PRA Minor Fixes and Code Documentation (#19253)

Very small fixes to PRA-related sites like the people's station and
headmaster, as well as code comment improvements to some files.

People's Station frankly has alot of bugs in part due to the system
being designed around ships, not stations

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
This commit is contained in:
Ben
2024-05-31 20:14:41 +00:00
committed by GitHub
co-authored by Ben10083
parent 8ba7366f71
commit 97661bc7fd
7 changed files with 110 additions and 36 deletions
+26 -13
View File
@@ -1,18 +1,22 @@
//===================================================================================
//Overmap object representing zlevel(s)
//===================================================================================
var/global/area/overmap/map_overmap // Global object used to locate the overmap area.
/// Global object used to locate the overmap area.
var/global/area/overmap/map_overmap
/obj/effect/overmap/visitable
name = "map object"
scannable = TRUE
sensor_range_override = TRUE
var/designation //Actual name of the object.
var/class //Imagine a ship or station's class. "NTCC" Odin, "SCCV" Horizon, ...
/// Actual name of the object.
var/designation
/// Imagine a ship or station's class. "NTCC" Odin, "SCCV" Horizon, ...
var/class
unknown_id = "Bogey"
var/obfuscated_name = "unidentified object"
var/obfuscated_desc = "This object is not displaying its IFF signature."
var/obfuscated = FALSE //Whether we hide our name and class or not.
/// Whether we hide our name and class or not.
var/obfuscated = FALSE
/// Landmark tags of landmarks that should be added to the actual lists below on init.
/// Generic, meaning usable by any shuttle.
@@ -25,14 +29,20 @@ var/global/area/overmap/map_overmap // Global object used to locate the overmap
/// Can contain nested lists, as it is flattened on init.
var/list/tracked_dock_tags
var/list/generic_waypoints = list() //waypoints that any shuttle can use
var/list/restricted_waypoints = list() //waypoints for specific shuttles
/// Waypoints that any shuttle can use
var/list/generic_waypoints = list()
/// Waypoints for specific shuttles
var/list/restricted_waypoints = list()
var/start_x //Coordinates for self placing
var/start_y //will use random values if unset
/// Coordinates for self placing
var/start_x
/// Will use random values if unset
var/start_y
var/base = 0 //starting sector, counts as station_levels
var/in_space = 1 //can be accessed via lucky EVA
/// Starting sector, counts as station_levels
var/base = FALSE
/// Can be accessed via lucky EVA
var/in_space = TRUE
var/has_called_distress_beacon = FALSE
var/image/applied_distress_overlay
@@ -52,11 +62,14 @@ var/global/area/overmap/map_overmap // Global object used to locate the overmap
var/freq_name = ""
/// Whether away ship comms have access to the common channel / PUB_FREQ
var/use_common = FALSE
var/list/navigation_viewers // list of weakrefs to people viewing the overmap via this ship
/// list of weakrefs to people viewing the overmap via this ship
var/list/navigation_viewers
var/list/consoles
var/list/datalink_requests = list()// A list of datalink requests that we received
var/list/datalinked = list()// Other effects that we are datalinked with
/// A list of datalink requests that we received
var/list/datalink_requests = list()
/// Other effects that we are datalinked with
var/list/datalinked = list()
/// null | num | list. If a num or a (num, num) list, the radius or random bounds for placing this sector near the main map's overmap icon.
var/list/place_near_main
@@ -23,7 +23,8 @@
var/screenshake_type = SHIP_GUN_SCREENSHAKE_SCREEN
var/firing = FALSE //Helper variable in case we need to track if we're firing or not. Must be set manually. Used for the Leviathan.
var/load_time = 5 SECONDS
var/mobile_platform = FALSE //When toggled, targeting computers will be able to force ammunition heading direction. Used for guns on visitables.
/// When toggled, targeting computers will be able to force ammunition heading direction. Used for guns on visitables.
var/mobile_platform = FALSE
var/weapon_id //Used to identify a gun in the targeting consoles and connect weapon systems to the relevant ammunition loader. Must be unique!
var/list/obj/structure/ship_weapon_dummy/connected_dummies = list()
@@ -7,14 +7,19 @@
requires_contact = FALSE
var/obj/item/ship_ammunition/ammunition
var/atom/target //The target is the actual overmap object we're hitting.
var/obj/entry_target //The entry target is where the projectile itself is going to spawn in world.
/// The target is the actual overmap object we're hitting.
var/atom/target
/// The entry target is where the projectile itself is going to spawn in world.
var/obj/entry_target
var/range = OVERMAP_PROJECTILE_RANGE_MEDIUM
var/current_range_counter = 0
var/speed = 0 //A projectile with 0 speed does not move. Note that this is the 'lag' variable on walk_towards! Lower speed is better.
// A projectile with 0 speed does not move. Note that this is the 'lag' variable on walk_towards! Lower speed is better.
var/speed = 0
var/moving = FALSE //Is the projectile actively moving on the overmap?
var/entering = FALSE //Are we entering an entry point?
/// Is the projectile actively moving on the overmap?
var/moving = FALSE
/// Are we entering an entry point?
var/entering = FALSE
/obj/effect/overmap/projectile/Initialize(var/maploading, var/sx, var/sy)
. = ..()