/proc/togglebuildmode(mob/M as mob in player_list) set name = "Toggle Build Mode" set category = "Special Verbs" if(M.client) if(M.client.buildmode) log_admin("[key_name(usr)] has left build mode.") M.client.buildmode = 0 M.client.show_popup_menus = 1 for(var/obj/effect/bmode/buildholder/H) if(H.cl == M.client) qdel(H) else log_admin("[key_name(usr)] has entered build mode.") M.client.buildmode = 1 M.client.show_popup_menus = 0 var/obj/effect/bmode/buildholder/H = new/obj/effect/bmode/buildholder() var/obj/effect/bmode/builddir/A = new/obj/effect/bmode/builddir(H) A.master = H var/obj/effect/bmode/buildhelp/B = new/obj/effect/bmode/buildhelp(H) B.master = H var/obj/effect/bmode/buildmode/C = new/obj/effect/bmode/buildmode(H) C.master = H var/obj/effect/bmode/buildquit/D = new/obj/effect/bmode/buildquit(H) D.master = H H.builddir = A H.buildhelp = B H.buildmode = C H.buildquit = D M.client.screen += A M.client.screen += B M.client.screen += C M.client.screen += D H.cl = M.client /obj/effect/bmode//Cleaning up the tree a bit density = 1 anchored = 1 layer = LAYER_HUD_BASE plane = PLANE_PLAYER_HUD dir = NORTH icon = 'icons/misc/buildmode.dmi' var/obj/effect/bmode/buildholder/master = null /obj/effect/bmode/Destroy() if(master && master.cl) master.cl.screen -= src master = null return ..() /obj/effect/bmode/builddir icon_state = "build" screen_loc = "NORTH,WEST" Click() switch(dir) if(NORTH) set_dir(EAST) if(EAST) set_dir(SOUTH) if(SOUTH) set_dir(WEST) if(WEST) set_dir(NORTHWEST) if(NORTHWEST) set_dir(NORTH) return 1 /obj/effect/bmode/buildhelp icon = 'icons/misc/buildmode.dmi' icon_state = "buildhelp" screen_loc = "NORTH,WEST+1" Click() switch(master.cl.buildmode) if(1) // Basic Build usr << "***********************************************************" usr << "Left Mouse Button = Construct / Upgrade" usr << "Right Mouse Button = Deconstruct / Delete / Downgrade" usr << "Left Mouse Button + ctrl = R-Window" usr << "Left Mouse Button + alt = Airlock" usr << "" usr << "Use the button in the upper left corner to" usr << "change the direction of built objects." usr << "***********************************************************" if(2) // Adv. Build usr << "***********************************************************" usr << "Right Mouse Button on buildmode button = Set object type" usr << "Middle Mouse Button on buildmode button= On/Off object type saying" usr << "Middle Mouse Button on turf/obj = Capture object type" usr << "Left Mouse Button on turf/obj = Place objects" usr << "Right Mouse Button = Delete objects" usr << "Mouse Button + ctrl = Copy object type" usr << "" usr << "Use the button in the upper left corner to" usr << "change the direction of built objects." usr << "***********************************************************" if(3) // Edit usr << "***********************************************************" usr << "Right Mouse Button on buildmode button = Select var(type) & value" usr << "Left Mouse Button on turf/obj/mob = Set var(type) & value" usr << "Right Mouse Button on turf/obj/mob = Reset var's value" usr << "***********************************************************" if(4) // Throw usr << "***********************************************************" usr << "Left Mouse Button on turf/obj/mob = Select" usr << "Right Mouse Button on turf/obj/mob = Throw" usr << "***********************************************************" if(5) // Room Build usr << "***********************************************************" usr << "Left Mouse Button on turf = Select as point A" usr << "Right Mouse Button on turf = Select as point B" usr << "Right Mouse Button on buildmode button = Change floor/wall type" usr << "***********************************************************" if(6) // Make Ladders usr << "***********************************************************" usr << "Left Mouse Button on turf = Set as upper ladder loc" usr << "Right Mouse Button on turf = Set as lower ladder loc" usr << "***********************************************************" if(7) // Move Into Contents usr << "***********************************************************" usr << "Left Mouse Button on turf/obj/mob = Select" usr << "Right Mouse Button on turf/obj/mob = Move into selection" usr << "***********************************************************" if(8) // Make Lights usr << "***********************************************************" usr << "Left Mouse Button on turf/obj/mob = Make it glow" usr << "Right Mouse Button on turf/obj/mob = Reset glowing" usr << "Right Mouse Button on buildmode button = Change glow properties" usr << "***********************************************************" if(9) // Control mobs with ai_holders. usr << "***********************************************************" usr << "Left Mouse Button on AI mob = Select/Deselect mob" usr << "Left Mouse Button + alt on AI mob = Toggle hostility on mob" usr << "Left Mouse Button + ctrl on AI mob = Reset target/following/movement" usr << "Right Mouse Button on enemy mob = Command selected mobs to attack mob" usr << "Right Mouse Button on allied mob = Command selected mobs to follow mob" usr << "Right Mouse Button + shift on any mob = Command selected mobs to follow mob regardless of faction" usr << "Right Mouse Button on tile = Command selected mobs to move to tile (will cancel if enemies are seen)" usr << "Right Mouse Button + shift on tile = Command selected mobs to reposition to tile (will not be inturrupted by enemies)" usr << "Right Mouse Button + alt on obj/turfs = Command selected mobs to attack obj/turf" usr << "***********************************************************" return 1 /obj/effect/bmode/buildquit icon_state = "buildquit" screen_loc = "NORTH,WEST+3" Click() togglebuildmode(master.cl.mob) return 1 /obj/effect/bmode/buildholder density = 0 anchored = 1 var/client/cl = null var/obj/effect/bmode/builddir/builddir = null var/obj/effect/bmode/buildhelp/buildhelp = null var/obj/effect/bmode/buildmode/buildmode = null var/obj/effect/bmode/buildquit/buildquit = null var/atom/movable/throw_atom = null var/list/selected_mobs = list() /obj/effect/bmode/buildholder/Destroy() qdel(builddir) builddir = null qdel(buildhelp) buildhelp = null qdel(buildmode) buildmode = null qdel(buildquit) buildquit = null throw_atom = null for(var/mob/living/unit in selected_mobs) deselect_AI_mob(cl, unit) selected_mobs.Cut() cl = null return ..() /obj/effect/bmode/buildholder/proc/select_AI_mob(client/C, mob/living/unit) selected_mobs += unit C.images += unit.selected_image /obj/effect/bmode/buildholder/proc/deselect_AI_mob(client/C, mob/living/unit) selected_mobs -= unit C.images -= unit.selected_image /obj/effect/bmode/buildmode icon_state = "buildmode1" screen_loc = "NORTH,WEST+2" var/varholder = "name" var/valueholder = "derp" var/objholder = /obj/structure/closet var/objsay = 1 var/wall_holder = /turf/simulated/wall var/floor_holder = /turf/simulated/floor/plating var/turf/coordA = null var/turf/coordB = null var/new_light_color = "#FFFFFF" var/new_light_range = 3 var/new_light_intensity = 3 /obj/effect/bmode/buildmode/Click(location, control, params) var/list/pa = params2list(params) if(pa.Find("middle")) switch(master.cl.buildmode) if(2) objsay=!objsay if(pa.Find("left")) switch(master.cl.buildmode) if(1) master.cl.buildmode = 2 src.icon_state = "buildmode2" if(2) master.cl.buildmode = 3 src.icon_state = "buildmode3" if(3) master.cl.buildmode = 4 src.icon_state = "buildmode4" if(4) master.cl.buildmode = 5 src.icon_state = "buildmode5" if(5) master.cl.buildmode = 6 src.icon_state = "buildmode6" if(6) master.cl.buildmode = 7 src.icon_state = "buildmode7" if(7) master.cl.buildmode = 8 src.icon_state = "buildmode8" if(8) master.cl.buildmode = 9 src.icon_state = "buildmode9" if(9) master.cl.buildmode = 1 src.icon_state = "buildmode1" else if(pa.Find("right")) switch(master.cl.buildmode) if(1) // Basic Build return 1 if(2) // Adv. Build objholder = get_path_from_partial_text(/obj/structure/closet) if(3) // Edit var/list/locked = list("vars", "key", "ckey", "client", "firemut", "ishulk", "telekinesis", "xray", "virus", "viruses", "cuffed", "ka", "last_eaten", "urine") master.buildmode.varholder = input(usr,"Enter variable name:" ,"Name", "name") if(master.buildmode.varholder in locked && !check_rights(R_DEBUG,0)) return 1 var/thetype = input(usr,"Select variable type:" ,"Type") in list("text","number","mob-reference","obj-reference","turf-reference") if(!thetype) return 1 switch(thetype) if("text") master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", "value") as text if("number") master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value", 123) as num if("mob-reference") master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as mob in mob_list if("obj-reference") master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as obj in world if("turf-reference") master.buildmode.valueholder = input(usr,"Enter variable value:" ,"Value") as turf in world if(5) // Room build var/choice = alert("Would you like to change the floor or wall holders?","Room Builder", "Floor", "Wall") switch(choice) if("Floor") floor_holder = get_path_from_partial_text(/turf/simulated/floor/plating) if("Wall") wall_holder = get_path_from_partial_text(/turf/simulated/wall) if(8) // Lights var/choice = alert("Change the new light range, power, or color?", "Light Maker", "Range", "Power", "Color") switch(choice) if("Range") var/input = input("New light range.","Light Maker",3) as null|num if(input) new_light_range = input if("Power") var/input = input("New light power.","Light Maker",3) as null|num if(input) new_light_intensity = input if("Color") var/input = input("New light color.","Light Maker",3) as null|color if(input) new_light_color = input return 1 /proc/build_click(var/mob/user, buildmode, params, var/obj/object) var/obj/effect/bmode/buildholder/holder = null for(var/obj/effect/bmode/buildholder/H) if(H.cl == user.client) holder = H break if(!holder) return var/list/pa = params2list(params) switch(buildmode) if(1) // Basic Build if(istype(object,/turf) && pa.Find("left") && !pa.Find("alt") && !pa.Find("ctrl") ) if(istype(object,/turf/space)) var/turf/T = object T.ChangeTurf(/turf/simulated/floor) return else if(istype(object,/turf/simulated/floor)) var/turf/T = object T.ChangeTurf(/turf/simulated/wall) return else if(istype(object,/turf/simulated/wall)) var/turf/T = object T.ChangeTurf(/turf/simulated/wall/r_wall) return else if(pa.Find("right")) if(istype(object,/turf/simulated/wall)) var/turf/T = object T.ChangeTurf(/turf/simulated/floor) return else if(istype(object,/turf/simulated/floor)) var/turf/T = object T.ChangeTurf(/turf/space) return else if(istype(object,/turf/simulated/wall/r_wall)) var/turf/T = object T.ChangeTurf(/turf/simulated/wall) return else if(istype(object,/obj)) qdel(object) return else if(istype(object,/turf) && pa.Find("alt") && pa.Find("left")) new/obj/machinery/door/airlock(get_turf(object)) else if(istype(object,/turf) && pa.Find("ctrl") && pa.Find("left")) switch(holder.builddir.dir) if(NORTH) var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object)) WIN.set_dir(NORTH) if(SOUTH) var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object)) WIN.set_dir(SOUTH) if(EAST) var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object)) WIN.set_dir(EAST) if(WEST) var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object)) WIN.set_dir(WEST) if(NORTHWEST) var/obj/structure/window/reinforced/WIN = new/obj/structure/window/reinforced(get_turf(object)) WIN.set_dir(NORTHWEST) if(2) // Adv. Build if(pa.Find("left") && !pa.Find("ctrl")) if(ispath(holder.buildmode.objholder,/turf)) var/turf/T = get_turf(object) T.ChangeTurf(holder.buildmode.objholder) else var/obj/A = new holder.buildmode.objholder (get_turf(object)) A.set_dir(holder.builddir.dir) else if(pa.Find("right")) if(isobj(object)) qdel(object) else if(pa.Find("ctrl")) holder.buildmode.objholder = object.type user << "[object]([object.type]) copied to buildmode." if(pa.Find("middle")) holder.buildmode.objholder = text2path("[object.type]") if(holder.buildmode.objsay) usr << "[object.type]" if(3) // Edit if(pa.Find("left")) //I cant believe this shit actually compiles. if(object.vars.Find(holder.buildmode.varholder)) log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]") object.vars[holder.buildmode.varholder] = holder.buildmode.valueholder else user << "[initial(object.name)] does not have a var called '[holder.buildmode.varholder]'" if(pa.Find("right")) if(object.vars.Find(holder.buildmode.varholder)) log_admin("[key_name(usr)] modified [object.name]'s [holder.buildmode.varholder] to [holder.buildmode.valueholder]") object.vars[holder.buildmode.varholder] = initial(object.vars[holder.buildmode.varholder]) else user << "[initial(object.name)] does not have a var called '[holder.buildmode.varholder]'" if(4) // Throw if(pa.Find("left")) if(istype(object, /atom/movable)) holder.throw_atom = object if(pa.Find("right")) if(holder.throw_atom) holder.throw_atom.throw_at(object, 10, 1) log_admin("[key_name(usr)] threw [holder.throw_atom] at [object]") if(5) // Room build if(pa.Find("left")) holder.buildmode.coordA = get_turf(object) user << "Defined [object] ([object.type]) as point A." if(pa.Find("right")) holder.buildmode.coordB = get_turf(object) user << "Defined [object] ([object.type]) as point B." if(holder.buildmode.coordA && holder.buildmode.coordB) user << "A and B set, creating rectangle." holder.buildmode.make_rectangle( holder.buildmode.coordA, holder.buildmode.coordB, holder.buildmode.wall_holder, holder.buildmode.floor_holder ) holder.buildmode.coordA = null holder.buildmode.coordB = null if(6) // Ladders if(pa.Find("left")) holder.buildmode.coordA = get_turf(object) user << "Defined [object] ([object.type]) as upper ladder location." if(pa.Find("right")) holder.buildmode.coordB = get_turf(object) user << "Defined [object] ([object.type]) as lower ladder location." if(holder.buildmode.coordA && holder.buildmode.coordB) user << "Ladder locations set, building ladders." var/obj/structure/ladder/A = new /obj/structure/ladder/up(holder.buildmode.coordA) var/obj/structure/ladder/B = new /obj/structure/ladder(holder.buildmode.coordB) A.target_up = B B.target_down = A A.update_icon() B.update_icon() holder.buildmode.coordA = null holder.buildmode.coordB = null if(7) // Move into contents if(pa.Find("left")) if(istype(object, /atom)) holder.throw_atom = object if(pa.Find("right")) if(holder.throw_atom && istype(object, /atom/movable)) object.forceMove(holder.throw_atom) log_admin("[key_name(usr)] moved [object] into [holder.throw_atom].") if(8) // Lights if(pa.Find("left")) if(object) object.set_light(holder.buildmode.new_light_range, holder.buildmode.new_light_intensity, holder.buildmode.new_light_color) if(pa.Find("right")) if(object) object.set_light(0, 0, "#FFFFFF") if(9) // AI control if(pa.Find("left")) if(isliving(object)) var/mob/living/L = object // Reset processes. if(pa.Find("ctrl")) if(!isnull(L.get_AI_stance())) // Null means there's no AI datum or it has one but is player controlled w/o autopilot on. var/datum/ai_holder/AI = L.ai_holder AI.forget_everything() to_chat(user, span("notice", "\The [L]'s AI has forgotten its target/movement destination/leader.")) else to_chat(user, span("warning", "\The [L] is not AI controlled.")) return // Toggle hostility if(pa.Find("alt")) if(!isnull(L.get_AI_stance())) var/datum/ai_holder/AI = L.ai_holder AI.hostile = !AI.hostile to_chat(user, span("notice", "\The [L] is now [AI.hostile ? "hostile" : "passive"].")) else to_chat(user, span("warning", "\The [L] is not AI controlled.")) return // Select/Deselect if(!isnull(L.get_AI_stance())) if(L in holder.selected_mobs) holder.deselect_AI_mob(user.client, L) to_chat(user, span("notice", "Deselected \the [L].")) else holder.select_AI_mob(user.client, L) to_chat(user, span("notice", "Selected \the [L].")) else to_chat(user, span("warning", "\The [L] is not AI controlled.")) if(pa.Find("right")) if(istype(object, /atom)) // Force attack. var/atom/A = object if(pa.Find("alt")) var/i = 0 for(var/mob/living/unit in holder.selected_mobs) var/datum/ai_holder/AI = unit.ai_holder AI.give_target(A) i++ to_chat(user, span("notice", "Commanded [i] mob\s to attack \the [A].")) return if(isliving(object)) // Follow or attack. var/mob/living/L = object var/i = 0 // Attacking mobs. var/j = 0 // Following mobs. for(var/mob/living/unit in holder.selected_mobs) var/datum/ai_holder/AI = unit.ai_holder if(L.IIsAlly(unit) || !AI.hostile || pa.Find("shift")) AI.set_follow(L) j++ else AI.give_target(L) i++ var/message = "Commanded " if(i) message += "[i] mob\s to attack \the [L]" if(j) message += ", and " else message += "." if(j) message += "[j] mob\s to follow \the [L]." to_chat(user, span("notice", message)) if(isturf(object)) // Move or reposition. var/turf/T = object var/i = 0 for(var/mob/living/unit in holder.selected_mobs) var/datum/ai_holder/AI = unit.ai_holder AI.give_destination(T, 1, pa.Find("shift")) // If shift is held, the mobs will not stop moving to attack a visible enemy. i++ to_chat(user, span("notice", "Commanded [i] mob\s to move to \the [T].")) /obj/effect/bmode/buildmode/proc/get_path_from_partial_text(default_path) var/desired_path = input("Enter full or partial typepath.","Typepath","[default_path]") var/list/types = typesof(/atom) var/list/matches = list() for(var/path in types) if(findtext("[path]", desired_path)) matches += path if(matches.len==0) alert("No results found. Sorry.") return var/result = null if(matches.len==1) result = matches[1] else result = input("Select an atom type", "Spawn Atom", matches[1]) as null|anything in matches if(!objholder) result = default_path return result /obj/effect/bmode/buildmode/proc/make_rectangle(var/turf/A, var/turf/B, var/turf/wall_type, var/turf/floor_type) if(!A || !B) // No coords return if(A.z != B.z) // Not same z-level return var/height = A.y - B.y var/width = A.x - B.x var/z_level = A.z var/turf/lower_left_corner = null // First, try to find the lowest part var/desired_y = 0 if(A.y <= B.y) desired_y = A.y else desired_y = B.y //Now for the left-most part. var/desired_x = 0 if(A.x <= B.x) desired_x = A.x else desired_x = B.x lower_left_corner = locate(desired_x, desired_y, z_level) // Now we can begin building the actual room. This defines the boundries for the room. var/low_bound_x = lower_left_corner.x var/low_bound_y = lower_left_corner.y var/high_bound_x = lower_left_corner.x + abs(width) var/high_bound_y = lower_left_corner.y + abs(height) for(var/i = low_bound_x, i <= high_bound_x, i++) for(var/j = low_bound_y, j <= high_bound_y, j++) var/turf/T = locate(i, j, z_level) if(i == low_bound_x || i == high_bound_x || j == low_bound_y || j == high_bound_y) if(isturf(wall_type)) T.ChangeTurf(wall_type) else new wall_type(T) else if(isturf(floor_type)) T.ChangeTurf(floor_type) else new floor_type(T)