Bleeding edgy refresh (#303)

* not code stuff

* other things

* global vars, defines, helpers

* onclick hud stuff, orphans, world.dm

* controllers and datums

* game folder

* everything not client/mobs in modules

* client folder

* stage 1 mob stuff

* simple animal things

* silicons

* carbon things

* ayylmaos and monkeys

* hyoomahn

* icons n shit

* sprite fixes

* compile fixes

* some fixes I cherrypicked.

* qdel fixes

* forgot brain refractors
This commit is contained in:
Poojawa
2017-03-21 11:44:10 -05:00
committed by GitHub
parent 099a6c8764
commit f67e9f6d87
1476 changed files with 344416 additions and 40694 deletions
+34 -255
View File
@@ -39,35 +39,7 @@ RCD
var/list/conf_access = null
var/use_one_access = 0 //If the airlock should require ALL or only ONE of the listed accesses.
/* Construction costs */
var/wallcost = 16
var/floorcost = 2
var/grillecost = 4
var/girderupgradecost = 8
var/windowcost = 8
var/reinforcedwindowcost = 12
var/airlockcost = 16
var/decongirdercost = 13
var/deconwallcost = 26
var/deconfloorcost = 33
var/decongrillecost = 4
var/deconwindowcost = 8
var/deconairlockcost = 32
/* Build delays (deciseconds) */
var/walldelay = 20
var/floordelay = null //space wind's a bitch
var/grilledelay = 40
var/windowdelay = 40
var/airlockdelay = 50
var/decongirderdelay = 20
var/deconwalldelay = 40
var/deconfloordelay = 50
var/decongrilledelay = null //as rapid as wirecutters
var/deconwindowdelay = 50
var/deconairlockdelay = 50
var/delay_mod = 1
var/no_ammo_message = "<span class='warning'>The \'Low Ammo\' light on \
the RCD blinks yellow.</span>"
@@ -90,8 +62,7 @@ RCD
window_type = /obj/structure/window/fulltile
window_type_name = "glass"
usr << "<span class='notice'>You change \the [src]'s window mode \
to [window_type_name].</span>"
to_chat(usr, "<span class='notice'>You change \the [src]'s window mode to [window_type_name].</span>")
/obj/item/weapon/rcd/verb/change_airlock_access()
set name = "Change Airlock Access"
@@ -179,7 +150,6 @@ RCD
set category = "Object"
set src in usr
airlockcost = initial(airlockcost)
var airlockcat = input(usr, "Select whether the airlock is solid or glass.") in list("Solid", "Glass")
switch(airlockcat)
if("Solid")
@@ -208,7 +178,6 @@ RCD
airlock_type = /obj/machinery/door/airlock/external
if("High Security")
airlock_type = /obj/machinery/door/airlock/highsecurity
airlockcost += 2 * sheetmultiplier //extra cost
else
airlock_type = /obj/machinery/door/airlock
@@ -240,7 +209,6 @@ RCD
/obj/item/weapon/rcd/New()
..()
desc = "An RCD. It currently holds [matter]/[max_matter] matter-units."
src.spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, src)
@@ -261,7 +229,7 @@ RCD
if(istype(W, /obj/item/weapon/rcd_ammo))
var/obj/item/weapon/rcd_ammo/R = W
if((matter + R.ammoamt) > max_matter)
user << "<span class='warning'>The RCD can't hold any more matter-units!</span>"
to_chat(user, "<span class='warning'>The RCD can't hold any more matter-units!</span>")
return
qdel(W)
matter += R.ammoamt
@@ -272,7 +240,7 @@ RCD
else if(istype(W, /obj/item/stack/sheet/plasteel))
loaded = loadwithsheets(W, plasteelmultiplier*sheetmultiplier, user) //Plasteel is worth 3 times more than glass or metal
if(loaded)
user << "<span class='notice'>The RCD now holds [matter]/[max_matter] matter-units.</span>"
to_chat(user, "<span class='notice'>The RCD now holds [matter]/[max_matter] matter-units.</span>")
desc = "A RCD. It currently holds [matter]/[max_matter] matter-units."
else
return ..()
@@ -284,9 +252,9 @@ RCD
S.use(amount_to_use)
matter += value*amount_to_use
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user << "<span class='notice'>You insert [amount_to_use] [S.name] sheets into the RCD. </span>"
to_chat(user, "<span class='notice'>You insert [amount_to_use] [S.name] sheets into the RCD. </span>")
return 1
user << "<span class='warning'>You can't insert any more [S.name] sheets into the RCD!"
to_chat(user, "<span class='warning'>You can't insert any more [S.name] sheets into the RCD!")
return 0
/obj/item/weapon/rcd/attack_self(mob/user)
@@ -295,16 +263,16 @@ RCD
switch(mode)
if(1)
mode = 2
user << "<span class='notice'>You change RCD's mode to 'Airlock'.</span>"
to_chat(user, "<span class='notice'>You change RCD's mode to 'Airlock'.</span>")
if(2)
mode = 3
user << "<span class='notice'>You change RCD's mode to 'Deconstruct'.</span>"
to_chat(user, "<span class='notice'>You change RCD's mode to 'Deconstruct'.</span>")
if(3)
mode = 4
user << "<span class='notice'>You change RCD's mode to 'Grilles & Windows'.</span>"
to_chat(user, "<span class='notice'>You change RCD's mode to 'Grilles & Windows'.</span>")
if(4)
mode = 1
user << "<span class='notice'>You change RCD's mode to 'Floor & Walls'.</span>"
to_chat(user, "<span class='notice'>You change RCD's mode to 'Floor & Walls'.</span>")
if(prob(20))
src.spark_system.start()
@@ -314,217 +282,23 @@ RCD
/obj/item/weapon/rcd/afterattack(atom/A, mob/user, proximity)
if(!proximity) return 0
if(istype(A,/turf/open/space/transit))
return 0
if(!(isturf(A) || istype(A, /obj/machinery/door/airlock) || istype(A, /obj/structure/grille) || istype(A, /obj/structure/window) || istype(A, /obj/structure/girder)))
return 0
switch(mode)
if(1)
if(isspaceturf(A))
var/turf/open/space/S = A
if(useResource(floorcost, user))
user << "<span class='notice'>You start building a floor...</span>"
activate()
S.ChangeTurf(/turf/open/floor/plating)
return 1
return 0
if(isfloorturf(A))
var/turf/open/floor/F = A
if(checkResource(wallcost, user))
user << "<span class='notice'>You start building a wall...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, walldelay, target = A))
if(!istype(F)) return 0
if(!useResource(wallcost, user)) return 0
activate()
F.ChangeTurf(/turf/closed/wall)
return 1
return 0
if(istype(A, /obj/structure/girder))
var/turf/open/floor/F = get_turf(A)
if(checkResource(girderupgradecost, user))
user << "<span class='notice'>You start finishing the \
wall...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, walldelay, target = A))
if(!istype(A)) return 0
if(!useResource(girderupgradecost, user)) return 0
activate()
qdel(A)
F.ChangeTurf(/turf/closed/wall)
return 1
return 0
if(2)
if(isfloorturf(A))
if(checkResource(airlockcost, user))
var/door_check = 1
for(var/obj/machinery/door/D in A)
if(!D.sub_door)
door_check = 0
break
if(door_check)
user << "<span class='notice'>You start building an airlock...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, airlockdelay, target = A))
if(!useResource(airlockcost, user)) return 0
activate()
var/obj/machinery/door/airlock/T = new airlock_type( A )
T.electronics = new/obj/item/weapon/electronics/airlock( src.loc )
if(conf_access)
T.electronics.accesses = conf_access.Copy()
T.electronics.one_access = use_one_access
if(T.electronics.one_access)
T.req_one_access = T.electronics.accesses
else
T.req_access = T.electronics.accesses
if(!T.checkForMultipleDoors())
qdel(T)
useResource(-airlockcost, user)
return 0
T.autoclose = 1
return 1
return 0
else
user << "<span class='warning'>There is another door here!</span>"
return 0
return 0
if(3)
if(iswallturf(A))
var/turf/closed/wall/W = A
if(istype(W, /turf/closed/wall/r_wall) && !canRturf)
return 0
if(checkResource(deconwallcost, user))
user << "<span class='notice'>You start deconstructing [W]...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, deconwalldelay, target = A))
if(!useResource(deconwallcost, user)) return 0
activate()
W.ChangeTurf(/turf/open/floor/plating)
return 1
return 0
if(isfloorturf(A))
var/turf/open/floor/F = A
if(istype(F, /turf/open/floor/engine) && !canRturf)
return 0
if(istype(F, F.baseturf))
user << "<span class='notice'>You can't dig any deeper!</span>"
return 0
else if(checkResource(deconfloorcost, user))
user << "<span class='notice'>You start deconstructing floor...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, deconfloordelay, target = A))
if(!useResource(deconfloorcost, user)) return 0
activate()
F.ChangeTurf(F.baseturf)
return 1
return 0
if(istype(A, /obj/machinery/door/airlock))
if(checkResource(deconairlockcost, user))
user << "<span class='notice'>You start deconstructing airlock...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, deconairlockdelay, target = A))
if(!useResource(deconairlockcost, user)) return 0
activate()
qdel(A)
return 1
return 0
if(istype(A, /obj/structure/window))
if(checkResource(deconwindowcost, user))
user << "<span class='notice'>You start deconstructing the window...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, deconwindowdelay, target = A))
if(!useResource(deconwindowcost, user)) return 0
activate()
qdel(A)
return 1
return 0
if(istype(A, /obj/structure/grille))
var/obj/structure/grille/G = A
if(!G.shock(user, 90)) //if it's shocked, try to shock them
if(useResource(decongrillecost, user))
user << "<span class='notice'>You start deconstructing the grille...</span>"
activate()
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
qdel(A)
return 1
return 0
if(istype(A, /obj/structure/girder))
if(useResource(decongirdercost, user))
user << "<span class='notice'>You start deconstructing \
[A]...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, decongirderdelay, target = A))
if(!useResource(decongirdercost, user)) return 0
activate()
qdel(A)
return 1
if (4)
if(isfloorturf(A))
if(checkResource(grillecost, user))
if(locate(/obj/structure/grille) in A)
user << "<span class='warning'>There is already a grille there!</span>"
return 0
user << "<span class='notice'>You start building a grille...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, grilledelay, target = A))
if(locate(/obj/structure/grille) in A)
return 0
if(!useResource(grillecost, user)) return 0
activate()
var/obj/structure/grille/G = new/obj/structure/grille(A)
G.anchored = 1
return 1
return 0
return 0
if(istype(A, /obj/structure/grille))
var wname = "window?"
var cost = 0
if (window_type == /obj/structure/window/fulltile)
cost = windowcost
wname = "window"
else if (window_type == /obj/structure/window/reinforced/fulltile)
cost = reinforcedwindowcost
wname = "reinforced window"
if(checkResource(cost, user))
user << "<span class='notice'>You start building a \
[wname]...</span>"
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
if(do_after(user, windowdelay, target = A))
if(locate(/obj/structure/window) in A.loc) return 0
if(!useResource(cost, user)) return 0
activate()
var /obj/structure/window/WD = new window_type(A.loc)
WD.anchored = 1
return 1
return 0
return 0
else
user << "ERROR: RCD in MODE: [mode] attempted use by [user]. Send this text #coderbus or an admin."
return 0
if(!proximity)
return FALSE
var/list/rcd_results = A.rcd_vals(user, src)
if(!rcd_results)
return FALSE
if(do_after(user, rcd_results["delay"] * delay_mod, target = A))
if(checkResource(rcd_results["cost"], user))
if(A.rcd_act(user, src, rcd_results["mode"]))
useResource(rcd_results["cost"], user)
activate()
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
return TRUE
/obj/item/weapon/rcd/proc/useResource(amount, mob/user)
if(matter < amount)
if(user)
user << no_ammo_message
to_chat(user, no_ammo_message)
return 0
matter -= amount
desc = "An RCD. It currently holds [matter]/[max_matter] matter-units."
@@ -533,7 +307,7 @@ RCD
/obj/item/weapon/rcd/proc/checkResource(amount, mob/user)
. = matter >= amount
if(!. && user)
user << no_ammo_message
to_chat(user, no_ammo_message)
return .
/obj/item/weapon/rcd/proc/detonate_pulse()
@@ -560,11 +334,11 @@ RCD
var/mob/living/silicon/robot/borgy = user
if(!borgy.cell)
if(user)
user << no_ammo_message
to_chat(user, no_ammo_message)
return 0
. = borgy.cell.use(amount * 72) //borgs get 1.3x the use of their RCDs
if(!. && user)
user << no_ammo_message
to_chat(user, no_ammo_message)
return .
/obj/item/weapon/rcd/borg/checkResource(amount, mob/user)
@@ -573,11 +347,11 @@ RCD
var/mob/living/silicon/robot/borgy = user
if(!borgy.cell)
if(user)
user << no_ammo_message
to_chat(user, no_ammo_message)
return 0
. = borgy.cell.charge >= (amount * 72)
if(!. && user)
user << no_ammo_message
to_chat(user, no_ammo_message)
return .
/obj/item/weapon/rcd/loaded
@@ -587,7 +361,6 @@ RCD
name = "industrial RCD"
max_matter = 500
matter = 500
canRturf = 1
/obj/item/weapon/rcd_ammo
name = "compressed matter cartridge"
@@ -603,3 +376,9 @@ RCD
origin_tech = "materials=4"
materials = list(MAT_METAL=48000, MAT_GLASS=32000)
ammoamt = 160
/obj/item/weapon/rcd/admin
name = "admin RCD"
max_matter = INFINITY
matter = INFINITY