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* Enforce preserving parent proc return values across ui_act call stacks (#53964) All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal. * Enforce preserving parent proc return values across ui_act call stacks Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
158 lines
5.2 KiB
Plaintext
158 lines
5.2 KiB
Plaintext
/////////// thederelict items
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/obj/item/paper/fluff/ruins/thederelict/equipment
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info = "If the equipment breaks there should be enough spare parts in our engineering storage near the north east solar array."
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name = "Equipment Inventory"
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/obj/item/paper/fluff/ruins/thederelict/syndie_mission
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name = "Mission Objectives"
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info = "The Syndicate have cunningly disguised a Syndicate Uplink as your PDA. Simply enter the code \"678 Bravo\" into the ringtone select to unlock its hidden features. <br><br><b>Objective #1</b>. Kill the God damn AI in a fire blast that it rocks the station. <b>Success!</b> <br><b>Objective #2</b>. Escape alive. <b>Failed.</b>"
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/obj/item/paper/fluff/ruins/thederelict/nukie_objectives
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name = "Objectives of a Nuclear Operative"
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info = "<b>Objective #1</b>: Destroy the station with a nuclear device."
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/obj/item/paper/crumpled/bloody/ruins/thederelict/unfinished
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name = "unfinished paper scrap"
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desc = "Looks like someone started shakily writing a will in space common, but were interrupted by something bloody..."
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info = "I, Victor Belyakov, do hereby leave my _- "
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/obj/item/paper/fluff/ruins/thederelict/vaultraider
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name = "Vault Raider Objectives"
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info = "<b>Objectives #1</b>: Find out what is hidden in Kosmicheskaya Stantsiya 13s Vault"
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/// Vault controller for use on the derelict/KS13.
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/obj/machinery/computer/vaultcontroller
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name = "vault controller"
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desc = "It seems to be powering and controlling the vault locks."
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icon_screen = "power"
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icon_keyboard = "power_key"
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light_color = LIGHT_COLOR_YELLOW
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use_power = NO_POWER_USE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/obj/structure/cable/attached_cable
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var/obj/machinery/door/airlock/vault/derelict/door1
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var/obj/machinery/door/airlock/vault/derelict/door2
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var/locked = TRUE
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var/siphoned_power = 0
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var/siphon_max = 1e7
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/obj/machinery/computer/monitor/examine(mob/user)
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. = ..()
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. += "<span class='notice'>It appears to be powered via a cable connector.</span>"
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//Checks for cable connection, charges if possible.
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/obj/machinery/computer/vaultcontroller/process()
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if(siphoned_power >= siphon_max)
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return
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update_cable()
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if(attached_cable)
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attempt_siphon()
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///Looks for a cable connection beneath the machine.
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/obj/machinery/computer/vaultcontroller/proc/update_cable()
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var/turf/T = get_turf(src)
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attached_cable = locate(/obj/structure/cable) in T
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///Initializes airlock links.
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/obj/machinery/computer/vaultcontroller/proc/find_airlocks()
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for(var/obj/machinery/door/airlock/A in GLOB.airlocks)
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if(A.id_tag == "derelictvault")
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if(!door1)
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door1 = A
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continue
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if(door1 && !door2)
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door2 = A
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break
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///Tries to charge from powernet excess, no upper limit except max charge.
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/obj/machinery/computer/vaultcontroller/proc/attempt_siphon()
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var/surpluspower = clamp(attached_cable.surplus(), 0, (siphon_max - siphoned_power))
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if(surpluspower)
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attached_cable.add_load(surpluspower)
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siphoned_power += surpluspower
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///Handles the doors closing
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/obj/machinery/computer/vaultcontroller/proc/cycle_close(obj/machinery/door/airlock/A)
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A.safe = FALSE //Make sure its forced closed, always
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A.unbolt()
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A.close()
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A.bolt()
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///Handles the doors opening
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/obj/machinery/computer/vaultcontroller/proc/cycle_open(obj/machinery/door/airlock/A)
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A.unbolt()
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A.open()
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A.bolt()
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///Attempts to lock the vault doors
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/obj/machinery/computer/vaultcontroller/proc/lock_vault()
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if(door1 && !door1.density)
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cycle_close(door1)
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if(door2 && !door2.density)
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cycle_close(door2)
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if(door1.density && door1.locked && door2.density && door2.locked)
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locked = TRUE
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///Attempts to unlock the vault doors
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/obj/machinery/computer/vaultcontroller/proc/unlock_vault()
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if(door1 && door1.density)
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cycle_open(door1)
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if(door2 && door2.density)
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cycle_open(door2)
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if(!door1.density && door1.locked && !door2.density && door2.locked)
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locked = FALSE
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///Attempts to lock/unlock vault doors, if machine is charged.
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/obj/machinery/computer/vaultcontroller/proc/activate_lock()
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if(siphoned_power < siphon_max)
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return
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if(!door1 || !door2)
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find_airlocks()
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if(locked)
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unlock_vault()
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else
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lock_vault()
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/obj/machinery/computer/vaultcontroller/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, "VaultController", name)
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ui.open()
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/obj/machinery/computer/vaultcontroller/ui_act(action, params)
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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("togglelock")
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activate_lock()
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/obj/machinery/computer/vaultcontroller/ui_data()
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var/list/data = list()
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data["stored"] = siphoned_power
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data["max"] = siphon_max
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data["doorstatus"] = locked
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return data
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///Airlock that can't be deconstructed, broken or hacked.
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/obj/machinery/door/airlock/vault/derelict
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locked = TRUE
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move_resist = INFINITY
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use_power = NO_POWER_USE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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id_tag = "derelictvault"
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///Overrides screwdriver attack to prevent all deconstruction and hacking.
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/obj/machinery/door/airlock/vault/derelict/attackby(obj/item/C, mob/user, params)
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if(C.tool_behaviour == TOOL_SCREWDRIVER)
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return
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..()
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/obj/structure/fluff/oldturret
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name = "broken turret"
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desc = "An obsolete model of turret, long non-functional."
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icon = 'icons/obj/turrets.dmi'
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icon_state = "turretCover"
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density = TRUE
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