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Bubberstation/code/modules/mining/laborcamp/laborstacker.dm
nikothedude ccf547c142 Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts (#76669)
## About The Pull Request

New malf AI upgrade

Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely
emag things it can see and can access.
1. Very useful for psychological warfare (Emagging APCs to throw the
crew off their trail)
2. Logically makes sense - why, of all things, can the AI not emag
anything when it's fundumentally integrated with the station's
electronics?
3. Generally speaking can only access things that make sense for it to
access - it cannot emag ethereals, sadly

In order for this to work, emag_act now returns a boolean, designating
if the emag had any effect.
While I was in there, I also added args to every single emag_act I could
find and added far more feedback/converted a lot of things to balloon
alerts to allow the AI to see if its emag had any effect.
## Why It's Good For The Game

It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
🆑
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/🆑
2023-07-15 15:35:14 +01:00

193 lines
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GLOBAL_LIST(labor_sheet_values)
/**********************Prisoners' Console**************************/
/obj/machinery/mineral/labor_claim_console
name = "point claim console"
desc = "A stacking console with an electromagnetic writer, used to track ore mined by prisoners."
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "console"
density = FALSE
/// Connected stacking machine
var/obj/machinery/mineral/stacking_machine/laborstacker/stacking_machine
/// Needed to send messages to sec radio
var/obj/item/radio/security_radio
/obj/machinery/mineral/labor_claim_console/Initialize(mapload)
. = ..()
security_radio = new /obj/item/radio(src)
security_radio.set_listening(FALSE)
locate_stacking_machine()
//If we can't find a stacking machine end it all ok?
if(!stacking_machine)
return INITIALIZE_HINT_QDEL
if(!GLOB.labor_sheet_values)
var/sheet_list = list()
for(var/obj/item/stack/sheet/sheet as anything in subtypesof(/obj/item/stack/sheet))
if(!initial(sheet.point_value) || (initial(sheet.merge_type) && initial(sheet.merge_type) != sheet)) //ignore no-value sheets and x/fifty subtypes
continue
sheet_list += list(list("ore" = initial(sheet.name), "value" = initial(sheet.point_value)))
GLOB.labor_sheet_values = sort_list(sheet_list, GLOBAL_PROC_REF(cmp_sheet_list))
/obj/machinery/mineral/labor_claim_console/Destroy()
QDEL_NULL(security_radio)
if(stacking_machine)
stacking_machine.labor_console = null
stacking_machine = null
return ..()
/proc/cmp_sheet_list(list/a, list/b)
return a["value"] - b["value"]
/obj/machinery/mineral/labor_claim_console/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "LaborClaimConsole", name)
ui.open()
/obj/machinery/mineral/labor_claim_console/ui_static_data(mob/user)
var/list/data = list()
data["ores"] = GLOB.labor_sheet_values
return data
/obj/machinery/mineral/labor_claim_console/ui_data(mob/user)
var/list/data = list()
var/can_go_home = FALSE
if(obj_flags & EMAGGED)
can_go_home = TRUE
var/obj/item/card/id/worn_id
if(isliving(user))
var/mob/living/living_user = user
worn_id = living_user.get_idcard(TRUE)
if(istype(worn_id, /obj/item/card/id/advanced/prisoner))
var/obj/item/card/id/advanced/prisoner/worn_prisoner_id = worn_id
data["id_points"] = worn_prisoner_id.points
if(!worn_prisoner_id.goal)
data["status_info"] = "No goal set!"
else if(worn_prisoner_id.points >= worn_prisoner_id.goal)
can_go_home = TRUE
data["status_info"] = "Goal met!"
else
data["status_info"] = "You are [(worn_prisoner_id.goal - worn_prisoner_id.points)] points away."
else
data["status_info"] = "No Prisoner ID detected."
data["id_points"] = 0
if(stacking_machine)
data["unclaimed_points"] = stacking_machine.points
data["can_go_home"] = can_go_home
return data
/obj/machinery/mineral/labor_claim_console/ui_act(action, params)
. = ..()
if(.)
return
var/mob/user_mob = usr
switch(action)
if("claim_points")
var/obj/item/card/id/worn_id
if(isliving(user_mob))
var/mob/living/living_mob = user_mob
worn_id = living_mob.get_idcard(TRUE)
if(istype(worn_id, /obj/item/card/id/advanced/prisoner))
var/obj/item/card/id/advanced/prisoner/worn_prisoner_id = worn_id
worn_prisoner_id.points += stacking_machine.points
stacking_machine.points = 0
to_chat(user_mob, span_notice("Points transferred."))
return TRUE
else
to_chat(user_mob, span_alert("No valid id for point transfer detected."))
if("move_shuttle")
if(!alone_in_area(get_area(src), user_mob))
to_chat(user_mob, span_alert("Prisoners are only allowed to be released while alone."))
return
switch(SSshuttle.moveShuttle("laborcamp", "laborcamp_home", TRUE))
if(1)
to_chat(user_mob, span_alert("Shuttle not found."))
if(2)
to_chat(user_mob, span_alert("Shuttle already at station."))
if(3)
to_chat(user_mob, span_alert("No permission to dock could be granted."))
else
if(!(obj_flags & EMAGGED))
security_radio.set_frequency(FREQ_SECURITY)
security_radio.talk_into(src, "A prisoner has returned to the station. Minerals and Prisoner ID card ready for retrieval.", FREQ_SECURITY)
user_mob.log_message("has completed their labor points goal and is now sending the gulag shuttle back to the station.", LOG_GAME)
to_chat(user_mob, span_notice("Shuttle received message and will be sent shortly."))
return TRUE
/obj/machinery/mineral/labor_claim_console/proc/locate_stacking_machine()
stacking_machine = locate(/obj/machinery/mineral/stacking_machine) in dview(2, get_turf(src))
if(stacking_machine)
stacking_machine.labor_console = src
/obj/machinery/mineral/labor_claim_console/emag_act(mob/user, obj/item/card/emag/emag_card)
if (obj_flags & EMAGGED)
return FALSE
obj_flags |= EMAGGED
balloon_alert(user, "id authenticator short-circuited")
visible_message(span_warning("[src] lets out a few sparks!"))
do_sparks(2, TRUE, src)
return TRUE
/**********************Prisoner Collection Unit**************************/
/obj/machinery/mineral/stacking_machine/laborstacker
force_connect = TRUE
damage_deflection = 21 //otherwise prisoners will destroy it
///Idle points sitting in the machine left to be claimed.
var/points = 0
///Labor claim console synced to our stacking machine, set by the console.
var/obj/machinery/mineral/labor_claim_console/labor_console
/obj/machinery/mineral/stacking_machine/laborstacker/Destroy()
if(labor_console)
labor_console.stacking_machine = null
labor_console = null
return ..()
/obj/machinery/mineral/stacking_machine/laborstacker/process_sheet(obj/item/stack/sheet/inp)
points += inp.point_value * inp.amount
return ..()
/obj/machinery/mineral/stacking_machine/laborstacker/attackby(obj/item/weapon, mob/user, params)
if(istype(weapon, /obj/item/stack/sheet))
process_sheet(weapon)
return
return ..()
/**********************Point Lookup Console**************************/
/obj/machinery/mineral/labor_points_checker
name = "points checking console"
desc = "A console used by prisoners to check the progress on their quotas. Simply swipe a prisoner ID."
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "console"
density = FALSE
/obj/machinery/mineral/labor_points_checker/attack_hand(mob/user, list/modifiers)
. = ..()
if(. || user.is_blind())
return
user.examinate(src)
/obj/machinery/mineral/labor_points_checker/attackby(obj/item/weapon, mob/user, params)
if(!istype(weapon, /obj/item/card/id/advanced/prisoner))
return ..()
var/obj/item/card/id/advanced/prisoner/prisoner_id = weapon
if(!prisoner_id.goal) //no goal to reach
say("No goal required for this ID.")
return
say("ID: [prisoner_id.registered_name].")
say("Points Collected: [prisoner_id.points] / [prisoner_id.goal].")
say("Collect points by bringing smelted minerals to the Labor Shuttle stacking machine. Reach your quota to earn your release.")