mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-01 10:15:23 +01:00
387cee9243
Extends and reworks how various extended information text (desc_info, desc_build, desc_upgrades) are handled to make object interactions and mechanics A.) much more clearly documented in-game and B.) much easier to support from the back-end. Almost certainly a candidate for test merge. Assembly/Disassembly instructions are noticeably sporadic, largely due to our current lack of a unified framework. That's a future thing I'd like to attack so that it can be handled programmatically, but for now I only targeted the biggest culprits as I came across them. --------- Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
202 lines
6.1 KiB
Plaintext
202 lines
6.1 KiB
Plaintext
#define MINOR_ARTIFACTS "Minor Artifacts" // defined solely so someone doesn't typo it
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#define MAJOR_ARTIFACTS "Major Artifacts"
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#define SURFACE_MINERALS "Surface Minerals"
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#define PRECIOUS_METALS "Precious Metals"
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#define NUCLEAR_FUEL "Nuclear Fuel"
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#define EXOTIC_MATTER "Exotic Matter"
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/obj/item/ore_detector
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name = "ore detector"
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desc = "A device capable of locating and displaying ores to the average untrained hole explorer."
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icon = 'icons/obj/item/adv_mining_scanner.dmi'
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icon_state = "advmining0"
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w_class = WEIGHT_CLASS_SMALL
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slot_flags = SLOT_BELT
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force = 1
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var/active = FALSE
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var/datum/weakref/our_user
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var/list/ore_pings = list()
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var/list/search_ores = list()
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var/ping_rate = 4 SECONDS
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var/last_ping = 0
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var/list/ore_names
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/// The anchor used to render the ore pings on top of, this follows us around as the ore detector resets its blips
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var/obj/item/detector_anchor/anchor
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/obj/item/ore_detector/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "ALT-click to set the type of ore you wish to search for."
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/obj/item/ore_detector/Initialize(mapload, ...)
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. = ..()
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anchor = new /obj/item/detector_anchor(src)
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/obj/item/ore_detector/Destroy()
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deactivate()
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QDEL_NULL(anchor)
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return ..()
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/obj/item/ore_detector/update_icon()
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icon_state = "advmining[active]"
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/obj/item/ore_detector/attack_self(mob/user)
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ui_interact(user)
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/obj/item/ore_detector/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, "OreDetector", ui_x=400, ui_y=420)
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ui.open()
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/obj/item/ore_detector/ui_data(mob/user)
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if(!length(ore_names))
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ore_names = list()
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for(var/ore_n in GLOB.ore_data)
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var/ore/O = GLOB.ore_data[ore_n]
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var/ore_name = O.display_name
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ore_names += ore_name
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ore_names += SURFACE_MINERALS
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ore_names += PRECIOUS_METALS
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ore_names += NUCLEAR_FUEL
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ore_names += EXOTIC_MATTER
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ore_names += MINOR_ARTIFACTS
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ore_names += MAJOR_ARTIFACTS
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var/list/data = list()
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data["ore_names"] = ore_names
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data["search_ores"] = search_ores
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data["enabled"] = active
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return data
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/obj/item/ore_detector/ui_act(action,params)
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. = ..()
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if(.)
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return
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if(action=="toggle")
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if(active)
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deactivate()
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else
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activate(usr)
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. = TRUE
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update_icon()
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if(action=="select_ore")
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if(params["ore_name"] in search_ores)
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search_ores -= params["ore_name"]
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else
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search_ores += params["ore_name"]
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if(!length(search_ores))
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deactivate()
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. = TRUE
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/obj/item/ore_detector/process()
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if(last_ping + ping_rate > world.time)
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return
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if(isnull(our_user))
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deactivate()
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return
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clear_images()
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var/mob/M = our_user.resolve()
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if(loc != M && loc.loc != M)
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deactivate()
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return
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last_ping = world.time
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var/turf/our_turf = get_turf(src)
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anchor.forceMove(our_turf)
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for(var/turf/turf as anything in RANGE_TURFS(7, our_turf))
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if(isnull(our_user)) // in the event it's dropped midsweep
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return
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var/found_ores = FALSE
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if(
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length(turf.resources) && \
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( \
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((SURFACE_MINERALS in search_ores) && (ORE_IRON in turf.resources)) || \
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((PRECIOUS_METALS in search_ores) && ((ORE_GOLD in turf.resources) || (ORE_SILVER in turf.resources) || (ORE_DIAMOND in turf.resources))) || \
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((NUCLEAR_FUEL in search_ores) && (ORE_URANIUM in turf.resources)) || \
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((EXOTIC_MATTER in search_ores) && ((ORE_PHORON in turf.resources) || (ORE_PLATINUM in turf.resources) || (ORE_HYDROGEN in turf.resources))) \
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) \
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)
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found_ores = TRUE
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if(!found_ores)
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var/turf/simulated/mineral/mine_turf = turf
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if(istype(mine_turf, /turf/simulated/mineral))
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if((length(mine_turf.finds) && (MINOR_ARTIFACTS in search_ores)) || (mine_turf.artifact_find && (MAJOR_ARTIFACTS in search_ores)) || (mine_turf.mineral && (mine_turf.mineral.display_name in search_ores)))
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found_ores = TRUE
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if(found_ores)
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var/image/ore_ping = image(icon = 'icons/obj/item/adv_mining_scanner.dmi', icon_state = "signal_overlay", loc = anchor, layer = UNDER_HUD_LAYER)
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ore_ping.appearance_flags |= KEEP_APART|RESET_ALPHA|RESET_COLOR|RESET_TRANSFORM
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ore_ping.pixel_x = rand(-6, 6)
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ore_ping.pixel_y = rand(-6, 6)
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ore_ping.alpha = rand(180, 255)
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ore_ping.plane = HUD_PLANE
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pixel_shift_to_turf(ore_ping, our_turf, turf)
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if(M.client)
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M.client.images += ore_ping
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ore_pings += ore_ping
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/obj/item/ore_detector/emp_act(severity)
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. = ..()
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deactivate()
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/obj/item/ore_detector/proc/activate(var/mob/user)
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if(!length(search_ores))
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return
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START_PROCESSING(SSprocessing, src)
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our_user = WEAKREF(user)
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active = TRUE
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update_icon()
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/obj/item/ore_detector/proc/deactivate()
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active = FALSE
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STOP_PROCESSING(SSprocessing, src)
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clear_images()
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our_user = null
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update_icon()
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/obj/item/ore_detector/proc/clear_images()
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var/mob/M = our_user?.resolve()
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if(M?.client)
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M.client.images -= ore_pings
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ore_pings.Cut()
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/obj/item/ore_detector/throw_at()
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..()
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deactivate()
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/obj/item/ore_detector/dropped()
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..()
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deactivate()
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/obj/item/ore_detector/on_give()
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deactivate()
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// horrendous hack, but it's an engine limitation
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// the way images work is that it's only show to a client when you add it via client.images += I
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// the problem with that is it needs a loc to attach to, and if you attach it to a turf, the image is only visible if that turf is visible
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// meaning that you can't see it through walls, which is the whole point of the detector
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// so, what we do instead, is spawn this anchor beneath the player and attach all the images to the anchor, then pixel shift them to the turf it needs to render over
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// the reason we're making the anchor instead of just making the loc our turf, is that clicking on an image passes the click through to whatever it's attached to, it works like an overlay
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// so the right click menu gets messed up, and clicking on the ore blip means you actually click beneath yourself, which can be disastrous
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// so, by having an anchor with MOUSE_OPACITY_TRANSPARENT, we can circumvent ALL those issues
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/obj/item/detector_anchor
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icon = null
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icon_state = null
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alpha = 1
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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anchored = TRUE
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density = FALSE
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#undef MINOR_ARTIFACTS
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#undef MAJOR_ARTIFACTS
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#undef SURFACE_MINERALS
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#undef PRECIOUS_METALS
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#undef NUCLEAR_FUEL
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#undef EXOTIC_MATTER
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