime2text()]: Rule [name] refunded [cost] (no applications)"
mode.executed_rules -= src
return
message_admins("[candidates.len] players volunteered for the ruleset [name].")
log_game("DYNAMIC: [candidates.len] players volunteered for [name].")
review_applications()
/// Here is where you can check if your ghost applicants are valid for the ruleset.
/// Called by send_applications().
/datum/dynamic_ruleset/midround/from_ghosts/proc/review_applications()
for (var/i = 1, i <= required_candidates, i++)
if(candidates.len <= 0)
if(i == 1)
// We have found no candidates so far and we are out of applicants.
mode.refund_threat(cost)
mode.threat_log += "[worldtime2text()]: Rule [name] refunded [cost] (all applications invalid)"
mode.executed_rules -= src
break
var/mob/applicant = pick(candidates)
candidates -= applicant
if(!isobserver(applicant))
if(applicant.stat == DEAD) // Not an observer? If they're dead, make them one.
applicant = applicant.ghostize(FALSE)
else // Not dead? Disregard them, pick a new applicant
i--
continue
if(!applicant)
i--
continue
var/mob/new_character = applicant
if (makeBody)
new_character = generate_ruleset_body(applicant)
finish_setup(new_character, i)
assigned += applicant
notify_ghosts("[new_character] has been picked for the ruleset [name]!", source = new_character, action = NOTIFY_ORBIT, header="Something Interesting!")
/datum/dynamic_ruleset/midround/from_ghosts/proc/generate_ruleset_body(mob/applicant)
var/mob/living/carbon/human/new_character = makeBody(applicant)
new_character.dna.remove_all_mutations()
return new_character
/datum/dynamic_ruleset/midround/from_ghosts/proc/finish_setup(mob/new_character, index)
var/datum/antagonist/new_role = new antag_datum()
setup_role(new_role)
new_character.mind.add_antag_datum(new_role)
new_character.mind.special_role = antag_flag
/datum/dynamic_ruleset/midround/from_ghosts/proc/setup_role(datum/antagonist/new_role)
return
//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/autotraitor
name = "Syndicate Sleeper Agent"
antag_datum = /datum/antagonist/traitor
antag_flag = ROLE_TRAITOR
restricted_roles = list("AI", "Cyborg", "Positronic Brain")
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 1
weight = 7
cost = 10
requirements = list(50,40,30,20,10,10,10,10,10,10)
repeatable = TRUE
high_population_requirement = 10
flags = TRAITOR_RULESET
/datum/dynamic_ruleset/midround/autotraitor/acceptable(population = 0, threat = 0)
var/player_count = mode.current_players[CURRENT_LIVING_PLAYERS].len
var/antag_count = mode.current_players[CURRENT_LIVING_ANTAGS].len
var/max_traitors = round(player_count / 10) + 1
if ((antag_count < max_traitors) && prob(mode.threat_level))//adding traitors if the antag population is getting low
return ..()
else
return FALSE
/datum/dynamic_ruleset/midround/autotraitor/trim_candidates()
..()
for(var/mob/living/player in living_players)
if(issilicon(player)) // Your assigned role doesn't change when you are turned into a silicon.
living_players -= player
continue
if(is_centcom_level(player.z))
living_players -= player // We don't autotator people in CentCom
continue
if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
living_players -= player // We don't autotator people with roles already
/datum/dynamic_ruleset/midround/autotraitor/ready(forced = FALSE)
if (required_candidates > living_players.len)
return FALSE
return ..()
/datum/dynamic_ruleset/midround/autotraitor/execute()
var/mob/M = pick(living_players)
assigned += M
living_players -= M
var/datum/antagonist/traitor/newTraitor = new
M.mind.add_antag_datum(newTraitor)
return TRUE
//////////////////////////////////////////////
// //
// Malfunctioning AI //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/malf
name = "Malfunctioning AI"
antag_datum = /datum/antagonist/traitor
antag_flag = ROLE_MALF
enemy_roles = list("Security Officer", "Warden","Detective","Head of Security", "Captain", "Scientist", "Chemist", "Research Director", "Chief Engineer")
exclusive_roles = list("AI")
required_enemies = list(4,4,4,4,4,4,2,2,2,0)
required_candidates = 1
weight = 3
cost = 35
requirements = list(101,101,80,70,60,60,50,50,40,40)
high_population_requirement = 35
required_type = /mob/living/silicon/ai
var/ion_announce = 33
var/removeDontImproveChance = 10
/datum/dynamic_ruleset/midround/malf/trim_candidates()
..()
candidates = candidates[CURRENT_LIVING_PLAYERS]
for(var/mob/living/player in candidates)
if(!isAI(player))
candidates -= player
continue
if(is_centcom_level(player.z))
candidates -= player
continue
if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
candidates -= player
/datum/dynamic_ruleset/midround/malf/execute()
if(!candidates || !candidates.len)
return FALSE
var/mob/living/silicon/ai/M = pick(candidates)
candidates -= M
assigned += M.mind
var/datum/antagonist/traitor/AI = new
M.mind.special_role = antag_flag
M.mind.add_antag_datum(AI)
if(prob(ion_announce))
priority_announce("Ion storm detected near the station. Please check all AI-controlled equipment for errors.", "Anomaly Alert", 'sound/ai/ionstorm.ogg')
if(prob(removeDontImproveChance))
M.replace_random_law(generate_ion_law(), list(LAW_INHERENT, LAW_SUPPLIED, LAW_ION))
else
M.add_ion_law(generate_ion_law())
return TRUE
//////////////////////////////////////////////
// //
// WIZARD (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/wizard
name = "Wizard"
antag_datum = /datum/antagonist/wizard
antag_flag = ROLE_WIZARD
enemy_roles = list("Security Officer","Detective","Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 1
cost = 20
requirements = list(90,90,70,40,30,20,10,10,10,10)
high_population_requirement = 50
repeatable = TRUE
/datum/dynamic_ruleset/midround/from_ghosts/wizard/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
return FALSE
if(GLOB.wizardstart.len == 0)
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
message_admins("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/wizard/finish_setup(mob/new_character, index)
..()
new_character.forceMove(pick(GLOB.wizardstart))
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES (MIDROUND) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/nuclear
name = "Nuclear Assault"
antag_flag = ROLE_OPERATIVE
antag_datum = /datum/antagonist/nukeop
enemy_roles = list("AI", "Cyborg", "Security Officer", "Warden","Detective","Head of Security", "Captain")
required_enemies = list(3,3,3,3,3,2,1,1,0,0)
required_candidates = 5
weight = 5
cost = 35
requirements = list(90,90,90,80,60,40,30,20,10,10)
high_population_requirement = 10
var/operative_cap = list(2,2,3,3,4,5,5,5,5,5)
var/datum/team/nuclear/nuke_team
flags = HIGHLANDER_RULESET
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/acceptable(population=0, threat=0)
if (locate(/datum/dynamic_ruleset/roundstart/nuclear) in mode.executed_rules)
return FALSE // Unavailable if nuke ops were already sent at roundstart
var/indice_pop = min(10,round(living_players.len/5)+1)
required_candidates = operative_cap[indice_pop]
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/ready(forced = FALSE)
if (required_candidates > (dead_players.len + list_observers.len))
return FALSE
return ..()
/datum/dynamic_ruleset/midround/from_ghosts/nuclear/finish_setup(mob/new_character, index)
new_character.mind.special_role = "Nuclear Operative"
new_character.mind.assigned_role = "Nuclear Operative"
if (index == 1) // Our first guy is the leader
var/datum/antagonist/nukeop/leader/new_role = new
nuke_team = new_role.nuke_team
new_character.mind.add_antag_datum(new_role)
else
return ..()
//////////////////////////////////////////////
// //
// BLOB (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/blob
name = "Blob"
antag_datum = /datum/antagonist/blob
antag_flag = ROLE_BLOB
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 4
cost = 10
requirements = list(101,101,101,80,60,50,30,20,10,10)
high_population_requirement = 50
repeatable = TRUE
/datum/dynamic_ruleset/midround/from_ghosts/blob/generate_ruleset_body(mob/applicant)
var/body = applicant.become_overmind()
return body
//////////////////////////////////////////////
// //
// XENOMORPH (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph
name = "Alien Infestation"
antag_datum = /datum/antagonist/xeno
antag_flag = ROLE_ALIEN
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 3
cost = 10
requirements = list(101,101,101,70,50,40,20,15,10,10)
high_population_requirement = 50
repeatable = TRUE
var/list/vents = list()
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/execute()
// 50% chance of being incremented by one
required_candidates += prob(50)
for(var/obj/machinery/atmospherics/components/unary/vent_pump/temp_vent in GLOB.machines)
if(QDELETED(temp_vent))
continue
if(is_station_level(temp_vent.loc.z) && !temp_vent.welded)
var/datum/pipeline/temp_vent_parent = temp_vent.parents[1]
if(!temp_vent_parent)
continue // No parent vent
// Stops Aliens getting stuck in small networks.
// See: Security, Virology
if(temp_vent_parent.other_atmosmch.len > 20)
vents += temp_vent
if(!vents.len)
return FALSE
. = ..()
/datum/dynamic_ruleset/midround/from_ghosts/xenomorph/generate_ruleset_body(mob/applicant)
var/obj/vent = pick_n_take(vents)
var/mob/living/carbon/alien/larva/new_xeno = new(vent.loc)
new_xeno.key = applicant.key
message_admins("[ADMIN_LOOKUPFLW(new_xeno)] has been made into an alien by the midround ruleset.")
log_game("DYNAMIC: [key_name(new_xeno)] was spawned as an alien by the midround ruleset.")
return new_xeno
//////////////////////////////////////////////
// //
// NIGHTMARE (GHOST) //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/midround/from_ghosts/nightmare
name = "Nightmare"
antag_datum = /datum/antagonist/nightmare
antag_flag = "Nightmare"
antag_flag_override = ROLE_ALIEN
enemy_roles = list("Security Officer", "Detective", "Head of Security", "Captain")
required_enemies = list(2,2,1,1,1,1,1,0,0,0)
required_candidates = 1
weight = 3
cost = 10
requirements = list(101,101,101,70,50,40,20,15,10,10)
high_population_requirement = 50
repeatable = TRUE
var/list/spawn_locs = list()
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/execute()
for(var/X in GLOB.xeno_spawn)
var/turf/T = X
var/light_amount = T.get_lumcount()
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
spawn_locs += T
if(!spawn_locs.len)
return FALSE
. = ..()
/datum/dynamic_ruleset/midround/from_ghosts/nightmare/generate_ruleset_body(mob/applicant)
var/datum/mind/player_mind = new /datum/mind(applicant.key)
player_mind.active = TRUE
var/mob/living/carbon/human/S = new (pick(spawn_locs))
player_mind.transfer_to(S)
player_mind.assigned_role = "Nightmare"
player_mind.special_role = "Nightmare"
player_mind.add_antag_datum(/datum/antagonist/nightmare)
S.set_species(/datum/species/shadow/nightmare)
playsound(S, 'sound/magic/ethereal_exit.ogg', 50, 1, -1)
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Nightmare by the midround ruleset.")
log_game("DYNAMIC: [key_name(S)] was spawned as a Nightmare by the midround ruleset.")
return S
@@ -0,0 +1,732 @@
//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitor
name = "Traitors"
persistent = TRUE
antag_flag = ROLE_TRAITOR
antag_datum = /datum/antagonist/traitor/
minimum_required_age = 0
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster", "Cyborg")
restricted_roles = list("Cyborg")
required_candidates = 1
weight = 5
cost = 10
requirements = list(10,10,10,10,10,10,10,10,10,10)
high_population_requirement = 10
var/autotraitor_cooldown = 450 // 15 minutes (ticks once per 2 sec)
/datum/dynamic_ruleset/roundstart/traitor/pre_execute()
var/traitor_scaling_coeff = 10 - max(0,round(mode.threat_level/10)-5) // Above 50 threat level, coeff goes down by 1 for every 10 levels
var/num_traitors = min(round(mode.candidates.len / traitor_scaling_coeff) + 1, candidates.len)
for (var/i = 1 to num_traitors)
var/mob/M = pick(candidates)
candidates -= M
assigned += M.mind
M.mind.special_role = ROLE_TRAITOR
M.mind.restricted_roles = restricted_roles
return TRUE
/datum/dynamic_ruleset/roundstart/traitor/rule_process()
if (autotraitor_cooldown > 0)
autotraitor_cooldown--
else
autotraitor_cooldown = 450 // 15 minutes
message_admins("Checking if we can turn someone into a traitor.")
log_game("DYNAMIC: Checking if we can turn someone into a traitor.")
mode.picking_specific_rule(/datum/dynamic_ruleset/midround/autotraitor)
//////////////////////////////////////////
// //
// BLOOD BROTHERS //
// //
//////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitorbro
name = "Blood Brothers"
antag_flag = ROLE_BROTHER
antag_datum = /datum/antagonist/brother/
restricted_roles = list("AI", "Cyborg")
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 2
weight = 4
cost = 10
requirements = list(40,30,30,20,20,15,15,15,10,10)
high_population_requirement = 15
var/list/datum/team/brother_team/pre_brother_teams = list()
var/const/team_amount = 2 // Hard limit on brother teams if scaling is turned off
var/const/min_team_size = 2
/datum/dynamic_ruleset/roundstart/traitorbro/pre_execute()
var/num_teams = team_amount
var/bsc = CONFIG_GET(number/brother_scaling_coeff)
if(bsc)
num_teams = max(1, round(num_players() / bsc))
for(var/j = 1 to num_teams)
if(candidates.len < min_team_size || candidates.len < required_candidates)
break
var/datum/team/brother_team/team = new
var/team_size = prob(10) ? min(3, candidates.len) : 2
for(var/k = 1 to team_size)
var/mob/bro = pick(candidates)
candidates -= bro
assigned += bro.mind
team.add_member(bro.mind)
bro.mind.special_role = "brother"
bro.mind.restricted_roles = restricted_roles
pre_brother_teams += team
return TRUE
/datum/dynamic_ruleset/roundstart/traitorbro/execute()
for(var/datum/team/brother_team/team in pre_brother_teams)
team.pick_meeting_area()
team.forge_brother_objectives()
for(var/datum/mind/M in team.members)
M.add_antag_datum(/datum/antagonist/brother, team)
team.update_name()
mode.brother_teams += pre_brother_teams
return TRUE
//////////////////////////////////////////////
// //
// CHANGELINGS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/changeling
name = "Changelings"
antag_flag = ROLE_CHANGELING
antag_datum = /datum/antagonist/changeling
restricted_roles = list("AI", "Cyborg")
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 1
weight = 3
cost = 30
requirements = list(80,70,60,50,40,20,20,10,10,10)
high_population_requirement = 10
var/team_mode_probability = 30
/datum/dynamic_ruleset/roundstart/changeling/pre_execute()
var/num_changelings = min(round(mode.candidates.len / 10) + 1, candidates.len)
for (var/i = 1 to num_changelings)
var/mob/M = pick(candidates)
candidates -= M
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = ROLE_CHANGELING
return TRUE
/datum/dynamic_ruleset/roundstart/changeling/execute()
var/team_mode = FALSE
if(prob(team_mode_probability))
team_mode = TRUE
var/list/team_objectives = subtypesof(/datum/objective/changeling_team_objective)
var/list/possible_team_objectives = list()
for(var/T in team_objectives)
var/datum/objective/changeling_team_objective/CTO = T
if(assigned.len >= initial(CTO.min_lings))
possible_team_objectives += T
if(possible_team_objectives.len && prob(20*assigned.len))
GLOB.changeling_team_objective_type = pick(possible_team_objectives)
for(var/datum/mind/changeling in assigned)
var/datum/antagonist/changeling/new_antag = new antag_datum()
new_antag.team_mode = team_mode
changeling.add_antag_datum(new_antag)
return TRUE
//////////////////////////////////////////////
// //
// WIZARDS //
// //
//////////////////////////////////////////////
// Dynamic is a wonderful thing that adds wizards to every round and then adds even more wizards during the round.
/datum/dynamic_ruleset/roundstart/wizard
name = "Wizard"
antag_flag = ROLE_WIZARD
antag_datum = /datum/antagonist/wizard
minimum_required_age = 14
restricted_roles = list("Head of Security", "Captain") // Just to be sure that a wizard getting picked won't ever imply a Captain or HoS not getting drafted
required_candidates = 1
weight = 1
cost = 30
requirements = list(90,90,70,40,30,20,10,10,10,10)
high_population_requirement = 10
var/list/roundstart_wizards = list()
/datum/dynamic_ruleset/roundstart/wizard/acceptable(population=0, threat=0)
if(GLOB.wizardstart.len == 0)
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
message_admins("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
return FALSE
return ..()
/datum/dynamic_ruleset/roundstart/wizard/pre_execute()
if(GLOB.wizardstart.len == 0)
return FALSE
var/mob/M = pick(candidates)
if (M)
candidates -= M
assigned += M.mind
M.mind.assigned_role = ROLE_WIZARD
M.mind.special_role = ROLE_WIZARD
return TRUE
/datum/dynamic_ruleset/roundstart/wizard/execute()
for(var/datum/mind/M in assigned)
M.current.forceMove(pick(GLOB.wizardstart))
M.add_antag_datum(new antag_datum())
return TRUE
//////////////////////////////////////////////
// //
// BLOOD CULT //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/bloodcult
name = "Blood Cult"
antag_flag = ROLE_CULTIST
antag_datum = /datum/antagonist/cult
minimum_required_age = 14
restricted_roles = list("AI", "Cyborg")
protected_roles = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 2
weight = 3
cost = 30
requirements = list(100,90,80,60,40,30,10,10,10,10)
high_population_requirement = 10
pop_per_requirement = 5
flags = HIGHLANDER_RULESET
var/cultist_cap = list(2,2,2,3,3,4,4,4,4,4)
var/datum/team/cult/main_cult
/datum/dynamic_ruleset/roundstart/bloodcult/ready(forced = FALSE)
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
required_candidates = cultist_cap[indice_pop]
. = ..()
/datum/dynamic_ruleset/roundstart/bloodcult/pre_execute()
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
var/cultists = cultist_cap[indice_pop]
for(var/cultists_number = 1 to cultists)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
candidates -= M
assigned += M.mind
M.mind.special_role = ROLE_CULTIST
M.mind.restricted_roles = restricted_roles
return TRUE
/datum/dynamic_ruleset/roundstart/bloodcult/execute()
main_cult = new
for(var/datum/mind/M in assigned)
var/datum/antagonist/cult/new_cultist = new antag_datum()
new_cultist.cult_team = main_cult
new_cultist.give_equipment = TRUE
M.add_antag_datum(new_cultist)
main_cult.setup_objectives()
return TRUE
/datum/dynamic_ruleset/roundstart/bloodcult/round_result()
..()
if(main_cult.check_cult_victory())
SSticker.mode_result = "win - cult win"
SSticker.news_report = CULT_SUMMON
else
SSticker.mode_result = "loss - staff stopped the cult"
SSticker.news_report = CULT_FAILURE
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear
name = "Nuclear Emergency"
antag_flag = ROLE_OPERATIVE
antag_datum = /datum/antagonist/nukeop
var/datum/antagonist/antag_leader_datum = /datum/antagonist/nukeop/leader
minimum_required_age = 14
restricted_roles = list("Head of Security", "Captain") // Just to be sure that a nukie getting picked won't ever imply a Captain or HoS not getting drafted
required_candidates = 5
weight = 3
cost = 40
requirements = list(90,90,90,80,60,40,30,20,10,10)
high_population_requirement = 10
pop_per_requirement = 5
flags = HIGHLANDER_RULESET
var/operative_cap = list(2,2,2,3,3,3,4,4,5,5)
var/datum/team/nuclear/nuke_team
/datum/dynamic_ruleset/roundstart/nuclear/ready(forced = FALSE)
var/indice_pop = min(10,round(mode.roundstart_pop_ready/pop_per_requirement)+1)
required_candidates = operative_cap[indice_pop]
. = ..()
/datum/dynamic_ruleset/roundstart/nuclear/pre_execute()
// If ready() did its job, candidates should have 5 or more members in it
var/indice_pop = min(10,round(mode.roundstart_pop_ready/5)+1)
var/operatives = operative_cap[indice_pop]
for(var/operatives_number = 1 to operatives)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
candidates -= M
assigned += M.mind
M.mind.assigned_role = "Nuclear Operative"
M.mind.special_role = "Nuclear Operative"
return TRUE
/datum/dynamic_ruleset/roundstart/nuclear/execute()
var/leader = TRUE
for(var/datum/mind/M in assigned)
if (leader)
leader = FALSE
var/datum/antagonist/nukeop/leader/new_op = M.add_antag_datum(antag_leader_datum)
nuke_team = new_op.nuke_team
else
var/datum/antagonist/nukeop/new_op = new antag_datum()
M.add_antag_datum(new_op)
return TRUE
/datum/dynamic_ruleset/roundstart/nuclear/round_result()
var result = nuke_team.get_result()
switch(result)
if(NUKE_RESULT_FLUKE)
SSticker.mode_result = "loss - syndicate nuked - disk secured"
SSticker.news_report = NUKE_SYNDICATE_BASE
if(NUKE_RESULT_NUKE_WIN)
SSticker.mode_result = "win - syndicate nuke"
SSticker.news_report = STATION_NUKED
if(NUKE_RESULT_NOSURVIVORS)
SSticker.mode_result = "halfwin - syndicate nuke - did not evacuate in time"
SSticker.news_report = STATION_NUKED
if(NUKE_RESULT_WRONG_STATION)
SSticker.mode_result = "halfwin - blew wrong station"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_WRONG_STATION_DEAD)
SSticker.mode_result = "halfwin - blew wrong station - did not evacuate in time"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_CREW_WIN_SYNDIES_DEAD)
SSticker.mode_result = "loss - evacuation - disk secured - syndi team dead"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_CREW_WIN)
SSticker.mode_result = "loss - evacuation - disk secured"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_DISK_LOST)
SSticker.mode_result = "halfwin - evacuation - disk not secured"
SSticker.news_report = OPERATIVE_SKIRMISH
if(NUKE_RESULT_DISK_STOLEN)
SSticker.mode_result = "halfwin - detonation averted"
SSticker.news_report = OPERATIVE_SKIRMISH
else
SSticker.mode_result = "halfwin - interrupted"
SSticker.news_report = OPERATIVE_SKIRMISH
//////////////////////////////////////////////
// //
// REVS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/delayed/revs
name = "Revolution"
persistent = TRUE
antag_flag = ROLE_REV_HEAD
antag_flag_override = ROLE_REV
antag_datum = /datum/antagonist/rev/head
minimum_required_age = 14
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 3
weight = 2
cost = 35
requirements = list(101,101,70,40,30,20,10,10,10,10)
high_population_requirement = 10
delay = 5 MINUTES
flags = HIGHLANDER_RULESET
// I give up, just there should be enough heads with 35 players...
minimum_players = 35
var/datum/team/revolution/revolution
var/finished = 0
/datum/dynamic_ruleset/roundstart/delayed/revs/execute()
var/max_canditates = 4
revolution = new()
for(var/i = 1 to max_canditates)
if(candidates.len <= 0)
break
var/mob/M = pick(candidates)
candidates -= M
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = antag_flag
var/datum/antagonist/rev/head/new_head = new antag_datum()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
M.mind.add_antag_datum(new_head,revolution)
revolution.update_objectives()
revolution.update_heads()
SSshuttle.registerHostileEnvironment(src)
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/rule_process()
if(check_rev_victory())
finished = 1
else if(check_heads_victory())
finished = 2
return
/datum/dynamic_ruleset/roundstart/delayed/revs/check_finished()
if(CONFIG_GET(keyed_list/continuous)["revolution"])
if(finished)
SSshuttle.clearHostileEnvironment(src)
return ..()
if(finished != 0)
return TRUE
else
return ..()
/datum/dynamic_ruleset/roundstart/delayed/revs/proc/check_rev_victory()
for(var/datum/objective/mutiny/objective in revolution.objectives)
if(!(objective.check_completion()))
return FALSE
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/proc/check_heads_victory()
for(var/datum/mind/rev_mind in revolution.head_revolutionaries())
var/turf/T = get_turf(rev_mind.current)
if(!considered_afk(rev_mind) && considered_alive(rev_mind) && is_station_level(T.z))
if(ishuman(rev_mind.current) || ismonkey(rev_mind.current))
return FALSE
return TRUE
/datum/dynamic_ruleset/roundstart/delayed/revs/round_result()
if(finished == 1)
SSticker.mode_result = "win - heads killed"
SSticker.news_report = REVS_WIN
else if(finished == 2)
SSticker.mode_result = "loss - rev heads killed"
SSticker.news_report = REVS_LOSE
// Admin only rulesets. The threat requirement is 101 so it is not possible to roll them.
//////////////////////////////////////////////
// //
// EXTENDED //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/extended
name = "Extended"
antag_flag = null
antag_datum = null
restricted_roles = list()
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
/datum/dynamic_ruleset/roundstart/extended/pre_execute()
message_admins("Starting a round of extended.")
log_game("Starting a round of extended.")
mode.spend_threat(mode.threat)
return TRUE
//////////////////////////////////////////////
// //
// CLOCKCULT //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/clockcult
name = "Clockcult"
antag_flag = ROLE_SERVANT_OF_RATVAR
antag_datum = /datum/antagonist/clockcult
restricted_roles = list("AI", "Cyborg", "Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_candidates = 4
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
flags = HIGHLANDER_RULESET
var/ark_time
/datum/dynamic_ruleset/roundstart/clockcult/pre_execute()
var/list/errorList = list()
var/list/reebes = SSmapping.LoadGroup(errorList, "Reebe", "map_files/generic", "City_of_Cogs.dmm", default_traits = ZTRAITS_REEBE, silent = TRUE)
if(errorList.len)
message_admins("Reebe failed to load!")
log_game("Reebe failed to load!")
return FALSE
for(var/datum/parsed_map/PM in reebes)
PM.initTemplateBounds()
var/starter_servants = 4
var/number_players = num_players()
if(number_players > 30)
number_players -= 30
starter_servants += round(number_players / 10)
starter_servants = min(starter_servants, 8)
for (var/i in 1 to starter_servants)
var/mob/servant = pick(candidates)
candidates -= servant
assigned += servant.mind
servant.mind.assigned_role = ROLE_SERVANT_OF_RATVAR
servant.mind.special_role = ROLE_SERVANT_OF_RATVAR
ark_time = 30 + round((number_players / 5))
ark_time = min(ark_time, 35)
return TRUE
/datum/dynamic_ruleset/roundstart/clockcult/execute()
var/list/spread_out_spawns = GLOB.servant_spawns.Copy()
for(var/datum/mind/servant in assigned)
var/mob/S = servant.current
if(!spread_out_spawns.len)
spread_out_spawns = GLOB.servant_spawns.Copy()
log_game("[key_name(servant)] was made an initial servant of Ratvar")
var/turf/T = pick_n_take(spread_out_spawns)
S.forceMove(T)
greet_servant(S)
equip_servant(S)
add_servant_of_ratvar(S, TRUE)
var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar //that's a mouthful
G.final_countdown(ark_time)
return TRUE
/datum/dynamic_ruleset/roundstart/clockcult/proc/greet_servant(mob/M) //Description of their role
if(!M)
return 0
to_chat(M, "<span class='bold large_brass'>You are a servant of Ratvar, the Clockwork Justiciar!</span>")
to_chat(M, "<span class='brass'>You have approximately <b>[ark_time]</b> minutes until the Ark activates.</span>")
to_chat(M, "<span class='brass'>Unlock <b>Script</b> scripture by converting a new servant.</span>")
to_chat(M, "<span class='brass'><b>Application</b> scripture will be unlocked halfway until the Ark's activation.</span>")
M.playsound_local(get_turf(M), 'sound/ambience/antag/clockcultalr.ogg', 100, FALSE, pressure_affected = FALSE)
return 1
/datum/dynamic_ruleset/roundstart/clockcult/proc/equip_servant(mob/living/M) //Grants a clockwork slab to the mob, with one of each component
if(!M || !ishuman(M))
return FALSE
var/mob/living/carbon/human/L = M
L.equipOutfit(/datum/outfit/servant_of_ratvar)
var/obj/item/clockwork/slab/S = new
var/slot = "At your feet"
var/list/slots = list("In your left pocket" = SLOT_L_STORE, "In your right pocket" = SLOT_R_STORE, "In your backpack" = SLOT_IN_BACKPACK, "On your belt" = SLOT_BELT)
if(ishuman(L))
var/mob/living/carbon/human/H = L
slot = H.equip_in_one_of_slots(S, slots)
if(slot == "In your backpack")
slot = "In your [H.back.name]"
if(slot == "At your feet")
if(!S.forceMove(get_turf(L)))
qdel(S)
if(S && !QDELETED(S))
to_chat(L, "<span class='bold large_brass'>There is a paper in your backpack! It'll tell you if anything's changed, as well as what to expect.</span>")
to_chat(L, "<span class='alloy'>[slot] is a <b>clockwork slab</b>, a multipurpose tool used to construct machines and invoke ancient words of power. If this is your first time \
as a servant, you can find a concise tutorial in the Recollection category of its interface.</span>")
to_chat(L, "<span class='alloy italics'>If you want more information, you can read <a href=\"https://tgstation13.org/wiki/Clockwork_Cult\">the wiki page</a> to learn more.</span>")
return TRUE
return FALSE
/datum/dynamic_ruleset/roundstart/clockcult/round_result()
if(GLOB.clockwork_gateway_activated)
SSticker.news_report = CLOCK_SUMMON
SSticker.mode_result = "win - servants completed their objective (summon ratvar)"
else
SSticker.news_report = CULT_FAILURE
SSticker.mode_result = "loss - servants failed their objective (summon ratvar)"
//////////////////////////////////////////////
// //
// CLOWN OPS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops
name = "Clown Ops"
antag_datum = /datum/antagonist/nukeop/clownop
antag_leader_datum = /datum/antagonist/nukeop/leader/clownop
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops/pre_execute()
. = ..()
if(.)
for(var/obj/machinery/nuclearbomb/syndicate/S in GLOB.nuke_list)
var/turf/T = get_turf(S)
if(T)
qdel(S)
new /obj/machinery/nuclearbomb/syndicate/bananium(T)
for(var/datum/mind/V in assigned)
V.assigned_role = "Clown Operative"
V.special_role = "Clown Operative"
//////////////////////////////////////////////
// //
// DEVIL //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/devil
name = "Devil"
antag_flag = ROLE_DEVIL
antag_datum = /datum/antagonist/devil
restricted_roles = list("Lawyer", "Curator", "Chaplain", "Head of Security", "Captain", "AI")
required_candidates = 1
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
var/devil_limit = 4 // Hard limit on devils if scaling is turned off
/datum/dynamic_ruleset/roundstart/devil/pre_execute()
var/tsc = CONFIG_GET(number/traitor_scaling_coeff)
var/num_devils = 1
if(tsc)
num_devils = max(required_candidates, min(round(num_players() / (tsc * 3)) + 2, round(num_players() / (tsc * 1.5))))
else
num_devils = max(required_candidates, min(num_players(), devil_limit))
for(var/j = 0, j < num_devils, j++)
if (!candidates.len)
break
var/mob/devil = pick(candidates)
assigned += devil
candidates -= devil
devil.mind.special_role = ROLE_DEVIL
devil.mind.restricted_roles = restricted_roles
log_game("[key_name(devil)] has been selected as a devil")
return TRUE
/datum/dynamic_ruleset/roundstart/devil/execute()
for(var/datum/mind/devil in assigned)
add_devil(devil.current, ascendable = TRUE)
add_devil_objectives(devil,2)
return TRUE
/datum/dynamic_ruleset/roundstart/devil/proc/add_devil_objectives(datum/mind/devil_mind, quantity)
var/list/validtypes = list(/datum/objective/devil/soulquantity, /datum/objective/devil/soulquality, /datum/objective/devil/sintouch, /datum/objective/devil/buy_target)
var/datum/antagonist/devil/D = devil_mind.has_antag_datum(/datum/antagonist/devil)
for(var/i = 1 to quantity)
var/type = pick(validtypes)
var/datum/objective/devil/objective = new type(null)
objective.owner = devil_mind
D.objectives += objective
if(!istype(objective, /datum/objective/devil/buy_target))
validtypes -= type
else
objective.find_target()
//////////////////////////////////////////////
// //
// MONKEY //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/monkey
name = "Monkey"
antag_flag = ROLE_MONKEY
antag_datum = /datum/antagonist/monkey/leader
restricted_roles = list("Cyborg", "AI")
required_candidates = 1
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
var/players_per_carrier = 30
var/monkeys_to_win = 1
var/escaped_monkeys = 0
var/datum/team/monkey/monkey_team
/datum/dynamic_ruleset/roundstart/monkey/pre_execute()
var/carriers_to_make = max(round(num_players()/players_per_carrier, 1), 1)
for(var/j = 0, j < carriers_to_make, j++)
if (!candidates.len)
break
var/mob/carrier = pick(candidates)
candidates -= carrier
assigned += carrier.mind
carrier.mind.special_role = "Monkey Leader"
carrier.mind.restricted_roles = restricted_roles
log_game("[key_name(carrier)] has been selected as a Jungle Fever carrier")
return TRUE
/datum/dynamic_ruleset/roundstart/monkey/execute()
for(var/datum/mind/carrier in assigned)
var/datum/antagonist/monkey/M = add_monkey_leader(carrier)
if(M)
monkey_team = M.monkey_team
return TRUE
/datum/dynamic_ruleset/roundstart/monkey/proc/check_monkey_victory()
if(SSshuttle.emergency.mode != SHUTTLE_ENDGAME)
return FALSE
var/datum/disease/D = new /datum/disease/transformation/jungle_fever()
for(var/mob/living/carbon/monkey/M in GLOB.alive_mob_list)
if (M.HasDisease(D))
if(M.onCentCom() || M.onSyndieBase())
escaped_monkeys++
if(escaped_monkeys >= monkeys_to_win)
return TRUE
else
return FALSE
// This does not get called. Look into making it work.
/datum/dynamic_ruleset/roundstart/monkey/round_result()
if(check_monkey_victory())
SSticker.mode_result = "win - monkey win"
else
SSticker.mode_result = "loss - staff stopped the monkeys"
//////////////////////////////////////////////
// //
// METEOR //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/meteor
name = "Meteor"
persistent = TRUE
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
high_population_requirement = 101
var/meteordelay = 2000
var/nometeors = 0
var/rampupdelta = 5
/datum/dynamic_ruleset/roundstart/meteor/rule_process()
if(nometeors || meteordelay > world.time - SSticker.round_start_time)
return
var/list/wavetype = GLOB.meteors_normal
var/meteorminutes = (world.time - SSticker.round_start_time - meteordelay) / 10 / 60
if (prob(meteorminutes))
wavetype = GLOB.meteors_threatening
if (prob(meteorminutes/2))
wavetype = GLOB.meteors_catastrophic
var/ramp_up_final = CLAMP(round(meteorminutes/rampupdelta), 1, 10)
spawn_meteors(ramp_up_final, wavetype)
+57
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@@ -0,0 +1,57 @@
# DYNAMIC
## ROUNDSTART
Dynamic rolls threat based on a special sauce formula:
"dynamic_curve_width \* tan((3.1416 \* (rand() - 0.5) \* 57.2957795)) + dynamic_curve_centre"
Latejoin and midround injection cooldowns are set using exponential distribution between
5 minutes and 25 for latejoin
15 minutes and 35 for midround
this value is then added to world.time and assigned to the injection cooldown variables.
rigged_roundstart() is called instead if there are forced rules (an admin set the mode)
can_start() -> pre_setup() -> roundstart() OR rigged_roundstart() -> picking_roundstart_rule(drafted_rules) -> post_setup()
## PROCESS
Calls rule_process on every rule which is in the current_rules list.
Every sixty seconds, update_playercounts()
Midround injection time is checked against world.time to see if an injection should happen.
If midround injection time is lower than world.time, it updates playercounts again, then tries to inject and generates a new cooldown regardless of whether a rule is picked.
## LATEJOIN
make_antag_chance(newPlayer) -> [For each latespawn rule...]
-> acceptable(living players, threat_level) -> trim_candidates() -> ready(forced=FALSE)
**If true, add to drafted rules
**NOTE that acceptable uses threat_level not threat!
**NOTE Latejoin timer is ONLY reset if at least one rule was drafted.
**NOTE the new_player.dm AttemptLateSpawn() calls OnPostSetup for all roles (unless assigned role is MODE)
[After collecting all draftble rules...]
-> picking_latejoin_ruleset(drafted_rules) -> spend threat -> ruleset.execute()
## MIDROUND
process() -> [For each midround rule...]
-> acceptable(living players, threat_level) -> trim_candidates() -> ready(forced=FALSE)
[After collecting all draftble rules...]
-> picking_midround_ruleset(drafted_rules) -> spend threat -> ruleset.execute()
## FORCED
For latejoin, it simply sets forced_latejoin_rule
make_antag_chance(newPlayer) -> trim_candidates() -> ready(forced=TRUE) **NOTE no acceptable() call
For midround, calls the below proc with forced = TRUE
picking_specific_rule(ruletype,forced) -> forced OR acceptable(living_players, threat_level) -> trim_candidates() -> ready(forced) -> spend threat -> execute()
**NOTE specific rule can be called by RS traitor->MR autotraitor w/ forced=FALSE
**NOTE that due to short circuiting acceptable() need not be called if forced.
## RULESET
acceptable(population,threat) just checks if enough threat_level for population indice.
**NOTE that we currently only send threat_level as the second arg, not threat.
ready(forced) checks if enough candidates and calls the map's map_ruleset(dynamic_ruleset) at the parent level
trim_candidates() varies significantly according to the ruleset type
Roundstart: All candidates are new_player mobs. Check them for standard stuff: connected, desire role, not banned, etc.
**NOTE Roundstart deals with both candidates (trimmed list of valid players) and mode.candidates (everyone readied up). Don't confuse them!
Latejoin: Only one candidate, the latejoiner. Standard checks.
Midround: Instead of building a single list candidates, candidates contains four lists: living, dead, observing, and living antags. Standard checks in trim_list(list).
Midround - Rulesets have additional types
/from_ghosts: execute() -> send_applications() -> review_applications() -> finish_setup(mob/newcharacter, index) -> setup_role(role)
**NOTE: execute() here adds dead players and observers to candidates list
+6 -1
View File
@@ -24,6 +24,7 @@
var/list/datum/mind/antag_candidates = list() // List of possible starting antags goes here
var/list/restricted_jobs = list() // Jobs it doesn't make sense to be. I.E chaplain or AI cultist
var/list/protected_jobs = list() // Jobs that can't be traitors because
var/list/required_jobs = list() // alternative required job groups eg list(list(cap=1),list(hos=1,sec=2)) translates to one captain OR one hos and two secmans
var/required_players = 0
var/maximum_players = -1 // -1 is no maximum, positive numbers limit the selection of a mode on overstaffed stations
var/required_enemies = 0
@@ -355,7 +356,7 @@
// Ultimate randomizing code right here
for(var/mob/dead/new_player/player in GLOB.player_list)
if(player.client && player.ready == PLAYER_READY_TO_PLAY)
if(player.client && player.ready == PLAYER_READY_TO_PLAY && player.check_preferences())
players += player
// Shuffling, the players list is now ping-independent!!!
@@ -558,3 +559,7 @@
SSticker.news_report = STATION_EVACUATED
if(SSshuttle.emergency.is_hijacked())
SSticker.news_report = SHUTTLE_HIJACK
/// Mode specific admin panel.
/datum/game_mode/proc/admin_panel()
return
+2 -1
View File
@@ -3,7 +3,8 @@
name = "overthrow"
config_tag = "overthrow"
antag_flag = ROLE_OVERTHROW
restricted_jobs = list("Security Officer", "Warden", "Detective", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 20 // the core idea is of a swift, bloodless coup, so it shouldn't be as chaotic as revs.
required_enemies = 2 // minimum two teams, otherwise it's just nerfed revs.
recommended_enemies = 4
+2 -1
View File
@@ -12,7 +12,8 @@
config_tag = "revolution"
antag_flag = ROLE_REV
false_report_weight = 10
restricted_jobs = list("Security Officer", "Warden", "Detective", "AI", "Cyborg","Captain", "Head of Personnel", "Head of Security", "Chief Engineer", "Research Director", "Chief Medical Officer")
restricted_jobs = list("AI", "Cyborg")
protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain", "Head of Personnel", "Chief Engineer", "Chief Medical Officer", "Research Director", "Quartermaster")
required_players = 30
required_enemies = 2
recommended_enemies = 3
+1 -1
View File
@@ -96,4 +96,4 @@
/datum/game_mode/traitor/generate_report()
return "Although more specific threats are commonplace, you should always remain vigilant for Syndicate agents aboard your station. Syndicate communications have implied that many \
Nanotrasen employees are Syndicate agents with hidden memories that may be activated at a moment's notice, so it's possible that these agents might not even know their positions."
Nanotrasen employees are Syndicate agents with hidden memories that may be activated at a moment's notice, so it's possible that these agents might not even know their positions."
+43 -8
View File
@@ -88,17 +88,50 @@
return
close_machine(target)
/obj/machinery/sleeper/attackby(obj/item/I, mob/user, params)
if(!state_open && !occupant)
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-o", initial(icon_state), I))
return
/obj/machinery/sleeper/screwdriver_act(mob/living/user, obj/item/I)
. = TRUE
if(..())
return
if(occupant)
to_chat(user, "<span class='warning'>[src] is currently occupied!</span>")
return
if(state_open)
to_chat(user, "<span class='warning'>[src] must be closed to [panel_open ? "close" : "open"] its maintenance hatch!</span>")
return
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-o", initial(icon_state), I))
return
return FALSE
/obj/machinery/sleeper/wrench_act(mob/living/user, obj/item/I)
. = ..()
if(default_change_direction_wrench(user, I))
return
return TRUE
/obj/machinery/sleeper/crowbar_act(mob/living/user, obj/item/I)
. = ..()
if(default_pry_open(I))
return
return TRUE
if(default_deconstruction_crowbar(I))
return TRUE
/obj/machinery/sleeper/default_pry_open(obj/item/I) //wew
. = !(state_open || panel_open || (flags_1 & NODECONSTRUCT_1)) && I.tool_behaviour == TOOL_CROWBAR
if(.)
I.play_tool_sound(src, 50)
visible_message("<span class='notice'>[usr] pries open [src].</span>", "<span class='notice'>You pry open [src].</span>")
open_machine()
/obj/machinery/sleeper/AltClick(mob/user)
if(!user.canUseTopic(src, !issilicon(user)))
return
return ..()
if(state_open)
close_machine()
else
open_machine()
/obj/machinery/sleeper/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click [src] to [state_open ? "close" : "open"] it.</span>")
/obj/machinery/sleeper/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.notcontained_state)
@@ -190,11 +223,13 @@
if(inject_chem(chem, usr))
. = TRUE
if(scrambled_chems && prob(5))
to_chat(usr, "<span class='warning'>Chem System Re-route detected, results may not be as expected!</span>")
to_chat(usr, "<span class='warning'>Chemical system re-route detected, results may not be as expected!</span>")
/obj/machinery/sleeper/emag_act(mob/user)
. = ..()
scramble_chem_buttons()
to_chat(user, "<span class='warning'>You scramble the sleeper's user interface!</span>")
return TRUE
/obj/machinery/sleeper/proc/inject_chem(chem, mob/user)
if((chem in available_chems) && chem_allowed(chem))
+102 -15
View File
@@ -113,6 +113,11 @@ Class Procs:
var/atom/movable/occupant = null
var/speed_process = FALSE // Process as fast as possible?
var/obj/item/circuitboard/circuit // Circuit to be created and inserted when the machinery is created
var/obj/item/card/id/inserted_scan_id
var/obj/item/card/id/inserted_modify_id
var/list/region_access = null // For the identification console (card.dm)
var/list/head_subordinates = null // For the identification console (card.dm)
var/authenticated = 0 // For the identification console (card.dm)
var/interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON | INTERACT_MACHINE_SET_MACHINE
@@ -131,7 +136,7 @@ Class Procs:
else
START_PROCESSING(SSfastprocess, src)
power_change()
AddComponent(/datum/component/redirect, list(COMSIG_ENTER_AREA = CALLBACK(src, .proc/power_change)))
RegisterSignal(src, COMSIG_ENTER_AREA, .proc/power_change)
if (occupant_typecache)
occupant_typecache = typecacheof(occupant_typecache)
@@ -143,6 +148,10 @@ Class Procs:
else
STOP_PROCESSING(SSfastprocess, src)
dropContents()
if(length(component_parts))
for(var/atom/A in component_parts)
qdel(A)
component_parts.Cut()
return ..()
/obj/machinery/proc/locate_machinery()
@@ -179,12 +188,15 @@ Class Procs:
L.update_canmove()
occupant = null
/obj/machinery/proc/can_be_occupant(atom/movable/am)
return occupant_typecache ? is_type_in_typecache(am, occupant_typecache) : isliving(am)
/obj/machinery/proc/close_machine(atom/movable/target = null)
state_open = FALSE
density = TRUE
if(!target)
for(var/am in loc)
if (!(occupant_typecache ? is_type_in_typecache(am, occupant_typecache) : isliving(am)))
if (!(can_be_occupant(am)))
continue
var/atom/movable/AM = am
if(AM.has_buckled_mobs())
@@ -311,6 +323,7 @@ Class Procs:
spawn_frame(disassembled)
for(var/obj/item/I in component_parts)
I.forceMove(loc)
component_parts.Cut()
qdel(src)
/obj/machinery/proc/spawn_frame(disassembled)
@@ -348,8 +361,8 @@ Class Procs:
panel_open = FALSE
icon_state = icon_state_closed
to_chat(user, "<span class='notice'>You close the maintenance hatch of [src].</span>")
return 1
return 0
return TRUE
return FALSE
/obj/machinery/proc/default_change_direction_wrench(mob/user, obj/item/I)
if(panel_open && I.tool_behaviour == TOOL_WRENCH)
@@ -401,7 +414,7 @@ Class Procs:
var/obj/item/circuitboard/machine/CB = locate(/obj/item/circuitboard/machine) in component_parts
var/P
if(W.works_from_distance)
display_parts(user)
to_chat(user, display_parts(user))
for(var/obj/item/A in component_parts)
for(var/D in CB.req_components)
if(ispath(A.type, D))
@@ -429,34 +442,38 @@ Class Procs:
break
RefreshParts()
else
display_parts(user)
to_chat(user, display_parts(user))
if(shouldplaysound)
W.play_rped_sound()
return TRUE
return FALSE
/obj/machinery/proc/display_parts(mob/user)
to_chat(user, "<span class='notice'>It contains the following parts:</span>")
. = list()
. += "<span class='notice'>It contains the following parts:</span>"
for(var/obj/item/C in component_parts)
to_chat(user, "<span class='notice'>[icon2html(C, user)] \A [C].</span>")
. += "<span class='notice'>[icon2html(C, user)] \A [C].</span>"
. = jointext(., "")
/obj/machinery/examine(mob/user)
..()
. = ..()
if(stat & BROKEN)
to_chat(user, "<span class='notice'>It looks broken and non-functional.</span>")
. += "<span class='notice'>It looks broken and non-functional.</span>"
if(!(resistance_flags & INDESTRUCTIBLE))
if(resistance_flags & ON_FIRE)
to_chat(user, "<span class='warning'>It's on fire!</span>")
. += "<span class='warning'>It's on fire!</span>"
var/healthpercent = (obj_integrity/max_integrity) * 100
switch(healthpercent)
if(50 to 99)
to_chat(user, "It looks slightly damaged.")
. += "It looks slightly damaged."
if(25 to 50)
to_chat(user, "It appears heavily damaged.")
. += "It appears heavily damaged."
if(0 to 25)
to_chat(user, "<span class='warning'>It's falling apart!</span>")
. += "<span class='warning'>It's falling apart!</span>"
if(user.research_scanner && component_parts)
display_parts(user)
. += display_parts(user, TRUE)
if(inserted_scan_id || inserted_modify_id)
. += "<span class='notice'>Alt-click to eject the ID card.</span>"
//called on machinery construction (i.e from frame to machinery) but not on initialization
/obj/machinery/proc/on_construction()
@@ -490,3 +507,73 @@ Class Procs:
. = . % 9
AM.pixel_x = -8 + ((.%3)*8)
AM.pixel_y = -8 + (round( . / 3)*8)
/obj/machinery/proc/id_insert_scan(mob/user, obj/item/card/id/I)
I = user.get_active_held_item()
if(istype(I))
if(inserted_scan_id)
to_chat(user, "<span class='warning'>There's already an ID card in the console!</span>")
return
if(!user.transferItemToLoc(I, src))
return
inserted_scan_id = I
user.visible_message("<span class='notice'>[user] inserts an ID card into the console.</span>", \
"<span class='notice'>You insert the ID card into the console.</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
/obj/machinery/proc/id_eject_scan(mob/user)
if(!inserted_scan_id)
to_chat(user, "<span class='warning'>There's no ID card in the console!</span>")
return
if(inserted_scan_id)
inserted_scan_id.forceMove(drop_location())
if(!issilicon(user) && Adjacent(user))
user.put_in_hands(inserted_scan_id)
inserted_scan_id = null
user.visible_message("<span class='notice'>[user] gets an ID card from the console.</span>", \
"<span class='notice'>You get the ID card from the console.</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
/obj/machinery/proc/id_eject_modify(mob/user)
if(inserted_modify_id)
GLOB.data_core.manifest_modify(inserted_modify_id.registered_name, inserted_modify_id.assignment)
inserted_modify_id.update_label()
inserted_modify_id.forceMove(drop_location())
if(!issilicon(user) && Adjacent(user))
user.put_in_hands(inserted_modify_id)
user.visible_message("<span class='notice'>[user] gets an ID card from the console.</span>", \
"<span class='notice'>You get the ID card from the console.</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
inserted_modify_id = null
region_access = null
head_subordinates = null
updateUsrDialog()
/obj/machinery/proc/id_insert_modify(mob/user)
var/obj/item/card/id/I = user.get_active_held_item()
if(istype(I))
if(inserted_modify_id)
to_chat(user, "<span class='warning'>There's already an ID card in the console!</span>")
return
if(!user.transferItemToLoc(I, src))
return
inserted_modify_id = I
user.visible_message("<span class='notice'>[user] inserts an ID card into the console.</span>", \
"<span class='notice'>You insert the ID card into the console.</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
/obj/machinery/AltClick(mob/user)
. = ..()
if(!user.canUseTopic(src, !issilicon(user)) || !is_operational())
return
if(inserted_modify_id)
id_eject_modify(user)
authenticated = FALSE
return
if(inserted_scan_id)
id_eject_scan(user)
authenticated = FALSE
return
@@ -177,7 +177,9 @@ GLOBAL_LIST_EMPTY(announcement_systems)
act_up()
/obj/machinery/announcement_system/emag_act()
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
act_up()
return TRUE
+2
View File
@@ -101,12 +101,14 @@
return ..()
/obj/machinery/button/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
req_access = list()
req_one_access = list()
playsound(src, "sparks", 100, 1)
obj_flags |= EMAGGED
return TRUE
/obj/machinery/button/attack_ai(mob/user)
if(!panel_open)
+2
View File
@@ -320,10 +320,12 @@
return ..()
/obj/machinery/clonepod/emag_act(mob/user)
. = ..()
if(!occupant)
return
to_chat(user, "<span class='warning'>You corrupt the genetic compiler.</span>")
malfunction()
return TRUE
//Put messages in the connected computer's temp var for display.
/obj/machinery/clonepod/proc/connected_message(message)
+6 -3
View File
@@ -11,7 +11,6 @@
var/list/result_filters //For sorting the results
var/checking_logs = 0
var/list/logs
var/authenticated = 0
var/auth_id = "\[NULL\]"
/obj/machinery/computer/apc_control/Initialize()
@@ -185,15 +184,19 @@
ui_interact(usr) //Refresh the UI after a filter changes
/obj/machinery/computer/apc_control/emag_act(mob/user)
. = ..()
if(!authenticated)
to_chat(user, "<span class='warning'>You bypass [src]'s access requirements using your emag.</span>")
authenticated = TRUE
log_activity("logged in")
else if(!(obj_flags & EMAGGED))
else
if(obj_flags & EMAGGED)
return
user.visible_message("<span class='warning'>You emag [src], disabling precise logging and allowing you to clear logs.</span>")
log_game("[key_name(user)] emagged [src] at [AREACOORD(src)], disabling operator tracking.")
obj_flags |= EMAGGED
playsound(src, "sparks", 50, 1)
playsound(src, "sparks", 50, 1)
return TRUE
/obj/machinery/computer/apc_control/proc/log_activity(log_text)
var/op_string = operator && !(obj_flags & EMAGGED) ? operator : "\[NULL OPERATOR\]"
@@ -186,6 +186,7 @@
/obj/machinery/computer/arcade/battle/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
to_chat(user, "<span class='warning'>A mesmerizing Rhumba beat starts playing from the arcade machine's speakers!</span>")
@@ -202,5 +203,5 @@
enemy_name = "Cuban Pete"
name = "Outbomb Cuban Pete"
updateUsrDialog()
return TRUE
@@ -284,6 +284,7 @@
return
/obj/machinery/computer/arcade/minesweeper/emag_act(mob/user)
. = ..()
if(CHECK_BITFIELD(obj_flags, EMAGGED))
return
desc = "An arcade machine that generates grids. It's clunking and sparking everywhere, almost as if threatening to explode at any moment!"
@@ -298,6 +299,7 @@
to_chat(user, "<span class='warning'>The machine buzzes and sparks... the game has been reset!</span>")
playsound(user, 'sound/machines/buzz-sigh.ogg', 100, 0, extrarange = 3, falloff = 10) //Loud buzz
game_status = MINESWEEPER_GAME_MAIN_MENU
return TRUE
/obj/machinery/computer/arcade/minesweeper/proc/custom_generation(mob/user)
playsound(loc, 'sound/arcade/minesweeper_menuselect.ogg', 50, 0, extrarange = -3, falloff = 10) //Entered into the menu so ping sound
@@ -736,6 +736,7 @@
desc = "Learn how our ancestors got to Orion, and have fun in the process!"
/obj/machinery/computer/arcade/orion_trail/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
to_chat(user, "<span class='notice'>You override the cheat code menu and skip to Cheat #[rand(1, 50)]: Realism Mode.</span>")
@@ -743,6 +744,7 @@
desc = "Learn how our ancestors got to Orion, and try not to die in the process!"
newgame()
obj_flags |= EMAGGED
return TRUE
/mob/living/simple_animal/hostile/syndicate/ranged/smg/orion
name = "spaceport security"
-3
View File
@@ -13,11 +13,8 @@ GLOBAL_VAR_INIT(time_last_changed_position, 0)
circuit = /obj/item/circuitboard/computer/card
var/obj/item/card/id/scan = null
var/obj/item/card/id/modify = null
var/authenticated = 0
var/mode = 0
var/printing = null
var/list/region_access = null
var/list/head_subordinates = null
var/target_dept = 0 //Which department this computer has access to. 0=all departments
//Cooldown for closing positions in seconds
-3
View File
@@ -64,9 +64,6 @@
if(!(scanner && LAZYLEN(pods) && autoprocess))
return
if(scanner.occupant && scanner.scan_level > 2)
scan_occupant(scanner.occupant)
for(var/datum/data/record/R in records)
var/obj/machinery/clonepod/pod = GetAvailableEfficientPod(R.fields["mind"])
@@ -6,7 +6,6 @@
icon_keyboard = "tech_key"
req_access = list(ACCESS_HEADS)
circuit = /obj/item/circuitboard/computer/communications
var/authenticated = 0
var/auth_id = "Unknown" //Who is currently logged in?
var/list/datum/comm_message/messages = list()
var/datum/comm_message/currmsg
@@ -432,6 +431,7 @@
return ..()
/obj/machinery/computer/communications/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
@@ -440,6 +440,7 @@
authenticated = 2
to_chat(user, "<span class='danger'>You scramble the communication routing circuits!</span>")
playsound(src, 'sound/machines/terminal_alert.ogg', 50, 0)
return TRUE
/obj/machinery/computer/communications/ui_interact(mob/user)
. = ..()
+139 -147
View File
@@ -7,13 +7,10 @@
icon_keyboard = "med_key"
req_one_access = list(ACCESS_MEDICAL, ACCESS_FORENSICS_LOCKERS)
circuit = /obj/item/circuitboard/computer/med_data
var/obj/item/card/id/scan = null
var/authenticated = null
var/rank = null
var/screen = null
var/datum/data/record/active1
var/datum/data/record/active2
var/a_id = null
var/temp = null
var/printing = null
//Sorting Variables
@@ -25,24 +22,22 @@
/obj/machinery/computer/med_data/syndie
icon_keyboard = "syndie_key"
/obj/machinery/computer/med_data/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/card/id) && !scan)
if(!user.transferItemToLoc(O, src))
return
scan = O
to_chat(user, "<span class='notice'>You insert [O].</span>")
/obj/machinery/computer/med_data/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/card/id))
id_insert_scan(user)
else
return ..()
/obj/machinery/computer/med_data/ui_interact(mob/user)
. = ..()
if(isliving(user))
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
var/dat
if(temp)
dat = text("<TT>[temp]</TT><BR><BR><A href='?src=[REF(src)];temp=1'>Clear Screen</A>")
else
dat = text("Confirm Identity: <A href='?src=[REF(src)];scan=1'>[]</A><HR>", (src.scan ? text("[]", src.scan.name) : "----------"))
if(src.authenticated)
switch(src.screen)
if(authenticated)
switch(screen)
if(1)
dat += {"
<A href='?src=[REF(src)];search=1'>Search Records</A>
@@ -116,7 +111,7 @@
dat += "<td><a href='?src=[REF(src)];field=show_photo_front'><img src=photo_front height=80 width=80 border=4></a></td>"
dat += "<td><a href='?src=[REF(src)];field=show_photo_side'><img src=photo_side height=80 width=80 border=4></a></td></tr>"
dat += "<tr><td>ID:</td><td>[active1.fields["id"]]</td></tr>"
dat += "<tr><td>Sex:</td><td><A href='?src=[REF(src)];field=sex'>&nbsp;[active1.fields["sex"]]&nbsp;</A></td></tr>"
dat += "<tr><td>Gender:</td><td><A href='?src=[REF(src)];field=gender'>&nbsp;[active1.fields["gender"]]&nbsp;</A></td></tr>"
dat += "<tr><td>Age:</td><td><A href='?src=[REF(src)];field=age'>&nbsp;[active1.fields["age"]]&nbsp;</A></td></tr>"
dat += "<tr><td>Species:</td><td><A href='?src=[REF(src)];field=species'>&nbsp;[active1.fields["species"]]&nbsp;</A></td></tr>"
dat += "<tr><td>Fingerprint:</td><td><A href='?src=[REF(src)];field=fingerprint'>&nbsp;[active1.fields["fingerprint"]]&nbsp;</A></td></tr>"
@@ -141,7 +136,7 @@
dat += "<tr><td><br><b><font size='4'>Comments/Log</font></b></td></tr>"
var/counter = 1
while(src.active2.fields[text("com_[]", counter)])
while(active2.fields[text("com_[]", counter)])
dat += "<tr><td>[active2.fields[text("com_[]", counter)]]</td></tr><tr><td><A href='?src=[REF(src)];del_c=[counter]'>Delete Entry</A></td></tr>"
counter++
dat += "<tr><td><A href='?src=[REF(src)];add_c=1'>Add Entry</A></td></tr>"
@@ -169,7 +164,7 @@
dat += "<br><b>Medical Robots:</b>"
var/bdat = null
for(var/mob/living/simple_animal/bot/medbot/M in GLOB.alive_mob_list)
if(M.z != src.z)
if(M.z != z)
continue //only find medibots on the same z-level as the computer
var/turf/bl = get_turf(M)
if(bl) //if it can't find a turf for the medibot, then it probably shouldn't be showing up
@@ -189,7 +184,7 @@
dat += "<A href='?src=[REF(src)];login=1'>{Log In}</A>"
var/datum/browser/popup = new(user, "med_rec", "Medical Records Console", 600, 400)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.set_title_image(user.browse_rsc_icon(icon, icon_state))
popup.open()
/obj/machinery/computer/med_data/Topic(href, href_list)
@@ -197,29 +192,20 @@
if(.)
return .
if(!(active1 in GLOB.data_core.general))
src.active1 = null
active1 = null
if(!(active2 in GLOB.data_core.medical))
src.active2 = null
active2 = null
if(usr.contents.Find(src) || (in_range(src, usr) && isturf(loc)) || issilicon(usr) || IsAdminGhost(usr))
usr.set_machine(src)
if(href_list["temp"])
src.temp = null
if(href_list["scan"])
if(src.scan)
usr.put_in_hands(scan)
scan = null
else
var/obj/item/I = usr.is_holding_item_of_type(/obj/item/card/id)
if(I)
if(!usr.transferItemToLoc(I, src))
return
src.scan = I
temp = null
else if(href_list["logout"])
src.authenticated = null
src.screen = null
src.active1 = null
src.active2 = null
authenticated = null
screen = null
active1 = null
active2 = null
playsound(src, 'sound/machines/terminal_off.ogg', 50, FALSE)
else if(href_list["choice"])
// SORTING!
if(href_list["choice"] == "Sorting")
@@ -234,34 +220,37 @@
sortBy = href_list["sort"]
order = initial(order)
else if(href_list["login"])
if(issilicon(usr))
src.active1 = null
src.active2 = null
src.authenticated = 1
src.rank = "AI"
src.screen = 1
else if(IsAdminGhost(usr))
src.active1 = null
src.active2 = null
src.authenticated = 1
src.rank = "Central Command"
src.screen = 1
else if(istype(src.scan, /obj/item/card/id))
src.active1 = null
src.active2 = null
if(src.check_access(src.scan))
src.authenticated = src.scan.registered_name
src.rank = src.scan.assignment
src.screen = 1
if(src.authenticated)
var/mob/M = usr
var/obj/item/card/id/I = M.get_idcard(TRUE)
if(issilicon(M))
active1 = null
active2 = null
authenticated = 1
rank = "AI"
screen = 1
else if(IsAdminGhost(M))
active1 = null
active2 = null
authenticated = 1
rank = "Central Command"
screen = 1
else if(istype(I) && check_access(I))
active1 = null
active2 = null
authenticated = I.registered_name
rank = I.assignment
screen = 1
else
to_chat(usr, "<span class='danger'>Unauthorized access.</span>")
playsound(src, 'sound/machines/terminal_on.ogg', 50, FALSE)
if(authenticated)
if(href_list["screen"])
src.screen = text2num(href_list["screen"])
if(src.screen < 1)
src.screen = 1
screen = text2num(href_list["screen"])
if(screen < 1)
screen = 1
src.active1 = null
src.active2 = null
active1 = null
active2 = null
else if(href_list["vir"])
var/type = href_list["vir"]
@@ -269,7 +258,7 @@
var/AfS = ""
for(var/mob/M in Dis.viable_mobtypes)
AfS += " [initial(M.name)];"
src.temp = {"<b>Name:</b> [Dis.name]
temp = {"<b>Name:</b> [Dis.name]
<BR><b>Number of stages:</b> [Dis.max_stages]
<BR><b>Spread:</b> [Dis.spread_text] Transmission
<BR><b>Possible Cure:</b> [(Dis.cure_text||"none")]
@@ -280,110 +269,112 @@
<BR><b>Severity:</b> [Dis.severity]"}
else if(href_list["del_all"])
src.temp = "Are you sure you wish to delete all records?<br>\n\t<A href='?src=[REF(src)];temp=1;del_all2=1'>Yes</A><br>\n\t<A href='?src=[REF(src)];temp=1'>No</A><br>"
temp = "Are you sure you wish to delete all records?<br>\n\t<A href='?src=[REF(src)];temp=1;del_all2=1'>Yes</A><br>\n\t<A href='?src=[REF(src)];temp=1'>No</A><br>"
else if(href_list["del_all2"])
investigate_log("[key_name(usr)] has deleted all medical records.", INVESTIGATE_RECORDS)
GLOB.data_core.medical.Cut()
src.temp = "All records deleted."
temp = "All records deleted."
else if(href_list["field"])
var/a1 = src.active1
var/a2 = src.active2
var/a1 = active1
var/a2 = active2
switch(href_list["field"])
if("fingerprint")
if(active1)
var/t1 = stripped_input("Please input fingerprint hash:", "Med. records", src.active1.fields["fingerprint"], null)
var/t1 = stripped_input("Please input fingerprint hash:", "Med. records", active1.fields["fingerprint"], null)
if(!canUseMedicalRecordsConsole(usr, t1, a1))
return
src.active1.fields["fingerprint"] = t1
if("sex")
active1.fields["fingerprint"] = t1
if("gender")
if(active1)
if(src.active1.fields["sex"] == "Male")
src.active1.fields["sex"] = "Female"
if(active1.fields["gender"] == "Male")
active1.fields["gender"] = "Female"
else if(active1.fields["gender"] == "Female")
active1.fields["gender"] = "Other"
else
src.active1.fields["sex"] = "Male"
active1.fields["gender"] = "Male"
if("age")
if(active1)
var/t1 = input("Please input age:", "Med. records", src.active1.fields["age"], null) as num
var/t1 = input("Please input age:", "Med. records", active1.fields["age"], null) as num
if(!canUseMedicalRecordsConsole(usr, t1, a1))
return
src.active1.fields["age"] = t1
active1.fields["age"] = t1
if("species")
if(active1)
var/t1 = stripped_input("Please input species name", "Med. records", src.active1.fields["species"], null)
var/t1 = stripped_input("Please input species name", "Med. records", active1.fields["species"], null)
if(!canUseMedicalRecordsConsole(usr, t1, a1))
return
active1.fields["species"] = t1
if("mi_dis")
if(active2)
var/t1 = stripped_input("Please input minor disabilities list:", "Med. records", src.active2.fields["mi_dis"], null)
var/t1 = stripped_input("Please input minor disabilities list:", "Med. records", active2.fields["mi_dis"], null)
if(!canUseMedicalRecordsConsole(usr, t1, null, a2))
return
src.active2.fields["mi_dis"] = t1
active2.fields["mi_dis"] = t1
if("mi_dis_d")
if(active2)
var/t1 = stripped_input("Please summarize minor dis.:", "Med. records", src.active2.fields["mi_dis_d"], null)
var/t1 = stripped_input("Please summarize minor dis.:", "Med. records", active2.fields["mi_dis_d"], null)
if(!canUseMedicalRecordsConsole(usr, t1, null, a2))
return
src.active2.fields["mi_dis_d"] = t1
active2.fields["mi_dis_d"] = t1
if("ma_dis")
if(active2)
var/t1 = stripped_input("Please input major disabilities list:", "Med. records", src.active2.fields["ma_dis"], null)
var/t1 = stripped_input("Please input major disabilities list:", "Med. records", active2.fields["ma_dis"], null)
if(!canUseMedicalRecordsConsole(usr, t1, null, a2))
return
src.active2.fields["ma_dis"] = t1
active2.fields["ma_dis"] = t1
if("ma_dis_d")
if(active2)
var/t1 = stripped_input("Please summarize major dis.:", "Med. records", src.active2.fields["ma_dis_d"], null)
var/t1 = stripped_input("Please summarize major dis.:", "Med. records", active2.fields["ma_dis_d"], null)
if(!canUseMedicalRecordsConsole(usr, t1, null, a2))
return
src.active2.fields["ma_dis_d"] = t1
active2.fields["ma_dis_d"] = t1
if("alg")
if(active2)
var/t1 = stripped_input("Please state allergies:", "Med. records", src.active2.fields["alg"], null)
var/t1 = stripped_input("Please state allergies:", "Med. records", active2.fields["alg"], null)
if(!canUseMedicalRecordsConsole(usr, t1, null, a2))
return
src.active2.fields["alg"] = t1
active2.fields["alg"] = t1
if("alg_d")
if(active2)
var/t1 = stripped_input("Please summarize allergies:", "Med. records", src.active2.fields["alg_d"], null)
var/t1 = stripped_input("Please summarize allergies:", "Med. records", active2.fields["alg_d"], null)
if(!canUseMedicalRecordsConsole(usr, t1, null, a2))
return
src.active2.fields["alg_d"] = t1
active2.fields["alg_d"] = t1
if("cdi")
if(active2)
var/t1 = stripped_input("Please state diseases:", "Med. records", src.active2.fields["cdi"], null)
var/t1 = stripped_input("Please state diseases:", "Med. records", active2.fields["cdi"], null)
if(!canUseMedicalRecordsConsole(usr, t1, null, a2))
return
src.active2.fields["cdi"] = t1
active2.fields["cdi"] = t1
if("cdi_d")
if(active2)
var/t1 = stripped_input("Please summarize diseases:", "Med. records", src.active2.fields["cdi_d"], null)
var/t1 = stripped_input("Please summarize diseases:", "Med. records", active2.fields["cdi_d"], null)
if(!canUseMedicalRecordsConsole(usr, t1, null, a2))
return
src.active2.fields["cdi_d"] = t1
active2.fields["cdi_d"] = t1
if("notes")
if(active2)
var/t1 = stripped_input("Please summarize notes:", "Med. records", src.active2.fields["notes"], null)
var/t1 = stripped_input("Please summarize notes:", "Med. records", active2.fields["notes"], null)
if(!canUseMedicalRecordsConsole(usr, t1, null, a2))
return
src.active2.fields["notes"] = t1
active2.fields["notes"] = t1
if("p_stat")
if(active1)
src.temp = "<B>Physical Condition:</B><BR>\n\t<A href='?src=[REF(src)];temp=1;p_stat=deceased'>*Deceased*</A><BR>\n\t<A href='?src=[REF(src)];temp=1;p_stat=unconscious'>*Unconscious*</A><BR>\n\t<A href='?src=[REF(src)];temp=1;p_stat=active'>Active</A><BR>\n\t<A href='?src=[REF(src)];temp=1;p_stat=unfit'>Physically Unfit</A><BR>"
temp = "<B>Physical Condition:</B><BR>\n\t<A href='?src=[REF(src)];temp=1;p_stat=deceased'>*Deceased*</A><BR>\n\t<A href='?src=[REF(src)];temp=1;p_stat=unconscious'>*Unconscious*</A><BR>\n\t<A href='?src=[REF(src)];temp=1;p_stat=active'>Active</A><BR>\n\t<A href='?src=[REF(src)];temp=1;p_stat=unfit'>Physically Unfit</A><BR>"
if("m_stat")
if(active1)
src.temp = "<B>Mental Condition:</B><BR>\n\t<A href='?src=[REF(src)];temp=1;m_stat=insane'>*Insane*</A><BR>\n\t<A href='?src=[REF(src)];temp=1;m_stat=unstable'>*Unstable*</A><BR>\n\t<A href='?src=[REF(src)];temp=1;m_stat=watch'>*Watch*</A><BR>\n\t<A href='?src=[REF(src)];temp=1;m_stat=stable'>Stable</A><BR>"
temp = "<B>Mental Condition:</B><BR>\n\t<A href='?src=[REF(src)];temp=1;m_stat=insane'>*Insane*</A><BR>\n\t<A href='?src=[REF(src)];temp=1;m_stat=unstable'>*Unstable*</A><BR>\n\t<A href='?src=[REF(src)];temp=1;m_stat=watch'>*Watch*</A><BR>\n\t<A href='?src=[REF(src)];temp=1;m_stat=stable'>Stable</A><BR>"
if("blood_type")
if(active2)
src.temp = "<B>Blood Type:</B><BR>\n\t<A href='?src=[REF(src)];temp=1;blood_type=an'>A-</A> <A href='?src=[REF(src)];temp=1;blood_type=ap'>A+</A><BR>\n\t<A href='?src=[REF(src)];temp=1;blood_type=bn'>B-</A> <A href='?src=[REF(src)];temp=1;blood_type=bp'>B+</A><BR>\n\t<A href='?src=[REF(src)];temp=1;blood_type=abn'>AB-</A> <A href='?src=[REF(src)];temp=1;blood_type=abp'>AB+</A><BR>\n\t<A href='?src=[REF(src)];temp=1;blood_type=on'>O-</A> <A href='?src=[REF(src)];temp=1;blood_type=op'>O+</A><BR>"
temp = "<B>Blood Type:</B><BR>\n\t<A href='?src=[REF(src)];temp=1;blood_type=an'>A-</A> <A href='?src=[REF(src)];temp=1;blood_type=ap'>A+</A><BR>\n\t<A href='?src=[REF(src)];temp=1;blood_type=bn'>B-</A> <A href='?src=[REF(src)];temp=1;blood_type=bp'>B+</A><BR>\n\t<A href='?src=[REF(src)];temp=1;blood_type=abn'>AB-</A> <A href='?src=[REF(src)];temp=1;blood_type=abp'>AB+</A><BR>\n\t<A href='?src=[REF(src)];temp=1;blood_type=on'>O-</A> <A href='?src=[REF(src)];temp=1;blood_type=op'>O+</A><BR>"
if("b_dna")
if(active2)
var/t1 = stripped_input("Please input DNA hash:", "Med. records", src.active2.fields["b_dna"], null)
var/t1 = stripped_input("Please input DNA hash:", "Med. records", active2.fields["b_dna"], null)
if(!canUseMedicalRecordsConsole(usr, t1, null, a2))
return
src.active2.fields["b_dna"] = t1
active2.fields["b_dna"] = t1
if("show_photo_front")
if(active1)
if(active1.fields["photo_front"])
@@ -402,51 +393,51 @@
if(active1)
switch(href_list["p_stat"])
if("deceased")
src.active1.fields["p_stat"] = "*Deceased*"
active1.fields["p_stat"] = "*Deceased*"
if("unconscious")
src.active1.fields["p_stat"] = "*Unconscious*"
active1.fields["p_stat"] = "*Unconscious*"
if("active")
src.active1.fields["p_stat"] = "Active"
active1.fields["p_stat"] = "Active"
if("unfit")
src.active1.fields["p_stat"] = "Physically Unfit"
active1.fields["p_stat"] = "Physically Unfit"
else if(href_list["m_stat"])
if(active1)
switch(href_list["m_stat"])
if("insane")
src.active1.fields["m_stat"] = "*Insane*"
active1.fields["m_stat"] = "*Insane*"
if("unstable")
src.active1.fields["m_stat"] = "*Unstable*"
active1.fields["m_stat"] = "*Unstable*"
if("watch")
src.active1.fields["m_stat"] = "*Watch*"
active1.fields["m_stat"] = "*Watch*"
if("stable")
src.active1.fields["m_stat"] = "Stable"
active1.fields["m_stat"] = "Stable"
else if(href_list["blood_type"])
if(active2)
switch(href_list["blood_type"])
if("an")
src.active2.fields["blood_type"] = "A-"
active2.fields["blood_type"] = "A-"
if("bn")
src.active2.fields["blood_type"] = "B-"
active2.fields["blood_type"] = "B-"
if("abn")
src.active2.fields["blood_type"] = "AB-"
active2.fields["blood_type"] = "AB-"
if("on")
src.active2.fields["blood_type"] = "O-"
active2.fields["blood_type"] = "O-"
if("ap")
src.active2.fields["blood_type"] = "A+"
active2.fields["blood_type"] = "A+"
if("bp")
src.active2.fields["blood_type"] = "B+"
active2.fields["blood_type"] = "B+"
if("abp")
src.active2.fields["blood_type"] = "AB+"
active2.fields["blood_type"] = "AB+"
if("op")
src.active2.fields["blood_type"] = "O+"
active2.fields["blood_type"] = "O+"
else if(href_list["del_r"])
if(active2)
src.temp = "Are you sure you wish to delete the record (Medical Portion Only)?<br>\n\t<A href='?src=[REF(src)];temp=1;del_r2=1'>Yes</A><br>\n\t<A href='?src=[REF(src)];temp=1'>No</A><br>"
temp = "Are you sure you wish to delete the record (Medical Portion Only)?<br>\n\t<A href='?src=[REF(src)];temp=1;del_r2=1'>Yes</A><br>\n\t<A href='?src=[REF(src)];temp=1'>No</A><br>"
else if(href_list["del_r2"])
investigate_log("[key_name(usr)] has deleted the medical records for [active1.fields["name"]].", INVESTIGATE_RECORDS)
@@ -463,10 +454,10 @@
screen = 4
else if(href_list["new"])
if((istype(src.active1, /datum/data/record) && !( istype(src.active2, /datum/data/record) )))
if((istype(active1, /datum/data/record) && !( istype(active2, /datum/data/record) )))
var/datum/data/record/R = new /datum/data/record( )
R.fields["name"] = src.active1.fields["name"]
R.fields["id"] = src.active1.fields["id"]
R.fields["name"] = active1.fields["name"]
R.fields["id"] = active1.fields["id"]
R.name = text("Medical Record #[]", R.fields["id"])
R.fields["blood_type"] = "Unknown"
R.fields["b_dna"] = "Unknown"
@@ -480,76 +471,77 @@
R.fields["cdi_d"] = "No diseases have been diagnosed at the moment."
R.fields["notes"] = "No notes."
GLOB.data_core.medical += R
src.active2 = R
src.screen = 4
active2 = R
screen = 4
else if(href_list["add_c"])
if(!(active2 in GLOB.data_core.medical))
return
var/a2 = src.active2
var/a2 = active2
var/t1 = stripped_multiline_input("Add Comment:", "Med. records", null, null)
if(!canUseMedicalRecordsConsole(usr, t1, null, a2))
return
var/counter = 1
while(src.active2.fields[text("com_[]", counter)])
while(active2.fields[text("com_[]", counter)])
counter++
src.active2.fields[text("com_[]", counter)] = text("Made by [] ([]) on [] [], []<BR>[]", src.authenticated, src.rank, STATION_TIME_TIMESTAMP("hh:mm:ss"), time2text(world.realtime, "MMM DD"), GLOB.year_integer+540, t1)
active2.fields[text("com_[]", counter)] = text("Made by [] ([]) on [] [], []<BR>[]", authenticated, rank, STATION_TIME_TIMESTAMP("hh:mm:ss"), time2text(world.realtime, "MMM DD"), GLOB.year_integer+540, t1)
else if(href_list["del_c"])
if((istype(src.active2, /datum/data/record) && src.active2.fields[text("com_[]", href_list["del_c"])]))
src.active2.fields[text("com_[]", href_list["del_c"])] = "<B>Deleted</B>"
if((istype(active2, /datum/data/record) && active2.fields[text("com_[]", href_list["del_c"])]))
active2.fields[text("com_[]", href_list["del_c"])] = "<B>Deleted</B>"
else if(href_list["search"])
var/t1 = stripped_input(usr, "Search String: (Name, DNA, or ID)", "Med. records")
if(!canUseMedicalRecordsConsole(usr, t1))
return
src.active1 = null
src.active2 = null
active1 = null
active2 = null
t1 = lowertext(t1)
for(var/datum/data/record/R in GLOB.data_core.medical)
if((lowertext(R.fields["name"]) == t1 || t1 == lowertext(R.fields["id"]) || t1 == lowertext(R.fields["b_dna"])))
src.active2 = R
active2 = R
else
//Foreach continue //goto(3229)
if(!( src.active2 ))
src.temp = text("Could not locate record [].", sanitize(t1))
if(!( active2 ))
temp = text("Could not locate record [].", sanitize(t1))
else
for(var/datum/data/record/E in GLOB.data_core.general)
if((E.fields["name"] == src.active2.fields["name"] || E.fields["id"] == src.active2.fields["id"]))
src.active1 = E
if((E.fields["name"] == active2.fields["name"] || E.fields["id"] == active2.fields["id"]))
active1 = E
else
//Foreach continue //goto(3334)
src.screen = 4
screen = 4
else if(href_list["print_p"])
if(!( src.printing ))
src.printing = 1
if(!( printing ))
printing = 1
GLOB.data_core.medicalPrintCount++
playsound(loc, 'sound/items/poster_being_created.ogg', 100, 1)
sleep(30)
var/obj/item/paper/P = new /obj/item/paper( src.loc )
var/obj/item/paper/P = new /obj/item/paper( loc )
P.info = "<CENTER><B>Medical Record - (MR-[GLOB.data_core.medicalPrintCount])</B></CENTER><BR>"
if(active1 in GLOB.data_core.general)
P.info += text("Name: [] ID: []<BR>\nSex: []<BR>\nAge: []<BR>", src.active1.fields["name"], src.active1.fields["id"], src.active1.fields["sex"], src.active1.fields["age"])
P.info += text("Name: [] ID: []<BR>\nGender: []<BR>\nAge: []<BR>", active1.fields["name"], active1.fields["id"], active1.fields["gender"], active1.fields["age"])
P.info += "\nSpecies: [active1.fields["species"]]<BR>"
P.info += text("\nFingerprint: []<BR>\nPhysical Status: []<BR>\nMental Status: []<BR>", src.active1.fields["fingerprint"], src.active1.fields["p_stat"], src.active1.fields["m_stat"])
P.info += text("\nFingerprint: []<BR>\nPhysical Status: []<BR>\nMental Status: []<BR>", active1.fields["fingerprint"], active1.fields["p_stat"], active1.fields["m_stat"])
else
P.info += "<B>General Record Lost!</B><BR>"
if(active2 in GLOB.data_core.medical)
P.info += text("<BR>\n<CENTER><B>Medical Data</B></CENTER><BR>\nBlood Type: []<BR>\nDNA: []<BR>\n<BR>\nMinor Disabilities: []<BR>\nDetails: []<BR>\n<BR>\nMajor Disabilities: []<BR>\nDetails: []<BR>\n<BR>\nAllergies: []<BR>\nDetails: []<BR>\n<BR>\nCurrent Diseases: [] (per disease info placed in log/comment section)<BR>\nDetails: []<BR>\n<BR>\nImportant Notes:<BR>\n\t[]<BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>", src.active2.fields["blood_type"], src.active2.fields["b_dna"], src.active2.fields["mi_dis"], src.active2.fields["mi_dis_d"], src.active2.fields["ma_dis"], src.active2.fields["ma_dis_d"], src.active2.fields["alg"], src.active2.fields["alg_d"], src.active2.fields["cdi"], src.active2.fields["cdi_d"], src.active2.fields["notes"])
P.info += text("<BR>\n<CENTER><B>Medical Data</B></CENTER><BR>\nBlood Type: []<BR>\nDNA: []<BR>\n<BR>\nMinor Disabilities: []<BR>\nDetails: []<BR>\n<BR>\nMajor Disabilities: []<BR>\nDetails: []<BR>\n<BR>\nAllergies: []<BR>\nDetails: []<BR>\n<BR>\nCurrent Diseases: [] (per disease info placed in log/comment section)<BR>\nDetails: []<BR>\n<BR>\nImportant Notes:<BR>\n\t[]<BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>", active2.fields["blood_type"], active2.fields["b_dna"], active2.fields["mi_dis"], active2.fields["mi_dis_d"], active2.fields["ma_dis"], active2.fields["ma_dis_d"], active2.fields["alg"], active2.fields["alg_d"], active2.fields["cdi"], active2.fields["cdi_d"], active2.fields["notes"])
var/counter = 1
while(src.active2.fields[text("com_[]", counter)])
P.info += text("[]<BR>", src.active2.fields[text("com_[]", counter)])
while(active2.fields[text("com_[]", counter)])
P.info += text("[]<BR>", active2.fields[text("com_[]", counter)])
counter++
P.name = text("MR-[] '[]'", GLOB.data_core.medicalPrintCount, src.active1.fields["name"])
P.name = text("MR-[] '[]'", GLOB.data_core.medicalPrintCount, active1.fields["name"])
else
P.info += "<B>Medical Record Lost!</B><BR>"
P.name = text("MR-[] '[]'", GLOB.data_core.medicalPrintCount, "Record Lost")
P.info += "</TT>"
src.printing = null
P.update_icon()
printing = null
src.add_fingerprint(usr)
src.updateUsrDialog()
add_fingerprint(usr)
updateUsrDialog()
return
/obj/machinery/computer/med_data/emp_act(severity)
@@ -560,11 +552,11 @@
switch(rand(1,6))
if(1)
if(prob(10))
R.fields["name"] = random_unique_lizard_name(R.fields["sex"],1)
R.fields["name"] = random_unique_lizard_name(R.fields["gender"],1)
else
R.fields["name"] = random_unique_name(R.fields["sex"],1)
R.fields["name"] = random_unique_name(R.fields["gender"],1)
if(2)
R.fields["sex"] = pick("Male", "Female")
R.fields["gender"] = pick("Male", "Female", "Other")
if(3)
R.fields["age"] = rand(AGE_MIN, AGE_MAX)
if(4)
@@ -583,7 +575,7 @@
if(user)
if(message)
if(authenticated)
if(user.canUseTopic(src))
if(user.canUseTopic(src, BE_CLOSE))
if(!record1 || record1 == active1)
if(!record2 || record2 == active2)
return 1
-142
View File
@@ -1,143 +1 @@
/obj/machinery/computer/prisoner
name = "prisoner management console"
desc = "Used to manage tracking implants placed inside criminals."
icon_screen = "explosive"
icon_keyboard = "security_key"
req_access = list(ACCESS_BRIG)
var/id = 0
var/temp = null
var/status = 0
var/timeleft = 60
var/stop = 0
var/screen = 0 // 0 - No Access Denied, 1 - Access allowed
var/obj/item/card/id/prisoner/inserted_id
circuit = /obj/item/circuitboard/computer/prisoner
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/prisoner/ui_interact(mob/user)
. = ..()
var/dat = ""
if(screen == 0)
dat += "<HR><A href='?src=[REF(src)];lock=1'>Unlock Console</A>"
else if(screen == 1)
dat += "<H3>Prisoner ID Management</H3>"
if(inserted_id)
dat += text("<A href='?src=[REF(src)];id=eject'>[inserted_id]</A><br>")
dat += text("Collected Points: [inserted_id.points]. <A href='?src=[REF(src)];id=reset'>Reset.</A><br>")
dat += text("Card goal: [inserted_id.goal]. <A href='?src=[REF(src)];id=setgoal'>Set </A><br>")
dat += text("Space Law recommends quotas of 100 points per minute they would normally serve in the brig.<BR>")
else
dat += text("<A href='?src=[REF(src)];id=insert'>Insert Prisoner ID.</A><br>")
dat += "<H3>Prisoner Implant Management</H3>"
dat += "<HR>Chemical Implants<BR>"
var/turf/Tr = null
for(var/obj/item/implant/chem/C in GLOB.tracked_chem_implants)
Tr = get_turf(C)
if((Tr) && (Tr.z != src.z))
continue//Out of range
if(!C.imp_in)
continue
dat += "ID: [C.imp_in.name] | Remaining Units: [C.reagents.total_volume] <BR>"
dat += "| Inject: "
dat += "<A href='?src=[REF(src)];inject1=[REF(C)]'>(<font class='bad'>(1)</font>)</A>"
dat += "<A href='?src=[REF(src)];inject5=[REF(C)]'>(<font class='bad'>(5)</font>)</A>"
dat += "<A href='?src=[REF(src)];inject10=[REF(C)]'>(<font class='bad'>(10)</font>)</A><BR>"
dat += "********************************<BR>"
dat += "<HR>Tracking Implants<BR>"
for(var/obj/item/implant/tracking/T in GLOB.tracked_implants)
if(!isliving(T.imp_in))
continue
Tr = get_turf(T)
if((Tr) && (Tr.z != src.z))
continue//Out of range
var/loc_display = "Unknown"
var/mob/living/M = T.imp_in
if(is_station_level(Tr.z) && !isspaceturf(M.loc))
var/turf/mob_loc = get_turf(M)
loc_display = mob_loc.loc
dat += "ID: [T.imp_in.name] | Location: [loc_display]<BR>"
dat += "<A href='?src=[REF(src)];warn=[REF(T)]'>(<font class='bad'><i>Message Holder</i></font>)</A> |<BR>"
dat += "********************************<BR>"
dat += "<HR><A href='?src=[REF(src)];lock=1'>Lock Console</A>"
var/datum/browser/popup = new(user, "computer", "Prisoner Management Console", 400, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
/obj/machinery/computer/prisoner/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/card/id))
return attack_hand(user)
else
return ..()
/obj/machinery/computer/prisoner/process()
if(!..())
src.updateDialog()
return
/obj/machinery/computer/prisoner/Topic(href, href_list)
if(..())
return
if(usr.contents.Find(src) || (in_range(src, usr) && isturf(loc)) || issilicon(usr))
usr.set_machine(src)
if(href_list["id"])
if(href_list["id"] =="insert" && !inserted_id)
var/obj/item/card/id/prisoner/I = usr.is_holding_item_of_type(/obj/item/card/id/prisoner)
if(I)
if(!usr.transferItemToLoc(I, src))
return
inserted_id = I
else
to_chat(usr, "<span class='danger'>No valid ID.</span>")
else if(inserted_id)
switch(href_list["id"])
if("eject")
inserted_id.forceMove(drop_location())
inserted_id.verb_pickup()
inserted_id = null
if("reset")
inserted_id.points = 0
if("setgoal")
var/num = round(input(usr, "Choose prisoner's goal:", "Input an Integer", null) as num|null)
if(num >= 0)
num = min(num,1000) //Cap the quota to the equivilent of 10 minutes.
inserted_id.goal = num
else if(href_list["inject1"])
var/obj/item/implant/I = locate(href_list["inject1"]) in GLOB.tracked_chem_implants
if(I && istype(I))
I.activate(1)
else if(href_list["inject5"])
var/obj/item/implant/I = locate(href_list["inject5"]) in GLOB.tracked_chem_implants
if(I && istype(I))
I.activate(5)
else if(href_list["inject10"])
var/obj/item/implant/I = locate(href_list["inject10"]) in GLOB.tracked_chem_implants
if(I && istype(I))
I.activate(10)
else if(href_list["lock"])
if(src.allowed(usr))
screen = !screen
else
to_chat(usr, "Unauthorized Access.")
else if(href_list["warn"])
var/warning = copytext(sanitize(input(usr,"Message:","Enter your message here!","")),1,MAX_MESSAGE_LEN)
if(!warning)
return
var/obj/item/implant/I = locate(href_list["warn"]) in GLOB.tracked_implants
if(I && istype(I) && I.imp_in)
var/mob/living/R = I.imp_in
to_chat(R, "<span class='italics'>You hear a voice in your head saying: '[warning]'</span>")
log_directed_talk(usr, R, warning, LOG_SAY, "implant message")
src.add_fingerprint(usr)
src.updateUsrDialog()
return
@@ -0,0 +1,52 @@
/obj/machinery/computer/prisoner
var/obj/item/card/id/prisoner/contained_id
/obj/machinery/computer/prisoner/Destroy()
if(contained_id)
contained_id.forceMove(get_turf(src))
return ..()
/obj/machinery/computer/prisoner/examine(mob/user)
. = ..()
if(contained_id)
. += "<span class='notice'><b>Alt-click</b> to eject the ID card.</span>"
/obj/machinery/computer/prisoner/AltClick(mob/user)
id_eject(user)
return ..()
/obj/machinery/computer/prisoner/proc/id_insert(mob/user, obj/item/card/id/prisoner/P)
if(istype(P))
if(contained_id)
to_chat(user, "<span class='warning'>There's already an ID card in the console!</span>")
return
if(!user.transferItemToLoc(P, src))
return
contained_id = P
user.visible_message("<span class='notice'>[user] inserts an ID card into the console.</span>", \
"<span class='notice'>You insert the ID card into the console.</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
/obj/machinery/computer/prisoner/proc/id_eject(mob/user)
if(!contained_id)
to_chat(user, "<span class='warning'>There's no ID card in the console!</span>")
return
else
contained_id.forceMove(drop_location())
if(!issilicon(user) && Adjacent(user))
user.put_in_hands(contained_id)
contained_id = null
user.visible_message("<span class='notice'>[user] gets an ID card from the console.</span>", \
"<span class='notice'>You get the ID card from the console.</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
updateUsrDialog()
/obj/machinery/computer/prisoner/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/card/id/prisoner))
id_insert(user, I)
else
return ..()
@@ -0,0 +1,142 @@
//computer that handle the points and teleports the prisoner
/obj/machinery/computer/prisoner/gulag_teleporter_computer
name = "labor camp teleporter console"
desc = "Used to send criminals to the Labor Camp."
icon_screen = "explosive"
icon_keyboard = "security_key"
req_access = list(ACCESS_ARMORY)
circuit = /obj/item/circuitboard/computer/gulag_teleporter_console
var/default_goal = 200
var/obj/machinery/gulag_teleporter/teleporter = null
var/obj/structure/gulag_beacon/beacon = null
var/mob/living/carbon/human/prisoner = null
var/datum/data/record/temporary_record = null
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/prisoner/gulag_teleporter_computer/Initialize()
. = ..()
scan_machinery()
/obj/machinery/computer/prisoner/gulag_teleporter_computer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "gulag_console", name, 455, 440, master_ui, state)
ui.open()
/obj/machinery/computer/prisoner/gulag_teleporter_computer/ui_data(mob/user)
var/list/data = list()
var/list/prisoner_list = list()
var/can_teleport = FALSE
if(teleporter && (teleporter.occupant && ishuman(teleporter.occupant)))
prisoner = teleporter.occupant
prisoner_list["name"] = prisoner.real_name
if(contained_id)
can_teleport = TRUE
if(!isnull(GLOB.data_core.general))
for(var/r in GLOB.data_core.security)
var/datum/data/record/R = r
if(R.fields["name"] == prisoner_list["name"])
temporary_record = R
prisoner_list["crimstat"] = temporary_record.fields["criminal"]
data["prisoner"] = prisoner_list
if(teleporter)
data["teleporter"] = teleporter
data["teleporter_location"] = "([teleporter.x], [teleporter.y], [teleporter.z])"
data["teleporter_lock"] = teleporter.locked
data["teleporter_state_open"] = teleporter.state_open
if(beacon)
data["beacon"] = beacon
data["beacon_location"] = "([beacon.x], [beacon.y], [beacon.z])"
if(contained_id)
data["id"] = contained_id
data["id_name"] = contained_id.registered_name
data["goal"] = contained_id.goal
data["can_teleport"] = can_teleport
return data
/obj/machinery/computer/prisoner/gulag_teleporter_computer/ui_act(action, list/params)
if(isliving(usr))
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
if(..())
return
if(!allowed(usr))
to_chat(usr, "<span class='warning'>Access denied.</span>")
return
switch(action)
if("scan_teleporter")
teleporter = findteleporter()
if("scan_beacon")
beacon = findbeacon()
if("handle_id")
if(contained_id)
id_eject(usr)
else
id_insert(usr)
if("set_goal")
var/new_goal = input("Set the amount of points:", "Points", contained_id.goal) as num|null
if(!isnum(new_goal))
return
if(!new_goal)
new_goal = default_goal
if (new_goal > 1000)
to_chat(usr, "The entered amount of points is too large. Points have instead been set to the maximum allowed amount.")
contained_id.goal = CLAMP(new_goal, 0, 1000) //maximum 1000 points
if("toggle_open")
if(teleporter.locked)
to_chat(usr, "The teleporter is locked")
return
teleporter.toggle_open()
if("teleporter_lock")
if(teleporter.state_open)
to_chat(usr, "Close the teleporter before locking!")
return
teleporter.locked = !teleporter.locked
if("teleport")
if(!teleporter || !beacon)
return
addtimer(CALLBACK(src, .proc/teleport, usr), 5)
/obj/machinery/computer/prisoner/gulag_teleporter_computer/proc/scan_machinery()
teleporter = findteleporter()
beacon = findbeacon()
/obj/machinery/computer/prisoner/gulag_teleporter_computer/proc/findteleporter()
var/obj/machinery/gulag_teleporter/teleporterf = null
for(var/direction in GLOB.cardinals)
teleporterf = locate(/obj/machinery/gulag_teleporter, get_step(src, direction))
if(teleporterf && teleporterf.is_operational())
return teleporterf
/obj/machinery/computer/prisoner/gulag_teleporter_computer/proc/findbeacon()
return locate(/obj/structure/gulag_beacon)
/obj/machinery/computer/prisoner/gulag_teleporter_computer/proc/teleport(mob/user)
if(!contained_id) //incase the ID was removed after the transfer timer was set.
say("Warning: Unable to transfer prisoner without a valid Prisoner ID inserted!")
return
var/id_goal_not_set
if(!contained_id.goal)
id_goal_not_set = TRUE
contained_id.goal = default_goal
say("[contained_id]'s ID card goal defaulting to [contained_id.goal] points.")
log_game("[key_name(user)] teleported [key_name(prisoner)] to the Labor Camp [COORD(beacon)] for [id_goal_not_set ? "default goal of ":""][contained_id.goal] points.")
teleporter.handle_prisoner(contained_id, temporary_record)
playsound(src, 'sound/weapons/emitter.ogg', 50, 1)
prisoner.forceMove(get_turf(beacon))
prisoner.Stun(40) // small travel dizziness
to_chat(prisoner, "<span class='warning'>The teleportation makes you a little dizzy.</span>")
new /obj/effect/particle_effect/sparks(get_turf(prisoner))
playsound(src, "sparks", 50, 1)
if(teleporter.locked)
teleporter.locked = FALSE
teleporter.toggle_open()
contained_id = null
temporary_record = null
@@ -0,0 +1,139 @@
/obj/machinery/computer/prisoner/management
name = "prisoner management console"
desc = "Used to manage tracking implants placed inside criminals."
icon_screen = "explosive"
icon_keyboard = "security_key"
req_access = list(ACCESS_BRIG)
var/id = 0
var/temp = null
var/status = 0
var/timeleft = 60
var/stop = 0
var/screen = 0 // 0 - No Access Denied, 1 - Access allowed
circuit = /obj/item/circuitboard/computer/prisoner
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/prisoner/management/ui_interact(mob/user)
. = ..()
if(isliving(user))
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
var/dat = ""
if(screen == 0)
dat += "<HR><A href='?src=[REF(src)];lock=1'>{Log In}</A>"
else if(screen == 1)
dat += "<H3>Prisoner ID Management</H3>"
if(contained_id)
dat += text("<A href='?src=[REF(src)];id=eject'>[contained_id]</A><br>")
dat += text("Collected Points: [contained_id.points]. <A href='?src=[REF(src)];id=reset'>Reset.</A><br>")
dat += text("Card goal: [contained_id.goal]. <A href='?src=[REF(src)];id=setgoal'>Set </A><br>")
dat += text("Space Law recommends quotas of 100 points per minute they would normally serve in the brig.<BR>")
else
dat += text("<A href='?src=[REF(src)];id=insert'>Insert Prisoner ID.</A><br>")
dat += "<H3>Prisoner Implant Management</H3>"
dat += "<HR>Chemical Implants<BR>"
var/turf/Tr = null
for(var/obj/item/implant/chem/C in GLOB.tracked_chem_implants)
Tr = get_turf(C)
if((Tr) && (Tr.z != src.z))
continue//Out of range
if(!C.imp_in)
continue
dat += "ID: [C.imp_in.name] | Remaining Units: [C.reagents.total_volume] <BR>"
dat += "| Inject: "
dat += "<A href='?src=[REF(src)];inject1=[REF(C)]'>(<font class='bad'>(1)</font>)</A>"
dat += "<A href='?src=[REF(src)];inject5=[REF(C)]'>(<font class='bad'>(5)</font>)</A>"
dat += "<A href='?src=[REF(src)];inject10=[REF(C)]'>(<font class='bad'>(10)</font>)</A><BR>"
dat += "********************************<BR>"
dat += "<HR>Tracking Implants<BR>"
for(var/obj/item/implant/tracking/T in GLOB.tracked_implants)
if(!isliving(T.imp_in))
continue
Tr = get_turf(T)
if((Tr) && (Tr.z != src.z))
continue//Out of range
var/loc_display = "Unknown"
var/mob/living/M = T.imp_in
if(is_station_level(Tr.z) && !isspaceturf(M.loc))
var/turf/mob_loc = get_turf(M)
loc_display = mob_loc.loc
dat += "ID: [T.imp_in.name] | Location: [loc_display]<BR>"
dat += "<A href='?src=[REF(src)];warn=[REF(T)]'>(<font class='bad'><i>Message Holder</i></font>)</A> |<BR>"
dat += "********************************<BR>"
dat += "<HR><A href='?src=[REF(src)];lock=1'>{Log Out}</A>"
var/datum/browser/popup = new(user, "computer", "Prisoner Management Console", 400, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
/obj/machinery/computer/prisoner/management/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/card/id))
if(screen)
id_insert(user)
else
to_chat(user, "<span class='danger'>Unauthorized access.</span>")
else
return ..()
/obj/machinery/computer/prisoner/management/process()
if(!..())
src.updateDialog()
return
/obj/machinery/computer/prisoner/management/Topic(href, href_list)
if(..())
return
if(usr.contents.Find(src) || (in_range(src, usr) && isturf(loc)) || issilicon(usr))
usr.set_machine(src)
if(href_list["id"])
if(href_list["id"] =="insert" && !contained_id)
id_insert(usr)
else if(contained_id)
switch(href_list["id"])
if("eject")
id_eject(usr)
if("reset")
contained_id.points = 0
if("setgoal")
var/num = round(input(usr, "Choose prisoner's goal:", "Input an Integer", null) as num|null)
if(num >= 0)
num = min(num,1000) //Cap the quota to the equivilent of 10 minutes.
contained_id.goal = num
else if(href_list["inject1"])
var/obj/item/implant/I = locate(href_list["inject1"]) in GLOB.tracked_chem_implants
if(I && istype(I))
I.activate(1)
else if(href_list["inject5"])
var/obj/item/implant/I = locate(href_list["inject5"]) in GLOB.tracked_chem_implants
if(I && istype(I))
I.activate(5)
else if(href_list["inject10"])
var/obj/item/implant/I = locate(href_list["inject10"]) in GLOB.tracked_chem_implants
if(I && istype(I))
I.activate(10)
else if(href_list["lock"])
if(allowed(usr))
screen = !screen
playsound(src, 'sound/machines/terminal_on.ogg', 50, FALSE)
else
to_chat(usr, "<span class='danger'>Unauthorized access.</span>")
else if(href_list["warn"])
var/warning = copytext(sanitize(input(usr,"Message:","Enter your message here!","")),1,MAX_MESSAGE_LEN)
if(!warning)
return
var/obj/item/implant/I = locate(href_list["warn"]) in GLOB.tracked_implants
if(I && istype(I) && I.imp_in)
var/mob/living/R = I.imp_in
to_chat(R, "<span class='italics'>You hear a voice in your head saying: '[warning]'</span>")
log_directed_talk(usr, R, warning, LOG_SAY, "implant message")
src.add_fingerprint(usr)
src.updateUsrDialog()
return
+37 -78
View File
@@ -5,13 +5,10 @@
icon_keyboard = "security_key"
req_one_access = list(ACCESS_SECURITY, ACCESS_FORENSICS_LOCKERS)
circuit = /obj/item/circuitboard/computer/secure_data
var/obj/item/card/id/scan = null
var/authenticated = null
var/rank = null
var/screen = null
var/datum/data/record/active1 = null
var/datum/data/record/active2 = null
var/a_id = null
var/temp = null
var/printing = null
var/can_change_id = 0
@@ -23,11 +20,6 @@
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/secure_data/examine(mob/user)
..()
if(scan)
to_chat(user, "<span class='notice'>Alt-click to eject the ID card.</span>")
/obj/machinery/computer/secure_data/syndie
icon_keyboard = "syndie_key"
@@ -40,32 +32,19 @@
clockwork = TRUE //it'd look weird
pass_flags = PASSTABLE
/obj/machinery/computer/secure_data/attackby(obj/item/O, mob/user, params)
if(istype(O, /obj/item/card/id))
if(!scan)
if(!user.transferItemToLoc(O, src))
return
scan = O
to_chat(user, "<span class='notice'>You insert [O].</span>")
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
updateUsrDialog()
else
to_chat(user, "<span class='warning'>There's already an ID card in the console.</span>")
else
return ..()
//Someone needs to break down the dat += into chunks instead of long ass lines.
/obj/machinery/computer/secure_data/ui_interact(mob/user)
. = ..()
playsound(src, 'sound/machines/terminal_prompt_confirm.ogg', 50, FALSE)
if(src.z > 6)
to_chat(user, "<span class='boldannounce'>Unable to establish a connection</span>: \black You're too far away from the station!")
return
var/dat
if(temp)
dat = text("<TT>[]</TT><BR><BR><A href='?src=[REF(src)];choice=Clear Screen'>Clear Screen</A>", temp)
dat = "<TT>[temp]</TT><BR><BR><A href='?src=[REF(src)];choice=Clear Screen'>Clear Screen</A>"
else
dat = text("Confirm Identity: <A href='?src=[REF(src)];choice=Confirm Identity'>[]</A><HR>", (scan ? text("[]", scan.name) : "----------"))
dat = ""
if(authenticated)
switch(screen)
if(1)
@@ -190,7 +169,7 @@
dat += {"<table><tr><td><table>
<tr><td>Name:</td><td><A href='?src=[REF(src)];choice=Edit Field;field=name'>&nbsp;[active1.fields["name"]]&nbsp;</A></td></tr>
<tr><td>ID:</td><td><A href='?src=[REF(src)];choice=Edit Field;field=id'>&nbsp;[active1.fields["id"]]&nbsp;</A></td></tr>
<tr><td>Sex:</td><td><A href='?src=[REF(src)];choice=Edit Field;field=sex'>&nbsp;[active1.fields["sex"]]&nbsp;</A></td></tr>
<tr><td>Gender:</td><td><A href='?src=[REF(src)];choice=Edit Field;field=gender'>&nbsp;[active1.fields["gender"]]&nbsp;</A></td></tr>
<tr><td>Age:</td><td><A href='?src=[REF(src)];choice=Edit Field;field=age'>&nbsp;[active1.fields["age"]]&nbsp;</A></td></tr>"}
dat += "<tr><td>Species:</td><td><A href ='?src=[REF(src)];choice=Edit Field;field=species'>&nbsp;[active1.fields["species"]]&nbsp;</A></td></tr>"
dat += {"<tr><td>Rank:</td><td><A href='?src=[REF(src)];choice=Edit Field;field=rank'>&nbsp;[active1.fields["rank"]]&nbsp;</A></td></tr>
@@ -309,36 +288,39 @@ What a mess.*/
active1 = null
active2 = null
if("Confirm Identity")
eject_id(usr)
if("Log Out")
authenticated = null
screen = null
active1 = null
active2 = null
playsound(src, 'sound/machines/terminal_off.ogg', 50, FALSE)
if("Log In")
if(issilicon(usr))
var/mob/living/silicon/borg = usr
var/mob/M = usr
var/obj/item/card/id/I = M.get_idcard(TRUE)
if(issilicon(M))
var/mob/living/silicon/borg = M
active1 = null
active2 = null
authenticated = borg.name
rank = "AI"
screen = 1
else if(IsAdminGhost(usr))
else if(IsAdminGhost(M))
active1 = null
active2 = null
authenticated = usr.client.holder.admin_signature
authenticated = M.client.holder.admin_signature
rank = "Central Command"
screen = 1
else if(istype(scan, /obj/item/card/id))
else if(I && check_access(I))
active1 = null
active2 = null
if(check_access(scan))
authenticated = scan.registered_name
rank = scan.assignment
screen = 1
authenticated = I.registered_name
rank = I.assignment
screen = 1
else
to_chat(usr, "<span class='danger'>Unauthorized Access.</span>")
playsound(src, 'sound/machines/terminal_on.ogg', 50, FALSE)
//RECORD FUNCTIONS
if("Record Maintenance")
screen = 2
@@ -346,16 +328,14 @@ What a mess.*/
active2 = null
if("Browse Record")
var/datum/data/record/R = locate(href_list["d_rec"])
var/S = locate(href_list["d_rec"])
if(!( GLOB.data_core.general.Find(R) ))
var/datum/data/record/R = locate(href_list["d_rec"]) in GLOB.data_core.general
if(!R)
temp = "Record Not Found!"
else
active1 = active2 = R
for(var/datum/data/record/E in GLOB.data_core.security)
if((E.fields["name"] == R.fields["name"] || E.fields["id"] == R.fields["id"]))
S = E
active1 = R
active2 = S
active2 = E
screen = 3
@@ -368,7 +348,7 @@ What a mess.*/
var/obj/item/paper/P = new /obj/item/paper( loc )
P.info = "<CENTER><B>Security Record - (SR-[GLOB.data_core.securityPrintCount])</B></CENTER><BR>"
if((istype(active1, /datum/data/record) && GLOB.data_core.general.Find(active1)))
P.info += text("Name: [] ID: []<BR>\nSex: []<BR>\nAge: []<BR>", active1.fields["name"], active1.fields["id"], active1.fields["sex"], active1.fields["age"])
P.info += text("Name: [] ID: []<BR>\nGender: []<BR>\nAge: []<BR>", active1.fields["name"], active1.fields["id"], active1.fields["gender"], active1.fields["age"])
P.info += "\nSpecies: [active1.fields["species"]]<BR>"
P.info += text("\nFingerprint: []<BR>\nPhysical Status: []<BR>\nMental Status: []<BR>", active1.fields["fingerprint"], active1.fields["p_stat"], active1.fields["m_stat"])
else
@@ -419,6 +399,7 @@ What a mess.*/
P.info += "<B>Security Record Lost!</B><BR>"
P.name = text("SR-[] '[]'", GLOB.data_core.securityPrintCount, "Record Lost")
P.info += "</TT>"
P.update_icon()
printing = null
if("Print Poster")
if(!( printing ))
@@ -512,7 +493,7 @@ What a mess.*/
G.fields["name"] = "New Record"
G.fields["id"] = "[num2hex(rand(1, 1.6777215E7), 6)]"
G.fields["rank"] = "Unassigned"
G.fields["sex"] = "Male"
G.fields["gender"] = "Male"
G.fields["age"] = "Unknown"
G.fields["species"] = "Human"
G.fields["photo_front"] = new /icon()
@@ -584,12 +565,14 @@ What a mess.*/
if(!canUseSecurityRecordsConsole(usr, t1, a1))
return
active1.fields["fingerprint"] = t1
if("sex")
if("gender")
if(istype(active1, /datum/data/record))
if(active1.fields["sex"] == "Male")
active1.fields["sex"] = "Female"
if(active1.fields["gender"] == "Male")
active1.fields["gender"] = "Female"
else if(active1.fields["gender"] == "Female")
active1.fields["gender"] = "Other"
else
active1.fields["sex"] = "Male"
active1.fields["gender"] = "Male"
if("age")
if(istype(active1, /datum/data/record))
var/t1 = input("Please input age:", "Secure. records", active1.fields["age"], null) as num
@@ -767,19 +750,14 @@ What a mess.*/
P = user.get_active_held_item()
return P
/obj/machinery/computer/secure_data/proc/print_photo(icon/temp, name)
/obj/machinery/computer/secure_data/proc/print_photo(icon/temp, person_name)
if (printing)
return
printing = TRUE
sleep(20)
var/obj/item/photo/P = new/obj/item/photo(drop_location())
var/icon/small_img = icon(temp)
var/icon/ic = icon('icons/obj/items_and_weapons.dmi',"photo")
small_img.Scale(8, 8)
ic.Blend(small_img,ICON_OVERLAY, 13, 13)
P.icon = ic
P.picture.picture_image = temp
P.desc = "The photo on file for [name]."
var/datum/picture/toEmbed = new(name = person_name, desc = "The photo on file for [person_name].", image = temp)
P.set_picture(toEmbed, TRUE, TRUE)
P.pixel_x = rand(-10, 10)
P.pixel_y = rand(-10, 10)
printing = FALSE
@@ -799,7 +777,7 @@ What a mess.*/
else
R.fields["name"] = "[pick(pick(GLOB.first_names_male), pick(GLOB.first_names_female))] [pick(GLOB.last_names)]"
if(2)
R.fields["sex"] = pick("Male", "Female")
R.fields["gender"] = pick("Male", "Female", "Other")
if(3)
R.fields["age"] = rand(5, 85)
if(4)
@@ -823,7 +801,7 @@ What a mess.*/
/obj/machinery/computer/secure_data/proc/canUseSecurityRecordsConsole(mob/user, message1 = 0, record1, record2)
if(user)
if(authenticated)
if(user.canUseTopic(src))
if(user.canUseTopic(src, BE_CLOSE))
if(!trim(message1))
return 0
if(!record1 || record1 == active1)
@@ -831,22 +809,3 @@ What a mess.*/
return 1
return 0
/obj/machinery/computer/secure_data/AltClick(mob/user)
if(user.canUseTopic(src))
eject_id(user)
/obj/machinery/computer/secure_data/proc/eject_id(mob/user)
if(scan)
scan.forceMove(drop_location())
if(!issilicon(user) && Adjacent(user))
user.put_in_hands(scan)
scan = null
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
else //switching the ID with the one you're holding
if(issilicon(user) || !Adjacent(user))
return
var/obj/item/card/id/held_id = user.is_holding_item_of_type(/obj/item/card/id)
if(QDELETED(held_id) || !user.transferItemToLoc(held_id, src))
return
scan = held_id
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, 0)
+36 -11
View File
@@ -89,11 +89,11 @@
return C
return null
/obj/machinery/dna_scannernew/close_machine(mob/living/carbon/user)
/obj/machinery/dna_scannernew/close_machine(atom/movable/target)
if(!state_open)
return FALSE
..(user)
..(target)
// search for ghosts, if the corpse is empty and the scanner is connected to a cloner
var/mob/living/mob_occupant = get_mob_or_brainmob(occupant)
@@ -111,7 +111,7 @@
return TRUE
/obj/machinery/dna_scannernew/open_machine()
if(state_open)
if(state_open || panel_open)
return FALSE
..()
@@ -126,23 +126,48 @@
return
open_machine()
/obj/machinery/dna_scannernew/attackby(obj/item/I, mob/user, params)
if(!occupant && default_deconstruction_screwdriver(user, icon_state, icon_state, I))//sent icon_state is irrelevant...
update_icon()//..since we're updating the icon here, since the scanner can be unpowered when opened/closed
/obj/machinery/dna_scannernew/screwdriver_act(mob/living/user, obj/item/I)
. = TRUE
if(..())
return
if(occupant)
to_chat(user, "<span class='warning'>[src] is currently occupied!</span>")
return
if(state_open)
to_chat(user, "<span class='warning'>[src] must be closed to [panel_open ? "close" : "open"] its maintenance hatch!</span>")
return
if(default_deconstruction_screwdriver(user, icon_state, icon_state, I)) //sent icon_state is irrelevant...
update_icon() //..since we're updating the icon here, since the scanner can be unpowered when opened/closed
return
return FALSE
/obj/machinery/dna_scannernew/wrench_act(mob/living/user, obj/item/I)
. = ..()
if(default_change_direction_wrench(user, I))
return TRUE
/obj/machinery/dna_scannernew/crowbar_act(mob/living/user, obj/item/I)
. = ..()
if(default_pry_open(I))
return
return TRUE
if(default_deconstruction_crowbar(I))
return
return TRUE
return ..()
/obj/machinery/dna_scannernew/default_pry_open(obj/item/I) //wew
. = !(state_open || panel_open || (flags_1 & NODECONSTRUCT_1)) && I.tool_behaviour == TOOL_CROWBAR
if(.)
I.play_tool_sound(src, 50)
visible_message("<span class='notice'>[usr] pries open [src].</span>", "<span class='notice'>You pry open [src].</span>")
open_machine()
/obj/machinery/dna_scannernew/interact(mob/user)
toggle_open(user)
/obj/machinery/dna_scannernew/AltClick(mob/user)
if(!user.canUseTopic(src, !issilicon(user)))
return
interact(user)
/obj/machinery/dna_scannernew/MouseDrop_T(mob/target, mob/user)
if(user.stat || user.lying || !Adjacent(user) || !user.Adjacent(target) || !iscarbon(target) || !user.IsAdvancedToolUser())
return
+17 -14
View File
@@ -1280,20 +1280,23 @@
return !density || (check_access(ID) && !locked && hasPower())
/obj/machinery/door/airlock/emag_act(mob/user)
if(!operating && density && hasPower() && !(obj_flags & EMAGGED))
operating = TRUE
update_icon(AIRLOCK_EMAG, 1)
sleep(6)
if(QDELETED(src))
return
operating = FALSE
if(!open())
update_icon(AIRLOCK_CLOSED, 1)
obj_flags |= EMAGGED
lights = FALSE
locked = TRUE
loseMainPower()
loseBackupPower()
. = ..()
if(operating || !density || !hasPower() || obj_flags & EMAGGED)
return
operating = TRUE
update_icon(AIRLOCK_EMAG, 1)
addtimer(CALLBACK(src, .proc/open_sesame), 6)
return TRUE
/obj/machinery/door/airlock/proc/open_sesame()
operating = FALSE
if(!open())
update_icon(AIRLOCK_CLOSED, 1)
obj_flags |= EMAGGED
lights = FALSE
locked = TRUE
loseMainPower()
loseBackupPower()
/obj/machinery/door/airlock/attack_alien(mob/living/carbon/alien/humanoid/user)
add_fingerprint(user)
-3
View File
@@ -13,9 +13,6 @@
else
return ..()
/obj/machinery/door/unpowered/emag_act()
return
/obj/machinery/door/unpowered/shuttle
icon = 'icons/turf/shuttle.dmi'
name = "door"
+14 -9
View File
@@ -206,15 +206,20 @@
..()
/obj/machinery/door/window/emag_act(mob/user)
if(!operating && density && !(obj_flags & EMAGGED))
obj_flags |= EMAGGED
operating = TRUE
flick("[src.base_state]spark", src)
playsound(src, "sparks", 75, 1)
sleep(6)
operating = FALSE
desc += "<BR><span class='warning'>Its access panel is smoking slightly.</span>"
open(2)
. = ..()
if(operating || !density || obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
operating = TRUE
flick("[src.base_state]spark", src)
playsound(src, "sparks", 75, 1)
addtimer(CALLBACK(src, .proc/open_windows_me), 6)
return TRUE
/obj/machinery/door/window/proc/open_windows_me()
operating = FALSE
desc += "<BR><span class='warning'>Its access panel is smoking slightly.</span>"
open(2)
/obj/machinery/door/window/attackby(obj/item/I, mob/living/user, params)
@@ -26,6 +26,7 @@
findObjsByTag()
/obj/machinery/doorButtons/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
@@ -33,6 +34,7 @@
req_one_access = list()
playsound(src, "sparks", 100, 1)
to_chat(user, "<span class='warning'>You short out the access controller.</span>")
return TRUE
/obj/machinery/doorButtons/proc/removeMe()
+2
View File
@@ -97,6 +97,7 @@
alarm()
/obj/machinery/firealarm/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
@@ -104,6 +105,7 @@
user.visible_message("<span class='warning'>Sparks fly out of [src]!</span>",
"<span class='notice'>You emag [src], disabling its thermal sensors.</span>")
playsound(src, "sparks", 50, 1)
return TRUE
/obj/machinery/firealarm/temperature_expose(datum/gas_mixture/air, temperature, volume)
if((temperature > T0C + 200 || temperature < BODYTEMP_COLD_DAMAGE_LIMIT) && (last_alarm+FIREALARM_COOLDOWN < world.time) && !(obj_flags & EMAGGED) && detecting && !stat)
+12 -31
View File
@@ -9,7 +9,6 @@
idle_power_usage = 100
active_power_usage = 2500
var/list/stored_items = list()
var/obj/item/card/id/prisoner/inserted_id = null
var/obj/machinery/gulag_teleporter/linked_teleporter = null
/obj/machinery/gulag_item_reclaimer/Destroy()
@@ -18,28 +17,15 @@
I.forceMove(get_turf(src))
if(linked_teleporter)
linked_teleporter.linked_reclaimer = null
if(inserted_id)
inserted_id.forceMove(get_turf(src))
inserted_id = null
return ..()
/obj/machinery/gulag_item_reclaimer/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED) // emagging lets anyone reclaim all the items
return
req_access = list()
obj_flags |= EMAGGED
/obj/machinery/gulag_item_reclaimer/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/card/id))
if(!inserted_id)
if(!user.transferItemToLoc(I, src))
return
inserted_id = I
to_chat(user, "<span class='notice'>You insert [I].</span>")
return
else
to_chat(user, "<span class='notice'>There's an ID inserted already.</span>")
return ..()
return TRUE
/obj/machinery/gulag_item_reclaimer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
@@ -55,15 +41,19 @@
if(allowed(user))
can_reclaim = TRUE
if(inserted_id)
data["id"] = inserted_id
data["id_name"] = inserted_id.registered_name
if(inserted_id.points >= inserted_id.goal)
var/obj/item/card/id/I = user.get_idcard(TRUE)
if(istype(I, /obj/item/card/id/prisoner))
var/obj/item/card/id/prisoner/P = I
if(P.points >= P.goal)
can_reclaim = TRUE
var/list/mobs = list()
for(var/i in stored_items)
var/mob/thismob = i
if(QDELETED(thismob))
say("Alert! Unable to locate vital signals of a previously processed prisoner. Ejecting equipment!")
drop_items(thismob)
continue
var/list/mob_info = list()
mob_info["name"] = thismob.real_name
mob_info["mob"] = "[REF(thismob)]"
@@ -78,16 +68,6 @@
/obj/machinery/gulag_item_reclaimer/ui_act(action, list/params)
switch(action)
if("handle_id")
if(inserted_id)
usr.put_in_hands(inserted_id)
inserted_id = null
else
var/obj/item/I = usr.is_holding_item_of_type(/obj/item/card/id)
if(I)
if(!usr.transferItemToLoc(I, src))
return
inserted_id = I
if("release_items")
var/mob/M = locate(params["mobref"])
if(M == usr || allowed(usr))
@@ -98,8 +78,9 @@
/obj/machinery/gulag_item_reclaimer/proc/drop_items(mob/user)
if(!stored_items[user])
return
var/drop_location = drop_location()
for(var/i in stored_items[user])
var/obj/item/W = i
stored_items[user] -= W
W.forceMove(get_turf(src))
W.forceMove(drop_location)
stored_items -= user
+3 -1
View File
@@ -138,7 +138,7 @@
to_chat(user, "<span class='warning'>[src] is currently occupied!</span>")
return
if(state_open)
to_chat(user, "<span class='warning'>[src] must be closed to [panel_open ? "close" : "open"] it's maintenance hatch!</span>")
to_chat(user, "<span class='warning'>[src] must be closed to [panel_open ? "close" : "open"] its maintenance hatch!</span>")
return
if(default_deconstruction_screwdriver(user, "[initial(icon_state)]-o", initial(icon_state), I))
return
@@ -158,11 +158,13 @@
open_machine()
/obj/machinery/harvester/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
allow_living = TRUE
to_chat(user, "<span class='warning'>You overload [src]'s lifesign scanners.</span>")
return TRUE
/obj/machinery/harvester/container_resist(mob/living/user)
if(!harvesting)
+5 -1
View File
@@ -27,8 +27,10 @@
"human",
"lizard",
"fly",
"moth",
"insect",
"plasmaman",
"mammal",
"xeno",
"other"
)
@@ -215,6 +217,7 @@
return dat
/obj/machinery/limbgrower/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
for(var/id in SSresearch.techweb_designs)
@@ -223,3 +226,4 @@
stored_research.add_design(D)
to_chat(user, "<span class='warning'>A warning flashes onto the screen, stating that safety overrides have been deactivated!</span>")
obj_flags |= EMAGGED
return TRUE
@@ -290,6 +290,7 @@
return ..()
/obj/machinery/porta_turret/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
to_chat(user, "<span class='warning'>You short out [src]'s threat assessment circuits.</span>")
@@ -300,6 +301,7 @@
update_icon()
sleep(60) //6 seconds for the traitor to gtfo of the area before the turret decides to ruin his shit
on = TRUE //turns it back on. The cover popUp() popDown() are automatically called in process(), no need to define it here
return TRUE
/obj/machinery/porta_turret/emp_act(severity)
@@ -837,6 +839,7 @@
to_chat(user, "<span class='warning'>Access denied.</span>")
/obj/machinery/turretid/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
to_chat(user, "<span class='danger'>You short out the turret controls' access analysis module.</span>")
@@ -844,6 +847,7 @@
locked = FALSE
if(user && user.machine == src)
attack_hand(user)
return TRUE
/obj/machinery/turretid/attack_ai(mob/user)
if(!ailock || IsAdminGhost(user))
@@ -86,10 +86,13 @@
. = 0
/obj/machinery/porta_turret_cover/emag_act(mob/user)
if(!(parent_turret.obj_flags & EMAGGED))
to_chat(user, "<span class='notice'>You short out [parent_turret]'s threat assessment circuits.</span>")
visible_message("[parent_turret] hums oddly...")
parent_turret.obj_flags |= EMAGGED
parent_turret.on = 0
spawn(40)
parent_turret.on = 1
. = ..()
if(parent_turret.obj_flags & EMAGGED)
return
to_chat(user, "<span class='notice'>You short out [parent_turret]'s threat assessment circuits.</span>")
visible_message("[parent_turret] hums oddly...")
parent_turret.obj_flags |= EMAGGED
parent_turret.on = 0
spawn(40)
parent_turret.on = 1
return TRUE
+2
View File
@@ -65,6 +65,7 @@
return ..()
/obj/machinery/recycler/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
@@ -73,6 +74,7 @@
update_icon()
playsound(src, "sparks", 75, 1, -1)
to_chat(user, "<span class='notice'>You use the cryptographic sequencer on [src].</span>")
return TRUE
/obj/machinery/recycler/update_icon()
..()
+4
View File
@@ -195,6 +195,7 @@
return ..()
/obj/machinery/shieldgen/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
to_chat(user, "<span class='warning'>The access controller is damaged!</span>")
return
@@ -202,6 +203,7 @@
locked = FALSE
playsound(src, "sparks", 100, 1)
to_chat(user, "<span class='warning'>You short out the access controller.</span>")
return TRUE
/obj/machinery/shieldgen/update_icon()
if(active)
@@ -387,6 +389,7 @@
add_fingerprint(user)
/obj/machinery/shieldwallgen/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
to_chat(user, "<span class='warning'>The access controller is damaged!</span>")
return
@@ -394,6 +397,7 @@
locked = FALSE
playsound(src, "sparks", 100, 1)
to_chat(user, "<span class='warning'>You short out the access controller.</span>")
return TRUE
//////////////Containment Field START
/obj/machinery/shieldwall
+2
View File
@@ -99,6 +99,7 @@
return ..()
/obj/machinery/computer/slot_machine/emag_act()
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
@@ -106,6 +107,7 @@
spark_system.set_up(4, 0, src.loc)
spark_system.start()
playsound(src, "sparks", 50, 1)
return TRUE
/obj/machinery/computer/slot_machine/ui_interact(mob/living/user)
. = ..()
+20 -4
View File
@@ -210,13 +210,13 @@
add_fingerprint(user)
/obj/machinery/suit_storage_unit/proc/cook()
var/mob/living/mob_occupant = occupant
if(uv_cycles)
uv_cycles--
uv = TRUE
locked = TRUE
update_icon()
if(occupant)
var/mob/living/mob_occupant = occupant
if(uv_super)
mob_occupant.adjustFireLoss(rand(20, 36))
else
@@ -246,9 +246,25 @@
else
visible_message("<span class='warning'>[src]'s door slides open, barraging you with the nauseating smell of charred flesh.</span>")
playsound(src, 'sound/machines/airlockclose.ogg', 25, 1)
for(var/obj/item/I in src) //Scorches away blood and forensic evidence, although the SSU itself is unaffected
SEND_SIGNAL(I, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRONG)
var/datum/component/radioactive/contamination = I.GetComponent(/datum/component/radioactive)
var/list/things_to_clear = list() //Done this way since using GetAllContents on the SSU itself would include circuitry and such.
if(suit)
things_to_clear += suit
things_to_clear += suit.GetAllContents()
if(helmet)
things_to_clear += helmet
things_to_clear += helmet.GetAllContents()
if(mask)
things_to_clear += mask
things_to_clear += mask.GetAllContents()
if(storage)
things_to_clear += storage
things_to_clear += storage.GetAllContents()
if(occupant)
things_to_clear += occupant
things_to_clear += occupant.GetAllContents()
for(var/atom/movable/AM in things_to_clear) //Scorches away blood and forensic evidence, although the SSU itself is unaffected
SEND_SIGNAL(AM, COMSIG_COMPONENT_CLEAN_ACT, CLEAN_STRONG)
var/datum/component/radioactive/contamination = AM.GetComponent(/datum/component/radioactive)
if(contamination)
qdel(contamination)
open_machine(FALSE)
@@ -42,21 +42,23 @@
return ..()
/obj/machinery/computer/message_monitor/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
if(!isnull(linkedServer))
obj_flags |= EMAGGED
screen = 2
spark_system.set_up(5, 0, src)
spark_system.start()
var/obj/item/paper/monitorkey/MK = new(loc, linkedServer)
// Will help make emagging the console not so easy to get away with.
MK.info += "<br><br><font color='red'>%@%(*$%&(&?*(%&/{}</font>"
var/time = 100 * length(linkedServer.decryptkey)
addtimer(CALLBACK(src, .proc/UnmagConsole), time)
message = rebootmsg
else
if(isnull(linkedServer))
to_chat(user, "<span class='notice'>A no server error appears on the screen.</span>")
return
obj_flags |= EMAGGED
screen = 2
spark_system.set_up(5, 0, src)
spark_system.start()
var/obj/item/paper/monitorkey/MK = new(loc, linkedServer)
// Will help make emagging the console not so easy to get away with.
MK.info += "<br><br><font color='red'>%@%(*$%&(&?*(%&/{}</font>"
var/time = 100 * length(linkedServer.decryptkey)
addtimer(CALLBACK(src, .proc/UnmagConsole), time)
message = rebootmsg
return TRUE
/obj/machinery/computer/message_monitor/New()
. = ..()
@@ -419,6 +421,7 @@
"name" = "[customsender]",
"job" = "[customjob]",
"message" = custommessage,
"emoji_message" = emoji_parse(custommessage),
"targets" = list("[customrecepient.owner] ([customrecepient.ownjob])")
))
// this will log the signal and transmit it to the target
@@ -106,10 +106,11 @@
return "Everyone"
return data["targets"][1]
/datum/signal/subspace/pda/proc/format_message()
/datum/signal/subspace/pda/proc/format_message(emojify = FALSE)
var/message = emojify ? data["emoji_message"] : data["message"]
if (logged && data["photo"])
return "\"[data["message"]]\" (<a href='byond://?src=[REF(logged)];photo=1'>Photo</a>)"
return "\"[data["message"]]\""
return "\"[message]\" (<a href='byond://?src=[REF(logged)];photo=1'>Photo</a>)"
return "\"[message]\""
/datum/signal/subspace/pda/broadcast()
if (!logged) // Can only go through if a message server logs it
+3
View File
@@ -6,6 +6,7 @@
dir_in = 1 //Facing North.
max_integrity = 250
deflect_chance = 5
force = 20
armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 25000
infra_luminosity = 6
@@ -13,6 +14,7 @@
internal_damage_threshold = 35
max_equip = 3
step_energy_drain = 3
leg_overload_coeff = 300
/obj/mecha/combat/gygax/dark
desc = "A lightweight exosuit, painted in a dark scheme. This model appears to have some modifications."
@@ -20,6 +22,7 @@
icon_state = "darkgygax"
max_integrity = 300
deflect_chance = 15
force = 25
armor = list("melee" = 40, "bullet" = 40, "laser" = 50, "energy" = 35, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 35000
leg_overload_coeff = 100
+4 -4
View File
@@ -279,12 +279,12 @@
name = "\improper Melon Seed \"Scattershot\""
desc = "A weapon for combat exosuits. Shoots a spread of pellets, shaped as seed."
icon_state = "mecha_scatter"
equip_cooldown = 30
equip_cooldown = 20
projectile = /obj/item/projectile/bullet/seed
projectiles = 4
projectile_energy_cost = 55
projectiles = 20
projectile_energy_cost = 25
projectiles_per_shot = 10
variance = 20
variance = 25
harmful = TRUE
/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/lmg
+5
View File
@@ -64,10 +64,15 @@
/obj/machinery/mecha_part_fabricator/emag_act()
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
req_access = list()
INVOKE_ASYNC(src, .proc/error_action_sucessful)
return TRUE
/obj/machinery/mecha_part_fabricator/proc/error_action_sucessful()
say("DB error \[Code 0x00F1\]")
sleep(10)
say("Attempting auto-repair...")
@@ -42,6 +42,9 @@
/obj/effect/decal/cleanable/glass/ex_act()
qdel(src)
/obj/effect/decal/cleanable/glass/plasma
icon_state = "plasmatiny"
/obj/effect/decal/cleanable/dirt
name = "dirt"
desc = "Someone should clean that up."
@@ -36,4 +36,203 @@
/obj/effect/turf_decal/tile/neutral
name = "neutral corner"
color = "#D4D4D4"
alpha = 50
alpha = 50
/obj/effect/turf_decal/trimline
layer = TURF_PLATING_DECAL_LAYER
alpha = 110
icon_state = "trimline_box"
/obj/effect/turf_decal/trimline/white
color = "#FFFFFF"
/obj/effect/turf_decal/trimline/white/line
name = "trim decal"
icon_state = "trimline"
/obj/effect/turf_decal/trimline/white/corner
icon_state = "trimline_corner"
/obj/effect/turf_decal/trimline/white/end
icon_state = "trimline_end"
/obj/effect/turf_decal/trimline/white/filled
icon_state = "trimline_box_fill"
/obj/effect/turf_decal/trimline/white/filled/line
icon_state = "trimline_fill"
/obj/effect/turf_decal/trimline/white/filled/corner
icon_state = "trimline_corner_fill"
/obj/effect/turf_decal/trimline/white/filled/end
icon_state = "trimline_end_fill"
/obj/effect/turf_decal/trimline/red
color = "#DE3A3A"
/obj/effect/turf_decal/trimline/red/line
icon_state = "trimline"
/obj/effect/turf_decal/trimline/red/corner
icon_state = "trimline_corner"
/obj/effect/turf_decal/trimline/red/end
icon_state = "trimline_end"
/obj/effect/turf_decal/trimline/red/filled
icon_state = "trimline_box_fill"
/obj/effect/turf_decal/trimline/red/filled/line
icon_state = "trimline_fill"
/obj/effect/turf_decal/trimline/red/filled/corner
icon_state = "trimline_corner_fill"
/obj/effect/turf_decal/trimline/red/filled/end
icon_state = "trimline_end_fill"
/obj/effect/turf_decal/trimline/green
color = "#9FED58"
/obj/effect/turf_decal/trimline/green/line
icon_state = "trimline"
/obj/effect/turf_decal/trimline/green/corner
icon_state = "trimline_corner"
/obj/effect/turf_decal/trimline/green/end
icon_state = "trimline_end"
/obj/effect/turf_decal/trimline/green/filled
icon_state = "trimline_box_fill"
/obj/effect/turf_decal/trimline/green/filled/line
icon_state = "trimline_fill"
/obj/effect/turf_decal/trimline/green/filled/corner
icon_state = "trimline_corner_fill"
/obj/effect/turf_decal/trimline/green/filled/end
icon_state = "trimline_end_fill"
/obj/effect/turf_decal/trimline/blue
color = "#52B4E9"
/obj/effect/turf_decal/trimline/blue/line
icon_state = "trimline"
/obj/effect/turf_decal/trimline/blue/corner
icon_state = "trimline_corner"
/obj/effect/turf_decal/trimline/blue/end
icon_state = "trimline_end"
/obj/effect/turf_decal/trimline/blue/filled
icon_state = "trimline_box_fill"
/obj/effect/turf_decal/trimline/blue/filled/line
icon_state = "trimline_fill"
/obj/effect/turf_decal/trimline/blue/filled/corner
icon_state = "trimline_corner_fill"
/obj/effect/turf_decal/trimline/blue/filled/end
icon_state = "trimline_end_fill"
/obj/effect/turf_decal/trimline/yellow
color = "#EFB341"
/obj/effect/turf_decal/trimline/yellow/line
icon_state = "trimline"
/obj/effect/turf_decal/trimline/yellow/corner
icon_state = "trimline_corner"
/obj/effect/turf_decal/trimline/yellow/end
icon_state = "trimline_end"
/obj/effect/turf_decal/trimline/yellow/filled
icon_state = "trimline_box_fill"
/obj/effect/turf_decal/trimline/yellow/filled/line
icon_state = "trimline_fill"
/obj/effect/turf_decal/trimline/yellow/filled/corner
icon_state = "trimline_corner_fill"
/obj/effect/turf_decal/trimline/yellow/filled/end
icon_state = "trimline_end_fill"
/obj/effect/turf_decal/trimline/purple
color = "#D381C9"
/obj/effect/turf_decal/trimline/purple/line
icon_state = "trimline"
/obj/effect/turf_decal/trimline/purple/corner
icon_state = "trimline_corner"
/obj/effect/turf_decal/trimline/purple/end
icon_state = "trimline_end"
/obj/effect/turf_decal/trimline/purple/filled
icon_state = "trimline_box_fill"
/obj/effect/turf_decal/trimline/purple/filled/line
icon_state = "trimline_fill"
/obj/effect/turf_decal/trimline/purple/filled/corner
icon_state = "trimline_corner_fill"
/obj/effect/turf_decal/trimline/purple/filled/end
icon_state = "trimline_end_fill"
/obj/effect/turf_decal/trimline/brown
color = "#A46106"
/obj/effect/turf_decal/trimline/brown/line
icon_state = "trimline"
/obj/effect/turf_decal/trimline/brown/corner
icon_state = "trimline_corner"
/obj/effect/turf_decal/trimline/brown/end
icon_state = "trimline_end"
/obj/effect/turf_decal/trimline/brown/filled
icon_state = "trimline_box_fill"
/obj/effect/turf_decal/trimline/brown/filled/line
icon_state = "trimline_fill"
/obj/effect/turf_decal/trimline/brown/filled/corner
icon_state = "trimline_corner_fill"
/obj/effect/turf_decal/trimline/brown/filled/end
icon_state = "trimline_end_fill"
/obj/effect/turf_decal/trimline/neutral
color = "#D4D4D4"
alpha = 50
/obj/effect/turf_decal/trimline/neutral/line
icon_state = "trimline"
/obj/effect/turf_decal/trimline/neutral/corner
icon_state = "trimline_corner"
/obj/effect/turf_decal/trimline/neutral/end
icon_state = "trimline_end"
/obj/effect/turf_decal/trimline/neutral/filled
icon_state = "trimline_box_fill"
/obj/effect/turf_decal/trimline/neutral/filled/line
icon_state = "trimline_fill"
/obj/effect/turf_decal/trimline/neutral/filled/corner
icon_state = "trimline_corner_fill"
/obj/effect/turf_decal/trimline/brown/filled/end
icon_state = "trimline_end_fill"
+1 -1
View File
@@ -133,7 +133,7 @@
/obj/effect/spawner/bundle/costume/holiday_priest
name = "holiday priest costume spawner"
items = list(
/obj/item/clothing/suit/holidaypriest)
/obj/item/clothing/suit/chaplain/holidaypriest)
/obj/effect/spawner/bundle/costume/marisawizard
name = "marisa wizard costume spawner"
+1
View File
@@ -68,6 +68,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/strip_delay = 40 //In deciseconds, how long an item takes to remove from another person
var/breakouttime = 0
var/list/materials
var/reskinned = FALSE
var/list/attack_verb //Used in attackby() to say how something was attacked "[x] has been [z.attack_verb] by [y] with [z]"
var/list/species_exception = null // list() of species types, if a species cannot put items in a certain slot, but species type is in list, it will be able to wear that item
+52 -2
View File
@@ -37,6 +37,7 @@ RLD
var/has_ammobar = FALSE //controls whether or not does update_icon apply ammo indicator overlays
var/ammo_sections = 10 //amount of divisions in the ammo indicator overlay/number of ammo indicator states
var/custom_range = 7
var/upgrade = FALSE
/obj/item/construction/Initialize()
. = ..()
@@ -82,6 +83,11 @@ RLD
loaded = loadwithsheets(W, sheetmultiplier * 0.25, user) // 1 matter for 1 floortile, as 4 tiles are produced from 1 metal
if(loaded)
to_chat(user, "<span class='notice'>[src] now holds [matter]/[max_matter] matter-units.</span>")
else if(istype(W, /obj/item/rcd_upgrade))
to_chat(user, "<span class='notice'>You upgrade the RCD with the [W]!</span>")
upgrade = TRUE
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
qdel(W)
else
return ..()
update_icon() //ensures that ammo counters (if present) get updated
@@ -148,6 +154,7 @@ RLD
has_ammobar = TRUE
var/mode = 1
var/ranged = FALSE
var/computer_dir = 1
var/airlock_type = /obj/machinery/door/airlock
var/airlock_glass = FALSE // So the floor's rcd_act knows how much ammo to use
var/window_type = /obj/structure/window/fulltile
@@ -270,6 +277,28 @@ RLD
return FALSE
return TRUE
/obj/item/construction/rcd/proc/change_computer_dir(mob/user)
if(!user)
return
var/list/computer_dirs = list(
"NORTH" = image(icon = 'icons/mob/radial.dmi', icon_state = "cnorth"),
"EAST" = image(icon = 'icons/mob/radial.dmi', icon_state = "ceast"),
"SOUTH" = image(icon = 'icons/mob/radial.dmi', icon_state = "csouth"),
"WEST" = image(icon = 'icons/mob/radial.dmi', icon_state = "cwest")
)
var/computerdirs = show_radial_menu(user, src, computer_dirs, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE, tooltips = TRUE)
if(!check_menu(user))
return
switch(computerdirs)
if("NORTH")
computer_dir = 1
if("EAST")
computer_dir = 4
if("SOUTH")
computer_dir = 2
if("WEST")
computer_dir = 8
/obj/item/construction/rcd/proc/change_airlock_setting(mob/user)
if(!user)
return
@@ -434,10 +463,15 @@ RLD
..()
var/list/choices = list(
"Airlock" = image(icon = 'icons/mob/radial.dmi', icon_state = "airlock"),
"Deconstruct" = image(icon= 'icons/mob/radial.dmi', icon_state = "delete"),
"Grilles & Windows" = image(icon = 'icons/mob/radial.dmi', icon_state = "grillewindow"),
"Floors & Walls" = image(icon = 'icons/mob/radial.dmi', icon_state = "wallfloor")
)
if(upgrade)
choices += list(
"Deconstruct" = image(icon= 'icons/mob/radial.dmi', icon_state = "delete"),
"Machine Frames" = image(icon = 'icons/mob/radial.dmi', icon_state = "machine"),
"Computer Frames" = image(icon = 'icons/mob/radial.dmi', icon_state = "computer_dir"),
)
if(mode == RCD_AIRLOCK)
choices += list(
"Change Access" = image(icon = 'icons/mob/radial.dmi', icon_state = "access"),
@@ -459,6 +493,12 @@ RLD
mode = RCD_DECONSTRUCT
if("Grilles & Windows")
mode = RCD_WINDOWGRILLE
if("Machine Frames")
mode = RCD_MACHINE
if("Computer Frames")
mode = RCD_COMPUTER
change_computer_dir(user)
return
if("Change Access")
change_airlock_access(user)
return
@@ -511,6 +551,7 @@ RLD
no_ammo_message = "<span class='warning'>Insufficient charge.</span>"
desc = "A device used to rapidly build walls and floors."
canRturf = TRUE
upgrade = TRUE
/obj/item/construction/rcd/borg/useResource(amount, mob/user)
@@ -542,6 +583,9 @@ RLD
/obj/item/construction/rcd/loaded
matter = 160
/obj/item/construction/rcd/loaded/upgraded
upgrade = TRUE
/obj/item/construction/rcd/combat
name = "Combat RCD"
desc = "A device used to rapidly build and deconstruct. Reload with metal, plasteel, glass or compressed matter cartridges. This RCD has been upgraded to be able to remove Rwalls!"
@@ -582,7 +626,7 @@ RLD
name = "admin RCD"
max_matter = INFINITY
matter = INFINITY
upgrade = TRUE
// Ranged RCD
@@ -776,6 +820,12 @@ RLD
return TRUE
return FALSE
/obj/item/rcd_upgrade
name = "RCD advanced design disk"
desc = "It contains the design for machine frames, computer frames, and deconstruction."
icon = 'icons/obj/module.dmi'
icon_state = "datadisk3"
#undef GLOW_MODE
#undef LIGHT_MODE
#undef REMOVE_MODE
+4 -2
View File
@@ -134,12 +134,14 @@ RSF
return
/obj/item/cookiesynth/emag_act(mob/user)
. = ..()
obj_flags ^= EMAGGED
if(obj_flags & EMAGGED)
to_chat(user, "<span class='warning'>You short out [src]'s reagent safety checker!</span>")
else
to_chat(user, "<span class='warning'>You reset [src]'s reagent safety checker!</span>")
toxin = 0
toxin = FALSE
return TRUE
/obj/item/cookiesynth/attack_self(mob/user)
var/mob/living/silicon/robot/P = null
@@ -180,7 +182,7 @@ RSF
to_chat(user, "Fabricating Cookie..")
var/obj/item/reagent_containers/food/snacks/cookie/S = new /obj/item/reagent_containers/food/snacks/cookie(T)
if(toxin)
S.reagents.add_reagent("chloralhydratedelayed", 10)
S.reagents.add_reagent("chloralhydrate", 10)
if (iscyborg(user))
var/mob/living/silicon/robot/R = user
R.cell.charge -= 100
+8 -20
View File
@@ -93,34 +93,22 @@
/obj/item/card/emag/afterattack(atom/target, mob/user, proximity)
. = ..()
var/atom/A = target
if(!proximity && prox_check)
if(!proximity && prox_check || !(isobj(A) || issilicon(A) || isbot(A) || isdrone(A)))
return
if(istype(A, /obj/item/storage) && !(istype(A, /obj/item/storage/lockbox) || istype(A, /obj/item/storage/pod)))
return
//Citadel changes: modular code misfiring, so we're bypassing into main code.
if(!uses)
user.visible_message("<span class='warning'>[src] emits a weak spark. It's burnt out!</span>")
playsound(src, 'sound/effects/light_flicker.ogg', 100, 1)
return
else if(uses <= 3)
playsound(src, 'sound/effects/light_flicker.ogg', 30, 1) //Tiiiiiiny warning sound to let ya know your emag's almost dead
if(isturf(A))
if(!A.emag_act(user))
return
if(istype(A,/obj/item/storage/lockbox) || istype(A, /obj/item/storage/pod))
A.emag_act(user)
uses = max(uses - 1, 0)
if(!uses)
user.visible_message("<span class='warning'>[src] fizzles and sparks. It seems like it's out of charges.</span>")
playsound(src, 'sound/effects/light_flicker.ogg', 100, 1)
if(istype(A,/obj/item/storage))
return
if(!(isobj(A) || issilicon(A) || isbot(A) || isdrone(A)))
return
else
A.emag_act(user)
uses = max(uses - 1, 0)
if(!uses)
user.visible_message("<span class='warning'>[src] fizzles and sparks. It seems like it's out of charges.</span>")
playsound(src, 'sound/effects/light_flicker.ogg', 100, 1)
uses = max(uses - 1, 0)
if(!uses)
user.visible_message("<span class='warning'>[src] fizzles and sparks. It seems like it's out of charges.</span>")
playsound(src, 'sound/effects/light_flicker.ogg', 100, 1)
/obj/item/card/emagfake
+15 -13
View File
@@ -764,20 +764,22 @@ CIGARETTE PACKETS ARE IN FANCY.DM
..()
/obj/item/clothing/mask/vape/emag_act(mob/user)// I WON'T REGRET WRITTING THIS, SURLY.
if(screw)
if(!(obj_flags & EMAGGED))
cut_overlays()
obj_flags |= EMAGGED
super = FALSE
to_chat(user, "<span class='warning'>You maximize the voltage of [src].</span>")
add_overlay("vapeopen_high")
var/datum/effect_system/spark_spread/sp = new /datum/effect_system/spark_spread //for effect
sp.set_up(5, 1, src)
sp.start()
else
to_chat(user, "<span class='warning'>[src] is already emagged!</span>")
else
. = ..()
if(!screw)
to_chat(user, "<span class='notice'>You need to open the cap to do that.</span>")
return
if(obj_flags & EMAGGED)
to_chat(user, "<span class='warning'>[src] is already emagged!</span>")
return
cut_overlays()
obj_flags |= EMAGGED
super = FALSE
to_chat(user, "<span class='warning'>You maximize the voltage of [src].</span>")
add_overlay("vapeopen_high")
var/datum/effect_system/spark_spread/sp = new /datum/effect_system/spark_spread //for effect
sp.set_up(5, 1, src)
sp.start()
return TRUE
/obj/item/clothing/mask/vape/attack_self(mob/user)
if(reagents.total_volume > 0)
@@ -162,10 +162,11 @@
/obj/item/circuitboard/computer/prisoner
name = "Prisoner Management Console (Computer Board)"
build_path = /obj/machinery/computer/prisoner
build_path = /obj/machinery/computer/prisoner/management
/obj/item/circuitboard/computer/gulag_teleporter_console
name = "Labor Camp teleporter console (Computer Board)"
build_path = /obj/machinery/computer/gulag_teleporter_computer
build_path = /obj/machinery/computer/prisoner/gulag_teleporter_computer
/obj/item/circuitboard/computer/rdconsole/production
name = "R&D Console Production Only (Computer Board)"
@@ -217,10 +218,13 @@
to_chat(user, "<span class='notice'>The spectrum chip is unresponsive.</span>")
/obj/item/circuitboard/computer/cargo/emag_act(mob/living/user)
if(!(obj_flags & EMAGGED))
contraband = TRUE
obj_flags |= EMAGGED
to_chat(user, "<span class='notice'>You adjust [src]'s routing and receiver spectrum, unlocking special supplies and contraband.</span>")
. = ..()
if(obj_flags & EMAGGED)
return
contraband = TRUE
obj_flags |= EMAGGED
to_chat(user, "<span class='notice'>You adjust [src]'s routing and receiver spectrum, unlocking special supplies and contraband.</span>")
return TRUE
/obj/item/circuitboard/computer/cargo/express
name = "Express Supply Console (Computer Board)"
@@ -234,8 +238,12 @@
obj_flags &= ~EMAGGED
/obj/item/circuitboard/computer/cargo/express/emag_act(mob/living/user)
to_chat(user, "<span class='notice'>You change the routing protocols, allowing the Drop Pod to land anywhere on the station.</span>")
obj_flags |= EMAGGED
. = SEND_SIGNAL(src, COMSIG_ATOM_EMAG_ACT)
if(obj_flags & EMAGGED)
return
to_chat(user, "<span class='notice'>You change the routing protocols, allowing the Drop Pod to land anywhere on the station.</span>")
obj_flags |= EMAGGED
return TRUE
/obj/item/circuitboard/computer/cargo/request
name = "Supply Request Console (Computer Board)"
@@ -366,4 +374,4 @@
/obj/item/circuitboard/computer/nanite_cloud_controller
name = "Nanite Cloud Control (Computer Board)"
build_path = /obj/machinery/computer/nanite_cloud_controller
build_path = /obj/machinery/computer/nanite_cloud_controller
+96 -66
View File
@@ -1,6 +1,9 @@
#define RANDOM_GRAFFITI "Random Graffiti"
#define RANDOM_LETTER "Random Letter"
#define RANDOM_PUNCTUATION "Random Punctuation"
#define RANDOM_NUMBER "Random Number"
#define RANDOM_SYMBOL "Random Symbol"
#define RANDOM_DRAWING "Random Drawing"
#define RANDOM_ORIENTED "Random Oriented"
#define RANDOM_RUNE "Random Rune"
#define RANDOM_ANY "Random Anything"
@@ -32,16 +35,16 @@
var/drawtype
var/text_buffer = ""
var/list/graffiti = list("amyjon","face","matt","revolution","engie","guy","end","dwarf","uboa","body","cyka","arrow","star","poseur tag","prolizard","antilizard", "tile") //cit edit
var/list/letters = list("a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z")
var/list/numerals = list("0","1","2","3","4","5","6","7","8","9")
var/list/oriented = list("arrow","body") // These turn to face the same way as the drawer
var/list/runes = list("rune1","rune2","rune3","rune4","rune5","rune6")
var/list/randoms = list(RANDOM_ANY, RANDOM_RUNE, RANDOM_ORIENTED,
RANDOM_NUMBER, RANDOM_GRAFFITI, RANDOM_LETTER)
var/list/graffiti_large_h = list("yiffhell", "secborg", "paint")
var/static/list/graffiti = list("amyjon","face","matt","revolution","engie","guy","end","dwarf","uboa","body","cyka","star","poseur tag","prolizard","antilizard", "tile")
var/static/list/symbols = list("danger","firedanger","electricdanger","biohazard","radiation","safe","evac","space","med","trade","shop","food","peace","like","skull","nay","heart","credit")
var/static/list/drawings = list("smallbrush","brush","largebrush","splatter","snake","stickman","carp","ghost","clown","taser","disk","fireaxe","toolbox","corgi","cat","toilet","blueprint","beepsky","scroll","bottle","shotgun")
var/static/list/oriented = list("arrow","line","thinline","shortline","body","chevron","footprint","clawprint","pawprint") // These turn to face the same way as the drawer
var/static/list/runes = list("rune1","rune2","rune3","rune4","rune5","rune6")
var/static/list/randoms = list(RANDOM_ANY, RANDOM_RUNE, RANDOM_ORIENTED,
RANDOM_NUMBER, RANDOM_GRAFFITI, RANDOM_LETTER, RANDOM_SYMBOL, RANDOM_PUNCTUATION, RANDOM_DRAWING)
var/static/list/graffiti_large_h = list("yiffhell", "secborg", "paint")
var/list/all_drawables
var/static/list/all_drawables = graffiti + symbols + drawings + oriented + runes + graffiti_large_h
var/paint_mode = PAINT_NORMAL
@@ -54,8 +57,6 @@
var/instant = FALSE
var/self_contained = TRUE // If it deletes itself when it is empty
var/list/validSurfaces = list(/turf/open/floor)
var/edible = TRUE // That doesn't mean eating it is a good idea
var/list/reagent_contents = list("nutriment" = 1)
@@ -71,6 +72,9 @@
var/datum/team/gang/gang //For marking territory.
var/gang_tag_delay = 30 //this is the delay for gang mode tag applications on anything that gang = true on.
/obj/item/toy/crayon/proc/isValidSurface(surface)
return istype(surface, /turf/open/floor)
/obj/item/toy/crayon/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is jamming [src] up [user.p_their()] nose and into [user.p_their()] brain. It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (BRUTELOSS|OXYLOSS)
@@ -81,7 +85,6 @@
if(name == "crayon")
name = "[item_color] crayon"
all_drawables = graffiti + letters + numerals + oriented + runes + graffiti_large_h
drawtype = pick(all_drawables)
refill()
@@ -153,55 +156,62 @@
to_chat(user, "<span class='notice'>The cap on [src] is now [is_capped ? "on" : "off"].</span>")
update_icon()
/obj/item/toy/crayon/ui_data()
var/list/data = list()
data["drawables"] = list()
var/list/D = data["drawables"]
/obj/item/toy/crayon/proc/staticDrawables()
. = list()
var/list/g_items = list()
D += list(list("name" = "Graffiti", "items" = g_items))
. += list(list("name" = "Graffiti", "items" = g_items))
for(var/g in graffiti)
g_items += list(list("item" = g))
var/list/glh_items = list()
D += list(list("name" = "Graffiti Large Horizontal", "items" = glh_items))
. += list(list("name" = "Graffiti Large Horizontal", "items" = glh_items))
for(var/glh in graffiti_large_h)
glh_items += list(list("item" = glh))
var/list/L_items = list()
D += list(list("name" = "Letters", "items" = L_items))
for(var/L in letters)
L_items += list(list("item" = L))
var/list/S_items = list()
. += list(list("name" = "Symbols", "items" = S_items))
for(var/S in symbols)
S_items += list(list("item" = S))
var/list/N_items = list()
D += list(list(name = "Numerals", "items" = N_items))
for(var/N in numerals)
N_items += list(list("item" = N))
var/list/D_items = list()
. += list(list("name" = "Drawings", "items" = D_items))
for(var/D in drawings)
D_items += list(list("item" = D))
var/list/O_items = list()
D += list(list(name = "Oriented", "items" = O_items))
. += list(list(name = "Oriented", "items" = O_items))
for(var/O in oriented)
O_items += list(list("item" = O))
var/list/R_items = list()
D += list(list(name = "Runes", "items" = R_items))
. += list(list(name = "Runes", "items" = R_items))
for(var/R in runes)
R_items += list(list("item" = R))
var/list/rand_items = list()
D += list(list(name = "Random", "items" = rand_items))
. += list(list(name = "Random", "items" = rand_items))
for(var/i in randoms)
rand_items += list(list("item" = i))
data["selected_stencil"] = drawtype
data["text_buffer"] = text_buffer
data["has_cap"] = has_cap
data["is_capped"] = is_capped
data["can_change_colour"] = can_change_colour
data["current_colour"] = paint_color
/obj/item/toy/crayon/ui_data()
return data
var/static/list/crayon_drawables
if (!crayon_drawables)
crayon_drawables = staticDrawables()
. = list()
.["drawables"] = crayon_drawables
.["selected_stencil"] = drawtype
.["text_buffer"] = text_buffer
.["has_cap"] = has_cap
.["is_capped"] = is_capped
.["can_change_colour"] = can_change_colour
.["current_colour"] = paint_color
/obj/item/toy/crayon/ui_act(action, list/params)
if(..())
@@ -216,6 +226,7 @@
if(stencil in all_drawables + randoms)
drawtype = stencil
. = TRUE
text_buffer = ""
if(stencil in graffiti_large_h)
paint_mode = PAINT_LARGE_HORIZONTAL
text_buffer = ""
@@ -235,18 +246,16 @@
update_icon()
/obj/item/toy/crayon/proc/crayon_text_strip(text)
var/list/base = string2charlist(lowertext(text))
var/list/out = list()
for(var/a in base)
if(a in (letters|numerals))
out += a
return jointext(out,"")
var/static/regex/crayon_r = new /regex(@"[^\w!?,.=%#&+\/\-]")
return replacetext(lowertext(text), crayon_r, "")
/obj/item/toy/crayon/afterattack(atom/target, mob/user, proximity, params)
. = ..()
if(!proximity || !check_allowed_items(target))
return
var/static/list/punctuation = list("!","?",".",",","/","+","-","=","%","#","&")
var/cost = 1
if(paint_mode == PAINT_LARGE_HORIZONTAL)
cost = 5
@@ -264,13 +273,19 @@
if(istype(target, /obj/effect/decal/cleanable))
target = target.loc
if(!is_type_in_list(target,validSurfaces))
if(!isValidSurface(target))
return
var/drawing = drawtype
switch(drawtype)
if(RANDOM_LETTER)
drawing = pick(letters)
drawing = ascii2text(rand(97, 122)) // a-z
if(RANDOM_PUNCTUATION)
drawing = pick(punctuation)
if(RANDOM_SYMBOL)
drawing = pick(symbols)
if(RANDOM_DRAWING)
drawing = pick(drawings)
if(RANDOM_GRAFFITI)
drawing = pick(graffiti)
if(RANDOM_RUNE)
@@ -278,17 +293,23 @@
if(RANDOM_ORIENTED)
drawing = pick(oriented)
if(RANDOM_NUMBER)
drawing = pick(numerals)
drawing = ascii2text(rand(48, 57)) // 0-9
if(RANDOM_ANY)
drawing = pick(all_drawables)
var/temp = "rune"
if(drawing in letters)
if(is_alpha(drawing))
temp = "letter"
else if(drawing in graffiti)
temp = "graffiti"
else if(drawing in numerals)
else if(is_digit(drawing))
temp = "number"
else if(drawing in punctuation)
temp = "punctuation mark"
else if(drawing in symbols)
temp = "symbol"
else if(drawing in drawings)
temp = "drawing"
else if(drawing in graffiti|oriented)
temp = "graffiti"
// If a gang member is using a gang spraycan, it'll behave differently
var/gang_mode = FALSE
@@ -338,7 +359,7 @@
return
if(length(text_buffer))
drawing = copytext(text_buffer,1,2)
drawing = text_buffer[1]
var/list/turf/affected_turfs = list()
@@ -362,7 +383,7 @@
if(PAINT_LARGE_HORIZONTAL)
var/turf/left = locate(target.x-1,target.y,target.z)
var/turf/right = locate(target.x+1,target.y,target.z)
if(is_type_in_list(left, validSurfaces) && is_type_in_list(right, validSurfaces))
if(isValidSurface(left) && isValidSurface(right))
var/obj/effect/decal/cleanable/crayon/C = new(left, paint_color, drawing, temp, graf_rot, PAINT_LARGE_HORIZONTAL_ICON)
C.add_hiddenprint(user)
affected_turfs += left
@@ -377,8 +398,9 @@
else
to_chat(user, "<span class='notice'>You spray a [temp] on \the [target.name]</span>")
if(length(text_buffer))
if(length(text_buffer) > 1)
text_buffer = copytext(text_buffer,2)
SStgui.update_uis(src)
if(post_noise)
audible_message("<span class='notice'>You hear spraying.</span>")
@@ -516,7 +538,7 @@
charges = -1
/obj/item/toy/crayon/rainbow/afterattack(atom/target, mob/user, proximity)
/obj/item/toy/crayon/rainbow/afterattack(atom/target, mob/user, proximity, params)
paint_color = rgb(rand(0,255), rand(0,255), rand(0,255))
. = ..()
@@ -591,12 +613,14 @@
can_change_colour = TRUE
gang = TRUE //Gang check is true for all things upon the honored hierarchy of spraycans, except those that are FALSE.
validSurfaces = list(/turf/open/floor, /turf/closed/wall)
reagent_contents = list("welding_fuel" = 1, "ethanol" = 1)
pre_noise = TRUE
post_noise = FALSE
/obj/item/toy/crayon/spraycan/isValidSurface(surface)
return (istype(surface, /turf/open/floor) || istype(surface, /turf/closed/wall))
/obj/item/toy/crayon/spraycan/suicide_act(mob/user)
var/mob/living/carbon/human/H = user
if(is_capped || !actually_paints)
@@ -622,8 +646,8 @@
return (OXYLOSS)
/obj/item/toy/crayon/spraycan/New()
..()
/obj/item/toy/crayon/spraycan/Initialize()
. = ..()
// If default crayon red colour, pick a more fun spraycan colour
if(!paint_color)
paint_color = pick("#DA0000","#FF9300","#FFF200","#A8E61D","#00B7EF",
@@ -640,7 +664,7 @@
to_chat(user, "It is empty.")
to_chat(user, "<span class='notice'>Alt-click [src] to [ is_capped ? "take the cap off" : "put the cap on"].</span>")
/obj/item/toy/crayon/spraycan/afterattack(atom/target, mob/user, proximity)
/obj/item/toy/crayon/spraycan/afterattack(atom/target, mob/user, proximity, params)
if(!proximity)
return
@@ -656,8 +680,7 @@
playsound(user.loc, 'sound/effects/spray.ogg', 25, 1, 5)
var/mob/living/carbon/C = target
user.visible_message("<span class='danger'>[user] sprays [src] into the face of [target]!</span>")
to_chat(target, "<span class='userdanger'>[user] sprays [src] into your face!</span>")
C.visible_message("<span class='danger'>[user] sprays [src] into the face of [C]!</span>", "<span class='userdanger'>[user] sprays [src] into your face!</span>")
if(C.client)
C.blur_eyes(3)
@@ -678,13 +701,14 @@
return
if(istype(target, /obj/structure/window))
if(isobj(target))
if(actually_paints)
target.add_atom_colour(paint_color, WASHABLE_COLOUR_PRIORITY)
if(color_hex2num(paint_color) < 255)
target.set_opacity(255)
else
target.set_opacity(initial(target.opacity))
if(istype(target, /obj/structure/window))
if(color_hex2num(paint_color) < 255)
target.set_opacity(255)
else
target.set_opacity(initial(target.opacity))
. = use_charges(user, 2)
var/fraction = min(1, . / reagents.maximum_volume)
reagents.reaction(target, TOUCH, fraction * volume_multiplier)
@@ -692,6 +716,7 @@
if(pre_noise || post_noise)
playsound(user.loc, 'sound/effects/spray.ogg', 5, 1, 5)
user.visible_message("[user] coats [target] with spray paint!", "<span class='notice'>You coat [target] with spray paint.</span>")
return
. = ..()
@@ -709,7 +734,7 @@
desc = "A metallic container containing shiny synthesised paint."
charges = -1
/obj/item/toy/crayon/spraycan/borg/afterattack(atom/target,mob/user,proximity)
/obj/item/toy/crayon/spraycan/borg/afterattack(atom/target,mob/user,proximity, params)
var/diff = ..()
if(!iscyborg(user))
to_chat(user, "<span class='notice'>How did you get this?</span>")
@@ -754,7 +779,9 @@
reagent_contents = list("lube" = 1, "banana" = 1)
volume_multiplier = 5
validSurfaces = list(/turf/open/floor)
/obj/item/toy/crayon/spraycan/lubecan/isValidSurface(surface)
return istype(surface, /turf/open/floor)
/obj/item/toy/crayon/spraycan/mimecan
name = "silent spraycan"
@@ -794,6 +821,9 @@
#undef RANDOM_GRAFFITI
#undef RANDOM_LETTER
#undef RANDOM_PUNCTUATION
#undef RANDOM_SYMBOL
#undef RANDOM_DRAWING
#undef RANDOM_NUMBER
#undef RANDOM_ORIENTED
#undef RANDOM_RUNE
+4 -6
View File
@@ -140,12 +140,10 @@
return ..()
/obj/item/defibrillator/emag_act(mob/user)
if(safety)
safety = FALSE
to_chat(user, "<span class='warning'>You silently disable [src]'s safety protocols with the cryptographic sequencer.</span>")
else
safety = TRUE
to_chat(user, "<span class='notice'>You silently enable [src]'s safety protocols with the cryptographic sequencer.</span>")
. = ..()
safety = !safety
to_chat(user, "<span class='warning'>You silently [safety ? "enable" : "disable"] [src]'s safety protocols with the cryptographic sequencer.</span>")
return TRUE
/obj/item/defibrillator/emp_act(severity)
. = ..()
+6 -4
View File
@@ -714,6 +714,7 @@ GLOBAL_LIST_EMPTY(PDAs)
return
if((last_text && world.time < last_text + 10) || (everyone && last_everyone && world.time < last_everyone + PDA_SPAM_DELAY))
return
var/emoji_message = emoji_parse(message)
if(prob(1))
message += "\nSent from my PDA"
// Send the signal
@@ -734,7 +735,8 @@ GLOBAL_LIST_EMPTY(PDAs)
"name" = "[owner]",
"job" = "[ownjob]",
"message" = message,
"targets" = string_targets
"targets" = string_targets,
"emoji_message" = emoji_message
))
if (picture)
signal.data["photo"] = picture
@@ -751,13 +753,13 @@ GLOBAL_LIST_EMPTY(PDAs)
// Log it in our logs
tnote += "<i><b>&rarr; To [target_text]:</b></i><br>[signal.format_message()]<br>"
// Show it to ghosts
var/ghost_message = "<span class='name'>[owner] </span><span class='game say'>PDA Message</span> --> <span class='name'>[target_text]</span>: <span class='message'>[signal.format_message()]</span>"
var/ghost_message = "<span class='name'>[owner] </span><span class='game say'>PDA Message</span> --> <span class='name'>[target_text]</span>: <span class='message'>[signal.format_message(TRUE)]</span>"
for(var/mob/M in GLOB.player_list)
if(isobserver(M) && M.client && (M.client.prefs.chat_toggles & CHAT_GHOSTPDA))
to_chat(M, "[FOLLOW_LINK(M, user)] [ghost_message]")
// Log in the talk log
user.log_talk(message, LOG_PDA, tag="PDA: [initial(name)] to [target_text]")
to_chat(user, "<span class='info'>Message sent to [target_text]: \"[message]\"</span>")
to_chat(user, "<span class='info'>Message sent to [target_text]: \"[emoji_message]\"</span>")
if (!silent)
playsound(src, 'sound/machines/terminal_success.ogg', 15, 1)
// Reset the photo
@@ -787,7 +789,7 @@ GLOBAL_LIST_EMPTY(PDAs)
hrefstart = "<a href='?src=[REF(L)];track=[html_encode(signal.data["name"])]'>"
hrefend = "</a>"
to_chat(L, "[icon2html(src)] <b>Message from [hrefstart][signal.data["name"]] ([signal.data["job"]])[hrefend], </b>[signal.format_message()] (<a href='byond://?src=[REF(src)];choice=Message;skiprefresh=1;target=[REF(signal.source)]'>Reply</a>)")
to_chat(L, "[icon2html(src)] <b>Message from [hrefstart][signal.data["name"]] ([signal.data["job"]])[hrefend], </b>[signal.format_message(TRUE)] (<a href='byond://?src=[REF(src)];choice=Message;skiprefresh=1;target=[REF(signal.source)]'>Reply</a>)")
update_icon(TRUE)
@@ -158,7 +158,7 @@
if(!M.radiation)
to_chat(user, "<span class='notice'>[icon2html(src, user)] Radiation levels within normal boundaries.</span>")
else
to_chat(user, "<span class='boldannounce'>[icon2html(src, user)] Subject is irradiated. Radiation levels: [M.radiation].</span>")
to_chat(user, "<span class='boldannounce'>[icon2html(src, user)] Subject is irradiated. Radiation levels: [M.radiation] rad.</span>")
if(rad_strength)
to_chat(user, "<span class='boldannounce'>[icon2html(src, user)] Target contains radioactive contamination. Radioactive strength: [rad_strength]</span>")
@@ -192,13 +192,15 @@
update_icon()
/obj/item/geiger_counter/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
if(scanning)
to_chat(user, "<span class='warning'>Turn off [src] before you perform this action!</span>")
return 0
return
to_chat(user, "<span class='warning'>You override [src]'s radiation storing protocols. It will now generate small doses of radiation, and stored rads are now projected into creatures you scan.</span>")
obj_flags |= EMAGGED
return TRUE
/obj/item/geiger_counter/cyborg
var/datum/component/mobhook
@@ -149,9 +149,11 @@
to_chat(user, "<span class='notice'>You fill \the [src] with lights from \the [S]. " + status_string() + "</span>")
/obj/item/lightreplacer/emag_act()
. = ..()
if(obj_flags & EMAGGED)
return
Emag()
return TRUE
/obj/item/lightreplacer/attack_self(mob/user)
to_chat(user, status_string())
@@ -38,11 +38,13 @@
speech_args[SPEECH_SPANS] |= voicespan
/obj/item/megaphone/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
to_chat(user, "<span class='warning'>You overload \the [src]'s voice synthesizer.</span>")
obj_flags |= EMAGGED
voicespan = list(SPAN_REALLYBIG, "userdanger")
return TRUE
/obj/item/megaphone/sec
name = "security megaphone"
@@ -32,6 +32,24 @@
var/datum/integrated_io/selected_io = null //functional for integrated circuits.
var/mode = 0
/obj/item/multitool/chaplain
name = "\improper hypertool"
desc = "Used for pulsing wires to test which to cut. Also emits microwaves to fry some brains!"
damtype = BRAIN
force = 18
armour_penetration = 35
hitsound = 'sound/effects/sparks4.ogg'
var/chaplain_spawnable = TRUE
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
throw_speed = 3
throw_range = 4
throwforce = 10
obj_flags = UNIQUE_RENAME
/obj/item/multitool/chaplain/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, TRUE, TRUE)
/obj/item/multitool/examine(mob/user)
..()
if(selected_io)
+1 -2
View File
@@ -215,8 +215,7 @@ SLIME SCANNER
msg += "\t<span class='info'>Brain Activity Level: [(200 - M.getBrainLoss())/2]%.</span>\n"
if(M.radiation)
msg += "\t<span class='alert'>Subject is irradiated.</span>\n"
if(advanced)
msg += "\t<span class='info'>Radiation Level: [M.radiation]%.</span>\n"
msg += "\t<span class='info'>Radiation Level: [M.radiation] rad</span>\n"
if(advanced && M.hallucinating())
msg += "\t<span class='info'>Subject is hallucinating.</span>\n"
+9 -9
View File
@@ -448,7 +448,15 @@
oneuse = FALSE
remarks = list("So that is how icing is made!", "Placing fruit on top? How simple...", "Huh layering cake seems harder then this...", "This book smells like candy", "A clown must have made this page, or they forgot to spell check it before printing...", "Wait, a way to cook slime to be safe?")
//Later content when I have free time - Trilby Date:02-Aug-2019
/obj/item/book/granter/crafting_recipe/coldcooking //IceCream
name = "Cooking with Ice"
desc = "A cook book that teaches you many old icecream treats."
crafting_recipe_types = list(/datum/crafting_recipe/food/banana_split, /datum/crafting_recipe/food/root_float, /datum/crafting_recipe/food/bluecharrie_float, /datum/crafting_recipe/food/charrie_float)
icon_state = "cooking_learing_ice"
oneuse = FALSE
remarks = list("Looks like these would sell much better in a plasma fire...", "Using glass bowls rather then cones?", "Mixing soda and ice-cream?", "Tall glasses with of liquids and solids...", "Just add a bit of icecream and cherry on top?")
//Later content when I have free time - Trilby Date:24-Aug-2019
/obj/item/book/granter/crafting_recipe/under_the_oven //Illegal cook book
name = "Under The Oven"
@@ -457,11 +465,3 @@
icon_state = "cooking_learing_illegal"
oneuse = FALSE
remarks = list()
/obj/item/book/granter/crafting_recipe/coldcooking //IceCream
name = "Cooking with Ice"
desc = "A cook book that teaches you many old icecream treats."
crafting_recipe_types = list()
icon_state = "cooking_learing_ice"
oneuse = FALSE
remarks = list()
+2
View File
@@ -1,5 +1,6 @@
/obj/item/restraints
breakouttime = 600
var/demoralize_criminals = TRUE // checked on carbon/carbon.dm to decide wheter to apply the handcuffed negative moodlet or not.
/obj/item/restraints/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -220,6 +221,7 @@
name = "fake handcuffs"
desc = "Fake handcuffs meant for gag purposes."
breakouttime = 10 //Deciseconds = 1s
demoralize_criminals = FALSE
/obj/item/restraints/handcuffs/fake/kinky
name = "kinky handcuffs"
+1 -1
View File
@@ -12,7 +12,7 @@
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
icon = 'icons/obj/items_and_weapons.dmi'
w_class = WEIGHT_CLASS_GIGANTIC
w_class = WEIGHT_CLASS_BULKY
force = 12
total_mass = TOTAL_MASS_NORMAL_ITEM // average toolbox
attack_verb = list("robusted")
+53 -13
View File
@@ -34,6 +34,7 @@
desc = "God wills it!"
icon_state = "knight_templar"
item_state = "knight_templar"
allowed = list(/obj/item/storage/book/bible, HOLY_WEAPONS, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
// CITADEL CHANGES: More variants
/obj/item/clothing/suit/armor/riot/chaplain/teutonic
@@ -122,7 +123,6 @@
icon_state = "studentuni"
item_state = "studentuni"
body_parts_covered = ARMS|CHEST
allowed = list(/obj/item/storage/book/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
/obj/item/clothing/head/helmet/chaplain/cage
name = "cage"
@@ -166,7 +166,6 @@
icon_state = "witchhunter"
item_state = "witchhunter"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/storage/book/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
/obj/item/clothing/head/helmet/chaplain/witchunter_hat
name = "witchunter hat"
@@ -191,7 +190,7 @@
icon_state = "chaplain_hoodie"
item_state = "chaplain_hoodie"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/storage/book/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
allowed = list(/obj/item/storage/book/bible, HOLY_WEAPONS, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
hoodtype = /obj/item/clothing/head/hooded/chaplain_hood
/obj/item/clothing/head/hooded/chaplain_hood
@@ -229,8 +228,8 @@
throwforce = 10
w_class = WEIGHT_CLASS_TINY
obj_flags = UNIQUE_RENAME
var/reskinned = FALSE
var/chaplain_spawnable = TRUE
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
/obj/item/nullrod/Initialize()
. = ..()
@@ -247,10 +246,8 @@
/obj/item/nullrod/proc/reskin_holy_weapon(mob/M)
if(GLOB.holy_weapon_type)
return
var/obj/item/nullrod/holy_weapon
var/list/holy_weapons_list = typesof(/obj/item/nullrod) + list(
/obj/item/melee/transforming/energy/sword/cx/chaplain
)
var/obj/item/holy_weapon
var/list/holy_weapons_list = subtypesof(/obj/item/nullrod) + list(HOLY_WEAPONS)
var/list/display_names = list()
for(var/V in holy_weapons_list)
var/obj/item/nullrod/rodtype = V
@@ -273,6 +270,13 @@
qdel(src)
M.put_in_active_hand(holy_weapon)
/obj/item/nullrod/proc/jedi_spin(mob/living/user)
for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH))
user.setDir(i)
if(i == WEST)
user.emote("flip")
sleep(1)
/obj/item/nullrod/godhand
icon_state = "disintegrate"
item_state = "disintegrate"
@@ -328,7 +332,6 @@
sharpness = IS_SHARP
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
/obj/item/nullrod/claymore/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
@@ -522,7 +525,6 @@
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_HUGE
attack_verb = list("smashed", "bashed", "hammered", "crunched")
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
/obj/item/nullrod/chainsaw
name = "chainsaw hand"
@@ -585,6 +587,7 @@
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
force = 12
reach = 2
attack_verb = list("whipped", "lashed")
hitsound = 'sound/weapons/chainhit.ogg'
@@ -661,6 +664,44 @@
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
/obj/item/nullrod/claymore/bostaff/attack(mob/target, mob/living/user)
add_fingerprint(user)
if((HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
to_chat(user, "<span class ='warning'>You club yourself over the head with [src].</span>")
user.Knockdown(60)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, BODY_ZONE_HEAD)
else
user.take_bodypart_damage(2*force)
return
if(iscyborg(target))
return ..()
if(!isliving(target))
return ..()
var/mob/living/carbon/C = target
if(C.stat || C.health < 0 || C.staminaloss > 130 )
to_chat(user, "<span class='warning'>It would be dishonorable to attack a foe while they cannot retaliate.</span>")
return
if(user.a_intent == INTENT_DISARM)
if(!ishuman(target))
return ..()
var/mob/living/carbon/human/H = target
var/list/fluffmessages = list("[user] clubs [H] with [src]!", \
"[user] smacks [H] with the butt of [src]!", \
"[user] broadsides [H] with [src]!", \
"[user] smashes [H]'s head with [src]!", \
"[user] beats [H] with front of [src]!", \
"[user] twirls and slams [H] with [src]!")
H.visible_message("<span class='warning'>[pick(fluffmessages)]</span>", \
"<span class='userdanger'>[pick(fluffmessages)]</span>")
playsound(get_turf(user), 'sound/effects/woodhit.ogg', 75, 1, -1)
H.adjustStaminaLoss(rand(12,18))
if(prob(25))
(INVOKE_ASYNC(src, .proc/jedi_spin, user))
else
return ..()
/obj/item/nullrod/tribal_knife
icon_state = "crysknife"
item_state = "crysknife"
@@ -674,7 +715,6 @@
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
item_flags = SLOWS_WHILE_IN_HAND
total_mass = TOTAL_MASS_NORMAL_ITEM
/obj/item/nullrod/tribal_knife/Initialize(mapload)
. = ..()
@@ -704,8 +744,8 @@
name = "egyptian staff"
desc = "A tutorial in mummification is carved into the staff. You could probably craft the wraps if you had some cloth."
icon = 'icons/obj/guns/magic.dmi'
icon_state = "pharoah_sceptre"
item_state = "pharoah_sceptre"
icon_state = "pharaoh_sceptre"
item_state = "pharaoh_sceptre"
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
+11 -8
View File
@@ -180,8 +180,13 @@
slot_flags = ITEM_SLOT_BELT
force = 12 //9 hit crit
w_class = WEIGHT_CLASS_NORMAL
var/cooldown = 0
var/cooldown = 13
var/on = TRUE
var/last_hit = 0
var/stun_stam_cost_coeff = 1.25
var/hardstun_ds = 1
var/softstun_ds = 0
var/stam_dmg = 30
/obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user)
if(!on)
@@ -207,12 +212,10 @@
if(!isliving(target))
return
if (user.a_intent == INTENT_HARM)
if(!..())
return
if(!iscyborg(target))
if(!..() || !iscyborg(target))
return
else
if(cooldown <= world.time)
if(last_hit < world.time)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if (H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
@@ -220,7 +223,7 @@
if(check_martial_counter(H, user))
return
playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
target.Knockdown(60)
target.Knockdown(softstun_ds, TRUE, FALSE, hardstun_ds, stam_dmg)
log_combat(user, target, "stunned", src)
src.add_fingerprint(user)
target.visible_message("<span class ='danger'>[user] has knocked down [target] with [src]!</span>", \
@@ -229,7 +232,7 @@
target.LAssailant = null
else
target.LAssailant = user
cooldown = world.time + 40
last_hit = world.time + cooldown
user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes swinging batons cost stamina
/obj/item/melee/classic_baton/telescopic
@@ -245,7 +248,7 @@
item_flags = NONE
force = 0
on = FALSE
total_mass = TOTAL_MASS_SMALL_ITEM
total_mass = TOTAL_MASS_NORMAL_ITEM
/obj/item/melee/classic_baton/telescopic/suicide_act(mob/user)
var/mob/living/carbon/human/H = user
+7 -5
View File
@@ -90,14 +90,14 @@
add_fingerprint(user)
/obj/item/paint/afterattack(turf/target, mob/user, proximity)
/obj/item/paint/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity)
return
if(paintleft <= 0)
icon_state = "paint_empty"
return
if(!istype(target) || isspaceturf(target))
if(!isturf(target) || isspaceturf(target))
return
var/newcolor = "#" + item_color
target.add_atom_colour(newcolor, WASHABLE_COLOUR_PRIORITY)
@@ -105,12 +105,14 @@
/obj/item/paint/paint_remover
gender = PLURAL
name = "paint remover"
desc = "Used to remove color from floors and walls."
desc = "Used to remove color from anything."
icon_state = "paint_neutral"
/obj/item/paint/paint_remover/afterattack(turf/target, mob/user, proximity)
/obj/item/paint/paint_remover/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity)
return
if(istype(target) && target.color != initial(target.color))
if(!isturf(target) || !isobj(target))
return
if(target.color != initial(target.color))
target.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
+29 -1
View File
@@ -629,7 +629,7 @@
/obj/item/toy/plush/mothplushie
name = "insect plushie"
desc = "An adorable stuffed toy that resembles some kind of insect"
desc = "An adorable stuffed toy that resembles some kind of insect."
icon_state = "bumble"
item_state = "bumble"
squeak_override = list('modular_citadel/sound/voice/mothsqueak.ogg' = 1)
@@ -773,8 +773,10 @@
item_state = "blep"
/obj/item/toy/plush/mammal/circe
desc = "A luxuriously soft toy that resembles a nine-tailed kitsune."
icon_state = "circe"
item_state = "circe"
attack_verb = list("medicated", "tailhugged", "kissed")
/obj/item/toy/plush/mammal/robin
icon_state = "robin"
@@ -839,8 +841,10 @@
item_state = "rae"
/obj/item/toy/plush/mammal/zed
desc = "A masked stuffed toy that resembles a fierce miner. He even comes with his own little crusher!"
icon_state = "zed"
item_state = "zed"
attack_verb = list("ENDED", "CRUSHED", "GNOMED")
/obj/item/toy/plush/mammal/justin
icon_state = "justin"
@@ -852,6 +856,12 @@
item_state = "reece"
attack_verb = list("healed", "cured", "demoted")
/obj/item/toy/plush/mammal/redwood
desc = "An adorable stuffed toy resembling a Nanotrasen Captain. That just happens to be a bunny."
icon_state = "redwood"
item_state = "redwood"
attack_verb = list("ordered", "bapped", "reprimanded")
/obj/item/toy/plush/mammal/dog
desc = "An adorable stuffed toy that resembles a canine."
icon_state = "katlin"
@@ -898,6 +908,12 @@
obj_flags = UNIQUE_RENAME
unique_reskin = list("Goodboye" = "fritz", "Badboye" = "fritz_bad")
/obj/item/toy/plush/mammal/dog/jesse
desc = "An adorable wolf toy that resembles a cream-colored wolf. He has a little pride flag!"
icon_state = "jesse"
item_state = "jesse"
attack_verb = list("greeted", "merc'd", "howdy'd")
/obj/item/toy/plush/catgirl
name = "feline plushie"
desc = "An adorable stuffed toy that resembles a feline."
@@ -935,3 +951,15 @@
item_state = "fermis"
attack_verb = list("cuddled", "petpatted", "wigglepurred")
squeak_override = list('modular_citadel/sound/voice/merowr.ogg' = 1)
/obj/item/toy/plush/catgirl/mariaf
desc = "An adorable stuffed toy that resembles a very tall cat girl."
icon_state = "mariaf"
item_state = "mariaf"
attack_verb = list("hugged", "stabbed", "licked")
/obj/item/toy/plush/catgirl/maya
desc = "An adorable stuffed toy that resembles an angry cat girl. She has her own tiny nuke disk!"
icon_state = "maya"
item_state = "maya"
attack_verb = list("nuked", "arrested", "harmbatonned")
@@ -282,11 +282,13 @@
var/cooldown = 0
/obj/item/harmalarm/emag_act(mob/user)
. = ..()
obj_flags ^= EMAGGED
if(obj_flags & EMAGGED)
to_chat(user, "<font color='red'>You short out the safeties on [src]!</font>")
else
to_chat(user, "<font color='red'>You reset the safeties on [src]!</font>")
return TRUE
/obj/item/harmalarm/attack_self(mob/user)
var/safety = !(obj_flags & EMAGGED)
+51 -14
View File
@@ -9,7 +9,7 @@
var/locked = FALSE
var/installed = 0
var/require_module = 0
var/module_type = null
var/list/module_type
// if true, is not stored in the robot to be ejected
// if module is reset
var/one_use = FALSE
@@ -18,7 +18,7 @@
if(R.stat == DEAD)
to_chat(user, "<span class='notice'>[src] will not function on a deceased cyborg.</span>")
return FALSE
if(module_type && !istype(R.module, module_type))
if(module_type && !is_type_in_list(R.module, module_type))
to_chat(R, "Upgrade mounting error! No suitable hardpoint detected!")
to_chat(user, "There's no mounting point for the module!")
return FALSE
@@ -93,7 +93,6 @@
desc = "Used to cool a mounted disabler, increasing the potential current in it and thus its recharge rate."
icon_state = "cyborg_upgrade3"
require_module = 1
//module_type = /obj/item/robot_module/security
/obj/item/borg/upgrade/disablercooler/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -141,7 +140,7 @@
desc = "A diamond drill replacement for the mining module's standard drill."
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = /obj/item/robot_module/miner
module_type = list(/obj/item/robot_module/miner)
/obj/item/borg/upgrade/ddrill/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -173,7 +172,7 @@
desc = "A satchel of holding replacement for mining cyborg's ore satchel module."
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = /obj/item/robot_module/miner
module_type = list(/obj/item/robot_module/miner)
/obj/item/borg/upgrade/soh/action(mob/living/silicon/robot/R)
. = ..()
@@ -200,7 +199,7 @@
desc = "A trash bag of holding replacement for the janiborg's standard trash bag."
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = /obj/item/robot_module/janitor
module_type = list(/obj/item/robot_module/janitor, /obj/item/robot_module/scrubpup)
/obj/item/borg/upgrade/tboh/action(mob/living/silicon/robot/R)
. = ..()
@@ -227,7 +226,7 @@
desc = "An advanced mop replacement for the janiborg's standard mop."
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = /obj/item/robot_module/janitor
module_type = list(/obj/item/robot_module/janitor, /obj/item/robot_module/scrubpup)
/obj/item/borg/upgrade/amop/action(mob/living/silicon/robot/R)
. = ..()
@@ -276,7 +275,7 @@
icon_state = "ash_plating"
resistance_flags = LAVA_PROOF | FIRE_PROOF
require_module = 1
module_type = /obj/item/robot_module/miner
module_type = list(/obj/item/robot_module/miner)
/obj/item/borg/upgrade/lavaproof/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -405,7 +404,9 @@
to produce more advanced and complex medical reagents."
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = /obj/item/robot_module/medical
module_type = list(/obj/item/robot_module/medical,
/obj/item/robot_module/syndicate_medical,
/obj/item/robot_module/medihound)
var/list/additional_reagents = list()
/obj/item/borg/upgrade/hypospray/action(mob/living/silicon/robot/R, user = usr)
@@ -467,7 +468,9 @@
defibrillator, for on the scene revival."
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = /obj/item/robot_module/medical
module_type = list(/obj/item/robot_module/medical,
/obj/item/robot_module/syndicate_medical,
/obj/item/robot_module/medihound)
/obj/item/borg/upgrade/defib/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -489,7 +492,9 @@
out procedures"
icon_state = "cyborg_upgrade3"
require_module = 1
module_type = /obj/item/robot_module/medical
module_type = list(/obj/item/robot_module/medical,
/obj/item/robot_module/syndicate_medical,
/obj/item/robot_module/medihound)
/obj/item/borg/upgrade/processor/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -514,7 +519,7 @@
/obj/item/robot_module/medical,
/obj/item/robot_module/syndicate_medical,
/obj/item/robot_module/medihound,
/obj/item/robot_module/borgi)
/obj/item/robot_module/borgi)
/obj/item/borg/upgrade/advhealth/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -598,7 +603,7 @@
icon = 'icons/obj/storage.dmi'
icon_state = "borgrped"
require_module = TRUE
module_type = /obj/item/robot_module/engineering
module_type = list(/obj/item/robot_module/engineering)
/obj/item/borg/upgrade/rped/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -626,7 +631,9 @@
icon = 'icons/obj/device.dmi'
icon_state = "pinpointer_crew"
require_module = TRUE
module_type = /obj/item/robot_module/medical
module_type = list(/obj/item/robot_module/medical,
/obj/item/robot_module/syndicate_medical,
/obj/item/robot_module/medihound)
/obj/item/borg/upgrade/pinpointer/action(mob/living/silicon/robot/R, user = usr)
. = ..()
@@ -664,3 +671,33 @@
desc = "Allows you to to turn a cyborg into a clown, honk."
icon_state = "cyborg_upgrade3"
new_module = /obj/item/robot_module/clown
// Citadel's Vtech Controller
/obj/effect/proc_holder/silicon/cyborg/vtecControl
name = "vTec Control"
desc = "Allows finer-grained control of the vTec speed boost."
action_icon = 'icons/mob/actions.dmi'
action_icon_state = "Chevron_State_0"
var/currentState = 0
var/maxReduction = 2
/obj/effect/proc_holder/silicon/cyborg/vtecControl/Click(mob/living/silicon/robot/user)
var/mob/living/silicon/robot/self = usr
currentState = (currentState + 1) % 3
if(usr)
switch(currentState)
if (0)
self.speed = maxReduction
if (1)
self.speed -= maxReduction*0.5
if (2)
self.speed -= maxReduction*1.25
action.button_icon_state = "Chevron_State_[currentState]"
action.UpdateButtonIcon()
return
+31 -10
View File
@@ -23,7 +23,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/glass
grind_results = list("silicon" = 20)
grind_results = list(/datum/reagent/silicon = 20)
point_value = 1
/obj/item/stack/sheet/glass/suicide_act(mob/living/carbon/user)
@@ -87,7 +87,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plasmaglass
grind_results = list("silicon" = 20, "plasma" = 10)
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10)
/obj/item/stack/sheet/plasmaglass/fifty
amount = 50
@@ -138,7 +138,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/rglass
grind_results = list("silicon" = 20, "iron" = 10)
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/iron = 10)
point_value = 4
/obj/item/stack/sheet/rglass/attackby(obj/item/W, mob/user, params)
@@ -177,11 +177,11 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \
singular_name = "reinforced plasma glass sheet"
icon_state = "sheet-prglass"
item_state = "sheet-prglass"
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS=MINERAL_MATERIAL_AMOUNT, MAT_METAL = MINERAL_MATERIAL_AMOUNT * 0.5,)
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS=MINERAL_MATERIAL_AMOUNT, MAT_METAL=MINERAL_MATERIAL_AMOUNT * 0.5,)
armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plasmarglass
grind_results = list("silicon" = 20, "plasma" = 10, "iron" = 10)
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10, /datum/reagent/iron = 10)
point_value = 23
/obj/item/stack/sheet/plasmarglass/Initialize(mapload, new_amount, merge = TRUE)
@@ -243,8 +243,9 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
resistance_flags = ACID_PROOF
armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
max_integrity = 40
var/cooldown = 0
sharpness = IS_SHARP
var/icon_prefix
/obj/item/shard/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is slitting [user.p_their()] [pick("wrists", "throat")] with the shard of glass! It looks like [user.p_theyre()] trying to commit suicide.</span>")
@@ -266,9 +267,19 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
if("large")
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
var/matrix/M = matrix(transform)
M.Turn(rand(-170, 170))
transform = M
if (icon_prefix)
icon_state = "[icon_prefix][icon_state]"
var/turf/T = get_turf(src)
if(T && is_station_level(T.z))
SSblackbox.record_feedback("tally", "station_mess_created", 1, name)
/obj/item/shard/Destroy()
. = ..()
var/turf/T = get_turf(src)
if(T && is_station_level(T.z))
SSblackbox.record_feedback("tally", "station_mess_destroyed", 1, name)
/obj/item/shard/afterattack(atom/A as mob|obj, mob/user, proximity)
. = ..()
@@ -298,6 +309,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
return ..()
/obj/item/shard/welder_act(mob/living/user, obj/item/I)
..()
if(I.use_tool(src, user, 0, volume=50))
var/obj/item/stack/sheet/glass/NG = new (user.loc)
for(var/obj/item/stack/sheet/glass/G in user.loc)
@@ -316,4 +328,13 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
playsound(loc, 'sound/effects/glass_step.ogg', 30, 1)
else
playsound(loc, 'sound/effects/glass_step.ogg', 50, 1)
. = ..()
return ..()
/obj/item/shard/plasma
name = "purple shard"
desc = "A nasty looking shard of plasma glass."
force = 6
throwforce = 11
icon_state = "plasmalarge"
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
icon_prefix = "plasma"
@@ -46,6 +46,7 @@
item_flags = NO_MAT_REDEMPTION
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
component_type = /datum/component/storage/concrete/bluespace/bag_of_holding
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/backpack/holding/satchel
name = "satchel of holding"
@@ -53,6 +54,7 @@
icon_state = "holdingsat"
item_state = "holdingsat"
species_exception = list(/datum/species/angel)
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/backpack/holding/ComponentInitialize()
. = ..()
@@ -81,6 +83,7 @@
icon_state = "giftbag0"
item_state = "giftbag"
w_class = WEIGHT_CLASS_BULKY
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/backpack/santabag/ComponentInitialize()
. = ..()
@@ -133,6 +136,8 @@
desc = "It's a special backpack made exclusively for Nanotrasen officers."
icon_state = "captainpack"
item_state = "captainpack"
resistance_flags = FIRE_PROOF
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/backpack/industrial
name = "industrial backpack"
@@ -140,6 +145,7 @@
icon_state = "engiepack"
item_state = "engiepack"
resistance_flags = FIRE_PROOF
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/backpack/botany
name = "botany backpack"
@@ -194,6 +200,8 @@
desc = "A tough satchel with extra pockets."
icon_state = "satchel-eng"
item_state = "engiepack"
resistance_flags = FIRE_PROOF
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/backpack/satchel/med
name = "medical satchel"
@@ -261,6 +269,8 @@
desc = "An exclusive satchel for Nanotrasen officers."
icon_state = "satchel-cap"
item_state = "captainpack"
resistance_flags = FIRE_PROOF
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/backpack/satchel/flat
name = "smuggler's satchel"
@@ -356,6 +366,7 @@
new /obj/item/cautery(src)
new /obj/item/surgical_drapes(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/reagent_containers/medspray/sterilizine(src)
new /obj/item/razor(src)
/obj/item/storage/backpack/duffelbag/sec
@@ -377,12 +388,15 @@
new /obj/item/cautery(src)
new /obj/item/surgical_drapes(src)
new /obj/item/clothing/mask/surgical(src)
new /obj/item/reagent_containers/medspray/sterilizine(src)
/obj/item/storage/backpack/duffelbag/engineering
name = "industrial duffel bag"
desc = "A large duffel bag for holding extra tools and supplies."
icon_state = "duffel-eng"
item_state = "duffel-eng"
resistance_flags = FIRE_PROOF
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/backpack/duffelbag/durathread
name = "durathread duffel bag"
@@ -398,6 +412,7 @@
icon_state = "duffel-drone"
item_state = "duffel-drone"
resistance_flags = FIRE_PROOF
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/backpack/duffelbag/drone/PopulateContents()
new /obj/item/screwdriver(src)
@@ -407,6 +422,7 @@
new /obj/item/stack/cable_coil/random(src)
new /obj/item/wirecutters(src)
new /obj/item/multitool(src)
new /obj/item/pipe_dispenser(src)
/obj/item/storage/backpack/duffelbag/clown
name = "clown's duffel bag"
@@ -424,6 +440,7 @@
icon_state = "duffel-syndie"
item_state = "duffel-syndieammo"
slowdown = 0
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/backpack/duffelbag/syndie/ComponentInitialize()
. = ..()
@@ -469,6 +486,7 @@
new /obj/item/mmi/syndie(src)
new /obj/item/implantcase(src)
new /obj/item/implanter(src)
new /obj/item/reagent_containers/medspray/sterilizine(src)
/obj/item/storage/backpack/duffelbag/syndie/surgery_adv
name = "advanced surgery duffel bag"
@@ -488,6 +506,7 @@
new /obj/item/mmi/syndie(src)
new /obj/item/implantcase(src)
new /obj/item/implanter(src)
new /obj/item/reagent_containers/medspray/sterilizine(src)
/obj/item/storage/backpack/duffelbag/syndie/ammo
name = "ammunition duffel bag"
+3
View File
@@ -81,6 +81,7 @@
desc = "The latest and greatest in custodial convenience, a trashbag that is capable of holding vast quantities of garbage."
icon_state = "bluetrashbag"
item_flags = NO_MAT_REDEMPTION
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/bag/trash/bluespace/ComponentInitialize()
. = ..()
@@ -105,6 +106,7 @@
component_type = /datum/component/storage/concrete/stack
var/spam_protection = FALSE //If this is TRUE, the holder won't receive any messages when they fail to pick up ore through crossing it
var/datum/component/mobhook
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/bag/ore/ComponentInitialize()
. = ..()
@@ -391,6 +393,7 @@
icon = 'icons/obj/chemical.dmi'
icon_state = "bspace_biobag"
desc = "A bag for the safe transportation and disposal of biowaste and other biological materials."
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/bag/bio/holding/ComponentInitialize()
. = ..()
+4 -1
View File
@@ -40,6 +40,7 @@
icon_state = "utilitybelt"
item_state = "utility"
content_overlays = TRUE
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE //because this is easier than trying to have showers wash all contents.
/obj/item/storage/belt/utility/ComponentInitialize()
. = ..()
@@ -344,6 +345,7 @@
desc = "A set of tactical webbing worn by Syndicate boarding parties."
icon_state = "militarywebbing"
item_state = "militarywebbing"
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/belt/military/ComponentInitialize()
. = ..()
@@ -530,6 +532,7 @@
desc = "A belt designed to hold various rods of power. A veritable fanny pack of exotic magic."
icon_state = "soulstonebelt"
item_state = "soulstonebelt"
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/storage/belt/wands/ComponentInitialize()
. = ..()
@@ -599,7 +602,7 @@
icon_state = "bandolier-durathread"
item_state = "bandolier-durathread"
resistance_flags = FIRE_PROOF
/obj/item/storage/belt/bandolier/durathread/ComponentInitialize()
. = ..()
GET_COMPONENT(STR, /datum/component/storage)
+1
View File
@@ -33,6 +33,7 @@
resistance_flags = FLAMMABLE
var/foldable = /obj/item/stack/sheet/cardboard
var/illustration = "writing"
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE //exploits ahoy
/obj/item/storage/box/Initialize(mapload)
. = ..()
+10 -1
View File
@@ -40,9 +40,18 @@
/obj/item/storage/briefcase/lawyer/family
name = "battered briefcase"
desc = "An old briefcase, this one has seen better days in its time. It's clear they don't make them nowadays as good as they used to. Comes with an added belt clip!"
icon_state = "gbriefcase"
lefthand_file = 'icons/mob/inhands/equipment/briefcase_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/briefcase_righthand.dmi'
desc = "An old briefcase with a golden trim. It's clear they don't make them as good as they used to. Comes with an added belt clip!"
slot_flags = ITEM_SLOT_BELT
/obj/item/storage/briefcase/lawyer/family/ComponentInitialize()
. = ..()
GET_COMPONENT(STR, /datum/component/storage)
STR.max_w_class = WEIGHT_CLASS_NORMAL
STR.max_combined_w_class = 14
/obj/item/storage/briefcase/lawyer/family/PopulateContents()
new /obj/item/stamp/law(src)
new /obj/item/pen/fountain(src)
+10 -8
View File
@@ -48,14 +48,16 @@
to_chat(user, "<span class='danger'>It's locked!</span>")
/obj/item/storage/lockbox/emag_act(mob/user)
if(!broken)
broken = TRUE
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_SET_LOCKSTATE, FALSE)
desc += "It appears to be broken."
icon_state = src.icon_broken
if(user)
visible_message("<span class='warning'>\The [src] has been broken by [user] with an electromagnetic card!</span>")
return
. = ..()
if(broken)
return
broken = TRUE
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_SET_LOCKSTATE, FALSE)
desc += "It appears to be broken."
icon_state = src.icon_broken
if(user)
visible_message("<span class='warning'>\The [src] has been broken by [user] with an electromagnetic card!</span>")
return TRUE
/obj/item/storage/lockbox/Entered()
. = ..()
@@ -19,6 +19,7 @@ GLOBAL_LIST_EMPTY(rubber_toolbox_icons)
var/latches = "single_latch"
var/has_latches = TRUE
var/can_rubberify = TRUE
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE //very protecc too
/obj/item/storage/toolbox/Initialize(mapload)
. = ..()
+13 -2
View File
@@ -1,7 +1,7 @@
/obj/item/storage/box/syndicate
/obj/item/storage/box/syndicate/PopulateContents()
switch (pickweight(list("bloodyspai" = 3, "stealth" = 2, "bond" = 2, "screwed" = 2, "sabotage" = 3, "guns" = 2, "murder" = 2, "implant" = 1, "hacker" = 3, "darklord" = 1, "sniper" = 1, "metaops" = 1, "ninja" = 1)))
switch (pickweight(list("bloodyspai" = 3, "stealth" = 2, "bond" = 2, "screwed" = 2, "sabotage" = 3, "guns" = 2, "murder" = 2, "baseball" = 1, "implant" = 1, "hacker" = 3, "darklord" = 1, "sniper" = 1, "metaops" = 1, "ninja" = 1)))
if("bloodyspai") // 30 tc now this is more right
new /obj/item/clothing/under/chameleon(src) // 2 tc since it's not the full set
new /obj/item/clothing/mask/chameleon(src) // Goes with above
@@ -52,7 +52,7 @@
new /obj/item/clothing/under/suit_jacket/really_black(src)
new /obj/item/screwdriver/power(src) //2 tc item
if("murder") // 35 tc now
if("murder") // 35 tc
new /obj/item/melee/transforming/energy/sword/saber(src)
new /obj/item/clothing/glasses/thermal/syndi(src)
new /obj/item/card/emag(src)
@@ -62,6 +62,17 @@
new /obj/item/clothing/glasses/phantomthief/syndicate(src)
new /obj/item/reagent_containers/syringe/stimulants(src)
if("baseball") // 42~ tc
new /obj/item/melee/baseball_bat/ablative/syndi(src) //Lets say 12 tc, lesser sleeping carp
new /obj/item/clothing/glasses/sunglasses/garb(src) //Lets say 2 tc
new /obj/item/card/emag(src) //6 tc
new /obj/item/clothing/shoes/sneakers/noslip(src) //2tc
new /obj/item/encryptionkey/syndicate(src) //1tc
new /obj/item/autosurgeon/anti_drop(src) //Lets just say 7~
new /obj/item/clothing/under/syndicate/baseball(src) //3tc
new /obj/item/clothing/head/soft/baseball(src) //Lets say 4 tc
new /obj/item/reagent_containers/hypospray/medipen/stimulants/baseball(src) //lets say 5tc
if("implant") // 67+ tc holy shit what the fuck this is a lottery disguised as fun boxes isn't it?
new /obj/item/implanter/freedom(src)
new /obj/item/implanter/uplink/precharged(src)
+3 -2
View File
@@ -36,7 +36,8 @@
/obj/item/reagent_containers/syringe,
/obj/item/screwdriver,
/obj/item/valentine,
/obj/item/stamp))
/obj/item/stamp,
/obj/item/key))
/obj/item/storage/wallet/Exited(atom/movable/AM)
. = ..()
@@ -60,7 +61,7 @@
/obj/item/storage/wallet/update_icon()
var/new_state = "wallet"
if(front_id)
new_state = "wallet_[front_id.icon_state]"
new_state = "wallet_id"
if(new_state != icon_state) //avoid so many icon state changes.
icon_state = new_state
+1 -1
View File
@@ -31,7 +31,7 @@
name = "brass crowbar"
desc = "A brass crowbar. It feels faintly warm to the touch."
resistance_flags = FIRE_PROOF | ACID_PROOF
icon_state = "crowbar_brass"
icon_state = "crowbar_clock"
toolspeed = 0.5
/obj/item/crowbar/bronze
+1 -1
View File
@@ -81,7 +81,7 @@
name = "brass screwdriver"
desc = "A screwdriver made of brass. The handle feels freezing cold."
resistance_flags = FIRE_PROOF | ACID_PROOF
icon_state = "screwdriver_brass"
icon_state = "screwdriver_clock"
item_state = "screwdriver_brass"
toolspeed = 0.5
random_color = FALSE
+1 -1
View File
@@ -360,7 +360,7 @@
name = "brass welding tool"
desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch."
resistance_flags = FIRE_PROOF | ACID_PROOF
icon_state = "brasswelder"
icon_state = "clockwelder"
item_state = "brasswelder"
/obj/item/weldingtool/bronze
+2 -2
View File
@@ -63,9 +63,9 @@
/obj/item/wirecutters/brass
name = "brass wirecutters"
desc = "A pair of wirecutters made of brass. The handle feels freezing cold to the touch."
desc = "A pair of eloquent wirecutters made of brass. The handle feels freezing cold to the touch."
resistance_flags = FIRE_PROOF | ACID_PROOF
icon_state = "cutters_brass"
icon_state = "cutters_clock"
random_color = FALSE
toolspeed = 0.5
+1 -1
View File
@@ -32,7 +32,7 @@
name = "brass wrench"
desc = "A brass wrench. It's faintly warm to the touch."
resistance_flags = FIRE_PROOF | ACID_PROOF
icon_state = "wrench_brass"
icon_state = "wrench_clock"
toolspeed = 0.5
/obj/item/wrench/bronze
+4
View File
@@ -44,6 +44,10 @@
icon_state = "plate"
resistance_flags = NONE
/obj/item/trash/plate/alt
desc = "Still some dip left. Sadly still just trash..."
icon_state = "plate1"
/obj/item/trash/pistachios
name = "pistachios pack"
icon_state = "pistachios_pack"
+9 -1
View File
@@ -487,6 +487,7 @@
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/obj/item/grenade/explosive = null
var/war_cry = "AAAAARGH!!!"
var/icon_prefix = "spearglass"
/obj/item/twohanded/spear/Initialize()
. = ..()
@@ -529,7 +530,7 @@
if(explosive)
icon_state = "spearbomb[wielded]"
else
icon_state = "spearglass[wielded]"
icon_state = "[icon_prefix][wielded]"
/obj/item/twohanded/spear/afterattack(atom/movable/AM, mob/user, proximity)
. = ..()
@@ -556,6 +557,13 @@
src.war_cry = input
/obj/item/twohanded/spear/CheckParts(list/parts_list)
var/obj/item/shard/tip = locate() in parts_list
if (istype(tip, /obj/item/shard/plasma))
force_wielded = 19
force_unwielded = 11
throwforce = 21
icon_prefix = "spearplasma"
qdel(tip)
var/obj/item/twohanded/spear/S = locate() in parts_list
if(S)
if(S.explosive)
+23 -2
View File
@@ -229,7 +229,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
/obj/item/katana/cursed
slot_flags = null
/obj/item/katana/Initialize()
/obj/item/katana/cursed/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CURSED_ITEM_TRAIT)
@@ -255,7 +255,9 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
var/obj/item/twohanded/spear/S = new /obj/item/twohanded/spear
remove_item_from_storage(user)
qdel(I)
if (!user.transferItemToLoc(I, S))
return
S.CheckParts(list(I))
qdel(src)
user.put_in_hands(S)
@@ -513,6 +515,19 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
var/homerun_able = 0
total_mass = 2.7 //a regular wooden major league baseball bat weighs somewhere between 2 to 3.4 pounds, according to google
/obj/item/melee/baseball_bat/chaplain
name = "blessed baseball bat"
desc = "There ain't a cult in the league that can withstand a swatter."
force = 14
throwforce = 14
obj_flags = UNIQUE_RENAME
var/chaplain_spawnable = TRUE
total_mass = TOTAL_MASS_MEDIEVAL_WEAPON
/obj/item/melee/baseball_bat/chaplain/Initialize()
. = ..()
AddComponent(/datum/component/anti_magic, TRUE, TRUE)
/obj/item/melee/baseball_bat/homerun
name = "home run bat"
desc = "This thing looks dangerous... Dangerously good at baseball, that is."
@@ -563,6 +578,12 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
playsound(turf, 'sound/weapons/effects/batreflect2.ogg', 50, 1)
return 1
/obj/item/melee/baseball_bat/ablative/syndi
name = "syndicate major league bat"
desc = "A metal bat made by the syndicate for the major league team."
force = 18 //Spear damage...
throwforce = 30
/obj/item/melee/flyswatter
name = "flyswatter"
desc = "Useful for killing insects of all sizes."
+5 -1
View File
@@ -112,12 +112,16 @@
/obj/structure/sign/barsign/emag_act(mob/user)
. = ..()
if(broken || (obj_flags & EMAGGED))
to_chat(user, "<span class='warning'>Nothing interesting happens!</span>")
return
obj_flags |= EMAGGED
to_chat(user, "<span class='notice'>You emag the barsign. Takeover in progress...</span>")
sleep(10 SECONDS)
addtimer(CALLBACK(src, .proc/syndie_bar_good), 10 SECONDS)
return TRUE
/obj/structure/sign/barsign/proc/syndie_bar_good()
set_sign(new /datum/barsign/hiddensigns/syndibarsign)
req_access = list(ACCESS_SYNDICATE)
@@ -489,3 +489,19 @@
. = ..()
if(has_gravity())
playsound(src, 'sound/machines/clockcult/integration_cog_install.ogg', 50, TRUE)
/obj/structure/chair/sofa
name = "old ratty sofa"
icon_state = "sofamiddle"
icon = 'icons/obj/sofa.dmi'
buildstackamount = 1
item_chair = null
/obj/structure/chair/sofa/left
icon_state = "sofaend_left"
/obj/structure/chair/sofa/right
icon_state = "sofaend_right"
/obj/structure/chair/sofa/corner
icon_state = "sofacorner"
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