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https://github.com/Bubberstation/Bubberstation.git
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Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
442 lines
14 KiB
Plaintext
442 lines
14 KiB
Plaintext
// Special objects for shuttle templates go here if nowhere else
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// Wabbajack statue, a sleeping frog statue that shoots bolts of change if
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// living carbons are put on its altar/tables
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/obj/machinery/power/emitter/energycannon
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name = "Energy Cannon"
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desc = "A heavy duty industrial laser."
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icon = 'icons/obj/engine/singularity.dmi'
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icon_state = "emitter_+a"
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base_icon_state = "emitter_+a"
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anchored = TRUE
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density = TRUE
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resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF
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use_power = NO_POWER_USE
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idle_power_usage = 0
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active_power_usage = 0
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active = TRUE
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locked = TRUE
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welded = TRUE
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/obj/machinery/power/emitter/energycannon/RefreshParts()
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SHOULD_CALL_PARENT(FALSE)
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return
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/obj/machinery/power/emitter/energycannon/magical
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name = "wabbajack statue"
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desc = "Who am I? What is my purpose in life? What do I mean by who am I?"
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projectile_type = /obj/projectile/magic/change
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icon = 'icons/obj/machines/magic_emitter.dmi'
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icon_state = "wabbajack_statue"
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icon_state_on = "wabbajack_statue_on"
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base_icon_state = "wabbajack_statue"
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active = FALSE
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allow_switch_interact = FALSE
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var/list/active_tables = list()
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var/tables_required = 2
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/obj/machinery/power/emitter/energycannon/magical/Initialize(mapload)
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. = ..()
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if(prob(50))
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desc = "Oh no, not again."
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update_appearance()
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/obj/machinery/power/emitter/energycannon/magical/update_icon_state()
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. = ..()
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icon_state = active ? icon_state_on : initial(icon_state)
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/obj/machinery/power/emitter/energycannon/magical/process()
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. = ..()
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if(active_tables.len >= tables_required)
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if(!active)
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visible_message("<span class='revenboldnotice'>\
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[src] opens its eyes.</span>")
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active = TRUE
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else
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if(active)
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visible_message("<span class='revenboldnotice'>\
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[src] closes its eyes.</span>")
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active = FALSE
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update_appearance()
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/obj/machinery/power/emitter/energycannon/magical/attackby(obj/item/W, mob/user, params)
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return
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/obj/machinery/power/emitter/energycannon/magical/ex_act(severity)
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return FALSE
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/obj/machinery/power/emitter/energycannon/magical/emag_act(mob/user)
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return
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/obj/structure/table/abductor/wabbajack
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name = "wabbajack altar"
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desc = "Whether you're sleeping or waking, it's going to be quite chaotic."
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max_integrity = 1000
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verb_say = "chants"
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var/obj/machinery/power/emitter/energycannon/magical/our_statue
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var/list/mob/living/sleepers = list()
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var/never_spoken = TRUE
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flags_1 = NODECONSTRUCT_1
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/obj/structure/table/abductor/wabbajack/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/structure/table/abductor/wabbajack/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/structure/table/abductor/wabbajack/process()
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var/area = orange(4, src)
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if(!our_statue)
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for(var/obj/machinery/power/emitter/energycannon/magical/M in area)
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our_statue = M
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break
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if(!our_statue)
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name = "inert [initial(name)]"
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return
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else
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name = initial(name)
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var/turf/T = get_turf(src)
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var/list/found = list()
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for(var/mob/living/carbon/C in T)
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if(C.stat != DEAD)
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found += C
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// New sleepers
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for(var/i in found - sleepers)
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var/mob/living/L = i
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L.add_atom_colour("#800080", TEMPORARY_COLOUR_PRIORITY)
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L.visible_message(span_revennotice("A strange purple glow wraps itself around [L] as [L.p_they()] suddenly fall[L.p_s()] unconscious."),
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span_revendanger("[desc]"))
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// Don't let them sit suround unconscious forever
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addtimer(CALLBACK(src, PROC_REF(sleeper_dreams), L), 100)
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// Existing sleepers
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for(var/i in found)
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var/mob/living/L = i
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L.SetSleeping(200)
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// Missing sleepers
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for(var/i in sleepers - found)
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var/mob/living/L = i
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L.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, "#800080")
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L.visible_message("<span class='revennotice'>The glow from [L] fades \
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away.</span>")
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L.grab_ghost()
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sleepers = found
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if(sleepers.len)
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our_statue.active_tables |= src
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if(never_spoken || prob(5))
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say(desc)
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never_spoken = FALSE
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else
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our_statue.active_tables -= src
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/obj/structure/table/abductor/wabbajack/proc/sleeper_dreams(mob/living/sleeper)
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if(sleeper in sleepers)
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to_chat(sleeper, span_revennotice("While you slumber, you have the strangest dream, like you can see yourself from the outside."))
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sleeper.ghostize(TRUE)
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/obj/structure/table/abductor/wabbajack/left
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desc = "You sleep so it may wake."
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/obj/structure/table/abductor/wabbajack/right
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desc = "It wakes so you may sleep."
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// Bar staff, GODMODE mobs(as long as they stay in the shuttle) that just want to make sure people have drinks
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// and a good time.
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/mob/living/simple_animal/drone/snowflake/bardrone
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name = "Bardrone"
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desc = "A barkeeping drone, a robot built to tend bars."
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hacked = TRUE
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shy = FALSE
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laws = "1. Serve drinks.\n\
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2. Talk to patrons.\n\
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3. Don't get messed up in their affairs."
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unique_name = FALSE // disables the (123) number suffix
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initial_language_holder = /datum/language_holder/universal
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default_storage = null
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/mob/living/simple_animal/drone/snowflake/bardrone/Initialize(mapload)
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. = ..()
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access_card.add_access(list(ACCESS_CENT_BAR))
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become_area_sensitive(ROUNDSTART_TRAIT)
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RegisterSignal(src, COMSIG_ENTER_AREA, PROC_REF(check_barstaff_godmode))
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check_barstaff_godmode()
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/mob/living/simple_animal/hostile/alien/maid/barmaid
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gold_core_spawnable = NO_SPAWN
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name = "Barmaid"
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desc = "A barmaid, a maiden found in a bar."
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pass_flags = PASSTABLE
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unique_name = FALSE
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AIStatus = AI_OFF
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stop_automated_movement = TRUE
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initial_language_holder = /datum/language_holder/universal
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/mob/living/simple_animal/hostile/alien/maid/barmaid/Initialize(mapload)
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. = ..()
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// Simple bot ID card that can hold all accesses. Someone turn access into a component at some point, please.
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access_card = new /obj/item/card/id/advanced/simple_bot(src)
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var/datum/id_trim/job/cap_trim = SSid_access.trim_singletons_by_path[/datum/id_trim/job/captain]
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access_card.add_access(cap_trim.access + cap_trim.wildcard_access + list(ACCESS_CENT_BAR))
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ADD_TRAIT(access_card, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
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become_area_sensitive(ROUNDSTART_TRAIT)
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RegisterSignal(src, COMSIG_ENTER_AREA, PROC_REF(check_barstaff_godmode))
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check_barstaff_godmode()
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/mob/living/simple_animal/hostile/alien/maid/barmaid/Destroy()
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qdel(access_card)
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. = ..()
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/mob/living/simple_animal/proc/check_barstaff_godmode()
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SIGNAL_HANDLER
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if(istype(get_area(loc), /area/shuttle/escape))
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status_flags |= GODMODE
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else
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status_flags &= ~GODMODE
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// Bar table, a wooden table that kicks you in a direction if you're not
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// barstaff (defined as someone who was a roundstart bartender or someone
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// with CENTCOM_BARSTAFF)
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/obj/structure/table/wood/shuttle_bar
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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flags_1 = NODECONSTRUCT_1
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max_integrity = 1000
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var/boot_dir = 1
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/obj/structure/table/wood/shuttle_bar/Initialize(mapload, _buildstack)
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/structure/table/wood/shuttle_bar/proc/on_entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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var/mob/living/M = AM
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if(istype(M) && !M.incorporeal_move && !is_barstaff(M))
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// No climbing on the bar please
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var/throwtarget = get_edge_target_turf(src, boot_dir)
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M.Paralyze(40)
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M.throw_at(throwtarget, 5, 1)
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to_chat(M, span_notice("No climbing on the bar please."))
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/obj/structure/table/wood/shuttle_bar/proc/is_barstaff(mob/living/user)
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. = FALSE
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if(ishuman(user))
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var/mob/living/carbon/human/human_user = user
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if(is_bartender_job(human_user.mind?.assigned_role))
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return TRUE
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var/obj/item/card/id/ID = user.get_idcard(FALSE)
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if(ID && (ACCESS_CENT_BAR in ID.access))
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return TRUE
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//Luxury Shuttle Blockers
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/obj/machinery/scanner_gate/luxury_shuttle
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name = "luxury shuttle ticket field"
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density = FALSE //allows shuttle airlocks to close, nothing but an approved passenger gets past CanPass
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locked = TRUE
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use_power = NO_POWER_USE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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speech_span = SPAN_ROBOT
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var/threshold = 500
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var/static/list/approved_passengers = list()
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var/static/list/check_times = list()
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var/list/payees = list()
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/obj/machinery/scanner_gate/luxury_shuttle/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(mover in approved_passengers)
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set_scanline("scanning", 10)
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if(isvehicle(mover))
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var/obj/vehicle/vehicle = mover
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for(var/mob/living/rat in vehicle.occupants)
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if(!(rat in approved_passengers))
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say("Stowaway detected. Please exit the vehicle first.")
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return FALSE
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return TRUE
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if(isitem(mover))
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return TRUE
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if(isstructure(mover))
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var/obj/structure/struct = mover
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for(var/mob/living/rat in struct.contents)
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say("Stowaway detected. Please exit the structure first.")
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return FALSE
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return TRUE
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return FALSE
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/obj/machinery/scanner_gate/luxury_shuttle/auto_scan(atom/movable/AM)
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return
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/obj/machinery/scanner_gate/luxury_shuttle/attackby(obj/item/W, mob/user, params)
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return
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/obj/machinery/scanner_gate/luxury_shuttle/emag_act(mob/user)
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return
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#define LUXURY_MESSAGE_COOLDOWN 100
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/obj/machinery/scanner_gate/luxury_shuttle/Bumped(atom/movable/AM)
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///If the atom entering the gate is a vehicle, we store it here to add to the approved list to enter/leave the scanner gate.
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var/obj/vehicle/vehicle
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///We store the driver of vehicles separately so that we can add them to the approved list once payment is fully processed.
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var/mob/living/driver_holdout
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if(!isliving(AM) && !isvehicle(AM))
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alarm_beep()
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return ..()
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var/datum/bank_account/account
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if(istype(AM.pulling, /obj/item/card/id))
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var/obj/item/card/id/I = AM.pulling
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if(I.registered_account)
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account = I.registered_account
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else if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
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to_chat(AM, span_notice("This ID card doesn't have an owner associated with it!"))
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check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
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else if(isliving(AM))
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var/mob/living/L = AM
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account = L.get_bank_account()
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else if(isvehicle(AM))
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vehicle = AM
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for(var/passenger in vehicle.occupants)
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if(!isliving(passenger))
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continue
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var/mob/living/rider = passenger
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if(vehicle.is_driver(rider))
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driver_holdout = rider
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var/obj/item/card/id/id = rider.get_idcard(TRUE)
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account = id?.registered_account
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break
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if(account)
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if(account.account_balance < threshold - payees[AM])
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account.adjust_money(-account.account_balance, "Scanner Gate: Entry Fee")
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payees[AM] += account.account_balance
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else
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var/money_owed = threshold - payees[AM]
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account.adjust_money(-money_owed, "Scanner Gate: Partial Entry Fee")
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payees[AM] += money_owed
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//Here is all the possible paygate payment methods.
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var/list/counted_money = list()
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for(var/obj/item/coin/C in AM.get_all_contents()) //Coins.
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if(payees[AM] >= threshold)
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break
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payees[AM] += C.value
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counted_money += C
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for(var/obj/item/stack/spacecash/S in AM.get_all_contents()) //Paper Cash
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if(payees[AM] >= threshold)
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break
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payees[AM] += S.value * S.amount
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counted_money += S
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for(var/obj/item/holochip/H in AM.get_all_contents()) //Holocredits
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if(payees[AM] >= threshold)
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break
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payees[AM] += H.credits
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counted_money += H
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if(payees[AM] < threshold && istype(AM.pulling, /obj/item/coin)) //Coins(Pulled).
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var/obj/item/coin/C = AM.pulling
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payees[AM] += C.value
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counted_money += C
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else if(payees[AM] < threshold && istype(AM.pulling, /obj/item/stack/spacecash)) //Cash(Pulled).
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var/obj/item/stack/spacecash/S = AM.pulling
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payees[AM] += S.value * S.amount
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counted_money += S
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else if(payees[AM] < threshold && istype(AM.pulling, /obj/item/holochip)) //Holocredits(pulled).
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var/obj/item/holochip/H = AM.pulling
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payees[AM] += H.credits
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counted_money += H
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if(payees[AM] < threshold) //Suggestions for those with no arms/simple animals.
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var/armless
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if(!ishuman(AM) && !isslime(AM))
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armless = TRUE
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else
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var/mob/living/carbon/human/H = AM
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if(!H.get_bodypart(BODY_ZONE_L_ARM) && !H.get_bodypart(BODY_ZONE_R_ARM))
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armless = TRUE
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if(armless)
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if(!AM.pulling || !iscash(AM.pulling) && !istype(AM.pulling, /obj/item/card/id))
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if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
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to_chat(AM, span_notice("Try pulling a valid ID, space cash, holochip or coin into \the [src]!"))
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check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
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if(payees[AM] >= threshold)
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for(var/obj/I in counted_money)
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qdel(I)
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payees[AM] -= threshold
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var/change = FALSE
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if(payees[AM] > 0)
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change = TRUE
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var/obj/item/holochip/HC = new /obj/item/holochip(AM.loc) //Change is made in holocredits exclusively.
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HC.credits = payees[AM]
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HC.name = "[HC.credits] credit holochip"
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if(ishuman(AM))
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var/mob/living/carbon/human/H = AM
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if(!H.put_in_hands(HC))
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AM.pulling = HC
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else
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AM.pulling = HC
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payees[AM] -= payees[AM]
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say("Welcome to first class, [driver_holdout ? "[driver_holdout]" : "[AM]" ]![change ? " Here is your change." : ""]")
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approved_passengers |= AM
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if(vehicle)
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approved_passengers |= vehicle
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if(driver_holdout)
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approved_passengers |= driver_holdout
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check_times -= AM
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return
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else if (payees[AM] > 0)
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for(var/obj/I in counted_money)
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qdel(I)
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if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
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to_chat(AM, span_notice("[payees[AM]] cr received. You need [threshold-payees[AM]] cr more."))
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check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
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alarm_beep()
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return ..()
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else
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alarm_beep()
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return ..()
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/mob/living/simple_animal/hostile/bear/fightpit
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name = "fight pit bear"
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desc = "This bear's trained through ancient Russian secrets to fear the walls of its glass prison."
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environment_smash = ENVIRONMENT_SMASH_NONE
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/obj/effect/decal/hammerandsickle
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name = "hammer and sickle"
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desc = "Communism powerful force."
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icon = 'icons/effects/96x96.dmi'
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icon_state = "communist"
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layer = ABOVE_OPEN_TURF_LAYER
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pixel_x = -32
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pixel_y = -32
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/obj/effect/decal/hammerandsickle/shuttleRotate(rotation)
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setDir(angle2dir(rotation+dir2angle(dir))) // No parentcall, rest of the rotate code breaks the pixel offset.
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