mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 01:22:13 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
155 lines
3.8 KiB
Plaintext
155 lines
3.8 KiB
Plaintext
// Base type, do not use.
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/obj/structure/lift
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name = "turbolift control component"
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icon = 'icons/obj/turbolift.dmi'
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anchored = 1
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density = 0
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var/datum/turbolift/lift
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/obj/structure/lift/set_dir(var/newdir)
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. = ..()
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pixel_x = 0
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pixel_y = 0
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if(dir & NORTH)
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pixel_y = -32
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else if(dir & SOUTH)
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pixel_y = 32
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else if(dir & EAST)
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pixel_x = -32
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else if(dir & WEST)
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pixel_x = 32
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/obj/structure/lift/proc/pressed(var/mob/user)
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if(!istype(user, /mob/living/silicon))
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if(user.a_intent == I_HURT)
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user.visible_message("<span class='danger'>\The [user] hammers on the lift button!</span>")
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else
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user.visible_message("<span class='notice'>\The [user] presses the lift button.</span>")
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/obj/structure/lift/New(var/newloc, var/datum/turbolift/_lift)
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lift = _lift
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return ..(newloc)
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/obj/structure/lift/attack_ai(var/mob/user)
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return attack_hand(user)
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/obj/structure/lift/attack_generic(var/mob/user)
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return attack_hand(user)
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/obj/structure/lift/attack_hand(var/mob/user)
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return interact(user)
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/obj/structure/lift/interact(var/mob/user)
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if(!lift.is_functional())
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return 0
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return 1
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// End base.
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// Button. No HTML interface, just calls the associated lift to its floor.
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/obj/structure/lift/button
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name = "elevator button"
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desc = "A call button for an elevator. Be sure to hit it three hundred times."
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icon_state = "button"
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var/light_up = FALSE
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var/datum/turbolift_floor/floor
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/obj/structure/lift/button/Destroy()
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if(floor && floor.ext_panel == src)
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floor.ext_panel = null
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floor = null
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return ..()
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/obj/structure/lift/button/proc/reset()
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light_up = FALSE
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update_icon()
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/obj/structure/lift/button/interact(var/mob/user)
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if(!..())
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return
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light_up()
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pressed(user)
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if(floor == lift.current_floor)
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lift.open_doors()
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addtimer(CALLBACK(src, .proc/reset), 3)
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return
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lift.queue_move_to(floor)
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/obj/structure/lift/button/proc/light_up()
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light_up = TRUE
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update_icon()
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/obj/structure/lift/button/update_icon()
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if(light_up)
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icon_state = "button_lit"
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else
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icon_state = initial(icon_state)
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// End button.
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// Panel. Lists floors (HTML), moves with the elevator, schedules a move to a given floor.
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/obj/structure/lift/panel
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name = "elevator control panel"
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icon_state = "panel"
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/obj/structure/lift/panel/attack_ghost(var/mob/user)
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return interact(user)
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/obj/structure/lift/panel/interact(var/mob/user)
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if(!..())
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return
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var/dat = list()
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dat += "<html><body><hr><b>Lift panel</b><hr>"
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//the floors list stores levels in order of increasing Z
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//therefore, to display upper levels at the top of the menu and
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//lower levels at the bottom, we need to go through the list in reverse
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for(var/i in lift.floors.len to 1 step -1)
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var/datum/turbolift_floor/floor = lift.floors[i]
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if(floor)
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var/label = floor.label? floor.label : "Level #[i]"
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dat += "<font color = '[(floor in lift.queued_floors) ? COLOR_YELLOW : COLOR_WHITE]'>"
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dat += "<a href='?src=\ref[src];move_to_floor=["\ref[floor]"]'>[label]</a>: [floor.name]</font><br>"
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dat += "<hr>"
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if(lift.doors_are_open())
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dat += "<a href='?src=\ref[src];close_doors=1'>Close Doors</a><br>"
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else
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dat += "<a href='?src=\ref[src];open_doors=1'>Open Doors</a><br>"
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dat += "<a href='?src=\ref[src];emergency_stop=1'>Emergency Stop</a>"
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dat += "<hr></body></html>"
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var/datum/browser/popup = new(user, "turbolift_panel", "Lift Panel", 230, 260)
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popup.set_content(jointext(dat, null))
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popup.open()
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return
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/obj/structure/lift/panel/Topic(href, href_list)
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. = ..()
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if(.)
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return
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var/panel_interact
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if(href_list["move_to_floor"])
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lift.queue_move_to(locate(href_list["move_to_floor"]))
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panel_interact = 1
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if(href_list["open_doors"])
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panel_interact = 1
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lift.open_doors()
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if(href_list["close_doors"])
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panel_interact = 1
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lift.close_doors()
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if(href_list["emergency_stop"])
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panel_interact = 1
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lift.emergency_stop()
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if(panel_interact)
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pressed(usr)
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return 0
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// End panel.
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