One can now greatly customize syndicate ids. Partially based on https://github.com/ParadiseSS13/Paradise/pull/1686.

This commit is contained in:
PsiOmega
2015-08-15 14:23:45 +02:00
parent 54616641bf
commit c51e208094
15 changed files with 202 additions and 30 deletions

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@@ -643,6 +643,7 @@
#include "code\game\objects\items\weapons\autopsy.dm"
#include "code\game\objects\items\weapons\candle.dm"
#include "code\game\objects\items\weapons\cards_ids.dm"
#include "code\game\objects\items\weapons\cards_ids_syndicate.dm"
#include "code\game\objects\items\weapons\cigs_lighters.dm"
#include "code\game\objects\items\weapons\clown_items.dm"
#include "code\game\objects\items\weapons\cosmetics.dm"

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@@ -619,10 +619,13 @@ datum/proc/dd_SortValue()
/datum/alarm/dd_SortValue()
return "[sanitize_old(last_name)]"
/proc/subtypes(prototype)
return (typesof(prototype) - prototype)
//creates every subtype of prototype (excluding prototype) and adds it to list L.
//if no list/L is provided, one is created.
/proc/init_subtypes(prototype, list/L)
if(!istype(L)) L = list()
for(var/path in (typesof(prototype) - prototype))
for(var/path in subtypes(prototype))
L += new path()
return L

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@@ -623,8 +623,8 @@
return min(..(), .)
/obj/machinery/alarm/Topic(href, href_list, var/nowindow = 0, var/datum/topic_state/state)
if(..(href, href_list, nowindow, state))
/obj/machinery/alarm/Topic(href, href_list, var/datum/topic_state/state)
if(..(href, href_list, state))
return 1
// hrefs that can always be called -walter0o

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@@ -155,6 +155,11 @@
if(!istype(target)) return
var/mob/living/silicon/ai/U = usr
if(target == U.cameraFollow)
return
if(U.cameraFollow)
U.ai_cancel_tracking()
U.cameraFollow = target
U << "Now tracking [target.name] on camera."
target.tracking_initiated()
@@ -240,7 +245,8 @@ mob/living/proc/near_camera()
/mob/living/carbon/human/tracking_status()
//Cameras can't track people wearing an agent card or a ninja hood.
if(wear_id && istype(wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
var/obj/item/weapon/card/id/id = GetIdCard(src)
if(id && id.prevent_tracking())
return TRACKING_TERMINATE
if(istype(head, /obj/item/clothing/head/helmet/space/rig))
var/obj/item/clothing/head/helmet/space/rig/helmet = head

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@@ -674,7 +674,7 @@ About the new airlock wires panel:
return ..()
/obj/machinery/door/airlock/Topic(href, href_list, var/nowindow = 0)
/obj/machinery/door/airlock/Topic(href, href_list)
if(..())
return 1

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@@ -236,7 +236,7 @@ var/list/turret_icons
return ..()
/obj/machinery/porta_turret/Topic(href, href_list, var/nowindow = 0)
/obj/machinery/porta_turret/Topic(href, href_list)
if(..())
return 1

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@@ -139,7 +139,7 @@
ui.open()
ui.set_auto_update(1)
/obj/machinery/turretid/Topic(href, href_list, var/nowindow = 0)
/obj/machinery/turretid/Topic(href, href_list)
if(..())
return 1

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@@ -46,7 +46,7 @@
ui.open()
ui.set_auto_update(1)
/obj/item/device/aicard/Topic(href, href_list, nowindow, state)
/obj/item/device/aicard/Topic(href, href_list, state)
if(..())
return 1

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@@ -104,7 +104,6 @@
var/sex = "\[UNSET\]"
var/icon/front
var/icon/side
var/dat
//alt titles are handled a bit weirdly in order to unobtrusively integrate into existing ID system
var/assignment = null //can be alt title or the actual job
@@ -119,11 +118,14 @@
else
usr << "<span class='warning'>It is too far away.</span>"
/obj/item/weapon/card/id/proc/prevent_tracking()
return 0
/obj/item/weapon/card/id/proc/show(mob/user as mob)
user << browse_rsc(front, "front.png")
user << browse_rsc(side, "side.png")
var/datum/browser/popup = new(user, "idcard", name, 600, 250)
popup.set_content(dat)
popup.set_content(dat())
popup.set_title_image(usr.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
@@ -147,7 +149,8 @@
set_id_photo(H)
update_name()
dat = ("<table><tr><td>")
/obj/item/weapon/card/id/proc/dat()
var/dat = ("<table><tr><td>")
dat += text("Name: []</A><BR>", registered_name)
dat += text("Sex: []</A><BR>\n", sex)
dat += text("Age: []</A><BR>\n", age)
@@ -155,8 +158,10 @@
dat += text("Fingerprint: []</A><BR>\n", fingerprint_hash)
dat += text("Blood Type: []<BR>\n", blood_type)
dat += text("DNA Hash: []<BR><BR>\n", dna_hash)
dat +="<td align = center valign = top>Photo:<br><img src=front.png height=80 width=80 border=4> \
<img src=side.png height=80 width=80 border=4></td></tr></table>"
if(front && side)
dat +="<td align = center valign = top>Photo:<br><img src=front.png height=80 width=80 border=4><img src=side.png height=80 width=80 border=4></td>"
dat += "</tr></table>"
return dat
/obj/item/weapon/card/id/attack_self(mob/user as mob)
user.visible_message("\The [user] shows you: \icon[src] [src.name]. The assignment on the card: [src.assignment]",\

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@@ -3,9 +3,10 @@ var/global/list/syndicate_ids = list()
/obj/item/weapon/card/id/syndicate
name = "agent card"
assignment = "Agent"
var/list/initial_access = list(access_maint_tunnels, access_syndicate, access_external_airlocks)
origin_tech = list(TECH_ILLEGAL = 3)
var/electronic_warfare = 1
var/registered_user = null
var/list/initial_access = list(access_maint_tunnels, access_syndicate, access_external_airlocks)
/obj/item/weapon/card/id/syndicate/New(mob/user as mob)
syndicate_ids += src
@@ -17,26 +18,31 @@ var/global/list/syndicate_ids = list()
registered_user = null
return ..()
// On mob destruction, ensure any references are cleared
/mob/Destroy()
// On mob destruction, ensure any references are cleared
for(var/obj/item/weapon/card/id/syndicate/SID in syndicate_ids)
if(SID.registered_user = user)
registered_user = null
if(SID.registered_user == src)
SID.registered_user = null
return ..()
/obj/item/weapon/card/id/syndicate/prevent_tracking()
return electronic_warfare
/obj/item/weapon/card/id/syndicate/afterattack(var/obj/item/weapon/O as obj, mob/user as mob, proximity)
if(!proximity) return
if(istype(O, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = O
src.access |= I.access
if(player_is_antag(user))
user << "<span class='notice'>\The [src]'s microscanners activate as you pass it over the ID, copying its access.</span>"
user << "<span class='notice'>The microscanner activate as you pass it over the ID, copying its access.</span>"
/obj/item/weapon/card/id/syndicate/attack_self(mob/user as mob)
if(!registered_user)
registered_user = user
set_owner_info(user)
user << "<span class='notice'>The microscanner marks you as its owner, preventing others some accessing its internals.</span>"
if(registered_user == user)
switch(alert("Would you like edit the ID, or show it?","Edit","Show"))
switch(alert("Would you like edit the ID, or show it?","Show or Edit?", "Edit","Show"))
if("Edit")
ui_interact(user)
if("Show")
@@ -46,7 +52,19 @@ var/global/list/syndicate_ids = list()
/obj/item/weapon/card/id/syndicate/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/data[0]
data["hide_breakers"] = hide_breakers
var/entries[0]
entries[++entries.len] = list("name" = "Age", "value" = age)
entries[++entries.len] = list("name" = "Appearance", "value" = "Set")
entries[++entries.len] = list("name" = "Assignment", "value" = assignment)
entries[++entries.len] = list("name" = "Blood Type", "value" = blood_type)
entries[++entries.len] = list("name" = "DNA Hash", "value" = dna_hash)
entries[++entries.len] = list("name" = "Fingerprint Hash", "value" = fingerprint_hash)
entries[++entries.len] = list("name" = "Name", "value" = registered_name)
entries[++entries.len] = list("name" = "Photo", "value" = "Update")
entries[++entries.len] = list("name" = "Sex", "value" = sex)
entries[++entries.len] = list("name" = "Factory Reset", "value" = "Use With Care")
data["electronic_warfare"] = electronic_warfare
data["entries"] = entries
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
@@ -59,9 +77,128 @@ var/global/list/syndicate_ids = list()
return STATUS_CLOSE
return ..()
/obj/item/weapon/card/id/syndicate/Topic(href, href_list, var/nowindow = 0, var/datum/topic_state/state)
/obj/item/weapon/card/id/syndicate/Topic(href, href_list, var/datum/topic_state/state)
if(..())
return 1
update_uis(src)
return 1
var/user = usr
if(href_list["electronic_warfare"])
electronic_warfare = text2num(href_list["electronic_warfare"])
user << "<span class='notice'>Electronic warfare [electronic_warfare ? "enabled" : "disabled"].</span>"
else if(href_list["set"])
switch(href_list["set"])
if("Age")
var/new_age = input(user,"What age would you like to put on this card?","Agent Card Age", age) as null|num
if(!isnull(new_age) && CanUseTopic(user, state))
if(new_age < 0)
age = initial(age)
else
age = new_age
user << "<span class='notice'>Age has been set to '[age]'.</span>"
. = 1
if("Appearance")
var/datum/card_state/choice = input(user, "Select the appearance for this card.", "Agent Card Appearance") as null|anything in id_card_states()
if(choice && CanUseTopic(user, state))
src.icon_state = choice.icon_state
src.item_state = choice.item_state
usr << "<span class='notice'>Appearance changed to [choice].</span>"
. = 1
if("Assignment")
var/new_job = sanitize(input(user,"What assignment would you like to put on this card?\nChanging assignment will not grant or remove any access levels.","Agent Card Assignment", assignment) as null|text)
if(!isnull(new_job) && CanUseTopic(user, state))
src.assignment = new_job
user << "<span class='notice'>Occupation changed to '[new_job]'.</span>"
update_name()
. = 1
if("Blood Type")
var/default = blood_type
if(default == initial(blood_type) && ishuman(user))
var/mob/living/carbon/human/H = user
if(H.dna)
default = H.dna.b_type
var/new_blood_type = sanitize(input(user,"What blood type would you like to be written on this card?","Agent Card Blood Type",default) as null|text)
if(!isnull(new_blood_type) && CanUseTopic(user, state))
src.blood_type = new_blood_type
user << "<span class='notice'>Blood type changed to '[new_blood_type]'.</span>"
. = 1
if("DNA Hash")
var/default = dna_hash
if(default == initial(dna_hash) && ishuman(user))
var/mob/living/carbon/human/H = user
if(H.dna)
default = H.dna.unique_enzymes
var/new_dna_hash = sanitize(input(user,"What DNA hash would you like to be written on this card?","Agent Card DNA Hash",default) as null|text)
if(!isnull(new_dna_hash) && CanUseTopic(user, state))
src.dna_hash = new_dna_hash
user << "<span class='notice'>DNA hash changed to '[new_dna_hash]'.</span>"
. = 1
if("Fingerprint Hash")
var/default = fingerprint_hash
if(default == initial(fingerprint_hash) && ishuman(user))
var/mob/living/carbon/human/H = user
if(H.dna)
default = md5(H.dna.uni_identity)
var/new_fingerprint_hash = sanitize(input(user,"What fingerprint hash would you like to be written on this card?","Agent Card Fingerprint Hash",default) as null|text)
if(!isnull(new_fingerprint_hash) && CanUseTopic(user, state))
src.fingerprint_hash = new_fingerprint_hash
user << "<span class='notice'>Fingerprint hash changed to '[new_fingerprint_hash]'.</span>"
. = 1
if("Name")
var/new_name = sanitizeName(input(user,"What name would you like to put on this card?","Agent Card Name", registered_name) as null|text)
if(!isnull(new_name) && CanUseTopic(user, state))
src.registered_name = new_name
update_name()
user << "<span class='notice'>Name changed to '[new_name]'.</span>"
. = 1
if("Photo")
set_id_photo(user)
user << "<span class='notice'>Photo changed.</span>"
. = 1
if("Sex")
var/new_sex = sanitize(input(user,"What sex would you like to put on this card?","Agent Card Sex", sex) as null|text)
if(!isnull(new_sex) && CanUseTopic(user, state))
src.sex = new_sex
user << "<span class='notice'>Sex changed to '[new_sex]'.</span>"
. = 1
if("Factory Reset")
if(alert("This will factory reset the card, including access and owner. Continue?", "Factory Reset", "No", "Yes") == "Yes" && CanUseTopic(user, state))
age = initial(age)
access = initial_access.Copy()
assignment = initial(assignment)
blood_type = initial(blood_type)
dna_hash = initial(dna_hash)
electronic_warfare = initial(electronic_warfare)
fingerprint_hash = initial(fingerprint_hash)
icon_state = initial(icon_state)
name = initial(name)
registered_name = initial(registered_name)
registered_user = null
sex = initial(sex)
user << "<span class='notice'>All information has been deleted from \the [src].</span>"
. = 1
// Always update the UI, or buttons will spin indefinitely
nanomanager.update_uis(src)
/var/global/list/id_card_states
/proc/id_card_states()
if(!id_card_states)
id_card_states = list()
for(var/path in typesof(/obj/item/weapon/card/id))
var/obj/item/weapon/card/id/ID = path
var/datum/card_state/CS = new()
CS.icon_state = initial(ID.icon_state)
CS.item_state = initial(ID.item_state)
CS.name = initial(ID.name) + " - " + initial(ID.icon_state)
id_card_states += CS
id_card_states = dd_sortedObjectList(id_card_states)
return id_card_states
/datum/card_state
var/name
var/icon_state
var/item_state
/datum/card_state/dd_SortValue()
return name

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@@ -19,9 +19,8 @@
nanomanager.close_uis(src)
return ..()
/obj/Topic(href, href_list, var/nowindow = 0, var/datum/topic_state/state = default_state)
// Calling Topic without a corresponding window open causes runtime errors
if(!nowindow && ..())
/obj/Topic(href, href_list, var/datum/topic_state/state = default_state)
if(usr && ..())
return 1
// In the far future no checks are made in an overriding Topic() beyond if(..()) return

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@@ -17,7 +17,7 @@
src.whitelist = species_whitelist
src.blacklist = species_blacklist
/datum/nano_module/appearance_changer/Topic(ref, href_list, var/nowindow, var/datum/topic_state/state = default_state)
/datum/nano_module/appearance_changer/Topic(ref, href_list, var/datum/topic_state/state = default_state)
if(..())
return 1

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@@ -479,7 +479,7 @@ nanoui is used to open and update nano browser uis
set_map_z_level(text2num(href_list["mapZLevel"]))
map_update = 1
if ((src_object && src_object.Topic(href, href_list, 0, state)) || map_update)
if ((src_object && src_object.Topic(href, href_list, state)) || map_update)
nanomanager.update_uis(src_object) // update all UIs attached to src_object
/**

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@@ -850,7 +850,7 @@
return 0
return 1
/obj/machinery/power/apc/Topic(href, href_list, var/nowindow = 0)
/obj/machinery/power/apc/Topic(href, href_list)
if(..())
return 1

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@@ -0,0 +1,21 @@
<!--
Title: Syndicate Uplink, uses some javascript to change nanoUI up a bit.
Used In File(s): \code\game\objects\items\devices\uplinks.dm
-->
{{:helper.syndicateMode()}}
<H1>Available Entries</H1>
<table>
{{for data.entries}}
<tr>
<td>{{:helper.link('', 'gear', {'set' : value.name})}}</td><td>{{:value.name}}</td><td>{{:value.value}}</td>
</tr>
{{/for}}
</table>
<table>
<tr>
<td>Electronic warfare:</td>
<td>{{:helper.link('Enable', null, {'electronic_warfare' : 1}, data.electronic_warfare ? 'selected' : null)}}</td>
<td>{{:helper.link('Disable',null, {'electronic_warfare' : 0}, data.electronic_warfare ? null : 'selected')}}</td>
</tr>
</table>