Fix silly stuff

This commit is contained in:
Cadyn
2020-10-05 19:46:50 -07:00
parent 07775449d7
commit 1d0e69633f
38 changed files with 2229 additions and 1229 deletions

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@@ -0,0 +1,22 @@
SUBSYSTEM_DEF(nanoui)
name = "NanoUI"
wait = 5
flags = SS_NO_INIT
// a list of current open /nanoui UIs, grouped by src_object and ui_key
var/list/open_uis = list()
// a list of current open /nanoui UIs, not grouped, for use in processing
var/list/processing_uis = list()
/datum/controller/subsystem/nanoui/Recover()
if(SSnanoui.open_uis)
open_uis |= SSnanoui.open_uis
if(SSnanoui.processing_uis)
processing_uis |= SSnanoui.processing_uis
/datum/controller/subsystem/nanoui/stat_entry()
return ..("[processing_uis.len] UIs")
/datum/controller/subsystem/nanoui/fire(resumed)
for(var/thing in processing_uis)
var/datum/nanoui/UI = thing
UI.process()

View File

@@ -29,7 +29,7 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 1)
job_description = "The Site Manager manages the other Command Staff, and through them the rest of the station. Though they have access to everything, \ job_description = "The Site Manager manages the other Command Staff, and through them the rest of the station. Though they have access to everything, \
they do not understand everything, and are expected to delegate tasks to the appropriate crew member. The Site Manager is expected to \ they do not understand everything, and are expected to delegate tasks to the appropriate crew member. The Site Manager is expected to \
have an understanding of Standard Operating Procedure, and is subject to it, and legal action, in the same way as every other crew member." have an understanding of Standard Operating Procedure, and is subject to it, and legal action, in the same way as every other crew member."
alt_titles = list("Overseer"= /datum/alt_title/overseer) alt_titles = list("Overseer"= /datum/alt_title/overseer,"Colony Director"= /datum/alt_title/colonydirector) //CHOMPEdit
//YW UNCOMMENTINGSTART: REINSTATE LOYALTY IMPLANT //YW UNCOMMENTINGSTART: REINSTATE LOYALTY IMPLANT
/datum/job/captain/equip(var/mob/living/carbon/human/H) /datum/job/captain/equip(var/mob/living/carbon/human/H)
@@ -46,7 +46,8 @@ var/datum/announcement/minor/captain_announcement = new(do_newscast = 1)
// Captain Alt Titles // Captain Alt Titles
/datum/alt_title/overseer /datum/alt_title/overseer
title = "Overseer" title = "Overseer"
/datum/alt_title/colonydirector //CHOMPEdit
title = "Colony Director" //CHOMPEdit
////////////////////////////////// //////////////////////////////////
// Head of Personnel // Head of Personnel
////////////////////////////////// //////////////////////////////////

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@@ -54,7 +54,7 @@ var/list/assistant_occupations = list(
var/list/command_positions = list( var/list/command_positions = list(
"Colony Director", "Site Manager",
"Head of Personnel", "Head of Personnel",
"Head of Security", "Head of Security",
"Chief Engineer", "Chief Engineer",
@@ -136,7 +136,7 @@ var/list/nonhuman_positions = list(
) )
var/list/whitelisted_positions = list( var/list/whitelisted_positions = list(
"Colony Director", "Site Manager",
"Head of Personnel", "Head of Personnel",
"Head of Security", "Head of Security",
"Chief Engineer", "Chief Engineer",

View File

@@ -233,10 +233,6 @@
else else
to_chat(usr, "<span class='warning'>Cannot issue pass without issuing ID.</span>") to_chat(usr, "<span class='warning'>Cannot issue pass without issuing ID.</span>")
<<<<<<< HEAD
add_fingerprint(usr) add_fingerprint(usr)
return TRUE return TRUE
=======
src.add_fingerprint(usr)
SSnanoui.update_uis(src)
>>>>>>> master-holder

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@@ -0,0 +1,952 @@
// Communicator peripheral devices
// Internal devices that attack() can be relayed to
// Additional UI menus for added functionality
/obj/item/weapon/commcard
name = "generic commcard"
desc = "A peripheral plug-in for personal communicators."
icon = 'icons/obj/pda.dmi'
icon_state = "cart"
item_state = "electronic"
w_class = ITEMSIZE_TINY
var/list/internal_devices = list() // Devices that can be toggled on to trigger on attack()
var/list/active_devices = list() // Devices that will be triggered on attack()
var/list/ui_templates = list() // List of ui templates the commcard can access
var/list/internal_data = list() // Data that shouldn't be updated every time nanoUI updates, or needs to persist between updates
/obj/item/weapon/commcard/proc/get_device_status()
var/list/L = list()
var/i = 1
for(var/obj/I in internal_devices)
if(I in active_devices)
L[++L.len] = list("name" = "\proper[I.name]", "active" = 1, "index" = i++)
else
L[++L.len] = list("name" = I.name, "active" = 0, "index" = i++)
return L
// cartridge.get_data() returns a list of tuples:
// The field element is the tag used to access the information by the template
// The value element is the actual data, and can take any form necessary for the template
/obj/item/weapon/commcard/proc/get_data()
return list()
// Handles cartridge-specific functions
// The helper.link() MUST HAVE 'cartridge_topic' passed into the href in order for cartridge functions to be processed.
// Doesn't matter what the value of it is for now, it's just a flag to say, "Hey, there's cartridge data to change!"
/obj/item/weapon/commcard/Topic(href, href_list)
// Signalers
if(href_list["signaler_target"])
var/obj/item/device/assembly/signaler/S = locate(href_list["signaler_target"]) // Should locate the correct signaler
if(!istype(S)) // Ref is no longer valid
return
if(S.loc != src) // No longer within the cartridge
return
switch(href_list["signaler_action"])
if("Pulse")
S.activate()
if("Edit")
var/mob/user = locate(href_list["user"])
if(!istype(user)) // Ref no longer valid
return
var/newVal = input(user, "Input a new [href_list["signaler_value"]].", href_list["signaler_value"], (href_list["signaler_value"] == "Code" ? S.code : S.frequency)) as num|null
if(newVal)
switch(href_list["signaler_value"])
if("Code")
S.code = newVal
if("Frequency")
S.frequency = newVal
// Refresh list of powernet sensors
if(href_list["powernet_refresh"])
internal_data["grid_sensors"] = find_powernet_sensors()
// Load apc's on targeted powernet
if(href_list["powernet_target"])
internal_data["powernet_target"] = href_list["powernet_target"]
// GPS units
if(href_list["gps_target"])
var/obj/item/device/gps/G = locate(href_list["gps_target"])
if(!istype(G)) // Ref is no longer valid
return
if(G.loc != src) // No longer within the cartridge
return
switch(href_list["gps_action"])
if("Power")
G.tracking = text2num(href_list["value"])
if("Long_Range")
G.local_mode = text2num(href_list["value"])
if("Hide_Signal")
G.hide_signal = text2num(href_list["value"])
if("Tag")
var/mob/user = locate(href_list["user"])
if(!istype(user)) // Ref no longer valid
return
var/newTag = input(user, "Please enter desired tag.", G.tag) as text|null
if(newTag)
G.tag = newTag
if(href_list["active_category"])
internal_data["supply_category"] = href_list["active_category"]
// Supply topic
// Copied from /obj/machinery/computer/supplycomp/Topic()
// code\game\machinery\computer\supply.dm, line 188
// Unfortunately, in order to support complete functionality, the whole thing is necessary
if(href_list["pack_ref"])
var/datum/supply_pack/S = locate(href_list["pack_ref"])
// Invalid ref
if(!istype(S))
return
// Expand the supply pack's contents
if(href_list["expand"])
internal_data["supply_pack_expanded"] ^= S
// Make a request for the pack
if(href_list["request"])
var/mob/user = locate(href_list["user"])
if(!istype(user)) // Invalid ref
return
if(world.time < internal_data["supply_reqtime"])
visible_message("<span class='warning'>[src] flashes, \"[internal_data["supply_reqtime"] - world.time] seconds remaining until another requisition form may be printed.\"</span>")
return
var/timeout = world.time + 600
var/reason = sanitize(input(user, "Reason:","Why do you require this item?","") as null|text)
if(world.time > timeout)
to_chat(user, "<span class='warning'>Error. Request timed out.</span>")
return
if(!reason)
return
SSsupply.create_order(S, user, reason)
internal_data["supply_reqtime"] = (world.time + 5) % 1e5
if(href_list["order_ref"])
var/datum/supply_order/O = locate(href_list["order_ref"])
// Invalid ref
if(!istype(O))
return
var/mob/user = locate(href_list["user"])
if(!istype(user)) // Invalid ref
return
if(href_list["edit"])
var/new_val = sanitize(input(user, href_list["edit"], "Enter the new value for this field:", href_list["default"]) as null|text)
if(!new_val)
return
switch(href_list["edit"])
if("Supply Pack")
O.name = new_val
if("Cost")
var/num = text2num(new_val)
if(num)
O.cost = num
if("Index")
var/num = text2num(new_val)
if(num)
O.index = num
if("Reason")
O.comment = new_val
if("Ordered by")
O.ordered_by = new_val
if("Ordered at")
O.ordered_at = new_val
if("Approved by")
O.approved_by = new_val
if("Approved at")
O.approved_at = new_val
if(href_list["approve"])
SSsupply.approve_order(O, user)
if(href_list["deny"])
SSsupply.deny_order(O, user)
if(href_list["delete"])
SSsupply.delete_order(O, user)
if(href_list["clear_all_requests"])
var/mob/user = locate(href_list["user"])
if(!istype(user)) // Invalid ref
return
SSsupply.deny_all_pending(user)
if(href_list["export_ref"])
var/datum/exported_crate/E = locate(href_list["export_ref"])
// Invalid ref
if(!istype(E))
return
var/mob/user = locate(href_list["user"])
if(!istype(user)) // Invalid ref
return
if(href_list["index"])
var/list/L = E.contents[href_list["index"]]
if(href_list["edit"])
var/field = alert(user, "Select which field to edit", , "Name", "Quantity", "Value")
var/new_val = sanitize(input(user, href_list["edit"], "Enter the new value for this field:", href_list["default"]) as null|text)
if(!new_val)
return
switch(field)
if("Name")
L["object"] = new_val
if("Quantity")
var/num = text2num(new_val)
if(num)
L["quantity"] = num
if("Value")
var/num = text2num(new_val)
if(num)
L["value"] = num
if(href_list["delete"])
E.contents.Cut(href_list["index"], href_list["index"] + 1)
// Else clause means they're editing/deleting the whole export report, rather than a specific item in it
else if(href_list["edit"])
var/new_val = sanitize(input(user, href_list["edit"], "Enter the new value for this field:", href_list["default"]) as null|text)
if(!new_val)
return
switch(href_list["edit"])
if("Name")
E.name = new_val
if("Value")
var/num = text2num(new_val)
if(num)
E.value = num
else if(href_list["delete"])
SSsupply.delete_export(E, user)
else if(href_list["add_item"])
SSsupply.add_export_item(E, user)
if(SSsupply && SSsupply.shuttle)
switch(href_list["send_shuttle"])
if("send_away")
if(SSsupply.shuttle.forbidden_atoms_check())
to_chat(usr, "<span class='warning'>For safety reasons the automated supply shuttle cannot transport live organisms, classified nuclear weaponry or homing beacons.</span>")
else
SSsupply.shuttle.launch(src)
to_chat(usr, "<span class='notice'>Initiating launch sequence.</span>")
if("send_to_station")
SSsupply.shuttle.launch(src)
to_chat(usr, "<span class='notice'>The supply shuttle has been called and will arrive in approximately [round(SSsupply.movetime/600,1)] minutes.</span>")
if("cancel_shuttle")
SSsupply.shuttle.cancel_launch(src)
if("force_shuttle")
SSsupply.shuttle.force_launch(src)
// Status display
switch(href_list["stat_display"])
if("message")
post_status("message", internal_data["stat_display_line1"], internal_data["stat_display_line2"])
internal_data["stat_display_special"] = "message"
if("alert")
post_status("alert", href_list["alert"])
internal_data["stat_display_special"] = href_list["alert"]
if("setmsg")
internal_data["stat_display_line[href_list["line"]]"] = reject_bad_text(sanitize(input("Line 1", "Enter Message Text", internal_data["stat_display_line[href_list["line"]]"]) as text|null, 40), 40)
else
post_status(href_list["stat_display"])
internal_data["stat_display_special"] = href_list["stat_display"]
// Merc shuttle blast door controls
switch(href_list["all_blast_doors"])
if("open")
for(var/obj/machinery/door/blast/B in internal_data["shuttle_doors"])
B.open()
if("close")
for(var/obj/machinery/door/blast/B in internal_data["shuttle_doors"])
B.close()
if(href_list["scan_blast_doors"])
internal_data["shuttle_doors"] = find_blast_doors()
if(href_list["toggle_blast_door"])
var/obj/machinery/door/blast/B = locate(href_list["toggle_blast_door"])
if(!B)
return
spawn(0)
if(B.density)
B.open()
else
B.close()
// Updates status displays with a new message
// Copied from /obj/item/weapon/cartridge/proc/post_status(),
// code/game/objects/items/devices/PDA/cart.dm, line 251
/obj/item/weapon/commcard/proc/post_status(var/command, var/data1, var/data2)
var/datum/radio_frequency/frequency = radio_controller.return_frequency(1435)
if(!frequency)
return
var/datum/signal/status_signal = new
status_signal.source = src
status_signal.transmission_method = TRANSMISSION_RADIO
status_signal.data["command"] = command
switch(command)
if("message")
status_signal.data["msg1"] = data1
status_signal.data["msg2"] = data2
internal_data["stat_display_active1"] = data1 // Update the internally stored message, we won't get receive_signal if we're the sender
internal_data["stat_display_active2"] = data2
if(loc)
var/obj/item/PDA = loc
var/mob/user = PDA.fingerprintslast
log_admin("STATUS: [user] set status screen with [src]. Message: [data1] [data2]")
message_admins("STATUS: [user] set status screen with [src]. Message: [data1] [data2]")
if("alert")
status_signal.data["picture_state"] = data1
frequency.post_signal(src, status_signal)
// Receives updates by external devices to the status displays
/obj/item/weapon/commcard/receive_signal(var/datum/signal/signal, var/receive_method, var/receive_param)
internal_data["stat_display_special"] = signal.data["command"]
switch(signal.data["command"])
if("message")
internal_data["stat_display_active1"] = signal.data["msg1"]
internal_data["stat_display_active2"] = signal.data["msg2"]
if("alert")
internal_data["stat_display_special"] = signal.data["picture_state"]
///////////////////////////
// SUBTYPES
///////////////////////////
// Engineering Cartridge:
// Devices
// *- Halogen Counter
// Templates
// *- Power Monitor
/obj/item/weapon/commcard/engineering
name = "\improper Power-ON cartridge"
icon_state = "cart-e"
ui_templates = list(list("name" = "Power Monitor", "template" = "comm_power_monitor.tmpl"))
/obj/item/weapon/commcard/engineering/New()
..()
internal_devices |= new /obj/item/device/halogen_counter(src)
/obj/item/weapon/commcard/engineering/Initialize()
internal_data["grid_sensors"] = find_powernet_sensors()
internal_data["powernet_target"] = ""
/obj/item/weapon/commcard/engineering/get_data()
return list(
list("field" = "powernet_monitoring", "value" = get_powernet_monitoring_list()),
list("field" = "powernet_target", "value" = get_powernet_target(internal_data["powernet_target"]))
)
// Atmospherics Cartridge:
// Devices
// *- Gas scanner
/obj/item/weapon/commcard/atmos
name = "\improper BreatheDeep cartridge"
icon_state = "cart-a"
/obj/item/weapon/commcard/atmos/New()
..()
internal_devices |= new /obj/item/device/analyzer(src)
// Medical Cartridge:
// Devices
// *- Halogen Counter
// *- Health Analyzer
// Templates
// *- Medical Records
/obj/item/weapon/commcard/medical
name = "\improper Med-U cartridge"
icon_state = "cart-m"
ui_templates = list(list("name" = "Medical Records", "template" = "med_records.tmpl"))
/obj/item/weapon/commcard/medical/New()
..()
internal_devices |= new /obj/item/device/healthanalyzer(src)
internal_devices |= new /obj/item/device/halogen_counter(src)
/obj/item/weapon/commcard/medical/get_data()
return list(list("field" = "med_records", "value" = get_med_records()))
// Chemistry Cartridge:
// Devices
// *- Halogen Counter
// *- Health Analyzer
// *- Reagent Scanner
// Templates
// *- Medical Records
/obj/item/weapon/commcard/medical/chemistry
name = "\improper ChemWhiz cartridge"
icon_state = "cart-chem"
/obj/item/weapon/commcard/medical/chemistry/New()
..()
internal_devices |= new /obj/item/device/reagent_scanner(src)
// Detective Cartridge:
// Devices
// *- Halogen Counter
// *- Health Analyzer
// Templates
// *- Medical Records
// *- Security Records
/obj/item/weapon/commcard/medical/detective
name = "\improper D.E.T.E.C.T. cartridge"
icon_state = "cart-s"
ui_templates = list(
list("name" = "Medical Records", "template" = "med_records.tmpl"),
list("name" = "Security Records", "template" = "sec_records.tmpl")
)
/obj/item/weapon/commcard/medical/detective/get_data()
var/list/data = ..()
data[++data.len] = list("field" = "sec_records", "value" = get_sec_records())
return data
// Internal Affairs Cartridge:
// Templates
// *- Security Records
// *- Employment Records
/obj/item/weapon/commcard/int_aff
name = "\improper P.R.O.V.E. cartridge"
icon_state = "cart-s"
ui_templates = list(
list("name" = "Employment Records", "template" = "emp_records.tmpl"),
list("name" = "Security Records", "template" = "sec_records.tmpl")
)
/obj/item/weapon/commcard/int_aff/get_data()
return list(
list("field" = "emp_records", "value" = get_emp_records()),
list("field" = "sec_records", "value" = get_sec_records())
)
// Security Cartridge:
// Templates
// *- Security Records
// *- Security Bot Access
/obj/item/weapon/commcard/security
name = "\improper R.O.B.U.S.T. cartridge"
icon_state = "cart-s"
ui_templates = list(
list("name" = "Security Records", "template" = "sec_records.tmpl"),
list("name" = "Security Bot Control", "template" = "sec_bot_access.tmpl")
)
/obj/item/weapon/commcard/security/get_data()
return list(
list("field" = "sec_records", "value" = get_sec_records()),
list("field" = "sec_bot_access", "value" = get_sec_bot_access())
)
// Janitor Cartridge:
// Templates
// *- Janitorial Locator Magicbox
/obj/item/weapon/commcard/janitor
name = "\improper CustodiPRO cartridge"
desc = "The ultimate in clean-room design."
ui_templates = list(
list("name" = "Janitorial Supply Locator", "template" = "janitorialLocator.tmpl")
)
/obj/item/weapon/commcard/janitor/get_data()
return list(
list("field" = "janidata", "value" = get_janitorial_locations())
)
// Signal Cartridge:
// Devices
// *- Signaler
// Templates
// *- Signaler Access
/obj/item/weapon/commcard/signal
name = "generic signaler cartridge"
desc = "A data cartridge with an integrated radio signaler module."
ui_templates = list(
list("name" = "Integrated Signaler Control", "template" = "signaler_access.tmpl")
)
/obj/item/weapon/commcard/signal/New()
..()
internal_devices |= new /obj/item/device/assembly/signaler(src)
/obj/item/weapon/commcard/signal/get_data()
return list(
list("field" = "signaler_access", "value" = get_int_signalers())
)
// Science Cartridge:
// Devices
// *- Signaler
// *- Reagent Scanner
// *- Gas Scanner
// Templates
// *- Signaler Access
/obj/item/weapon/commcard/signal/science
name = "\improper Signal Ace 2 cartridge"
desc = "Complete with integrated radio signaler!"
icon_state = "cart-tox"
// UI templates inherited
/obj/item/weapon/commcard/signal/science/New()
..()
internal_devices |= new /obj/item/device/reagent_scanner(src)
internal_devices |= new /obj/item/device/analyzer(src)
// Supply Cartridge:
// Templates
// *- Supply Records
/obj/item/weapon/commcard/supply
name = "\improper Space Parts & Space Vendors cartridge"
desc = "Perfect for the Quartermaster on the go!"
icon_state = "cart-q"
ui_templates = list(
list("name" = "Supply Records", "template" = "supply_records.tmpl")
)
/obj/item/weapon/commcard/supply/New()
..()
internal_data["supply_category"] = null
internal_data["supply_controls"] = FALSE // Cannot control the supply shuttle, cannot accept orders
internal_data["supply_pack_expanded"] = list()
internal_data["supply_reqtime"] = -1
/obj/item/weapon/commcard/supply/get_data()
// Supply records data
var/list/shuttle_status = get_supply_shuttle_status()
var/list/orders = get_supply_orders()
var/list/receipts = get_supply_receipts()
var/list/misc_supply_data = get_misc_supply_data() // Packaging this stuff externally so it's less hardcoded into the specific cartridge
var/list/pack_list = list() // List of supply packs within the currently selected category
if(internal_data["supply_category"])
pack_list = get_supply_pack_list()
return list(
list("field" = "shuttle_auth", "value" = misc_supply_data["shuttle_auth"]),
list("field" = "order_auth", "value" = misc_supply_data["order_auth"]),
list("field" = "supply_points", "value" = misc_supply_data["supply_points"]),
list("field" = "categories", "value" = misc_supply_data["supply_categories"]),
list("field" = "contraband", "value" = misc_supply_data["contraband"]),
list("field" = "active_category", "value" = internal_data["supply_category"]),
list("field" = "shuttle", "value" = shuttle_status),
list("field" = "orders", "value" = orders),
list("field" = "receipts", "value" = receipts),
list("field" = "supply_packs", "value" = pack_list)
)
// Command Cartridge:
// Templates
// *- Status Display Access
// *- Employment Records
/obj/item/weapon/commcard/head
name = "\improper Easy-Record DELUXE"
icon_state = "cart-h"
ui_templates = list(
list("name" = "Status Display Access", "template" = "stat_display_access.tmpl"),
list("name" = "Employment Records", "template" = "emp_records.tmpl")
)
/obj/item/weapon/commcard/head/New()
..()
internal_data["stat_display_line1"] = null
internal_data["stat_display_line2"] = null
internal_data["stat_display_active1"] = null
internal_data["stat_display_active2"] = null
internal_data["stat_display_special"] = null
/obj/item/weapon/commcard/head/Initialize()
// Have to register the commcard with the Radio controller to receive updates to the status displays
radio_controller.add_object(src, 1435)
..()
/obj/item/weapon/commcard/head/Destroy()
// Have to unregister the commcard for proper bookkeeping
radio_controller.remove_object(src, 1435)
..()
/obj/item/weapon/commcard/head/get_data()
return list(
list("field" = "emp_records", "value" = get_emp_records()),
list("field" = "stat_display", "value" = get_status_display())
)
// Head of Personnel Cartridge:
// Templates
// *- Status Display Access
// *- Employment Records
// *- Security Records
// *- Supply Records
// ?- Supply Bot Access
// *- Janitorial Locator Magicbox
/obj/item/weapon/commcard/head/hop
name = "\improper HumanResources9001 cartridge"
icon_state = "cart-h"
ui_templates = list(
list("name" = "Status Display Access", "template" = "stat_display_access.tmpl"),
list("name" = "Employment Records", "template" = "emp_records.tmpl"),
list("name" = "Security Records", "template" = "sec_records.tmpl"),
list("name" = "Supply Records", "template" = "supply_records.tmpl"),
list("name" = "Janitorial Supply Locator", "template" = "janitorialLocator.tmpl")
)
/obj/item/weapon/commcard/head/hop/get_data()
var/list/data = ..()
// Sec records
data[++data.len] = list("field" = "sec_records", "value" = get_sec_records())
// Supply records data
var/list/shuttle_status = get_supply_shuttle_status()
var/list/orders = get_supply_orders()
var/list/receipts = get_supply_receipts()
var/list/misc_supply_data = get_misc_supply_data() // Packaging this stuff externally so it's less hardcoded into the specific cartridge
var/list/pack_list = list() // List of supply packs within the currently selected category
if(internal_data["supply_category"])
pack_list = get_supply_pack_list()
data[++data.len] = list("field" = "shuttle_auth", "value" = misc_supply_data["shuttle_auth"])
data[++data.len] = list("field" = "order_auth", "value" = misc_supply_data["order_auth"])
data[++data.len] = list("field" = "supply_points", "value" = misc_supply_data["supply_points"])
data[++data.len] = list("field" = "categories", "value" = misc_supply_data["supply_categories"])
data[++data.len] = list("field" = "contraband", "value" = misc_supply_data["contraband"])
data[++data.len] = list("field" = "active_category", "value" = internal_data["supply_category"])
data[++data.len] = list("field" = "shuttle", "value" = shuttle_status)
data[++data.len] = list("field" = "orders", "value" = orders)
data[++data.len] = list("field" = "receipts", "value" = receipts)
data[++data.len] = list("field" = "supply_packs", "value" = pack_list)
// Janitorial locator magicbox
data[++data.len] = list("field" = "janidata", "value" = get_janitorial_locations())
return data
// Head of Security Cartridge:
// Templates
// *- Status Display Access
// *- Employment Records
// *- Security Records
// *- Security Bot Access
/obj/item/weapon/commcard/head/hos
name = "\improper R.O.B.U.S.T. DELUXE"
icon_state = "cart-hos"
ui_templates = list(
list("name" = "Status Display Access", "template" = "stat_display_access.tmpl"),
list("name" = "Employment Records", "template" = "emp_records.tmpl"),
list("name" = "Security Records", "template" = "sec_records.tmpl"),
list("name" = "Security Bot Control", "template" = "sec_bot_access.tmpl")
)
/obj/item/weapon/commcard/head/hos/get_data()
var/list/data = ..()
// Sec records
data[++data.len] = list("field" = "sec_records", "value" = get_sec_records())
// Sec bot access
data[++data.len] = list("field" = "sec_bot_access", "value" = get_sec_bot_access())
return data
// Research Director Cartridge:
// Devices
// *- Signaler
// *- Gas Scanner
// *- Reagent Scanner
// Templates
// *- Status Display Access
// *- Employment Records
// *- Signaler Access
/obj/item/weapon/commcard/head/rd
name = "\improper Signal Ace DELUXE"
icon_state = "cart-rd"
ui_templates = list(
list("name" = "Status Display Access", "template" = "stat_display_access.tmpl"),
list("name" = "Employment Records", "template" = "emp_records.tmpl"),
list("name" = "Integrated Signaler Control", "template" = "signaler_access.tmpl")
)
/obj/item/weapon/commcard/head/rd/New()
..()
internal_devices |= new /obj/item/device/analyzer(src)
internal_devices |= new /obj/item/device/reagent_scanner(src)
internal_devices |= new /obj/item/device/assembly/signaler(src)
/obj/item/weapon/commcard/head/rd/get_data()
var/list/data = ..()
// Signaler access
data[++data.len] = list("field" = "signaler_access", "value" = get_int_signalers())
return data
// Chief Medical Officer Cartridge:
// Devices
// *- Health Analyzer
// *- Reagent Scanner
// *- Halogen Counter
// Templates
// *- Status Display Access
// *- Employment Records
// *- Medical Records
/obj/item/weapon/commcard/head/cmo
name = "\improper Med-U DELUXE"
icon_state = "cart-cmo"
ui_templates = list(
list("name" = "Status Display Access", "template" = "stat_display_access.tmpl"),
list("name" = "Employment Records", "template" = "emp_records.tmpl"),
list("name" = "Medical Records", "template" = "med_records.tmpl")
)
/obj/item/weapon/commcard/head/cmo/New()
..()
internal_devices |= new /obj/item/device/healthanalyzer(src)
internal_devices |= new /obj/item/device/reagent_scanner(src)
internal_devices |= new /obj/item/device/halogen_counter(src)
/obj/item/weapon/commcard/head/cmo/get_data()
var/list/data = ..()
// Med records
data[++data.len] = list("field" = "med_records", "value" = get_med_records())
return data
// Chief Engineer Cartridge:
// Devices
// *- Gas Scanner
// *- Halogen Counter
// Templates
// *- Status Display Access
// *- Employment Records
// *- Power Monitoring
/obj/item/weapon/commcard/head/ce
name = "\improper Power-On DELUXE"
icon_state = "cart-ce"
ui_templates = list(
list("name" = "Status Display Access", "template" = "stat_display_access.tmpl"),
list("name" = "Employment Records", "template" = "emp_records.tmpl"),
list("name" = "Power Monitor", "template" = "comm_power_monitor.tmpl")
)
/obj/item/weapon/commcard/head/ce/New()
..()
internal_devices |= new /obj.item/device/analyzer(src)
internal_devices |= new /obj/item/device/halogen_counter(src)
/obj/item/weapon/commcard/head/ce/Initialize()
internal_data["grid_sensors"] = find_powernet_sensors()
internal_data["powernet_target"] = ""
/obj/item/weapon/commcard/head/ce/get_data()
var/list/data = ..()
// Add power monitoring data
data[++data.len] = list("field" = "powernet_monitoring", "value" = get_powernet_monitoring_list())
data[++data.len] = list("field" = "powernet_target", "value" = get_powernet_target(internal_data["powernet_target"]))
return data
// Captain Cartridge:
// Devices
// *- Health analyzer
// *- Gas Scanner
// *- Reagent Scanner
// *- Halogen Counter
// X- GPS - Balance
// *- Signaler
// Templates
// *- Status Display Access
// *- Employment Records
// *- Medical Records
// *- Security Records
// *- Power Monitoring
// *- Supply Records
// X- Supply Bot Access - Mulebots usually break when used
// *- Security Bot Access
// *- Janitorial Locator Magicbox
// X- GPS Access - Balance
// *- Signaler Access
/obj/item/weapon/commcard/head/captain
name = "\improper Value-PAK cartridge"
desc = "Now with 200% more value!"
icon_state = "cart-c"
ui_templates = list(
list("name" = "Status Display Access", "template" = "stat_display_access.tmpl"),
list("name" = "Employment Records", "template" = "emp_records.tmpl"),
list("name" = "Medical Records", "template" = "med_records.tmpl"),
list("name" = "Security Records", "template" = "sec_records.tmpl"),
list("name" = "Security Bot Control", "template" = "sec_bot_access.tmpl"),
list("name" = "Power Monitor", "template" = "comm_power_monitor.tmpl"),
list("name" = "Supply Records", "template" = "supply_records.tmpl"),
list("name" = "Janitorial Supply Locator", "template" = "janitorialLocator.tmpl"),
list("name" = "Integrated Signaler Control", "template" = "signaler_access.tmpl")
)
/obj/item/weapon/commcard/head/captain/New()
..()
internal_devices |= new /obj.item/device/analyzer(src)
internal_devices |= new /obj/item/device/healthanalyzer(src)
internal_devices |= new /obj/item/device/reagent_scanner(src)
internal_devices |= new /obj/item/device/halogen_counter(src)
internal_devices |= new /obj/item/device/assembly/signaler(src)
/obj/item/weapon/commcard/head/captain/get_data()
var/list/data = ..()
//Med records
data[++data.len] = list("field" = "med_records", "value" = get_med_records())
// Sec records
data[++data.len] = list("field" = "sec_records", "value" = get_sec_records())
// Sec bot access
data[++data.len] = list("field" = "sec_bot_access", "value" = get_sec_bot_access())
// Power Monitoring
data[++data.len] = list("field" = "powernet_monitoring", "value" = get_powernet_monitoring_list())
data[++data.len] = list("field" = "powernet_target", "value" = get_powernet_target(internal_data["powernet_target"]))
// Supply records data
var/list/shuttle_status = get_supply_shuttle_status()
var/list/orders = get_supply_orders()
var/list/receipts = get_supply_receipts()
var/list/misc_supply_data = get_misc_supply_data() // Packaging this stuff externally so it's less hardcoded into the specific cartridge
var/list/pack_list = list() // List of supply packs within the currently selected category
if(internal_data["supply_category"])
pack_list = get_supply_pack_list()
data[++data.len] = list("field" = "shuttle_auth", "value" = misc_supply_data["shuttle_auth"])
data[++data.len] = list("field" = "order_auth", "value" = misc_supply_data["order_auth"])
data[++data.len] = list("field" = "supply_points", "value" = misc_supply_data["supply_points"])
data[++data.len] = list("field" = "categories", "value" = misc_supply_data["supply_categories"])
data[++data.len] = list("field" = "contraband", "value" = misc_supply_data["contraband"])
data[++data.len] = list("field" = "active_category", "value" = internal_data["supply_category"])
data[++data.len] = list("field" = "shuttle", "value" = shuttle_status)
data[++data.len] = list("field" = "orders", "value" = orders)
data[++data.len] = list("field" = "receipts", "value" = receipts)
data[++data.len] = list("field" = "supply_packs", "value" = pack_list)
// Janitorial locator magicbox
data[++data.len] = list("field" = "janidata", "value" = get_janitorial_locations())
// Signaler access
data[++data.len] = list("field" = "signaler_access", "value" = get_int_signalers())
return data
// Mercenary Cartridge
// Templates
// *- Merc Shuttle Door Controller
/obj/item/weapon/commcard/mercenary
name = "\improper Detomatix cartridge"
icon_state = "cart"
ui_templates = list(
list("name" = "Shuttle Blast Door Control", "template" = "merc_blast_door_control.tmpl")
)
/obj/item/weapon/commcard/mercenary/Initialize()
internal_data["shuttle_door_code"] = "smindicate" // Copied from PDA code
internal_data["shuttle_doors"] = find_blast_doors()
/obj/item/weapon/commcard/mercenary/get_data()
var/door_status[0]
for(var/obj/machinery/door/blast/B in internal_data["shuttle_doors"])
door_status[++door_status.len] += list(
"open" = B.density,
"name" = B.name,
"ref" = "\ref[B]"
)
return list(
list("field" = "blast_door", "value" = door_status)
)
// Explorer Cartridge
// Devices
// *- GPS
// Templates
// *- GPS Access
// IMPORTANT: NOT MAPPED IN DUE TO BALANCE CONCERNS RE: FINDING THE VICTIMS OF ANTAGS.
// See suit sensors, specifically ease of turning them off, and variable level of settings which may or may not give location
// A GPS in your phone that is either broadcasting position or totally off, and can be hidden in pockets, coats, bags, boxes, etc, is much harder to disable
/obj/item/weapon/commcard/explorer
name = "\improper Explorator cartridge"
icon_state = "cart-tox"
ui_templates = list(
list("name" = "Integrated GPS", "template" = "gps_access.tmpl")
)
/obj/item/weapon/commcard/explorer/New()
..()
internal_devices |= new /obj/item/device/gps/explorer(src)
/obj/item/weapon/commcard/explorer/get_data()
var/list/GPS = get_GPS_lists()
return list(
list("field" = "gps_access", "value" = GPS[1]),
list("field" = "gps_signal", "value" = GPS[2]),
list("field" = "gps_status", "value" = GPS[3])
)

View File

@@ -20,7 +20,7 @@
drop_sound = 'sound/items/drop/axe.ogg' drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg' pickup_sound = 'sound/items/pickup/axe.ogg'
var/material/material //CHOMPEDIT: Start, To make tiles have material variables var/datum/material/material //CHOMPEDIT: Start, To make tiles have material variables
var/default_type = DEFAULT_WALL_MATERIAL var/default_type = DEFAULT_WALL_MATERIAL
var/perunit = SHEET_MATERIAL_AMOUNT var/perunit = SHEET_MATERIAL_AMOUNT
var/apply_colour //CHOMPEDIT: End var/apply_colour //CHOMPEDIT: End

View File

@@ -17,4 +17,4 @@
display_name = "AR-B glasses (CD, HoP, BSG)" display_name = "AR-B glasses (CD, HoP, BSG)"
path = /obj/item/clothing/glasses/omnihud/all path = /obj/item/clothing/glasses/omnihud/all
cost = 2 cost = 2
allowed_roles = list("Colony Director","Head of Personnel","Blueshield Guard") allowed_roles = list("Site Manager","Head of Personnel","Blueshield Guard")

View File

@@ -44,7 +44,7 @@
/datum/gear/uniform/job_nullsuit/cmd /datum/gear/uniform/job_nullsuit/cmd
display_name = "nullsuit, cmd" display_name = "nullsuit, cmd"
path = /obj/item/clothing/under/rank/nullsuit/cmd path = /obj/item/clothing/under/rank/nullsuit/cmd
allowed_roles = list("Head of Security","Colony Director","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Blueshield Guard") allowed_roles = list("Head of Security","Site Manager","Head of Personnel","Chief Engineer","Research Director","Chief Medical Officer","Blueshield Guard")
/datum/gear/uniform/job_nullsuit/sec /datum/gear/uniform/job_nullsuit/sec
display_name = "nullsuit, sec" display_name = "nullsuit, sec"

View File

@@ -1,4 +1,3 @@
<<<<<<< HEAD
/////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////
//Glasses //Glasses
/* /*
@@ -33,7 +32,9 @@ BLIND // can't see anything
sprite_sheets = list( sprite_sheets = list(
"Teshari" = 'icons/mob/species/seromi/eyes.dmi', "Teshari" = 'icons/mob/species/seromi/eyes.dmi',
"Vox" = 'icons/mob/species/vox/eyes.dmi' "Vox" = 'icons/mob/species/vox/eyes.dmi',
"Sergal" = 'icons/mob/species/sergal/eyes_yw.dmi',
SPECIES_GREY_YW = 'icons/mob/species/grey/eyes.dmi'/*ywedit*/
) )
/obj/item/clothing/glasses/update_clothing_icon() /obj/item/clothing/glasses/update_clothing_icon()
@@ -544,528 +545,3 @@ BLIND // can't see anything
desc = "A set of implantable lenses designed to augment your vision" desc = "A set of implantable lenses designed to augment your vision"
icon_state = "thermalimplants" icon_state = "thermalimplants"
item_state_slots = list(slot_r_hand_str = "sunglasses", slot_l_hand_str = "sunglasses") item_state_slots = list(slot_r_hand_str = "sunglasses", slot_l_hand_str = "sunglasses")
=======
///////////////////////////////////////////////////////////////////////
//Glasses
/*
SEE_SELF // can see self, no matter what
SEE_MOBS // can see all mobs, no matter what
SEE_OBJS // can see all objs, no matter what
SEE_TURFS // can see all turfs (and areas), no matter what
SEE_PIXELS// if an object is located on an unlit area, but some of its pixels are
// in a lit area (via pixel_x,y or smooth movement), can see those pixels
BLIND // can't see anything
*/
///////////////////////////////////////////////////////////////////////
/obj/item/clothing/glasses
name = "glasses"
icon = 'icons/obj/clothing/glasses.dmi'
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_EYES
plane_slots = list(slot_glasses)
var/vision_flags = 0
var/darkness_view = 0//Base human is 2
var/see_invisible = -1
var/prescription = 0
var/toggleable = 0
var/off_state = "degoggles"
var/active = 1
var/activation_sound = 'sound/items/goggles_charge.ogg'
var/obj/screen/overlay = null
var/list/away_planes //Holder for disabled planes
drop_sound = 'sound/items/drop/accessory.ogg'
pickup_sound = 'sound/items/pickup/accessory.ogg'
sprite_sheets = list(
"Teshari" = 'icons/mob/species/seromi/eyes.dmi',
"Vox" = 'icons/mob/species/vox/eyes.dmi',
"Sergal" = 'icons/mob/species/sergal/eyes_yw.dmi',
SPECIES_GREY_YW = 'icons/mob/species/grey/eyes.dmi'/*ywedit*/
)
/obj/item/clothing/glasses/update_clothing_icon()
if (ismob(src.loc))
var/mob/M = src.loc
M.update_inv_glasses()
/obj/item/clothing/glasses/proc/can_toggle(mob/living/user)
if(!toggleable)
return FALSE
// Prevent people from just turning their goggles back on.
if(!active && (vision_flags & (SEE_TURFS|SEE_OBJS)))
var/area/A = get_area(src)
if(A.no_spoilers)
return FALSE
return TRUE
/obj/item/clothing/glasses/proc/toggle_active(mob/living/user)
if(active)
active = FALSE
icon_state = off_state
user.update_inv_glasses()
flash_protection = FLASH_PROTECTION_NONE
tint = TINT_NONE
away_planes = enables_planes
enables_planes = null
else
active = TRUE
icon_state = initial(icon_state)
user.update_inv_glasses()
flash_protection = initial(flash_protection)
tint = initial(tint)
enables_planes = away_planes
away_planes = null
user.update_action_buttons()
user.recalculate_vis()
/obj/item/clothing/glasses/attack_self(mob/user)
if(toggleable)
if(!can_toggle(user))
to_chat(user, span("warning", "You don't seem to be able to toggle \the [src] here."))
else
toggle_active(user)
if(active)
to_chat(user, span("notice", "You activate the optical matrix on the [src]."))
else
to_chat(user, span("notice", "You deactivate the optical matrix on the [src]."))
..()
/obj/item/clothing/glasses/meson
name = "optical meson scanner"
desc = "Used for seeing walls, floors, and stuff through anything."
icon_state = "meson"
item_state_slots = list(slot_r_hand_str = "meson", slot_l_hand_str = "meson")
action_button_name = "Toggle Goggles"
origin_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2)
toggleable = 1
vision_flags = SEE_TURFS
enables_planes = list(VIS_FULLBRIGHT, VIS_MESONS)
/obj/item/clothing/glasses/meson/New()
..()
overlay = global_hud.meson
/obj/item/clothing/glasses/meson/prescription
name = "prescription mesons"
desc = "Optical Meson Scanner with prescription lenses."
prescription = 1
/obj/item/clothing/glasses/meson/aviator
name = "engineering aviators"
icon_state = "aviator_eng"
off_state = "aviator"
item_state_slots = list(slot_r_hand_str = "sunglasses", slot_l_hand_str = "sunglasses")
action_button_name = "Toggle HUD"
activation_sound = 'sound/effects/pop.ogg'
/obj/item/clothing/glasses/meson/aviator/prescription
name = "prescription engineering aviators"
desc = "Engineering Aviators with prescription lenses."
prescription = 1
/obj/item/clothing/glasses/hud/health/aviator
name = "medical HUD aviators"
desc = "Modified aviator glasses with a toggled health HUD."
icon_state = "aviator_med"
off_state = "aviator"
action_button_name = "Toggle Mode"
toggleable = 1
activation_sound = 'sound/effects/pop.ogg'
/obj/item/clothing/glasses/hud/health/aviator/prescription
name = "prescription medical HUD aviators"
desc = "Modified aviator glasses with a toggled health HUD. Comes with bonus prescription lenses."
prescription = 6
/obj/item/clothing/glasses/science
name = "Science Goggles"
desc = "The goggles do nothing!"
icon_state = "purple"
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
toggleable = 1
action_button_name = "Toggle Goggles"
item_flags = AIRTIGHT
/obj/item/clothing/glasses/science/New()
..()
overlay = global_hud.science
/obj/item/clothing/glasses/goggles
name = "goggles"
desc = "Just some plain old goggles."
icon_state = "plaingoggles"
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
item_flags = AIRTIGHT
body_parts_covered = EYES
/obj/item/clothing/glasses/night
name = "night vision goggles"
desc = "You can totally see in the dark now!"
icon_state = "night"
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
origin_tech = list(TECH_MAGNET = 2)
darkness_view = 7
toggleable = 1
action_button_name = "Toggle Goggles"
off_state = "denight"
flash_protection = FLASH_PROTECTION_REDUCED
enables_planes = list(VIS_FULLBRIGHT)
/obj/item/clothing/glasses/night/vox
name = "Alien Optics"
species_restricted = list("Vox")
flags = PHORONGUARD
/obj/item/clothing/glasses/night/New()
..()
overlay = global_hud.nvg
/obj/item/clothing/glasses/eyepatch
name = "eyepatch"
desc = "Yarr."
icon_state = "eyepatch"
item_state_slots = list(slot_r_hand_str = "blindfold", slot_l_hand_str = "blindfold")
body_parts_covered = 0
var/eye = null
drop_sound = 'sound/items/drop/gloves.ogg'
pickup_sound = 'sound/items/pickup/gloves.ogg'
/obj/item/clothing/glasses/eyepatch/verb/switcheye()
set name = "Switch Eyepatch"
set category = "Object"
set src in usr
if(!istype(usr, /mob/living)) return
if(usr.stat) return
eye = !eye
if(eye)
icon_state = "[icon_state]_1"
else
icon_state = initial(icon_state)
update_clothing_icon()
/obj/item/clothing/glasses/monocle
name = "monocle"
desc = "Such a dapper eyepiece!"
icon_state = "monocle"
item_state_slots = list(slot_r_hand_str = "headset", slot_l_hand_str = "headset")
body_parts_covered = 0
/obj/item/clothing/glasses/material
name = "optical material scanner"
desc = "Very confusing glasses."
icon_state = "material"
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3)
toggleable = 1
action_button_name = "Toggle Goggles"
vision_flags = SEE_OBJS
enables_planes = list(VIS_FULLBRIGHT)
/obj/item/clothing/glasses/material/New()
..()
overlay = global_hud.material
/obj/item/clothing/glasses/material/prescription
name = "prescription optical material scanner"
prescription = 1
/obj/item/clothing/glasses/graviton
name = "graviton goggles"
desc = "The secrets of space travel are.. not quite yours."
icon_state = "grav"
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
origin_tech = list(TECH_MAGNET = 2, TECH_BLUESPACE = 1)
darkness_view = 5
toggleable = 1
action_button_name = "Toggle Goggles"
off_state = "denight"
vision_flags = SEE_OBJS | SEE_TURFS
flash_protection = FLASH_PROTECTION_REDUCED
enables_planes = list(VIS_FULLBRIGHT, VIS_MESONS)
/obj/item/clothing/glasses/graviton/New()
..()
overlay = global_hud.material
/obj/item/clothing/glasses/regular
name = "prescription glasses"
desc = "Made by Nerd. Co."
icon_state = "glasses"
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
prescription = 1
body_parts_covered = 0
/obj/item/clothing/glasses/regular/scanners
name = "scanning goggles"
desc = "A very oddly shaped pair of goggles with bits of wire poking out the sides. A soft humming sound emanates from it."
icon_state = "uzenwa_sissra_1"
/obj/item/clothing/glasses/regular/hipster
name = "prescription glasses"
desc = "Made by Uncool. Co."
icon_state = "hipster_glasses"
/obj/item/clothing/glasses/threedglasses
desc = "A long time ago, people used these glasses to makes images from screens threedimensional."
name = "3D glasses"
icon_state = "3d"
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
body_parts_covered = 0
/obj/item/clothing/glasses/gglasses
name = "green glasses"
desc = "Forest green glasses, like the kind you'd wear when hatching a nasty scheme."
icon_state = "gglasses"
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
body_parts_covered = 0
/obj/item/clothing/glasses/regular/rimless
name = "prescription rimless glasses"
desc = "Sleek modern glasses with a single sculpted lens."
icon_state = "glasses_rimless"
/obj/item/clothing/glasses/rimless
name = "rimless glasses"
desc = "Sleek modern glasses with a single sculpted lens."
icon_state = "glasses_rimless"
prescription = 0
/obj/item/clothing/glasses/regular/thin
name = "prescription thin-rimmed glasses"
desc = "Glasses with frames are so last century."
icon_state = "glasses_thin"
prescription = 1
/obj/item/clothing/glasses/thin
name = "thin-rimmed glasses"
desc = "Glasses with frames are so last century."
icon_state = "glasses_thin"
prescription = 0
/obj/item/clothing/glasses/sunglasses
name = "sunglasses"
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks many flashes."
icon_state = "sun"
item_state_slots = list(slot_r_hand_str = "sunglasses", slot_l_hand_str = "sunglasses")
darkness_view = -1
flash_protection = FLASH_PROTECTION_MODERATE
/obj/item/clothing/glasses/sunglasses/aviator
name = "aviators"
desc = "A pair of designer sunglasses."
icon_state = "aviator"
/obj/item/clothing/glasses/welding
name = "welding goggles"
desc = "Protects the eyes from welders, approved by the mad scientist association."
icon_state = "welding-g"
item_state_slots = list(slot_r_hand_str = "welding-g", slot_l_hand_str = "welding-g")
action_button_name = "Flip Welding Goggles"
matter = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 1000)
item_flags = AIRTIGHT
var/up = 0
flash_protection = FLASH_PROTECTION_MAJOR
tint = TINT_HEAVY
/obj/item/clothing/glasses/welding/attack_self()
toggle()
/obj/item/clothing/glasses/welding/verb/toggle()
set category = "Object"
set name = "Adjust welding goggles"
set src in usr
if(usr.canmove && !usr.stat && !usr.restrained())
if(src.up)
src.up = !src.up
flags_inv |= HIDEEYES
body_parts_covered |= EYES
icon_state = initial(icon_state)
flash_protection = initial(flash_protection)
tint = initial(tint)
to_chat(usr, "You flip \the [src] down to protect your eyes.")
else
src.up = !src.up
flags_inv &= ~HIDEEYES
body_parts_covered &= ~EYES
icon_state = "[initial(icon_state)]up"
flash_protection = FLASH_PROTECTION_NONE
tint = TINT_NONE
to_chat(usr, "You push \the [src] up out of your face.")
update_clothing_icon()
usr.update_action_buttons()
/obj/item/clothing/glasses/welding/superior
name = "superior welding goggles"
desc = "Welding goggles made from more expensive materials, strangely smells like potatoes."
icon_state = "rwelding-g"
tint = TINT_MODERATE
/obj/item/clothing/glasses/sunglasses/blindfold
name = "blindfold"
desc = "Covers the eyes, preventing sight."
icon_state = "blindfold"
item_state_slots = list(slot_r_hand_str = "blindfold", slot_l_hand_str = "blindfold")
flash_protection = FLASH_PROTECTION_MAJOR
tint = BLIND
drop_sound = 'sound/items/drop/gloves.ogg'
pickup_sound = 'sound/items/pickup/gloves.ogg'
/obj/item/clothing/glasses/sunglasses/blindfold/tape
name = "length of tape"
desc = "It's a robust DIY blindfold!"
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "tape_cross"
item_state_slots = list(slot_r_hand_str = null, slot_l_hand_str = null)
w_class = ITEMSIZE_TINY
/obj/item/clothing/glasses/sunglasses/prescription
name = "prescription sunglasses"
prescription = 1
/obj/item/clothing/glasses/sunglasses/big
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks many flashes."
icon_state = "bigsunglasses"
/obj/item/clothing/glasses/fakesunglasses //Sunglasses without flash immunity
name = "stylish sunglasses"
desc = "A pair of designer sunglasses. Doesn't seem like it'll block flashes."
icon_state = "sun"
item_state_slots = list(slot_r_hand_str = "sunglasses", slot_l_hand_str = "sunglasses")
/obj/item/clothing/glasses/fakesunglasses/aviator
name = "stylish aviators"
desc = "A pair of designer sunglasses. Doesn't seem like it'll block flashes."
icon_state = "aviator"
/obj/item/clothing/glasses/sunglasses/sechud
name = "\improper HUD sunglasses"
desc = "Sunglasses with a HUD."
icon_state = "sunSecHud"
enables_planes = list(VIS_CH_ID,VIS_CH_WANTED,VIS_CH_IMPTRACK,VIS_CH_IMPLOYAL,VIS_CH_IMPCHEM)
/obj/item/clothing/glasses/sunglasses/sechud/tactical
name = "tactical HUD"
desc = "Flash-resistant goggles with inbuilt combat and security information."
icon_state = "swatgoggles"
/obj/item/clothing/glasses/sunglasses/sechud/aviator
name = "security HUD aviators"
desc = "Modified aviator glasses that can be switch between HUD and flash protection modes."
icon_state = "aviator_sec"
off_state = "aviator"
action_button_name = "Toggle Mode"
var/on = 1
toggleable = 1
activation_sound = 'sound/effects/pop.ogg'
/obj/item/clothing/glasses/sunglasses/sechud/aviator/attack_self(mob/user)
if(toggleable && !user.incapacitated())
on = !on
if(on)
flash_protection = FLASH_PROTECTION_NONE
enables_planes = away_planes
away_planes = null
to_chat(usr, "You switch the [src] to HUD mode.")
else
flash_protection = initial(flash_protection)
away_planes = enables_planes
enables_planes = null
to_chat(usr, "You switch \the [src] to flash protection mode.")
update_icon()
user << activation_sound
user.recalculate_vis()
user.update_inv_glasses()
user.update_action_buttons()
/obj/item/clothing/glasses/sunglasses/sechud/aviator/update_icon()
if(on)
icon_state = initial(icon_state)
else
icon_state = off_state
/obj/item/clothing/glasses/sunglasses/sechud/aviator/prescription
name = "prescription security HUD aviators"
desc = "Modified aviator glasses that can be switch between HUD and flash protection modes. Comes with bonus prescription lenses."
prescription = 6
/obj/item/clothing/glasses/sunglasses/medhud
name = "\improper HUD sunglasses"
desc = "Sunglasses with a HUD."
icon_state = "sunMedHud"
enables_planes = list(VIS_CH_STATUS,VIS_CH_HEALTH)
/obj/item/clothing/glasses/thermal
name = "optical thermal scanner"
desc = "Thermals in the shape of glasses."
icon_state = "thermal"
item_state_slots = list(slot_r_hand_str = "glasses", slot_l_hand_str = "glasses")
origin_tech = list(TECH_MAGNET = 3)
toggleable = 1
action_button_name = "Toggle Goggles"
vision_flags = SEE_MOBS
enables_planes = list(VIS_FULLBRIGHT, VIS_CLOAKED)
flash_protection = FLASH_PROTECTION_REDUCED
emp_act(severity)
if(istype(src.loc, /mob/living/carbon/human))
var/mob/living/carbon/human/M = src.loc
to_chat(M, "<font color='red'>The Optical Thermal Scanner overloads and blinds you!</font>")
if(M.glasses == src)
M.Blind(3)
M.eye_blurry = 5
// Don't cure being nearsighted
if(!(M.disabilities & NEARSIGHTED))
M.disabilities |= NEARSIGHTED
spawn(100)
M.disabilities &= ~NEARSIGHTED
..()
/obj/item/clothing/glasses/thermal/New()
..()
overlay = global_hud.thermal
/obj/item/clothing/glasses/thermal/syndi //These are now a traitor item, concealed as mesons. -Pete
name = "optical meson scanner"
desc = "Used for seeing walls, floors, and stuff through anything."
icon_state = "meson"
item_state_slots = list(slot_r_hand_str = "meson", slot_l_hand_str = "meson")
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
/obj/item/clothing/glasses/thermal/plain
toggleable = 0
activation_sound = null
action_button_name = null
/obj/item/clothing/glasses/thermal/plain/monocle
name = "thermonocle"
desc = "A monocle thermal."
icon_state = "thermoncle"
item_state_slots = list(slot_r_hand_str = "sunglasses", slot_l_hand_str = "sunglasses")
toggleable = 1
action_button_name = "Toggle Monocle"
flags = null //doesn't protect eyes because it's a monocle, duh
body_parts_covered = 0
/obj/item/clothing/glasses/thermal/plain/eyepatch
name = "optical thermal eyepatch"
desc = "An eyepatch with built-in thermal optics"
icon_state = "eyepatch"
item_state_slots = list(slot_r_hand_str = "blindfold", slot_l_hand_str = "blindfold")
body_parts_covered = 0
toggleable = 1
action_button_name = "Toggle Eyepatch"
/obj/item/clothing/glasses/thermal/plain/jensen
name = "optical thermal implants"
desc = "A set of implantable lenses designed to augment your vision"
icon_state = "thermalimplants"
item_state_slots = list(slot_r_hand_str = "sunglasses", slot_l_hand_str = "sunglasses")
>>>>>>> master-holder

View File

@@ -1,160 +1,3 @@
<<<<<<< HEAD
/obj/machinery/appliance/cooker/oven
name = "oven"
desc = "Cookies are ready, dear."
icon = 'icons/obj/cooking_machines.dmi'
icon_state = "ovenopen"
cook_type = "baked"
appliancetype = OVEN
food_color = "#A34719"
can_burn_food = TRUE
var/datum/looping_sound/oven/oven_loop
circuit = /obj/item/weapon/circuitboard/oven
active_power_usage = 6 KILOWATTS
heating_power = 6 KILOWATTS
//Based on a double deck electric convection oven
resistance = 12 KILOWATTS // Approx. 12 minutes to heat up.
idle_power_usage = 2 KILOWATTS
//uses ~30% power to stay warm
optimal_power = 0.8 // Oven cooks .2 faster than the default speed.
light_x = 3
light_y = 4
max_contents = 5
container_type = /obj/item/weapon/reagent_containers/cooking_container/oven
stat = POWEROFF //Starts turned off
var/open = FALSE // Start closed just so people don't try to preheat with it open, lol.
output_options = list(
"Pizza" = /obj/item/weapon/reagent_containers/food/snacks/variable/pizza,
"Bread" = /obj/item/weapon/reagent_containers/food/snacks/variable/bread,
"Pie" = /obj/item/weapon/reagent_containers/food/snacks/variable/pie,
"Cake" = /obj/item/weapon/reagent_containers/food/snacks/variable/cake,
"Hot Pocket" = /obj/item/weapon/reagent_containers/food/snacks/variable/pocket,
"Kebab" = /obj/item/weapon/reagent_containers/food/snacks/variable/kebab,
"Waffles" = /obj/item/weapon/reagent_containers/food/snacks/variable/waffles,
"Cookie" = /obj/item/weapon/reagent_containers/food/snacks/variable/cookie,
"Donut" = /obj/item/weapon/reagent_containers/food/snacks/variable/donut,
)
/obj/machinery/appliance/cooker/oven/Initialize()
. = ..()
oven_loop = new(list(src), FALSE)
/obj/machinery/appliance/cooker/oven/Destroy()
QDEL_NULL(oven_loop)
return ..()
/obj/machinery/appliance/cooker/oven/update_icon()
if(!open)
if(!stat)
icon_state = "ovenclosed_on"
if(cooking == TRUE)
icon_state = "ovenclosed_cooking"
if(oven_loop)
oven_loop.start(src)
else
icon_state = "ovenclosed_on"
if(oven_loop)
oven_loop.stop(src)
else
icon_state = "ovenclosed_off"
if(oven_loop)
oven_loop.stop(src)
else
icon_state = "ovenopen"
if(oven_loop)
oven_loop.stop(src)
..()
/obj/machinery/appliance/cooker/oven/AltClick(var/mob/user)
try_toggle_door(user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
/obj/machinery/appliance/cooker/oven/verb/toggle_door()
set src in oview(1)
set category = "Object"
set name = "Open/close oven door"
try_toggle_door(usr)
/obj/machinery/appliance/cooker/oven/proc/try_toggle_door(mob/user)
if(!isliving(usr) || isAI(user))
return
if(!usr.IsAdvancedToolUser())
to_chat(user, "<span class='notice'>You lack the dexterity to do that.</span>")
return
if(!Adjacent(usr))
to_chat(user, "<span class='notice'>You can't reach the [src] from there, get closer!</span>")
return
if(open)
open = FALSE
loss = (heating_power / resistance) * 0.5
cooking = TRUE
else
open = TRUE
loss = (heating_power / resistance) * 4
//When the oven door is opened, heat is lost MUCH faster and you stop cooking (because the door is open)
cooking = FALSE
playsound(src, 'sound/machines/hatch_open.ogg', 20, 1)
to_chat(user, "<span class='notice'>You [open ? "open" : "close"] the oven door.</span>")
update_icon()
/obj/machinery/appliance/cooker/oven/proc/manip(var/obj/item/I)
// check if someone's trying to manipulate the machine
if(I.is_crowbar() || I.is_screwdriver() || istype(I, /obj/item/weapon/storage/part_replacer))
return TRUE
else
return FALSE
/obj/machinery/appliance/cooker/oven/can_insert(var/obj/item/I, var/mob/user)
if(!open && !manip(I))
to_chat(user, "<span class='warning'>You can't put anything in while the door is closed!</span>")
return 0
else
return ..()
//If an oven's door is open it will lose heat every proc, even if it also gained it
//But dont call equalize twice in one stack. A return value of -1 from the parent indicates equalize was already called
/obj/machinery/appliance/cooker/oven/heat_up()
.=..()
if(open && . != -1)
var/turf/T = get_turf(src)
if(temperature > T.temperature)
equalize_temperature()
/obj/machinery/appliance/cooker/oven/can_remove_items(var/mob/user, show_warning = TRUE)
if(!open)
if(show_warning)
to_chat(user, "<span class='warning'>You can't take anything out while the door is closed!</span>")
return 0
else
return ..()
//Oven has lots of recipes and combine options. The chance for interference is high, so
//If a combine target is set the oven will do it instead of checking recipes
/obj/machinery/appliance/cooker/oven/finish_cooking(var/datum/cooking_item/CI)
if(CI.combine_target)
CI.result_type = 3//Combination type. We're making something out of our ingredients
visible_message("<span class='notice'>\The [src] pings!</span>")
combination_cook(CI)
return
else
..()
=======
/obj/machinery/appliance/cooker/oven /obj/machinery/appliance/cooker/oven
name = "oven" name = "oven"
desc = "Cookies are ready, dear." desc = "Cookies are ready, dear."
@@ -310,4 +153,3 @@
return return
else else
..() ..()
>>>>>>> master-holder

View File

@@ -1,6 +1,6 @@
//In future consider cleaning up often used recipes by adding them to the general recipe list with material criteria //In future consider cleaning up often used recipes by adding them to the general recipe list with material criteria
/material/plasteel/generate_recipes() /datum/material/plasteel/generate_recipes()
. = ..() . = ..()
// recipes += new/datum/stack_recipe("Hammer Head", /obj/item/weapon/hammer_head, 2) //CHOMPEdit - Disabled because I had to disable code/game/objects/items/weapons/material/sledgehammer_construction_ch.dm due to lots of errors // recipes += new/datum/stack_recipe("Hammer Head", /obj/item/weapon/hammer_head, 2) //CHOMPEdit - Disabled because I had to disable code/game/objects/items/weapons/material/sledgehammer_construction_ch.dm due to lots of errors
recipes += new/datum/stack_recipe_list("sofas", list( \ recipes += new/datum/stack_recipe_list("sofas", list( \
@@ -10,7 +10,7 @@
new/datum/stack_recipe("sofa corner", /obj/structure/bed/chair/sofa/corner, 1, one_per_turf = 1, on_floor = 1), \ new/datum/stack_recipe("sofa corner", /obj/structure/bed/chair/sofa/corner, 1, one_per_turf = 1, on_floor = 1), \
)) ))
/material/plastic/generate_recipes() /datum/material/plastic/generate_recipes()
. = ..() . = ..()
recipes += new/datum/stack_recipe_list("sofas", list( \ recipes += new/datum/stack_recipe_list("sofas", list( \
new/datum/stack_recipe("sofa middle", /obj/structure/bed/chair/sofa, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \ new/datum/stack_recipe("sofa middle", /obj/structure/bed/chair/sofa, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
@@ -19,7 +19,7 @@
new/datum/stack_recipe("sofa corner", /obj/structure/bed/chair/sofa/corner, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \ new/datum/stack_recipe("sofa corner", /obj/structure/bed/chair/sofa/corner, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \
)) ))
/material/wood/generate_recipes() //Is a little sad we cant have lovely wooden sofa /datum/material/wood/generate_recipes() //Is a little sad we cant have lovely wooden sofa
. = ..() . = ..()
recipes += new/datum/stack_recipe_list("sofas", list( \ recipes += new/datum/stack_recipe_list("sofas", list( \
new/datum/stack_recipe("sofa middle", /obj/structure/bed/chair/sofa, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \ new/datum/stack_recipe("sofa middle", /obj/structure/bed/chair/sofa, 1, one_per_turf = 1, on_floor = 1, supplied_material = "[name]"), \

View File

@@ -1,6 +1,6 @@
//CARPET materials //CARPET materials
/material/carpet /datum/material/carpet
name = MAT_CARPET name = MAT_CARPET
display_name = "comfy" display_name = "comfy"
use_name = "upholstery" use_name = "upholstery"
@@ -14,42 +14,42 @@
protectiveness = 1 // 4% protectiveness = 1 // 4%
conductive = 0 conductive = 0
/material/carpet/teal /datum/material/carpet/teal
name = MAT_CARPET_TEAL name = MAT_CARPET_TEAL
icon_colour = "#007575" icon_colour = "#007575"
stack_type = /obj/item/stack/tile/carpet/teal stack_type = /obj/item/stack/tile/carpet/teal
/material/carpet/bcarpet /datum/material/carpet/bcarpet
name = MAT_CARPET_BLACK name = MAT_CARPET_BLACK
icon_colour = "#1B171E" icon_colour = "#1B171E"
stack_type = /obj/item/stack/tile/carpet/bcarpet stack_type = /obj/item/stack/tile/carpet/bcarpet
/material/carpet/blucarpet /datum/material/carpet/blucarpet
name = MAT_CARPET_BLUE name = MAT_CARPET_BLUE
icon_colour = "#122CDF" icon_colour = "#122CDF"
stack_type = /obj/item/stack/tile/carpet/blucarpet stack_type = /obj/item/stack/tile/carpet/blucarpet
/material/carpet/turcarpet /datum/material/carpet/turcarpet
name = MAT_CARPET_TURQUOISE name = MAT_CARPET_TURQUOISE
icon_colour = "#41A997" icon_colour = "#41A997"
stack_type = /obj/item/stack/tile/carpet/turcarpet stack_type = /obj/item/stack/tile/carpet/turcarpet
/material/carpet/sblucarpet /datum/material/carpet/sblucarpet
name = MAT_CARPET_SILVERBLUE name = MAT_CARPET_SILVERBLUE
icon_colour = "#547EC6" icon_colour = "#547EC6"
stack_type = /obj/item/stack/tile/carpet/sblucarpet stack_type = /obj/item/stack/tile/carpet/sblucarpet
/material/carpet/gaycarpet /datum/material/carpet/gaycarpet
name = MAT_CARPET_PINK name = MAT_CARPET_PINK
icon_colour = "#E12C87" icon_colour = "#E12C87"
stack_type = /obj/item/stack/tile/carpet/gaycarpet stack_type = /obj/item/stack/tile/carpet/gaycarpet
/material/carpet/purcarpet /datum/material/carpet/purcarpet
name = MAT_CARPET_PURPLE name = MAT_CARPET_PURPLE
icon_colour = "#B500A6" icon_colour = "#B500A6"
stack_type = /obj/item/stack/tile/carpet/purcarpet stack_type = /obj/item/stack/tile/carpet/purcarpet
/material/carpet/oracarpet /datum/material/carpet/oracarpet
name = MAT_CARPET_ORANGE name = MAT_CARPET_ORANGE
icon_colour = "#D1D000" icon_colour = "#D1D000"
stack_type = /obj/item/stack/tile/carpet/oracarpet stack_type = /obj/item/stack/tile/carpet/oracarpet

View File

@@ -0,0 +1,7 @@
/*
This state checks that the user is an admin, end of story
*/
/var/global/datum/topic_state/admin_state/admin_state = new()
/datum/topic_state/admin_state/can_use_topic(var/src_object, var/mob/user)
return check_rights(R_ADMIN|R_EVENT, 0, user) ? STATUS_INTERACTIVE : STATUS_CLOSE

View File

@@ -0,0 +1,37 @@
/datum/proc/nano_host()
return src
/datum/proc/nano_container()
return src
/datum/proc/CanUseTopic(var/mob/user, var/datum/topic_state/state)
var/src_object = nano_host()
return state.can_use_topic(src_object, user)
/datum/topic_state/proc/href_list(var/mob/user)
return list()
/datum/topic_state/proc/can_use_topic(var/src_object, var/mob/user)
return STATUS_CLOSE
/mob/proc/shared_nano_interaction()
if (src.stat || !client)
return STATUS_CLOSE // no updates, close the interface
else if (incapacitated())
return STATUS_UPDATE // update only (orange visibility)
return STATUS_INTERACTIVE
/mob/living/silicon/ai/shared_nano_interaction()
if(lacks_power())
return STATUS_CLOSE
if (check_unable(1, 0))
return STATUS_CLOSE
return ..()
/mob/living/silicon/robot/shared_nano_interaction()
. = STATUS_INTERACTIVE
if(!has_power)
return STATUS_CLOSE
if(lockdown)
. = STATUS_DISABLED
return min(., ..())

View File

@@ -0,0 +1,7 @@
/*
This state only checks if user is conscious.
*/
/var/global/datum/topic_state/conscious_state/conscious_state = new()
/datum/topic_state/conscious_state/can_use_topic(var/src_object, var/mob/user)
return user.stat == CONSCIOUS ? STATUS_INTERACTIVE : STATUS_CLOSE

View File

@@ -0,0 +1,18 @@
/*
This state checks if user is somewhere within src_object, as well as the default NanoUI interaction.
*/
/var/global/datum/topic_state/contained_state/contained_state = new()
/datum/topic_state/contained_state/can_use_topic(var/atom/src_object, var/mob/user)
if(!src_object.contains(user))
return STATUS_CLOSE
return user.shared_nano_interaction()
/atom/proc/contains(var/atom/location)
if(!location)
return 0
if(location == src)
return 1
return contains(location.loc)

View File

@@ -0,0 +1,91 @@
/var/global/datum/topic_state/default/default_state = new()
/datum/topic_state/default/href_list(var/mob/user)
return list()
/datum/topic_state/default/can_use_topic(var/src_object, var/mob/user)
return user.default_can_use_topic(src_object)
/mob/proc/default_can_use_topic(var/src_object)
return STATUS_CLOSE // By default no mob can do anything with NanoUI
/mob/observer/dead/default_can_use_topic(var/src_object)
if(can_admin_interact())
return STATUS_INTERACTIVE // Admins are more equal
if(!client || get_dist(src_object, src) > client.view) // Preventing ghosts from having a million windows open by limiting to objects in range
return STATUS_CLOSE
return STATUS_UPDATE // Ghosts can view updates
/mob/living/silicon/pai/default_can_use_topic(var/src_object)
if((src_object == src || src_object == radio || src_object == communicator) && !stat)
return STATUS_INTERACTIVE
else
return ..()
/mob/living/silicon/robot/default_can_use_topic(var/src_object)
. = shared_nano_interaction()
if(. <= STATUS_DISABLED)
return
// robots can interact with things they can see within their view range
if((src_object in view(src)) && get_dist(src_object, src) <= src.client.view)
return STATUS_INTERACTIVE // interactive (green visibility)
return STATUS_DISABLED // no updates, completely disabled (red visibility)
/mob/living/silicon/ai/default_can_use_topic(var/src_object)
. = shared_nano_interaction()
if(. != STATUS_INTERACTIVE)
return
// Prevents the AI from using Topic on admin levels (by for example viewing through the court/thunderdome cameras)
// unless it's on the same level as the object it's interacting with.
var/turf/T = get_turf(src_object)
if(!T || !(z == T.z || (T.z in using_map.player_levels)))
return STATUS_CLOSE
// If an object is in view then we can interact with it
if(src_object in view(client.view, src))
return STATUS_INTERACTIVE
// If we're installed in a chassi, rather than transfered to an inteliCard or other container, then check if we have camera view
if(is_in_chassis())
//stop AIs from leaving windows open and using then after they lose vision
if(cameranet && !cameranet.checkTurfVis(get_turf(src_object)))
return STATUS_CLOSE
return STATUS_INTERACTIVE
else if(get_dist(src_object, src) <= client.view) // View does not return what one would expect while installed in an inteliCard
return STATUS_INTERACTIVE
return STATUS_CLOSE
//Some atoms such as vehicles might have special rules for how mobs inside them interact with NanoUI.
/atom/proc/contents_nano_distance(var/src_object, var/mob/living/user)
return user.shared_living_nano_distance(src_object)
/mob/living/proc/shared_living_nano_distance(var/atom/movable/src_object)
if (!(src_object in view(4, src))) // If the src object is not in visable, disable updates
return STATUS_CLOSE
var/dist = get_dist(src_object, src)
if (dist <= 1)
return STATUS_INTERACTIVE // interactive (green visibility)
else if (dist <= 2)
return STATUS_UPDATE // update only (orange visibility)
else if (dist <= 4)
return STATUS_DISABLED // no updates, completely disabled (red visibility)
return STATUS_CLOSE
/mob/living/default_can_use_topic(var/src_object)
. = shared_nano_interaction(src_object)
if(. != STATUS_CLOSE)
if(loc)
. = min(., loc.contents_nano_distance(src_object, src))
if(STATUS_INTERACTIVE)
return STATUS_UPDATE
/mob/living/carbon/human/default_can_use_topic(var/src_object)
. = shared_nano_interaction(src_object)
if(. != STATUS_CLOSE)
. = min(., shared_living_nano_distance(src_object))
if(. == STATUS_UPDATE && (TK in mutations)) // If we have telekinesis and remain close enough, allow interaction.
return STATUS_INTERACTIVE

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/mob/living/simple_mob/default_can_use_topic(var/src_object)
. = shared_nano_interaction(src_object)
if(. != STATUS_CLOSE)
. = min(., shared_living_nano_distance(src_object))
//Allows simple mobs to interact with nanoui as long as they have "has_hands = TRUE"

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/*
This state always returns STATUS_INTERACTIVE
*/
/var/global/datum/topic_state/interactive/interactive_state = new()
/datum/topic_state/interactive/can_use_topic(var/src_object, var/mob/user)
return STATUS_INTERACTIVE

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/*
This state checks that the src_object is somewhere in the user's first-level inventory (in hands, on ear, etc.), but not further down (such as in bags).
*/
/var/global/datum/topic_state/inventory_state/inventory_state = new()
/datum/topic_state/inventory_state/can_use_topic(var/src_object, var/mob/user)
if(!(src_object in user))
return STATUS_CLOSE
return user.shared_nano_interaction()

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/*
This state checks if src_object is contained anywhere in the user's inventory, including bags, etc.
*/
/var/global/datum/topic_state/deep_inventory_state/deep_inventory_state = new()
/datum/topic_state/deep_inventory_state/can_use_topic(var/src_object, var/mob/user)
if(!user.contains(src_object))
return STATUS_CLOSE
return user.shared_nano_interaction()

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/*
This state checks that the src_object is on the user's glasses slot.
*/
/var/global/datum/topic_state/glasses_state/glasses_state = new()
/datum/topic_state/glasses_state/can_use_topic(var/src_object, var/mob/user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.glasses == src_object)
return user.shared_nano_interaction()
return STATUS_CLOSE
/var/global/datum/topic_state/nif_state/nif_state = new()
/datum/topic_state/nif_state/can_use_topic(var/src_object, var/mob/user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.nif && H.nif.stat == NIF_WORKING && src_object == H.nif)
return user.shared_nano_interaction()
return STATUS_CLOSE
/var/global/datum/topic_state/commlink_state/commlink_state = new()
/datum/topic_state/commlink_state/can_use_topic(var/src_object, var/mob/user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.nif && H.nif.stat == NIF_WORKING && H.nif.comm == src_object)
return user.shared_nano_interaction()
return STATUS_CLOSE

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/var/global/datum/topic_state/default/outside/outside_state = new()
/datum/topic_state/default/outside/can_use_topic(var/src_object, var/mob/user)
if(user in src_object)
return STATUS_CLOSE
return ..()

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/var/global/datum/topic_state/physical/physical_state = new()
/datum/topic_state/physical/can_use_topic(var/src_object, var/mob/user)
. = user.shared_nano_interaction(src_object)
if(. > STATUS_CLOSE)
return min(., user.check_physical_distance(src_object))
/mob/proc/check_physical_distance(var/src_object)
return STATUS_CLOSE
/mob/observer/dead/check_physical_distance(var/src_object)
return default_can_use_topic(src_object)
/mob/living/check_physical_distance(var/src_object)
return shared_living_nano_distance(src_object)
/mob/living/silicon/check_physical_distance(var/src_object)
return max(STATUS_UPDATE, shared_living_nano_distance(src_object))

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/*
This state checks that user is capable, within range of the remoter, etc. and that src_object meets the basic requirements for interaction (being powered, non-broken, etc.
Whoever initializes this state is also responsible for deleting it properly.
*/
/datum/topic_state/remote
var/datum/remoter
var/datum/remote_target
var/datum/topic_state/remoter_state
/datum/topic_state/remote/New(var/remoter, var/remote_target, var/datum/topic_state/remoter_state = default_state)
src.remoter = remoter
src.remote_target = remote_target
src.remoter_state = remoter_state
..()
/datum/topic_state/remote/Destroy()
src.remoter = null
src.remoter_state = null
// Force an UI update before we go, ensuring that any windows we may have opened for the remote target closes.
SSnanoui.update_uis(remote_target.nano_container())
remote_target = null
return ..()
/datum/topic_state/remote/can_use_topic(var/datum/src_object, var/mob/user)
if(!(remoter && remoter_state)) // The remoter is gone, let us leave
return STATUS_CLOSE
if(src_object != remote_target)
error("remote - Unexpected src_object: Expected '[remote_target]'/[remote_target.type], was '[src_object]'/[src_object.type]")
// This checks if src_object is powered, etc.
// The interactive state is otherwise simplistic and only returns STATUS_INTERACTIVE and never checks distances, etc.
. = src_object.CanUseTopic(user, interactive_state)
if(. == STATUS_CLOSE)
return
// This is the (generally) heavy checking, making sure the user is capable, within range of the remoter source, etc.
return min(., remoter.CanUseTopic(user, remoter_state))

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/*
This state checks that the src_object is the same the as user
*/
/var/global/datum/topic_state/self_state/self_state = new()
/datum/topic_state/self_state/can_use_topic(var/src_object, var/mob/user)
if(src_object != user)
return STATUS_CLOSE
return user.shared_nano_interaction()

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/*
This state checks that the user is on the same Z-level as src_object
*/
/var/global/datum/topic_state/z_state/z_state = new()
/datum/topic_state/z_state/can_use_topic(var/src_object, var/mob/user)
var/turf/turf_obj = get_turf(src_object)
var/turf/turf_usr = get_turf(user)
if(!turf_obj || !turf_usr)
return STATUS_CLOSE
return turf_obj.z == turf_usr.z ? STATUS_INTERACTIVE : STATUS_CLOSE

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// This file contains all Nano procs/definitions for external classes/objects
/**
* Called when a Nano UI window is closed
* This is how Nano handles closed windows
* It must be a verb so that it can be called using winset
*
* @return nothing
*/
/client/verb/nanoclose(var/uiref as text)
set hidden = 1 // hide this verb from the user's panel
set name = "nanoclose"
var/datum/nanoui/ui = locate(uiref)
if (istype(ui))
ui.close()
if(ui.ref)
var/href = "close=1"
src.Topic(href, params2list(href), ui.ref) // this will direct to the atom's Topic() proc via client.Topic()
else if (ui.on_close_logic)
// no atomref specified (or not found)
// so just reset the user mob's machine var
if(src && src.mob)
src.mob.unset_machine()
/**
* The ui_interact proc is used to open and update Nano UIs
* If ui_interact is not used then the UI will not update correctly
* ui_interact is currently defined for /atom/movable
*
* @param user /mob The mob who is interacting with this ui
* @param ui_key string A string key to use for this ui. Allows for multiple unique uis on one obj/mob (defaut value "main")
* @param ui /datum/nanoui This parameter is passed by the nanoui process() proc when updating an open ui
* @param force_open boolean Force the UI to (re)open, even if it's already open
*
* @return nothing
*/
/datum/proc/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/datum/nano_ui/master_ui = null, var/datum/topic_state/state = default_state)
return
// Used by the Nano UI Manager (/datum/nanomanager) to track UIs opened by this mob
/mob/var/list/open_uis = list()

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/**
* Get an open /nanoui ui for the current user, src_object and ui_key and try to update it with data
*
* @param user /mob The mob who opened/owns the ui
* @param src_object /obj|/mob The obj or mob which the ui belongs to
* @param ui_key string A string key used for the ui
* @param ui /datum/nanoui An existing instance of the ui (can be null)
* @param data list The data to be passed to the ui, if it exists
* @param force_open boolean The ui is being forced to (re)open, so close ui if it exists (instead of updating)
*
* @return /nanoui Returns the found ui, for null if none exists
*/
/datum/controller/subsystem/nanoui/proc/try_update_ui(var/mob/user, src_object, ui_key, var/datum/nanoui/ui, data, var/force_open = 0)
if (isnull(ui)) // no ui has been passed, so we'll search for one
{
ui = get_open_ui(user, src_object, ui_key)
}
if (!isnull(ui))
// The UI is already open
if (!force_open)
ui.push_data(data)
return ui
else
ui.reinitialise(new_initial_data=data)
return ui
return null
/**
* Get an open /nanoui ui for the current user, src_object and ui_key
*
* @param user /mob The mob who opened/owns the ui
* @param src_object /obj|/mob The obj or mob which the ui belongs to
* @param ui_key string A string key used for the ui
*
* @return /nanoui Returns the found ui, or null if none exists
*/
/datum/controller/subsystem/nanoui/proc/get_open_ui(var/mob/user, src_object, ui_key)
var/src_object_key = "\ref[src_object]"
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
//testing("nanomanager/get_open_ui mob [user.name] [src_object:name] [ui_key] - there are no uis open")
return null
else if (isnull(open_uis[src_object_key][ui_key]) || !istype(open_uis[src_object_key][ui_key], /list))
//testing("nanomanager/get_open_ui mob [user.name] [src_object:name] [ui_key] - there are no uis open for this object")
return null
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key])
if (ui.user == user)
return ui
//testing("nanomanager/get_open_ui mob [user.name] [src_object:name] [ui_key] - ui not found")
return null
/**
* Update all /nanoui uis attached to src_object
*
* @param src_object /obj|/mob The obj or mob which the uis are attached to
*
* @return int The number of uis updated
*/
/datum/controller/subsystem/nanoui/proc/update_uis(src_object)
var/src_object_key = "\ref[src_object]"
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
return 0
var/update_count = 0
for (var/ui_key in open_uis[src_object_key])
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key])
if(ui && ui.src_object && ui.user && ui.src_object.nano_host())
ui.process(1)
update_count++
return update_count
/**
* Close all /nanoui uis attached to src_object
*
* @param src_object /obj|/mob The obj or mob which the uis are attached to
*
* @return int The number of uis close
*/
/datum/controller/subsystem/nanoui/proc/close_uis(src_object)
var/src_object_key = "\ref[src_object]"
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
return 0
var/close_count = 0
for (var/ui_key in open_uis[src_object_key])
for (var/datum/nanoui/ui in open_uis[src_object_key][ui_key])
if(ui && ui.src_object && ui.user && ui.src_object.nano_host())
ui.close()
close_count++
return close_count
/**
* Update /nanoui uis belonging to user
*
* @param user /mob The mob who owns the uis
* @param src_object /obj|/mob If src_object is provided, only update uis which are attached to src_object (optional)
* @param ui_key string If ui_key is provided, only update uis with a matching ui_key (optional)
*
* @return int The number of uis updated
*/
/datum/controller/subsystem/nanoui/proc/update_user_uis(var/mob/user, src_object = null, ui_key = null)
if (isnull(user.open_uis) || !istype(user.open_uis, /list) || open_uis.len == 0)
return 0 // has no open uis
var/update_count = 0
for (var/datum/nanoui/ui in user.open_uis)
if ((isnull(src_object) || !isnull(src_object) && ui.src_object == src_object) && (isnull(ui_key) || !isnull(ui_key) && ui.ui_key == ui_key))
ui.process(1)
update_count++
return update_count
/**
* Close /nanoui uis belonging to user
*
* @param user /mob The mob who owns the uis
* @param src_object /obj|/mob If src_object is provided, only close uis which are attached to src_object (optional)
* @param ui_key string If ui_key is provided, only close uis with a matching ui_key (optional)
*
* @return int The number of uis closed
*/
/datum/controller/subsystem/nanoui/proc/close_user_uis(var/mob/user, src_object = null, ui_key = null)
if (isnull(user.open_uis) || !istype(user.open_uis, /list) || open_uis.len == 0)
//testing("nanomanager/close_user_uis mob [user.name] has no open uis")
return 0 // has no open uis
var/close_count = 0
for (var/datum/nanoui/ui in user.open_uis)
if ((isnull(src_object) || !isnull(src_object) && ui.src_object == src_object) && (isnull(ui_key) || !isnull(ui_key) && ui.ui_key == ui_key))
ui.close()
close_count++
//testing("nanomanager/close_user_uis mob [user.name] closed [open_uis.len] of [close_count] uis")
return close_count
/**
* Add a /nanoui ui to the list of open uis
* This is called by the /nanoui open() proc
*
* @param ui /nanoui The ui to add
*
* @return nothing
*/
/datum/controller/subsystem/nanoui/proc/ui_opened(var/datum/nanoui/ui)
var/src_object_key = "\ref[ui.src_object]"
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
open_uis[src_object_key] = list(ui.ui_key = list())
else if (isnull(open_uis[src_object_key][ui.ui_key]) || !istype(open_uis[src_object_key][ui.ui_key], /list))
open_uis[src_object_key][ui.ui_key] = list();
ui.user.open_uis |= ui
var/list/uis = open_uis[src_object_key][ui.ui_key]
uis |= ui
processing_uis |= ui
//testing("nanomanager/ui_opened mob [ui.user.name] [ui.src_object:name] [ui.ui_key] - user.open_uis [ui.user.open_uis.len] | uis [uis.len] | processing_uis [processing_uis.len]")
/**
* Remove a /nanoui ui from the list of open uis
* This is called by the /nanoui close() proc
*
* @param ui /nanoui The ui to remove
*
* @return int 0 if no ui was removed, 1 if removed successfully
*/
/datum/controller/subsystem/nanoui/proc/ui_closed(var/datum/nanoui/ui)
var/src_object_key = "\ref[ui.src_object]"
if (isnull(open_uis[src_object_key]) || !istype(open_uis[src_object_key], /list))
return 0 // wasn't open
else if (isnull(open_uis[src_object_key][ui.ui_key]) || !istype(open_uis[src_object_key][ui.ui_key], /list))
return 0 // wasn't open
processing_uis.Remove(ui)
if(ui.user) // Sanity check in case a user has been deleted (say a blown up borg watching the alarm interface)
ui.user.open_uis.Remove(ui)
var/list/uis = open_uis[src_object_key][ui.ui_key]
uis.Remove(ui)
//testing("nanomanager/ui_closed mob [ui.user.name] [ui.src_object:name] [ui.ui_key] - user.open_uis [ui.user.open_uis.len] | uis [uis.len] | processing_uis [processing_uis.len]")
return 1
/**
* This is called on user logout
* Closes/clears all uis attached to the user's /mob
*
* @param user /mob The user's mob
*
* @return nothing
*/
//
/datum/controller/subsystem/nanoui/proc/user_logout(var/mob/user)
//testing("nanomanager/user_logout user [user.name]")
return close_user_uis(user)
/**
* This is called when a player transfers from one mob to another
* Transfers all open UIs to the new mob
*
* @param oldMob /mob The user's old mob
* @param newMob /mob The user's new mob
*
* @return nothing
*/
/datum/controller/subsystem/nanoui/proc/user_transferred(var/mob/oldMob, var/mob/newMob)
//testing("nanomanager/user_transferred from mob [oldMob.name] to mob [newMob.name]")
if (!oldMob || isnull(oldMob.open_uis) || !istype(oldMob.open_uis, /list) || open_uis.len == 0)
//testing("nanomanager/user_transferred mob [oldMob.name] has no open uis")
return 0 // has no open uis
if (isnull(newMob.open_uis) || !istype(newMob.open_uis, /list))
newMob.open_uis = list()
for (var/datum/nanoui/ui in oldMob.open_uis)
ui.user = newMob
newMob.open_uis.Add(ui)
oldMob.open_uis.Cut()
return 1 // success

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// This file is a modified version of https://raw2.github.com/Baystation12/OldCode-BS12/master/code/TakePicture.dm
#define NANOMAP_ICON_SIZE 4
#define NANOMAP_MAX_ICON_DIMENSION 1200
#define NANOMAP_TILES_PER_IMAGE (NANOMAP_MAX_ICON_DIMENSION / NANOMAP_ICON_SIZE)
#define NANOMAP_TERMINALERR 5
#define NANOMAP_INPROGRESS 2
#define NANOMAP_BADOUTPUT 2
#define NANOMAP_SUCCESS 1
#define NANOMAP_WATCHDOGSUCCESS 4
#define NANOMAP_WATCHDOGTERMINATE 3
//Call these procs to dump your world to a series of image files (!!)
//NOTE: Does not explicitly support non 32x32 icons or stuff with large pixel_* values, so don't blame me if it doesn't work perfectly
/client/proc/nanomapgen_DumpImage()
set name = "Generate NanoUI Map"
set category = "Server"
if(holder)
nanomapgen_DumpTile(1, 1, text2num(input(usr,"Enter the Z level to generate")))
/client/proc/nanomapgen_DumpTile(var/startX = 1, var/startY = 1, var/currentZ = 1, var/endX = -1, var/endY = -1)
if (endX < 0 || endX > world.maxx)
endX = world.maxx
if (endY < 0 || endY > world.maxy)
endY = world.maxy
if (currentZ < 0 || currentZ > world.maxz)
to_chat(usr, "NanoMapGen: <B>ERROR: currentZ ([currentZ]) must be between 1 and [world.maxz]</B>")
sleep(3)
return NANOMAP_TERMINALERR
if (startX > endX)
to_chat(usr, "NanoMapGen: <B>ERROR: startX ([startX]) cannot be greater than endX ([endX])</B>")
sleep(3)
return NANOMAP_TERMINALERR
if (startY > endX)
to_chat(usr, "NanoMapGen: <B>ERROR: startY ([startY]) cannot be greater than endY ([endY])</B>")
sleep(3)
return NANOMAP_TERMINALERR
var/icon/Tile = icon(file("nano/mapbase1200.png"))
if (Tile.Width() != NANOMAP_MAX_ICON_DIMENSION || Tile.Height() != NANOMAP_MAX_ICON_DIMENSION)
to_world_log("NanoMapGen: <B>ERROR: BASE IMAGE DIMENSIONS ARE NOT [NANOMAP_MAX_ICON_DIMENSION]x[NANOMAP_MAX_ICON_DIMENSION]</B>")
sleep(3)
return NANOMAP_TERMINALERR
Tile.Scale((endX - startX + 1) * NANOMAP_ICON_SIZE, (endY - startY + 1) * NANOMAP_ICON_SIZE) // VOREStation Edit - Scale image to actual size mapped.
to_world_log("NanoMapGen: <B>GENERATE MAP ([startX],[startY],[currentZ]) to ([endX],[endY],[currentZ])</B>")
to_chat(usr, "NanoMapGen: <B>GENERATE MAP ([startX],[startY],[currentZ]) to ([endX],[endY],[currentZ])</B>")
var/count = 0;
for(var/WorldX = startX, WorldX <= endX, WorldX++)
for(var/WorldY = startY, WorldY <= endY, WorldY++)
var/atom/Turf = locate(WorldX, WorldY, currentZ)
var/icon/TurfIcon = new(Turf.icon, Turf.icon_state)
TurfIcon.Scale(NANOMAP_ICON_SIZE, NANOMAP_ICON_SIZE)
Tile.Blend(TurfIcon, ICON_OVERLAY, ((WorldX - 1) * NANOMAP_ICON_SIZE), ((WorldY - 1) * NANOMAP_ICON_SIZE))
count++
if (count % 8000 == 0)
to_world_log("NanoMapGen: <B>[count] tiles done</B>")
sleep(1)
var/mapFilename = "nanomap_z[currentZ]-new.png"
to_world_log("NanoMapGen: <B>sending [mapFilename] to client</B>")
usr << browse(Tile, "window=picture;file=[mapFilename];display=0")
to_world_log("NanoMapGen: <B>Done.</B>")
to_chat(usr, "NanoMapGen: <B>Done. File [mapFilename] uploaded to your cache.</B>")
if (Tile.Width() != NANOMAP_MAX_ICON_DIMENSION || Tile.Height() != NANOMAP_MAX_ICON_DIMENSION)
return NANOMAP_BADOUTPUT
return NANOMAP_SUCCESS

528
code/modules/nano/nanoui.dm Normal file
View File

@@ -0,0 +1,528 @@
/**********************************************************
NANO UI FRAMEWORK
nanoui class (or whatever Byond calls classes)
nanoui is used to open and update nano browser uis
**********************************************************/
/datum/nanoui
// the user who opened this ui
var/mob/user
// the object this ui "belongs" to
var/datum/src_object
// the title of this ui
var/title
// the key of this ui, this is to allow multiple (different) uis for each src_object
var/ui_key
// window_id is used as the window name/identifier for browse and onclose
var/window_id
// the browser window width
var/width = 0
// the browser window height
var/height = 0
// whether to use extra logic when window closes
var/on_close_logic = 1
// an extra ref to use when the window is closed, usually null
var/atom/ref = null
// options for modifying window behaviour
var/window_options = "focus=0;can_close=1;can_minimize=1;can_maximize=0;can_resize=1;titlebar=1;" // window option is set using window_id
// the list of stylesheets to apply to this ui
var/list/stylesheets = list()
// the list of javascript scripts to use for this ui
var/list/scripts = list()
// a list of templates which can be used with this ui
var/templates[0]
// the layout key for this ui (this is used on the frontend, leave it as "default" unless you know what you're doing)
var/layout_key = "default"
// this sets whether to re-render the ui layout with each update (default 0, turning on will break the map ui if it's in use)
var/auto_update_layout = 0
// this sets whether to re-render the ui content with each update (default 1)
var/auto_update_content = 1
// the default state to use for this ui (this is used on the frontend, leave it as "default" unless you know what you're doing)
var/state_key = "default"
// show the map ui, this is used by the default layout
var/show_map = 0
// the map z level to display
var/map_z_level = 1
// initial data, containing the full data structure, must be sent to the ui (the data structure cannot be extended later on)
var/list/initial_data[0]
// set to 1 to update the ui automatically every master_controller tick
var/is_auto_updating = 0
// the current status/visibility of the ui
var/status = STATUS_INTERACTIVE
// Relationship between a master interface and its children. Used in update_status
var/datum/nanoui/master_ui
var/list/datum/nanoui/children = list()
var/datum/topic_state/state = null
/**
* Create a new nanoui instance.
*
* @param nuser /mob The mob who has opened/owns this ui
* @param nsrc_object /obj|/mob The obj or mob which this ui belongs to
* @param nui_key string A string key to use for this ui. Allows for multiple unique uis on one src_oject
* @param ntemplate string The filename of the template file from /nano/templates (e.g. "my_template.tmpl")
* @param ntitle string The title of this ui
* @param nwidth int the width of the ui window
* @param nheight int the height of the ui window
* @param nref /atom A custom ref to use if "on_close_logic" is set to 1
*
* @return /nanoui new nanoui object
*/
/datum/nanoui/New(nuser, nsrc_object, nui_key, ntemplate_filename, ntitle = 0, nwidth = 0, nheight = 0, var/atom/nref = null, var/datum/nanoui/master_ui = null, var/datum/topic_state/state = default_state)
user = nuser
src_object = nsrc_object
ui_key = nui_key
window_id = "[ui_key]\ref[src_object]"
src.master_ui = master_ui
if(master_ui)
master_ui.children += src
src.state = state
// add the passed template filename as the "main" template, this is required
add_template("main", ntemplate_filename)
if (ntitle)
title = sanitize(ntitle)
if (nwidth)
width = nwidth
if (nheight)
height = nheight
if (nref)
ref = nref
add_common_assets()
/**
* Use this proc to add assets which are common to (and required by) all nano uis
*
* @return nothing
*/
/datum/nanoui/proc/add_common_assets()
add_script("libraries.min.js") // A JS file comprising of jQuery, doT.js and jQuery Timer libraries (compressed together)
add_script("nano_utility.js") // The NanoUtility JS, this is used to store utility functions.
add_script("nano_templates_bundle.js") // Contains all templates, generated by asset cache system at server start.
add_script("nano_template.js") // The NanoTemplate JS, this is used to render templates.
add_script("nano_state_manager.js") // The NanoStateManager JS, it handles updates from the server and passes data to the current state
add_script("nano_state.js") // The NanoState JS, this is the base state which all states must inherit from
add_script("nano_state_default.js") // The NanoStateDefault JS, this is the "default" state (used by all UIs by default), which inherits from NanoState
add_script("nano_base_callbacks.js") // The NanoBaseCallbacks JS, this is used to set up (before and after update) callbacks which are common to all UIs
add_script("nano_base_helpers.js") // The NanoBaseHelpers JS, this is used to set up template helpers which are common to all UIs
add_stylesheet("shared.css") // this CSS sheet is common to all UIs
add_stylesheet("shared_vr.css") // VOREStation Add
add_stylesheet("icons.css") // this CSS sheet is common to all UIs
/**
* Set the current status (also known as visibility) of this ui.
*
* @param state int The status to set, see the defines at the top of this file
* @param push_update int (bool) Push an update to the ui to update it's status (an update is always sent if the status has changed to red (0))
*
* @return nothing
*/
/datum/nanoui/proc/set_status(state, push_update)
if (state != status) // Only update if it is different
if (status == STATUS_DISABLED)
status = state
if (push_update)
update()
else
status = state
if (push_update || status == 0)
push_data(null, 1) // Update the UI, force the update in case the status is 0, data is null so that previous data is used
/**
* Update the status (visibility) of this ui based on the user's status
*
* @param push_update int (bool) Push an update to the ui to update it's status. This is set to 0/false if an update is going to be pushed anyway (to avoid unnessary updates)
*
* @return nothing
*/
/datum/nanoui/proc/update_status(var/push_update = 0)
var/obj/host = src_object.nano_host()
var/new_status = host.CanUseTopic(user, state)
if(master_ui)
new_status = min(new_status, master_ui.status)
set_status(new_status, push_update)
if(new_status == STATUS_CLOSE)
close()
/**
* Set the ui to auto update (every master_controller tick)
*
* @param state int (bool) Set auto update to 1 or 0 (true/false)
*
* @return nothing
*/
/datum/nanoui/proc/set_auto_update(nstate = 1)
is_auto_updating = nstate
/**
* Set the initial data for the ui. This is vital as the data structure set here cannot be changed when pushing new updates.
*
* @param data /list The list of data for this ui
*
* @return nothing
*/
/datum/nanoui/proc/set_initial_data(list/data)
initial_data = data
/**
* Get config data to sent to the ui.
*
* @return /list config data
*/
/datum/nanoui/proc/get_config_data()
var/name = "[src_object]"
name = sanitize(name)
var/list/config_data = list(
"title" = title,
"srcObject" = list("name" = name),
"stateKey" = state_key,
"status" = status,
"autoUpdateLayout" = auto_update_layout,
"autoUpdateContent" = auto_update_content,
"showMap" = show_map,
"mapZLevel" = map_z_level,
"user" = list("name" = user.name)
)
return config_data
/**
* Get data to sent to the ui.
*
* @param data /list The list of general data for this ui (can be null to use previous data sent)
*
* @return /list data to send to the ui
*/
/datum/nanoui/proc/get_send_data(var/list/data)
var/list/config_data = get_config_data()
var/list/send_data = list("config" = config_data)
if (!isnull(data))
send_data["data"] = data
return send_data
/**
* Set the browser window options for this ui
*
* @param nwindow_options string The new window options
*
* @return nothing
*/
/datum/nanoui/proc/set_window_options(nwindow_options)
window_options = nwindow_options
/**
* Add a CSS stylesheet to this UI
* These must be added before the UI has been opened, adding after that will have no effect
*
* @param file string The name of the CSS file from /nano/css (e.g. "my_style.css")
*
* @return nothing
*/
/datum/nanoui/proc/add_stylesheet(file)
stylesheets.Add(file)
/**
* Add a JavsScript script to this UI
* These must be added before the UI has been opened, adding after that will have no effect
*
* @param file string The name of the JavaScript file from /nano/js (e.g. "my_script.js")
*
* @return nothing
*/
/datum/nanoui/proc/add_script(file)
scripts.Add(file)
/**
* Add a template for this UI
* Templates are combined with the data sent to the UI to create the rendered view
* These must be added before the UI has been opened, adding after that will have no effect
*
* @param key string The key which is used to reference this template in the frontend
* @param filename string The name of the template file from /nano/templates (e.g. "my_template.tmpl")
*
* @return nothing
*/
/datum/nanoui/proc/add_template(key, filename)
templates[key] = filename
/**
* Set the layout key for use in the frontend Javascript
* The layout key is the basic layout key for the page
* Two files are loaded on the client based on the layout key varable:
* -> a template in /nano/templates with the filename "layout_<layout_key>.tmpl
* -> a CSS stylesheet in /nano/css with the filename "layout_<layout_key>.css
*
* @param nlayout string The layout key to use
*
* @return nothing
*/
/datum/nanoui/proc/set_layout_key(nlayout_key)
layout_key = lowertext(nlayout_key)
/**
* Set the ui to update the layout (re-render it) on each update, turning this on will break the map ui (if it's being used)
*
* @param state int (bool) Set update to 1 or 0 (true/false) (default 0)
*
* @return nothing
*/
/datum/nanoui/proc/set_auto_update_layout(nstate)
auto_update_layout = nstate
/**
* Set the ui to update the main content (re-render it) on each update
*
* @param state int (bool) Set update to 1 or 0 (true/false) (default 1)
*
* @return nothing
*/
/datum/nanoui/proc/set_auto_update_content(nstate)
auto_update_content = nstate
/**
* Set the state key for use in the frontend Javascript
*
* @param nstate_key string The key of the state to use
*
* @return nothing
*/
/datum/nanoui/proc/set_state_key(nstate_key)
state_key = nstate_key
/**
* Toggle showing the map ui
*
* @param nstate_key boolean 1 to show map, 0 to hide (default is 0)
*
* @return nothing
*/
/datum/nanoui/proc/set_show_map(nstate)
show_map = nstate
/**
* Toggle showing the map ui
*
* @param nstate_key boolean 1 to show map, 0 to hide (default is 0)
*
* @return nothing
*/
/datum/nanoui/proc/set_map_z_level(nz)
map_z_level = nz
/**
* Set whether or not to use the "old" on close logic (mainly unset_machine())
*
* @param state int (bool) Set on_close_logic to 1 or 0 (true/false)
*
* @return nothing
*/
/datum/nanoui/proc/use_on_close_logic(state)
on_close_logic = state
/**
* Return the HTML for this UI
*
* @return string HTML for the UI
*/
/datum/nanoui/proc/get_html()
// before the UI opens, add the layout files based on the layout key
add_stylesheet("layout_[layout_key].css")
add_template("layout", "layout_[layout_key].tmpl")
var/head_content = ""
for (var/filename in scripts)
head_content += "<script type='text/javascript' src='[filename]'></script> "
for (var/filename in stylesheets)
head_content += "<link rel='stylesheet' type='text/css' href='[filename]'> "
var/template_data_json = "{}" // An empty JSON object
if (templates.len > 0)
template_data_json = strip_improper(json_encode(templates))
var/list/send_data = get_send_data(initial_data)
var/initial_data_json = replacetext(replacetext(json_encode(send_data), "&#34;", "&amp;#34;"), "'", "&#39;")
initial_data_json = strip_improper(initial_data_json);
var/url_parameters_json = json_encode(list("src" = "\ref[src]"))
return {"
<!DOCTYPE html>
<html>
<meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1">
<head>
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<script type='text/javascript'>
function receiveUpdateData(jsonString)
{
// We need both jQuery and NanoStateManager to be able to recieve data
// At the moment any data received before those libraries are loaded will be lost
if (typeof NanoStateManager != 'undefined' && typeof jQuery != 'undefined')
{
NanoStateManager.receiveUpdateData(jsonString);
}
//else
//{
// alert('browser.recieveUpdateData failed due to jQuery or NanoStateManager being unavailiable.');
//}
}
</script>
[head_content]
</head>
<body scroll=auto data-template-data='[template_data_json]' data-url-parameters='[url_parameters_json]' data-initial-data='[initial_data_json]'>
<div id='uiLayout'>
</div>
<noscript>
<div id='uiNoScript'>
<h2>JAVASCRIPT REQUIRED</h2>
<p>Your Internet Explorer's Javascript is disabled (or broken).<br/>
Enable Javascript and then open this UI again.</p>
</div>
</noscript>
</body>
</html>
"}
/**
* Open this UI
*
* @return nothing
*/
/datum/nanoui/proc/open()
if(!user.client)
return
// An attempted fix to UIs sometimes locking up spamming runtime errors due to src_object being null for whatever reason.
// This hard-deletes the UI, preventing the device that uses the UI from being locked up permanently.
if(!src_object)
del(src)
var/window_size = ""
if (width && height)
window_size = "size=[width]x[height];"
update_status(0)
if(status == STATUS_CLOSE)
return
user << browse(get_html(), "window=[window_id];[window_size][window_options]")
winset(user, "mapwindow.map", "focus=true") // return keyboard focus to map
on_close_winset()
//onclose(user, window_id)
SSnanoui.ui_opened(src)
/**
* Reinitialise this UI, potentially with a different template and/or initial data
*
* @return nothing
*/
/datum/nanoui/proc/reinitialise(template, new_initial_data)
if(template)
add_template("main", template)
if(new_initial_data)
set_initial_data(new_initial_data)
open()
/**
* Close this UI
*
* @return nothing
*/
/datum/nanoui/proc/close()
is_auto_updating = 0
SSnanoui.ui_closed(src)
user << browse(null, "window=[window_id]")
for(var/datum/nanoui/child in children)
child.close()
children.Cut()
state = null
master_ui = null
/**
* Set the UI window to call the nanoclose verb when the window is closed
* This allows Nano to handle closed windows
*
* @return nothing
*/
/datum/nanoui/proc/on_close_winset()
if(!user.client)
return
var/params = "\ref[src]"
winset(user, window_id, "on-close=\"nanoclose [params]\"")
/**
* Push data to an already open UI window
*
* @return nothing
*/
/datum/nanoui/proc/push_data(data, force_push = 0)
update_status(0)
if (status == STATUS_DISABLED && !force_push)
return // Cannot update UI, no visibility
var/list/send_data = get_send_data(data)
//to_chat(user,list2json_usecache(send_data)) // used for debugging //NANO DEBUG HOOK
user << output(list2params(list(strip_improper(json_encode(send_data)))),"[window_id].browser:receiveUpdateData")
/**
* This Topic() proc is called whenever a user clicks on a link within a Nano UI
* If the UI status is currently STATUS_INTERACTIVE then call the src_object Topic()
* If the src_object Topic() returns 1 (true) then update all UIs attached to src_object
*
* @return nothing
*/
/datum/nanoui/Topic(href, href_list)
update_status(0) // update the status
if (status != STATUS_INTERACTIVE || user != usr) // If UI is not interactive or usr calling Topic is not the UI user
return
// This is used to toggle the nano map ui
var/map_update = 0
if(href_list["showMap"])
set_show_map(text2num(href_list["showMap"]))
map_update = 1
if(href_list["mapZLevel"])
set_map_z_level(text2num(href_list["mapZLevel"]))
map_update = 1
if ((src_object && src_object.Topic(href, href_list, state)) || map_update)
SSnanoui.update_uis(src_object) // update all UIs attached to src_object
/**
* Process this UI, updating the entire UI or just the status (aka visibility)
* This process proc is called by the master_controller
*
* @param update string For this UI to update
*
* @return nothing
*/
/datum/nanoui/process(update = 0)
if (!src_object || !user)
close()
return
if (status && (update || is_auto_updating))
update() // Update the UI (update_status() is called whenever a UI is updated)
else
update_status(1) // Not updating UI, so lets check here if status has changed
/**
* Update the UI
*
* @return nothing
*/
/datum/nanoui/proc/update(var/force_open = 0)
src_object.ui_interact(user, ui_key, src, force_open, master_ui, state)

View File

@@ -269,7 +269,7 @@
JaniData["user_loc"] = list("x" = 0, "y" = 0) JaniData["user_loc"] = list("x" = 0, "y" = 0)
var/MopData[0] var/MopData[0]
for(var/obj/item/weapon/mop/M in all_mops)//GLOB.janitorial_equipment) for(var/obj/item/weapon/mop/M in GLOB.all_mops)//GLOB.janitorial_equipment)
var/turf/ml = get_turf(M) var/turf/ml = get_turf(M)
if(ml) if(ml)
if(ml.z != cl.z) if(ml.z != cl.z)
@@ -278,7 +278,7 @@
MopData[++MopData.len] = list ("x" = ml.x, "y" = ml.y, "dir" = uppertext(dir2text(direction)), "status" = M.reagents.total_volume ? "Wet" : "Dry") MopData[++MopData.len] = list ("x" = ml.x, "y" = ml.y, "dir" = uppertext(dir2text(direction)), "status" = M.reagents.total_volume ? "Wet" : "Dry")
var/BucketData[0] var/BucketData[0]
for(var/obj/structure/mopbucket/B in all_mopbuckets)//GLOB.janitorial_equipment) for(var/obj/structure/mopbucket/B in GLOB.all_mopbuckets)//GLOB.janitorial_equipment)
var/turf/bl = get_turf(B) var/turf/bl = get_turf(B)
if(bl) if(bl)
if(bl.z != cl.z) if(bl.z != cl.z)
@@ -296,7 +296,7 @@
CbotData[++CbotData.len] = list("x" = bl.x, "y" = bl.y, "dir" = uppertext(dir2text(direction)), "status" = B.on ? "Online" : "Offline") CbotData[++CbotData.len] = list("x" = bl.x, "y" = bl.y, "dir" = uppertext(dir2text(direction)), "status" = B.on ? "Online" : "Offline")
var/CartData[0] var/CartData[0]
for(var/obj/structure/janitorialcart/B in all_janitorial_carts)//GLOB.janitorial_equipment) for(var/obj/structure/janitorialcart/B in GLOB.all_janitorial_carts)//GLOB.janitorial_equipment)
var/turf/bl = get_turf(B) var/turf/bl = get_turf(B)
if(bl) if(bl)
if(bl.z != cl.z) if(bl.z != cl.z)

View File

@@ -1,500 +1,3 @@
<<<<<<< HEAD
#define PROCESS_REACTION_ITER 5 //when processing a reaction, iterate this many times
/datum/reagents
var/list/datum/reagent/reagent_list = list()
var/total_volume = 0
var/maximum_volume = 100
var/atom/my_atom = null
/datum/reagents/New(var/max = 100, atom/A = null)
..()
maximum_volume = max
my_atom = A
//I dislike having these here but map-objects are initialised before world/New() is called. >_>
if(!SSchemistry.chemical_reagents)
//Chemical Reagents - Initialises all /datum/reagent into a list indexed by reagent id
var/paths = typesof(/datum/reagent) - /datum/reagent
SSchemistry.chemical_reagents = list()
for(var/path in paths)
var/datum/reagent/D = new path()
if(!D.name)
continue
SSchemistry.chemical_reagents[D.id] = D
/datum/reagents/Destroy()
STOP_PROCESSING(SSchemistry, src)
for(var/datum/reagent/R in reagent_list)
qdel(R)
reagent_list = null
if(my_atom && my_atom.reagents == src)
my_atom.reagents = null
return ..()
/* Internal procs */
/datum/reagents/proc/get_free_space() // Returns free space.
return maximum_volume - total_volume
/datum/reagents/proc/get_master_reagent() // Returns reference to the reagent with the biggest volume.
var/the_reagent = null
var/the_volume = 0
for(var/datum/reagent/A in reagent_list)
if(A.volume > the_volume)
the_volume = A.volume
the_reagent = A
return the_reagent
/datum/reagents/proc/get_master_reagent_name() // Returns the name of the reagent with the biggest volume.
var/the_name = null
var/the_volume = 0
for(var/datum/reagent/A in reagent_list)
if(A.volume > the_volume)
the_volume = A.volume
the_name = A.name
return the_name
/datum/reagents/proc/get_master_reagent_id() // Returns the id of the reagent with the biggest volume.
var/the_id = null
var/the_volume = 0
for(var/datum/reagent/A in reagent_list)
if(A.volume > the_volume)
the_volume = A.volume
the_id = A.id
return the_id
/datum/reagents/proc/update_total() // Updates volume.
total_volume = 0
for(var/datum/reagent/R in reagent_list)
if(R.volume < MINIMUM_CHEMICAL_VOLUME)
del_reagent(R.id)
else
total_volume += R.volume
return
/datum/reagents/proc/handle_reactions()
if(QDELETED(my_atom))
return FALSE
if(my_atom.flags & NOREACT)
return FALSE
var/reaction_occurred
var/list/eligible_reactions = list()
var/list/effect_reactions = list()
do
reaction_occurred = FALSE
for(var/i in reagent_list)
var/datum/reagent/R = i
if(SSchemistry.chemical_reactions_by_reagent[R.id])
eligible_reactions |= SSchemistry.chemical_reactions_by_reagent[R.id]
for(var/i in eligible_reactions)
var/datum/chemical_reaction/C = i
if(C.can_happen(src) && C.process(src))
effect_reactions |= C
reaction_occurred = TRUE
eligible_reactions.len = 0
while(reaction_occurred)
for(var/i in effect_reactions)
var/datum/chemical_reaction/C = i
C.post_reaction(src)
update_total()
/* Holder-to-chemical */
/datum/reagents/proc/add_reagent(var/id, var/amount, var/data = null, var/safety = 0)
if(!isnum(amount) || amount <= 0)
return 0
update_total()
amount = min(amount, get_free_space())
for(var/datum/reagent/current in reagent_list)
if(current.id == id)
if(current.id == "blood")
if(LAZYLEN(data) && !isnull(data["species"]) && !isnull(current.data["species"]) && data["species"] != current.data["species"]) // Species bloodtypes are already incompatible, this just stops it from mixing into the one already in a container.
continue
current.volume += amount
if(!isnull(data)) // For all we know, it could be zero or empty string and meaningful
current.mix_data(data, amount)
update_total()
if(!safety)
handle_reactions()
if(my_atom)
my_atom.on_reagent_change()
return 1
var/datum/reagent/D = SSchemistry.chemical_reagents[id]
if(D)
var/datum/reagent/R = new D.type()
reagent_list += R
R.holder = src
R.volume = amount
R.initialize_data(data)
update_total()
if(!safety)
handle_reactions()
if(my_atom)
my_atom.on_reagent_change()
return 1
else
crash_with("[my_atom] attempted to add a reagent called '[id]' which doesn't exist. ([usr])")
return 0
/datum/reagents/proc/isolate_reagent(reagent)
for(var/A in reagent_list)
var/datum/reagent/R = A
if(R.id != reagent)
del_reagent(R.id)
update_total()
/datum/reagents/proc/remove_reagent(var/id, var/amount, var/safety = 0)
if(!isnum(amount))
return 0
for(var/datum/reagent/current in reagent_list)
if(current.id == id)
current.volume -= amount // It can go negative, but it doesn't matter
update_total() // Because this proc will delete it then
if(!safety)
handle_reactions()
if(my_atom)
my_atom.on_reagent_change()
return 1
return 0
/datum/reagents/proc/del_reagent(var/id)
for(var/datum/reagent/current in reagent_list)
if (current.id == id)
reagent_list -= current
qdel(current)
update_total()
if(my_atom)
my_atom.on_reagent_change()
return 0
/datum/reagents/proc/has_reagent(var/id, var/amount = 0)
for(var/datum/reagent/current in reagent_list)
if(current.id == id)
if(current.volume >= amount)
return 1
else
return 0
return 0
/datum/reagents/proc/has_any_reagent(var/list/check_reagents)
for(var/datum/reagent/current in reagent_list)
if(current.id in check_reagents)
if(current.volume >= check_reagents[current.id])
return 1
else
return 0
return 0
/datum/reagents/proc/has_all_reagents(var/list/check_reagents)
//this only works if check_reagents has no duplicate entries... hopefully okay since it expects an associative list
var/missing = check_reagents.len
for(var/datum/reagent/current in reagent_list)
if(current.id in check_reagents)
if(current.volume >= check_reagents[current.id])
missing--
return !missing
/datum/reagents/proc/clear_reagents()
for(var/datum/reagent/current in reagent_list)
del_reagent(current.id)
return
/datum/reagents/proc/get_reagent_amount(var/id)
for(var/datum/reagent/current in reagent_list)
if(current.id == id)
return current.volume
return 0
/datum/reagents/proc/get_data(var/id)
for(var/datum/reagent/current in reagent_list)
if(current.id == id)
return current.get_data()
return 0
/datum/reagents/proc/get_reagents()
. = list()
for(var/datum/reagent/current in reagent_list)
. += "[current.id] ([current.volume])"
return english_list(., "EMPTY", "", ", ", ", ")
/* Holder-to-holder and similar procs */
/datum/reagents/proc/remove_any(var/amount = 1) // Removes up to [amount] of reagents from [src]. Returns actual amount removed.
amount = min(amount, total_volume)
if(!amount)
return
var/part = amount / total_volume
for(var/datum/reagent/current in reagent_list)
var/amount_to_remove = current.volume * part
remove_reagent(current.id, amount_to_remove, 1)
update_total()
handle_reactions()
return amount
/datum/reagents/proc/trans_to_holder(var/datum/reagents/target, var/amount = 1, var/multiplier = 1, var/copy = 0) // Transfers [amount] reagents from [src] to [target], multiplying them by [multiplier]. Returns actual amount removed from [src] (not amount transferred to [target]).
if(!target || !istype(target))
return
amount = max(0, min(amount, total_volume, target.get_free_space() / multiplier))
if(!amount)
return
var/part = amount / total_volume
for(var/datum/reagent/current in reagent_list)
var/amount_to_transfer = current.volume * part
target.add_reagent(current.id, amount_to_transfer * multiplier, current.get_data(), safety = 1) // We don't react until everything is in place
if(!copy)
remove_reagent(current.id, amount_to_transfer, 1)
if(!copy)
handle_reactions()
target.handle_reactions()
return amount
/* Holder-to-atom and similar procs */
//The general proc for applying reagents to things. This proc assumes the reagents are being applied externally,
//not directly injected into the contents. It first calls touch, then the appropriate trans_to_*() or splash_mob().
//If for some reason touch effects are bypassed (e.g. injecting stuff directly into a reagent container or person),
//call the appropriate trans_to_*() proc.
/datum/reagents/proc/trans_to(var/atom/target, var/amount = 1, var/multiplier = 1, var/copy = 0)
touch(target) //First, handle mere touch effects
if(ismob(target))
return splash_mob(target, amount, copy)
if(isturf(target))
return trans_to_turf(target, amount, multiplier, copy)
if(isobj(target) && target.is_open_container())
return trans_to_obj(target, amount, multiplier, copy)
return 0
//Splashing reagents is messier than trans_to, the target's loc gets some of the reagents as well.
/datum/reagents/proc/splash(var/atom/target, var/amount = 1, var/multiplier = 1, var/copy = 0, var/min_spill=0, var/max_spill=60)
var/spill = 0
if(!isturf(target) && target.loc)
spill = amount*(rand(min_spill, max_spill)/100)
amount -= spill
if(spill)
splash(target.loc, spill, multiplier, copy, min_spill, max_spill)
trans_to(target, amount, multiplier, copy)
/datum/reagents/proc/trans_type_to(var/target, var/rtype, var/amount = 1)
if (!target)
return
var/datum/reagent/transfering_reagent = get_reagent(rtype)
if (istype(target, /atom))
var/atom/A = target
if (!A.reagents || !A.simulated)
return
amount = min(amount, transfering_reagent.volume)
if(!amount)
return
var/datum/reagents/F = new /datum/reagents(amount)
var/tmpdata = get_data(rtype)
F.add_reagent(rtype, amount, tmpdata)
remove_reagent(rtype, amount)
if (istype(target, /atom))
return F.trans_to(target, amount) // Let this proc check the atom's type
else if (istype(target, /datum/reagents))
return F.trans_to_holder(target, amount)
/datum/reagents/proc/trans_id_to(var/atom/target, var/id, var/amount = 1)
if (!target || !target.reagents)
return
amount = min(amount, get_reagent_amount(id))
if(!amount)
return
var/datum/reagents/F = new /datum/reagents(amount)
var/tmpdata = get_data(id)
F.add_reagent(id, amount, tmpdata)
remove_reagent(id, amount)
return F.trans_to(target, amount) // Let this proc check the atom's type
// When applying reagents to an atom externally, touch() is called to trigger any on-touch effects of the reagent.
// This does not handle transferring reagents to things.
// For example, splashing someone with water will get them wet and extinguish them if they are on fire,
// even if they are wearing an impermeable suit that prevents the reagents from contacting the skin.
/datum/reagents/proc/touch(var/atom/target, var/amount)
if(ismob(target))
touch_mob(target, amount)
if(isturf(target))
touch_turf(target, amount)
if(isobj(target))
touch_obj(target, amount)
return
/datum/reagents/proc/touch_mob(var/mob/target)
if(!target || !istype(target))
return
for(var/datum/reagent/current in reagent_list)
current.touch_mob(target, current.volume)
update_total()
/datum/reagents/proc/touch_turf(var/turf/target, var/amount)
if(!target || !istype(target))
return
for(var/datum/reagent/current in reagent_list)
current.touch_turf(target, amount)
update_total()
/datum/reagents/proc/touch_obj(var/obj/target, var/amount)
if(!target || !istype(target))
return
for(var/datum/reagent/current in reagent_list)
current.touch_obj(target, amount)
update_total()
// Attempts to place a reagent on the mob's skin.
// Reagents are not guaranteed to transfer to the target.
// Do not call this directly, call trans_to() instead.
/datum/reagents/proc/splash_mob(var/mob/target, var/amount = 1, var/copy = 0)
var/perm = 1
if(isliving(target)) //will we ever even need to tranfer reagents to non-living mobs?
var/mob/living/L = target
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.check_shields(0, null, null, null, "the spray") == 1) //If they block the spray, it does nothing.
amount = 0
perm = L.reagent_permeability()
return trans_to_mob(target, amount, CHEM_TOUCH, perm, copy)
/datum/reagents/proc/trans_to_mob(var/mob/target, var/amount = 1, var/type = CHEM_BLOOD, var/multiplier = 1, var/copy = 0) // Transfer after checking into which holder...
if(!target || !istype(target))
return
if(iscarbon(target))
var/mob/living/carbon/C = target
if(type == CHEM_BLOOD)
var/datum/reagents/R = C.reagents
return trans_to_holder(R, amount, multiplier, copy)
if(type == CHEM_INGEST)
var/datum/reagents/R = C.ingested
return C.ingest(src, R, amount, multiplier, copy)
if(type == CHEM_TOUCH)
var/datum/reagents/R = C.touching
return trans_to_holder(R, amount, multiplier, copy)
else
var/datum/reagents/R = new /datum/reagents(amount)
. = trans_to_holder(R, amount, multiplier, copy)
R.touch_mob(target)
/datum/reagents/proc/trans_to_turf(var/turf/target, var/amount = 1, var/multiplier = 1, var/copy = 0) // Turfs don't have any reagents (at least, for now). Just touch it.
if(!target)
return
var/datum/reagents/R = new /datum/reagents(amount * multiplier)
. = trans_to_holder(R, amount, multiplier, copy)
R.touch_turf(target, amount)
return
/datum/reagents/proc/trans_to_obj(var/obj/target, var/amount = 1, var/multiplier = 1, var/copy = 0) // Objects may or may not; if they do, it's probably a beaker or something and we need to transfer properly; otherwise, just touch.
if(!target)
return
if(!target.reagents)
var/datum/reagents/R = new /datum/reagents(amount * multiplier)
. = trans_to_holder(R, amount, multiplier, copy)
R.touch_obj(target, amount)
return
return trans_to_holder(target.reagents, amount, multiplier, copy)
/* Atom reagent creation - use it all the time */
/atom/proc/create_reagents(var/max_vol)
reagents = new/datum/reagents(max_vol, src)
// Aurora Cooking Port
/datum/reagents/proc/get_reagent(var/id) // Returns reference to reagent matching passed ID
for(var/datum/reagent/A in reagent_list)
if (A.id == id)
return A
return null
//Spreads the contents of this reagent holder all over the vicinity of the target turf.
/datum/reagents/proc/splash_area(var/turf/epicentre, var/range = 3, var/portion = 1.0, var/multiplier = 1, var/copy = 0)
var/list/things = dview(range, epicentre, INVISIBILITY_LIGHTING)
var/list/turfs = list()
for (var/turf/T in things)
turfs += T
if (!turfs.len)
return//Nowhere to splash to, somehow
//Create a temporary holder to hold all the amount that will be spread
var/datum/reagents/R = new /datum/reagents(total_volume * portion * multiplier)
trans_to_holder(R, total_volume * portion, multiplier, copy)
//The exact amount that will be given to each turf
var/turfportion = R.total_volume / turfs.len
for (var/turf/T in turfs)
var/datum/reagents/TR = new /datum/reagents(turfportion)
R.trans_to_holder(TR, turfportion, 1, 0)
TR.splash_turf(T)
qdel(R)
//Spreads the contents of this reagent holder all over the target turf, dividing among things in it.
//50% is divided between mobs, 20% between objects, and whatever is left on the turf itself
/datum/reagents/proc/splash_turf(var/turf/T, var/amount = null, var/multiplier = 1, var/copy = 0)
if (isnull(amount))
amount = total_volume
else
amount = min(amount, total_volume)
if (amount <= 0)
return
var/list/mobs = list()
for (var/mob/M in T)
mobs += M
var/list/objs = list()
for (var/obj/O in T)
objs += O
if (objs.len)
var/objportion = (amount * 0.2) / objs.len
for (var/o in objs)
var/obj/O = o
trans_to(O, objportion, multiplier, copy)
amount = min(amount, total_volume)
if (mobs.len)
var/mobportion = (amount * 0.5) / mobs.len
for (var/m in mobs)
var/mob/M = m
trans_to(M, mobportion, multiplier, copy)
trans_to(T, total_volume, multiplier, copy)
if (total_volume <= 0)
qdel(src)
=======
#define PROCESS_REACTION_ITER 5 //when processing a reaction, iterate this many times #define PROCESS_REACTION_ITER 5 //when processing a reaction, iterate this many times
/datum/reagents /datum/reagents
@@ -991,4 +494,3 @@
trans_to(T, total_volume, multiplier, copy) trans_to(T, total_volume, multiplier, copy)
if (total_volume <= 0) if (total_volume <= 0)
qdel(src) qdel(src)
>>>>>>> master-holder

View File

@@ -26,7 +26,7 @@
var/list/L = list() var/list/L = list()
var/list/areaindex = list() var/list/areaindex = list()
for(var/obj/item/device/radio/beacon/R in all_beacons) for(var/obj/item/device/radio/beacon/R in GLOB.all_beacons)
var/turf/T = get_turf(R) var/turf/T = get_turf(R)
if(!T) if(!T)
continue continue
@@ -39,7 +39,7 @@
areaindex[tmpname] = 1 areaindex[tmpname] = 1
L[tmpname] = R L[tmpname] = R
for(var/obj/item/weapon/implant/tracking/I in all_tracking_implants) for(var/obj/item/weapon/implant/tracking/I in GLOB.all_tracking_implants)
if(!I.implanted || !ismob(I.loc)) if(!I.implanted || !ismob(I.loc))
continue continue
else else

View File

@@ -123,7 +123,3 @@
if((TK in mutations) && (get_dist(src, src_object) <= 2)) if((TK in mutations) && (get_dist(src, src_object) <= 2))
return STATUS_INTERACTIVE return STATUS_INTERACTIVE
return ..() return ..()
// Topic Extensions for old UIs
/datum/proc/CanUseTopic(var/mob/user, var/datum/tgui_state/state)
return tgui_status(user, state)

View File

@@ -10,11 +10,3 @@ GLOBAL_DATUM_INIT(tgui_deep_inventory_state, /datum/tgui_state/deep_inventory_st
if(!user.contains(src_object)) if(!user.contains(src_object))
return STATUS_CLOSE return STATUS_CLOSE
return user.shared_tgui_interaction(src_object) return user.shared_tgui_interaction(src_object)
/atom/proc/contains(var/atom/location)
if(!location)
return 0
if(location == src)
return 1
return contains(location.loc)

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@@ -109,6 +109,7 @@
#include "code\_global_vars\bitfields.dm" #include "code\_global_vars\bitfields.dm"
#include "code\_global_vars\misc.dm" #include "code\_global_vars\misc.dm"
#include "code\_global_vars\mobs.dm" #include "code\_global_vars\mobs.dm"
#include "code\_global_vars\religion.dm"
#include "code\_global_vars\roundstats.dm" #include "code\_global_vars\roundstats.dm"
#include "code\_global_vars\sensitive.dm" #include "code\_global_vars\sensitive.dm"
#include "code\_global_vars\lists\mapping.dm" #include "code\_global_vars\lists\mapping.dm"
@@ -268,6 +269,7 @@
#include "code\controllers\subsystems\machines.dm" #include "code\controllers\subsystems\machines.dm"
#include "code\controllers\subsystems\mapping.dm" #include "code\controllers\subsystems\mapping.dm"
#include "code\controllers\subsystems\mobs.dm" #include "code\controllers\subsystems\mobs.dm"
#include "code\controllers\subsystems\nanoui.dm"
#include "code\controllers\subsystems\nightshift.dm" #include "code\controllers\subsystems\nightshift.dm"
#include "code\controllers\subsystems\open_space.dm" #include "code\controllers\subsystems\open_space.dm"
#include "code\controllers\subsystems\orbits.dm" #include "code\controllers\subsystems\orbits.dm"
@@ -1193,6 +1195,7 @@
#include "code\game\objects\items\devices\uplink_random_lists.dm" #include "code\game\objects\items\devices\uplink_random_lists.dm"
#include "code\game\objects\items\devices\violin.dm" #include "code\game\objects\items\devices\violin.dm"
#include "code\game\objects\items\devices\whistle.dm" #include "code\game\objects\items\devices\whistle.dm"
#include "code\game\objects\items\devices\communicator\cartridge.dm"
#include "code\game\objects\items\devices\communicator\communicator.dm" #include "code\game\objects\items\devices\communicator\communicator.dm"
#include "code\game\objects\items\devices\communicator\helper.dm" #include "code\game\objects\items\devices\communicator\helper.dm"
#include "code\game\objects\items\devices\communicator\integrated.dm" #include "code\game\objects\items\devices\communicator\integrated.dm"
@@ -3150,6 +3153,25 @@
#include "code\modules\multiz\turf.dm" #include "code\modules\multiz\turf.dm"
#include "code\modules\multiz\turf_yw.dm" #include "code\modules\multiz\turf_yw.dm"
#include "code\modules\multiz\zshadow.dm" #include "code\modules\multiz\zshadow.dm"
#include "code\modules\nano\nanoexternal.dm"
#include "code\modules\nano\nanomanager.dm"
#include "code\modules\nano\nanomapgen.dm"
#include "code\modules\nano\nanoui.dm"
#include "code\modules\nano\interaction\admin.dm"
#include "code\modules\nano\interaction\base.dm"
#include "code\modules\nano\interaction\conscious.dm"
#include "code\modules\nano\interaction\contained.dm"
#include "code\modules\nano\interaction\default.dm"
#include "code\modules\nano\interaction\default_vr.dm"
#include "code\modules\nano\interaction\interactive.dm"
#include "code\modules\nano\interaction\inventory.dm"
#include "code\modules\nano\interaction\inventory_deep.dm"
#include "code\modules\nano\interaction\inventory_vr.dm"
#include "code\modules\nano\interaction\outside.dm"
#include "code\modules\nano\interaction\physical.dm"
#include "code\modules\nano\interaction\remote.dm"
#include "code\modules\nano\interaction\self.dm"
#include "code\modules\nano\interaction\zlevel.dm"
#include "code\modules\nifsoft\nif.dm" #include "code\modules\nifsoft\nif.dm"
#include "code\modules\nifsoft\nif_softshop.dm" #include "code\modules\nifsoft\nif_softshop.dm"
#include "code\modules\nifsoft\nif_statpanel.dm" #include "code\modules\nifsoft\nif_statpanel.dm"