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Map and Animal fixes!
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Simple_animal fixes:
- Mice now properly get added to the mob list.
- Simple animals no longer use emotes if they have a client attached.
- Bears no longer run their AI stuff if they have a client attached.

This means that admins can now use the 'Animalize' button to turn players into mice and bears!

Map fixes:
- That window near arrival shuttle is back where it is supposed to be.
- Nuke op shuttle has red floors again.
- Holodeck's beach program once again has a beach.
- The beach once again is a beach.
- Re-added plating in the centcomm control room (where A.L.I.C.E. is.)

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4583 316c924e-a436-60f5-8080-3fe189b3f50e
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[email protected] committed Aug 29, 2012
1 parent 867b21c commit 74fcce3
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Showing 15 changed files with 3,091 additions and 3,048 deletions.
26 changes: 0 additions & 26 deletions code/defines/obj.dm
Original file line number Diff line number Diff line change
Expand Up @@ -126,26 +126,6 @@
color="white"
icon = 'icons/obj/power_cond_white.dmi'

/obj/effect/manifest
name = "manifest"
icon = 'icons/mob/screen1.dmi'
icon_state = "x"
unacidable = 1//Just to be sure.


/obj/effect/overlay
name = "overlay"
unacidable = 1
var/i_attached//Added for possible image attachments to objects. For hallucinations and the like.

/obj/effect/overlay/beam//Not actually a projectile, just an effect.
name="beam"
icon='icons/effects/beam.dmi'
icon_state="b_beam"
var/tmp/atom/BeamSource
New()
..()
spawn(10) del src

/obj/effect/projection
name = "Projection"
Expand All @@ -158,12 +138,6 @@
var/moving = null
var/list/parts = list( )

/obj/effect/landmark/start
name = "start"
icon = 'icons/mob/screen1.dmi'
icon_state = "x"
anchored = 1.0

/obj/effect/showcase
name = "Showcase"
icon = 'icons/obj/stationobjs.dmi'
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12 changes: 12 additions & 0 deletions code/game/objects/effects/landmarks.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,12 @@
/obj/effect/landmark
name = "landmark"
icon = 'icons/mob/screen1.dmi'
icon_state = "x2"
anchored = 1.0
unacidable = 1

/obj/effect/landmark/start
name = "start"
icon = 'icons/mob/screen1.dmi'
icon_state = "x"
anchored = 1.0
6 changes: 5 additions & 1 deletion code/game/objects/effects/manifest.dm
Original file line number Diff line number Diff line change
@@ -1,4 +1,8 @@

/obj/effect/manifest
name = "manifest"
icon = 'icons/mob/screen1.dmi'
icon_state = "x"
unacidable = 1//Just to be sure.

/obj/effect/manifest/New()

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33 changes: 33 additions & 0 deletions code/game/objects/effects/overlays.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,33 @@
/obj/effect/overlay
name = "overlay"
unacidable = 1
var/i_attached//Added for possible image attachments to objects. For hallucinations and the like.

/obj/effect/overlay/beam//Not actually a projectile, just an effect.
name="beam"
icon='icons/effects/beam.dmi'
icon_state="b_beam"
var/tmp/atom/BeamSource
New()
..()
spawn(10) del src

/obj/effect/overlay/water
name = "water"
icon = 'icons/misc/beach.dmi'
icon_state = "water2"

/obj/effect/overlay/palmtree_r
name = "Palm tree"
icon = 'icons/misc/beach2.dmi'
icon_state = "palm1"

/obj/effect/overlay/palmtree_l
name = "Palm tree"
icon = 'icons/misc/beach2.dmi'
icon_state = "palm2"

/obj/effect/overlay/coconut
name = "Coconuts"
icon = 'icons/misc/beach.dmi'
icon_state = "coconuts"
34 changes: 34 additions & 0 deletions code/game/turfs/simulated/beach.dm
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@@ -0,0 +1,34 @@
/turf/simulated/beach
name = "Beach"
icon = 'icons/misc/beach.dmi'

/turf/simulated/beach/sand
name = "Sand"
icon_state = "sand"

/turf/simulated/beach/coastline
name = "Coastline"
icon = 'icons/misc/beach2.dmi'
icon_state = "sandwater"

/turf/simulated/beach/water
name = "Water"
icon_state = "water"


/turf/simulated/floor/grass
name = "Grass patch"
icon_state = "grass1"
floor_tile = new/obj/item/stack/tile/grass

New()
floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
icon_state = "grass[pick("1","2","3","4")]"
..()
spawn(4)
if(src)
update_icon()
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding get updated properly
15 changes: 0 additions & 15 deletions code/game/turfs/turf.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1119,22 +1119,7 @@ var/list/wood_icons = list("wood","wood-broken")
update_icon()
name = n

/turf/simulated/floor/grass
name = "Grass patch"
icon_state = "grass1"
floor_tile = new/obj/item/stack/tile/grass

New()
floor_tile.New() //I guess New() isn't run on objects spawned without the definition of a turf to house them, ah well.
icon_state = "grass[pick("1","2","3","4")]"
..()
spawn(4)
if(src)
update_icon()
for(var/direction in cardinal)
if(istype(get_step(src,direction),/turf/simulated/floor))
var/turf/simulated/floor/FF = get_step(src,direction)
FF.update_icon() //so siding get updated properly

/turf/simulated/floor/wood
name = "floor"
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16 changes: 16 additions & 0 deletions code/game/turfs/unsimulated/beach.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,16 @@
/turf/unsimulated/beach
name = "Beach"
icon = 'icons/misc/beach.dmi'

/turf/unsimulated/beach/sand
name = "Sand"
icon_state = "sand"

/turf/unsimulated/beach/coastline
name = "Coastline"
icon = 'icons/misc/beach2.dmi'
icon_state = "sandwater"

/turf/unsimulated/beach/water
name = "Water"
icon_state = "water"
3 changes: 3 additions & 0 deletions code/modules/mob/living/simple_animal/bear.dm
Original file line number Diff line number Diff line change
Expand Up @@ -52,6 +52,9 @@

/mob/living/simple_animal/bear/Life()
..()

if(client) return //Player controlled bears shouldnt be processing AI stuff

if(stat)
walk(src,0)//Stops the movement

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49 changes: 7 additions & 42 deletions code/modules/mob/living/simple_animal/life.dm
Original file line number Diff line number Diff line change
@@ -1,16 +1,19 @@
/mob/living/simple_animal
name = "animal"
icon = 'icons/mob/animal.dmi'
health = 20
maxHealth = 20

var/icon_living = ""
var/icon_dead = ""
var/icon_gib = null //We only try to show a gibbing animation if this exists.
maxHealth = 20

var/list/speak = list()
var/list/speak_emote = list()// Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
var/speak_chance = 0
var/list/emote_hear = list() //Hearable emotes
var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps
health = 20

var/turns_per_move = 1
var/turns_since_move = 0
universal_speak = 1
Expand Down Expand Up @@ -82,55 +85,17 @@
if(health > maxHealth)
health = maxHealth

/*
// Stun/Weaken
if (paralysis || stunned || weakened) //Stunned etc.
if (stunned > 0)
AdjustStunned(-1)
stat = 0
if (weakened > 0)
AdjustWeakened(-1)
lying = 1
stat = 0
if (paralysis > 0)
AdjustParalysis(-1)
blinded = 1
lying = 1
stat = 1
var/h = hand
hand = 0
drop_item()
hand = 1
drop_item()
hand = h
else //Not stunned.
lying = 0
stat = 0
if(paralysis || stunned || weakened || buckled)
canmove = 0
else
canmove = 1
*/
//Movement
if(!ckey && !stop_automated_movement)
if(!client && !stop_automated_movement)
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
if(!(stop_automated_movement_when_pulled && pulledby)) //Soma animals don't move when pulled
Move(get_step(src,pick(cardinal)))
turns_since_move = 0







//Speaking
if(speak_chance)
if(!client && speak_chance)
if(rand(0,200) < speak_chance)
if(speak && speak.len)
if((emote_hear && emote_hear.len) || (emote_see && emote_see.len))
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47 changes: 26 additions & 21 deletions code/modules/mob/living/simple_animal/mouse.dm
Original file line number Diff line number Diff line change
Expand Up @@ -20,33 +20,14 @@
density = 0
var/color //brown, gray and white, leave blank for random

/mob/living/simple_animal/mouse/white
color = "white"
icon_state = "mouse_white"

/mob/living/simple_animal/mouse/gray
color = "gray"
icon_state = "mouse_gray"

/mob/living/simple_animal/mouse/brown
color = "brown"
icon_state = "mouse_brown"

/mob/living/simple_animal/mouse/New()
..()
if(!color)
color = pick( list("brown","gray","white") )
icon_state = "mouse_[color]"
icon_living = "mouse_[color]"
icon_dead = "mouse_[color]_dead"

//TOM IS ALIVE! SQUEEEEEEEE~K :)
/mob/living/simple_animal/mouse/brown/Tom
name = "Tom"
desc = "Jerry the cat is not amused."
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "splats"


/mob/living/simple_animal/mouse/proc/splat()
src.health = 0
Expand All @@ -61,4 +42,28 @@
var/mob/M = AM
M << "\blue \icon[src] Squeek!"
M << 'sound/effects/mousesqueek.ogg'
..()
..()

/*
* Mouse types
*/

/mob/living/simple_animal/mouse/white
color = "white"
icon_state = "mouse_white"

/mob/living/simple_animal/mouse/gray
color = "gray"
icon_state = "mouse_gray"

/mob/living/simple_animal/mouse/brown
color = "brown"
icon_state = "mouse_brown"

//TOM IS ALIVE! SQUEEEEEEEE~K :)
/mob/living/simple_animal/mouse/brown/Tom
name = "Tom"
desc = "Jerry the cat is not amused."
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "splats"
14 changes: 7 additions & 7 deletions code/modules/mob/transform_procs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -331,19 +331,19 @@
if(!MP || !ispath(MP, /mob/living/simple_animal))
return 1

//It is impossible to pull up the player panel for mice
if(ispath(MP, /mob/living/simple_animal/mouse))
return 1
//It is impossible to pull up the player panel for mice (Fixed! - Nodrak)
// if(ispath(MP, /mob/living/simple_animal/mouse))
// return 1

//Bears will auto-attack mobs, even if they're player controlled
if(ispath(MP, /mob/living/simple_animal/bear))
return 1
//Bears will auto-attack mobs, even if they're player controlled (Fixed! - Nodrak)
// if(ispath(MP, /mob/living/simple_animal/bear))
// return 1

//Parrots are unfinished, they have no sprite, movement, ect...
else if(ispath(MP, /mob/living/simple_animal/parrot))
return 1

//Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
//Unfinished. Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
else if(ispath(MP, /mob/living/simple_animal/space_worm))
return 1

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11 changes: 11 additions & 0 deletions html/changelog.html
Original file line number Diff line number Diff line change
Expand Up @@ -48,6 +48,17 @@
should be listed in the changelog upon commit tho. Thanks. -->

<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
<div class="commit sansserif">
<h2 class="date">29 August 2012</h2>
<h3 class="author">Nodrak updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Mice now work with the admin player panel. Admins can now turn players into mice with the 'Animalize' button in the player panel!</li>
<li class="bugfix">Space bear AI no longer runs when a player is controlling it. Admins can now turn players into space bears with the 'Animalize' button in the player panel!</li>
<li class="bugfix">The holodeck beach program once again has a beach.</li>
<li class="bugfix">The nuke op shuttle floor was pressure-washed a few days ago. We have since re-painted it with nanotrasen blood. Sorry for any confusion.</li>
</ul>
</div>

<div class="commit sansserif">
<h2 class="date">28 August 2012</h2>
<h3 class="author">Giacom updated:</h3>
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Binary file modified icons/misc/beach2.dmi
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