mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 17:41:56 +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
301 lines
9.7 KiB
Plaintext
301 lines
9.7 KiB
Plaintext
/client/proc/spawn_duty_officer()
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set category = "Special Verbs"
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set name = "Spawn CCIA Agent"
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set desc = "Spawns a CCIA Agent to agent around."
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if(!check_rights(R_CCIAA)) return
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if(!holder)
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return //how did they get here?
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if(!ROUND_IS_STARTED)
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src << "<span class='warning'>The game hasn't started yet!</span>"
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return
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if(istype(mob, /mob/new_player))
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src << "<span class='warning'>You can't be in the lobby to join as a duty officer.</span>"
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return
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if (alert(usr, "Do you want to cancel or proceed?", "Are you sure?", "Proceed", "Cancel") == "Cancel")
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src << "<span class='notice'>Cancelled.</span>"
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return
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if(mob.mind && mob.mind.special_role == "CCIA Agent")
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src << "<span class='warning'>You are already a CCIA Agent.</span>"
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verbs += /client/proc/returntobody
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return
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var/wasLiving = 0
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if(istype(mob, /mob/living))
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holder.original_mob = mob
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wasLiving = 1
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for (var/obj/effect/landmark/L in landmarks_list)
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if(L.name == "CCIAAgent")
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var/new_name = input(usr, "Pick a name","Name") as text
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var/mob/living/carbon/human/M = new(null)
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M.check_dna(M)
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M.real_name = new_name
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M.name = new_name
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M.age = input("Enter your characters age:","Num") as num
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if(!M.age)
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M.age = rand(35,50)
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if(M.age < 33 || M.age > 60)
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src << "<span class='warning'>The age you selected was not in a valid range for a Duty Officer.</span>"
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if(M.age < 33)
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M.age = 33
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else
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M.age = 60
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src << "<span class='warning'>Your age has been set to [M.age].</span>"
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M.dna.ready_dna(M)
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//Creates mind stuff.
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M.mind = new
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M.mind.current = M
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M.mind.original = M
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if(wasLiving)
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M.mind.admin_mob_placeholder = mob
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M.mind.assigned_role = "Central Command Internal Affairs Agent"
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M.mind.special_role = "CCIA Agent"
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M.loc = L.loc
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M.key = key
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M.change_appearance(APPEARANCE_ALL, M.loc, check_species_whitelist = 1)
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if(wasLiving)
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clear_cciaa_job(holder.original_mob)
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spawn(1)
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holder.original_mob.key = "@[key]"
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M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
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M.equip_to_slot_or_del(new /obj/item/clothing/shoes/laceup(M), slot_shoes)
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M.equip_to_slot_or_del(new /obj/item/clothing/gloves/white(M), slot_gloves)
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M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/ccia(M), slot_l_ear)
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M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(M), slot_glasses)
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M.equip_to_slot_or_del(new /obj/item/clothing/head/beret/centcom/officer(M), slot_head)
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M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/spray/pepper(M), slot_l_store)
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M.equip_to_slot_or_del(new /obj/item/device/taperecorder/cciaa(M), slot_r_store)
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var/obj/item/clothing/suit/storage/toggle/internalaffairs/suit = new(M)
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suit.name = "central command internal affairs jacket"
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M.equip_to_slot_or_del(suit, slot_wear_suit)
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var/obj/item/weapon/storage/backpack/satchel/bag = new(M)
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bag.name = "officer's leather satchel"
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bag.desc = "A well cared for leather satchel for Nanotrasen officers."
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M.equip_to_slot_or_del(bag, slot_back)
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if(M.backbag == 1)
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M.equip_to_slot_or_del(new /obj/item/weapon/stamp/centcomm(M), slot_in_backpack)
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var /obj/item/weapon/storage/lockbox/lockbox = new(M)
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lockbox.req_access = list(access_cent_captain)
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lockbox.name = "CCIA agent briefcase"
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lockbox.desc = "A smart looking briefcase with a NT logo on the side"
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lockbox.storage_slots = 8
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lockbox.max_storage_space = 16
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M.equip_to_slot_or_del(lockbox, slot_l_hand)
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var/obj/item/device/pda/central/pda = new(M)
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pda.owner = M.real_name
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pda.ownjob = "Central Command Internal Affairs Agent"
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pda.name = "PDA-[M.real_name] ([pda.ownjob])"
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M.equip_to_slot_or_del(pda, slot_belt)
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M.implant_loyalty(M, 1)
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var/obj/item/weapon/card/id/centcom/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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W.item_state = "id_inv"
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W.access = get_all_accesses() + get_centcom_access("CCIA Agent")
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W.assignment = "Central Command Internal Affairs Agent"
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W.registered_name = M.real_name
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M.equip_to_slot_or_del(W, slot_wear_id)
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verbs += /client/proc/returntobody
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break
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/client/proc/returntobody()
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set name = "Return to mob"
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set desc = "The Agent's work is done, return to your original mob"
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set category = "Special Verbs"
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if(!check_rights(0)) return
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if(!mob.mind || mob.mind.special_role != "CCIA Agent")
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verbs -= /client/proc/returntobody
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return
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if(!holder) return
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var/mob/M = mob
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var/area/A = get_area(M)
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if(M.stat == DEAD)
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if(holder.original_mob)
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if(holder.original_mob.client)
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if(alert(src, "There is someone else in your old body.\nWould you like to ghost instead?", "There is someone else in your old body, you will be ghosted", "Yes", "No") == "Yes")
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M.mind.special_role = null
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mob.ghostize(1)
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return
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else
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return
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holder.original_mob.key = key
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holder.original_mob = null
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return
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M.mind.special_role = null
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mob.ghostize(1)
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return
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if(!is_type_in_list(A,centcom_areas))
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src << "<span class='warning'>You need to be back at central to do this.</span>"
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return
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if(holder.original_mob)
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if(holder.original_mob == M)
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verbs -= /client/proc/returntobody
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return
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if(holder.original_mob.client)
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if(alert(src, "There is someone else in your old body.\nWould you like to ghost instead?", "There is someone else in your old body, you will be ghosted", "Yes", "No") == "Yes")
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M.mind.special_role = null
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mob.ghostize(0)
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else
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return
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else
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holder.original_mob.key = key
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holder.original_mob = null
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else
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if(mob.mind.admin_mob_placeholder)
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if(mob.mind.admin_mob_placeholder.client)
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if(alert(src, "There is someone else in your old body.\nWould you like to ghost instead?", "There is someone else in your old body, you will be ghosted", "Yes", "No") == "Yes")
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M.mind.special_role = null
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mob.ghostize(0)
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else
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return
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else
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mob.mind.admin_mob_placeholder.key = key
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M.mind.admin_mob_placeholder = null
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else
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M.mind.special_role = null
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mob.ghostize(0)
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verbs -= /client/proc/returntobody
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qdel(M)
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/proc/clear_cciaa_job(var/mob/living/carbon/human/M)
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spawn(9000)
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if(!M.client)
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var/oldjob = M.mind.assigned_role
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job_master.FreeRole(oldjob)
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return
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/datum/admins/proc/create_admin_fax(var/department in alldepartments)
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set name = "Send admin fax"
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set desc = "Send a fax from Central Command"
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set category = "Special Verbs"
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if (!check_rights(R_ADMIN|R_CCIAA|R_FUN))
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usr << "<span class='warning'>You do not have enough powers to do this.</span>"
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return
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if (!department)
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usr << "<span class='warning'>No target department specified!</span>"
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return
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var/obj/machinery/photocopier/faxmachine/fax = null
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for (var/obj/machinery/photocopier/faxmachine/F in allfaxes)
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if (F.department == department)
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fax = F
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break
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if (!fax)
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usr << "<span class='warning'>Couldn't find a fax machine to send this to!</span>"
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return
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//todo: sanitize
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var/input = input(usr, "Please enter a message to reply to via secure connection. NOTE: BBCode does not work, but HTML tags do! Use <br> for line breaks.", "Outgoing message from Centcomm", "") as message|null
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if (!input)
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usr << "<span class='warning'>Cancelled.</span>"
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return
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var/customname = input(usr, "Pick a title for the report", "Title") as text|null
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if (!customname)
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usr << "<span class='warning'>Cancelled.</span>"
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return
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// Create the reply message
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var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( null ) //hopefully the null loc won't cause trouble for us
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P.name = "[command_name()] - [customname]"
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P.info = input
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P.update_icon()
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// Stamps
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var/image/stampoverlay = image('icons/obj/bureaucracy.dmi')
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stampoverlay.icon_state = "paper_stamp-cent"
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if(!P.stamped)
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P.stamped = new
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P.stamped += /obj/item/weapon/stamp
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P.overlays += stampoverlay
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P.stamps += "<HR><i>This paper has been stamped by the Central Command Quantum Relay.</i>"
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if(fax.recievefax(P))
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usr << "<span class='notice'>Message transmitted successfully.</span>"
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log_and_message_admins("sent a fax message to the [department] fax machine. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[fax.x];Y=[fax.y];Z=[fax.z]'>JMP</a>)")
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sent_faxes += P
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else
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usr << "<span class='warning'>Message reply failed.</span>"
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qdel(P)
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return
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/client/proc/check_fax_history()
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set name = "Check fax history"
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set desc = "Look up the faxes sent this round."
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set category = "Special Verbs"
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if (!check_rights(R_ADMIN|R_CCIAA|R_FUN))
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usr << "<span class='warning'>You do not have enough powers to do this.</span>"
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return
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var/data = "<center><a href='?_src_=holder;CentcommFaxReply=1'>Send New Fax</a></center>"
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data += "<hr>"
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data += "<center><b>Received Faxes:</b></center><br>"
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if (arrived_faxes && arrived_faxes.len)
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for (var/obj/item/item in arrived_faxes)
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data += "[item.name] - <a href='?_src_=holder;AdminFaxView=\ref[item]'>view message</a><br>"
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else
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data += "<center>No faxes have been received.</center>"
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data += "<hr><center><b>Sent Faxes:</b></center><br>"
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if (sent_faxes && sent_faxes.len)
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for (var/obj/item/item in sent_faxes)
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data += "[item.name] - <a href='?_src_=holder;AdminFaxView=\ref[item]'>view message</a><br>"
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else
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data += "<center>No faxes have been sent out.</center>"
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usr << browse("<HTML><HEAD><TITLE>Centcomm Fax History</TITLE></HEAD><BODY>[data]</BODY></HTML>", "window=Centcomm Fax History")
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/client/proc/view_duty_log()
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set category = "Special Verbs"
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set name = "Get Duty Log"
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set desc = "Download a log or file from an investigation"
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var/path = browse_files("data/dutylogs/")
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if(!path)
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return
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if(file_spam_check())
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return
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message_admins("[key_name_admin(src)] accessed file: [path]")
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usr << run( file(path) )
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feedback_add_details("admin_verb","DOGL") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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return
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