Merge remote-tracking branch 'origin/master' into perlin-genny
This commit is contained in:
@@ -58,14 +58,6 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
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var/threat_level = 0
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/// The current antag threat. Recalculated every time a ruletype starts or ends.
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var/threat = 0
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/// Threat average over the course of the round, for endgame logs.
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var/threat_average = 0
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/// Number of times threat average has been calculated, for calculating above.
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var/threat_average_weight = 0
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/// Last time a threat average sample was taken. Used for weighting the rolling average.
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var/last_threat_sample_time = 0
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/// Maximum threat recorded so far, for cross-round chaos adjustment.
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var/max_threat = 0
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/// Things that cause a rolling threat adjustment to be displayed at roundend.
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var/list/threat_tallies = list()
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/// Running information about the threat. Can store text or datum entries.
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@@ -745,17 +737,7 @@ GLOBAL_VAR_INIT(dynamic_forced_storyteller, null)
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continue
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if(!M.voluntary_ghosted)
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current_players[CURRENT_DEAD_PLAYERS].Add(M) // Players who actually died (and admins who ghosted, would be nice to avoid counting them somehow)
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threat = storyteller.calculate_threat() + added_threat
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max_threat = max(max_threat,threat)
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if(threat_average_weight)
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var/cur_sample_weight = world.time - last_threat_sample_time
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threat_average = ((threat_average * threat_average_weight) + (threat * cur_sample_weight)) / (threat_average_weight + cur_sample_weight)
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threat_average_weight += cur_sample_weight
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last_threat_sample_time = world.time
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else
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threat_average = threat
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threat_average_weight++
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last_threat_sample_time = world.time
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threat = (SSactivity.current_threat * 0.6 + SSactivity.get_max_threat() * 0.2 + SSactivity.get_average_threat() * 0.2) + added_threat
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/// Removes type from the list
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/datum/game_mode/dynamic/proc/remove_from_list(list/type_list, type)
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@@ -45,27 +45,6 @@ Property weights are added to the config weight of the ruleset. They are:
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var/midround_injection_cooldown_middle = 0.5*(GLOB.dynamic_first_midround_delay_min + GLOB.dynamic_first_midround_delay_max)
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mode.midround_injection_cooldown = round(clamp(EXP_DISTRIBUTION(midround_injection_cooldown_middle), GLOB.dynamic_first_midround_delay_min, GLOB.dynamic_first_midround_delay_max)) + world.time
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/datum/dynamic_storyteller/proc/calculate_threat()
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var/threat = 0
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for(var/datum/antagonist/A in GLOB.antagonists)
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if(A?.owner?.current && A.owner.current.stat != DEAD)
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threat += A.threat()
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for(var/r in SSevents.running)
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var/datum/round_event/R = r
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threat += R.threat()
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for(var/obj/item/phylactery/P in GLOB.poi_list)
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threat += 25 // can't be giving them too much of a break
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for (var/mob/M in mode.current_players[CURRENT_LIVING_PLAYERS])
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if (M?.mind?.assigned_role && M.stat != DEAD)
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var/datum/job/J = SSjob.GetJob(M.mind.assigned_role)
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if(J)
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if(length(M.mind.antag_datums))
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threat += J.GetThreat()
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else
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threat -= J.GetThreat()
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threat += (mode.current_players[CURRENT_DEAD_PLAYERS].len)*dead_player_weight
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return round(threat,0.1)
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/datum/dynamic_storyteller/proc/do_process()
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return
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@@ -95,7 +74,7 @@ Property weights are added to the config weight of the ruleset. They are:
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if(voters)
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GLOB.dynamic_curve_centre += (mean/voters)
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if(flags & USE_PREV_ROUND_WEIGHTS)
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GLOB.dynamic_curve_centre += (50 - SSpersistence.average_dynamic_threat) / 10
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GLOB.dynamic_curve_centre += (SSpersistence.average_threat) / 10
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GLOB.dynamic_forced_threat_level = forced_threat_level
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/datum/dynamic_storyteller/proc/get_midround_cooldown()
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@@ -3,7 +3,7 @@
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icon_state = "0"
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state = 0
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/obj/structure/frame/computer/attackby(obj/item/P, mob/user, params)
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/obj/structure/frame/computer/attackby(obj/item/P, mob/living/user, params)
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add_fingerprint(user)
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switch(state)
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if(0)
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@@ -11,7 +11,7 @@
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to_chat(user, "<span class='notice'>You start wrenching the frame into place...</span>")
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if(P.use_tool(src, user, 20, volume=50))
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to_chat(user, "<span class='notice'>You wrench the frame into place.</span>")
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setAnchored(TRUE)
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set_anchored(TRUE)
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state = 1
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return
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if(P.tool_behaviour == TOOL_WELDER)
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@@ -19,7 +19,7 @@
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return
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to_chat(user, "<span class='notice'>You start deconstructing the frame...</span>")
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if(P.use_tool(src, user, 20, volume=50) && state == 0)
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if(P.use_tool(src, user, 20, volume=50))
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to_chat(user, "<span class='notice'>You deconstruct the frame.</span>")
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var/obj/item/stack/sheet/metal/M = new (drop_location(), 5)
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M.add_fingerprint(user)
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@@ -28,15 +28,15 @@
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if(1)
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if(P.tool_behaviour == TOOL_WRENCH)
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to_chat(user, "<span class='notice'>You start to unfasten the frame...</span>")
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if(P.use_tool(src, user, 20, volume=50) && state == 1)
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if(P.use_tool(src, user, 20, volume=50))
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to_chat(user, "<span class='notice'>You unfasten the frame.</span>")
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setAnchored(FALSE)
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set_anchored(FALSE)
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state = 0
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return
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if(istype(P, /obj/item/circuitboard/computer) && !circuit)
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if(!user.transferItemToLoc(P, src))
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return
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playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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to_chat(user, "<span class='notice'>You place [P] inside the frame.</span>")
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icon_state = "1"
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circuit = P
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@@ -71,8 +71,10 @@
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if(istype(P, /obj/item/stack/cable_coil))
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if(!P.tool_start_check(user, amount=5))
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return
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if(state != 2)
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return
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to_chat(user, "<span class='notice'>You start adding cables to the frame...</span>")
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if(P.use_tool(src, user, 20, 5, 50, CALLBACK(src, .proc/check_state, 2)))
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if(P.use_tool(src, user, 20, volume=50, amount=5))
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to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
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state = 3
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icon_state = "3"
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@@ -90,9 +92,11 @@
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if(istype(P, /obj/item/stack/sheet/glass))
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if(!P.tool_start_check(user, amount=2))
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return
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playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
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if(state != 3)
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return
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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to_chat(user, "<span class='notice'>You start to put in the glass panel...</span>")
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if(P.use_tool(src, user, 20, 2, 0, CALLBACK(src, .proc/check_state, 3)))
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if(P.use_tool(src, user, 20, amount=2))
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to_chat(user, "<span class='notice'>You put in the glass panel.</span>")
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state = 4
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src.icon_state = "4"
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@@ -109,14 +113,51 @@
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if(P.tool_behaviour == TOOL_SCREWDRIVER)
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P.play_tool_sound(src)
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to_chat(user, "<span class='notice'>You connect the monitor.</span>")
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var/obj/B = new circuit.build_path (loc, circuit)
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B.setDir(dir)
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transfer_fingerprints_to(B)
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var/obj/machinery/new_machine = new circuit.build_path(loc)
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new_machine.setDir(dir)
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transfer_fingerprints_to(new_machine)
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if(istype(new_machine, /obj/machinery/computer))
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var/obj/machinery/computer/new_computer = new_machine
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// Machines will init with a set of default components.
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// Triggering handle_atom_del will make the machine realise it has lost a component_parts and then deconstruct.
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// Move to nullspace so we don't trigger handle_atom_del, then qdel.
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// Finally, replace new machine's parts with this frame's parts.
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if(new_computer.circuit)
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// Move to nullspace and delete.
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new_computer.circuit.moveToNullspace()
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QDEL_NULL(new_computer.circuit)
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for(var/old_part in new_computer.component_parts)
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var/atom/movable/movable_part = old_part
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// Move to nullspace and delete.
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movable_part.moveToNullspace()
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qdel(movable_part)
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// Set anchor state and move the frame's parts over to the new machine.
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// Then refresh parts and call on_construction().
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new_computer.set_anchored(anchored)
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new_computer.component_parts = list()
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circuit.forceMove(new_computer)
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new_computer.component_parts += circuit
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new_computer.circuit = circuit
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for(var/new_part in src)
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var/atom/movable/movable_part = new_part
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movable_part.forceMove(new_computer)
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new_computer.component_parts += movable_part
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new_computer.RefreshParts()
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new_computer.on_construction()
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qdel(src)
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return
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if(user.a_intent == INTENT_HARM)
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return ..()
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/obj/structure/frame/computer/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(state == 4)
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@@ -127,13 +168,12 @@
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..()
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/obj/structure/frame/computer/AltClick(mob/user)
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. = ..()
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if(!isliving(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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..()
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if(!user.canUseTopic(src, BE_CLOSE, TRUE, FALSE))
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return
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if(anchored)
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to_chat(usr, "<span class='warning'>You must unwrench [src] before rotating it!</span>")
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return TRUE
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return
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setDir(turn(dir, -90))
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return TRUE
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@@ -51,6 +51,11 @@
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return FALSE
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return ACCESS_CAPTAIN in authorize_access
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/obj/machinery/computer/communications/proc/authenticated_as_non_silicon_command(mob/user)
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if (issilicon(user))
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return FALSE
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return ACCESS_HEADS in authorize_access //Should always be the case if authorized as it usually needs head access to log in, buut lets be sure.
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/// Are we a silicon, OR we're logged in as the captain?
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/obj/machinery/computer/communications/proc/authenticated_as_silicon_or_captain(mob/user)
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if (issilicon(user))
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@@ -160,7 +165,7 @@
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return
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make_announcement(usr)
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if ("messageAssociates")
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if (!authenticated_as_non_silicon_captain(usr))
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if (!authenticated_as_non_silicon_command(usr))
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return
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if (!COOLDOWN_FINISHED(src, important_action_cooldown))
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return
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@@ -361,9 +366,9 @@
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data["shuttleCanEvacOrFailReason"] = SSshuttle.canEvac(user, TRUE)
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if (authenticated_as_non_silicon_captain(user))
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data["canMessageAssociates"] = TRUE
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data["canRequestNuke"] = TRUE
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if (authenticated_as_non_silicon_command(user))
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data["canMessageAssociates"] = TRUE
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if (can_send_messages_to_other_sectors(user))
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data["canSendToSectors"] = TRUE
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@@ -217,6 +217,8 @@
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new_machine.RefreshParts()
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new_machine.on_construction()
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// TODO: make sleepers not shit out parts PROPERLY THIS TIME.
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new_machine.circuit.moveToNullspace()
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qdel(src)
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return
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@@ -409,7 +409,10 @@
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visible_message("<span class='notice'>\The [src] hums and hisses as it moves [mob_occupant.real_name] into storage.</span>")
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// Ghost and delete the mob.
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if(!mob_occupant.get_ghost(1))
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var/mob/dead/observer/G = mob_occupant.get_ghost(TRUE)
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if(G)
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G.voluntary_ghosted = TRUE
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else
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mob_occupant.ghostize(FALSE, penalize = TRUE, voluntary = TRUE, cryo = TRUE)
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QDEL_NULL(occupant)
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@@ -178,6 +178,7 @@
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limb.update_icon_dropped()
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limb.name = "\improper synthetic [lowertext(selected.name)] [limb.name]"
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limb.desc = "A synthetic [selected_category] limb that will morph on its first use in surgery. This one is for the [parse_zone(limb.body_zone)]."
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limb.forcereplace = TRUE
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for(var/obj/item/bodypart/BP in limb)
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BP.base_bp_icon = selected.icon_limbs || DEFAULT_BODYPART_ICON_ORGANIC
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BP.species_id = selected.limbs_id
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|
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@@ -69,8 +69,7 @@ effective or pretty fucking useless.
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||||
*/
|
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/obj/item/healthanalyzer/rad_laser
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||||
custom_materials = list(/datum/material/iron=400)
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var/irradiate = 1
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var/irradiate = TRUE
|
||||
var/intensity = 10 // how much damage the radiation does
|
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var/wavelength = 10 // time it takes for the radiation to kick in, in seconds
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var/used = 0 // is it cooling down?
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@@ -92,16 +91,16 @@ effective or pretty fucking useless.
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addtimer(VARSET_CALLBACK(src, used, FALSE), cooldown)
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addtimer(VARSET_CALLBACK(src, icon_state, "health"), cooldown)
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to_chat(user, "<span class='warning'>Successfully irradiated [M].</span>")
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||||
addtimer(CALLBACK(src, .proc/radiation_aftereffect, M), (wavelength+(intensity*4))*5)
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addtimer(CALLBACK(src, .proc/radiation_aftereffect, M, intensity), (wavelength+(intensity*4))*5)
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else
|
||||
to_chat(user, "<span class='warning'>The radioactive microlaser is still recharging.</span>")
|
||||
|
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/obj/item/healthanalyzer/rad_laser/proc/radiation_aftereffect(mob/living/M)
|
||||
if(QDELETED(M))
|
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/obj/item/healthanalyzer/rad_laser/proc/radiation_aftereffect(mob/living/M, passed_intensity)
|
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if(QDELETED(M) || !ishuman(M) || HAS_TRAIT(M, TRAIT_RADIMMUNE))
|
||||
return
|
||||
if(intensity >= 5)
|
||||
M.apply_effect(round(intensity/0.075), EFFECT_UNCONSCIOUS)
|
||||
M.rad_act(intensity*10)
|
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if(passed_intensity >= 5)
|
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M.apply_effect(round(passed_intensity/0.075), EFFECT_UNCONSCIOUS) //to save you some math, this is a round(intensity * (4/3)) second long knockout
|
||||
M.rad_act(passed_intensity*10)
|
||||
|
||||
/obj/item/healthanalyzer/rad_laser/proc/get_cooldown()
|
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return round(max(10, (stealth*30 + intensity*5 - wavelength/4)))
|
||||
|
||||
@@ -174,6 +174,10 @@
|
||||
var/atom/movable/AM = object
|
||||
if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
|
||||
return BLOCK_NONE
|
||||
if(CHECK_BITFIELD(shield_flags, SHIELD_NO_RANGED) && (attack_type & ATTACK_TYPE_PROJECTILE))
|
||||
return BLOCK_NONE
|
||||
if(CHECK_BITFIELD(shield_flags, SHIELD_NO_MELEE) && (attack_type & ATTACK_TYPE_MELEE))
|
||||
return BLOCK_NONE
|
||||
if(attack_type & ATTACK_TYPE_THROWN)
|
||||
final_block_chance += 30
|
||||
if(attack_type & ATTACK_TYPE_TACKLE)
|
||||
@@ -238,30 +242,75 @@
|
||||
new /obj/item/shard((get_turf(src)))
|
||||
|
||||
/obj/item/shield/riot/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
var/final_damage = damage
|
||||
|
||||
if(attack_type & ATTACK_TYPE_MELEE)
|
||||
var/obj/hittingthing = object
|
||||
if(hittingthing.damtype == BURN)
|
||||
if(CHECK_BITFIELD(shield_flags, SHIELD_ENERGY_WEAK))
|
||||
final_damage *= 2
|
||||
else if(CHECK_BITFIELD(shield_flags, SHIELD_ENERGY_STRONG))
|
||||
final_damage *= 0.5
|
||||
|
||||
if(hittingthing.damtype == BRUTE)
|
||||
if(CHECK_BITFIELD(shield_flags, SHIELD_KINETIC_WEAK))
|
||||
final_damage *= 2
|
||||
else if(CHECK_BITFIELD(shield_flags, SHIELD_KINETIC_STRONG))
|
||||
final_damage *= 0.5
|
||||
|
||||
if(hittingthing.damtype == STAMINA || hittingthing.damtype == TOX || hittingthing.damtype == CLONE || hittingthing.damtype == BRAIN || hittingthing.damtype == OXY)
|
||||
final_damage = 0
|
||||
|
||||
if(attack_type & ATTACK_TYPE_PROJECTILE)
|
||||
var/obj/item/projectile/shootingthing = object
|
||||
if(is_energy_reflectable_projectile(shootingthing))
|
||||
if(CHECK_BITFIELD(shield_flags, SHIELD_ENERGY_WEAK))
|
||||
final_damage *= 2
|
||||
else if(CHECK_BITFIELD(shield_flags, SHIELD_ENERGY_STRONG))
|
||||
final_damage *= 0.5
|
||||
|
||||
if(!is_energy_reflectable_projectile(object))
|
||||
if(CHECK_BITFIELD(shield_flags, SHIELD_KINETIC_WEAK))
|
||||
final_damage *= 2
|
||||
else if(CHECK_BITFIELD(shield_flags, SHIELD_KINETIC_STRONG))
|
||||
final_damage *= 0.5
|
||||
|
||||
if(shootingthing.damage_type == STAMINA)
|
||||
if(CHECK_BITFIELD(shield_flags, SHIELD_DISABLER_DISRUPTED))
|
||||
final_damage *= 3 //disablers melt these kinds of shields. Really meant more for holoshields.
|
||||
else
|
||||
final_damage = 0
|
||||
|
||||
if(shootingthing.damage_type == TOX || shootingthing.damage_type == CLONE || shootingthing.damage_type == BRAIN || shootingthing.damage_type == OXY)
|
||||
final_damage = 0
|
||||
|
||||
if(can_shatter && (obj_integrity <= damage))
|
||||
var/turf/T = get_turf(owner)
|
||||
T.visible_message("<span class='warning'>[attack_text] destroys [src]!</span>")
|
||||
shatter(owner)
|
||||
qdel(src)
|
||||
return FALSE
|
||||
take_damage(damage)
|
||||
take_damage(final_damage)
|
||||
return ..()
|
||||
|
||||
/obj/item/shield/riot/laser_proof
|
||||
name = "laser resistant shield"
|
||||
desc = "A far more frail shield made of dark glass meant to block lasers but suffers from being being weak to ballistic projectiles."
|
||||
/obj/item/shield/riot/energy_proof
|
||||
name = "energy resistant shield"
|
||||
desc = "An ablative shield designed to absorb and disperse energy attacks. This comes at significant cost to its ability to withstand ballistics and kinetics, breaking apart easily."
|
||||
armor = list("melee" = 30, "bullet" = -10, "laser" = 80, "energy" = 80, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
|
||||
icon_state = "riot_laser"
|
||||
item_state = "riot_laser"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
|
||||
shield_flags = SHIELD_FLAGS_DEFAULT
|
||||
shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_ENERGY_STRONG | SHIELD_KINETIC_WEAK
|
||||
max_integrity = 300
|
||||
|
||||
/obj/item/shield/riot/bullet_proof
|
||||
name = "bullet resistant shield"
|
||||
desc = "A far more frail shield made of resistant plastics and kevlar meant to block ballistics."
|
||||
/obj/item/shield/riot/kinetic_proof
|
||||
name = "kinetic resistant shield"
|
||||
desc = "A polymer and ceramic shield designed to absorb ballistic projectiles and kinetic force. It doesn't do very well into energy attacks, especially from weapons that inflict burns."
|
||||
armor = list("melee" = 30, "bullet" = 80, "laser" = 0, "energy" = 0, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
|
||||
icon_state = "riot_bullet"
|
||||
item_state = "riot_bullet"
|
||||
shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_KINETIC_STRONG | SHIELD_ENERGY_WEAK
|
||||
max_integrity = 300
|
||||
|
||||
/obj/item/shield/riot/roman
|
||||
@@ -277,8 +326,8 @@
|
||||
|
||||
/obj/item/shield/riot/roman/fake
|
||||
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
|
||||
block_chance = 0
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
shield_flags = SHIELD_ENERGY_WEAK | SHIELD_KINETIC_WEAK | SHIELD_NO_RANGED
|
||||
max_integrity = 40
|
||||
|
||||
/obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner)
|
||||
@@ -295,14 +344,80 @@
|
||||
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 10)
|
||||
resistance_flags = FLAMMABLE
|
||||
repair_material = /obj/item/stack/sheet/mineral/wood
|
||||
block_chance = 30
|
||||
shield_flags = SHIELD_FLAGS_DEFAULT
|
||||
shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_ENERGY_WEAK
|
||||
max_integrity = 150
|
||||
|
||||
/obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner)
|
||||
playsound(owner, 'sound/effects/bang.ogg', 50)
|
||||
new /obj/item/stack/sheet/mineral/wood(get_turf(src))
|
||||
|
||||
/obj/item/shield/riot/flash
|
||||
name = "strobe shield"
|
||||
desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
|
||||
icon_state = "flashshield"
|
||||
item_state = "flashshield"
|
||||
var/obj/item/assembly/flash/handheld/embedded_flash
|
||||
|
||||
/obj/item/shield/riot/flash/Initialize()
|
||||
. = ..()
|
||||
embedded_flash = new(src)
|
||||
|
||||
/obj/item/shield/riot/flash/ComponentInitialize()
|
||||
. = .. ()
|
||||
AddElement(/datum/element/update_icon_updates_onmob)
|
||||
|
||||
/obj/item/shield/riot/flash/attack(mob/living/M, mob/user)
|
||||
. = embedded_flash.attack(M, user)
|
||||
update_icon()
|
||||
|
||||
/obj/item/shield/riot/flash/attack_self(mob/living/carbon/user)
|
||||
. = embedded_flash.attack_self(user)
|
||||
update_icon()
|
||||
|
||||
/obj/item/shield/riot/flash/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
. = ..()
|
||||
if (. && !embedded_flash.crit_fail)
|
||||
embedded_flash.activate()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/shield/riot/flash/attackby(obj/item/W, mob/user)
|
||||
if(istype(W, /obj/item/assembly/flash/handheld))
|
||||
var/obj/item/assembly/flash/handheld/flash = W
|
||||
if(flash.crit_fail)
|
||||
to_chat(user, "<span class='warning'>No sense replacing it with a broken bulb!</span>")
|
||||
return
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You begin to replace the bulb...</span>")
|
||||
if(do_after(user, 20, target = user))
|
||||
if(flash.crit_fail || !flash || QDELETED(flash))
|
||||
return
|
||||
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
|
||||
qdel(embedded_flash)
|
||||
embedded_flash = flash
|
||||
flash.forceMove(src)
|
||||
update_icon()
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/shield/riot/flash/emp_act(severity)
|
||||
. = ..()
|
||||
embedded_flash.emp_act(severity)
|
||||
update_icon()
|
||||
|
||||
/obj/item/shield/riot/flash/update_icon_state()
|
||||
if(!embedded_flash || embedded_flash.crit_fail)
|
||||
icon_state = "riot"
|
||||
item_state = "riot"
|
||||
else
|
||||
icon_state = "flashshield"
|
||||
item_state = "flashshield"
|
||||
|
||||
/obj/item/shield/riot/flash/examine(mob/user)
|
||||
. = ..()
|
||||
if (embedded_flash?.crit_fail)
|
||||
. += "<span class='info'>The mounted bulb has burnt out. You can try replacing it with a new one.</span>"
|
||||
|
||||
/obj/item/shield/riot/tele
|
||||
name = "telescopic shield"
|
||||
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
|
||||
@@ -348,7 +463,7 @@
|
||||
|
||||
/obj/item/shield/makeshift
|
||||
name = "metal shield"
|
||||
desc = "A large shield made of wired and welded sheets of metal. The handle is made of cloth and leather making it unwieldy."
|
||||
desc = "A large shield made of wired and welded sheets of metal. The handle is made of cloth and leather, making it unwieldy."
|
||||
armor = list("melee" = 25, "bullet" = 25, "laser" = 5, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 80)
|
||||
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
|
||||
@@ -362,33 +477,34 @@
|
||||
|
||||
/obj/item/shield/riot/tower
|
||||
name = "tower shield"
|
||||
desc = "A massive shield that can block a lot of attacks, can take a lot of abuse before braking."
|
||||
desc = "An immense tower shield. Designed to ensure maximum protection to the user, at the expense of mobility."
|
||||
armor = list("melee" = 95, "bullet" = 95, "laser" = 75, "energy" = 60, "bomb" = 90, "bio" = 90, "rad" = 0, "fire" = 90, "acid" = 10) //Armor for the item, dosnt transfer to user
|
||||
item_state = "metal"
|
||||
icon_state = "metal"
|
||||
force = 16
|
||||
slowdown = 2
|
||||
throwforce = 15 //Massive pice of metal
|
||||
throwforce = 15 //Massive piece of metal
|
||||
max_integrity = 600
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
item_flags = SLOWS_WHILE_IN_HAND
|
||||
item_flags = SLOWS_WHILE_IN_HAND | ITEM_CAN_BLOCK
|
||||
shield_flags = SHIELD_FLAGS_DEFAULT
|
||||
|
||||
/obj/item/shield/riot/tower/swat
|
||||
name = "swat shield"
|
||||
desc = "A massive, heavy shield that can block a lot of attacks, can take a lot of abuse before breaking."
|
||||
max_integrity = 250
|
||||
|
||||
/obj/item/shield/riot/implant
|
||||
name = "telescoping shield implant"
|
||||
desc = "A compact, arm-mounted telescopic shield. While nigh-indestructible when powered by a host user, it will eventually overload from damage. Recharges while inside its implant."
|
||||
item_state = "metal"
|
||||
icon_state = "metal"
|
||||
name = "hardlight shield implant"
|
||||
desc = "A hardlight plane of force projected from the implant. While it is capable of withstanding immense amounts of abuse, it will eventually overload from sustained impacts, especially against energy attacks. Recharges while retracted."
|
||||
item_state = "holoshield"
|
||||
icon_state = "holoshield"
|
||||
slowdown = 1
|
||||
shield_flags = SHIELD_FLAGS_DEFAULT
|
||||
max_integrity = 100
|
||||
obj_integrity = 100
|
||||
can_shatter = FALSE
|
||||
item_flags = SLOWS_WHILE_IN_HAND | ITEM_CAN_BLOCK
|
||||
item_flags = ITEM_CAN_BLOCK
|
||||
shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_KINETIC_STRONG | SHIELD_DISABLER_DISRUPTED
|
||||
var/recharge_timerid
|
||||
var/recharge_delay = 15 SECONDS
|
||||
|
||||
@@ -400,7 +516,7 @@
|
||||
if(obj_integrity == 0)
|
||||
if(ismob(loc))
|
||||
var/mob/living/L = loc
|
||||
playsound(src, 'sound/effects/glassbr3.ogg', 100)
|
||||
playsound(src, "sparks", 100, TRUE)
|
||||
L.visible_message("<span class='boldwarning'>[src] overloads from the damage sustained!</span>")
|
||||
L.dropItemToGround(src) //implant component catch hook will grab it.
|
||||
|
||||
|
||||
@@ -117,8 +117,8 @@ GLOBAL_LIST_INIT(diamond_recipes, list ( \
|
||||
new/datum/stack_recipe("Captain Statue", /obj/structure/statue/diamond/captain, 5, one_per_turf = 1, on_floor = 1), \
|
||||
new/datum/stack_recipe("AI Hologram Statue", /obj/structure/statue/diamond/ai1, 5, one_per_turf = 1, on_floor = 1), \
|
||||
new/datum/stack_recipe("AI Core Statue", /obj/structure/statue/diamond/ai2, 5, one_per_turf = 1, on_floor = 1), \
|
||||
// new/datum/stack_recipe("diamond brick", /obj/item/ingot/diamond, 6, time = 100), \ not yet
|
||||
))
|
||||
new/datum/stack_recipe("diamond ingot", /obj/item/ingot/diamond, 6, time = 100), \
|
||||
))
|
||||
|
||||
/obj/item/stack/sheet/mineral/diamond/get_main_recipes()
|
||||
. = ..()
|
||||
|
||||
@@ -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, "baseball" = 1, "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, "ancient" = 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
|
||||
@@ -154,6 +154,20 @@
|
||||
new /obj/item/storage/belt/chameleon(src) // Unique but worth at least 2 tc
|
||||
new /obj/item/card/id/syndicate(src) // 2 tc
|
||||
new /obj/item/chameleon(src) // 7 tc
|
||||
|
||||
if("ancient") //A kit so old, it's probably older than you. //This bundle is filled with the entire unlink contents traitors had access to in 2006, from OpenSS13. Notably the esword was not a choice but existed in code.
|
||||
new /obj/item/storage/toolbox/emergency/old/ancientbundle(src) //Items fit neatly into a classic toolbox just to remind you what the theme is.
|
||||
|
||||
/obj/item/storage/toolbox/emergency/old/ancientbundle //So the subtype works
|
||||
|
||||
/obj/item/storage/toolbox/emergency/old/ancientbundle/PopulateContents()
|
||||
new /obj/item/card/emag(src)
|
||||
new /obj/item/pen/sleepy(src)
|
||||
new /obj/item/reagent_containers/pill/cyanide(src)
|
||||
new /obj/item/chameleon(src) //its not the original cloaking device, but it will do.
|
||||
new /obj/item/gun/ballistic/revolver(src)
|
||||
new /obj/item/implanter/freedom(src)
|
||||
new /obj/item/stack/telecrystal(src) //The failsafe/self destruct isn't an item we can physically include in the kit, but 1 TC is technically enough to buy the equivalent.
|
||||
|
||||
/obj/item/storage/box/syndie_kit
|
||||
name = "box"
|
||||
|
||||
@@ -662,6 +662,72 @@
|
||||
to_chat(M,"<span class='notice'>You're once again longer hearing deadchat.</span>")
|
||||
|
||||
|
||||
/datum/action/disguise
|
||||
name = "Disguise"
|
||||
button_icon_state = "ling_transform"
|
||||
icon_icon = 'icons/mob/actions/actions_changeling.dmi'
|
||||
background_icon_state = "bg_mime"
|
||||
var/currently_disguised = FALSE
|
||||
var/static/list/mob_blacklist = typecacheof(list(
|
||||
/mob/living/simple_animal/pet,
|
||||
/mob/living/simple_animal/hostile/retaliate/goose,
|
||||
/mob/living/simple_animal/hostile/poison,
|
||||
/mob/living/simple_animal/hostile/retaliate/goat,
|
||||
/mob/living/simple_animal/cow,
|
||||
/mob/living/simple_animal/chick,
|
||||
/mob/living/simple_animal/chicken,
|
||||
/mob/living/simple_animal/kiwi,
|
||||
/mob/living/simple_animal/babyKiwi,
|
||||
/mob/living/simple_animal/deer,
|
||||
/mob/living/simple_animal/parrot,
|
||||
/mob/living/simple_animal/hostile/lizard,
|
||||
/mob/living/simple_animal/crab,
|
||||
/mob/living/simple_animal/cockroach,
|
||||
/mob/living/simple_animal/butterfly,
|
||||
/mob/living/simple_animal/mouse,
|
||||
/mob/living/simple_animal/sloth,
|
||||
/mob/living/simple_animal/opossum,
|
||||
/mob/living/simple_animal/hostile/bear,
|
||||
/mob/living/simple_animal/hostile/asteroid/polarbear,
|
||||
/mob/living/simple_animal/hostile/asteroid/wolf,
|
||||
/mob/living/carbon/monkey,
|
||||
/mob/living/simple_animal/hostile/gorilla,
|
||||
/mob/living/carbon/alien/larva,
|
||||
/mob/living/simple_animal/hostile/retaliate/frog
|
||||
))
|
||||
|
||||
|
||||
/datum/action/disguise/Trigger()
|
||||
var/mob/living/carbon/human/H = owner
|
||||
if(!currently_disguised)
|
||||
var/user_object_type = input(H, "Disguising as OBJECT or MOB?") as null|anything in list("OBJECT", "MOB")
|
||||
if(user_object_type)
|
||||
var/search_term = stripped_input(H, "Enter the search term")
|
||||
if(search_term)
|
||||
var/list_to_search
|
||||
if(user_object_type == "MOB")
|
||||
list_to_search = subtypesof(/mob) - mob_blacklist
|
||||
else
|
||||
list_to_search = subtypesof(/obj)
|
||||
var/list/filtered_results = list()
|
||||
for(var/some_search_item in list_to_search)
|
||||
if(findtext("[some_search_item]", search_term))
|
||||
filtered_results += some_search_item
|
||||
if(!length(filtered_results))
|
||||
to_chat(H, "Nothing matched your search query!")
|
||||
else
|
||||
var/disguise_selection = input("Select item to disguise as") as null|anything in filtered_results
|
||||
if(disguise_selection)
|
||||
var/atom/disguise_item = disguise_selection
|
||||
var/image/I = image(icon = initial(disguise_item.icon), icon_state = initial(disguise_item.icon_state), loc = H)
|
||||
I.override = TRUE
|
||||
I.layer = ABOVE_MOB_LAYER
|
||||
H.add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/everyone, "ghost_cafe_disguise", I)
|
||||
currently_disguised = TRUE
|
||||
else
|
||||
H.remove_alt_appearance("ghost_cafe_disguise")
|
||||
currently_disguised = FALSE
|
||||
|
||||
/obj/effect/mob_spawn/human/ghostcafe/special(mob/living/carbon/human/new_spawn)
|
||||
if(new_spawn.client)
|
||||
new_spawn.client.prefs.copy_to(new_spawn)
|
||||
@@ -679,6 +745,8 @@
|
||||
to_chat(new_spawn,"<span class='boldwarning'>Ghosting is free!</span>")
|
||||
var/datum/action/toggle_dead_chat_mob/D = new(new_spawn)
|
||||
D.Grant(new_spawn)
|
||||
var/datum/action/disguise/disguise_action = new(new_spawn)
|
||||
disguise_action.Grant(new_spawn)
|
||||
|
||||
/datum/outfit/ghostcafe
|
||||
name = "ID, jumpsuit and shoes"
|
||||
|
||||
@@ -93,6 +93,9 @@
|
||||
user.stop_pulling()
|
||||
return ..()
|
||||
|
||||
/obj/structure/table/attack_robot(mob/user)
|
||||
on_attack_hand(user)
|
||||
|
||||
/obj/structure/table/attack_tk()
|
||||
return FALSE
|
||||
|
||||
|
||||
Reference in New Issue
Block a user