Files
Bubberstation/code/datums/components/uplink.dm
Gandalf 9361376345 PDA update (Messenger works while dead, Microwave works, etc). (#80069) [REMIRROR] (#25829)
* PDA update (Messenger works while dead, Microwave works, etc). (#80069)

This is an update that touches many more things all at once (compared to
my other PRs) meant to make PDAs in general feel more consistent and not
take away from one of the experiences we want to encourage: interaction
between players.

1. Replaced all checks of a 'pda' with a 'modular pc'. This means
technically (though not done in-game currently) other modpcs can hold an
uplink, and microwaves can charge laptops.
2. Speaking of microwave, they now don't break and require
deconstruction if the cell is removed mid-charge.
3. When a Mod PC is out of power, it will now allow the Messenger to
work (which now also doesn't consume any additional power), if the app
exists on the PC. Here's a video demonstration

https://github.com/tgstation/tgstation/assets/53777086/7ae12f81-a271-49b8-95fa-2ba54d2e2d1f

4. Flashlights can't be turned on while the cell is dead
5. I replaced a bunch of program vars with ``program_flags`` and renamed
``usage_flags`` to ``can_run_on_flags``.
6. Added a debug modPC that has every app installed by default. Mafia
had some issues in the past that were unknown because Mafia wasn't
preinstalled with any tablet so was never in create & destroy nor in any
other unit test. This was just an easy solution I had, but PDAs should
get more in-depth unit tests in the future for running apps n stuff- I
just wanted to make sure no other apps were broken/harddeling.

Currently when a PDA dies, its only use is to reply to PDA messages sent
to you, since you can still reply to them. Instead of just fixing it and
telling players to cope, I thought it would be nice to allow PDA
Messenger to still work, as it is a vital app.
You can call it some emergency power mode or whatever, I don't really
mind the reason behind why it is this way.

When I made cells used more on PDAs, my main goal was to encourage
upgrading your PDA and/or limiting how many apps you use at once, I did
not want this to hit on players who use it as a form of interaction.
This is the best of both worlds, I think.

The rest of the changes is just for modularity, if some downstream wants
to add tablets, phone computers, or whatever the hell else, they can
still get just as far as PDAs should be able to get to, hopefully.

🆑
add: PDAs with a dead power cell are now limited to using their
Messenger app.
fix: Microwaves now stop charging PDAs if the cell was removed
mid-charge.
fix: Microwaves can now charge laptops.
fix: PDA Flashlights can't be turned on while the PDA is dead.
fix: You can now hold a laptop up to a camera (if it has a notekeeper
app installed) like PDAs already could.
/🆑

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>

* ok

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-12-24 23:20:11 +00:00

516 lines
18 KiB
Plaintext

#define PEN_ROTATIONS 2
/**
* Uplinks
*
* All /obj/item(s) have a hidden_uplink var. By default it's null. Give the item one with 'new(src') (it must be in it's contents). Then add 'uses.'
* Use whatever conditionals you want to check that the user has an uplink, and then call interact() on their uplink.
* You might also want the uplink menu to open if active. Check if the uplink is 'active' and then interact() with it.
**/
/datum/component/uplink
dupe_mode = COMPONENT_DUPE_UNIQUE
/// Name of the uplink
var/name = "syndicate uplink"
/// Whether the uplink is currently active or not
var/active = FALSE
/// Whether this uplink can be locked or not
var/lockable = TRUE
/// Whether the uplink is locked or not.
var/locked = TRUE
/// Whether this uplink allows restricted items to be accessed
var/allow_restricted = TRUE
/// Current owner of the uplink
var/owner = null
/// Purchase log, listing all the purchases this uplink has made
var/datum/uplink_purchase_log/purchase_log
/// The current linked uplink handler.
var/datum/uplink_handler/uplink_handler
/// Code to unlock the uplink.
var/unlock_code
/// Used for pen uplink
var/list/previous_attempts
// Not modular variables. These variables should be removed sometime in the future
/// The unlock text that is sent to the traitor with this uplink. This is not modular and not recommended to expand upon
var/unlock_text
/// The unlock note that is sent to the traitor with this uplink. This is not modular and not recommended to expand upon
var/unlock_note
/// The failsafe code that causes this uplink to blow up.
var/failsafe_code
/datum/component/uplink/Initialize(
owner,
lockable = TRUE,
enabled = FALSE,
uplink_flag = UPLINK_TRAITORS,
starting_tc = TELECRYSTALS_DEFAULT,
has_progression = FALSE,
datum/uplink_handler/uplink_handler_override,
)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(OnAttackBy))
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, PROC_REF(interact))
if(istype(parent, /obj/item/implant))
RegisterSignal(parent, COMSIG_IMPLANT_ACTIVATED, PROC_REF(implant_activation))
RegisterSignal(parent, COMSIG_IMPLANT_IMPLANTING, PROC_REF(implanting))
RegisterSignal(parent, COMSIG_IMPLANT_OTHER, PROC_REF(old_implant))
RegisterSignal(parent, COMSIG_IMPLANT_EXISTING_UPLINK, PROC_REF(new_implant))
else if(istype(parent, /obj/item/modular_computer))
RegisterSignal(parent, COMSIG_TABLET_CHANGE_ID, PROC_REF(new_ringtone))
RegisterSignal(parent, COMSIG_TABLET_CHECK_DETONATE, PROC_REF(check_detonate))
else if(istype(parent, /obj/item/radio))
RegisterSignal(parent, COMSIG_RADIO_NEW_MESSAGE, PROC_REF(new_message))
else if(istype(parent, /obj/item/pen))
RegisterSignal(parent, COMSIG_PEN_ROTATED, PROC_REF(pen_rotation))
else if(istype(parent, /obj/item/uplink/replacement))
RegisterSignal(parent, COMSIG_MOVABLE_HEAR, PROC_REF(on_heard))
if(owner)
src.owner = owner
LAZYINITLIST(GLOB.uplink_purchase_logs_by_key)
if(GLOB.uplink_purchase_logs_by_key[owner])
purchase_log = GLOB.uplink_purchase_logs_by_key[owner]
else
purchase_log = new(owner, src)
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
src.lockable = lockable
src.active = enabled
if(!uplink_handler_override)
uplink_handler = new()
uplink_handler.has_objectives = FALSE
uplink_handler.uplink_flag = uplink_flag
uplink_handler.telecrystals = starting_tc
uplink_handler.has_progression = has_progression
uplink_handler.purchase_log = purchase_log
else
uplink_handler = uplink_handler_override
RegisterSignal(uplink_handler, COMSIG_UPLINK_HANDLER_ON_UPDATE, PROC_REF(handle_uplink_handler_update))
RegisterSignal(uplink_handler, COMSIG_UPLINK_HANDLER_REPLACEMENT_ORDERED, PROC_REF(handle_uplink_replaced))
if(!lockable)
active = TRUE
locked = FALSE
previous_attempts = list()
/datum/component/uplink/proc/handle_uplink_handler_update()
SIGNAL_HANDLER
SStgui.update_uis(src)
/// When a new uplink is made via the syndicate beacon it locks all lockable uplinks and destroys replacement uplinks
/datum/component/uplink/proc/handle_uplink_replaced()
SIGNAL_HANDLER
if(lockable)
lock_uplink()
if(!istype(parent, /obj/item/uplink/replacement))
return
var/obj/item/uplink_item = parent
do_sparks(number = 3, cardinal_only = FALSE, source = uplink_item)
uplink_item.visible_message(span_warning("The [uplink_item] suddenly combusts!"), vision_distance = COMBAT_MESSAGE_RANGE)
new /obj/effect/decal/cleanable/ash(get_turf(uplink_item))
qdel(uplink_item)
/// Adds telecrystals to the uplink. It is bad practice to use this outside of the component itself.
/datum/component/uplink/proc/add_telecrystals(telecrystals_added)
set_telecrystals(uplink_handler.telecrystals + telecrystals_added)
/// Sets the telecrystals of the uplink. It is bad practice to use this outside of the component itself.
/datum/component/uplink/proc/set_telecrystals(new_telecrystal_amount)
uplink_handler.telecrystals = new_telecrystal_amount
uplink_handler.on_update()
/datum/component/uplink/InheritComponent(datum/component/uplink/uplink)
lockable |= uplink.lockable
active |= uplink.active
uplink_handler.uplink_flag |= uplink.uplink_handler.uplink_flag
/datum/component/uplink/Destroy()
purchase_log = null
return ..()
/datum/component/uplink/proc/load_tc(mob/user, obj/item/stack/telecrystal/telecrystals, silent = FALSE)
if(!silent)
to_chat(user, span_notice("You slot [telecrystals] into [parent] and charge its internal uplink."))
var/amt = telecrystals.amount
uplink_handler.telecrystals += amt
telecrystals.use(amt)
log_uplink("[key_name(user)] loaded [amt] telecrystals into [parent]'s uplink")
/datum/component/uplink/proc/OnAttackBy(datum/source, obj/item/item, mob/user)
SIGNAL_HANDLER
if(!active)
return //no hitting everyone/everything just to try to slot tcs in!
if(istype(item, /obj/item/stack/telecrystal))
load_tc(user, item)
if(!istype(item))
return
SEND_SIGNAL(item, COMSIG_ITEM_ATTEMPT_TC_REIMBURSE, user, src)
/datum/component/uplink/proc/on_examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(user != owner)
return
examine_list += span_warning("[parent] contains your hidden uplink\
[unlock_code ? ", the code to unlock it is [span_boldwarning(unlock_code)]" : null].")
if(failsafe_code)
examine_list += span_warning("The failsafe code is [span_boldwarning(failsafe_code)].")
/datum/component/uplink/proc/interact(datum/source, mob/user)
SIGNAL_HANDLER
if(locked)
return
active = TRUE
if(user)
INVOKE_ASYNC(src, PROC_REF(ui_interact), user)
// an unlocked uplink blocks also opening the PDA or headset menu
return COMPONENT_CANCEL_ATTACK_CHAIN
/datum/component/uplink/ui_state(mob/user)
return GLOB.inventory_state
/datum/component/uplink/ui_interact(mob/user, datum/tgui/ui)
active = TRUE
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Uplink", name)
// This UI is only ever opened by one person,
// and never is updated outside of user input.
ui.set_autoupdate(FALSE)
ui.open()
/datum/component/uplink/ui_data(mob/user)
if(!user.mind)
return
var/list/data = list()
data["telecrystals"] = uplink_handler.telecrystals
data["progression_points"] = uplink_handler.progression_points
data["current_expected_progression"] = SStraitor.current_global_progression
data["maximum_active_objectives"] = uplink_handler.maximum_active_objectives
data["progression_scaling_deviance"] = SStraitor.progression_scaling_deviance
data["current_progression_scaling"] = SStraitor.current_progression_scaling
data["maximum_potential_objectives"] = uplink_handler.maximum_potential_objectives
if(uplink_handler.has_objectives)
var/list/primary_objectives = list()
for(var/datum/objective/task as anything in uplink_handler.primary_objectives)
var/list/task_data = list()
if(length(primary_objectives) > length(GLOB.phonetic_alphabet))
task_data["task_name"] = "DIRECTIVE [length(primary_objectives) + 1]" //The english alphabet is WEAK
else
task_data["task_name"] = "DIRECTIVE [uppertext(GLOB.phonetic_alphabet[length(primary_objectives) + 1])]"
task_data["task_text"] = task.explanation_text
primary_objectives += list(task_data)
var/list/potential_objectives = list()
for(var/index in 1 to uplink_handler.potential_objectives.len)
var/datum/traitor_objective/objective = uplink_handler.potential_objectives[index]
var/list/objective_data = objective.uplink_ui_data(user)
objective_data["id"] = index
potential_objectives += list(objective_data)
var/list/active_objectives = list()
for(var/index in 1 to uplink_handler.active_objectives.len)
var/datum/traitor_objective/objective = uplink_handler.active_objectives[index]
var/list/objective_data = objective.uplink_ui_data(user)
objective_data["id"] = index
active_objectives += list(objective_data)
data["primary_objectives"] = primary_objectives
data["potential_objectives"] = potential_objectives
data["active_objectives"] = active_objectives
data["completed_final_objective"] = uplink_handler.final_objective
var/list/stock_list = uplink_handler.item_stock.Copy()
var/list/extra_purchasable_stock = list()
var/list/extra_purchasable = list()
for(var/datum/uplink_item/item as anything in uplink_handler.extra_purchasable)
if(item.stock_key in stock_list)
extra_purchasable_stock[REF(item)] = stock_list[item.stock_key]
extra_purchasable += list(list(
"id" = item.type,
"name" = item.name,
"cost" = item.cost,
"desc" = item.desc,
"category" = item.category ? initial(item.category.name) : null,
"purchasable_from" = item.purchasable_from,
"restricted" = item.restricted,
"limited_stock" = item.limited_stock,
"restricted_roles" = item.restricted_roles,
"restricted_species" = item.restricted_species,
"progression_minimum" = item.progression_minimum,
"ref" = REF(item),
))
var/list/remaining_stock = list()
for(var/item as anything in stock_list)
remaining_stock[item] = stock_list[item]
data["extra_purchasable"] = extra_purchasable
data["extra_purchasable_stock"] = extra_purchasable_stock
data["current_stock"] = remaining_stock
data["shop_locked"] = uplink_handler.shop_locked
data["purchased_items"] = length(uplink_handler.purchase_log?.purchase_log)
data["can_renegotiate"] = user.mind == uplink_handler.owner && uplink_handler.can_replace_objectives?.Invoke() == TRUE
return data
/datum/component/uplink/ui_static_data(mob/user)
var/list/data = list()
data["uplink_flag"] = uplink_handler.uplink_flag
data["has_progression"] = uplink_handler.has_progression
data["has_objectives"] = uplink_handler.has_objectives
data["lockable"] = lockable
data["assigned_role"] = uplink_handler.assigned_role
data["assigned_species"] = uplink_handler.assigned_species
data["debug"] = uplink_handler.debug_mode
return data
/datum/component/uplink/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/json/uplink)
)
/datum/component/uplink/ui_act(action, params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
if(!active)
return
switch(action)
if("buy")
var/datum/uplink_item/item
if(params["ref"])
item = locate(params["ref"]) in uplink_handler.extra_purchasable
if(!item)
return
else
var/datum/uplink_item/item_path = text2path(params["path"])
if(!ispath(item_path, /datum/uplink_item))
return
item = SStraitor.uplink_items_by_type[item_path]
uplink_handler.purchase_item(ui.user, item, parent)
if("lock")
if(!lockable)
return TRUE
lock_uplink()
if("renegotiate_objectives")
uplink_handler.replace_objectives?.Invoke()
SStgui.update_uis(src)
if(!uplink_handler.has_objectives)
return TRUE
if(uplink_handler.owner?.current != ui.user || !uplink_handler.can_take_objectives)
return TRUE
switch(action)
if("regenerate_objectives")
uplink_handler.generate_objectives()
return TRUE
var/list/objectives
switch(action)
if("start_objective")
objectives = uplink_handler.potential_objectives
if("objective_act", "finish_objective", "objective_abort")
objectives = uplink_handler.active_objectives
if(!objectives)
return
var/objective_index = round(text2num(params["index"]))
if(objective_index < 1 || objective_index > length(objectives))
return TRUE
var/datum/traitor_objective/objective = objectives[objective_index]
// Objective actions
switch(action)
if("start_objective")
uplink_handler.take_objective(ui.user, objective)
if("objective_act")
uplink_handler.ui_objective_act(ui.user, objective, params["objective_action"])
if("finish_objective")
if(!objective.finish_objective(ui.user))
return
uplink_handler.complete_objective(objective)
if("objective_abort")
uplink_handler.abort_objective(objective)
return TRUE
/// Proc that locks uplinks
/datum/component/uplink/proc/lock_uplink()
active = FALSE
locked = TRUE
SStgui.close_uis(src)
// Implant signal responses
/datum/component/uplink/proc/implant_activation()
SIGNAL_HANDLER
var/obj/item/implant/implant = parent
locked = FALSE
interact(null, implant.imp_in)
/datum/component/uplink/proc/implanting(datum/source, list/arguments)
SIGNAL_HANDLER
var/mob/user = arguments[2]
owner = user?.key
if(owner && !purchase_log)
LAZYINITLIST(GLOB.uplink_purchase_logs_by_key)
if(GLOB.uplink_purchase_logs_by_key[owner])
purchase_log = GLOB.uplink_purchase_logs_by_key[owner]
else
purchase_log = new(owner, src)
/datum/component/uplink/proc/old_implant(datum/source, list/arguments, obj/item/implant/new_implant)
SIGNAL_HANDLER
// It kinda has to be weird like this until implants are components
return SEND_SIGNAL(new_implant, COMSIG_IMPLANT_EXISTING_UPLINK, src)
/datum/component/uplink/proc/new_implant(datum/source, datum/component/uplink/uplink)
SIGNAL_HANDLER
return COMPONENT_DELETE_NEW_IMPLANT
// PDA signal responses
/datum/component/uplink/proc/new_ringtone(datum/source, mob/living/user, new_ring_text)
SIGNAL_HANDLER
if(trim(lowertext(new_ring_text)) != trim(lowertext(unlock_code)))
if(trim(lowertext(new_ring_text)) == trim(lowertext(failsafe_code)))
failsafe(user)
return COMPONENT_STOP_RINGTONE_CHANGE
return
locked = FALSE
interact(null, user)
to_chat(user, span_hear("The computer softly beeps."))
return COMPONENT_STOP_RINGTONE_CHANGE
/datum/component/uplink/proc/check_detonate()
SIGNAL_HANDLER
return COMPONENT_TABLET_NO_DETONATE
// Radio signal responses
/datum/component/uplink/proc/new_frequency(datum/source, list/arguments)
SIGNAL_HANDLER
var/obj/item/radio/master = parent
var/frequency = arguments[1]
if(frequency != unlock_code)
if(frequency == failsafe_code)
failsafe(master.loc)
return
locked = FALSE
if(ismob(master.loc))
interact(null, master.loc)
/datum/component/uplink/proc/new_message(datum/source, mob/living/user, message, channel)
SIGNAL_HANDLER
if(channel != RADIO_CHANNEL_UPLINK)
return
if(!findtext(lowertext(message), lowertext(unlock_code)))
if(failsafe_code && findtext(lowertext(message), lowertext(failsafe_code)))
failsafe(user) // no point returning cannot radio, youre probably ded
return
locked = FALSE
interact(null, user)
to_chat(user, "As you whisper the code into your headset, a soft chime fills your ears.")
return COMPONENT_CANNOT_USE_RADIO
// Pen signal responses
/datum/component/uplink/proc/pen_rotation(datum/source, degrees, mob/living/carbon/user)
SIGNAL_HANDLER
var/obj/item/pen/master = parent
previous_attempts += degrees
if(length(previous_attempts) > PEN_ROTATIONS)
popleft(previous_attempts)
if(compare_list(previous_attempts, unlock_code))
locked = FALSE
previous_attempts.Cut()
master.degrees = 0
interact(null, user)
to_chat(user, span_warning("Your pen makes a clicking noise, before quickly rotating back to 0 degrees!"))
else if(compare_list(previous_attempts, failsafe_code))
failsafe(user)
/datum/component/uplink/proc/setup_unlock_code()
unlock_code = generate_code()
var/obj/item/P = parent
if(istype(parent,/obj/item/modular_computer))
unlock_note = "<B>Uplink Passcode:</B> [unlock_code] ([P.name])."
else if(istype(parent,/obj/item/radio))
unlock_note = "<B>Radio Passcode:</B> [unlock_code] ([P.name], [RADIO_TOKEN_UPLINK] channel)."
else if(istype(parent,/obj/item/pen))
unlock_note = "<B>Uplink Degrees:</B> [english_list(unlock_code)] ([P.name])."
/datum/component/uplink/proc/generate_code()
var/returnable_code = ""
if(istype(parent, /obj/item/modular_computer))
returnable_code = "[rand(100,999)] [pick(GLOB.phonetic_alphabet)]"
else if(istype(parent, /obj/item/radio))
returnable_code = pick(GLOB.phonetic_alphabet)
else if(istype(parent, /obj/item/pen))
returnable_code = list()
for(var/i in 1 to PEN_ROTATIONS)
returnable_code += rand(1, 360)
if(!unlock_code) // assume the unlock_code is our "base" code that we don't want to duplicate, and if we don't have an unlock code, immediately return out of it since there's nothing to compare to.
return returnable_code
// duplicate checking, re-run the proc if we get a dupe to prevent the failsafe explodey code being the same as the unlock code.
if(islist(returnable_code))
if(english_list(returnable_code) == english_list(unlock_code)) // we pass english_list to the user anyways and for later processing, so we can just compare the english_list of the two lists.
return generate_code()
else if(unlock_code == returnable_code)
return generate_code()
return returnable_code
/// Proc that unlocks a locked replacement uplink when it hears the unlock code from their datum
/datum/component/uplink/proc/on_heard(datum/source, list/hearing_args)
SIGNAL_HANDLER
if(!locked)
return
if(!findtext(hearing_args[HEARING_RAW_MESSAGE], unlock_code))
return
var/atom/replacement_uplink = parent
locked = FALSE
replacement_uplink.balloon_alert_to_viewers("beep", vision_distance = COMBAT_MESSAGE_RANGE)
/datum/component/uplink/proc/failsafe(mob/living/carbon/user)
if(!parent)
return
var/turf/T = get_turf(parent)
if(!T)
return
message_admins("[ADMIN_LOOKUPFLW(user)] has triggered an uplink failsafe explosion at [AREACOORD(T)] The owner of the uplink was [ADMIN_LOOKUPFLW(owner)].")
user.log_message("triggered an uplink failsafe explosion. Uplink owner: [key_name(owner)].", LOG_ATTACK)
explosion(parent, devastation_range = 1, heavy_impact_range = 2, light_impact_range = 3)
qdel(parent) //Alternatively could brick the uplink.
#undef PEN_ROTATIONS