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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>
348 lines
10 KiB
Plaintext
348 lines
10 KiB
Plaintext
#define PEN_ROTATIONS 2
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/**
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* Uplinks
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*
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* 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.'
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* Use whatever conditionals you want to check that the user has an uplink, and then call interact() on their uplink.
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* You might also want the uplink menu to open if active. Check if the uplink is 'active' and then interact() with it.
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**/
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/datum/component/uplink
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dupe_mode = COMPONENT_DUPE_UNIQUE
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var/name = "syndicate uplink"
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var/active = FALSE
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var/lockable = TRUE
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var/locked = TRUE
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var/allow_restricted = TRUE
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var/telecrystals
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var/selected_cat
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var/owner = null
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var/datum/game_mode/gamemode
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var/datum/uplink_purchase_log/purchase_log
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var/list/uplink_items
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var/hidden_crystals = 0
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var/unlock_note
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var/unlock_code
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var/failsafe_code
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var/compact_mode = FALSE
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var/debug = FALSE
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var/list/previous_attempts
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/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/OnAttackBy)
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RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/interact)
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if(istype(parent, /obj/item/implant))
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RegisterSignal(parent, COMSIG_IMPLANT_ACTIVATED, .proc/implant_activation)
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RegisterSignal(parent, COMSIG_IMPLANT_IMPLANTING, .proc/implanting)
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RegisterSignal(parent, COMSIG_IMPLANT_OTHER, .proc/old_implant)
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RegisterSignal(parent, COMSIG_IMPLANT_EXISTING_UPLINK, .proc/new_implant)
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else if(istype(parent, /obj/item/pda))
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RegisterSignal(parent, COMSIG_PDA_CHANGE_RINGTONE, .proc/new_ringtone)
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RegisterSignal(parent, COMSIG_PDA_CHECK_DETONATE, .proc/check_detonate)
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else if(istype(parent, /obj/item/radio))
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RegisterSignal(parent, COMSIG_RADIO_NEW_FREQUENCY, .proc/new_frequency)
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else if(istype(parent, /obj/item/pen))
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RegisterSignal(parent, COMSIG_PEN_ROTATED, .proc/pen_rotation)
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uplink_items = get_uplink_items(_gamemode, TRUE, allow_restricted)
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if(_owner)
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owner = _owner
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LAZYINITLIST(GLOB.uplink_purchase_logs_by_key)
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if(GLOB.uplink_purchase_logs_by_key[owner])
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purchase_log = GLOB.uplink_purchase_logs_by_key[owner]
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else
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purchase_log = new(owner, src)
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lockable = _lockable
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active = _enabled
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gamemode = _gamemode
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telecrystals = starting_tc
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if(!lockable)
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active = TRUE
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locked = FALSE
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previous_attempts = list()
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/datum/component/uplink/InheritComponent(datum/component/uplink/U)
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lockable |= U.lockable
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active |= U.active
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if(!gamemode)
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gamemode = U.gamemode
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telecrystals += U.telecrystals
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if(purchase_log && U.purchase_log)
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purchase_log.MergeWithAndDel(U.purchase_log)
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/datum/component/uplink/Destroy()
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gamemode = null
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purchase_log = null
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return ..()
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/datum/component/uplink/proc/LoadTC(mob/user, obj/item/stack/telecrystal/TC, silent = FALSE)
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if(!silent)
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to_chat(user, "<span class='notice'>You slot [TC] into [parent] and charge its internal uplink.</span>")
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var/amt = TC.amount
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telecrystals += amt
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TC.use(amt)
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/datum/component/uplink/proc/set_gamemode(_gamemode)
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gamemode = _gamemode
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uplink_items = get_uplink_items(gamemode, TRUE, allow_restricted)
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/datum/component/uplink/proc/OnAttackBy(datum/source, obj/item/I, mob/user)
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SIGNAL_HANDLER
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if(!active)
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return //no hitting everyone/everything just to try to slot tcs in!
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if(istype(I, /obj/item/stack/telecrystal))
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LoadTC(user, I)
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for(var/category in uplink_items)
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for(var/item in uplink_items[category])
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var/datum/uplink_item/UI = uplink_items[category][item]
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var/path = UI.refund_path || UI.item
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var/cost = UI.refund_amount || UI.cost
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if(I.type == path && UI.refundable && I.check_uplink_validity())
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telecrystals += cost
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if(purchase_log)
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purchase_log.total_spent -= cost
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to_chat(user, "<span class='notice'>[I] refunded.</span>")
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qdel(I)
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return
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/datum/component/uplink/proc/interact(datum/source, mob/user)
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SIGNAL_HANDLER_DOES_SLEEP
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if(locked)
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return
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active = TRUE
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if(user)
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ui_interact(user)
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// an unlocked uplink blocks also opening the PDA or headset menu
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return COMPONENT_NO_INTERACT
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/datum/component/uplink/ui_state(mob/user)
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return GLOB.inventory_state
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/datum/component/uplink/ui_interact(mob/user, datum/tgui/ui)
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active = TRUE
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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, "Uplink", name)
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// This UI is only ever opened by one person,
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// and never is updated outside of user input.
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ui.set_autoupdate(FALSE)
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ui.open()
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/datum/component/uplink/ui_data(mob/user)
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if(!user.mind)
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return
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var/list/data = list()
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data["telecrystals"] = telecrystals
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data["lockable"] = lockable
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data["compactMode"] = compact_mode
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return data
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/datum/component/uplink/ui_static_data(mob/user)
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var/list/data = list()
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data["categories"] = list()
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for(var/category in uplink_items)
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var/list/cat = list(
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"name" = category,
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"items" = (category == selected_cat ? list() : null))
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for(var/item in uplink_items[category])
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var/datum/uplink_item/I = uplink_items[category][item]
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if(I.limited_stock == 0)
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continue
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if(I.restricted_roles.len)
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var/is_inaccessible = TRUE
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for(var/R in I.restricted_roles)
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if(R == user.mind.assigned_role || debug)
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is_inaccessible = FALSE
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if(is_inaccessible)
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continue
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if(I.restricted_species)
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if(ishuman(user))
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var/is_inaccessible = TRUE
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var/mob/living/carbon/human/H = user
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for(var/F in I.restricted_species)
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if(F == H.dna.species.id || debug)
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is_inaccessible = FALSE
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break
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if(is_inaccessible)
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continue
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cat["items"] += list(list(
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"name" = I.name,
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"cost" = I.cost,
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"desc" = I.desc,
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))
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data["categories"] += list(cat)
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return data
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/datum/component/uplink/ui_act(action, params)
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. = ..()
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if(.)
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return
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if(!active)
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return
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switch(action)
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if("buy")
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var/item_name = params["name"]
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var/list/buyable_items = list()
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for(var/category in uplink_items)
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buyable_items += uplink_items[category]
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if(item_name in buyable_items)
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var/datum/uplink_item/I = buyable_items[item_name]
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MakePurchase(usr, I)
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return TRUE
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if("lock")
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active = FALSE
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locked = TRUE
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telecrystals += hidden_crystals
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hidden_crystals = 0
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SStgui.close_uis(src)
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if("select")
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selected_cat = params["category"]
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return TRUE
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if("compact_toggle")
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compact_mode = !compact_mode
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return TRUE
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/datum/component/uplink/proc/MakePurchase(mob/user, datum/uplink_item/U)
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if(!istype(U))
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return
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if (!user || user.incapacitated())
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return
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if(telecrystals < U.cost || U.limited_stock == 0)
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return
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telecrystals -= U.cost
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U.purchase(user, src)
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if(U.limited_stock > 0)
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U.limited_stock -= 1
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SSblackbox.record_feedback("nested tally", "traitor_uplink_items_bought", 1, list("[initial(U.name)]", "[U.cost]"))
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return TRUE
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// Implant signal responses
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/datum/component/uplink/proc/implant_activation()
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SIGNAL_HANDLER_DOES_SLEEP
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var/obj/item/implant/implant = parent
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locked = FALSE
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interact(null, implant.imp_in)
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/datum/component/uplink/proc/implanting(datum/source, list/arguments)
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SIGNAL_HANDLER
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var/mob/user = arguments[2]
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owner = "[user.key]"
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/datum/component/uplink/proc/old_implant(datum/source, list/arguments, obj/item/implant/new_implant)
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SIGNAL_HANDLER
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// It kinda has to be weird like this until implants are components
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return SEND_SIGNAL(new_implant, COMSIG_IMPLANT_EXISTING_UPLINK, src)
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/datum/component/uplink/proc/new_implant(datum/source, datum/component/uplink/uplink)
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SIGNAL_HANDLER
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uplink.telecrystals += telecrystals
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return COMPONENT_DELETE_NEW_IMPLANT
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// PDA signal responses
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/datum/component/uplink/proc/new_ringtone(datum/source, mob/living/user, new_ring_text)
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SIGNAL_HANDLER_DOES_SLEEP
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var/obj/item/pda/master = parent
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if(trim(lowertext(new_ring_text)) != trim(lowertext(unlock_code)))
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if(trim(lowertext(new_ring_text)) == trim(lowertext(failsafe_code)))
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failsafe(user)
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return COMPONENT_STOP_RINGTONE_CHANGE
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return
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locked = FALSE
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interact(null, user)
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to_chat(user, "<span class='hear'>The PDA softly beeps.</span>")
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user << browse(null, "window=pda")
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master.mode = 0
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return COMPONENT_STOP_RINGTONE_CHANGE
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/datum/component/uplink/proc/check_detonate()
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SIGNAL_HANDLER
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return COMPONENT_PDA_NO_DETONATE
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// Radio signal responses
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/datum/component/uplink/proc/new_frequency(datum/source, list/arguments)
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SIGNAL_HANDLER_DOES_SLEEP
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var/obj/item/radio/master = parent
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var/frequency = arguments[1]
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if(frequency != unlock_code)
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if(frequency == failsafe_code)
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failsafe(master.loc)
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return
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locked = FALSE
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if(ismob(master.loc))
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interact(null, master.loc)
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// Pen signal responses
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/datum/component/uplink/proc/pen_rotation(datum/source, degrees, mob/living/carbon/user)
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SIGNAL_HANDLER_DOES_SLEEP
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var/obj/item/pen/master = parent
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previous_attempts += degrees
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if(length(previous_attempts) > PEN_ROTATIONS)
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popleft(previous_attempts)
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if(compare_list(previous_attempts, unlock_code))
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locked = FALSE
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previous_attempts.Cut()
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master.degrees = 0
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interact(null, user)
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to_chat(user, "<span class='warning'>Your pen makes a clicking noise, before quickly rotating back to 0 degrees!</span>")
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else if(compare_list(previous_attempts, failsafe_code))
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failsafe(user)
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/datum/component/uplink/proc/setup_unlock_code()
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unlock_code = generate_code()
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var/obj/item/P = parent
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if(istype(parent,/obj/item/pda))
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unlock_note = "<B>Uplink Passcode:</B> [unlock_code] ([P.name])."
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else if(istype(parent,/obj/item/radio))
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unlock_note = "<B>Radio Frequency:</B> [format_frequency(unlock_code)] ([P.name])."
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else if(istype(parent,/obj/item/pen))
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unlock_note = "<B>Uplink Degrees:</B> [english_list(unlock_code)] ([P.name])."
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/datum/component/uplink/proc/generate_code()
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if(istype(parent,/obj/item/pda))
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return "[rand(100,999)] [pick(GLOB.phonetic_alphabet)]"
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else if(istype(parent,/obj/item/radio))
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return sanitize_frequency(rand(MIN_FREQ, MAX_FREQ))
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else if(istype(parent,/obj/item/pen))
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var/list/L = list()
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for(var/i in 1 to PEN_ROTATIONS)
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L += rand(1, 360)
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return L
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/datum/component/uplink/proc/failsafe(mob/living/carbon/user)
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if(!parent)
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return
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var/turf/T = get_turf(parent)
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if(!T)
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return
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message_admins("[ADMIN_LOOKUPFLW(user)] has triggered an uplink failsafe explosion at [AREACOORD(T)] The owner of the uplink was [ADMIN_LOOKUPFLW(owner)].")
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log_game("[key_name(user)] triggered an uplink failsafe explosion. The owner of the uplink was [key_name(owner)].")
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explosion(T,1,2,3)
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qdel(parent) //Alternatively could brick the uplink.
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