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https://github.com/Bubberstation/Bubberstation.git
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f58b8511f0
## About The Pull Request This PR refactors ``effect_system``s to be a bit easier to use by getting rid of ``set_up``, allowing ``attach()`` to be chained into ``start()`` and refactoring most direct system usages in our code to use helper procs. ``set_up`` was unnecessary and only existed to allow ``New``'s behavior to be fully overriden, which is not required if we split sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype which houses the effect spreading behavior. This allows us to roll all logic from ``set_up`` into ``New`` and cut down on code complexity. Chaining setup as ``system.attach(src).start()`` also helps a bit in case no helper method exists I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively allow chemical smoke or foam to be spawned easily without having to manually create effect datums and reagent holders. Also turns out we've had some nonfunctional effect systems which either never set themselves up, or never started, so I fixed those while I was at it (mostly by moving them to aforementioned helper procs) ## Why It's Good For The Game Cleaner code, makes it significantly easier for users to work with. Also most of our effect system usage was copypasta which was passing booleans as numbers, while perfectly fine helper procs existed in our code. ## Changelog 🆑 refactor: Refactored sparks, foam, smoke, and other miscellaneous effect systems. refactor: Vapes now have consistent rigging with cigs using the new system. fix: Fixed some effects never working. /🆑
203 lines
7.2 KiB
Plaintext
203 lines
7.2 KiB
Plaintext
/obj/machinery/computer/robotics
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name = "robotics control console"
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desc = "Used to remotely lockdown linked Cyborgs and Drones."
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icon_screen = "robot"
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icon_keyboard = "rd_key"
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req_access = list(ACCESS_ROBOTICS)
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circuit = /obj/item/circuitboard/computer/robotics
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light_color = LIGHT_COLOR_PINK
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var/mob/living/silicon/robot/locked_down_borg = null
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active_power_usage = 10000 //no idea how much is it
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/obj/machinery/computer/robotics/proc/can_control(mob/user, mob/living/silicon/robot/R)
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. = FALSE
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if(!istype(R))
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return
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if(isAI(user))
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if(R.connected_ai != user)
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return
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if(iscyborg(user))
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if(R != user)
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return
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if(R.scrambledcodes)
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return
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return TRUE
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/obj/machinery/computer/robotics/ui_interact(mob/user, datum/tgui/ui)
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. = ..()
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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, "RoboticsControlConsole", name)
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ui.open()
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/obj/machinery/computer/robotics/ui_data(mob/user)
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var/list/data = list()
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data["can_hack"] = FALSE
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if(issilicon(user))
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var/mob/living/silicon/S = user
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if(S.hack_software)
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data["can_hack"] = TRUE
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else if(isAdminGhostAI(user))
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data["can_hack"] = TRUE
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data["can_detonate"] = FALSE
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if(isAI(user))
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var/mob/living/silicon/ai/ai = user
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data["can_detonate"] = !isnull(ai.malf_picker)
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var/turf/current_turf = get_turf(src)
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data["cyborgs"] = list()
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for(var/mob/living/silicon/robot/R in GLOB.silicon_mobs)
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if(!can_control(user, R))
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continue
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if(!is_valid_z_level(current_turf, get_turf(R)))
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continue
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var/list/cyborg_data = list(
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name = R.name,
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locked_down = R.lockcharge,
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status = R.stat,
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charge = R.cell ? round(R.cell.percent()) : null,
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module = R.model ? "[R.model.name] Model" : "No Model Detected",
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synchronization = R.connected_ai,
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emagged = R.emagged,
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ref = REF(R)
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)
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data["cyborgs"] += list(cyborg_data)
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data["drones"] = list()
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for(var/mob/living/basic/drone/drone in GLOB.drones_list)
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if(drone.hacked)
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continue
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if(!is_valid_z_level(current_turf, get_turf(drone)))
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continue
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var/list/drone_data = list(
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name = drone.name,
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status = drone.stat,
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ref = REF(drone)
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)
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data["drones"] += list(drone_data)
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return data
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/obj/machinery/computer/robotics/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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switch(action)
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if("stopbot")
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if(allowed(usr))
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var/mob/living/silicon/robot/R = locate(params["ref"]) in GLOB.silicon_mobs
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if(can_control(usr, R) && !..())
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if(isAI(usr))
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if(R.lockcharge)
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if(R.ai_lockdown)
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R.ai_lockdown = FALSE
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lock_unlock_borg(R)
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else
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to_chat(usr, span_danger("Cyborg locked by an user with superior permissions."))
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else
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R.ai_lockdown = TRUE
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lock_unlock_borg(R)
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else
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if(isnull(locked_down_borg) && !R.lockcharge) //If there is no borg locked down by the console yet
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lock_unlock_borg(R, src.loc.loc.name)
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R.ai_lockdown = FALSE //Just in case I'm stupid
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locked_down_borg = R
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RegisterSignal(R, COMSIG_QDELETING, PROC_REF(borg_destroyed))
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else if(locked_down_borg == R) //If the borg locked down by the console is the same as the one we're trying to unlock
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lock_unlock_borg(R)
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else if(R.lockcharge&&R.ai_lockdown)
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R.ai_lockdown = FALSE
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lock_unlock_borg(R)
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else if(R.lockcharge&&locked_down_borg!=R)
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to_chat(usr, span_danger("The cyborg was locked by a different console."))
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else
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to_chat(usr, span_danger("You can lock down only one cyborg at a time."))
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else
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to_chat(usr, span_danger("Access Denied."))
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if(!isnull(locked_down_borg))
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use_power = ACTIVE_POWER_USE
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else
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use_power = IDLE_POWER_USE
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if("killbot") //Malf AIs, and AIs with a combat upgrade, can detonate their cyborgs remotely.
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if(!isAI(usr))
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return
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var/mob/living/silicon/ai/ai = usr
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if(!ai.malf_picker)
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return
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var/mob/living/silicon/robot/target = locate(params["ref"]) in GLOB.silicon_mobs
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if(!istype(target))
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return
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if(target.connected_ai != ai)
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return
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target.self_destruct(usr)
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if("magbot")
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var/mob/living/silicon/S = usr
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if((istype(S) && S.hack_software) || isAdminGhostAI(usr))
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var/mob/living/silicon/robot/R = locate(params["ref"]) in GLOB.silicon_mobs
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if(istype(R) && !R.emagged && (R.connected_ai == usr || isAdminGhostAI(usr)) && !R.scrambledcodes && can_control(usr, R))
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log_silicon("[key_name(usr)] emagged [key_name(R)] using robotic console!")
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message_admins("[ADMIN_LOOKUPFLW(usr)] emagged cyborg [key_name_admin(R)] using robotic console!")
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R.SetEmagged(TRUE)
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R.logevent("WARN: root privleges granted to PID [num2hex(rand(1,65535), -1)][num2hex(rand(1,65535), -1)].") //random eight digit hex value. Two are used because rand(1,4294967295) throws an error
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if("killdrone")
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if(allowed(usr))
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var/mob/living/basic/drone/drone = locate(params["ref"]) in GLOB.mob_list
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if(drone.hacked)
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to_chat(usr, span_danger("ERROR: [drone] is not responding to external commands."))
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else
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var/turf/T = get_turf(drone)
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message_admins("[ADMIN_LOOKUPFLW(usr)] detonated [key_name_admin(drone)] at [ADMIN_VERBOSEJMP(T)]!")
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log_silicon("[key_name(usr)] detonated [key_name(drone)]!")
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do_sparks(3, TRUE< drone)
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drone.visible_message(span_danger("\the [drone] self-destructs!"))
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drone.investigate_log("has been gibbed by a robotics console.", INVESTIGATE_DEATHS)
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drone.gib()
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// I feel like this should be changed, but I have no idea in what way exactly, so I just extracted it to make the code less of a mess
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/obj/machinery/computer/robotics/proc/lock_unlock_borg(mob/living/silicon/robot/R, console_location = null)
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if(R.lockcharge && locked_down_borg == R)
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UnregisterSignal(locked_down_borg, COMSIG_QDELETING)
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locked_down_borg = null
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message_admins(span_notice("[ADMIN_LOOKUPFLW(usr)] [!R.lockcharge ? "locked down" : "released"] [ADMIN_LOOKUPFLW(R)]!"))
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log_silicon("[key_name(usr)] [!R.lockcharge ? "locked down" : "released"] [key_name(R)]!")
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log_combat(usr, R, "[!R.lockcharge ? "locked down" : "released"] cyborg")
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R.SetLockdown(!R.lockcharge)
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to_chat(R, !R.lockcharge ? span_notice("Your lockdown has been lifted!") : span_alert("You have been locked down!"))
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if(!isnull(console_location))
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to_chat(R, span_alert("The approximate location of the console that is keeping you locked down is [console_location]"))
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if(R.connected_ai)
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to_chat(R.connected_ai, "[!R.lockcharge ? span_notice("NOTICE - Cyborg lockdown lifted") : span_alert("ALERT - Cyborg lockdown detected")]: <a href='byond://?src=[REF(R.connected_ai)];track=[html_encode(R.name)]'>[R.name]</a><br>")
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/obj/machinery/computer/robotics/proc/borg_destroyed()
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SIGNAL_HANDLER
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locked_down_borg = null
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/obj/machinery/computer/robotics/on_set_machine_stat(old_value) //depowering the console unlocks the borg
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if(!isnull(locked_down_borg))
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if(machine_stat & (NOPOWER|BROKEN|MAINT) && locked_down_borg.lockcharge)
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src.lock_unlock_borg(locked_down_borg)
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return ..()
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/obj/machinery/computer/robotics/atom_break() // This shouldnt be needed, but hitting console doesnt trigger destroy apparently
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if(!isnull(locked_down_borg))
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lock_unlock_borg(locked_down_borg)
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return ..()
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/obj/machinery/computer/robotics/Destroy()
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if(!isnull(locked_down_borg))
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lock_unlock_borg(locked_down_borg)
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return ..()
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