Merge remote-tracking branch 'bay12-upstream/master' into development

This commit is contained in:
skull132
2016-10-07 00:58:39 +03:00
1594 changed files with 53994 additions and 48590 deletions
+24 -255
View File
@@ -14,140 +14,9 @@
feedback_add_details("admin_verb","DG2") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
// callproc moved to code/modules/admin/callproc
/* 21st Sept 2010
Updated by Skie -- Still not perfect but better!
Stuff you can't do:
Call proc /mob/proc/make_dizzy() for some player
Because if you select a player mob as owner it tries to do the proc for
/mob/living/carbon/human/ instead. And that gives a run-time error.
But you can call procs that are of type /mob/living/carbon/human/proc/ for that player.
*/
/client/proc/callproc()
set category = "Debug"
set name = "Advanced ProcCall"
if(!check_rights(R_DEBUG)) return
if(config.debugparanoid && !check_rights(R_ADMIN)) return
spawn(0)
var/target = null
var/targetselected = 0
var/lst[] // List reference
lst = new/list() // Make the list
var/returnval = null
var/class = null
switch(alert("Proc owned by something?",,"Yes","No"))
if("Yes")
targetselected = 1
class = input("Proc owned by...","Owner",null) as null|anything in list("Obj","Mob","Area or Turf","Client")
switch(class)
if("Obj")
target = input("Enter target:","Target",usr) as obj in world
if("Mob")
target = input("Enter target:","Target",usr) as mob in world
if("Area or Turf")
target = input("Enter target:","Target",usr.loc) as area|turf in world
if("Client")
var/list/keys = list()
for(var/client/C)
keys += C
target = input("Please, select a player!", "Selection", null, null) as null|anything in keys
else
return
if("No")
target = null
targetselected = 0
var/procname = input("Proc path, eg: /proc/fake_blood","Path:", null) as text|null
if(!procname) return
if(targetselected)
if(!target)
usr << "<span class='danger'>Your target no longer exists.</span>"
return
if(!hascall(target,procname))
usr << "<font color='red'>Error: callproc(): target has no such call [procname].</font>"
return
else
if(copytext(procname, 1, 7) == "/proc/")
// nothing
else if(copytext(procname, 1, 6) == "proc/")
procname = "/[procname]"
else if(copytext(procname, 1, 2) == "/")
procname = "/proc[procname]"
else
procname = "/proc/[procname]"
// Procs have the strange property that text2path will return non-null, but ispath() will return false.
var/path = text2path(procname)
if(!path || ispath(path))
usr << "<span class='danger'>Invalid proc [procname]</span>"
return
var/argnum = input("Number of arguments","Number:",0) as num|null
if(!argnum && (argnum!=0)) return
lst.len = argnum // Expand to right length
//TODO: make a list to store whether each argument was initialised as null.
//Reason: So we can abort the proccall if say, one of our arguments was a mob which no longer exists
//this will protect us from a fair few errors ~Carn
var/i
for(i=1, i<argnum+1, i++) // Lists indexed from 1 forwards in byond
// Make a list with each index containing one variable, to be given to the proc
class = input("What kind of variable?","Variable Type") in list("text","num","type","reference","mob reference","icon","file","client","mob's area","CANCEL")
switch(class)
if("CANCEL")
return
if("text")
lst[i] = input("Enter new text:","Text",null) as text
if("num")
lst[i] = input("Enter new number:","Num",0) as num
if("type")
lst[i] = input("Enter type:","Type") in typesof(/obj,/mob,/area,/turf)
if("reference")
lst[i] = input("Select reference:","Reference",src) as mob|obj|turf|area in world
if("mob reference")
lst[i] = input("Select reference:","Reference",usr) as mob in world
if("file")
lst[i] = input("Pick file:","File") as file
if("icon")
lst[i] = input("Pick icon:","Icon") as icon
if("client")
var/list/keys = list()
for(var/mob/M in world)
keys += M.client
lst[i] = input("Please, select a player!", "Selection", null, null) as null|anything in keys
if("mob's area")
var/mob/temp = input("Select mob", "Selection", usr) as mob in world
lst[i] = temp.loc
if(targetselected)
if(!target)
usr << "<font color='red'>Error: callproc(): owner of proc no longer exists.</font>"
return
log_admin("[key_name(src)] called [target]'s [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
returnval = call(target,procname)(arglist(lst)) // Pass the lst as an argument list to the proc
else
log_admin("[key_name(src)] called [procname]() with [lst.len ? "the arguments [list2params(lst)]":"no arguments"].")
returnval = call(procname)(arglist(lst)) // Pass the lst as an argument list to the proc
usr << "<font color='blue'>[procname] returned: [returnval ? returnval : "null"]</font>"
feedback_add_details("admin_verb","APC") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/Cell()
set category = "Debug"
set name = "Cell"
@@ -232,23 +101,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
paiController.pai_candidates.Remove(candidate)
feedback_add_details("admin_verb","MPAI") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/client/proc/cmd_admin_alienize(var/mob/M in mob_list)
set category = "Fun"
set name = "Make Alien"
if(!ticker)
alert("Wait until the game starts")
return
if(ishuman(M))
log_admin("[key_name(src)] has alienized [M.key].")
spawn(10)
M:Alienize()
feedback_add_details("admin_verb","MKAL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
log_admin("[key_name(usr)] made [key_name(M)] into an alien.")
message_admins("\blue [key_name_admin(usr)] made [key_name(M)] into an alien.", 1)
else
alert("Invalid mob")
/client/proc/cmd_admin_slimeize(var/mob/M in mob_list)
set category = "Fun"
set name = "Make slime"
@@ -267,7 +119,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
alert("Invalid mob")
/*
/client/proc/cmd_admin_monkeyize(var/mob/M in world)
/client/proc/cmd_admin_monkeyize(var/mob/M in mob_list)
set category = "Fun"
set name = "Make Monkey"
@@ -282,7 +134,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
else
alert("Invalid mob")
/client/proc/cmd_admin_changelinginize(var/mob/M in world)
/client/proc/cmd_admin_changelinginize(var/mob/M in mob_list)
set category = "Fun"
set name = "Make Changeling"
@@ -300,7 +152,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
alert("Invalid mob")
*/
/*
/client/proc/cmd_admin_abominize(var/mob/M in world)
/client/proc/cmd_admin_abominize(var/mob/M in mob_list)
set category = null
set name = "Make Abomination"
@@ -317,7 +169,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
*/
/*
/client/proc/make_cultist(var/mob/M in world) // -- TLE, modified by Urist
/client/proc/make_cultist(var/mob/M in mob_list) // -- TLE, modified by Urist
set category = "Fun"
set name = "Make Cultist"
set desc = "Makes target a cultist"
@@ -405,11 +257,11 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
var/obj/item/device/pda/pda = H.wear_id
id = pda.id
id.icon_state = "gold"
id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access()
id.access = get_all_accesses()
else
var/obj/item/weapon/card/id/id = new/obj/item/weapon/card/id(M);
id.icon_state = "gold"
id:access = get_all_accesses()+get_all_centcom_access()+get_all_syndicate_access()
id.access = get_all_accesses()
id.registered_name = H.real_name
id.assignment = "Captain"
id.name = "[id.registered_name]'s ID Card ([id.assignment])"
@@ -624,9 +476,9 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/under/det(M), slot_w_uniform)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/black(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_suit(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/det_trench(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/plain/monocle(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/head/det_hat(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/clothing/head/det(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
@@ -659,13 +511,13 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/grenade/chem_grenade/cleaner(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/steel(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/stack/tile/floor(M), slot_in_backpack)
if ("pirate")
M.equip_to_slot_or_del(new /obj/item/clothing/under/pirate(M), slot_w_uniform)
@@ -701,7 +553,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses()
W.access = get_all_station_access()
W.assignment = "Tunnel Clown!"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
@@ -758,7 +610,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
var/obj/item/weapon/card/id/syndicate/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses()
W.access = get_all_station_access()
W.assignment = "Reaper"
W.registered_name = M.real_name
M.equip_to_slot_or_del(W, slot_wear_id)
@@ -788,7 +640,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.item_state = "id_inv"
W.access = get_all_accesses()
W.access = get_all_station_access()
W.access += list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer")
W.assignment = "NanoTrasen Navy Representative"
W.registered_name = M.real_name
@@ -812,7 +664,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses()
W.access = get_all_station_access()
W.access += get_all_centcom_access()
W.assignment = "NanoTrasen Navy Officer"
W.registered_name = M.real_name
@@ -837,7 +689,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.access = get_all_accesses()
W.access = get_all_station_access()
W.access += get_all_centcom_access()
W.assignment = "NanoTrasen Navy Captain"
W.registered_name = M.real_name
@@ -855,7 +707,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access = get_all_station_access()
W.access += get_all_centcom_access()
W.assignment = "Emergency Response Team"
W.registered_name = M.real_name
@@ -877,7 +729,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access = get_all_station_access()
W.access += get_all_centcom_access()
W.assignment = "Special Operations Officer"
W.registered_name = M.real_name
@@ -931,7 +783,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
var/obj/item/weapon/card/id/W = new(M)
W.name = "[M.real_name]'s ID Card"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access = get_all_station_access()
W.access += get_all_centcom_access()
W.assignment = "Admiral"
W.registered_name = M.real_name
@@ -994,89 +846,6 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
if(SMES.anchored)
SMES.input_attempt = 1
/client/proc/setup_supermatter_engine()
set category = "Debug"
set name = "Setup supermatter"
set desc = "Sets up the supermatter engine"
if(!check_rights(R_DEBUG|R_ADMIN)) return
var/response = alert("Are you sure? This will start up the engine. Should only be used during debug!",,"Setup Completely","Setup except coolant","No")
if(response == "No")
return
var/found_the_pump = 0
var/obj/machinery/power/supermatter/SM
for(var/obj/machinery/M in world)
if(!M)
continue
if(!M.loc)
continue
if(!M.loc.loc)
continue
if(istype(M.loc.loc,/area/engineering/engine_room))
if(istype(M,/obj/machinery/power/rad_collector))
var/obj/machinery/power/rad_collector/Rad = M
Rad.anchored = 1
Rad.connect_to_network()
var/obj/item/weapon/tank/phoron/Phoron = new/obj/item/weapon/tank/phoron(Rad)
Phoron.air_contents.gas["phoron"] = 29.1154 //This is a full tank if you filled it from a canister
Rad.P = Phoron
Phoron.loc = Rad
if(!Rad.active)
Rad.toggle_power()
Rad.update_icon()
else if(istype(M,/obj/machinery/atmospherics/binary/pump)) //Turning on every pump.
var/obj/machinery/atmospherics/binary/pump/Pump = M
if(Pump.name == "Engine Feed" && response == "Setup Completely")
found_the_pump = 1
Pump.air2.gas["nitrogen"] = 3750 //The contents of 2 canisters.
Pump.air2.temperature = 50
Pump.air2.update_values()
Pump.use_power=1
Pump.target_pressure = 4500
Pump.update_icon()
else if(istype(M,/obj/machinery/power/supermatter))
SM = M
spawn(50)
SM.power = 320
else if(istype(M,/obj/machinery/power/smes)) //This is the SMES inside the engine room. We don't need much power.
var/obj/machinery/power/smes/SMES = M
SMES.input_attempt = 1
SMES.input_level = 200000
SMES.output_level = 75000
else if(istype(M.loc.loc,/area/engineering/engine_smes)) //Set every SMES to charge and spit out 300,000 power between the 4 of them.
if(istype(M,/obj/machinery/power/smes))
var/obj/machinery/power/smes/SMES = M
SMES.input_attempt = 1
SMES.input_level = 200000
SMES.output_level = 75000
if(!found_the_pump && response == "Setup Completely")
src << "\red Unable to locate air supply to fill up with coolant, adding some coolant around the supermatter"
var/turf/simulated/T = SM.loc
T.zone.air.gas["nitrogen"] += 450
T.zone.air.temperature = 50
T.zone.air.update_values()
log_admin("[key_name(usr)] setup the supermatter engine [response == "Setup except coolant" ? "without coolant" : ""]")
message_admins("\blue [key_name_admin(usr)] setup the supermatter engine [response == "Setup except coolant" ? "without coolant": ""]", 1)
return
/client/proc/cmd_debug_mob_lists()
set category = "Debug"
set name = "Debug Mob Lists"