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https://github.com/Aurorastation/Aurora.3.git
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* tgui the beginning * binaries and the like * Bring in the last of it * Example radio UI * delete example * NTOS Main Menu, start on manifest, tgui states * tasks.json * gunnery ui pt 1 * okay * fix everything * scss update * oops * manifest gigablast * downloader part 1 * download prt 2 * NTOSDownloader final * mfw committing to_worlds * gunnery console pt2 * i cooked * targeting (finished) * one vueui down * voting ui almost done * MY MIND FEELS LIKE AN ARCH ENEMYYYY * voting ui down * photocopier * ntos config + download fixes * photocopier 2 * refactor define * NTOS client manager + fixes * fax machine final (it also uses toner now) * marching forwards... left behind... * ntnrc part 1 * canister * add quotes * portable pumps pt1 + more backgrounds * oops * finish the portable pump * freezers so I'll keep on pushing forward... you haven't seen the last of me... oooooooh... * doors ui pt1 * finish doors UI (forgive me wildkins it's a bit of shitcode) * vitals monitor, make things use labeled lists, new backgrounds * mais j'envoyé aucun mayday... * maglock pt1 * pour ça je me suis perdu... * infrared * fix that * prox sensor pt1 * prox sensor * signaler (this was actually pretty hard) * atmos control pt1 * atmos control pt1.1 * atmos pt 2 * fuel injector * multitool UI * jammer * list viewer * APC * portgen * targeting console updates + SMES ui * new themes, shield generator * supermatter * Add ore detector and (shitty) NTNet Relay * orderterminal pt1 * orderterminal pt2 * smartfridge * Add (air-)tank GUI update ore detector size * Adds Transfer Valves * Add AtmoScrubber * analyzer pt1 * weapons analyzer pt2 * bodyscanner pt1 * bodyscanner pt2 * fix this shitcode * seed storage * appearance changer * appearance changer final * sleeper pt1 * sleeper * gps * vehicles * chem dispenser * lily request * holopad * tgui modules pt1 * ppanel * damage menu * fixes * im here too now * follow menu, search bars * quikpay * quikpay fixes * circuit printer * ppanel * ppanel updates * pai * turret controls (i want to kill myself) * tweak * remove the boardgame * guntracker * implant tracker * penal mechs come close to me, come close to me * chem codex * pai radio * doorjack * pai directives * signaler removal, sensors * ghost spawner * spawnpoint * fixes * teleporter * one more to the chopping block * account database * remove divider * scanner, atmos * latejoin ui pt1 * latejoin * records pt1 * RECORDS UI DONE * delete interpreter & records * CHAT FUCKING CLIENT * data updates * fix some things * final UI, log * basic nanoui fix * antag panel * remove vueui * atm update * vending update * warrants, cameras * ntmonitor * time comes for all * preserve this legacy * bring that back (oops) * rcon, ui auto update for computer UIs, remove rcon computers * alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles) * A LIKE SUPREME * a * power monitor * lights on * fuck this code, fuck nanoui modules, and fuck nanoui * LEAVE IT OH SO FAR BEHIND * fix alarm monitoring for synths * I SAW IN YOU WHAT LIFE WAS MISSING * comms console * idcard and record updates * turn the light on * arcade * pt2 * news browser * static * crusher * f * COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO * codeowners & suit sensors * html ui style removal * make lint happy * resist and disorder * i slowly get up and turn off the noise, already fed up... * pleaseeeeeeeeeeeeeee * THE CREDIT LARP IS NECESSARY * i hold the keys * RISE UP * fix that? * harry's suggestions xoxo * runtime fix pt2 * You are the only thing that I still care about * adds build workflow * Update update_tgui.yml * adds some needed steps * ATM * misc fixes and tweaks * fixes 2 * make newscasters usable and fix use power on freezers * turret control is clearer --------- Co-authored-by: John Wildkins <john.wildkins@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: Werner <Arrow768@users.noreply.github.com> Co-authored-by: Geeves <ggrobler447@gmail.com> Co-authored-by: harryob <me@harryob.live>
195 lines
5.4 KiB
Plaintext
195 lines
5.4 KiB
Plaintext
#define STATE_UNAVAILABLE 1
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#define STATE_AVAILABLE 2
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#define STATE_RECHARGING 3
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#define STATE_USED 4
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/obj/effect/ghostspawpoint
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name = "invisible ghost spawner - single"
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desc = "A Invisible ghost spawner"
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icon = 'icons/mob/screen/generic.dmi'
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icon_state = "x2"
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anchored = 1
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unacidable = 1
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simulated = 0
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invisibility = 101
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movable_flags = MOVABLE_FLAG_EFFECTMOVE
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var/identifier = null //identifier of this spawnpoint
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var/single_use = FALSE //Ghost spawners with this set to TRUE will not be disabled.
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var/recharge_time = 0 //Time it takes until the ghostspawner can be used again
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var/unavailable_time = null //Time when the ghost spawner became unavailable
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var/icon_unavailable = "x2"
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var/icon_available = "x2" //Icon to use when available
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var/icon_recharging = "x2" //Icon to use when recharging
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var/icon_used = "x2" //Icon to use when spwanpoint has been used
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var/state = STATE_AVAILABLE
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/obj/effect/ghostspawpoint/Initialize(mapload)
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. = ..()
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SSghostroles.add_spawnpoints(src)
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/obj/effect/ghostspawpoint/update_icon()
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if(state == STATE_UNAVAILABLE)
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icon_state = icon_unavailable
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else if(state == STATE_AVAILABLE)
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icon_state = icon_available
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else if (state == STATE_RECHARGING)
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icon_state = icon_recharging
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else if (state == STATE_USED)
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icon_state = icon_used
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else
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icon_state = initial(icon_state)
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/obj/effect/ghostspawpoint/process()
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if(recharge_time && (recharge_time * 10) > (world.time - unavailable_time))
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STOP_PROCESSING(SSprocessing, src)
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state = STATE_AVAILABLE
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update_icon()
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/obj/effect/ghostspawpoint/attack_ghost(mob/user)
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if(!ROUND_IS_STARTED)
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to_chat(usr, "<span class='danger'>The round hasn't started yet!</span>")
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return
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ui_interact(user)
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/obj/effect/ghostspawpoint/attack_hand(mob/user)
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if(!ROUND_IS_STARTED)
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to_chat(usr, "<span class='danger'>The round hasn't started yet!</span>")
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return
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ui_interact(user)
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/obj/effect/ghostspawpoint/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "GhostSpawner", "Ghost Spawner", 480, 500)
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ui.open()
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/obj/effect/ghostspawpoint/ui_data(mob/user)
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var/list/data = list()
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var/datum/ghostspawner/G = SSghostroles.spawners[identifier]
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if(!G)
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return
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data["spawners"] = list(list(
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"short_name" = G.short_name,
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"name" = G.name,
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"desc" = G.desc,
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"type" = G.type,
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"cant_spawn" = G.cant_spawn(user),
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"can_edit" = G.can_edit(user),
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"can_jump_to" = G.can_jump_to(user),
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"enabled" = G.enabled,
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"count" = G.count,
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"spawn_atoms" = length(G.spawn_atoms),
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"max_count" = G.max_count,
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"tags" = G.tags,
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"spawnpoints" = G.spawnpoints
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))
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data["categories"] = G.tags
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return data
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/obj/effect/ghostspawpoint/ui_state(mob/user)
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return observer_state
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/obj/effect/ghostspawpoint/ui_status(mob/user, datum/ui_state/state)
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return UI_INTERACTIVE
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/obj/effect/ghostspawpoint/proc/is_available()
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return TRUE
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/obj/effect/ghostspawpoint/proc/set_spawned()
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if(recharge_time) //If we are available again after a certain time -> being processing
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state = STATE_RECHARGING
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unavailable_time = world.time
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START_PROCESSING(SSprocessing, src)
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else
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if(single_use)
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state = STATE_USED
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update_icon()
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/obj/effect/ghostspawpoint/proc/set_available()
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if(state == STATE_USED)
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return //if its a one-use spawner and it got used already, dont reset it
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state = STATE_AVAILABLE
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update_icon()
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/obj/effect/ghostspawpoint/proc/set_unavailable()
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if(state == STATE_USED)
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return //if its a one-use spawner and it got used already, dont reset it
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else if(state == STATE_RECHARGING)
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STOP_PROCESSING(SSprocessing, src)
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state = STATE_UNAVAILABLE
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update_icon()
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#undef STATE_UNAVAILABLE
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#undef STATE_AVAILABLE
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#undef STATE_RECHARGING
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#undef STATE_USED
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/obj/effect/ghostspawpoint/repeat
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name = "invisible ghost spawner - repeat"
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desc = "A Invisible ghost spawner"
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icon = 'icons/mob/screen/generic.dmi'
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icon_state = "x3"
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icon_unavailable = "x3" //Icon to use when unavailable
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icon_available = "x3" //Icon to use when available
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icon_recharging = "x3" //Icon to use when recharging
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icon_used = "x3" //Icon to use when spwanpoint has been used
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recharge_time = 1
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single_use = TRUE
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/obj/effect/ghostspawpoint/one_use
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name = "single use ghost spawner"
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single_use = TRUE
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/obj/effect/ghostspawpoint/cryo
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name = "cryogenic storage pod"
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desc = "A pod used to store individual in suspended animation"
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icon = 'icons/obj/sleeper.dmi'
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icon_state = "sleeper-closed"
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identifier = null //identifier of this spawnpoint
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icon_unavailable = "sleeper-closed" //Icon to use when unavailable
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icon_available = "sleeper-closed" //Icon to use when available
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icon_recharging = "sleeper" //Icon to use when recharging
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icon_used = "sleeper" //Icon to use when spwanpoint has been used
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anchored = 1
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unacidable = 1
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simulated = 1
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invisibility = 0
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/obj/effect/ghostspawpoint/button
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name = "button"
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desc = "A button used for some kind of purpose."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "doorctrl0"
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identifier = null
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icon_unavailable = "doorctrl0"
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icon_available = "doorctrl-p"
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icon_recharging = "doorctrl-p"
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icon_used = "doorctrl-p"
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anchored = 1
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unacidable = 1
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simulated = 1
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invisibility = 0
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var/use_message = "An assistant has been requested. One will be with you shortly if available."
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var/message_used = FALSE
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/obj/effect/ghostspawpoint/button/set_available()
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..()
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if(use_message && !message_used)
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message_used = TRUE
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visible_message(SPAN_NOTICE(use_message))
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playsound(src.loc, 'sound/machines/chime.ogg', 25, 1)
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