Files
Aurora.3/code/modules/admin/verbs/buildmode.dm
JohnWildkins a03f170f16 Ports BS12 fixes / refactor of visualnets. (#7572)
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.

Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.

High-level changes:

    Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
    Fix some layering issues related to magic numbers, these have been set to constants.
    Visualnets now track source movement rather than overriding individual mob/obj procs.
    Adds obfuscation underlay to complicate memory fudging to remove camera static.
    Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
    Helmet cameras now use cameras themselves rather than network defines.
    Adds a sorted object list insertion helper.
    The Camera MIU (presently unused) should now function properly.
    Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
2019-12-07 18:37:40 +02:00

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/proc/togglebuildmode(mob/M as mob in player_list)
set name = "Toggle Build Mode"
set category = "Special Verbs"
if(M.client)
if(M.client.buildmode)
log_admin("[key_name(usr)] has left build mode.",admin_key=key_name(usr))
M.client.buildmode = 0
M.client.show_popup_menus = 1
for(var/obj/effect/bmode/buildholder/H)
if(H.cl == M.client)
qdel(H)
else
log_admin("[key_name(usr)] has entered build mode.",admin_key=key_name(usr))
M.client.buildmode = 1
M.client.show_popup_menus = 0
var/obj/effect/bmode/buildholder/H = new/obj/effect/bmode/buildholder()
var/obj/effect/bmode/builddir/A = new/obj/effect/bmode/builddir(H)
A.master = H
var/obj/effect/bmode/buildhelp/B = new/obj/effect/bmode/buildhelp(H)
B.master = H
var/obj/effect/bmode/buildmode/C = new/obj/effect/bmode/buildmode(H)
C.master = H
var/obj/effect/bmode/buildquit/D = new/obj/effect/bmode/buildquit(H)
D.master = H
H.builddir = A
H.buildhelp = B
H.buildmode = C
H.buildquit = D
M.client.screen += A
M.client.screen += B
M.client.screen += C
M.client.screen += D
H.cl = M.client
/obj/effect/bmode//Cleaning up the tree a bit
density = 1
anchored = 1
layer = SCREEN_LAYER
dir = NORTH
icon = 'icons/misc/buildmode.dmi'
var/obj/effect/bmode/buildholder/master = null
/obj/effect/bmode/Destroy()
if(master && master.cl)
master.cl.screen -= src
master = null
return ..()
/obj/effect/bmode/builddir
icon_state = "build"
screen_loc = "NORTH,WEST"
Click()
switch(dir)
if(NORTH)
set_dir(EAST)
if(EAST)
set_dir(SOUTH)
if(SOUTH)
set_dir(WEST)
if(WEST)
set_dir(NORTHWEST)
if(NORTHWEST)
set_dir(NORTH)
return 1
/obj/effect/bmode/buildhelp
icon = 'icons/misc/buildmode.dmi'
icon_state = "buildhelp"
screen_loc = "NORTH,WEST+1"
Click()
switch(master.cl.buildmode)
if(1)
to_chat(usr, "<span class='notice'>***********************************************************</span>")
to_chat(usr, "<span class='notice'>Left Mouse Button = Construct / Upgrade</span>")
to_chat(usr, "<span class='notice'>Right Mouse Button = Deconstruct / Delete / Downgrade</span>")
to_chat(usr, "<span class='notice'>Left Mouse Button + ctrl = R-Window</span>")
to_chat(usr, "<span class='notice'>Left Mouse Button + alt = Airlock</span>")
to_chat(usr, "")
to_chat(usr, "<span class='notice'>Use the button in the upper left corner to</span>")
to_chat(usr, "<span class='notice'>change the direction of built objects.</span>")
to_chat(usr, "<span class='notice'>***********************************************************</span>")
if(2)
to_chat(usr, "<span class='notice'>***********************************************************</span>")
to_chat(usr, "<span class='notice'>Right Mouse Button on buildmode button = Set object type</span>")
to_chat(usr, "<span class='notice'>Middle Mouse Button on buildmode button= On/Off object type saying</span>")
to_chat(usr, "<span class='notice'>Middle Mouse Button on turf/obj = Capture object type</span>")
to_chat(usr, "<span class='notice'>Left Mouse Button on turf/obj = Place objects</span>")
to_chat(usr, "<span class='notice'>Right Mouse Button = Delete objects</span>")
to_chat(usr, "")
to_chat(usr, "<span class='notice'>Use the button in the upper left corner to</span>")
to_chat(usr, "<span class='notice'>change the direction of built objects.</span>")
to_chat(usr, "<span class='notice'>***********************************************************</span>")
if(3)
to_chat(usr, "<span class='notice'>***********************************************************</span>")
to_chat(usr, "<span class='notice'>Right Mouse Button on buildmode button = Select var(type) & value</span>")
to_chat(usr, "<span class='notice'>Left Mouse Button on turf/obj/mob = Set var(type) & value</span>")
to_chat(usr, "<span class='notice'>Right Mouse Button on turf/obj/mob = Reset var's value</span>")
to_chat(usr, "<span class='notice'>***********************************************************</span>")
if(4)
to_chat(usr, "<span class='notice'>***********************************************************</span>")
to_chat(usr, "<span class='notice'>Left Mouse Button on turf/obj/mob = Select</span>")
to_chat(usr, "<span class='notice'>Right Mouse Button on turf/obj/mob = Throw</span>")
to_chat(usr, "<span class='notice'>***********************************************************</span>")
return 1
/obj/effect/bmode/buildquit
icon_state = "buildquit"
screen_loc = "NORTH,WEST+3"
Click()
togglebuildmode(master.cl.mob)
return 1
/obj/effect/bmode/buildholder
density = 0
anchored = 1
var/client/cl = null
var/obj/effect/bmode/builddir/builddir = null
var/obj/effect/bmode/buildhelp/buildhelp = null
var/obj/effect/bmode/buildmode/buildmode = null
var/obj/effect/bmode/buildquit/buildquit = null
var/atom/movable/throw_atom = null
/obj/effect/bmode/buildholder/Destroy()
qdel(builddir)
builddir = null
qdel(buildhelp)
buildhelp = null
qdel(buildmode)
buildmode = null
qdel(buildquit)
buildquit = null
throw_atom = null
cl = null
return ..()
/obj/effect/bmode/buildmode
icon_state = "buildmode1"
screen_loc = "NORTH,WEST+2"
var/varholder = "name"
var/valueholder = "derp"
var/objholder = /obj/structure/closet
var/objsay = 1
Click(location, control, params)
var/list/pa = params2list(params)
if(pa.Find("middle"))
switch(master.cl.buildmode)
if(2)
objsay=!objsay
if(pa.Find("left"))
switch(master.cl.buildmode)
if(1)
master.cl.buildmode = 2
src.icon_state = "buildmode2"
if(2)
master.cl.buildmode = 3
src.icon_state = "buildmode3"
if(3)
master.cl.buildmode = 4
src.icon_state = "buildmode4"
if(4)
master.cl.buildmode = 1
src.icon_state = "buildmode1"
else if(pa.Find("right"))
switch(master.cl.buildmode)
if(1)
return 1
if(2)
objholder = text2path(input(usr,"Enter typepath:" ,"Typepath","/obj/structure/closet"))
if(!ispath(objholder))
objholder = /obj/structure/closet
alert("That path is not allowed.")
else
if(ispath(objholder,/mob) && !check_rights(R_DEBUG,0))
objholder = /obj/structure/closet
if(3)
var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine")
master.buildmode.varholder = input(usr,"Enter variable name:" ,"Name", "name")
if(master.buildmode.varholder in locked && !check_rights(R_DEBUG,0))
return 1
var/thetype = input(usr,"Select variable type:" ,"Type") in list("text","number","mob-reference","obj-reference","turf-reference")
if(!thetype) return 1
switch(thetype)
if("text")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", "value") as text
if("number")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", 123) as num
if("mob-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as mob in mob_list
if("obj-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as obj in world
if("turf-reference")
master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as turf in world
return 1
/proc/build_click(var/mob/user, buildmode, params, var/obj/object)
var/obj/effect/bmode/buildholder/holder = null
for(var/obj/effect/bmode/buildholder/H)
if(H.cl == user.client)
holder = H
break
if(!holder) return
var/list/pa = params2list(params)
switch(buildmode)
if(1)
if(istype(object,/turf) && pa.Find("left") && !pa.Find("alt") && !pa.Find("ctrl") )
if(istype(object,/turf/space))
var/turf/T = object
T.ChangeTurf(/turf/simulated/floor)
return
else if(istype(object,/turf/simulated/floor))
var/turf/T = object
T.ChangeTurf(/turf/simulated/wall)
return
else if(istype(object,/turf/simulated/wall))
var/turf/T = object
T.ChangeTurf(/turf/simulated/wall/r_wall)
return
else if(pa.Find("right"))
if(istype(object,/turf/simulated/wall))
var/turf/T = object
T.ChangeTurf(/turf/simulated/floor)
return
else if(istype(object,/turf/simulated/floor))
var/turf/T = object
T.ChangeTurf(/turf/space)
return
else if(istype(object,/turf/simulated/wall/r_wall))
var/turf/T = object
T.ChangeTurf(/turf/simulated/wall)
return
else if(istype(object,/obj))
qdel(object)
return
else if(istype(object,/turf) && pa.Find("alt") && pa.Find("left"))
new/obj/machinery/door/airlock(get_turf(object))
else if(istype(object,/turf) && pa.Find("ctrl") && pa.Find("left"))
switch(holder.builddir.dir)
if(NORTH)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.set_dir(NORTH)
if(SOUTH)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.set_dir(SOUTH)
if(EAST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.set_dir(EAST)
if(WEST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.set_dir(WEST)
if(NORTHWEST)
var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object))
WIN.set_dir(NORTHWEST)
if(2)
if(pa.Find("left"))
if(ispath(holder.buildmode.objholder,/turf))
var/turf/T = get_turf(object)
T.ChangeTurf(holder.buildmode.objholder)
else
var/obj/A = new holder.buildmode.objholder (get_turf(object))
A.set_dir(holder.builddir.dir)
else if(pa.Find("right"))
if(isobj(object)) qdel(object)
if(pa.Find("middle"))
holder.buildmode.objholder = text2path("[object.type]")
if(holder.buildmode.objsay) to_chat(usr, "[object.type]")
if(3)
if(pa.Find("left")) //I cant believe this shit actually compiles.
if(object.vars.Find(holder.buildmode.varholder))
log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]",admin_key=key_name(usr))
object.vars[holder.buildmode.varholder] = holder.buildmode.valueholder
else
to_chat(usr, "<span class='warning'>[initial(object.name)] does not have a var called '[holder.buildmode.varholder]'</span>")
if(pa.Find("right"))
if(object.vars.Find(holder.buildmode.varholder))
log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]",admin_key=key_name(usr))
object.vars[holder.buildmode.varholder] = initial(object.vars[holder.buildmode.varholder])
else
to_chat(usr, "<span class='warning'>[initial(object.name)] does not have a var called '[holder.buildmode.varholder]'</span>")
if(4)
if(pa.Find("left"))
if(istype(object, /atom/movable))
holder.throw_atom = object
if(pa.Find("right"))
if(holder.throw_atom)
holder.throw_atom.throw_at(object, 10, 1)
log_admin("[key_name(usr)] threw [holder.throw_atom] at [object]",admin_key=key_name(usr))