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* Refactors hallucinations slightly, organizes them * Refactors hallucination into a status effect * Further hallucination proper refactoring * Refactors battle hallucinations * Refactors "fake item other" hallucination * Gets it a bit closer to working state * Refactors screwydoll and fake alerts * Refactors fake inhand items * Refactors a few more. - Fake death - Fake messages - Fake sounds - Projectiles * Refactoring delusions, hallucination effects * Furthering the hallucination status effect - removes copypaste of hallucination pulses * Almost finalizes the changeover to status effect * Last staus effect stuff * Delusion business * Airlocks, fire, and more delusion stuff * Finishes screwyhud. It compiles now! * Swaps screwyhud over to a grouped status effect * Removes hal_screwyhud * Comment * Bugfixing * image cleaning * Get rid of this it came back * What if I finished this branch? * Oops * Messing with the randomness * Mass hallucination tweaks * + * Some more mass tweaks * Review * Updates * Unit tests hallucination icons * More tweaks * Move folder * Another re-name * Minor tweaks * Anomaly unity * Mass hallucination buffs * t * Sig * Merge * Lints * Unit test already coming in clutch * Another failure * Use named args for cause_hallucination via some define trickery * Some cleanup * This is better * adds some hallucinations * Oops * More sounds * Tweaks * Some additional documentation * Flash * Fixes mass hallucination * Json changes * Updates documentation * Json conflicts * Makes it work * Missed that one too * Helpers * More signalization (WIP) * Fixes bump * Missed a helper use * Dumb
71 lines
2.0 KiB
Plaintext
71 lines
2.0 KiB
Plaintext
///Allows an admin to force an event
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/client/proc/forceEvent()
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set name = "Trigger Event"
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set category = "Admin.Events"
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if(!holder ||!check_rights(R_FUN))
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return
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holder.forceEvent()
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///Opens up the Force Event Panel
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/datum/admins/proc/forceEvent()
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if(!check_rights(R_FUN))
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return
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var/datum/force_event/ui = new(usr)
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ui.ui_interact(usr)
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/// Force Event Panel
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/datum/force_event
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/datum/force_event/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "ForceEvent")
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ui.open()
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/datum/force_event/ui_state(mob/user)
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return GLOB.fun_state
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/datum/force_event/ui_static_data(mob/user)
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var/list/data = list()
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data["categories"] = list()
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for(var/datum/round_event_control/event_control in SSevents.control)
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if(!data["categories"][event_control.category])
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data["categories"][event_control.category] = list(
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"name" = event_control.category,
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"events" = list()
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)
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data["categories"][event_control.category]["events"] += list(list(
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"name" = event_control.name,
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"description" = event_control.description,
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"type" = event_control.type
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))
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return data
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/datum/force_event/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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if(..())
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return
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if(!check_rights(R_FUN))
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return
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switch(action)
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if("forceevent")
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var/announce_event = params["announce"]
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var/string_path = params["type"]
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if(!string_path)
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return
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var/event_to_run_type = text2path(string_path)
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if(!event_to_run_type)
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return
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var/datum/round_event_control/event = locate(event_to_run_type) in SSevents.control
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if(!event)
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return
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if(event.admin_setup(usr) == ADMIN_CANCEL_EVENT)
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return
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var/always_announce_chance = 100
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var/no_announce_chance = 0
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event.runEvent(announce_chance_override = announce_event ? always_announce_chance : no_announce_chance, admin_forced = TRUE)
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message_admins("[key_name_admin(usr)] has triggered an event. ([event.name])")
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log_admin("[key_name(usr)] has triggered an event. ([event.name])")
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