Merge branch 'master' into limbs

This commit is contained in:
Timothy Teakettle
2020-08-27 18:06:35 +01:00
58 changed files with 614 additions and 284 deletions
+15 -2
View File
@@ -247,6 +247,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
/// Which of the 5 persistent scar slots we randomly roll to load for this round, if enabled. Actually rolled in [/datum/preferences/proc/load_character(slot)]
var/scars_index = 1
var/chosen_limb_id //body sprite selected to load for the users limbs, null means default, is sanitized when loaded
/datum/preferences/New(client/C)
parent = C
@@ -526,6 +528,12 @@ GLOBAL_LIST_EMPTY(preferences_datums)
dat += "</td>"
mutant_category = 0
if(length(pref_species.allowed_limb_ids))
if(!chosen_limb_id || !(chosen_limb_id in pref_species.allowed_limb_ids))
chosen_limb_id = pref_species.id
dat += "<h3>Body sprite</h3>"
dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=bodysprite;task=input'>[chosen_limb_id]</a>"
if(mutant_category)
dat += "</td>"
mutant_category = 0
@@ -2120,8 +2128,6 @@ GLOBAL_LIST_EMPTY(preferences_datums)
else
features["body_model"] = chosengender
gender = chosengender
facial_hair_style = random_facial_hair_style(gender)
hair_style = random_hair_style(gender)
if("body_size")
var/min = CONFIG_GET(number/body_size_min)
@@ -2147,6 +2153,11 @@ GLOBAL_LIST_EMPTY(preferences_datums)
var/selected_custom_speech_verb = input(user, "Choose your desired speech verb (none means your species speech verb)", "Character Preference") as null|anything in GLOB.speech_verbs
if(selected_custom_speech_verb)
custom_speech_verb = selected_custom_speech_verb
if("bodysprite")
var/selected_body_sprite = input(user, "Choose your desired body sprite", "Character Preference") as null|anything in pref_species.allowed_limb_ids
if(selected_body_sprite)
chosen_limb_id = selected_body_sprite //this gets sanitized before loading
else
switch(href_list["preference"])
//CITADEL PREFERENCES EDIT - I can't figure out how to modularize these, so they have to go here. :c -Pooj
@@ -2538,6 +2549,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
character.dna.features = features.Copy()
character.set_species(chosen_species, icon_update = FALSE, pref_load = TRUE)
if(chosen_limb_id && (chosen_limb_id in character.dna.species.allowed_limb_ids))
character.dna.species.mutant_bodyparts["limbs_id"] = chosen_limb_id
character.dna.real_name = character.real_name
character.dna.nameless = character.nameless
character.dna.custom_species = character.custom_species
+2 -1
View File
@@ -515,7 +515,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
S["scars4"] >> scars_list["4"]
S["scars5"] >> scars_list["5"]
json_decode(S["modified_limbs"]) >> modified_limbs
S["chosen_limb_id"] >> chosen_limb_id
//Custom names
for(var/custom_name_id in GLOB.preferences_custom_names)
@@ -872,6 +872,7 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
WRITE_FILE(S["scars4"] , scars_list["4"])
WRITE_FILE(S["scars5"] , scars_list["5"])
WRITE_FILE(S["modified_limbs"] , json_encode(modified_limbs))
WRITE_FILE(S["chosen_limb_id"], chosen_limb_id)
//gear loadout
if(chosen_gear.len)
+19
View File
@@ -72,6 +72,25 @@
siemens_coefficient = 0
permeability_coefficient = 0.05
/obj/item/clothing/gloves/tackler/combat/insulated/infiltrator
name = "insidious guerrilla gloves"
desc = "Specialized combat gloves for carrying people around. Transfers tactical kidnapping and tackling knowledge to the user via the use of nanochips."
icon_state = "infiltrator"
item_state = "infiltrator"
siemens_coefficient = 0
permeability_coefficient = 0.05
resistance_flags = FIRE_PROOF | ACID_PROOF
var/carrytrait = TRAIT_QUICKER_CARRY
/obj/item/clothing/gloves/tackler/combat/insulated/infiltrator/equipped(mob/user, slot)
. = ..()
if(slot == SLOT_GLOVES)
ADD_TRAIT(user, carrytrait, GLOVE_TRAIT)
/obj/item/clothing/gloves/tackler/combat/insulated/infiltrator/dropped(mob/user)
. = ..()
REMOVE_TRAIT(user, carrytrait, GLOVE_TRAIT)
/obj/item/clothing/gloves/tackler/rocket
name = "rocket gloves"
desc = "The ultimate in high risk, high reward, perfect for when you need to stop a criminal from fifty feet away or die trying. Banned in most Spinward gridiron football and rugby leagues."
+5 -5
View File
@@ -625,7 +625,7 @@
desc = "An arctic white winter coat with a small blue caduceus instead of a plastic zipper tab. Snazzy."
icon_state = "coatmedical"
item_state = "coatmedical"
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 45)
hoodtype = /obj/item/clothing/head/hooded/winterhood/medical
@@ -638,7 +638,7 @@
desc = "An arctic white winter coat with a small blue caduceus instead of a plastic zipper tab. The normal liner is replaced with an exceptionally thick, soft layer of fur."
icon_state = "coatcmo"
item_state = "coatcmo"
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 0)
hoodtype = /obj/item/clothing/head/hooded/winterhood/cmo
@@ -651,7 +651,7 @@
desc = "A lab-grade winter coat made with acid resistant polymers. For the enterprising chemist who was exiled to a frozen wasteland on the go."
icon_state = "coatchemistry"
item_state = "coatchemistry"
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 30, "rad" = 0, "fire" = 30, "acid" = 45)
hoodtype = /obj/item/clothing/head/hooded/winterhood/chemistry
@@ -664,7 +664,7 @@
desc = "A white winter coat with green markings. Warm, but wont fight off the common cold or any other disease. Might make people stand far away from you in the hallway. The zipper tab looks like an oversized bacteriophage."
icon_state = "coatviro"
item_state = "coatviro"
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 30, "rad" = 0, "fire" = 0, "acid" = 0)
hoodtype = /obj/item/clothing/head/hooded/winterhood/viro
@@ -677,7 +677,7 @@
desc = "A winter coat with blue markings. Warm, but probably won't protect from biological agents. For the cozy doctor on the go."
icon_state = "coatparamed"
item_state = "coatparamed"
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 45)
hoodtype = /obj/item/clothing/head/hooded/winterhood/paramedic
+4 -1
View File
@@ -97,9 +97,12 @@ All foods are distributed among various categories. Use common sense.
return
/obj/item/reagent_containers/food/snacks/attack(mob/living/M, mob/living/user, def_zone)
/obj/item/reagent_containers/food/snacks/attack(mob/living/M, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
if(user.a_intent == INTENT_HARM)
return ..()
INVOKE_ASYNC(src, .proc/attempt_forcefeed, M, user)
/obj/item/reagent_containers/food/snacks/proc/attempt_forcefeed(mob/living/M, mob/living/user)
if(!eatverb)
eatverb = pick("bite","chew","nibble","gnaw","gobble","chomp")
if(!reagents.total_volume) //Shouldn't be needed but it checks to see if it has anything left in it.
+9 -4
View File
@@ -103,6 +103,7 @@
throwforce = 5
throw_speed = 2
throw_range = 3
attack_speed = CLICK_CD_MELEE
w_class = WEIGHT_CLASS_BULKY
flags_1 = CONDUCT_1
armour_penetration = 20
@@ -125,9 +126,12 @@
playsound(src,pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg') ,50, 1, -1)
return (BRUTELOSS)
/obj/item/scythe/pre_attack(atom/A, mob/living/user, params)
/obj/item/scythe/pre_attack(atom/A, mob/living/user, params, attackchain_flags, damage_multiplier)
. = ..()
if(. & STOP_ATTACK_PROC_CHAIN)
return
if(swiping || !istype(A, /obj/structure/spacevine) || get_turf(A) == get_turf(user))
return ..()
return
else
var/turf/user_turf = get_turf(user)
var/dir_to_target = get_dir(user_turf, get_turf(A))
@@ -138,11 +142,12 @@
var/turf/T = get_step(user_turf, turn(dir_to_target, i))
for(var/obj/structure/spacevine/V in T)
if(user.Adjacent(V))
melee_attack_chain(user, V)
melee_attack_chain(user, V, attackchain_flags = ATTACK_IGNORE_CLICKDELAY)
stam_gain += 5 //should be hitcost
swiping = FALSE
stam_gain += 2 //Initial hitcost
user.adjustStaminaLoss(-stam_gain)
user.DelayNextAction()
// *************************************
// Nutrient defines for hydroponics
@@ -192,4 +197,4 @@
/obj/item/reagent_containers/glass/bottle/killer/pestkiller
name = "bottle of pest spray"
desc = "Contains a pesticide."
list_reagents = list(/datum/reagent/toxin/pestkiller = 50)
list_reagents = list(/datum/reagent/toxin/pestkiller = 50)
+134 -37
View File
@@ -2,6 +2,12 @@
#define MUSIC_MAXLINES 1000
#define MUSIC_MAXLINECHARS 300
/**
* # Song datum
*
* These are the actual backend behind instruments.
* They attach to an atom and provide the editor + playback functionality.
*/
/datum/song
/// Name of the song
var/name = "Untitled"
@@ -15,6 +21,9 @@
/// delay between notes in deciseconds
var/tempo = 5
/// How far we can be heard
var/instrument_range = 15
/// Are we currently playing?
var/playing = FALSE
@@ -53,17 +62,24 @@
/////////////////// Playing variables ////////////////
/**
* Only used in synthesized playback - The chords we compiled. Non assoc list of lists:
* list(list(key1, key2, key3..., tempo_divisor), list(key1, key2..., tempo_divisor), ...)
* tempo_divisor always exists
* if key1 (and so if there's no keys) doesn't exist it's a rest
* Build by compile_chords()
* Must be rebuilt on instrument switch.
* Compilation happens when we start playing and is cleared after we finish playing.
* Format: list of chord lists, with chordlists having (key1, key2, key3, tempodiv)
*/
var/list/compiled_chords
/// Current section of a long chord we're on, so we don't need to make a billion chords, one for every unit ticklag.
var/elapsed_delay
/// Amount of delay to wait before playing the next chord
var/delay_by
/// Current chord we're on.
var/current_chord
/// Channel as text = current volume percentage but it's 0 to 100 instead of 0 to 1.
var/list/channels_playing = list()
/// List of channels that aren't being used, as text. This is to prevent unnecessary freeing and reallocations from SSsounds/SSinstruments.
var/list/channels_idle = list()
/// Person playing us
var/mob/user_playing
//////////////////////////////////////////////////////
/// Last world.time we checked for who can hear us
@@ -72,8 +88,6 @@
var/list/hearing_mobs
/// If this is enabled, some things won't be strictly cleared when they usually are (liked compiled_chords on play stop)
var/debug_mode = FALSE
/// Last time we processed decay
var/last_process_decay
/// Max sound channels to occupy
var/max_sound_channels = CHANNELS_PER_INSTRUMENT
/// Current channels, so we can save a length() call.
@@ -113,7 +127,7 @@
var/cached_exponential_dropoff = 1.045
/////////////////////////////////////////////////////////////////////////
/datum/song/New(atom/parent, list/instrument_ids)
/datum/song/New(atom/parent, list/instrument_ids, new_range)
SSinstruments.on_song_new(src)
lines = list()
tempo = sanitize_tempo(tempo)
@@ -125,6 +139,8 @@
hearing_mobs = list()
volume = clamp(volume, min_volume, max_volume)
update_sustain()
if(new_range)
instrument_range = new_range
/datum/song/Destroy()
stop_playing()
@@ -135,12 +151,15 @@
parent = null
return ..()
/**
* Checks and stores which mobs can hear us. Terminates sounds for mobs that leave our range.
*/
/datum/song/proc/do_hearcheck()
last_hearcheck = world.time
var/list/old = hearing_mobs.Copy()
hearing_mobs.len = 0
var/turf/source = get_turf(parent)
for(var/mob/M in get_hearers_in_view(15, source))
for(var/mob/M in get_hearers_in_view(instrument_range, source))
if(!(M?.client?.prefs?.toggles & SOUND_INSTRUMENTS))
continue
hearing_mobs[M] = get_dist(M, source)
@@ -148,10 +167,15 @@
for(var/i in exited)
terminate_sound_mob(i)
/// I can either be a datum, id, or path (if the instrument has no id).
/**
* Sets our instrument, caching anything necessary for faster accessing. Accepts an ID, typepath, or instantiated instrument datum.
*/
/datum/song/proc/set_instrument(datum/instrument/I)
terminate_all_sounds()
var/old_legacy
if(using_instrument)
using_instrument.songs_using -= src
old_legacy = (using_instrument.instrument_flags & INSTRUMENT_LEGACY)
using_instrument = null
cached_samples = null
cached_legacy_ext = null
@@ -162,7 +186,7 @@
if(istype(I))
using_instrument = I
I.songs_using += src
var/instrument_legacy = CHECK_BITFIELD(I.instrument_flags, INSTRUMENT_LEGACY)
var/instrument_legacy = (I.instrument_flags & INSTRUMENT_LEGACY)
if(instrument_legacy)
cached_legacy_ext = I.legacy_instrument_ext
cached_legacy_dir = I.legacy_instrument_path
@@ -170,23 +194,37 @@
else
cached_samples = I.samples
legacy = FALSE
if(isnull(old_legacy) || (old_legacy != instrument_legacy))
if(playing)
compile_chords()
/// THIS IS A BLOCKING CALL.
/**
* Attempts to start playing our song.
*/
/datum/song/proc/start_playing(mob/user)
if(playing)
return
if(!using_instrument?.ready())
to_chat(user, "<span class='warning'>An error has occured with [src]. Please reset the instrument.</span>")
return
compile_chords()
if(!length(compiled_chords))
to_chat(user, "<span class='warning'>Song is empty.</span>")
return
playing = TRUE
updateDialog()
updateDialog(user_playing)
//we can not afford to runtime, since we are going to be doing sound channel reservations and if we runtime it means we have a channel allocation leak.
//wrap the rest of the stuff to ensure stop_playing() is called.
last_process_decay = world.time
do_hearcheck()
elapsed_delay = 0
delay_by = 0
current_chord = 1
user_playing = user
START_PROCESSING(SSinstruments, src)
. = do_play_lines(user)
stop_playing()
/**
* Stops playing, terminating all sounds if in synthesized mode. Clears hearing_mobs.
*/
/datum/song/proc/stop_playing()
if(!playing)
return
@@ -196,42 +234,93 @@
STOP_PROCESSING(SSinstruments, src)
terminate_all_sounds(TRUE)
hearing_mobs.len = 0
updateDialog()
user_playing = null
/// THIS IS A BLOCKING CALL.
/datum/song/proc/do_play_lines(user)
if(!playing)
/**
* Processes our song.
*/
/datum/song/proc/process_song(wait)
if(!length(compiled_chords) || should_stop_playing(user_playing))
stop_playing()
return
do_hearcheck()
if(legacy)
do_play_lines_legacy(user)
else
do_play_lines_synthesized(user)
var/list/chord = compiled_chords[current_chord]
if(++elapsed_delay >= delay_by)
play_chord(chord)
elapsed_delay = 0
delay_by = tempodiv_to_delay(chord[length(chord)])
current_chord++
if(current_chord > length(compiled_chords))
if(repeat)
repeat--
current_chord = 1
return
else
stop_playing()
return
/**
* Converts a tempodiv to ticks to elapse before playing the next chord, taking into account our tempo.
*/
/datum/song/proc/tempodiv_to_delay(tempodiv)
if(!tempodiv)
tempodiv = 1 // no division by 0. some song converters tend to use 0 for when it wants to have no div, for whatever reason.
return max(1, round((tempo/tempodiv) / world.tick_lag, 1))
/**
* Compiles chords.
*/
/datum/song/proc/compile_chords()
legacy? compile_legacy() : compile_synthesized()
/**
* Plays a chord.
*/
/datum/song/proc/play_chord(list/chord)
// last value is timing information
for(var/i in 1 to (length(chord) - 1))
legacy? playkey_legacy(chord[i][1], chord[i][2], chord[i][3], user_playing) : playkey_synth(chord[i], user_playing)
/**
* Checks if we should halt playback.
*/
/datum/song/proc/should_stop_playing(mob/user)
return QDELETED(parent) || !using_instrument || !playing
/**
* Sanitizes tempo to a value that makes sense and fits the current world.tick_lag.
*/
/datum/song/proc/sanitize_tempo(new_tempo)
new_tempo = abs(new_tempo)
return clamp(round(new_tempo, world.tick_lag), world.tick_lag, 5 SECONDS)
/**
* Gets our beats per minute based on our tempo.
*/
/datum/song/proc/get_bpm()
return 600 / tempo
/**
* Sets our tempo from a beats-per-minute, sanitizing it to a valid number first.
*/
/datum/song/proc/set_bpm(bpm)
tempo = sanitize_tempo(600 / bpm)
/// Updates the window for our user. Override in subtypes.
/datum/song/proc/updateDialog(mob/user = usr)
/**
* Updates the window for our users. Override down the line.
*/
/datum/song/proc/updateDialog(mob/user)
ui_interact(user)
/datum/song/process(wait)
if(!playing)
return PROCESS_KILL
var/delay = world.time - last_process_decay
process_decay(delay)
last_process_decay = world.time
// it's expected this ticks at every world.tick_lag. if it lags, do not attempt to catch up.
process_song(world.tick_lag)
process_decay(world.tick_lag)
/**
* Updates our cached linear/exponential falloff stuff, saving calculations down the line.
*/
/datum/song/proc/update_sustain()
// Exponential is easy
cached_exponential_dropoff = sustain_exponential_dropoff
@@ -241,21 +330,33 @@
var/volume_decrease_per_decisecond = volume_diff / target_duration
cached_linear_dropoff = volume_decrease_per_decisecond
/**
* Setter for setting output volume.
*/
/datum/song/proc/set_volume(volume)
src.volume = clamp(volume, max(0, min_volume), min(100, max_volume))
update_sustain()
updateDialog()
/**
* Setter for setting how low the volume has to get before a note is considered "dead" and dropped
*/
/datum/song/proc/set_dropoff_volume(volume)
sustain_dropoff_volume = clamp(volume, INSTRUMENT_MIN_SUSTAIN_DROPOFF, 100)
update_sustain()
updateDialog()
/**
* Setter for setting exponential falloff factor.
*/
/datum/song/proc/set_exponential_drop_rate(drop)
sustain_exponential_dropoff = clamp(drop, INSTRUMENT_EXP_FALLOFF_MIN, INSTRUMENT_EXP_FALLOFF_MAX)
update_sustain()
updateDialog()
/**
* Setter for setting linear falloff duration.
*/
/datum/song/proc/set_linear_falloff_duration(duration)
sustain_linear_duration = clamp(duration, 0.1, INSTRUMENT_MAX_TOTAL_SUSTAIN)
update_sustain()
@@ -277,10 +378,8 @@
// subtype for handheld instruments, like violin
/datum/song/handheld
/datum/song/handheld/updateDialog(mob/user = usr)
if(user.machine != src)
return
parent.ui_interact(user)
/datum/song/handheld/updateDialog(mob/user)
parent.ui_interact(user || usr)
/datum/song/handheld/should_stop_playing(mob/user)
. = ..()
@@ -292,10 +391,8 @@
// subtype for stationary structures, like pianos
/datum/song/stationary
/datum/song/stationary/updateDialog(mob/user = usr)
if(user.machine != src)
return
parent.ui_interact(user)
/datum/song/stationary/updateDialog(mob/user)
parent.ui_interact(user || usr)
/datum/song/stationary/should_stop_playing(mob/user)
. = ..()
+48 -44
View File
@@ -1,48 +1,52 @@
/// Playing legacy instruments - None of the "advanced" like sound reservations and decay are invoked.
/datum/song/proc/do_play_lines_legacy(mob/user)
while(repeat >= 0)
var/cur_oct[7]
var/cur_acc[7]
for(var/i = 1 to 7)
cur_oct[i] = 3
cur_acc[i] = "n"
/**
* Compiles our lines into "chords" with filenames for legacy playback. This makes there have to be a bit of lag at the beginning of the song, but repeats will not have to parse it again, and overall playback won't be impacted by as much lag.
*/
/datum/song/proc/compile_legacy()
if(!length(src.lines))
return
var/list/lines = src.lines //cache for hyepr speed!
compiled_chords = list()
var/list/octaves = list(3, 3, 3, 3, 3, 3, 3)
var/list/accents = list("n", "n", "n", "n", "n", "n", "n")
for(var/line in lines)
var/list/chords = splittext(lowertext(line), ",")
for(var/chord in chords)
var/list/compiled_chord = list()
var/tempodiv = 1
var/list/notes_tempodiv = splittext(chord, "/")
var/len = length(notes_tempodiv)
if(len >= 2)
tempodiv = text2num(notes_tempodiv[2])
if(len) //some dunkass is going to do ,,,, to make 3 rests instead of ,/1 because there's no standardization so let's be prepared for that.
var/list/notes = splittext(notes_tempodiv[1], "-")
for(var/note in notes)
if(length(note) == 0)
continue
// 1-7, A-G
var/key = text2ascii(note) - 96
if((key < 1) || (key > 7))
continue
for(var/i in 2 to length(note))
var/oct_acc = copytext(note, i, i + 1)
var/num = text2num(oct_acc)
if(!num) //it's an accidental
accents[key] = oct_acc //if they misspelled it/fucked up that's on them lmao, no safety checks.
else //octave
octaves[key] = clamp(num, octave_min, octave_max)
compiled_chord[++compiled_chord.len] = list(key, accents[key], octaves[key])
compiled_chord += tempodiv //this goes last
if(length(compiled_chord))
compiled_chords[++compiled_chords.len] = compiled_chord
for(var/line in lines)
for(var/beat in splittext(lowertext(line), ","))
if(should_stop_playing(user))
return
var/list/notes = splittext(beat, "/")
if(length(notes)) //because some jack-butts are going to do ,,,, to symbolize 3 rests instead of something reasonable like ,/1.
for(var/note in splittext(notes[1], "-"))
if(length(note) == 0)
continue
var/cur_note = text2ascii(note) - 96
if(cur_note < 1 || cur_note > 7)
continue
for(var/i=2 to length(note))
var/ni = copytext(note,i,i+1)
if(!text2num(ni))
if(ni == "#" || ni == "b" || ni == "n")
cur_acc[cur_note] = ni
else if(ni == "s")
cur_acc[cur_note] = "#" // so shift is never required
else
cur_oct[cur_note] = text2num(ni)
playnote_legacy(cur_note, cur_acc[cur_note], cur_oct[cur_note])
if(notes.len >= 2 && text2num(notes[2]))
sleep(sanitize_tempo(tempo / text2num(notes[2])))
else
sleep(tempo)
if(should_stop_playing(user))
return
repeat--
updateDialog()
repeat = 0
// note is a number from 1-7 for A-G
// acc is either "b", "n", or "#"
// oct is 1-8 (or 9 for C)
/datum/song/proc/playnote_legacy(note, acc as text, oct)
/**
* Proc to play a legacy note. Just plays the sound to hearing mobs (and does hearcheck if necessary), no fancy channel/sustain/management.
*
* Arguments:
* * note is a number from 1-7 for A-G
* * acc is either "b", "n", or "#"
* * oct is 1-8 (or 9 for C)
*/
/datum/song/proc/playkey_legacy(note, acc as text, oct, mob/user)
// handle accidental -> B<>C of E<>F
if(acc == "b" && (note == 3 || note == 6)) // C or F
if(note == 3)
@@ -1,27 +1,7 @@
/datum/song/proc/do_play_lines_synthesized(mob/user)
compile_lines()
while(repeat >= 0)
if(should_stop_playing(user))
return
var/warned = FALSE
for(var/_chord in compiled_chords)
if(should_stop_playing(user))
return
var/list/chord = _chord
var/tempodiv = chord[chord.len]
for(var/i in 1 to chord.len - 1)
var/key = chord[i]
if(!playkey_synth(key))
if(!warned)
warned = TRUE
to_chat(user, "<span class='boldwarning'>Your instrument has ran out of channels. You might be playing your song too fast or be setting sustain to too high of a value. This warning will be suppressed for the rest of this cycle.</span>")
sleep(sanitize_tempo(tempo / (tempodiv || 1)))
repeat--
updateDialog()
repeat = 0
/// C-Db2-A-A4/2,A-B#4-C/3,/4,A,A-B-C as an example
/datum/song/proc/compile_lines()
/**
* Compiles our lines into "chords" with numbers. This makes there have to be a bit of lag at the beginning of the song, but repeats will not have to parse it again, and overall playback won't be impacted by as much lag.
*/
/datum/song/proc/compile_synthesized()
if(!length(src.lines))
return
var/list/lines = src.lines //cache for hyepr speed!
@@ -57,10 +37,12 @@
compiled_chord += tempodiv //this goes last
if(length(compiled_chord))
compiled_chords[++compiled_chords.len] = compiled_chord
CHECK_TICK
return compiled_chords
/datum/song/proc/playkey_synth(key)
/**
* Plays a specific numerical key from our instrument to anyone who can hear us.
* Does a hearing check if enough time has passed.
*/
/datum/song/proc/playkey_synth(key, mob/user)
if(can_noteshift)
key = clamp(key + note_shift, key_min, key_max)
if((world.time - MUSICIAN_HEARCHECK_MINDELAY) > last_hearcheck)
@@ -83,6 +65,9 @@
M.playsound_local(get_turf(parent), null, volume, FALSE, K.frequency, INSTRUMENT_DISTANCE_NO_FALLOFF, channel, null, copy, distance_multiplier = INSTRUMENT_DISTANCE_FALLOFF_BUFF)
// Could do environment and echo later but not for now
/**
* Stops all sounds we are "responsible" for. Only works in synthesized mode.
*/
/datum/song/proc/terminate_all_sounds(clear_channels = TRUE)
for(var/i in hearing_mobs)
terminate_sound_mob(i)
@@ -93,10 +78,16 @@
using_sound_channels = 0
SSsounds.free_datum_channels(src)
/**
* Stops all sounds we are responsible for in a given person. Only works in synthesized mode.
*/
/datum/song/proc/terminate_sound_mob(mob/M)
for(var/channel in channels_playing)
M.stop_sound_channel(text2num(channel))
/**
* Pops a channel we have reserved so we don't have to release and re-request them from SSsounds every time we play a note. This is faster.
*/
/datum/song/proc/pop_channel()
if(length(channels_idle)) //just pop one off of here if we have one available
. = text2num(channels_idle[1])
@@ -108,6 +99,12 @@
if(!isnull(.))
using_sound_channels++
/**
* Decays our channels and updates their volumes to mobs who can hear us.
*
* Arguments:
* * wait_ds - the deciseconds we should decay by. This is to compensate for any lag, as otherwise songs would get pretty nasty during high time dilation.
*/
/datum/song/proc/process_decay(wait_ds)
var/linear_dropoff = cached_linear_dropoff * wait_ds
var/exponential_dropoff = cached_exponential_dropoff ** wait_ds
+2 -2
View File
@@ -87,7 +87,7 @@
if(user != src && (user.a_intent == INTENT_HELP || user.a_intent == INTENT_DISARM))
for(var/datum/surgery/S in surgeries)
if(S.next_step(user,user.a_intent))
return 1
return STOP_ATTACK_PROC_CHAIN
if(!all_wounds || !(user.a_intent == INTENT_HELP || user == src))
return ..()
@@ -95,7 +95,7 @@
for(var/i in shuffle(all_wounds))
var/datum/wound/W = i
if(W.try_treating(I, user))
return 1
return STOP_ATTACK_PROC_CHAIN
return ..()
@@ -7,6 +7,11 @@
message = "cries."
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/human/cry/run_emote(mob/user, params)
. = ..()
if(. && isipcperson(user))
do_fake_sparks(5,FALSE,user)
/datum/emote/living/carbon/human/dap
key = "dap"
key_third_person = "daps"
@@ -187,3 +192,71 @@
key_third_person = "chimes"
message = "chimes."
sound = 'sound/machines/chime.ogg'
//rock paper scissors emote handling
/mob/living/carbon/human/proc/beginRockPaperScissors(var/chosen_move)
GLOB.rockpaperscissors_players[src] = list(chosen_move, ROCKPAPERSCISSORS_NOT_DECIDED)
do_after_advanced(src, ROCKPAPERSCISSORS_TIME_LIMIT, src, DO_AFTER_REQUIRES_USER_ON_TURF|DO_AFTER_NO_COEFFICIENT|DO_AFTER_NO_PROGRESSBAR|DO_AFTER_DISALLOW_MOVING_ABSOLUTE_USER, CALLBACK(src, .proc/rockpaperscissors_tick))
var/new_entry = GLOB.rockpaperscissors_players[src]
if(new_entry[2] == ROCKPAPERSCISSORS_NOT_DECIDED)
to_chat(src, "You put your hand back down.")
GLOB.rockpaperscissors_players -= src
/mob/living/carbon/human/proc/rockpaperscissors_tick() //called every cycle of the progress bar for rock paper scissors while waiting for an opponent
var/mob/living/carbon/human/opponent
for(var/mob/living/carbon/human/potential_opponent in (GLOB.rockpaperscissors_players - src)) //dont play against yourself
if(get_dist(src, potential_opponent) <= ROCKPAPERSCISSORS_RANGE)
opponent = potential_opponent
break
if(opponent)
//we found an opponent before they found us
var/move_to_number = list("rock" = 0, "paper" = 1, "scissors" = 2)
var/our_move = move_to_number[GLOB.rockpaperscissors_players[src][1]]
var/their_move = move_to_number[GLOB.rockpaperscissors_players[opponent][1]]
var/result_us = ROCKPAPERSCISSORS_WIN
var/result_them = ROCKPAPERSCISSORS_LOSE
if(our_move == their_move)
result_us = ROCKPAPERSCISSORS_TIE
result_them = ROCKPAPERSCISSORS_TIE
else
if(((our_move + 1) % 3) == their_move)
result_us = ROCKPAPERSCISSORS_LOSE
result_them = ROCKPAPERSCISSORS_WIN
//we decided our results so set them in the list
GLOB.rockpaperscissors_players[src][2] = result_us
GLOB.rockpaperscissors_players[opponent][2] = result_them
//show what happened
src.visible_message("<b>[src]</b> makes [GLOB.rockpaperscissors_players[src][1]] with their hand!")
opponent.visible_message("<b>[opponent]</b> makes [GLOB.rockpaperscissors_players[opponent][1]] with their hands!")
switch(result_us)
if(ROCKPAPERSCISSORS_TIE)
src.visible_message("It was a tie!")
if(ROCKPAPERSCISSORS_WIN)
src.visible_message("<b>[src]</b> wins!")
if(ROCKPAPERSCISSORS_LOSE)
src.visible_message("<b>[opponent]</b> wins!")
//make the progress bar end so that each player can handle the result
return DO_AFTER_STOP
//no opponent was found, so keep searching
return DO_AFTER_PROCEED
//the actual emotes
/datum/emote/living/carbon/human/rockpaperscissors
message = "is attempting to play rock paper scissors!"
/datum/emote/living/carbon/human/rockpaperscissors/rock
key = "rock"
/datum/emote/living/carbon/human/rockpaperscissors/paper
key = "paper"
/datum/emote/living/carbon/human/rockpaperscissors/scissors
key = "scissors"
/datum/emote/living/carbon/human/rockpaperscissors/run_emote(mob/living/carbon/human/user, params)
if(!(user in GLOB.rockpaperscissors_players)) //no using the emote again while already playing!
. = ..()
user.beginRockPaperScissors(key)
@@ -114,6 +114,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
/// Our default override for typing indicator state
var/typing_indicator_state
//the ids you can use for your species, if empty, it means default only and not changeable
var/list/allowed_limb_ids
///////////
// PROCS //
///////////
@@ -121,7 +124,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
/datum/species/New()
if(!limbs_id) //if we havent set a limbs id to use, just use our own id
limbs_id = id
mutant_bodyparts["limbs_id"] = id //done this way to be non-intrusive to the existing system
else
mutant_bodyparts["limbs_id"] = limbs_id
..()
//update our mutant bodyparts to include unlocked ones
@@ -13,10 +13,11 @@
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/insect
liked_food = MEAT | FRUIT
disliked_food = TOXIC
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
exotic_bloodtype = "BUG"
exotic_blood_color = BLOOD_COLOR_BUG
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "insect"
species_type = "insect"
allowed_limb_ids = list("insect","apid","moth","moth_not_greyscale")
@@ -2,7 +2,6 @@
name = "Anthromorph"
id = "mammal"
default_color = "4B4B4B"
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BEAST
mutant_bodyparts = list("mcolor" = "FFFFFF","mcolor2" = "FFFFFF","mcolor3" = "FFFFFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "deco_wings" = "None",
@@ -17,3 +16,5 @@
tail_type = "mam_tail"
wagging_type = "mam_waggingtail"
species_type = "furry"
allowed_limb_ids = list("mammal","aquatic","avian")
@@ -3,7 +3,6 @@
id = "ipc"
say_mod = "beeps"
default_color = "00FF00"
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
blacklisted = 0
sexes = 0
species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING,HAS_FLESH,HAS_BONE)
@@ -21,6 +21,8 @@
species_type = "plant"
allowed_limb_ids = list("pod","mush")
/datum/species/pod/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
C.faction |= "plants"
@@ -1,7 +1,6 @@
/datum/species/synthliz
name = "Synthetic Lizardperson"
id = "synthliz"
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
say_mod = "beeps"
default_color = "00FF00"
species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR,HAS_FLESH,HAS_BONE)
@@ -61,7 +61,7 @@
mutant_organs = S.mutant_organs.Copy()
nojumpsuit = S.nojumpsuit
no_equip = S.no_equip.Copy()
limbs_id = S.limbs_id
limbs_id = S.mutant_bodyparts["limbs_id"]
use_skintones = S.use_skintones
fixed_mut_color = S.fixed_mut_color
hair_color = S.hair_color
@@ -4,7 +4,6 @@
id = "xeno"
say_mod = "hisses"
default_color = "00FF00"
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,CAN_SCAR)
mutant_bodyparts = list("xenotail"="Xenomorph Tail","xenohead"="Standard","xenodorsal"="Standard", "mam_body_markings" = "Xeno","mcolor" = "0F0","mcolor2" = "0F0","mcolor3" = "0F0","taur" = "None", "legs" = "Digitigrade")
attack_verb = "slash"
@@ -660,7 +660,7 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
//produces a key based on the human's limbs
/mob/living/carbon/human/generate_icon_render_key()
. = "[dna.species.limbs_id]"
. = "[dna.species.mutant_bodyparts["limbs_id"]]"
if(dna.check_mutation(HULK))
. += "-coloured-hulk"
+1 -4
View File
@@ -8,8 +8,6 @@
spill_organs(no_brain, no_organs, no_bodyparts)
release_vore_contents(silent = TRUE) // return of the bomb safe internals.
if(!no_bodyparts)
spread_bodyparts(no_brain, no_organs)
@@ -46,7 +44,6 @@
buckled.unbuckle_mob(src, force = TRUE)
dust_animation()
release_vore_contents(silent = TRUE) //technically grief protection, I guess? if they're SM'd it doesn't matter seconds after anyway.
spawn_dust(just_ash)
QDEL_IN(src,5) // since this is sometimes called in the middle of movement, allow half a second for movement to finish, ghosting to happen and animation to play. Looks much nicer and doesn't cause multiple runtimes.
@@ -103,5 +100,5 @@
for(var/s in sharedSoullinks)
var/datum/soullink/S = s
S.sharerDies(gibbed)
release_vore_contents(silent = TRUE)
return TRUE
+5
View File
@@ -9,6 +9,11 @@
key_third_person = "blushes"
message = "blushes."
/datum/emote/living/blush/run_emote(mob/user, params)
. = ..()
if(. && isipcperson(user))
do_fake_sparks(5,FALSE,user)
/datum/emote/living/bow
key = "bow"
key_third_person = "bows"
+41 -34
View File
@@ -289,50 +289,57 @@
return FALSE
return ISINRANGE(T1.x, T0.x - interaction_range, T0.x + interaction_range) && ISINRANGE(T1.y, T0.y - interaction_range, T0.y + interaction_range)
/mob/living/silicon/robot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weldingtool) && (user.a_intent != INTENT_HARM || user == src))
/mob/living/silicon/robot/proc/attempt_welder_repair(obj/item/weldingtool/W, mob/user)
if (!getBruteLoss())
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
if (!W.tool_start_check(user, amount=0)) //The welder has 1u of fuel consumed by it's afterattack, so we don't need to worry about taking any away.
return
user.DelayNextAction(CLICK_CD_MELEE)
if(src == user)
to_chat(user, "<span class='notice'>You start fixing yourself...</span>")
if(!W.use_tool(src, user, 50))
return
adjustBruteLoss(-10)
else
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(!do_after(user, 30, target = src))
return
adjustBruteLoss(-30)
updatehealth()
add_fingerprint(user)
visible_message("<span class='notice'>[user] has fixed some of the dents on [src].</span>")
/mob/living/silicon/robot/proc/attempt_cable_repair(obj/item/stack/cable_coil/W, mob/user)
if (getFireLoss() > 0 || getToxLoss() > 0)
user.DelayNextAction(CLICK_CD_MELEE)
if (!getBruteLoss())
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
if (!W.tool_start_check(user, amount=0)) //The welder has 1u of fuel consumed by it's afterattack, so we don't need to worry about taking any away.
return
if(src == user)
to_chat(user, "<span class='notice'>You start fixing yourself...</span>")
if(!W.use_tool(src, user, 50))
if(!W.use_tool(src, user, 50, 1, skill_gain_mult = TRIVIAL_USE_TOOL_MULT))
to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
return
adjustBruteLoss(-10)
adjustFireLoss(-10)
adjustToxLoss(-10)
else
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(!do_after(user, 30, target = src))
if(!W.use_tool(src, user, 30, 1))
to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
return
adjustBruteLoss(-30)
updatehealth()
add_fingerprint(user)
visible_message("<span class='notice'>[user] has fixed some of the dents on [src].</span>")
adjustFireLoss(-30)
adjustToxLoss(-30)
updatehealth()
user.visible_message("[user] has fixed some of the burnt wires on [src].", "<span class='notice'>You fix some of the burnt wires on [src].</span>")
else
to_chat(user, "The wires seem fine, there's no need to fix them.")
/mob/living/silicon/robot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/weldingtool) && (user.a_intent != INTENT_HARM || user == src))
INVOKE_ASYNC(src, .proc/attempt_welder_repair, W, user)
return
else if(istype(W, /obj/item/stack/cable_coil) && wiresexposed)
user.DelayNextAction(CLICK_CD_MELEE)
if (getFireLoss() > 0 || getToxLoss() > 0)
if(src == user)
to_chat(user, "<span class='notice'>You start fixing yourself...</span>")
if(!W.use_tool(src, user, 50, 1, skill_gain_mult = TRIVIAL_USE_TOOL_MULT))
to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
return
adjustFireLoss(-10)
adjustToxLoss(-10)
else
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(!W.use_tool(src, user, 30, 1))
to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
return
adjustFireLoss(-30)
adjustToxLoss(-30)
updatehealth()
user.visible_message("[user] has fixed some of the burnt wires on [src].", "<span class='notice'>You fix some of the burnt wires on [src].</span>")
else
to_chat(user, "The wires seem fine, there's no need to fix them.")
INVOKE_ASYNC(src, .proc/attempt_cable_repair, W, user)
return
else if(istype(W, /obj/item/crowbar)) // crowbar means open or close the cover
if(opened)
@@ -661,7 +661,7 @@ Difficulty: Normal
continue
to_chat(M.occupant, "<span class='userdanger'>Your [M.name] is struck by a [name]!</span>")
playsound(M,'sound/weapons/sear.ogg', 50, 1, -4)
M.take_damage(damage, BURN, 0, 0)
M.take_damage(damage, BURN, 0, 0, null, 50)
/obj/effect/hierophant
name = "hierophant beacon"
@@ -200,6 +200,8 @@
L.Stun(75)
L.adjustBruteLoss(rand(15,20)) // Less stun more harm
latched = TRUE
for(var/obj/mecha/M in loc)
M.take_damage(20, BRUTE, null, null, null, 25)
if(!latched)
retract()
else
+5 -2
View File
@@ -19,8 +19,11 @@ GLOBAL_LIST_INIT(ventcrawl_machinery, typecacheof(list(
to_chat(src, "You can't vent crawl while you're restrained!")
return
if(has_buckled_mobs())
to_chat(src, "You can't vent crawl with other creatures on you!")
return
// attempt once
unbuckle_all_mobs()
if(has_buckled_mobs())
to_chat(src, "You can't vent crawl with other creatures on you!")
return
if(buckled)
to_chat(src, "You can't vent crawl while buckled!")
return
@@ -95,6 +95,10 @@ GLOBAL_LIST_EMPTY(allCasters)
. = ..()
update_icon()
/obj/machinery/newscaster/attack_ghost(mob/dead/observer/user)
if(istype(user))
user.read_news()
/obj/machinery/newscaster/ui_interact(mob/user)
. = ..()
if(ishuman(user) || issilicon(user))
+1 -1
View File
@@ -66,7 +66,7 @@
var/energy_transfer = delta_temperature*hot_air_heat_capacity*cold_air_heat_capacity/(hot_air_heat_capacity+cold_air_heat_capacity)
var/heat = energy_transfer*(1-efficiency)
lastgen += energy_transfer*efficiency
lastgen += LOGISTIC_FUNCTION(1000000,0.0034,delta_temperature,2000)
hot_air.set_temperature(hot_air.return_temperature() - energy_transfer/hot_air_heat_capacity)
cold_air.set_temperature(cold_air.return_temperature() + heat/cold_air_heat_capacity)
@@ -149,6 +149,9 @@
icon = 'icons/obj/ammo.dmi'
icon_state = "shotgunclip"
caliber = "shotgun" // slapped in to allow shell mix n match
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_POCKET
w_class = WEIGHT_CLASS_NORMAL
w_volume = ITEM_VOLUME_STRIPPER_CLIP
ammo_type = /obj/item/ammo_casing/shotgun
max_ammo = 4
var/pixeloffsetx = 4
@@ -19,6 +19,10 @@
var/stream_range = 1 //the range of tiles the sprayer will reach when in stream mode.
var/stream_amount = 10 //the amount of reagents transfered when in stream mode.
var/spray_delay = 3 //The amount of sleep() delay between each chempuff step.
/// Last world.time of spray
var/last_spray = 0
/// Spray cooldown
var/spray_cooldown = CLICK_CD_MELEE
var/can_fill_from_container = TRUE
amount_per_transfer_from_this = 5
volume = 250
@@ -27,8 +31,6 @@
/obj/item/reagent_containers/spray/afterattack(atom/A, mob/user)
. = ..()
if(!user.CheckActionCooldown(CLICK_CD_MELEE))
return
if(istype(A, /obj/structure/sink) || istype(A, /obj/structure/janitorialcart) || istype(A, /obj/machinery/hydroponics))
return
@@ -49,7 +51,8 @@
to_chat(user, "<span class='warning'>[src] is empty!</span>")
return
spray(A)
if(!spray(A))
return
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
user.last_action = world.time
@@ -64,10 +67,10 @@
if(reagents.has_reagent(/datum/reagent/lube))
message_admins("[ADMIN_LOOKUPFLW(user)] fired Space lube from \a [src] at [ADMIN_VERBOSEJMP(T)].")
log_game("[key_name(user)] fired Space lube from \a [src] at [AREACOORD(T)].")
return
/obj/item/reagent_containers/spray/proc/spray(atom/A)
if((last_spray + spray_cooldown) > world.time)
return
var/range = clamp(get_dist(src, A), 1, current_range)
var/obj/effect/decal/chempuff/D = new /obj/effect/decal/chempuff(get_turf(src))
D.create_reagents(amount_per_transfer_from_this, NONE, NO_REAGENTS_VALUE)
@@ -79,10 +82,11 @@
reagents.trans_to(D, amount_per_transfer_from_this, 1/range)
D.color = mix_color_from_reagents(D.reagents.reagent_list)
var/wait_step = max(round(2+ spray_delay * INVERSE(range)), 2)
do_spray(A, wait_step, D, range, puff_reagent_left)
last_spray = world.time
INVOKE_ASYNC(src, .proc/do_spray, A, wait_step, D, range, puff_reagent_left)
return TRUE
/obj/item/reagent_containers/spray/proc/do_spray(atom/A, wait_step, obj/effect/decal/chempuff/D, range, puff_reagent_left)
set waitfor = FALSE
var/range_left = range
for(var/i=0, i<range, i++)
range_left--
+7 -7
View File
@@ -598,7 +598,7 @@
var/datum/species/S = H.dna.species
base_bp_icon = S?.icon_limbs || DEFAULT_BODYPART_ICON
species_id = S.limbs_id
species_id = S.mutant_bodyparts["limbs_id"]
species_flags_list = H.dna.species.species_traits
//body marking memes
@@ -613,7 +613,6 @@
if(S.use_skintones)
skin_tone = H.skin_tone
base_bp_icon = (base_bp_icon == DEFAULT_BODYPART_ICON) ? DEFAULT_BODYPART_ICON_ORGANIC : base_bp_icon
else
skin_tone = ""
@@ -626,13 +625,9 @@
species_color = S.fixed_mut_color
else
species_color = H.dna.features["mcolor"]
base_bp_icon = (base_bp_icon == DEFAULT_BODYPART_ICON) ? DEFAULT_BODYPART_ICON_ORGANIC : base_bp_icon
else
species_color = ""
if(base_bp_icon != DEFAULT_BODYPART_ICON)
color_src = mut_colors ? MUTCOLORS : ((H.dna.skin_tone_override && S.use_skintones == USE_SKINTONES_GRAYSCALE_CUSTOM) ? CUSTOM_SKINTONE : SKINTONE)
if(S.mutant_bodyparts["legs"])
if(body_zone == BODY_ZONE_L_LEG || body_zone == BODY_ZONE_R_LEG)
if(DIGITIGRADE in S.species_traits)
@@ -652,11 +647,16 @@
body_markings = "plain"
aux_marking = "plain"
markings_color = list(colorlist)
else
body_markings = null
aux_marking = null
if(species_id in GLOB.greyscale_limb_types) //should they have greyscales?
base_bp_icon = DEFAULT_BODYPART_ICON_ORGANIC
if(base_bp_icon != DEFAULT_BODYPART_ICON)
color_src = mut_colors ? MUTCOLORS : ((H.dna.skin_tone_override && S.use_skintones == USE_SKINTONES_GRAYSCALE_CUSTOM) ? CUSTOM_SKINTONE : SKINTONE)
if(!dropping_limb && H.dna.check_mutation(HULK))
mutation_color = "00aa00"
else
+5 -1
View File
@@ -265,6 +265,10 @@
var/C = input(owner, "Select Color", "Select color", "#ffffff") as color|null
if(!C || QDELETED(src) || QDELETED(user) || QDELETED(owner) || owner != user)
return
var/list/hsv = ReadHSV(RGBtoHSV(C))
if(hsv[2] > 125)
to_chat(user, "<span class='warning'>A color that saturated? Surely not!</span>")
return
var/range = input(user, "Enter range (0 - [max_light_beam_distance])", "Range Select", 0) as null|num
if(!isnum(range))
return
@@ -396,4 +400,4 @@
#undef BLURRY_VISION_ONE
#undef BLURRY_VISION_TWO
#undef BLIND_VISION_THREE
#undef BLIND_VISION_THREE