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Bubberstation/code/modules/cargo/department_order.dm
T
MrMelbertandGitHub 4de3df461e [MDB Ignore] Adds a unit test for typepaths that are required to be mapped onto each station map (#74985)
## About The Pull Request

Inspired by #74967 and #68459 , and the fact that Tramstation regresses
very often -

Adds a unit test, `required_map_items`, which ensures that certain
typepaths which should definitely be mapped onto every map is mapped
onto every map

It can also be used to ensure that items which should not be mapped in
multiple times are not, among other things.

I included a few examples - 
- Min 1, max inf of each head of staff stamps
- Min 1, max 1 departmental order consoles
- Min 1, max inf comms console
- Min 1, max 1 Pun Pun
- Min 1, max 1 Poly
- Min 1, max 1 Ian

If, in the future, a mapper decides they (for some reason) do not want a
certain previously-required item on their map, the test can be adjusted
such that it allows excluding or something, but currently it should be
for items which require conscious thought about.

#### QA: Why not make this a linter?

I attempted to make this a linter before realizing two things
1. Someone might make a spawner which spawns the items, or they might
get placed in a locker, in any case this accounts for everything on init
2. Linters run on every map, non-station maps included

So I went with a test

## Why It's Good For The Game

#50468
#61013
#74967

Why is it always the CMO stamp?

## Changelog

Not necessary (unless I find a map missing something, then this will be
updated)
2023-05-04 15:20:25 -06:00

217 lines
8.7 KiB
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///cooldown for each department, assoc type 2 cooldown. global, so rebuilding the console doesn't refresh the cd
GLOBAL_LIST_INIT(department_order_cooldowns, list(
/obj/machinery/computer/department_orders/service = 0,
/obj/machinery/computer/department_orders/engineering = 0,
/obj/machinery/computer/department_orders/science = 0,
/obj/machinery/computer/department_orders/security = 0,
/obj/machinery/computer/department_orders/medical = 0,
))
/obj/machinery/computer/department_orders
name = "department order console"
desc = "Used to order supplies for a department. Crates ordered this way will be locked until they reach their destination."
icon_screen = "supply"
light_color = COLOR_BRIGHT_ORANGE
///reference to the order we've made UNTIL it gets sent on the supply shuttle. this is so heads can cancel it
var/datum/supply_order/department_order
///access required to override an order - this should be a head of staff for the department
var/override_access
///where this computer expects deliveries to need to go, passed onto orders. it will see if the FIRST one exists, then try a fallback. if no fallbacks it throws an error
var/list/department_delivery_areas = list()
///which groups this computer can order from
var/list/dep_groups = list()
/obj/machinery/computer/department_orders/Initialize(mapload, obj/item/circuitboard/board)
. = ..()
// All maps should have ONLY ONE of each order console roundstart
REGISTER_REQUIRED_MAP_ITEM(1, 1)
if(mapload) //check for mapping errors
for(var/delivery_area_type in department_delivery_areas)
if(GLOB.areas_by_type[delivery_area_type])
return
//every area fallback didn't exist on this map so throw a mapping error and set some generic area that uuuh please exist okay
log_mapping("[src] has no valid areas to deliver to on this map, add some more fallback areas to its \"department_delivery_areas\" var.")
department_delivery_areas = list(/area/station/hallway/primary/central) //if this doesn't exist like honestly fuck your map man
/obj/machinery/computer/department_orders/ui_interact(mob/user, datum/tgui/ui)
. = ..()
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "DepartmentOrders")
ui.open()
/obj/machinery/computer/department_orders/ui_data(mob/user)
var/list/data = list()
var/cooldown = GLOB.department_order_cooldowns[type] - world.time
if(cooldown < 0)
data["time_left"] = 0
else
data["time_left"] = DisplayTimeText(cooldown, 1)
data["can_override"] = department_order ? TRUE : FALSE
return data
/obj/machinery/computer/department_orders/ui_static_data(mob/user)
var/list/data = list()
var/list/supply_data = list() //each item in this needs to be a Category
for(var/pack_key in SSshuttle.supply_packs)
var/datum/supply_pack/pack = SSshuttle.supply_packs[pack_key]
//skip groups we do not offer
if(!(pack.group in dep_groups))
continue
//find which group this belongs to, make the group if it doesn't exist
var/list/target_group
for(var/list/possible_group in supply_data)
if(possible_group["name"] == pack.group)
target_group = possible_group
break
if(!target_group)
target_group = list(
"name" = pack.group,
"packs" = list(),
)
supply_data += list(target_group)
//skip packs we should not show, even if we should show the group
if((pack.hidden && !(obj_flags & EMAGGED)) || (pack.special && !pack.special_enabled) || pack.drop_pod_only || pack.goody)
continue
//finally the pack data itself
target_group["packs"] += list(list(
"name" = pack.name,
"cost" = pack.get_cost(),
"id" = pack.id,
"desc" = pack.desc || pack.name, // If there is a description, use it. Otherwise use the pack's name.
))
data["supplies"] = supply_data
return data
/obj/machinery/computer/department_orders/ui_act(action, list/params)
. = ..()
if(!isliving(usr))
return
var/mob/living/orderer = usr
var/obj/item/card/id/id_card = orderer.get_idcard(hand_first = TRUE)
//needs to come BEFORE preventing actions!
if(action == "override_order")
if(!(override_access in id_card.GetAccess()))
balloon_alert(usr, "requires head of staff access!")
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
return
if(department_order && (department_order in SSshuttle.shopping_list))
GLOB.department_order_cooldowns[type] = 0
SSshuttle.shopping_list -= department_order
department_order = null
UnregisterSignal(SSshuttle, COMSIG_SUPPLY_SHUTTLE_BUY)
return TRUE
if(GLOB.department_order_cooldowns[type] > world.time)
return
if(!check_access(id_card))
balloon_alert(usr, "access denied!")
playsound(src, 'sound/machines/buzz-sigh.ogg', 30, TRUE)
return
. = TRUE
var/id = params["id"]
id = text2path(id) || id
var/datum/supply_pack/pack = SSshuttle.supply_packs[id]
if(!pack)
say("Something went wrong!")
CRASH("requested supply pack id \"[id]\" not found!")
if((pack.hidden && !(obj_flags & EMAGGED)) || (pack.special && !pack.special_enabled) || pack.drop_pod_only || pack.goody)
return
var/name = "*None Provided*"
var/rank = "*None Provided*"
var/ckey = usr.ckey
if(ishuman(usr))
var/mob/living/carbon/human/human_orderer = usr
name = human_orderer.get_authentification_name()
rank = human_orderer.get_assignment(hand_first = TRUE)
else if(issilicon(usr))
name = usr.real_name
rank = "Silicon"
//already have a signal to finalize the order
var/already_signalled = department_order ? TRUE : FALSE
var/chosen_delivery_area
for(var/delivery_area_type in department_delivery_areas)
if(GLOB.areas_by_type[delivery_area_type])
chosen_delivery_area = delivery_area_type
break
department_order = new(pack, name, rank, ckey, "", null, chosen_delivery_area, null)
SSshuttle.shopping_list += department_order
if(!already_signalled)
RegisterSignal(SSshuttle, COMSIG_SUPPLY_SHUTTLE_BUY, PROC_REF(finalize_department_order))
say("Order processed. Cargo will deliver the crate when it comes in on their shuttle. NOTICE: Heads of staff may override the order.")
calculate_cooldown(pack.cost)
///signal when the supply shuttle begins to spawn orders. we forget the current order preventing it from being overridden (since it's already past the point of no return on undoing the order)
/obj/machinery/computer/department_orders/proc/finalize_department_order(datum/subsystem)
SIGNAL_HANDLER
if(department_order && (department_order in SSshuttle.shopping_list))
department_order = null
UnregisterSignal(subsystem, COMSIG_SUPPLY_SHUTTLE_BUY)
/obj/machinery/computer/department_orders/proc/calculate_cooldown(credits)
//minimum almost the lowest value of a crate
var/min = CARGO_CRATE_VALUE * 1.6
//maximum fairly expensive crate at 3000
var/max = CARGO_CRATE_VALUE * 15
credits = clamp(credits, min, max)
var/time_y = (credits - min)/(max - min) + 1 //convert to between 1 and 2
time_y = 10 MINUTES * time_y
GLOB.department_order_cooldowns[type] = world.time + time_y
/obj/machinery/computer/department_orders/service
name = "service order console"
circuit = /obj/item/circuitboard/computer/service_orders
department_delivery_areas = list(/area/station/hallway/secondary/service, /area/station/service/bar/atrium)
override_access = ACCESS_HOP
req_one_access = list(ACCESS_SERVICE)
dep_groups = list("Service", "Food & Hydroponics", "Livestock", "Costumes & Toys")
/obj/machinery/computer/department_orders/engineering
name = "engineering order console"
circuit = /obj/item/circuitboard/computer/engineering_orders
department_delivery_areas = list(/area/station/engineering/main)
override_access = ACCESS_CE
req_one_access = REGION_ACCESS_ENGINEERING
dep_groups = list("Engineering", "Engine Construction", "Canisters & Materials")
/obj/machinery/computer/department_orders/science
name = "science order console"
circuit = /obj/item/circuitboard/computer/science_orders
department_delivery_areas = list(/area/station/science/research)
override_access = ACCESS_RD
req_one_access = REGION_ACCESS_RESEARCH
dep_groups = list("Science", "Livestock")
/obj/machinery/computer/department_orders/security
name = "security order console"
circuit = /obj/item/circuitboard/computer/security_orders
department_delivery_areas = list(
/area/station/security/office,
/area/station/security/brig,
/area/station/security/brig/upper,
)
override_access = ACCESS_HOS
req_one_access = REGION_ACCESS_SECURITY
dep_groups = list("Security", "Armory")
/obj/machinery/computer/department_orders/medical
name = "medical order console"
circuit = /obj/item/circuitboard/computer/medical_orders
department_delivery_areas = list(
/area/station/medical/medbay/central,
/area/station/medical/medbay,
/area/station/medical/treatment_center,
/area/station/medical/storage,
)
override_access = ACCESS_CMO
req_one_access = REGION_ACCESS_MEDBAY
dep_groups = list("Medical")