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## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑
229 lines
9.7 KiB
Plaintext
229 lines
9.7 KiB
Plaintext
/obj/machinery/computer/cargo/express
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name = "express supply console"
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desc = "This console allows the user to purchase a package \
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with 1/40th of the delivery time: made possible by Nanotrasen's new \"1500mm Orbital Railgun\".\
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All sales are near instantaneous - please choose carefully"
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icon_screen = "supply_express"
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circuit = /obj/item/circuitboard/computer/cargo/express
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blockade_warning = "Bluespace instability detected. Delivery impossible."
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req_access = list(ACCESS_CARGO)
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is_express = TRUE
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interface_type = "CargoExpress"
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var/message
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var/printed_beacons = 0 //number of beacons printed. Used to determine beacon names.
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var/list/meme_pack_data
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var/obj/item/supplypod_beacon/beacon //the linked supplypod beacon
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var/area/landingzone = /area/station/cargo/storage //where we droppin boys
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var/podType = /obj/structure/closet/supplypod
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var/cooldown = 0 //cooldown to prevent printing supplypod beacon spam
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var/locked = TRUE //is the console locked? unlock with ID
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var/usingBeacon = FALSE //is the console in beacon mode? exists to let beacon know when a pod may come in
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/obj/machinery/computer/cargo/express/Initialize(mapload)
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. = ..()
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packin_up()
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/obj/machinery/computer/cargo/express/on_construction(mob/user)
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. = ..()
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packin_up()
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/obj/machinery/computer/cargo/express/Destroy()
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if(beacon)
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beacon.unlink_console()
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return ..()
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/obj/machinery/computer/cargo/express/attackby(obj/item/W, mob/living/user, params)
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if(W.GetID() && allowed(user))
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locked = !locked
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to_chat(user, span_notice("You [locked ? "lock" : "unlock"] the interface."))
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return
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else if(istype(W, /obj/item/disk/cargo/bluespace_pod))
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podType = /obj/structure/closet/supplypod/bluespacepod//doesnt effect circuit board, making reversal possible
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to_chat(user, span_notice("You insert the disk into [src], allowing for advanced supply delivery vehicles."))
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qdel(W)
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return TRUE
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else if(istype(W, /obj/item/supplypod_beacon))
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var/obj/item/supplypod_beacon/sb = W
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if (sb.express_console != src)
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sb.link_console(src, user)
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return TRUE
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else
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to_chat(user, span_alert("[src] is already linked to [sb]."))
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..()
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/obj/machinery/computer/cargo/express/emag_act(mob/user, obj/item/card/emag/emag_card)
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if(obj_flags & EMAGGED)
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return FALSE
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if(user)
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if (emag_card)
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user.visible_message(span_warning("[user] swipes [emag_card] through [src]!"))
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to_chat(user, span_notice("You change the routing protocols, allowing the Supply Pod to land anywhere on the station."))
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obj_flags |= EMAGGED
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contraband = TRUE
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// This also sets this on the circuit board
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var/obj/item/circuitboard/computer/cargo/board = circuit
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board.obj_flags |= EMAGGED
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board.contraband = TRUE
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packin_up()
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return TRUE
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/obj/machinery/computer/cargo/express/proc/packin_up() // oh shit, I'm sorry
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meme_pack_data = list() // sorry for what?
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for(var/pack in SSshuttle.supply_packs) // our quartermaster taught us not to be ashamed of our supply packs
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var/datum/supply_pack/P = SSshuttle.supply_packs[pack] // specially since they're such a good price and all
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if(!meme_pack_data[P.group]) // yeah, I see that, your quartermaster gave you good advice
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meme_pack_data[P.group] = list( // it gets cheaper when I return it
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"name" = P.group, // mmhm
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"packs" = list() // sometimes, I return it so much, I rip the manifest
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) // see, my quartermaster taught me a few things too
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if((P.hidden) || (P.special)) // like, how not to rip the manifest
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continue// by using someone else's crate
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if(P.contraband && !contraband) // will you show me?
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continue // i'd be right happy to
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meme_pack_data[P.group]["packs"] += list(list(
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"name" = P.name,
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"cost" = P.get_cost(),
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"id" = pack,
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"desc" = P.desc || P.name // If there is a description, use it. Otherwise use the pack's name.
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))
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/obj/machinery/computer/cargo/express/ui_data(mob/user)
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var/canBeacon = beacon && (isturf(beacon.loc) || ismob(beacon.loc))//is the beacon in a valid location?
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var/list/data = list()
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var/datum/bank_account/D = SSeconomy.get_dep_account(cargo_account)
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if(D)
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data["points"] = D.account_balance
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data["locked"] = locked//swipe an ID to unlock
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data["siliconUser"] = HAS_SILICON_ACCESS(user)
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data["beaconzone"] = beacon ? get_area(beacon) : ""//where is the beacon located? outputs in the tgui
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data["usingBeacon"] = usingBeacon //is the mode set to deliver to the beacon or the cargobay?
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data["canBeacon"] = !usingBeacon || canBeacon //is the mode set to beacon delivery, and is the beacon in a valid location?
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data["canBuyBeacon"] = cooldown <= 0 && D.account_balance >= BEACON_COST
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data["beaconError"] = usingBeacon && !canBeacon ? "(BEACON ERROR)" : ""//changes button text to include an error alert if necessary
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data["hasBeacon"] = beacon != null//is there a linked beacon?
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data["beaconName"] = beacon ? beacon.name : "No Beacon Found"
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data["printMsg"] = cooldown > 0 ? "Print Beacon for [BEACON_COST] credits ([cooldown])" : "Print Beacon for [BEACON_COST] credits"//buttontext for printing beacons
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data["supplies"] = list()
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message = "Sales are near-instantaneous - please choose carefully."
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if(SSshuttle.supply_blocked)
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message = blockade_warning
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if(usingBeacon && !beacon)
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message = "BEACON ERROR: BEACON MISSING"//beacon was destroyed
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else if (usingBeacon && !canBeacon)
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message = "BEACON ERROR: MUST BE EXPOSED"//beacon's loc/user's loc must be a turf
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if(obj_flags & EMAGGED)
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message = "(&!#@ERROR: R0UTING_#PRO7O&OL MALF(*CT#ON. $UG%ESTE@ ACT#0N: !^/PULS3-%E)ET CIR*)ITB%ARD."
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data["message"] = message
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if(!meme_pack_data)
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packin_up()
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stack_trace("There was no pack data for [src]")
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data["supplies"] = meme_pack_data
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if (cooldown > 0)//cooldown used for printing beacons
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cooldown--
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return data
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/obj/machinery/computer/cargo/express/ui_act(action, params, datum/tgui/ui)
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. = ..()
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if(.)
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return
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var/mob/user = ui.user
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switch(action)
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if("LZCargo")
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usingBeacon = FALSE
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if (beacon)
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beacon.update_status(SP_UNREADY) //ready light on beacon will turn off
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if("LZBeacon")
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usingBeacon = TRUE
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if (beacon)
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beacon.update_status(SP_READY) //turns on the beacon's ready light
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if("printBeacon")
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var/datum/bank_account/D = SSeconomy.get_dep_account(cargo_account)
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if(D)
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if(D.adjust_money(-BEACON_COST))
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cooldown = 10//a ~ten second cooldown for printing beacons to prevent spam
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var/obj/item/supplypod_beacon/C = new /obj/item/supplypod_beacon(drop_location())
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C.link_console(src, user)//rather than in beacon's Initialize(), we can assign the computer to the beacon by reusing this proc)
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printed_beacons++//printed_beacons starts at 0, so the first one out will be called beacon # 1
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beacon.name = "Supply Pod Beacon #[printed_beacons]"
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if("add")//Generate Supply Order first
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if(TIMER_COOLDOWN_RUNNING(src, COOLDOWN_EXPRESSPOD_CONSOLE))
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say("Railgun recalibrating. Stand by.")
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return
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var/id = params["id"]
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id = text2path(id) || id
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var/datum/supply_pack/pack = SSshuttle.supply_packs[id]
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if(!istype(pack))
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CRASH("Unknown supply pack id given by express order console ui. ID: [params["id"]]")
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var/name = "*None Provided*"
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var/rank = "*None Provided*"
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var/ckey = user.ckey
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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name = H.get_authentification_name()
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rank = H.get_assignment(hand_first = TRUE)
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else if(HAS_SILICON_ACCESS(user))
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name = user.real_name
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rank = "Silicon"
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var/reason = ""
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var/list/empty_turfs
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var/datum/supply_order/SO = new(pack, name, rank, ckey, reason)
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var/points_to_check
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var/datum/bank_account/D = SSeconomy.get_dep_account(cargo_account)
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if(D)
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points_to_check = D.account_balance
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if(!(obj_flags & EMAGGED))
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if(SO.pack.get_cost() <= points_to_check)
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var/LZ
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if (istype(beacon) && usingBeacon)//prioritize beacons over landing in cargobay
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LZ = get_turf(beacon)
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beacon.update_status(SP_LAUNCH)
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else if (!usingBeacon)//find a suitable supplypod landing zone in cargobay
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landingzone = GLOB.areas_by_type[/area/station/cargo/storage]
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if (!landingzone)
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WARNING("[src] couldnt find a Quartermaster/Storage (aka cargobay) area on the station, and as such it has set the supplypod landingzone to the area it resides in.")
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landingzone = get_area(src)
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for(var/turf/open/floor/T in landingzone.get_turfs_from_all_zlevels())//uses default landing zone
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if(T.is_blocked_turf())
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continue
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LAZYADD(empty_turfs, T)
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CHECK_TICK
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if(empty_turfs?.len)
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LZ = pick(empty_turfs)
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if (SO.pack.get_cost() <= points_to_check && LZ)//we need to call the cost check again because of the CHECK_TICK call
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TIMER_COOLDOWN_START(src, COOLDOWN_EXPRESSPOD_CONSOLE, 5 SECONDS)
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D.adjust_money(-SO.pack.get_cost())
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if(pack.special_pod)
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new /obj/effect/pod_landingzone(LZ, pack.special_pod, SO)
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else
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new /obj/effect/pod_landingzone(LZ, podType, SO)
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. = TRUE
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update_appearance()
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else
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if(SO.pack.get_cost() * (0.72*MAX_EMAG_ROCKETS) <= points_to_check) // bulk discount :^)
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landingzone = GLOB.areas_by_type[pick(GLOB.the_station_areas)] //override default landing zone
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for(var/turf/open/floor/T in landingzone.get_turfs_from_all_zlevels())
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if(T.is_blocked_turf())
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continue
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LAZYADD(empty_turfs, T)
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CHECK_TICK
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if(empty_turfs?.len)
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TIMER_COOLDOWN_START(src, COOLDOWN_EXPRESSPOD_CONSOLE, 10 SECONDS)
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D.adjust_money(-(SO.pack.get_cost() * (0.72*MAX_EMAG_ROCKETS)))
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SO.generateRequisition(get_turf(src))
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for(var/i in 1 to MAX_EMAG_ROCKETS)
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var/LZ = pick(empty_turfs)
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LAZYREMOVE(empty_turfs, LZ)
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if(pack.special_pod)
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new /obj/effect/pod_landingzone(LZ, pack.special_pod, SO)
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else
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new /obj/effect/pod_landingzone(LZ, podType, SO)
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. = TRUE
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update_appearance()
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CHECK_TICK
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