Files
Bubberstation/code/game/objects/items/blueprints.dm
Adrinus 1d173fe020 Adds a deck of cards. Works like real cards, without all the shuffling.
Fixed a few unforseen bugs and smoothed out a few odd quirks.
Fixed bugs, added flipping mechanics. Made the cards less cheater friendly by making certain actions visible.
Added the ability to choose between "Random Card" and "draw from Top" with a verb on the deck.
While held in hand the deck can now be shuffled.
Had to improve sprites, was really bugging me.
Now uses the shuffle() list helper.
Added cardshuffle.ogg to sound/items/
Cooldown applied to shuffling for "sanity" as the term seems to be.
Made a few changes to the way the cards prompt you for less clutter.
Merge pull request #1 from Zelacks/deckstuff
Replaces the global decks variable with a reference
Now card is taken from hand on topic choice.
Examine card has been scrapped, just attack_self() with the card to see what it is.
New Icons. Dig that NanoTrasen blue. Thanks Nienhaus!
Merge pull request #2 from Zelacks/deckstuff
Hopefully you will like these changes - Several deck changes
Fixed a few nits and picks.
Made Deck of Cards available as a prize from the arcade machines.
Merge pull request #3 from Zelacks/deckstuff
Card sprites! Thanks, was toying with doing that, saved me a bundle of work!
Fixed the adjacency issue.
Added more checks to the cards and object verb.
Adeed a series of fixes to the Mousedrop function. Made all notices uniform. Made changes to keep cards being flipped by the wrong sorts.
Added Razharas' "more readable" pixel art for the cards.
Made messages about the deck work while the deck is held. (I guess you might want to carry it)
Un-Needed cooldown removed from shuffling the deck.
Added blue contours to the cards to make them stand out against floor tiles.
Merge branch 'master' into 11-23-2013-Games
2013-12-15 23:43:08 -05:00

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/obj/item/blueprints
name = "\proper the station blueprints"
desc = "Blueprints of the station. There's stamp \"Classified\" and several coffee stains on it."
icon = 'icons/obj/items.dmi'
icon_state = "blueprints"
attack_verb = list("attacked", "bapped", "hit")
var/const/AREA_ERRNONE = 0
var/const/AREA_STATION = 1
var/const/AREA_SPACE = 2
var/const/AREA_SPECIAL = 3
var/const/BORDER_ERROR = 0
var/const/BORDER_NONE = 1
var/const/BORDER_BETWEEN = 2
var/const/BORDER_2NDTILE = 3
var/const/BORDER_SPACE = 4
var/const/ROOM_ERR_LOLWAT = 0
var/const/ROOM_ERR_SPACE = -1
var/const/ROOM_ERR_TOOLARGE = -2
/obj/item/blueprints/attack_self(mob/M as mob)
if (!istype(M,/mob/living/carbon/human))
M << "This is stack of useless pieces of harsh paper." //monkeys cannot into projecting
return
interact()
return
/obj/item/blueprints/Topic(href, href_list)
..()
if ((usr.restrained() || usr.stat || usr.get_active_hand() != src))
return
if (!href_list["action"])
return
switch(href_list["action"])
if ("create_area")
if (get_area_type()!=AREA_SPACE)
interact()
return
create_area()
if ("edit_area")
if (get_area_type()!=AREA_STATION)
interact()
return
edit_area()
/obj/item/blueprints/interact()
var/area/A = get_area()
var/text = {"<HTML><head><title>[src]</title></head><BODY>
<h2>[station_name()] blueprints</h2>
<small>Property of Nanotrasen. For heads of staff only. Store in high-secure storage.</small><hr>
"}
switch (get_area_type())
if (AREA_SPACE)
text += {"
<p>According this blueprints you are in <b>open space</b> now.</p>
<p><a href='?src=\ref[src];action=create_area'>Mark this place as new area.</a></p>
"}
if (AREA_STATION)
text += {"
<p>According this blueprints you are in <b>[A.name]</b> now.</p>
<p>You may <a href='?src=\ref[src];action=edit_area'>
move an amendment</a> to the drawing.</p>
"}
if (AREA_SPECIAL)
text += {"
<p>This place isn't noted on these blueprints.</p>
"}
else
return
text += "</BODY></HTML>"
usr << browse(text, "window=blueprints")
onclose(usr, "blueprints")
/obj/item/blueprints/proc/get_area()
var/turf/T = get_turf(usr)
var/area/A = T.loc
A = A.master
return A
/obj/item/blueprints/proc/get_area_type(var/area/A = get_area())
if (A.name == "Space")
return AREA_SPACE
var/list/SPECIALS = list(
/area/shuttle,
/area/admin,
/area/arrival,
/area/centcom,
/area/asteroid,
/area/tdome,
/area/syndicate_station,
/area/wizard_station,
/area/prison
// /area/derelict //commented out, all hail derelict-rebuilders!
)
for (var/type in SPECIALS)
if ( istype(A,type) )
return AREA_SPECIAL
return AREA_STATION
/obj/item/blueprints/proc/create_area()
//world << "DEBUG: create_area"
var/res = detect_room(get_turf(usr))
if(!istype(res,/list))
switch(res)
if(ROOM_ERR_SPACE)
usr << "\red New area must be complete airtight!"
return
if(ROOM_ERR_TOOLARGE)
usr << "\red New area too large!"
return
else
usr << "\red Error! Please notify administration!"
return
var/list/turf/turfs = res
var/str = trim(stripped_input(usr,"New area title","Blueprints editing", "", MAX_NAME_LEN))
if(!str || !length(str)) //cancel
return
if(length(str) > 50)
usr << "\red Text too long."
return
var/area/A = new
A.name = str
A.tag="[A.type]_[md5(str)]" // without this dynamic light system ruin everithing
//var/ma
//ma = A.master ? "[A.master]" : "(null)"
//world << "DEBUG: create_area: <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
A.power_equip = 0
A.power_light = 0
A.power_environ = 0
A.always_unpowered = 0
move_turfs_to_area(turfs, A)
A.SetDynamicLighting()
spawn(5)
//ma = A.master ? "[A.master]" : "(null)"
//world << "DEBUG: create_area(5): <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
interact()
return
/obj/item/blueprints/proc/move_turfs_to_area(var/list/turf/turfs, var/area/A)
A.contents.Add(turfs)
//oldarea.contents.Remove(usr.loc) // not needed
//T.loc = A //error: cannot change constant value
/obj/item/blueprints/proc/edit_area()
var/area/A = get_area()
//world << "DEBUG: edit_area"
var/prevname = A.name
var/str = trim(stripped_input(usr,"New area title","Blueprints editing", prevname, MAX_NAME_LEN))
if(!str || !length(str) || str==prevname) //cancel
return
if(length(str) > 50)
usr << "\red Text too long."
return
set_area_machinery_title(A,str,prevname)
for(var/area/RA in A.related)
RA.name = str
usr << "\blue You set the area '[prevname]' title to '[str]'."
interact()
return
/obj/item/blueprints/proc/set_area_machinery_title(var/area/A,var/title,var/oldtitle)
if (!oldtitle) // or replacetext goes to infinite loop
return
for(var/area/RA in A.related)
for(var/obj/machinery/alarm/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/power/apc/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/unary/vent_scrubber/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/atmospherics/unary/vent_pump/M in RA)
M.name = replacetext(M.name,oldtitle,title)
for(var/obj/machinery/door/M in RA)
M.name = replacetext(M.name,oldtitle,title)
//TODO: much much more. Unnamed airlocks, cameras, etc.
/obj/item/blueprints/proc/check_tile_is_border(var/turf/T2,var/dir)
if (istype(T2, /turf/space))
return BORDER_SPACE //omg hull breach we all going to die here
if (istype(T2, /turf/simulated/shuttle))
return BORDER_SPACE
if (get_area_type(T2.loc)!=AREA_SPACE)
return BORDER_BETWEEN
if (istype(T2, /turf/simulated/wall))
return BORDER_2NDTILE
if (!istype(T2, /turf/simulated))
return BORDER_BETWEEN
for (var/obj/structure/window/W in T2)
if(turn(dir,180) == W.dir)
return BORDER_BETWEEN
if (W.dir in list(NORTHEAST,SOUTHEAST,NORTHWEST,SOUTHWEST))
return BORDER_2NDTILE
for(var/obj/machinery/door/window/D in T2)
if(turn(dir,180) == D.dir)
return BORDER_BETWEEN
if (locate(/obj/machinery/door) in T2)
return BORDER_2NDTILE
if (locate(/obj/structure/falsewall) in T2)
return BORDER_2NDTILE
if (locate(/obj/structure/falserwall) in T2)
return BORDER_2NDTILE
return BORDER_NONE
/obj/item/blueprints/proc/detect_room(var/turf/first)
var/list/turf/found = new
var/list/turf/pending = list(first)
while(pending.len)
if (found.len+pending.len > 300)
return ROOM_ERR_TOOLARGE
var/turf/T = pending[1] //why byond havent list::pop()?
pending -= T
for (var/dir in cardinal)
var/skip = 0
for (var/obj/structure/window/W in T)
if(dir == W.dir || (W.dir in list(NORTHEAST,SOUTHEAST,NORTHWEST,SOUTHWEST)))
skip = 1; break
if (skip) continue
for(var/obj/machinery/door/window/D in T)
if(dir == D.dir)
skip = 1; break
if (skip) continue
var/turf/NT = get_step(T,dir)
if (!isturf(NT) || (NT in found) || (NT in pending))
continue
switch(check_tile_is_border(NT,dir))
if(BORDER_NONE)
pending+=NT
if(BORDER_BETWEEN)
//do nothing, may be later i'll add 'rejected' list as optimization
if(BORDER_2NDTILE)
found+=NT //tile included to new area, but we dont seek more
if(BORDER_SPACE)
return ROOM_ERR_SPACE
found+=T
return found