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Bubberstation/code/game/objects/items/wayfinding.dm
Jeremiah 9c6fdb567d TGUI list conversions + bug fixes (#63354)
About The Pull Request

    Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
    Did any surrounding text/number inputs as well
    Added null choice support so users can press cancel.
    Added some misc TGUI input fixes
    Fixed custom vendors while I was there

I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game

Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog

cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
2021-12-31 11:07:28 +13:00

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#define COOLDOWN_SPAWN 3 MINUTES
#define COOLDOWN_INTERACT 6 SECONDS
#define COOLDOWN_SLOGAN 5 MINUTES
#define COOLDOWN_SPEW 5 MINUTES
/obj/machinery/pinpointer_dispenser
name = "wayfinding pinpointer synthesizer"
icon = 'icons/obj/machines/wayfinding.dmi'
icon_state = "pinpointersynth"
desc = "A machine given the thankless job of trying to sell wayfinding pinpointers. They point to common locations."
density = FALSE
layer = HIGH_OBJ_LAYER
armor = list(MELEE = 80, BULLET = 30, LASER = 30, ENERGY = 60, BOMB = 90, BIO = 0, FIRE = 100, ACID = 80)
payment_department = ACCOUNT_CIV
light_power = 0.5
light_range = MINIMUM_USEFUL_LIGHT_RANGE
speech_span = SPAN_ROBOT
///List of user-specific cooldowns to prevent pinpointer spam.
var/list/user_spawn_cooldowns = list()
///List of user-specific cooldowns to prevent message spam.
var/list/user_interact_cooldowns = list()
///How many credits the dispenser account starts with to cover wayfinder refunds.
var/start_bal = 400
///How many credits recycling a pinpointer rewards you. Set to 2/3 of cost in Initialize().
var/refund_amt = 0
var/datum/bank_account/synth_acc = new /datum/bank_account/remote
var/ppt_cost = 0 //Jan 9 '21: 2560 had its difficulties for NT as well
var/expression_timer
///Avoid being Reddit.
var/funnyprob = 2
///List of slogans used by the dispenser to attract customers.
var/list/slogan_list = list("Find a wayfinding pinpointer? Give it to me! I'll make it worth your while. Please. Daddy needs his medicine.", //last sentence is a reference to Sealab 2021
"See a wayfinding pinpointer? Don't let it go to the crusher! Recycle it with me instead. I'll pay you!", //I see these things heading for disposals through cargo all the time
"Can't find the disk? Need a pinpointer? Buy a wayfinding pinpointer and find the captain's office today!",
"Bleeding to death? Can't read? Find your way to medbay today!", //there are signs that point to medbay but you need basic literacy to get the most out of them
"Voted tenth best pinpointer in the universe in 2560!", //there were no more than ten pinpointers in the game in 2020
"Helping assistants find the departments they tide since 2560.", //not really but it's advertising
"These pinpointers are flying out the airlock!", //because they're being thrown into space
"Grey pinpointers for the grey tide!", //I didn't pick the colour but it works
"Feeling lost? Find direction.",
"Automate your sense of direction. Buy a wayfinding pinpointer today!",
"Feed me a stray pinpointer.", //American Psycho reference
"We need a slogan!") //Liberal Crime Squad reference
///Number of the list entry of the slogan we're up to.
var/slogan_entry = 0
///Next tick we can say a slogan.
COOLDOWN_DECLARE(next_slogan_tick)
///Next tick the dispenser's spew rejection of non-wayfinding pinpointers can be triggered.
COOLDOWN_DECLARE(next_spew_tick)
/obj/machinery/pinpointer_dispenser/Initialize(mapload)
. = ..()
var/datum/bank_account/civ_acc = SSeconomy.get_dep_account(payment_department)
if(civ_acc)
synth_acc.transfer_money(civ_acc, start_bal) //float has to come from somewhere, right?
synth_acc.account_holder = name
desc += " [ppt_cost ? "Only [ppt_cost] credits! " : ""]It also synthesises costumes for some reason."
power_change()
COOLDOWN_START(src, next_slogan_tick, COOLDOWN_SLOGAN)
slogan_list = shuffle(slogan_list) //minimise repetition
refund_amt = round(ppt_cost * 2/3)
/obj/machinery/pinpointer_dispenser/power_change()
. = ..()
cut_overlays()
if(powered())
set_expression("veryhappy", 2 SECONDS) //v happy to be back in the pinpointer business
START_PROCESSING(SSmachines, src)
/obj/machinery/pinpointer_dispenser/update_appearance(updates)
. = ..()
if((machine_stat & BROKEN) || !powered())
set_light(0)
return
set_light(1.4)
/obj/machinery/pinpointer_dispenser/process(delta_time)
if(machine_stat & (BROKEN|NOPOWER))
return PROCESS_KILL
if(!length(slogan_list) || !COOLDOWN_FINISHED(src, next_slogan_tick))
return
if(++slogan_entry > length(slogan_list))
slogan_entry = 1
var/slogan = slogan_list[slogan_entry]
say(slogan)
COOLDOWN_START(src, next_slogan_tick, COOLDOWN_SLOGAN)
//Do this when someone breaks you/blows you up. The bombs are funny
/obj/machinery/pinpointer_dispenser/deconstruct()
for(var/i in 1 to rand(3, 9)) //Doesn't synthesise them in real time and instead stockpiles completed ones (though this is not how the cooldown works)
new /obj/item/pinpointer/wayfinding (loc)
say("Ouch.")
//An inexplicable explosion is never not funny plus it kind of explains why the machine just disappears
if(!isnull(loc))
explosion(src, light_impact_range = 1, flame_range = 1, flash_range = 3, smoke = TRUE)
return ..()
/obj/machinery/pinpointer_dispenser/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(machine_stat & (BROKEN|NOPOWER))
return
if(world.time < user_interact_cooldowns[user.real_name])
set_expression("veryhappy", 2 SECONDS)
to_chat(user, span_notice("It just grins at you. Maybe you should give it a bit?")) //telling instead of showing but I'm lazy
return
user_interact_cooldowns[user.real_name] = world.time + COOLDOWN_INTERACT
for(var/obj/item/pinpointer/wayfinding/held_pinpointer in user.get_all_contents())
set_expression("veryhappy", 2 SECONDS)
say("You already have a pinpointer!")
return
var/msg
var/dispense = TRUE
var/pnpts_found = 0
for(var/obj/item/pinpointer/wayfinding/found_pinpointer in view(9, src))
point_at(found_pinpointer)
pnpts_found++
if(pnpts_found)
set_expression("veryhappy", 2 SECONDS)
say("[pnpts_found == 1 ? "There's a pinpointer" : "There are pinpointers"] there!")
return
if(world.time < user_spawn_cooldowns[user.real_name])
var/secsleft = (user_spawn_cooldowns[user.real_name] - world.time) / 10
msg += "to wait [secsleft/60 > 1 ? "[round(secsleft/60,1)] more minute\s" : "[round(secsleft)] more second\s"] before I can give you another pinpointer"
dispense = FALSE
var/datum/bank_account/cust_acc = user.get_bank_account()
if(ppt_cost)
if(!cust_acc)
msg += "a bank account to buy a pinpointer"
dispense = FALSE
else if(!cust_acc.has_money(ppt_cost))
msg += "[!msg ? "to find [ppt_cost-cust_acc.account_balance] more credit\s" : " and find [ppt_cost-cust_acc.account_balance] more credit\s"]"
dispense = FALSE
else if(synth_acc.transfer_money(cust_acc, ppt_cost))
dispense = TRUE
if(!dispense)
set_expression("sad", 2 SECONDS)
say("Sorry, [user.first_name()]! You'll need [msg]!")
else
set_expression("veryhappy", 2 SECONDS)
say("Here's your pinpointer!")
var/obj/item/pinpointer/wayfinding/P = new /obj/item/pinpointer/wayfinding(get_turf(src))
user_spawn_cooldowns[user.real_name] = world.time + COOLDOWN_SPAWN
user.put_in_hands(P)
P.owner = user.real_name
/obj/machinery/pinpointer_dispenser/attackby(obj/item/I, mob/living/user, params)
if(machine_stat & (BROKEN|NOPOWER))
return ..()
if(istype(I, /obj/item/pinpointer/wayfinding))
var/obj/item/pinpointer/wayfinding/attacking_pinpointer = I
var/itsmypinpointer = TRUE
if(attacking_pinpointer.owner != user.real_name)
itsmypinpointer = FALSE
var/is_a_thing = "are [refund_amt] credit\s."
if(refund_amt > 0 && synth_acc.has_money(refund_amt) && !attacking_pinpointer.from_quirk)
synth_acc.adjust_money(-refund_amt)
var/obj/item/holochip/holochip = new (user.loc)
holochip.credits = refund_amt
holochip.name = "[holochip.credits] credit holochip"
user.put_in_hands(holochip)
else if(!itsmypinpointer)
var/costume = pick(subtypesof(/obj/effect/spawner/costume))
new costume(user.loc)
is_a_thing = "is a freshly synthesised costume!"
if(prob(funnyprob))
is_a_thing = "is a pulse rifle! Just kidding it's a costume."
else
is_a_thing = "is a smile!"
var/recycling = "recycling"
if(prob(funnyprob))
recycling = "feeding me"
var/the_pinpointer = "your pinpointer" //To imply they got a costume because it was their pinpointer
if(!itsmypinpointer)
the_pinpointer = "that pinpointer"
to_chat(user, span_notice("You put [attacking_pinpointer] in the return slot."))
qdel(attacking_pinpointer)
set_expression("veryhappy", 2 SECONDS)
say("Thank you for [recycling] [the_pinpointer]! Here [is_a_thing]")
return
else if(istype(I, /obj/item/pinpointer))
set_expression("sad", 2 SECONDS)
user_interact_cooldowns[user.real_name] = world.time + COOLDOWN_INTERACT
//Any other type of pinpointer can make it throw up.
if(COOLDOWN_FINISHED(src, next_spew_tick))
I.forceMove(loc)
visible_message(span_warning("[src] smartly rejects [I]."))
say("BLEURRRRGH!")
I.throw_at(user, 2, 3)
COOLDOWN_START(src, next_spew_tick, COOLDOWN_SPEW)
return
else if(I.force)
set_expression("sad", 2 SECONDS)
return ..()
/obj/machinery/pinpointer_dispenser/proc/set_expression(type, duration)
cut_overlays()
if(machine_stat & (BROKEN|NOPOWER))
return
deltimer(expression_timer)
add_overlay(type)
if(duration)
expression_timer = addtimer(CALLBACK(src, .proc/set_expression, "happy"), duration, TIMER_STOPPABLE)
/obj/machinery/pinpointer_dispenser/point_at(A)
. = ..()
visible_message("<span class='emote'>[span_name("[src]")] points at [A]. [prob(funnyprob) ? "How'd it do that?" : ""]</span>")
//Pinpointer itself
/obj/item/pinpointer/wayfinding //Help players new to a station find their way around
name = "wayfinding pinpointer"
desc = "A handheld tracking device that points to useful places."
icon_state = "pinpointer_way"
worn_icon_state = "pinpointer_way"
var/owner = null
var/list/beacons = list()
var/from_quirk = FALSE
/obj/item/pinpointer/wayfinding/attack_self(mob/living/user)
if(active)
toggle_on()
to_chat(user, span_notice("You deactivate your pinpointer."))
return
if (!owner)
owner = user.real_name
if(length(beacons))
beacons.Cut()
for(var/obj/machinery/navbeacon/B in GLOB.wayfindingbeacons)
beacons[B.codes["wayfinding"]] = B
if(!length(beacons))
to_chat(user, span_notice("Your pinpointer fails to detect a signal."))
return
var/wayfind_target = tgui_input_list(user, "Select a location", "Pinpoint", sort_list(beacons))
if(isnull(wayfind_target))
return
if(isnull(beacons[wayfind_target]))
to_chat(user, span_warning("Your pinpointer fails to detect a signal."))
return
if(QDELETED(src) || !user || !user.is_holding(src) || user.incapacitated())
return
target = beacons[wayfind_target]
toggle_on()
to_chat(user, span_notice("You activate your pinpointer."))
/obj/item/pinpointer/wayfinding/examine(mob/user)
. = ..()
var/msg = "Its tracking indicator reads "
if(target)
var/obj/machinery/navbeacon/wayfinding/B = target
msg += "\"[B.codes["wayfinding"]]\"."
else
msg = "Its tracking indicator is blank."
if(owner)
msg += " It belongs to [owner]."
. += msg
/obj/item/pinpointer/wayfinding/scan_for_target()
if(!target) //target can be set to null from above code, or elsewhere
active = FALSE
//Navbeacon that initialises with wayfinding codes
/obj/machinery/navbeacon/wayfinding
wayfinding = TRUE
/* Defining these here instead of relying on map edits because it makes it easier to place them */
//Command
/obj/machinery/navbeacon/wayfinding/bridge
location = "Bridge"
/obj/machinery/navbeacon/wayfinding/hop
location = "Head of Personnel's Office"
/obj/machinery/navbeacon/wayfinding/vault
location = "Vault"
/obj/machinery/navbeacon/wayfinding/teleporter
location = "Teleporter"
/obj/machinery/navbeacon/wayfinding/gateway
location = "Gateway"
/obj/machinery/navbeacon/wayfinding/eva
location = "EVA Storage"
/obj/machinery/navbeacon/wayfinding/aiupload
location = "AI Upload"
/obj/machinery/navbeacon/wayfinding/minisat_access_ai
location = "AI MiniSat Access"
/obj/machinery/navbeacon/wayfinding/minisat_access_tcomms
location = "Telecomms MiniSat Access"
/obj/machinery/navbeacon/wayfinding/minisat_access_tcomms_ai
location = "AI and Telecomms MiniSat Access"
/obj/machinery/navbeacon/wayfinding/tcomms
location = "Telecommunications"
//Departments
/obj/machinery/navbeacon/wayfinding/sec
location = "Security"
/obj/machinery/navbeacon/wayfinding/det
location = "Detective's Office"
/obj/machinery/navbeacon/wayfinding/research
location = "Research"
/obj/machinery/navbeacon/wayfinding/engineering
location = "Engineering"
/obj/machinery/navbeacon/wayfinding/techstorage
location = "Technical Storage"
/obj/machinery/navbeacon/wayfinding/atmos
location = "Atmospherics"
/obj/machinery/navbeacon/wayfinding/med
location = "Medical"
/obj/machinery/navbeacon/wayfinding/chemfactory
location = "Chemistry Factory"
/obj/machinery/navbeacon/wayfinding/cargo
location = "Cargo"
//Common areas
/obj/machinery/navbeacon/wayfinding/bar
location = "Bar"
/obj/machinery/navbeacon/wayfinding/dorms
location = "Dormitories"
/obj/machinery/navbeacon/wayfinding/court
location = "Courtroom"
/obj/machinery/navbeacon/wayfinding/tools
location = "Tool Storage"
/obj/machinery/navbeacon/wayfinding/library
location = "Library"
/obj/machinery/navbeacon/wayfinding/chapel
location = "Chapel"
/obj/machinery/navbeacon/wayfinding/minisat_access_chapel_library
location = "Chapel and Library MiniSat Access"
//Service
/obj/machinery/navbeacon/wayfinding/kitchen
location = "Kitchen"
/obj/machinery/navbeacon/wayfinding/hydro
location = "Hydroponics"
/obj/machinery/navbeacon/wayfinding/janitor
location = "Janitor's Closet"
/obj/machinery/navbeacon/wayfinding/lawyer
location = "Lawyer's Office"
//Shuttle docks
/obj/machinery/navbeacon/wayfinding/dockarrival
location = "Arrival Shuttle Dock"
/obj/machinery/navbeacon/wayfinding/dockesc
location = "Escape Shuttle Dock"
/obj/machinery/navbeacon/wayfinding/dockescpod
location = "Escape Pod Dock"
/obj/machinery/navbeacon/wayfinding/dockescpod1
location = "Escape Pod 1 Dock"
/obj/machinery/navbeacon/wayfinding/dockescpod2
location = "Escape Pod 2 Dock"
/obj/machinery/navbeacon/wayfinding/dockescpod3
location = "Escape Pod 3 Dock"
/obj/machinery/navbeacon/wayfinding/dockescpod4
location = "Escape Pod 4 Dock"
/obj/machinery/navbeacon/wayfinding/dockaux
location = "Auxiliary Dock"
//Maint
/obj/machinery/navbeacon/wayfinding/incinerator
location = "Incinerator"
/obj/machinery/navbeacon/wayfinding/disposals
location = "Disposals"