Merge pull request #10005 from PsiOmegaDelta/150703-Uplinkery

Uplink Items - Part III
This commit is contained in:
Zuhayr
2015-08-20 19:19:12 +09:30
47 changed files with 851 additions and 409 deletions
+60 -82
View File
@@ -97,27 +97,75 @@
var/registered_name = "Unknown" // The name registered_name on the card
slot_flags = SLOT_ID
var/age = "\[UNSET\]"
var/blood_type = "\[UNSET\]"
var/dna_hash = "\[UNSET\]"
var/fingerprint_hash = "\[UNSET\]"
var/sex = "\[UNSET\]"
var/icon/front
var/icon/side
//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
var/rank = null //actual job
var/dorm = 0 // determines if this ID has claimed a dorm already
var/dorm = 0 // determines if this ID has claimed a dorm already
/obj/item/weapon/card/id/New()
..()
spawn(30)
if(istype(loc, /mob/living/carbon/human))
var/mob/living/carbon/human/H = loc
blood_type = H.dna.b_type
dna_hash = H.dna.unique_enzymes
fingerprint_hash = md5(H.dna.uni_identity)
/obj/item/weapon/card/id/examine(mob/user)
set src in oview(1)
if(in_range(usr, src))
show(usr)
usr << desc
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_title_image(usr.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
/obj/item/weapon/card/id/proc/update_name()
name = "[src.registered_name]'s ID Card ([src.assignment])"
/obj/item/weapon/card/id/proc/set_id_photo(var/mob/M)
front = getFlatIcon(M, SOUTH, always_use_defdir = 1)
side = getFlatIcon(M, WEST, always_use_defdir = 1)
/obj/item/weapon/card/id/proc/set_owner_info(var/mob/living/carbon/human/H)
if(!H || !H.dna)
return
age = H.age
blood_type = H.dna.b_type
dna_hash = H.dna.unique_enzymes
fingerprint_hash = md5(H.dna.uni_identity)
registered_name = H.real_name
sex = capitalize(H.gender)
set_id_photo(H)
update_name()
/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)
dat += text("Rank: []</A><BR>\n", assignment)
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)
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)
for(var/mob/O in viewers(user, null))
O.show_message(text("[] shows you: \icon[] []: assignment: []", user, src, src.name, src.assignment), 1)
user.visible_message("\The [user] shows you: \icon[src] [src.name]. The assignment on the card: [src.assignment]",\
"You flash your ID card: \icon[src] [src.name]. The assignment on the card: [src.assignment]")
src.add_fingerprint(user)
return
@@ -139,7 +187,6 @@
usr << "The fingerprint hash on the card is [fingerprint_hash]."
return
/obj/item/weapon/card/id/silver
name = "identification card"
desc = "A silver card which shows honour and dedication."
@@ -152,75 +199,6 @@
icon_state = "gold"
item_state = "gold_id"
/obj/item/weapon/card/id/syndicate
name = "agent card"
access = list(access_maint_tunnels, access_syndicate, access_external_airlocks)
origin_tech = list(TECH_ILLEGAL = 3)
var/registered_user=null
/obj/item/weapon/card/id/syndicate/New(mob/user as mob)
..()
if(!isnull(user)) // Runtime prevention on laggy starts or where users log out because of lag at round start.
registered_name = ishuman(user) ? user.real_name : user.name
else
registered_name = "Agent Card"
assignment = "Agent"
name = "[registered_name]'s ID Card ([assignment])"
/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(istype(user, /mob/living) && user.mind)
if(user.mind.special_role)
usr << "<span class='notice'>The card's microscanners 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(!src.registered_name)
//Stop giving the players unsanitized unputs! You are giving ways for players to intentionally crash clients! -Nodrak
var t = sanitizeName(input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name), MAX_NAME_LEN)
if(!t) //Same as mob/new_player/prefrences.dm
alert("Invalid name.")
return
src.registered_name = t
var u = sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Agent"), MAX_LNAME_LEN)
if(!u)
alert("Invalid assignment.")
src.registered_name = ""
return
src.assignment = u
src.name = "[src.registered_name]'s ID Card ([src.assignment])"
user << "<span class='notice'>You successfully forge the ID card.</span>"
registered_user = user
else if(!registered_user || registered_user == user)
if(!registered_user) registered_user = user //
switch(alert("Would you like to display the ID, or retitle it?","Choose.","Rename","Show"))
if("Rename")
var t = sanitize(input(user, "What name would you like to put on this card?", "Agent card name", ishuman(user) ? user.real_name : user.name), 26)
if(!t || t == "Unknown" || t == "floor" || t == "wall" || t == "r-wall") //Same as mob/new_player/prefrences.dm
alert("Invalid name.")
return
src.registered_name = t
var u = sanitize(input(user, "What occupation would you like to put on this card?\nNote: This will not grant any access levels other than Maintenance.", "Agent card job assignment", "Assistant"))
if(!u)
alert("Invalid assignment.")
return
src.assignment = u
src.name = "[src.registered_name]'s ID Card ([src.assignment])"
user << "<span class='notice'>You successfully forge the ID card.</span>"
return
if("Show")
..()
else
..()
/obj/item/weapon/card/id/syndicate_command
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
@@ -255,4 +233,4 @@
/obj/item/weapon/card/id/centcom/ERT/New()
..()
access += get_all_station_access()
access |= get_all_station_access()
@@ -0,0 +1,204 @@
var/global/list/syndicate_ids = list()
/obj/item/weapon/card/id/syndicate
name = "agent card"
assignment = "Agent"
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
..()
access = initial_access.Copy()
/obj/item/weapon/card/id/syndicate/Destroy()
syndicate_ids -= src
registered_user = null
return ..()
// On mob destruction, ensure any references are cleared
/mob/Destroy()
for(var/obj/item/weapon/card/id/syndicate/SID in syndicate_ids)
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 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?","Show or Edit?", "Edit","Show"))
if("Edit")
ui_interact(user)
if("Show")
..()
else
..()
/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]
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)
ui = new(user, src, ui_key, "agent_id_card.tmpl", "Agent id", 600, 400)
ui.set_initial_data(data)
ui.open()
/obj/item/weapon/card/id/syndicate/CanUseTopic(mob/user)
if(user != registered_user)
return STATUS_CLOSE
return ..()
/obj/item/weapon/card/id/syndicate/Topic(href, href_list, var/datum/topic_state/state)
if(..())
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
@@ -0,0 +1,23 @@
/obj/item/weapon/grenade/anti_photon
desc = "An experimental device for temporarily removing light in a limited area."
name = "pgoton disruption grenade"
icon = 'icons/obj/grenade.dmi'
icon_state = "emp"
item_state = "emp"
det_time = 20
origin_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 4)
/obj/item/weapon/grenade/anti_photon/prime()
playsound(src.loc, 'sound/effects/phasein.ogg', 50, 1, 5)
set_light(10, -10, "#FFFFFF")
var/extra_delay = rand(0,90)
spawn(extra_delay)
spawn(200)
if(prob(10+extra_delay))
set_light(10, 10, "#[num2hex(rand(64,255))][num2hex(rand(64,255))][num2hex(rand(64,255))]")
spawn(210)
..()
playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5)
qdel(src)
@@ -298,6 +298,31 @@
new /obj/item/weapon/grenade/empgrenade(src)
new /obj/item/weapon/grenade/empgrenade(src)
/obj/item/weapon/storage/box/smokes
name = "box of smoke bombs"
desc = "A box containing 5 smoke bombs."
icon_state = "flashbang"
/obj/item/weapon/storage/box/smokes/New()
..()
new /obj/item/weapon/grenade/smokebomb(src)
new /obj/item/weapon/grenade/smokebomb(src)
new /obj/item/weapon/grenade/smokebomb(src)
new /obj/item/weapon/grenade/smokebomb(src)
new /obj/item/weapon/grenade/smokebomb(src)
/obj/item/weapon/storage/box/anti_photons
name = "box of anti-photon grenades"
desc = "A box containing 5 experimental photon disruption grenades."
icon_state = "flashbang"
/obj/item/weapon/storage/box/anti_photon/New()
..()
new /obj/item/weapon/grenade/anti_photon(src)
new /obj/item/weapon/grenade/anti_photon(src)
new /obj/item/weapon/grenade/anti_photon(src)
new /obj/item/weapon/grenade/anti_photon(src)
new /obj/item/weapon/grenade/anti_photon(src)
/obj/item/weapon/storage/box/trackimp
name = "boxed tracking implant kit"
@@ -638,4 +663,4 @@
max_w_class = 3
can_hold = list(/obj/item/organ, /obj/item/weapon/reagent_containers/food, /obj/item/weapon/reagent_containers/glass)
max_storage_space = 21
use_to_pickup = 1 // for picking up broken bulbs, not that most people will try
use_to_pickup = 1 // for picking up broken bulbs, not that most people will try