Files
Bubberstation/code/__HELPERS/global_lists.dm
Jacquerel 8233d67bbd Separates tabletop/wallmounted ID authorisation panels (#85124)
## About The Pull Request

We have an ID authorisation panel machine used for things like red
alert, where you need to swipe a card in two different places to
validate it.
_Normally_ this is mounted on a wall in an office, but sometimes it is
on a table. We use the same machine code and sprite for both,

This _mostly_ works but is going to become problematic after the
Wallening.
Resultingly, I've added a sprite and typepath for a desktop version.

![image](https://github.com/user-attachments/assets/10c2828e-53fa-44e0-a2fb-d8f65132f6ae)
Wow! (We need desktop buttons too now that I look at this, I hope the
wallening branch already has that!)

This sprite is secretly the wall-mounted version from the Wallening
(made by Imaginos), but flipped upside down so it looks like it is on a
table not a wall. Delightfully devious (and proposed by "Kok0nut" on
discord).

Also as a result of doing this, I've made wallmounted ID card auth
devices _actually_ attach to the wall in terms of "If the wall goes,
they go too". This may or may not be a good idea given that as far as I
can tell they aren't constructible (and probably shouldn't be given that
then you'd just activate both with one ID card all the time) but seems
broadly sensible to me?

## Why It's Good For The Game

Wallmounted devices should generally deconstruct when associated walls
are destroyed.
Tablemounted devices are going to need different visuals to the
wall-mounted versions.

## Changelog

🆑 Jacquerel, Kok0nut, Imaginos
image: Wall-mounted and Table-mounted ID card authorisation machines now
use different sprites
fix: Wall-mounted ID card authorisation devices will now be destroyed if
their wall is destroyed
/🆑
2024-07-23 13:30:39 -06:00

217 lines
8.1 KiB
Plaintext

//////////////////////////
/////Initial Building/////
//////////////////////////
/// Inits GLOB.surgeries
/proc/init_surgeries()
var/surgeries = list()
for(var/path in subtypesof(/datum/surgery))
surgeries += new path()
sort_list(surgeries, GLOBAL_PROC_REF(cmp_typepaths_asc))
return surgeries
/// Legacy procs that really should be replaced with proper _INIT macros
/proc/make_datum_reference_lists()
// I tried to eliminate this proc but I couldn't untangle their init-order interdependencies -Dominion/Cyberboss
init_keybindings()
GLOB.emote_list = init_emote_list() // WHY DOES THIS NEED TO GO HERE? IT JUST INITS DATUMS
init_crafting_recipes()
init_crafting_recipes_atoms()
/// Inits crafting recipe lists
/proc/init_crafting_recipes(list/crafting_recipes)
for(var/path in subtypesof(/datum/crafting_recipe))
if(ispath(path, /datum/crafting_recipe/stack))
continue
var/datum/crafting_recipe/recipe = new path()
var/is_cooking = (recipe.category in GLOB.crafting_category_food)
recipe.reqs = sort_list(recipe.reqs, GLOBAL_PROC_REF(cmp_crafting_req_priority))
if(recipe.name != "" && recipe.result)
if(is_cooking)
GLOB.cooking_recipes += recipe
else
GLOB.crafting_recipes += recipe
var/list/global_stack_recipes = list(
/obj/item/stack/sheet/glass = GLOB.glass_recipes,
/obj/item/stack/sheet/plasmaglass = GLOB.pglass_recipes,
/obj/item/stack/sheet/rglass = GLOB.reinforced_glass_recipes,
/obj/item/stack/sheet/plasmarglass = GLOB.prglass_recipes,
/obj/item/stack/sheet/animalhide/gondola = GLOB.gondola_recipes,
/obj/item/stack/sheet/animalhide/corgi = GLOB.corgi_recipes,
/obj/item/stack/sheet/animalhide/monkey = GLOB.monkey_recipes,
/obj/item/stack/sheet/animalhide/xeno = GLOB.xeno_recipes,
/obj/item/stack/sheet/leather = GLOB.leather_recipes,
/obj/item/stack/sheet/sinew = GLOB.sinew_recipes,
/obj/item/stack/sheet/animalhide/carp = GLOB.carp_recipes,
/obj/item/stack/sheet/mineral/sandstone = GLOB.sandstone_recipes,
/obj/item/stack/sheet/mineral/sandbags = GLOB.sandbag_recipes,
/obj/item/stack/sheet/mineral/diamond = GLOB.diamond_recipes,
/obj/item/stack/sheet/mineral/uranium = GLOB.uranium_recipes,
/obj/item/stack/sheet/mineral/plasma = GLOB.plasma_recipes,
/obj/item/stack/sheet/mineral/gold = GLOB.gold_recipes,
/obj/item/stack/sheet/mineral/silver = GLOB.silver_recipes,
/obj/item/stack/sheet/mineral/bananium = GLOB.bananium_recipes,
/obj/item/stack/sheet/mineral/titanium = GLOB.titanium_recipes,
/obj/item/stack/sheet/mineral/plastitanium = GLOB.plastitanium_recipes,
/obj/item/stack/sheet/mineral/snow = GLOB.snow_recipes,
/obj/item/stack/sheet/mineral/adamantine = GLOB.adamantine_recipes,
/obj/item/stack/sheet/mineral/abductor = GLOB.abductor_recipes,
/obj/item/stack/sheet/iron = GLOB.metal_recipes,
/obj/item/stack/sheet/plasteel = GLOB.plasteel_recipes,
/obj/item/stack/sheet/mineral/wood = GLOB.wood_recipes,
/obj/item/stack/sheet/mineral/bamboo = GLOB.bamboo_recipes,
/obj/item/stack/sheet/cloth = GLOB.cloth_recipes,
/obj/item/stack/sheet/durathread = GLOB.durathread_recipes,
/obj/item/stack/sheet/cardboard = GLOB.cardboard_recipes,
/obj/item/stack/sheet/bronze = GLOB.bronze_recipes,
/obj/item/stack/sheet/plastic = GLOB.plastic_recipes,
/obj/item/stack/ore/glass = GLOB.sand_recipes,
/obj/item/stack/rods = GLOB.rod_recipes,
/obj/item/stack/sheet/runed_metal = GLOB.runed_metal_recipes,
)
for(var/stack in global_stack_recipes)
for(var/stack_recipe in global_stack_recipes[stack])
if(istype(stack_recipe, /datum/stack_recipe_list))
var/datum/stack_recipe_list/stack_recipe_list = stack_recipe
for(var/nested_recipe in stack_recipe_list.recipes)
if(!nested_recipe)
continue
var/datum/crafting_recipe/stack/recipe = new/datum/crafting_recipe/stack(stack, nested_recipe)
if(recipe.name != "" && recipe.result)
GLOB.crafting_recipes += recipe
else
if(!stack_recipe)
continue
var/datum/crafting_recipe/stack/recipe = new/datum/crafting_recipe/stack(stack, stack_recipe)
if(recipe.name != "" && recipe.result)
GLOB.crafting_recipes += recipe
var/list/material_stack_recipes = list(
SSmaterials.base_stack_recipes,
SSmaterials.rigid_stack_recipes,
)
for(var/list/recipe_list in material_stack_recipes)
for(var/stack_recipe in recipe_list)
var/datum/crafting_recipe/stack/recipe = new/datum/crafting_recipe/stack(/obj/item/stack/sheet/iron, stack_recipe)
recipe.steps = list("Use different materials in hand to make an item of that material")
GLOB.crafting_recipes += recipe
/// Inits atoms used in crafting recipes
/proc/init_crafting_recipes_atoms()
var/list/recipe_lists = list(
GLOB.crafting_recipes,
GLOB.cooking_recipes,
)
var/list/atom_lists = list(
GLOB.crafting_recipes_atoms,
GLOB.cooking_recipes_atoms,
)
for(var/list_index in 1 to length(recipe_lists))
var/list/recipe_list = recipe_lists[list_index]
var/list/atom_list = atom_lists[list_index]
for(var/datum/crafting_recipe/recipe as anything in recipe_list)
// Result
atom_list |= recipe.result
// Ingredients
for(var/atom/req_atom as anything in recipe.reqs)
atom_list |= req_atom
// Catalysts
for(var/atom/req_atom as anything in recipe.chem_catalysts)
atom_list |= req_atom
// Reaction data - required container
if(recipe.reaction)
var/required_container = initial(recipe.reaction.required_container)
if(required_container)
atom_list |= required_container
// Tools
for(var/atom/req_atom as anything in recipe.tool_paths)
atom_list |= req_atom
// Machinery
for(var/atom/req_atom as anything in recipe.machinery)
atom_list |= req_atom
// Structures
for(var/atom/req_atom as anything in recipe.structures)
atom_list |= req_atom
//creates every subtype of prototype (excluding prototype) and adds it to list L.
//if no list/L is provided, one is created.
/proc/init_subtypes(prototype, list/L)
if(!istype(L))
L = list()
for(var/path in subtypesof(prototype))
L += new path()
return L
//returns a list of paths to every subtype of prototype (excluding prototype)
//if no list/L is provided, one is created.
/proc/init_paths(prototype, list/L)
if(!istype(L))
L = list()
for(var/path in subtypesof(prototype))
L+= path
return L
/// Functions like init_subtypes, but uses the subtype's path as a key for easy access
/proc/init_subtypes_w_path_keys(prototype, list/L)
if(!istype(L))
L = list()
for(var/path as anything in subtypesof(prototype))
L[path] = new path()
return L
/**
* Checks if that loc and dir has an item on the wall
**/
// Wall mounted machinery which are visually on the wall.
GLOBAL_LIST_INIT(WALLITEMS_INTERIOR, typecacheof(list(
/obj/item/radio/intercom,
/obj/structure/secure_safe,
/obj/machinery/airalarm,
/obj/machinery/bluespace_vendor,
/obj/machinery/button,
/obj/machinery/computer/security/telescreen,
/obj/machinery/computer/security/telescreen/entertainment,
/obj/machinery/defibrillator_mount,
/obj/machinery/firealarm,
/obj/machinery/flasher,
/obj/machinery/keycard_auth/wall_mounted,
/obj/machinery/light_switch,
/obj/machinery/newscaster,
/obj/machinery/power/apc,
/obj/machinery/requests_console,
/obj/machinery/status_display,
/obj/machinery/ticket_machine,
/obj/machinery/turretid,
/obj/machinery/barsign,
/obj/structure/extinguisher_cabinet,
/obj/structure/fireaxecabinet,
/obj/structure/mirror,
/obj/structure/noticeboard,
/obj/structure/reagent_dispensers/wall,
/obj/structure/sign,
/obj/structure/sign/picture_frame,
/obj/structure/sign/poster/contraband/random,
/obj/structure/sign/poster/official/random,
/obj/structure/sign/poster/random,
/obj/structure/urinal,
)))
// Wall mounted machinery which are visually coming out of the wall.
// These do not conflict with machinery which are visually placed on the wall.
GLOBAL_LIST_INIT(WALLITEMS_EXTERIOR, typecacheof(list(
/obj/machinery/camera,
/obj/machinery/light,
/obj/structure/light_construct,
)))
/// A static typecache of all the money-based items that can be actively used as currency.
GLOBAL_LIST_INIT(allowed_money, typecacheof(list(
/obj/item/coin,
/obj/item/holochip,
/obj/item/stack/spacecash,
)))