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## About The Pull Request This PR adds some tweaks to make custom shuttles a bit easier to use, and more useful. - The station blueprints can be used to allow/forbid custom shuttle docking in station/custom areas. Custom areas allow shuttle docking by default, while station areas (apart from the asteroid) forbid it. - A station area that allows shuttle docking can have a shuttle built/expanded in it, as long as the area's APC isn't contained within the frame used to construct/expand the shuttle. - A shuttle frame does not need to contain the entirety of a custom area, unless that frame contains the area's APC. If the frame doesn't contain the entirety of the custom area, that section of the frame becomes part of the default area, instead of a separate area. - Custom shuttles will go off into the sunset at the end of the round, as long as they have a welded engine. - I think I saw a bug that caused engines to contribute twice the intended power to the attached shuttle, possibly creating an exploit in the case where the engine was broken while welded. I fixed that. - Custom shuttle docking computers can cross over to any z-level adjacent to the shuttle's z-level (or vertically-connected z-levels, because docking computers can traverse stacked z-levels freely). This is based on the new `zlink_range` var on all shuttle docking consoles, which can be var-edited to provide the same functionality. - Shuttle engines constructed from circuits now link to shuttles without needing to be unanchored and reanchored. ## Why It's Good For The Game The tweaks to shuttle construction and docking serve to address several gripes I heard about players not being able to build/dock custom shuttles in station areas. The means to do this have been locked behind possession of the station blueprints. I don't see what problem there would be with allowing custom shuttles to leave the station at the end of the round, but I could lock it behind a particular action (antag-exclusive or otherwise). Custom shuttles don't quite have as much utility if you have to manually travel to z-levels to drop off gigabeacons. Jumping to adjacent z-levels one at a time is a bit more useful for space exploration. ## Changelog 🆑 add: The station blueprints can be used to toggle whether custom shuttles can be built/expanded/docked within station areas. qol: Custom areas do not have to be completely contained within shuttle frames, as long as the APC isn't attached to the frame. add: Custom shuttles with functioning engines will fly off into the sunset when the emergency shuttle leaves. add: Custom shuttle navigation computers can view space levels adjacent to the one the shuttle is currently docked at. fix: Constructed shuttle engines no longer contribute twice as much engine power to shuttles, nor can they be used to add unlimited shuttle power. fix: Constructed shuttle engines now connect to shuttles when build, rather than needing to be unachored and then reanchored. /🆑
263 lines
9.0 KiB
Plaintext
263 lines
9.0 KiB
Plaintext
///The area is a "Station" area, showing no special text.
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#define AREA_STATION 1
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///The area is in outdoors (lavaland/icemoon/jungle/space), therefore unclaimed territories.
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#define AREA_OUTDOORS 2
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///The area is special (shuttles/centcom), therefore can't be claimed.
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#define AREA_SPECIAL 3
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///The blueprints are currently reading the list of all wire datums.
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#define LEGEND_VIEWING_LIST "watching_list"
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///The blueprints are on the main page.
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#define LEGEND_OFF "off"
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/**
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* Blueprints
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* Used to see the wires of machines on the station, the roundstart layout of pipes/cables/tubes,
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* as well as allowing you to rename existing areas and create new ones.
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* Used by the station, cyborgs, and golems.
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*/
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/obj/item/blueprints
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name = "station blueprints"
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desc = "Blueprints of the station. There is a \"Classified\" stamp and several coffee stains on it."
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icon = 'icons/obj/scrolls.dmi'
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icon_state = "blueprints"
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inhand_icon_state = "blueprints"
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attack_verb_continuous = list("attacks", "baps", "hits")
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attack_verb_simple = list("attack", "bap", "hit")
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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interaction_flags_atom = parent_type::interaction_flags_atom | INTERACT_ATOM_ALLOW_USER_LOCATION | INTERACT_ATOM_IGNORE_MOBILITY
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///A string of flavortext to be displayed at the top of the UI, related to the type of blueprints we are.
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var/fluffnotice = "Property of Nanotrasen. For heads of staff only. Store in high-secure storage."
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///Boolean on whether the blueprints are currently being used, which prevents double-using them to rename/create areas.
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var/in_use = FALSE
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///The type of area we'll create when we make a new area. This is a typepath.
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var/area/new_area_type = /area
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///The legend type the blueprints are currently looking at, which is either modularly
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///set by wires datums, the main page, or an overview of them all.
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var/legend_viewing = LEGEND_OFF
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///List of images that we're showing to a client, used for showing blueprint data.
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var/list/image/showing = list()
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///The client that is being shown the list of 'showing' images of blueprint data.
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var/client/viewing
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/obj/item/blueprints/Destroy()
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clear_viewer()
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return ..()
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/obj/item/blueprints/dropped(mob/user)
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. = ..()
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clear_viewer()
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legend_viewing = LEGEND_OFF
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/obj/item/blueprints/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, "Blueprints", name)
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ui.open()
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/obj/item/blueprints/ui_state(mob/user)
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return GLOB.inventory_state
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/obj/item/blueprints/ui_data(mob/user)
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var/list/data = list()
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switch(get_area_type(user))
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if(AREA_OUTDOORS)
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data["area_notice"] = "You are in unclaimed territory."
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if(AREA_SPECIAL)
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data["area_notice"] = "This area has no notes."
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else
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var/area/current_area = get_area(user)
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data["area_notice"] = "You are now in \the [current_area.name]"
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var/area/area_inside_of = get_area(user)
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data["area_name"] = html_encode(area_inside_of.name)
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data["area_allows_shuttle_docking"] = area_inside_of.allow_shuttle_docking
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data["legend"] = legend_viewing
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data["viewing"] = !!viewing
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data["wire_data"] = list()
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if(legend_viewing != LEGEND_VIEWING_LIST && legend_viewing != LEGEND_OFF)
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for(var/device in GLOB.wire_color_directory)
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if("[device]" != legend_viewing)
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continue
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data["wires_name"] = GLOB.wire_name_directory[device]
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for(var/individual_color in GLOB.wire_color_directory[device])
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var/wire_name = GLOB.wire_color_directory[device][individual_color]
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if(findtext(wire_name, WIRE_DUD_PREFIX)) //don't show duds
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continue
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data["wire_data"] += list(list(
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"color" = individual_color,
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"message" = wire_name,
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))
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return data
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/obj/item/blueprints/ui_static_data(mob/user)
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var/list/data = list()
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data["legend_viewing_list"] = LEGEND_VIEWING_LIST
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data["legend_off"] = LEGEND_OFF
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data["fluff_notice"] = fluffnotice
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data["station_name"] = station_name()
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data["wire_devices"] = list()
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for(var/wireset in GLOB.wire_color_directory)
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data["wire_devices"] += list(list(
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"name" = GLOB.wire_name_directory[wireset],
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"ref" = wireset,
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))
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return data
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/obj/item/blueprints/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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var/mob/user = ui.user
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if(!user.can_perform_action(src, NEED_LITERACY|NEED_DEXTERITY|NEED_HANDS|ALLOW_RESTING))
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return TRUE
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switch(action)
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if("create_area")
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if(in_use)
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return
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in_use = TRUE
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create_area(user, new_area_type)
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in_use = FALSE
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if("edit_area")
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if(get_area_type(user) != AREA_STATION)
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return
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if(in_use)
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return
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in_use = TRUE
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edit_area(user)
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in_use = FALSE
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if("toggle_allow_shuttle_docking")
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if(get_area_type(user) != AREA_STATION)
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return
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var/area/area = get_area(src)
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area.allow_shuttle_docking = !area.allow_shuttle_docking
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if("exit_legend")
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legend_viewing = LEGEND_OFF
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if("view_legend")
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legend_viewing = LEGEND_VIEWING_LIST
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if("view_wireset")
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var/setting_wireset = params["view_wireset"]
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for(var/device in GLOB.wire_color_directory)
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if("[device]" == setting_wireset) //I know... don't change it...
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legend_viewing = setting_wireset
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return TRUE
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if("view_blueprints")
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playsound(src, 'sound/items/paper_flip.ogg', 40, TRUE)
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user.balloon_alert_to_viewers("flips blueprints over")
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set_viewer(user)
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if("hide_blueprints")
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playsound(src, 'sound/items/paper_flip.ogg', 40, TRUE)
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user.balloon_alert_to_viewers("flips blueprints over")
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clear_viewer()
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if("refresh")
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playsound(src, 'sound/items/paper_flip.ogg', 40, TRUE)
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clear_viewer()
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set_viewer(user)
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return TRUE
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/**
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* Sets the user's client as the person viewing blueprint data, and builds blueprint data
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* around the user.
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* Args:
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* - user: The person who's client we're giving images to.
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*/
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/obj/item/blueprints/proc/set_viewer(mob/user)
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if(!user || !user.client)
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return
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if(viewing)
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clear_viewer()
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viewing = user.client
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showing = get_blueprint_data(get_turf(viewing.eye || user), viewing.view)
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viewing.images |= showing
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/**
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* Clears the client we're showig images to and deletes the images of blueprint data
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* we made to show them.
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*/
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/obj/item/blueprints/proc/clear_viewer()
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if(viewing)
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viewing.images -= showing
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viewing = null
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showing.Cut()
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/**
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* Gets the area type the user is currently standing in.
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* Returns: AREA_STATION, AREA_OUTDOORS, or AREA_SPECIAL
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* Args:
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* - user: The person we're getting the area of to check if it's a special area.
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*/
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/obj/item/blueprints/proc/get_area_type(mob/user)
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var/area/area_checking = get_area(user)
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if(area_checking.outdoors)
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return AREA_OUTDOORS
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var/static/list/special_areas = typecacheof(list(
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/area/shuttle,
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/area/centcom,
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/area/centcom/asteroid,
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/area/centcom/tdome,
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/area/centcom/wizard_station,
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/area/misc/hilbertshotel,
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/area/misc/hilbertshotelstorage,
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))
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if(area_checking.type in special_areas)
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return AREA_SPECIAL
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return AREA_STATION
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/**
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* edit_area
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* Takes input from the player and renames the area the blueprints are currently in.
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*/
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/obj/item/blueprints/proc/edit_area(mob/user)
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var/area/area_editing = get_area(src)
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var/prevname = "[area_editing.name]"
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var/new_name = tgui_input_text(user, "New area name", "Area Creation", max_length = MAX_NAME_LEN)
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if(isnull(new_name) || !length(new_name) || new_name == prevname)
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return
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rename_area(area_editing, new_name)
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user.balloon_alert(user, "area renamed to [new_name]")
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user.log_message("has renamed [prevname] to [new_name]", LOG_GAME)
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return TRUE
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///Cyborg blueprints - The same as regular but with a different fluff text.
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/obj/item/blueprints/cyborg
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name = "station schematics"
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desc = "A digital copy of the station blueprints stored in your memory."
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fluffnotice = "Intellectual Property of Nanotrasen. For use in engineering cyborgs only. Wipe from memory upon departure from the station."
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///Golem blueprints - Used to make golem areas that won't give the hazardous area debuffs.
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/obj/item/blueprints/golem
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name = "land claim"
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desc = "Use it to build new structures in the wastes."
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fluffnotice = "In memory of the Liberator's brother, Delaminator, and his Scarlet Macaw-iathan, from which this artifact was stolen."
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new_area_type = /area/golem
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///Slime blueprints - Makes areas colored and compatible with xenobiology camera consoles, one time use.
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/obj/item/blueprints/slime
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name = "cerulean prints"
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desc = "A one use yet of blueprints made of jelly like organic material. Extends the reach of the management console."
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fluffnotice = "Copyright by Science Inc. Renaming areas will allow for management consoles to traverse them."
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color = "#2956B2"
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/obj/item/blueprints/slime/edit_area(mob/user)
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. = ..()
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var/area/area = get_area(src)
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var/list/turf_matrix = color_transition_filter("#2956B2")
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for(var/list/zlevel_turfs as anything in area.get_zlevel_turf_lists())
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for(var/turf/area_turf as anything in zlevel_turfs)
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area_turf.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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area_turf.add_atom_colour(turf_matrix, FIXED_COLOUR_PRIORITY)
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area.area_flags |= XENOBIOLOGY_COMPATIBLE
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qdel(src)
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#undef LEGEND_VIEWING_LIST
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#undef LEGEND_OFF
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#undef AREA_STATION
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#undef AREA_OUTDOORS
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#undef AREA_SPECIAL
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