Deprecation of DNA Modifier UI, AME, misc NanoUI templates, and _old spritefiles. (#22320)

Lead-up to final push on NanoUI conversion; AME was removed (w approval
from Matt), DNA modifier will not be converted to Nano at this time, a
heap of templates and associated unused sprite files also removed.
This commit is contained in:
Batrachophreno
2026-04-26 19:55:31 +00:00
committed by GitHub
parent 35cb04c48e
commit fffc406aae
40 changed files with 15 additions and 4663 deletions
@@ -1,48 +0,0 @@
/obj/item/am_containment
name = "antimatter containment jar"
desc = "Holds antimatter. Warranty void if exposed to matter."
icon = 'icons/obj/machinery/antimatter.dmi'
icon_state = "jar"
force = 18
throwforce = 10
throw_speed = 1
throw_range = 2
var/fuel = 1000
var/stability = 100 //TODO: add all the stability things to this so its not very safe if you keep hitting in on things
var/exploded = FALSE
/obj/item/am_containment/antagonist_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Antimatter is extremely volatile, and containment jars are not particularly strong. Weak explosions will reduce the container's integrity, and larger ones will cause it to explode immediately."
/obj/item/am_containment/proc/boom()
var/percent = 0
if(fuel)
percent = (fuel / initial(fuel)) * 100
if(!exploded && percent >= 10)
explosion(get_turf(src), 1, 2, 3, 5)//Should likely be larger but this works fine for now I guess
exploded = TRUE
if(src)
qdel(src)
/obj/item/am_containment/ex_act(severity)
switch(severity)
if(1.0)
boom()
if(2.0)
if(prob((fuel / 10) - stability))
boom()
stability -= 40
if(3.0)
stability -= 20
check_stability()
/obj/item/am_containment/proc/check_stability()
if(stability <= 0)
boom()
/obj/item/am_containment/proc/usefuel(var/wanted)
if(fuel < wanted)
wanted = fuel
fuel -= wanted
return wanted
-365
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@@ -1,365 +0,0 @@
/obj/machinery/power/am_control_unit
name = "antimatter control unit"
desc = "The control unit for an antimatter reactor. Probably safe."
icon = 'icons/obj/machinery/new_ame.dmi'
icon_state = "control"
var/icon_mod = "on" // on, critical, or fuck
anchored = FALSE
density = TRUE
use_power = POWER_USE_IDLE
idle_power_usage = 100
active_power_usage = 1000
var/list/obj/machinery/am_shielding/linked_shielding
var/list/obj/machinery/am_shielding/linked_cores
var/obj/item/am_containment/fueljar
var/update_shield_icons = FALSE
var/stability = 100
var/exploding = FALSE
var/exploded = FALSE
var/active = FALSE //On or not
var/fuel_injection = 2 //How much fuel to inject
var/shield_icon_delay = FALSE //delays resetting for a short time
var/reported_core_efficiency = 0
var/power_cycle = 0
var/power_cycle_delay = 4 //How many ticks till produce_power is called
var/stored_core_stability = 0
var/stored_core_stability_delay = 0
var/stored_power = 0 //Power to deploy per tick
/obj/machinery/power/am_control_unit/assembly_hints(mob/user, distance, is_adjacent)
. += ..()
if(!anchored)
. += "First secure the control unit to the ground with some <b>bolts</b>."
else
. += "Arrange the reactor sections nearby and activate them."
. += "Reactor sections can only be activated if they are near the control unit, but otherwise are not restricted in how they must be placed."
/obj/machinery/power/am_control_unit/antagonist_hints(mob/user, distance, is_adjacent)
. += ..()
. += "The antimatter engine will quickly destabilize if the fuel injection rate is set too high, causing a large explosion."
/obj/machinery/power/am_control_unit/Destroy()//Perhaps damage and run stability checks rather than just del on the others
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.control_unit = null
qdel(AMS)
for(var/obj/machinery/am_shielding/AMS in linked_cores)
AMS.control_unit = null
qdel(AMS)
QDEL_NULL(fueljar)
return ..()
/obj/machinery/power/am_control_unit/process()
if(exploding && !exploded)
message_admins("AME explosion at ([x],[y],[z] - <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>) - Last touched by [fingerprintslast]",0,1)
exploded=1
explosion(get_turf(src),8,10,12,15)
if(src)
qdel(src)
if(update_shield_icons && !shield_icon_delay)
check_shield_icons()
update_shield_icons = 0
if(stat & (NOPOWER|BROKEN) || !active)//can update the icons even without power
return
if(!fueljar)//No fuel but we are on, shutdown
toggle_power()
//Angry buzz or such here
return
check_core_stability()
ADD_TO_POWERNET(src, stored_power)
power_cycle++
if(power_cycle >= power_cycle_delay)
produce_power()
power_cycle = 0
/obj/machinery/power/am_control_unit/proc/produce_power()
playsound(get_turf(src), 'sound/effects/air_seal.ogg', 25, TRUE)
for(var/thing in linked_cores)
flick("core2", thing)
if(reported_core_efficiency <= 0)
return FALSE //Something is wrong
var/core_damage = 0
var/fuel = fueljar.usefuel(fuel_injection)
stored_power = fuel * AM_POWER_FACTOR
// Now check if the cores could deal with it safely, this is done after so you can overload for more power if needed, still a bad idea
if(fuel > (2 * reported_core_efficiency)) //More fuel has been put in than the current cores can deal with
if(prob(50))
core_damage = 1 //Small chance of damage
if((fuel - reported_core_efficiency) > 5)
core_damage = 5 //Now its really starting to overload the cores
if((fuel - reported_core_efficiency) > 10)
core_damage = 20 //Welp now you did it, they wont stand much of this
if(core_damage == 0)
return
for(var/obj/machinery/am_shielding/AMS in linked_cores)
AMS.stability -= core_damage
AMS.check_stability(TRUE)
playsound(get_turf(src), 'sound/effects/bang.ogg', 50, 1)
/obj/machinery/power/am_control_unit/emp_act(severity)
. = ..()
switch(severity)
if(EMP_HEAVY)
if(active)
toggle_power()
stability -= rand(15, 30)
if(EMP_LIGHT)
if(active)
toggle_power()
stability -= rand(10, 20)
check_stability()
/obj/machinery/power/am_control_unit/ex_act(severity)
switch(severity)
if(1.0)
stability -= 60
if(2.0)
stability -= 40
if(3.0)
stability -= 20
check_stability()
/obj/machinery/power/am_control_unit/power_change()
..()
if(stat & NOPOWER && active)
toggle_power()
/obj/machinery/power/am_control_unit/update_icon()
if(active)
icon_state = "control_[icon_mod]"
else
icon_state = "control"
/obj/machinery/power/am_control_unit/attackby(obj/item/attacking_item, mob/user)
if(attacking_item.tool_behaviour == TOOL_WRENCH)
if(!anchored)
attacking_item.play_tool_sound(get_turf(src), 75)
user.visible_message("<b>[user.name]</b> secures \the [src] to the floor.", \
SPAN_NOTICE("You secure the anchor bolts to the floor."), \
SPAN_NOTICE("You hear a ratcheting noise."))
anchored = TRUE
update_shield_icons = 2
check_shield_icons()
connect_to_network()
else if(!LAZYLEN(linked_shielding))
attacking_item.play_tool_sound(get_turf(src), 75)
user.visible_message("<b>[user]</b> unsecures \the [src].", \
SPAN_NOTICE("You remove the anchor bolts."), \
SPAN_NOTICE("You hear a ratcheting noise."))
anchored = FALSE
disconnect_from_network()
else
to_chat(user, SPAN_WARNING("Once bolted and linked to a shielding unit it \the [src] is unable to be moved!"))
return
if(istype(attacking_item, /obj/item/am_containment))
if(fueljar)
to_chat(user, SPAN_WARNING("There is already \a [fueljar] loaded!"))
return
fueljar = attacking_item
user.drop_from_inventory(attacking_item, src)
message_admins("AME loaded with fuel by [user.real_name] ([user.key]) at ([x],[y],[z] - <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
user.visible_message("<b>[user]</b> loads \the [attacking_item] into \the [src].",
SPAN_NOTICE("You load \the [attacking_item] into \the [src]."),
SPAN_NOTICE("You hear a thunk."))
return
if(attacking_item.force >= 20)
user.do_attack_animation(src, attacking_item)
stability -= attacking_item.force / 2
check_stability()
return ..()
/obj/machinery/power/am_control_unit/attack_hand(mob/user)
if(anchored)
interact(user)
/obj/machinery/power/am_control_unit/proc/add_shielding(var/obj/machinery/am_shielding/AMS, var/AMS_linking = 0)
if(!istype(AMS))
return FALSE
if(!anchored)
return FALSE
if(!AMS_linking && !AMS.link_control(src))
return FALSE
LAZYDISTINCTADD(linked_shielding, AMS)
update_shield_icons = 1
return TRUE
/obj/machinery/power/am_control_unit/proc/remove_shielding(var/obj/machinery/am_shielding/AMS)
if(!istype(AMS))
return FALSE
LAZYREMOVE(linked_shielding, AMS)
update_shield_icons = 2
if(active)
toggle_power()
return TRUE
/obj/machinery/power/am_control_unit/proc/check_stability()//TODO: make it break when low also might want to add a way to fix it like a part or such that can be replaced
if(stability <= 0)
qdel(src)
/obj/machinery/power/am_control_unit/toggle_power()
active = !active
if(active)
update_use_power(POWER_USE_ACTIVE)
visible_message(SPAN_NOTICE("\The [src] starts up."))
else
update_use_power(POWER_USE_IDLE)
visible_message(SPAN_NOTICE("\The [src] shuts down."))
for(var/obj/machinery/am_shielding/AMS in linked_cores)
AMS.update_icon()
update_icon()
/obj/machinery/power/am_control_unit/proc/check_shield_icons()//Forces icon_update for all shields
if(shield_icon_delay)
return
shield_icon_delay = TRUE
if(update_shield_icons == 2)//2 means to clear everything and rebuild
for(var/obj/machinery/am_shielding/neighbor in cardinalrange(loc))
if(!neighbor.control_unit)
LAZYADD(linked_shielding, neighbor)
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
if(AMS.processing)
AMS.shutdown_core()
AMS.control_unit = null
addtimer(CALLBACK(src, PROC_REF(ams_do_scan), AMS), 1 SECOND)
LAZYCLEARLIST(linked_shielding)
else
for(var/obj/machinery/am_shielding/AMS in linked_shielding)
AMS.update_icon()
addtimer(CALLBACK(src, PROC_REF(clear_shield_icon_delay)), 2 SECONDS)
/obj/machinery/power/am_control_unit/proc/ams_do_scan(var/obj/machinery/am_shielding/AMS)
AMS.controllerscan()
AMS.assimilate()
/obj/machinery/power/am_control_unit/proc/clear_shield_icon_delay()
shield_icon_delay = FALSE
/obj/machinery/power/am_control_unit/proc/check_core_stability()
if(!LAZYLEN(linked_cores))
return
stored_core_stability = 0
for(var/thing in linked_cores)
var/obj/machinery/am_shielding/AMS = thing
if(QDELETED(AMS))
continue
stored_core_stability += AMS.stability
stored_core_stability /= LAZYLEN(linked_cores)
switch(stored_core_stability)
if(0 to 24)
icon_mod = "fuck"
if(25 to 49)
icon_mod = "critical"
if(50 to INFINITY)
icon_mod = "on"
update_icon()
/obj/machinery/power/am_control_unit/interact(mob/user)
if((get_dist(src, user) > 1) || (stat & (BROKEN|NOPOWER)))
if(!issilicon(user))
user.unset_machine()
user << browse(null, "window=AMcontrol")
return
return ui_interact(user)
/obj/machinery/power/am_control_unit/ui_interact(mob/user, ui_key = "main")
if(!user)
return
var/list/fueljar_data = null
if(fueljar)
fueljar_data = list(
"fuel" = fueljar.fuel,
"fuel_max" = initial(fueljar.fuel),
"injecting" = fuel_injection
)
var/list/data = list(
"active" = active,
"linked_shields" = LAZYLEN(linked_shielding),
"linked_cores" = LAZYLEN(linked_cores),
"efficiency" = reported_core_efficiency,
"stability" = stored_core_stability,
"stored_power" = stored_power,
"fueljar" = fueljar_data,
"siliconUser" = issilicon(user)
)
var/datum/nanoui/ui = SSnanoui.get_open_ui(user, src, ui_key)
if (!ui)
// the ui does not exist, so we'll create a new one
ui = new(user, src, ui_key, "ame.tmpl", "Antimatter Control Unit", 500, data["siliconUser"] ? 465 : 390)
// When the UI is first opened this is the data it will use
ui.set_initial_data(data)
ui.open()
// Auto update every Master Controller tick
ui.set_auto_update(TRUE)
else
// The UI is already open so push the new data to it
ui.push_data(data)
/obj/machinery/power/am_control_unit/Topic(href, href_list)
if(..())
return TRUE
if(href_list["close"])
if(usr.machine == src)
usr.unset_machine()
return TRUE
//Ignore input if we are broken or guy is not touching us, AI can control from a ways away
if(stat & (BROKEN|NOPOWER))
usr.unset_machine()
usr << browse(null, "window=AMcontrol")
return
if(href_list["close"])
usr << browse(null, "window=AMcontrol")
usr.unset_machine()
return
if(href_list["togglestatus"])
toggle_power()
message_admins("AME toggled [active?"on":"off"] by [usr.real_name] ([usr.key]) at ([x],[y],[z] - <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
return TRUE
if(href_list["refreshicons"])
update_shield_icons = 2 // Fuck it
return TRUE
if(href_list["ejectjar"])
if(fueljar)
message_admins("AME fuel jar ejected by [usr.real_name] ([usr.key]) at ([x],[y],[z] - <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
fueljar.forceMove(src.loc)
fueljar = null
//fueljar.control_unit = null currently it does not care where it is
//update_icon() when we have the icon for it
return TRUE
if(href_list["set_strength"])
var/newval = input("Enter new injection strength") as num|null
if(isnull(newval))
return
fuel_injection = newval
fuel_injection = max(1, fuel_injection)
message_admins("AME injection strength set to [fuel_injection] by [usr.real_name] ([usr.key]) at ([x],[y],[z] - <A href='byond://?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>JMP</a>)",0,1)
return TRUE
if(href_list["refreshstability"])
check_core_stability()
return TRUE
updateDialog()
return TRUE
-258
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@@ -1,258 +0,0 @@
//like orange but only checks north/south/east/west for one step
/proc/cardinalrange(var/center)
var/list/things = list()
for(var/direction in GLOB.cardinals)
var/turf/T = get_step(center, direction)
if(!T)
continue
things += T.contents
return things
/obj/machinery/am_shielding
name = "antimatter reactor section"
desc = "A shielding component for an antimatter reactor. Looks delicate."
icon = 'icons/obj/machinery/new_ame.dmi'
icon_state = "shield"
anchored = TRUE
density = TRUE
dir = NORTH
use_power = POWER_USE_OFF
idle_power_usage = 0
active_power_usage = 0
var/obj/machinery/power/am_control_unit/control_unit = null
var/processing = FALSE //To track if we are in the update list or not, we need to be when we are damaged and if we ever
var/stability = 100 //If this gets low bad things tend to happen
var/efficiency = 1 //How many cores this core counts for when doing power processing, phoron in the air and stability could affect this
var/coredirs = 0
var/dirs = 0
var/mapped = FALSE //Set to 1 to ignore usual suicide if it doesn't immediately find a control_unit
/obj/machinery/am_shielding/mechanics_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Antimatter shielding sections must be beside an anchored control unit or another shielding section. If either are destroyed, the section will disappear."
/obj/machinery/am_shielding/antagonist_hints(mob/user, distance, is_adjacent)
. += ..()
. += "Antimatter shielding sections are delicate. Attacking the shielding unit with a damaging object will reduce its stability, as will explosions. If the stability hits zero, the reactor may explode."
// Stupidly easy way to use it in maps
/obj/machinery/am_shielding/map
mapped = TRUE
/obj/machinery/am_shielding/Initialize(mapload, var/obj/machinery/power/am_control_unit/AMC)
. = ..()
if(!AMC)
if (!mapped)
WARNING("AME sector somehow created without a parent control unit!")
controllerscan()
return
link_control(AMC)
return INITIALIZE_HINT_LATELOAD
/obj/machinery/am_shielding/LateInitialize()
. = ..()
update_icon()
/obj/machinery/am_shielding/proc/link_control(var/obj/machinery/power/am_control_unit/AMC)
if(!istype(AMC))
return FALSE
if(control_unit && control_unit != AMC)
return FALSE // already have one
control_unit = AMC
return control_unit.add_shielding(src, TRUE)
/obj/machinery/am_shielding/Destroy()
if(control_unit)
control_unit.remove_shielding(src)
if(processing)
shutdown_core()
visible_message(SPAN_WARNING("\The [src] melts!"))
// Might want to have it leave a mess on the floor but no sprites for now
return ..()
/obj/machinery/am_shielding/proc/controllerscan(var/priorscan = FALSE)
//Make sure we are the only one here
if(!isturf(loc))
qdel(src)
return
for(var/obj/machinery/am_shielding/AMS in loc.contents - src)
qdel(src)
return
//Search for shielding first
for(var/obj/machinery/am_shielding/AMS in cardinalrange(src))
if(AMS && AMS.control_unit && link_control(AMS.control_unit))
break
if(!control_unit)//No other guys nearby, look for a control unit
for(var/obj/machinery/power/am_control_unit/AMC in cardinalrange(src))
if(AMC.add_shielding(src))
break
if(!mapped) // Prevent rescanning and suicide if it's part of the map
if(!priorscan)
addtimer(CALLBACK(src, PROC_REF(controllerscan), TRUE), 20)
return
qdel(src)
// Find surrounding unconnected shielding and add them to our controller
/obj/machinery/am_shielding/proc/assimilate()
if(!control_unit)
return // nothing to share :'^[
for(var/obj/machinery/am_shielding/neighbor in cardinalrange(src))
if(neighbor && !neighbor.control_unit)
neighbor.link_control(control_unit)
neighbor.assimilate() // recursion is fun, right?
/obj/machinery/am_shielding/Cross(atom/movable/mover, turf/target, height=1.5, air_group = 0)
if(air_group || (height==0))
return TRUE
return FALSE
/obj/machinery/am_shielding/process()
if(!processing)
. = PROCESS_KILL
//TODO: core functions and stability
//TODO: think about checking the airmix for phoron and increasing power output
/obj/machinery/am_shielding/emp_act()//Immune due to not really much in the way of electronics.
. = ..()
return
/obj/machinery/am_shielding/ex_act(severity)
switch(severity)
if(1.0)
stability -= 80
if(2.0)
stability -= 40
if(3.0)
stability -= 20
check_stability()
/obj/machinery/am_shielding/update_icon()
ClearOverlays()
coredirs = 0
dirs = 0
for(var/direction in GLOB.alldirs)
var/turf/T = get_step(loc, direction)
for(var/obj/machinery/machine in T)
// Detect cores
if(istype(machine, /obj/machinery/am_shielding))
var/obj/machinery/am_shielding/AMS = machine
if(AMS.control_unit == control_unit && AMS.processing)
coredirs |= direction
// Detect cores, shielding, and control boxen.
if(direction in GLOB.cardinals)
if(istype(machine, /obj/machinery/am_shielding))
var/obj/machinery/am_shielding/AMS = machine
if(AMS.control_unit == control_unit)
dirs |= direction
else if(istype(machine, /obj/machinery/power/am_control_unit))
var/obj/machinery/power/am_control_unit/AMCU = machine
if(AMCU == control_unit)
dirs |= direction
var/is_core = core_check()
// Set our overlay
if(!is_core)
icon_state = "shield_[dirs]"
if(is_core)
icon_state = "core[control_unit && control_unit.active]"
if(!processing)
setup_core()
else if(processing)
shutdown_core()
/obj/machinery/am_shielding/attackby(obj/item/attacking_item, mob/user)
if(!istype(attacking_item) || !user)
return
if(attacking_item.force > 10)
user.do_attack_animation(src, attacking_item)
stability -= attacking_item.force / 2
check_stability()
return ..()
//Scans cards for shields or the control unit and if all there it
/obj/machinery/am_shielding/proc/core_check()
for(var/direction in GLOB.alldirs)
var/found_am_device = FALSE
for(var/obj/machinery/machine in get_step(loc, direction))
if(!machine)
continue
if(istype(machine, /obj/machinery/am_shielding) || istype(machine, /obj/machinery/power/am_control_unit))
found_am_device = TRUE
break
if(!found_am_device)
return FALSE
return TRUE
/obj/machinery/am_shielding/proc/setup_core()
processing = TRUE
if(!control_unit)
return
LAZYADD(control_unit.linked_cores, src)
control_unit.reported_core_efficiency += efficiency
/obj/machinery/am_shielding/proc/shutdown_core()
processing = 0
if(!control_unit)
return
LAZYREMOVE(control_unit.linked_cores, src)
control_unit.reported_core_efficiency -= efficiency
/obj/machinery/am_shielding/proc/check_stability(var/injecting_fuel = FALSE)
if(stability > 0)
return
if(injecting_fuel && control_unit)
control_unit.exploding = TRUE
qdel(src)
/obj/machinery/am_shielding/proc/recalc_efficiency(var/new_efficiency)//tbh still not 100% sure how I want to deal with efficiency so this is likely temp
if(!control_unit || !processing)
return
if(stability < 50)
new_efficiency /= 2
control_unit.reported_core_efficiency += (new_efficiency - efficiency)
efficiency = new_efficiency
/obj/item/am_shielding_container
name = "packaged antimatter reactor section"
desc = "A section of antimatter reactor shielding. Do not eat."
icon = 'icons/obj/machinery/antimatter.dmi'
icon_state = "box"
item_state = "electronic"
throwforce = 5
throw_speed = 1
throw_range = 2
/obj/item/am_shielding_container/mechanics_hints(mob/user, distance, is_adjacent)
. += ..()
. += "To deploy, drop near an antimatter control unit or an existing deployed section and use your multitool on it."
/obj/item/am_shielding_container/attackby(obj/item/attacking_item, mob/user)
if(attacking_item.tool_behaviour == TOOL_MULTITOOL && isturf(loc))
if(locate(/obj/machinery/am_shielding) in loc)
to_chat(user, SPAN_WARNING("There is already an antimatter reactor section there."))
return
//Search for shielding first
for(var/obj/machinery/am_shielding/AMS in cardinalrange(src))
if(AMS.control_unit)
new /obj/machinery/am_shielding(loc, AMS.control_unit)
qdel(src)
return
//No other guys nearby, look for a control unit
var/obj/machinery/power/am_control_unit/AMC = locate() in cardinalrange(src)
if(AMC?.anchored)
new /obj/machinery/am_shielding(loc, AMC)
qdel(src)
else //Stranded & Alone
to_chat(user, SPAN_WARNING("\The [src] couldn't connect to an Antimatter Control Unit."))
return
..()