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Bubberstation/code/modules/uplink/uplink.dm

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var/global/list/uplinks = list()
/**
* Uplinks
*
* 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.'
* Use whatever conditionals you want to check that the user has an uplink, and then call interact() on their uplink.
* You might also want the uplink menu to open if active. Check if the uplink is 'active' and then interact() with it.
**/
/obj/item/device/uplink
name = "syndicate uplink"
desc = "There is something wrong if you're examining this."
var/active = FALSE
var/lockable = TRUE
var/telecrystals = 20
var/owner = null
var/datum/game_mode/gamemode = null
var/spent_telecrystals = 0
var/purchase_log = ""
/obj/item/device/uplink/New()
..()
uplinks += src
/obj/item/device/uplink/Destroy()
uplinks -= src
return ..()
/obj/item/device/uplink/interact(mob/user)
active = TRUE
ui_interact(user)
/obj/item/device/uplink/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \
datum/tgui/master_ui = null, datum/ui_state/state = inventory_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "uplink", name, 450, 750, master_ui, state)
ui.set_autoupdate(FALSE) // This UI is only ever opened by one person, and never is updated outside of user input.
ui.set_style("syndicate")
ui.open()
/obj/item/device/uplink/ui_data(mob/user)
var/list/data = list()
data["telecrystals"] = telecrystals
data["lockable"] = lockable
var/list/uplink_items = get_uplink_items(gamemode)
data["categories"] = list()
for(var/category in uplink_items)
var/list/cat = list(
"name" = category,
"items" = list(),
)
for(var/item in uplink_items[category])
var/datum/uplink_item/I = uplink_items[category][item]
cat["items"] += list(list(
"name" = I.name,
"cost" = I.cost,
"desc" = I.desc,
))
data["categories"] += list(cat)
return data
/obj/item/device/uplink/ui_act(action, params)
if(!active)
return
switch(action)
if("buy")
var/item = params["item"]
var/list/uplink_items = get_uplink_items(gamemode)
var/list/buyable_items = list()
for(var/category in uplink_items)
buyable_items += uplink_items[category]
if(item in buyable_items)
var/datum/uplink_item/I = buyable_items[item]
I.buy(usr, src)
. = TRUE
if("lock")
active = FALSE
SStgui.close_uis(src)
/obj/item/device/uplink/ui_host()
return loc
// Refund certain items by hitting the uplink with it.
/obj/item/device/radio/uplink/attackby(obj/item/I, mob/user, params)
for(var/item in subtypesof(/datum/uplink_item))
var/datum/uplink_item/UI = item
var/path = initial(UI.item)
var/cost = initial(UI.cost)
var/refundable = initial(UI.refundable)
if(I.type == path && refundable)
hidden_uplink.telecrystals += cost
hidden_uplink.spent_telecrystals -= cost
user << "<span class='notice'>[I] refunded.</span>"
qdel(I)
return
..()
// A collection of pre-set uplinks, for admin spawns.
/obj/item/device/radio/uplink/New()
..()
icon_state = "radio"
hidden_uplink = new(src)
hidden_uplink.active = TRUE
hidden_uplink.lockable = FALSE
/obj/item/device/radio/uplink/nuclear/New()
..()
hidden_uplink.gamemode = /datum/game_mode/nuclear
/obj/item/device/multitool/uplink/New()
..()
hidden_uplink = new(src)
hidden_uplink.active = TRUE
hidden_uplink.lockable = FALSE