Merge remote-tracking branch 'upstream/master' into the-p-o-o-l

This commit is contained in:
Detective Google
2020-01-12 15:16:17 -06:00
60 changed files with 2186 additions and 4136 deletions
+2 -2
View File
@@ -373,7 +373,7 @@
/obj/machinery/sleeper/syndie/Initialize()
. = ..()
component_parts = list()
component_parts += new /obj/item/circuitboard/machine/sleeper(null)
component_parts += new /obj/item/circuitboard/machine/sleeper/syndie(null)
component_parts += new /obj/item/stock_parts/matter_bin/super(null)
component_parts += new /obj/item/stock_parts/manipulator/pico(null)
component_parts += new /obj/item/stack/sheet/glass(null)
@@ -384,7 +384,7 @@
/obj/machinery/sleeper/syndie/fullupgrade/Initialize()
. = ..()
component_parts = list()
component_parts += new /obj/item/circuitboard/machine/sleeper(null)
component_parts += new /obj/item/circuitboard/machine/sleeper/syndie(null)
component_parts += new /obj/item/stock_parts/matter_bin/bluespace(null)
component_parts += new /obj/item/stock_parts/manipulator/femto(null)
component_parts += new /obj/item/stack/sheet/glass(null)
+3
View File
@@ -1408,6 +1408,9 @@
/obj/machinery/door/airlock/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
if(security_level != AIRLOCK_SECURITY_NONE && the_rcd.canRturf != TRUE)
to_chat(user, "<span class='notice'>[src]'s reinforcement needs to be removed first.</span>")
return FALSE
return list("mode" = RCD_DECONSTRUCT, "delay" = 50, "cost" = 32)
return FALSE
+15
View File
@@ -450,6 +450,21 @@
return
return ..()
/obj/structure/firelock_frame/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if((constructionStep == CONSTRUCTION_NOCIRCUIT) && (the_rcd.upgrade & RCD_UPGRADE_SIMPLE_CIRCUITS))
return list("mode" = RCD_UPGRADE_SIMPLE_CIRCUITS, "delay" = 20, "cost" = 1)
return FALSE
/obj/structure/firelock_frame/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_UPGRADE_SIMPLE_CIRCUITS)
user.visible_message("<span class='notice'>[user] fabricates a circuit and places it into [src].</span>", \
"<span class='notice'>You adapt a firelock circuit and slot it into the assembly.</span>")
constructionStep = CONSTRUCTION_GUTTED
update_icon()
return TRUE
return FALSE
/obj/structure/firelock_frame/heavy
name = "heavy firelock frame"
reinforced = TRUE
+340 -325
View File
@@ -1,325 +1,340 @@
#define FIREALARM_COOLDOWN 67 // Chosen fairly arbitrarily, it is the length of the audio in FireAlarm.ogg. The actual track length is 7 seconds 8ms but but the audio stops at 6s 700ms
/obj/item/electronics/firealarm
name = "fire alarm electronics"
desc = "A fire alarm circuit. Can handle heat levels up to 40 degrees celsius."
/obj/item/wallframe/firealarm
name = "fire alarm frame"
desc = "Used for building fire alarms."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire_bitem"
result_path = /obj/machinery/firealarm
/obj/machinery/firealarm
name = "fire alarm"
desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
max_integrity = 250
integrity_failure = 100
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
resistance_flags = FIRE_PROOF
light_power = 0
light_range = 7
light_color = "#ff3232"
var/detecting = 1
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
var/last_alarm = 0
var/area/myarea = null
/obj/machinery/firealarm/Initialize(mapload, dir, building)
. = ..()
if(dir)
src.setDir(dir)
if(building)
buildstage = 0
panel_open = TRUE
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
update_icon()
myarea = get_area(src)
LAZYADD(myarea.firealarms, src)
/obj/machinery/firealarm/Destroy()
LAZYREMOVE(myarea.firealarms, src)
return ..()
/obj/machinery/firealarm/power_change()
..()
update_icon()
/obj/machinery/firealarm/update_icon()
cut_overlays()
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
if(panel_open)
icon_state = "fire_b[buildstage]"
return
if(stat & BROKEN)
icon_state = "firex"
return
icon_state = "fire0"
if(stat & NOPOWER)
return
add_overlay("fire_overlay")
if(is_station_level(z))
add_overlay("fire_[GLOB.security_level]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_[SEC_LEVEL_GREEN]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
var/area/A = src.loc
A = A.loc
if(!detecting || !A.fire)
add_overlay("fire_off")
SSvis_overlays.add_vis_overlay(src, icon, "fire_off", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else if(obj_flags & EMAGGED)
add_overlay("fire_emagged")
SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_on")
SSvis_overlays.add_vis_overlay(src, icon, "fire_on", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
/obj/machinery/firealarm/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(prob(50 / severity))
alarm()
/obj/machinery/firealarm/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
update_icon()
if(user)
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)
alarm()
..()
/obj/machinery/firealarm/proc/alarm(mob/user)
if(!is_operational() || (last_alarm+FIREALARM_COOLDOWN > world.time))
return
last_alarm = world.time
var/area/A = get_area(src)
A.firealert(src)
playsound(loc, 'goon/sound/machinery/FireAlarm.ogg', 75)
if(user)
log_game("[user] triggered a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/proc/reset(mob/user)
if(!is_operational())
return
var/area/A = get_area(src)
A.firereset(src)
if(user)
log_game("[user] reset a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/attack_hand(mob/user)
if(buildstage != 2)
return ..()
add_fingerprint(user)
var/area/A = get_area(src)
if(A.fire)
reset(user)
else
alarm(user)
/obj/machinery/firealarm/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attack_robot(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/screwdriver) && buildstage == 2)
W.play_tool_sound(src)
panel_open = !panel_open
to_chat(user, "<span class='notice'>The wires have been [panel_open ? "exposed" : "unexposed"].</span>")
update_icon()
return
if(panel_open)
if(istype(W, /obj/item/weldingtool) && user.a_intent == INTENT_HELP)
if(obj_integrity < max_integrity)
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
if(W.use_tool(src, user, 40, volume=50))
obj_integrity = max_integrity
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
switch(buildstage)
if(2)
if(istype(W, /obj/item/multitool))
detecting = !detecting
if (src.detecting)
user.visible_message("[user] has reconnected [src]'s detecting unit!", "<span class='notice'>You reconnect [src]'s detecting unit.</span>")
else
user.visible_message("[user] has disconnected [src]'s detecting unit!", "<span class='notice'>You disconnect [src]'s detecting unit.</span>")
return
else if (istype(W, /obj/item/wirecutters))
buildstage = 1
W.play_tool_sound(src)
new /obj/item/stack/cable_coil(user.loc, 5)
to_chat(user, "<span class='notice'>You cut the wires from \the [src].</span>")
update_icon()
return
else if(W.force) //hit and turn it on
..()
var/area/A = get_area(src)
if(!A.fire)
alarm()
return
if(1)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
if(coil.get_amount() < 5)
to_chat(user, "<span class='warning'>You need more cable for this!</span>")
else
coil.use(5)
buildstage = 2
to_chat(user, "<span class='notice'>You wire \the [src].</span>")
update_icon()
return
else if(istype(W, /obj/item/crowbar))
user.visible_message("[user.name] removes the electronics from [src.name].", \
"<span class='notice'>You start prying out the circuit...</span>")
if(W.use_tool(src, user, 20, volume=50))
if(buildstage == 1)
if(stat & BROKEN)
to_chat(user, "<span class='notice'>You remove the destroyed circuit.</span>")
stat &= ~BROKEN
else
to_chat(user, "<span class='notice'>You pry out the circuit.</span>")
new /obj/item/electronics/firealarm(user.loc)
buildstage = 0
update_icon()
return
if(0)
if(istype(W, /obj/item/electronics/firealarm))
to_chat(user, "<span class='notice'>You insert the circuit.</span>")
qdel(W)
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/electroadaptive_pseudocircuit))
var/obj/item/electroadaptive_pseudocircuit/P = W
if(!P.adapt_circuit(user, 15))
return
user.visible_message("<span class='notice'>[user] fabricates a circuit and places it into [src].</span>", \
"<span class='notice'>You adapt a fire alarm circuit and slot it into the assembly.</span>")
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/wrench))
user.visible_message("[user] removes the fire alarm assembly from the wall.", \
"<span class='notice'>You remove the fire alarm assembly from the wall.</span>")
var/obj/item/wallframe/firealarm/frame = new /obj/item/wallframe/firealarm()
frame.forceMove(user.drop_location())
W.play_tool_sound(src)
qdel(src)
return
return ..()
/obj/machinery/firealarm/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
if(.) //damage received
if(obj_integrity > 0 && !(stat & BROKEN) && buildstage != 0)
if(prob(33))
alarm()
/obj/machinery/firealarm/singularity_pull(S, current_size)
if (current_size >= STAGE_FIVE) // If the singulo is strong enough to pull anchored objects, the fire alarm experiences integrity failure
deconstruct()
..()
/obj/machinery/firealarm/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1) && buildstage != 0) //can't break the electronics if there isn't any inside.
LAZYREMOVE(myarea.firealarms, src)
stat |= BROKEN
update_icon()
/obj/machinery/firealarm/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal(loc, 1)
if(!(stat & BROKEN))
var/obj/item/I = new /obj/item/electronics/firealarm(loc)
if(!disassembled)
I.obj_integrity = I.max_integrity * 0.5
new /obj/item/stack/cable_coil(loc, 3)
qdel(src)
/obj/machinery/firealarm/proc/update_fire_light(fire)
if(fire == !!light_power)
return // do nothing if we're already active
if(fire)
set_light(l_power = 0.8)
else
set_light(l_power = 0)
/*
* Return of Party button
*/
/area
var/party = FALSE
/obj/machinery/firealarm/partyalarm
name = "\improper PARTY BUTTON"
desc = "Cuban Pete is in the house!"
var/static/party_overlay
/obj/machinery/firealarm/partyalarm/reset()
if (stat & (NOPOWER|BROKEN))
return
var/area/A = get_area(src)
if (!A || !A.party)
return
A.party = FALSE
A.cut_overlay(party_overlay)
/obj/machinery/firealarm/partyalarm/alarm()
if (stat & (NOPOWER|BROKEN))
return
var/area/A = get_area(src)
if (!A || A.party || A.name == "Space")
return
A.party = TRUE
if (!party_overlay)
party_overlay = iconstate2appearance('icons/turf/areas.dmi', "party")
A.add_overlay(party_overlay)
#define FIREALARM_COOLDOWN 67 // Chosen fairly arbitrarily, it is the length of the audio in FireAlarm.ogg. The actual track length is 7 seconds 8ms but but the audio stops at 6s 700ms
/obj/item/electronics/firealarm
name = "fire alarm electronics"
desc = "A fire alarm circuit. Can handle heat levels up to 40 degrees celsius."
/obj/item/wallframe/firealarm
name = "fire alarm frame"
desc = "Used for building fire alarms."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire_bitem"
result_path = /obj/machinery/firealarm
/obj/machinery/firealarm
name = "fire alarm"
desc = "<i>\"Pull this in case of emergency\"</i>. Thus, keep pulling it forever."
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
max_integrity = 250
integrity_failure = 100
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
power_channel = ENVIRON
resistance_flags = FIRE_PROOF
light_power = 0
light_range = 7
light_color = "#ff3232"
var/detecting = 1
var/buildstage = 2 // 2 = complete, 1 = no wires, 0 = circuit gone
var/last_alarm = 0
var/area/myarea = null
/obj/machinery/firealarm/Initialize(mapload, dir, building)
. = ..()
if(dir)
src.setDir(dir)
if(building)
buildstage = 0
panel_open = TRUE
pixel_x = (dir & 3)? 0 : (dir == 4 ? -24 : 24)
pixel_y = (dir & 3)? (dir ==1 ? -24 : 24) : 0
update_icon()
myarea = get_area(src)
LAZYADD(myarea.firealarms, src)
/obj/machinery/firealarm/Destroy()
LAZYREMOVE(myarea.firealarms, src)
return ..()
/obj/machinery/firealarm/power_change()
..()
update_icon()
/obj/machinery/firealarm/update_icon()
cut_overlays()
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
if(panel_open)
icon_state = "fire_b[buildstage]"
return
if(stat & BROKEN)
icon_state = "firex"
return
icon_state = "fire0"
if(stat & NOPOWER)
return
add_overlay("fire_overlay")
if(is_station_level(z))
add_overlay("fire_[GLOB.security_level]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[GLOB.security_level]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_[SEC_LEVEL_GREEN]")
SSvis_overlays.add_vis_overlay(src, icon, "fire_[SEC_LEVEL_GREEN]", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
var/area/A = src.loc
A = A.loc
if(!detecting || !A.fire)
add_overlay("fire_off")
SSvis_overlays.add_vis_overlay(src, icon, "fire_off", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else if(obj_flags & EMAGGED)
add_overlay("fire_emagged")
SSvis_overlays.add_vis_overlay(src, icon, "fire_emagged", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
else
add_overlay("fire_on")
SSvis_overlays.add_vis_overlay(src, icon, "fire_on", ABOVE_LIGHTING_LAYER, ABOVE_LIGHTING_PLANE, dir)
/obj/machinery/firealarm/emp_act(severity)
. = ..()
if (. & EMP_PROTECT_SELF)
return
if(prob(50 / severity))
alarm()
/obj/machinery/firealarm/emag_act(mob/user)
. = ..()
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
update_icon()
if(user)
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)
alarm()
..()
/obj/machinery/firealarm/proc/alarm(mob/user)
if(!is_operational() || (last_alarm+FIREALARM_COOLDOWN > world.time))
return
last_alarm = world.time
var/area/A = get_area(src)
A.firealert(src)
playsound(loc, 'goon/sound/machinery/FireAlarm.ogg', 75)
if(user)
log_game("[user] triggered a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/proc/reset(mob/user)
if(!is_operational())
return
var/area/A = get_area(src)
A.firereset(src)
if(user)
log_game("[user] reset a fire alarm at [COORD(src)]")
/obj/machinery/firealarm/attack_hand(mob/user)
if(buildstage != 2)
return ..()
add_fingerprint(user)
var/area/A = get_area(src)
if(A.fire)
reset(user)
else
alarm(user)
/obj/machinery/firealarm/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attack_robot(mob/user)
return attack_hand(user)
/obj/machinery/firealarm/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/screwdriver) && buildstage == 2)
W.play_tool_sound(src)
panel_open = !panel_open
to_chat(user, "<span class='notice'>The wires have been [panel_open ? "exposed" : "unexposed"].</span>")
update_icon()
return
if(panel_open)
if(istype(W, /obj/item/weldingtool) && user.a_intent == INTENT_HELP)
if(obj_integrity < max_integrity)
if(!W.tool_start_check(user, amount=0))
return
to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
if(W.use_tool(src, user, 40, volume=50))
obj_integrity = max_integrity
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
switch(buildstage)
if(2)
if(istype(W, /obj/item/multitool))
detecting = !detecting
if (src.detecting)
user.visible_message("[user] has reconnected [src]'s detecting unit!", "<span class='notice'>You reconnect [src]'s detecting unit.</span>")
else
user.visible_message("[user] has disconnected [src]'s detecting unit!", "<span class='notice'>You disconnect [src]'s detecting unit.</span>")
return
else if (istype(W, /obj/item/wirecutters))
buildstage = 1
W.play_tool_sound(src)
new /obj/item/stack/cable_coil(user.loc, 5)
to_chat(user, "<span class='notice'>You cut the wires from \the [src].</span>")
update_icon()
return
else if(W.force) //hit and turn it on
..()
var/area/A = get_area(src)
if(!A.fire)
alarm()
return
if(1)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
if(coil.get_amount() < 5)
to_chat(user, "<span class='warning'>You need more cable for this!</span>")
else
coil.use(5)
buildstage = 2
to_chat(user, "<span class='notice'>You wire \the [src].</span>")
update_icon()
return
else if(istype(W, /obj/item/crowbar))
user.visible_message("[user.name] removes the electronics from [src.name].", \
"<span class='notice'>You start prying out the circuit...</span>")
if(W.use_tool(src, user, 20, volume=50))
if(buildstage == 1)
if(stat & BROKEN)
to_chat(user, "<span class='notice'>You remove the destroyed circuit.</span>")
stat &= ~BROKEN
else
to_chat(user, "<span class='notice'>You pry out the circuit.</span>")
new /obj/item/electronics/firealarm(user.loc)
buildstage = 0
update_icon()
return
if(0)
if(istype(W, /obj/item/electronics/firealarm))
to_chat(user, "<span class='notice'>You insert the circuit.</span>")
qdel(W)
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/electroadaptive_pseudocircuit))
var/obj/item/electroadaptive_pseudocircuit/P = W
if(!P.adapt_circuit(user, 15))
return
user.visible_message("<span class='notice'>[user] fabricates a circuit and places it into [src].</span>", \
"<span class='notice'>You adapt a fire alarm circuit and slot it into the assembly.</span>")
buildstage = 1
update_icon()
return
else if(istype(W, /obj/item/wrench))
user.visible_message("[user] removes the fire alarm assembly from the wall.", \
"<span class='notice'>You remove the fire alarm assembly from the wall.</span>")
var/obj/item/wallframe/firealarm/frame = new /obj/item/wallframe/firealarm()
frame.forceMove(user.drop_location())
W.play_tool_sound(src)
qdel(src)
return
return ..()
/obj/machinery/firealarm/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if((buildstage == 0) && (the_rcd.upgrade & RCD_UPGRADE_SIMPLE_CIRCUITS))
return list("mode" = RCD_UPGRADE_SIMPLE_CIRCUITS, "delay" = 20, "cost" = 1)
return FALSE
/obj/machinery/firealarm/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_UPGRADE_SIMPLE_CIRCUITS)
user.visible_message("<span class='notice'>[user] fabricates a circuit and places it into [src].</span>", \
"<span class='notice'>You adapt a fire alarm circuit and slot it into the assembly.</span>")
buildstage = 1
update_icon()
return TRUE
return FALSE
/obj/machinery/firealarm/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
if(.) //damage received
if(obj_integrity > 0 && !(stat & BROKEN) && buildstage != 0)
if(prob(33))
alarm()
/obj/machinery/firealarm/singularity_pull(S, current_size)
if (current_size >= STAGE_FIVE) // If the singulo is strong enough to pull anchored objects, the fire alarm experiences integrity failure
deconstruct()
..()
/obj/machinery/firealarm/obj_break(damage_flag)
if(!(stat & BROKEN) && !(flags_1 & NODECONSTRUCT_1) && buildstage != 0) //can't break the electronics if there isn't any inside.
LAZYREMOVE(myarea.firealarms, src)
stat |= BROKEN
update_icon()
/obj/machinery/firealarm/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new /obj/item/stack/sheet/metal(loc, 1)
if(!(stat & BROKEN))
var/obj/item/I = new /obj/item/electronics/firealarm(loc)
if(!disassembled)
I.obj_integrity = I.max_integrity * 0.5
new /obj/item/stack/cable_coil(loc, 3)
qdel(src)
/obj/machinery/firealarm/proc/update_fire_light(fire)
if(fire == !!light_power)
return // do nothing if we're already active
if(fire)
set_light(l_power = 0.8)
else
set_light(l_power = 0)
/*
* Return of Party button
*/
/area
var/party = FALSE
/obj/machinery/firealarm/partyalarm
name = "\improper PARTY BUTTON"
desc = "Cuban Pete is in the house!"
var/static/party_overlay
/obj/machinery/firealarm/partyalarm/reset()
if (stat & (NOPOWER|BROKEN))
return
var/area/A = get_area(src)
if (!A || !A.party)
return
A.party = FALSE
A.cut_overlay(party_overlay)
/obj/machinery/firealarm/partyalarm/alarm()
if (stat & (NOPOWER|BROKEN))
return
var/area/A = get_area(src)
if (!A || A.party || A.name == "Space")
return
A.party = TRUE
if (!party_overlay)
party_overlay = iconstate2appearance('icons/turf/areas.dmi', "party")
A.add_overlay(party_overlay)
@@ -104,15 +104,4 @@
if(explosion_message)
location.visible_message("<span class='danger'>The solution violently explodes!</span>", \
"<span class='italics'>You hear an explosion!</span>")
if (amount < 1)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(2, 1, location)
s.start()
for(var/mob/living/L in viewers(1, location))
if(prob(50 * amount))
to_chat(L, "<span class='danger'>The explosion knocks you down.</span>")
L.Knockdown(rand(20,100))
return
else
dyn_explosion(location, amount, flashing_factor)
dyn_explosion(location, amount, flashing_factor)
@@ -452,4 +452,45 @@
icon_state = "slugboom"
randomdir = FALSE
duration = 30
pixel_x = -24
pixel_x = -24
/obj/effect/constructing_effect
icon = 'icons/effects/effects_rcd.dmi'
icon_state = ""
layer = ABOVE_ALL_MOB_LAYER
anchored = TRUE
var/status = 0
var/delay = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/constructing_effect/Initialize(mapload, rcd_delay, rcd_status)
. = ..()
status = rcd_status
delay = rcd_delay
if (status == RCD_DECONSTRUCT)
addtimer(CALLBACK(src, /atom/.proc/update_icon), 11)
delay -= 11
icon_state = "rcd_end_reverse"
else
update_icon()
/obj/effect/constructing_effect/update_icon()
icon_state = "rcd"
if (delay < 10)
icon_state += "_shortest"
else if (delay < 20)
icon_state += "_shorter"
else if (delay < 37)
icon_state += "_short"
if (status == RCD_DECONSTRUCT)
icon_state += "_reverse"
/obj/effect/constructing_effect/proc/end_animation()
if (status == RCD_DECONSTRUCT)
qdel(src)
else
icon_state = "rcd_end"
addtimer(CALLBACK(src, .proc/end), 15)
/obj/effect/constructing_effect/proc/end()
qdel(src)
+29 -9
View File
@@ -47,7 +47,11 @@ RLD
/obj/item/construction/examine(mob/user)
. = ..()
. += "\A [src]. It currently holds [matter]/[max_matter] matter-units."
. += "It currently holds [matter]/[max_matter] matter-units."
if(upgrade & RCD_UPGRADE_FRAMES)
. += "It contains the design for machine frames, computer frames and deconstruction."
if(upgrade & RCD_UPGRADE_SIMPLE_CIRCUITS)
. += "It contains the design for firelock, air alarm, fire alarm, apc circuits and crap power cells."
/obj/item/construction/Destroy()
QDEL_NULL(spark_system)
@@ -85,9 +89,11 @@ RLD
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)
var/obj/item/rcd_upgrade/rcd_up = W
if(!(upgrade & rcd_up.upgrade))
upgrade |= rcd_up.upgrade
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
qdel(W)
else
return ..()
update_icon() //ensures that ammo counters (if present) get updated
@@ -116,10 +122,10 @@ RLD
if(matter < amount)
if(user)
to_chat(user, no_ammo_message)
return 0
return FALSE
matter -= amount
update_icon()
return 1
return TRUE
/obj/item/construction/proc/checkResource(amount, mob/user)
. = matter >= amount
@@ -439,18 +445,22 @@ RLD
var/list/rcd_results = A.rcd_vals(user, src)
if(!rcd_results)
return FALSE
var/delay = rcd_results["delay"] * delay_mod
var/obj/effect/constructing_effect/rcd_effect = new(get_turf(A), delay, src.mode)
var/turf/the_turf = get_turf(A)
var/turf_coords = "[COORD(the_turf)]"
investigate_log("[user] is attempting to use [src] on [A] (loc [turf_coords] at [the_turf]) with cost [rcd_results["cost"]], delay [rcd_results["delay"]], mode [rcd_results["mode"]].", INVESTIGATE_RCD)
if(do_after(user, rcd_results["delay"] * delay_mod, target = A))
if(do_after(user, delay, target = A))
if(checkResource(rcd_results["cost"], user))
var/atom/cached = A
if(A.rcd_act(user, src, rcd_results["mode"]))
rcd_effect.end_animation()
useResource(rcd_results["cost"], user)
activate()
investigate_log("[user] used [src] on [cached] (loc [turf_coords] at [the_turf]) with cost [rcd_results["cost"]], delay [rcd_results["delay"]], mode [rcd_results["mode"]].", INVESTIGATE_RCD)
playsound(src, 'sound/machines/click.ogg', 50, 1)
return TRUE
qdel(rcd_effect)
/obj/item/construction/rcd/Initialize()
. = ..()
@@ -467,7 +477,7 @@ RLD
"Grilles & Windows" = image(icon = 'icons/mob/radial.dmi', icon_state = "grillewindow"),
"Floors & Walls" = image(icon = 'icons/mob/radial.dmi', icon_state = "wallfloor")
)
if(upgrade)
if(upgrade & RCD_UPGRADE_FRAMES)
choices += list(
"Deconstruct" = image(icon= 'icons/mob/radial.dmi', icon_state = "delete"),
"Machine Frames" = image(icon = 'icons/mob/radial.dmi', icon_state = "machine"),
@@ -593,6 +603,7 @@ RLD
energyfactor = 66
/obj/item/construction/rcd/loaded
materials = list(MAT_METAL=48000, MAT_GLASS=32000)
matter = 160
/obj/item/construction/rcd/loaded/upgraded
@@ -825,9 +836,18 @@ RLD
/obj/item/rcd_upgrade
name = "RCD advanced design disk"
desc = "It contains the design for machine frames, computer frames, and deconstruction."
desc = "It seems to be empty."
icon = 'icons/obj/module.dmi'
icon_state = "datadisk3"
var/upgrade
/obj/item/rcd_upgrade/frames
desc = "It contains the design for machine frames, computer frames and deconstruction."
upgrade = RCD_UPGRADE_FRAMES
/obj/item/rcd_upgrade/simple_circuits
desc = "It contains the design for firelock, air alarm, fire alarm, apc circuits and crap power cells."
upgrade = RCD_UPGRADE_SIMPLE_CIRCUITS
#undef GLOW_MODE
#undef LIGHT_MODE
@@ -7,6 +7,10 @@
/obj/item/stack/cable_coil = 1,
/obj/item/stack/sheet/glass = 2)
/obj/item/circuitboard/machine/sleeper/syndie
name = "Syndicate Sleeper (Machine Board)"
build_path = /obj/machinery/sleeper/syndie
/obj/item/circuitboard/machine/vr_sleeper
name = "VR Sleeper (Machine Board)"
build_path = /obj/machinery/vr_sleeper
@@ -16,14 +16,14 @@
/obj/item/doorCharge/ex_act(severity, target)
switch(severity)
if(1)
if(EXPLODE_DEVASTATE)
visible_message("<span class='warning'>[src] detonates!</span>")
explosion(src.loc,0,2,1,flame_range = 4)
qdel(src)
if(2)
if(EXPLODE_HEAVY)
if(prob(50))
ex_act(EXPLODE_DEVASTATE)
if(3)
if(EXPLODE_LIGHT)
if(prob(25))
ex_act(EXPLODE_DEVASTATE)
@@ -10,7 +10,7 @@
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
materials = list(MAT_METAL=250, MAT_GLASS=500)
var/max_shield_integrity = 250
var/max_shield_integrity = 100
var/shield_integrity = 250
var/max_fields = 3
var/list/current_fields
@@ -87,7 +87,7 @@
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
CanAtmosPass = ATMOS_PASS_DENSITY
armor = list("melee" = 0, "bullet" = 25, "laser" = 50, "energy" = 50, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
armor = list("melee" = 0, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
var/obj/item/forcefield_projector/generator
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
+1 -1
View File
@@ -65,7 +65,7 @@
icon_state = "foam_extinguisher0"
//item_state = "foam_extinguisher" needs sprite
dog_fashion = null
chem = "firefighting_foam"
chem = /datum/reagent/firefighting_foam
tanktype = /obj/structure/reagent_dispensers/foamtank
sprite_name = "foam_extinguisher"
precision = TRUE
+1 -1
View File
@@ -62,7 +62,7 @@
location = get_turf(target)
target.cut_overlay(plastic_overlay, TRUE)
if(!ismob(target) || full_damage_on_mobs)
target.ex_act(2, target)
target.ex_act(EXPLODE_HEAVY, target)
else
location = get_turf(src)
if(location)
+7 -1
View File
@@ -886,7 +886,7 @@
else
O.anchored = initial(O.anchored)
else
to_chat(user, "<span class='warning'>Not enough room in cargo compartment! Maximum of eight objects!</span>")
to_chat(user, "<span class='warning'>Not enough room in cargo compartment! Maximum of [cargo_capacity] objects!</span>")
else
to_chat(user, "<span class='warning'>[target] is firmly secured!</span>")
@@ -899,6 +899,12 @@
user.visible_message("[user] unloads [chosen_cargo] from its cargo.")
playsound(loc, 'sound/effects/bin_close.ogg', 50, 0)
/obj/item/cyborg_clamp/Destroy()
for(var/atom/movable/target in cargo)
target.forceMove(get_turf(src))
playsound(loc, 'sound/effects/bin_close.ogg', 50, 0)
return ..()
/obj/item/card/id/miningborg
name = "mining point card"
desc = "A robotic ID strip used for claiming and transferring mining points. Must be held in an active slot to transfer points."
@@ -331,30 +331,6 @@ GLOBAL_LIST_INIT(plastitanium_recipes, list ( \
recipes = GLOB.plastitanium_recipes
. = ..()
/*
* Snow
*/
/obj/item/stack/sheet/mineral/snow
name = "snow"
icon_state = "sheet-snow"
item_state = "sheet-snow"
singular_name = "snow block"
force = 1
throwforce = 2
grind_results = list(/datum/reagent/consumable/ice = 20)
merge_type = /obj/item/stack/sheet/mineral/snow
GLOBAL_LIST_INIT(snow_recipes, list ( \
new/datum/stack_recipe("Snow Wall", /turf/closed/wall/mineral/snow, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Snowman", /obj/structure/statue/snow/snowman, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Snowball", /obj/item/toy/snowball, 1), \
))
/obj/item/stack/sheet/mineral/snow/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.snow_recipes
. = ..()
/****************************** Others ****************************/
/*
@@ -386,6 +362,29 @@ GLOBAL_LIST_INIT(adamantine_recipes, list(
novariants = TRUE
merge_type = /obj/item/stack/sheet/mineral/mythril
/*
* Snow
*/
/obj/item/stack/sheet/mineral/snow
name = "snow"
icon_state = "sheet-snow"
item_state = "sheet-snow"
singular_name = "snow block"
force = 1
throwforce = 2
grind_results = list(/datum/reagent/consumable/ice = 20)
merge_type = /obj/item/stack/sheet/mineral/snow
GLOBAL_LIST_INIT(snow_recipes, list ( \
new/datum/stack_recipe("Snow Wall", /turf/closed/wall/mineral/snow, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Snowman", /obj/structure/statue/snow/snowman, 5, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("Snowball", /obj/item/toy/snowball, 1), \
))
/obj/item/stack/sheet/mineral/snow/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.snow_recipes
. = ..()
/*
* Alien Alloy
*/
@@ -442,4 +441,4 @@ GLOBAL_LIST_INIT(abductor_recipes, list ( \
amount = 5
/obj/item/stack/sheet/mineral/coal/ten
amount = 10
amount = 10
@@ -3,13 +3,18 @@
* Metal
* Plasteel
* Wood
* Bamboo
* Cloth
* Plastic
* Silk
* Durathread
* Cardboard
* Paper Frames
* Runed Metal (cult)
* Brass (clockwork cult)
* Bronze (bake brass)
* Gems
* Bones
* Plastic
* Paper Frames
* Cotton/Duracotton
*/
@@ -240,7 +245,6 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
novariants = TRUE
grind_results = list(/datum/reagent/carbon = 20)
/obj/item/stack/sheet/mineral/wood/attackby(obj/item/W, mob/user, params) // NOTE: sheet_types.dm is where the WOOD stack lives. Maybe move this over there.
// Taken from /obj/item/stack/rods/attackby in [rods.dm]
if(W.get_sharpness())
@@ -302,7 +306,6 @@ GLOBAL_LIST_INIT(bamboo_recipes, list ( \
recipes = GLOB.bamboo_recipes
return ..()
/*
* Cloth
*/
@@ -356,6 +359,9 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
/obj/item/stack/sheet/cloth/thirty
amount = 30
/*
* Silk
*/
/obj/item/stack/sheet/silk
name = "silk"
desc = "A long soft material. This one is just made out of cotton rather then any spiders or wyrms"
@@ -369,7 +375,9 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
// recipes = GLOB.silk_recipes
// return ..()
//Durathread fuck slash-asterisk comments
/*
* Durathread
*/
GLOBAL_LIST_INIT(durathread_recipes, list ( \
new/datum/stack_recipe("durathread jumpsuit", /obj/item/clothing/under/durathread, 4, time = 40),
new/datum/stack_recipe("durathread beret", /obj/item/clothing/head/beret/durathread, 2, time = 40), \
@@ -392,8 +400,6 @@ GLOBAL_LIST_INIT(cloth_recipes, list ( \
recipes = GLOB.durathread_recipes
return ..()
/*
* Cardboard
*/
@@ -487,7 +493,6 @@ GLOBAL_LIST_INIT(cardboard_recipes, list ( \
else
. = ..()
/*
* Runed Metal
*/
@@ -712,6 +717,7 @@ GLOBAL_LIST_INIT(plastic_recipes, list(
item_state = "sheet-plastic"
materials = list(MAT_PLASTIC=MINERAL_MATERIAL_AMOUNT)
throwforce = 7
grind_results = list(/datum/reagent/glitter/white = 60)
merge_type = /obj/item/stack/sheet/plastic
/obj/item/stack/sheet/plastic/fifty
@@ -748,7 +754,6 @@ new /datum/stack_recipe("paper frame door", /obj/structure/mineral_door/paperfra
/obj/item/stack/sheet/paperframes/fifty
amount = 50
//durathread and cotton raw
/obj/item/stack/sheet/cotton
name = "raw cotton bundle"
+1 -1
View File
@@ -263,7 +263,7 @@
A.autoclose = TRUE
return TRUE
if(RCD_DECONSTRUCT)
if(ScrapeAway(flags = CHANGETURF_INHERIT_AIR) == src)
if(!ScrapeAway(flags = CHANGETURF_INHERIT_AIR))
return FALSE
to_chat(user, "<span class='notice'>You deconstruct [src].</span>")
return TRUE