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EnterTheJake 0bd4b0820f Adds TGMC Tactical maps to the game and to Nuclear Operatives! (#96068)
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## About The Pull Request

Brought to you by Team Powercrèpe.(same group of people that delivered
the Heretic Overhaul)

This PR ports the TGMC Tacmaps and grants em to our NukeOps.

Code by Me, @Xander3359, @Arturlang, @Absolucy.

Mapping by @RipGrayson 

Sprites by @KillerOrcaCora

Writing bits by @necromanceranne

Tacmaps are essentially dynamically generated minimaps,

<img width="1711" height="1335" alt="Tac map examples"
src="https://github.com/user-attachments/assets/f936fac0-fb7c-4b84-970d-7195b4995ca7"
/>



<img width="1274" height="714" alt="Tac-Maps Icons"
src="https://github.com/user-attachments/assets/0f04e388-af4b-4955-be7a-04650cfd746b"
/>






As you can see from the screenshots above, departments are classified by
color, hovering your cursor over an area or a team mate, will display
their name, the system does allow the user to switch between Multi-Z,
and lastly you can draw and add labels to the map, although the last
option is only available to the NukeOps Leader and OW agents.


The functionality is tied to the Syndicate implants nukies start with,
Cayenne, Syndie borgs and Mechs also have the ability to toggle the map.

Likewise, the tacmaps will display the positioning of the following in
real time!

- Nuke ops agents

- Syndie borgs and Mechs

- Cayenne

- Location of the nuclear fission device (and beer nuke)

- Location of the Nuclear Authentication Disk.

<img width="1274" height="714" alt="SkyBridge OFF"
src="https://github.com/user-attachments/assets/3915e7d7-644a-4e9a-b213-997834dde2ea"
/>

<img width="1274" height="714" alt="SkyBridge ON"
src="https://github.com/user-attachments/assets/13748290-fd16-42ba-a9c4-a6b4f7e69c79"
/>

<img width="566" height="459" alt="Holo table done"
src="https://github.com/user-attachments/assets/1a43c5b7-ee51-4794-9c09-16b4fb50e2ad"
/>






https://github.com/user-attachments/assets/caf38538-ef04-4330-992c-3137a67ea0d0






Lastly The tactiical map implant cannot be be used on the nuke ops
base,If the team wishes to interact with the map they'll have to
Interact with the "Reconnaisance Platform" (Sprite by Orcacora) in the
briefing room, which has seen some mapping changes (Brought to you by
TheLastGrayson).



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documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game

Originally this feature was planned for the Upcoming Contractor Rework
our team is currently working on, but given the massive size of it all,
we decided to atomize it.

But without that consideration in mind, I think it makes sense for
Nuclear operatives of all antagonists to have the means to Recon and
plot an assault plan onto the station and actually be able to know the
whereabouts of their teammates.

Obviously this feature has a lot of other potential applications, we
have wanted to have functional Maps for a very long time, if someone
wants to give it a go once the feature is merged, by all means.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

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observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
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and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
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🆑
add: Tactical Maps have been added to the game!
add: Nuclear Operatives implants now grant the ability to open a
Minimap, this map will display and show the names of various areas of
the station, and the positioning of the Nukeops team,borgs,mechs,Cayenne
and the nuke disk in real time!
add: Nukie leaders and OW agents can also draw and apply labels to the
map.
add: the "Recoinassance Platform" has been added to the Nukie Base, it
allows displaying of the Tactical maps while on the Syndicate Base Z
level.
map: The briefing room in the NukeOps base has been remapped to better
accomodate the new Holographic table.
map: Changed the front shutters on the Syndicate Infiltrator to the more
fitting Syndicate Shutters.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Copilot <copilot@github.com>
Co-authored-by: RipGrayson <49290523+RipGrayson@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2026-06-09 16:38:00 +02:00

476 lines
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// Basic ladder. By default links to the z-level above/below.
/obj/structure/ladder
name = "ladder"
desc = "A sturdy metal ladder."
icon = 'icons/obj/structures.dmi'
icon_state = "ladder11"
base_icon_state = "ladder"
anchored = TRUE
obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 7.5)
///the ladder below this one
VAR_FINAL/obj/structure/ladder/down
///the ladder above this one
VAR_FINAL/obj/structure/ladder/up
/// Ladders crafted midround can only link to other ladders crafted midround
var/crafted = FALSE
/// travel time for ladder in deciseconds
var/travel_time = 1 SECONDS
/obj/structure/ladder/Initialize(mapload, obj/structure/ladder/up, obj/structure/ladder/down)
..()
GLOB.ladders += src
if(up)
link_up(up)
if(down)
link_down(down)
register_context()
return INITIALIZE_HINT_LATELOAD
/obj/structure/ladder/add_context(atom/source, list/context, obj/item/held_item, mob/user)
if(up)
context[SCREENTIP_CONTEXT_LMB] = "Climb up"
if(down)
context[SCREENTIP_CONTEXT_RMB] = "Climb down"
return CONTEXTUAL_SCREENTIP_SET
/obj/structure/ladder/examine(mob/user)
. = ..()
. += span_info("[EXAMINE_HINT("Left-click")] it to start moving up; [EXAMINE_HINT("Right-click")] to start moving down.")
/obj/structure/ladder/Destroy(force)
GLOB.ladders -= src
disconnect()
return ..()
/// Trait source applied by ladder holes
#define SOURCE_LADDER(ladder) "ladder_[REF(ladder)]"
/// Abstract object used to represent a hole in the floor created by a ladder
/obj/effect/abstract/ladder_hole
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
plane = TRANSPARENT_FLOOR_PLANE
layer = SPACE_LAYER
alpha = 254
/// The ladder that created this hole
VAR_FINAL/obj/structure/ladder/ladder
/obj/effect/abstract/ladder_hole/Initialize(mapload, obj/structure/ladder/ladder)
. = ..()
if(isnull(ladder) || !isopenturf(loc) || isopenspaceturf(loc))
return INITIALIZE_HINT_QDEL
for(var/obj/effect/abstract/ladder_hole/hole in loc)
if(hole.ladder == ladder)
return INITIALIZE_HINT_QDEL
src.ladder = ladder
RegisterSignal(ladder, COMSIG_QDELETING, PROC_REF(cleanup))
icon = ladder.icon
icon_state = "[ladder.base_icon_state]_hole"
render_target = "*[SOURCE_LADDER(ladder)]"
ADD_KEEP_TOGETHER(loc, SOURCE_LADDER(ladder))
ADD_TURF_TRANSPARENCY(loc, SOURCE_LADDER(ladder))
RegisterSignal(loc, COMSIG_TURF_CHANGE, PROC_REF(turf_changing))
RegisterSignal(loc, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(add_ladder_rim))
loc.add_filter(SOURCE_LADDER(ladder), 1, alpha_mask_filter(
x = ladder.pixel_x + ladder.pixel_w,
y = ladder.pixel_y + ladder.pixel_z,
render_source = "*[SOURCE_LADDER(ladder)]",
flags = MASK_INVERSE,
))
loc.update_appearance(UPDATE_OVERLAYS)
/obj/effect/abstract/ladder_hole/Destroy()
if(isnull(ladder))
return ..()
if(isopenturf(loc))
UnregisterSignal(loc, list(COMSIG_TURF_CHANGE, COMSIG_ATOM_UPDATE_OVERLAYS))
REMOVE_KEEP_TOGETHER(loc, SOURCE_LADDER(ladder))
REMOVE_TURF_TRANSPARENCY(loc, SOURCE_LADDER(ladder))
loc.remove_filter(SOURCE_LADDER(ladder))
loc.update_appearance(UPDATE_OVERLAYS)
UnregisterSignal(ladder, COMSIG_QDELETING)
ladder = null
return ..()
/obj/effect/abstract/ladder_hole/proc/cleanup()
SIGNAL_HANDLER
// the ladder will qdel us in its Destroy regardless, when it unlinks
// this is just an extra layer of safety, in case the ladder gets moved or something
qdel(src)
/obj/effect/abstract/ladder_hole/proc/turf_changing(datum/source, path, new_baseturfs, flags, list/datum/callback/post_change_callbacks)
SIGNAL_HANDLER
post_change_callbacks += CALLBACK(ladder, TYPE_PROC_REF(/obj/structure/ladder, make_base_transparent))
qdel(src)
/obj/effect/abstract/ladder_hole/proc/add_ladder_rim(turf/source, list/overlays)
SIGNAL_HANDLER
var/mutable_appearance/rim = mutable_appearance(
icon = ladder.icon,
icon_state = "[ladder.base_icon_state]_rim",
layer = TURF_DECAL_LAYER,
plane = FLOOR_PLANE,
offset_spokesman = source,
)
rim.pixel_w = ladder.pixel_w
rim.pixel_x = ladder.pixel_x
rim.pixel_y = ladder.pixel_y
rim.pixel_z = ladder.pixel_z
overlays += rim
/// Makes the base of the ladder transparent
/obj/structure/ladder/proc/make_base_transparent()
if(!SSmapping.level_trait(z, ZTRAIT_DOWN)) // Ladders which are actually teleporting you to another z level
return
base_pixel_z = initial(base_pixel_z) + 12
pixel_z = base_pixel_z
new /obj/effect/abstract/ladder_hole(loc, src)
/// Clears any ladder holes created by this ladder
/obj/structure/ladder/proc/clear_base_transparency()
base_pixel_z = initial(base_pixel_z)
pixel_z = base_pixel_z
for(var/obj/effect/abstract/ladder_hole/hole in loc)
if(hole.ladder == src)
qdel(hole)
#undef SOURCE_LADDER
/// Links this ladder to passed ladder (which should generally be below it)
/obj/structure/ladder/proc/link_down(obj/structure/ladder/down_ladder)
if(down)
return
down = down_ladder
down_ladder.up = src
down_ladder.update_appearance(UPDATE_ICON_STATE)
update_appearance(UPDATE_ICON_STATE)
make_base_transparent()
/// Unlinks this ladder from the ladder below it.
/obj/structure/ladder/proc/unlink_down()
if(!down)
return
down.up = null
down.update_appearance(UPDATE_ICON_STATE)
down.update_minimap_blip()
down = null
update_appearance(UPDATE_ICON_STATE)
clear_base_transparency()
/// Links this ladder to passed ladder (which should generally be above it)
/obj/structure/ladder/proc/link_up(obj/structure/ladder/up_ladder)
if(up)
return
up = up_ladder
up_ladder.down = src
up_ladder.make_base_transparent()
up_ladder.update_appearance(UPDATE_ICON_STATE)
update_appearance(UPDATE_ICON_STATE)
/// Unlinks this ladder from the ladder above it.
/obj/structure/ladder/proc/unlink_up()
if(!up)
return
up.down = null
up.clear_base_transparency()
up.update_appearance(UPDATE_ICON_STATE)
up.update_minimap_blip()
up = null
update_appearance(UPDATE_ICON_STATE)
/// Helper to unlink everything
/obj/structure/ladder/proc/disconnect()
unlink_down()
unlink_up()
/obj/structure/ladder/proc/update_minimap_blip()
remove_minimap_blip(MINIMAP_LADDER_BLIP, src)
if(up || down)
add_minimap_blip(src, MINIMAP_LADDER_BLIP, "ladder")
/obj/structure/ladder/LateInitialize()
// By default, discover ladders above and below us vertically
var/turf/base = get_turf(src)
if(isnull(down))
var/obj/structure/ladder/new_down = locate() in GET_TURF_BELOW(base)
if (new_down && crafted == new_down.crafted)
link_down(new_down)
if(isnull(up))
var/obj/structure/ladder/new_up = locate() in GET_TURF_ABOVE(base)
if (new_up && crafted == new_up.crafted)
link_up(new_up)
// Linking updates our icon, so if we failed both links we need a manual update
if(isnull(down) && isnull(up))
update_appearance(UPDATE_ICON_STATE)
update_minimap_blip()
/obj/structure/ladder/update_icon_state()
icon_state = "[base_icon_state][!!up][!!down]"
return ..()
/obj/structure/ladder/singularity_pull(atom/singularity, current_size)
if (!(resistance_flags & INDESTRUCTIBLE))
visible_message(span_danger("[src] is torn to pieces by the gravitational pull!"))
qdel(src)
/obj/structure/ladder/proc/use(mob/user, going_up = TRUE)
if(!in_range(src, user) || DOING_INTERACTION(user, DOAFTER_SOURCE_CLIMBING_LADDER))
return
if(!up && !down)
balloon_alert(user, "doesn't lead anywhere!")
return
if(going_up ? !up : !down)
balloon_alert(user, "can't go any further [going_up ? "up" : "down"]")
return
if(user.buckled && user.buckled.anchored)
balloon_alert(user, "buckled to something anchored!")
return
if(travel_time)
INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
else
travel(user, going_up)
add_fingerprint(user)
/obj/structure/ladder/proc/start_travelling(mob/user, going_up)
show_initial_fluff_message(user, going_up)
// Our climbers athletics ability
var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
// Misc bonuses to the climb speed.
var/misc_multiplier = 1
var/obj/item/organ/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
if(istype(potential_spine))
misc_multiplier *= potential_spine.athletics_boost_multiplier
var/final_travel_time = (travel_time - fitness_level) * misc_multiplier
if(do_after(user, final_travel_time, target = src, interaction_key = DOAFTER_SOURCE_CLIMBING_LADDER))
travel(user, going_up, grant_exp = TRUE)
/// The message shown when the player starts climbing the ladder
/obj/structure/ladder/proc/show_initial_fluff_message(mob/user, going_up)
var/up_down = going_up ? "up" : "down"
user.balloon_alert_to_viewers("climbing [up_down]...")
/obj/structure/ladder/proc/travel(mob/user, going_up = TRUE, is_ghost = FALSE, grant_exp = FALSE)
var/obj/structure/ladder/ladder = going_up ? up : down
if(!ladder)
balloon_alert(user, "there's nothing that way!")
return
var/response = SEND_SIGNAL(user, COMSIG_LADDER_TRAVEL, src, ladder, going_up)
if(response & LADDER_TRAVEL_BLOCK)
return
var/turf/target = get_turf(ladder)
user.zMove(target = target, z_move_flags = ZMOVE_CHECK_PULLEDBY|ZMOVE_ALLOW_BUCKLED|ZMOVE_INCLUDE_PULLED)
if(grant_exp)
var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
user.mind?.adjust_experience(/datum/skill/athletics, round(ATHLETICS_SKILL_MISC_EXP/(fitness_level || 1), 1)) //get a little experience for our trouble
if(!is_ghost)
show_final_fluff_message(user, ladder, going_up)
// to avoid having players hunt for the pixels of a ladder that goes through several stories and is
// partially covered by the sprites of their mobs, a radial menu will be displayed over them.
// this way players can keep climbing up or down with ease until they reach an end.
if(ladder.up && ladder.down)
ladder.show_options(user, is_ghost)
/// The messages shown after the player has finished climbing. Players can see this happen from either src or the destination so we've 2 POVs here
/obj/structure/ladder/proc/show_final_fluff_message(mob/user, obj/structure/ladder/destination, going_up)
var/up_down = going_up ? "up" : "down"
//POV of players around the source
visible_message(span_notice("[user] climbs [up_down] [src]."))
//POV of players around the destination
user.balloon_alert_to_viewers("climbed [up_down]")
/// Shows a radial menu that players can use to climb up and down a stair.
/obj/structure/ladder/proc/show_options(mob/user, is_ghost = FALSE)
var/list/tool_list = list()
tool_list["Up"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = NORTH)
tool_list["Down"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = SOUTH)
var/datum/callback/check_menu
if(!is_ghost)
check_menu = CALLBACK(src, PROC_REF(check_menu), user)
var/result = show_radial_menu(user, src, tool_list, custom_check = check_menu, require_near = !is_ghost, tooltips = TRUE)
var/going_up
switch(result)
if("Up")
going_up = TRUE
if("Down")
going_up = FALSE
else
return
if(is_ghost || !travel_time)
travel(user, going_up, is_ghost)
else
INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
/obj/structure/ladder/proc/check_menu(mob/user, is_ghost)
if(user.incapacitated || (!user.Adjacent(src)))
return FALSE
return TRUE
/obj/structure/ladder/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
use(user)
/obj/structure/ladder/attack_hand_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
//Not be called when right clicking as a monkey. attack_hand_secondary() handles that.
/obj/structure/ladder/attack_paw(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_alien(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_alien_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attack_larva(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_larva_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attack_animal(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_animal_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attackby(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)
use(user)
return TRUE
/obj/structure/ladder/attackby_secondary(obj/item/item, mob/user, list/modifiers, list/attack_modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attack_robot(mob/living/silicon/robot/user)
if(user.Adjacent(src))
use(user)
return TRUE
/obj/structure/ladder/attack_robot_secondary(mob/living/silicon/robot/user)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || !user.Adjacent(src))
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/structure/ladder/attack_pai(mob/user, list/modifiers)
use(user)
return TRUE
/obj/structure/ladder/attack_pai_secondary(mob/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
use(user, going_up = FALSE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
ghost_use(user)
return ..()
///Ghosts use the byond default popup menu function on right click, so this is going to work a little differently for them.
/obj/structure/ladder/proc/ghost_use(mob/user)
if (!up && !down)
balloon_alert(user, "doesn't lead anywhere!")
return
if(!up) //only goes down
travel(user, going_up = FALSE, is_ghost = TRUE)
else if(!down) //only goes up
travel(user, going_up = TRUE, is_ghost = TRUE)
else //goes both ways
show_options(user, is_ghost = TRUE)
// Indestructible away mission ladders which link based on a mapped ID and height value rather than X/Y/Z.
/obj/structure/ladder/unbreakable
name = "sturdy ladder"
desc = "An extremely sturdy metal ladder."
resistance_flags = INDESTRUCTIBLE
var/id
var/height = 0 // higher numbers are considered physically higher
/obj/structure/ladder/unbreakable/LateInitialize()
// Override the parent to find ladders based on being height-linked
if (!id || (up && down))
update_appearance()
return
for(var/obj/structure/ladder/unbreakable/unbreakable_ladder in GLOB.ladders)
if (unbreakable_ladder.id != id)
continue // not one of our pals
if (!down && unbreakable_ladder.height == height - 1)
down = unbreakable_ladder
unbreakable_ladder.up = src
unbreakable_ladder.update_appearance()
if (up)
break // break if both our connections are filled
else if (!up && unbreakable_ladder.height == height + 1)
up = unbreakable_ladder
unbreakable_ladder.down = src
unbreakable_ladder.update_appearance()
if (down)
break // break if both our connections are filled
update_appearance()
/obj/structure/ladder/crafted
crafted = TRUE