2d2975f783
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review. Introduces the resistance_flags bitflag that replaces unacidable and burn_state. Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
218 lines
6.0 KiB
Plaintext
218 lines
6.0 KiB
Plaintext
// Special objects for shuttle templates go here if nowhere else
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// Wabbajack statue, a sleeping frog statue that shoots bolts of change if
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// living carbons are put on its altar/tables
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/obj/machinery/power/emitter/energycannon/magical
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name = "wabbajack statue"
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desc = "Who am I? What is my purpose in life? What do I mean by who am I?"
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projectile_type = /obj/item/projectile/magic/change
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icon = 'icons/obj/machines/magic_emitter.dmi'
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icon_state = "wabbajack_statue"
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icon_state_on = "wabbajack_statue_on"
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var/list/active_tables = list()
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var/tables_required = 2
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active = FALSE
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/obj/machinery/power/emitter/energycannon/magical/New()
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. = ..()
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if(prob(50))
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desc = "Oh no, not again."
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update_icon()
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/obj/machinery/power/emitter/energycannon/magical/update_icon()
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if(active)
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icon_state = icon_state_on
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else
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icon_state = initial(icon_state)
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/obj/machinery/power/emitter/energycannon/magical/process()
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. = ..()
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if(active_tables.len >= tables_required)
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if(!active)
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visible_message("<span class='revenboldnotice'>\
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[src] opens its eyes.</span>")
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active = TRUE
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else
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if(active)
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visible_message("<span class='revenboldnotice'>\
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[src] closes its eyes.</span>")
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active = FALSE
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update_icon()
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/obj/machinery/power/emitter/energycannon/magical/attack_hand(mob/user)
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return
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/obj/machinery/power/emitter/energycannon/magical/attackby(obj/item/W, mob/user, params)
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return
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/obj/machinery/power/emitter/energycannon/magical/ex_act(severity)
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return
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/obj/machinery/power/emitter/energycannon/magical/emag_act(mob/user)
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return
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/obj/structure/table/abductor/wabbajack
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name = "wabbajack altar"
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desc = "Whether you're sleeping or waking, it's going to be \
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quite chaotic."
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health = 1000
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verb_say = "chants"
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var/obj/machinery/power/emitter/energycannon/magical/our_statue
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var/list/mob/living/sleepers = list()
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var/never_spoken = TRUE
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flags = NODECONSTRUCT
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/obj/structure/table/abductor/wabbajack/New()
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/structure/table/abductor/wabbajack/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/structure/table/abductor/wabbajack/process()
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var/area = orange(4, src)
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if(!our_statue)
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for(var/obj/machinery/power/emitter/energycannon/magical/M in area)
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our_statue = M
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break
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if(!our_statue)
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name = "inert [name]"
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return
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else
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name = initial(name)
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var/turf/T = get_turf(src)
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var/list/found = list()
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for(var/mob/living/carbon/C in T)
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if(C.stat != DEAD)
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found += C
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// New sleepers
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for(var/i in found - sleepers)
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var/mob/living/L = i
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L.color = "#800080"
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L.visible_message("<span class='revennotice'>A strange purple glow \
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wraps itself around [L] as they suddenly fall unconcious.</span>",
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"<span class='revendanger'>[desc]</span>")
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// Don't let them sit suround unconscious forever
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addtimer(src, "sleeper_dreams", 100, FALSE, L)
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// Existing sleepers
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for(var/i in found)
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var/mob/living/L = i
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L.SetSleeping(10)
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// Missing sleepers
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for(var/i in sleepers - found)
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var/mob/living/L = i
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L.color = initial(L.color)
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L.visible_message("<span class='revennotice'>The glow from [L] fades \
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away.</span>")
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L.grab_ghost()
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sleepers = found
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if(sleepers.len)
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our_statue.active_tables |= src
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if(never_spoken || prob(5))
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say(desc)
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never_spoken = FALSE
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else
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our_statue.active_tables -= src
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/obj/structure/table/abductor/wabbajack/proc/sleeper_dreams(mob/living/sleeper)
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if(sleeper in sleepers)
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sleeper << "<span class='revennotice'>While you slumber, you have \
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the strangest dream, like you can see yourself from the outside.\
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</span>"
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sleeper.ghostize(TRUE)
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/obj/structure/table/abductor/wabbajack/left
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desc = "You sleep so it may wake."
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/obj/structure/table/abductor/wabbajack/right
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desc = "It wakes so you may sleep."
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// Bar staff, GODMODE mobs that just want to make sure people have drinks
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// and a good time.
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/mob/living/simple_animal/drone/snowflake/bardrone
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name = "Bardrone"
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desc = "A barkeeping drone, an indestructible robot built to tend bars."
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seeStatic = FALSE
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laws = "1. Serve drinks.\n\
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2. Talk to patrons.\n\
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3. Don't get messed up in their affairs."
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languages_spoken = ALL
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languages_understood = ALL
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status_flags = GODMODE // Please don't punch the barkeeper
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unique_name = FALSE // disables the (123) number suffix
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/mob/living/simple_animal/drone/snowflake/bardrone/New()
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. = ..()
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access_card.access |= access_cent_bar
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/mob/living/simple_animal/hostile/alien/maid/barmaid
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gold_core_spawnable = 0
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name = "Barmaid"
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desc = "A barmaid, a maiden found in a bar."
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pass_flags = PASSTABLE
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status_flags = GODMODE
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languages_spoken = ALL
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languages_understood = ALL
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unique_name = FALSE
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AIStatus = AI_OFF
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stop_automated_movement = TRUE
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/mob/living/simple_animal/hostile/alien/maid/barmaid/New()
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. = ..()
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access_card = new /obj/item/weapon/card/id(src)
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var/datum/job/captain/C = new /datum/job/captain
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access_card.access = C.get_access()
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access_card.access |= access_cent_bar
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access_card.flags |= NODROP
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/mob/living/simple_animal/hostile/alien/maid/barmaid/Destroy()
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qdel(access_card)
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. = ..()
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// Bar table, a wooden table that kicks you in a direction if you're not
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// barstaff (defined as someone who was a roundstart bartender or someone
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// with CENTCOM_BARSTAFF)
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/obj/structure/table/wood/bar
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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flags = NODECONSTRUCT
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health = 1000
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var/boot_dir = 1
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/obj/structure/table/wood/bar/Crossed(atom/movable/AM)
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if(isliving(AM) && !is_barstaff(AM))
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// No climbing on the bar please
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var/mob/living/M = AM
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var/throwtarget = get_edge_target_turf(src, boot_dir)
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M.Weaken(2)
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M.throw_at_fast(throwtarget, 5, 1,src)
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M << "<span class='notice'>No climbing on the bar please.</span>"
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else
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. = ..()
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/obj/structure/table/wood/bar/shuttleRotate(rotation)
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. = ..()
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boot_dir = angle2dir(rotation + dir2angle(boot_dir))
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/obj/structure/table/wood/bar/proc/is_barstaff(mob/living/user)
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. = FALSE
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.mind && H.mind.assigned_role == "Bartender")
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return TRUE
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var/obj/item/weapon/card/id/ID = user.get_idcard()
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if(ID && (access_cent_bar in ID.access))
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return TRUE
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