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# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW RATHER THAN AFTER THE FACT. ## About The Pull Request Hey there, This took a while to do, but here's the gist: Python file now regexes every file in `/code` except for those that have some valid reason to be tacking on more global defines. Some of those reasons are simply just that I don't have the time right now (doing what you see in this PR took a few hours) to refactor and parse what should belong and what should be thrown out. For the time being though, this PR will at least _halt_ people making the mistake of not `#undef`ing any files they `#define` "locally", or within the scope of a file. Most people forget to do this and this leads to a lot of mess later on due to how many variables can be unmanaged on the global level. I've made this mistake, you've made this mistake, it's a common thing. Let's automatically check for it so it can be fixed no-stress. Scenarios this PR corrects: * Forgetting to undef a define but undeffing others. * Not undeffing any defines in your file. * Earmarking a define as a "file local" define, but not defining it. * Having a define be a "file local" define, but having it be used elsewhere. * Having a "local" define not even be in the file that it only shows up in. * Having a completely unused define* (* I kept some of these because they seemed important... Others were junked.) ## Why It's Good For The Game If you wanna use it across multiple files, no reason to not make it a global define (maybe there's a few reasons but let's assume that this is the 95% case). Let me know if you don't like how I re-arranged some of the defines and how you'd rather see it be implemented, and I'd be happy to do that. This was mostly just "eh does it need it or not" sorta stuff. I used a pretty cool way to detect if we should use the standardized GitHub "error" output, you can see the results of that here https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792 ## Changelog Nothing that really concerns players. (I fixed up all this stuff using vscode, no regexes beyond what you see in the python script. sorry downstreams)
444 lines
14 KiB
Plaintext
444 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
|
|
alarm_beep()
|
|
return ..()
|
|
else
|
|
alarm_beep()
|
|
return ..()
|
|
|
|
/mob/living/simple_animal/hostile/bear/fightpit
|
|
name = "fight pit bear"
|
|
desc = "This bear's trained through ancient Russian secrets to fear the walls of its glass prison."
|
|
environment_smash = ENVIRONMENT_SMASH_NONE
|
|
|
|
/obj/effect/decal/hammerandsickle
|
|
name = "hammer and sickle"
|
|
desc = "Communism powerful force."
|
|
icon = 'icons/effects/96x96.dmi'
|
|
icon_state = "communist"
|
|
layer = ABOVE_OPEN_TURF_LAYER
|
|
pixel_x = -32
|
|
pixel_y = -32
|
|
|
|
/obj/effect/decal/hammerandsickle/shuttleRotate(rotation)
|
|
setDir(angle2dir(rotation+dir2angle(dir))) // No parentcall, rest of the rotate code breaks the pixel offset.
|
|
|
|
#undef LUXURY_MESSAGE_COOLDOWN
|