Files
CHOMPStation2/code/game/objects/items/devices/uplinks.dm
PsiOmega e37c5c22d4 Refactors NanoUI interaction (again)
Takes NanoUI interaction code and splits it into more manageable modules.

The default handler that checks distances, camera coverage, etc., etc.
Admin NanoUI windows now only check for admin rights, ignoring sight, distance, and anything else.
ERT/mercenary appearance changer now remains open for as long as the mob remains on the admin Z-level.
PDAs and uplinks now require that you keep the item somewhere in your main inventory (or contents to be precise). Hands or ears are fine, inside bags are not.
Rig suits also check that they are in the operator's inventory or that the synthetic operator is somewhere within the suit's contents (recursively).
2015-04-10 11:19:38 +02:00

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//This could either be split into the proper DM files or placed somewhere else all together, but it'll do for now -Nodrak
/*
A list of items and costs is stored under the datum of every game mode, alongside the number of crystals, and the welcoming message.
*/
/datum/uplink_item/
var/name = ""
var/cost = 0
var/path = null
var/reference = ""
var/description = ""
datum/uplink_item/New(var/itemPath, var/itemCost, var/itemName, var/itemReference, var/itemDescription)
cost = itemCost
path = itemPath
name = itemName
reference = itemReference
description = itemDescription
datum/uplink_item/proc/description()
if(!description)
// Fallback description
var/obj/temp = src.path
description = replacetext(initial(temp.desc), "\n", "<br>")
return description
/datum/uplink_item/proc/generate_item(var/newloc)
var/list/L = list()
if(ispath(path))
L += new path(newloc)
else if(islist(path))
for(var/item_path in path)
L += new item_path(newloc)
return L
datum/nano_item_lists
var/list/items_nano
var/list/items_reference
/obj/item/device/uplink
var/welcome // Welcoming menu message
var/uses // Numbers of crystals
var/list/ItemsCategory // List of categories with lists of items
var/list/ItemsReference // List of references with an associated item
var/list/nanoui_items // List of items for NanoUI use
var/nanoui_menu = 0 // The current menu we are in
var/list/nanoui_data = new // Additional data for NanoUI use
var/list/purchase_log = new
var/uplink_owner = null//text-only
var/used_TC = 0
/obj/item/device/uplink/nano_host()
return loc
/obj/item/device/uplink/New()
..()
welcome = ticker.mode.uplink_welcome
uses = ticker.mode.uplink_uses
ItemsCategory = ticker.mode.uplink_items
world_uplinks += src
/obj/item/device/uplink/Del()
world_uplinks -= src
..()
/obj/item/device/uplink/proc/generate_items()
var/datum/nano_item_lists/IL = generate_item_lists()
nanoui_items = IL.items_nano
ItemsReference = IL.items_reference
// BS12 no longer use this menu but there are forks that do, hency why we keep it
/obj/item/device/uplink/proc/generate_menu()
var/dat = "<B>[src.welcome]</B><BR>"
dat += "Tele-Crystals left: [src.uses]<BR>"
dat += "<HR>"
dat += "<B>Request item:</B><BR>"
dat += "<I>Each item costs a number of tele-crystals as indicated by the number following their name.</I><br>"
var/category_items = 1
for(var/category in ItemsCategory)
if(category_items < 1)
dat += "<i>We apologize, as you could not afford anything from this category.</i><br>"
dat += "<br>"
dat += "<b>[category]</b><br>"
category_items = 0
for(var/datum/uplink_item/I in ItemsCategory[category])
if(I.cost > uses)
continue
dat += "<A href='byond://?src=\ref[src];buy_item=[I.reference];cost=[I.cost]'>[I.name]</A> ([I.cost])<BR>"
category_items++
dat += "<A href='byond://?src=\ref[src];buy_item=random'>Random Item (??)</A><br>"
dat += "<HR>"
return dat
/*
Built the item lists for use with NanoUI
*/
/obj/item/device/uplink/proc/generate_item_lists()
var/list/nano = new
var/list/reference = new
for(var/category in ItemsCategory)
nano[++nano.len] = list("Category" = category, "items" = list())
for(var/datum/uplink_item/I in ItemsCategory[category])
nano[nano.len]["items"] += list(list("Name" = I.name, "Description" = I.description(),"Cost" = I.cost, "obj_path" = I.reference))
reference[I.reference] = I
var/datum/nano_item_lists/result = new
result.items_nano = nano
result.items_reference = reference
return result
//If 'random' was selected
/obj/item/device/uplink/proc/chooseRandomItem()
if(uses <= 0)
return
var/list/random_items = new
for(var/IR in ItemsReference)
var/datum/uplink_item/UI = ItemsReference[IR]
if(UI.cost <= uses)
random_items += UI
return pick(random_items)
/obj/item/device/uplink/Topic(href, href_list)
if(..())
return 1
if(href_list["buy_item"] == "random")
var/datum/uplink_item/UI = chooseRandomItem()
href_list["buy_item"] = UI.reference
return buy(UI, "RN")
else
var/datum/uplink_item/UI = ItemsReference[href_list["buy_item"]]
return buy(UI, UI ? UI.reference : "")
return 0
/obj/item/device/uplink/proc/buy(var/datum/uplink_item/UI, var/reference)
if(UI && UI.cost <= uses)
uses -= UI.cost
used_TC += UI.cost
feedback_add_details("traitor_uplink_items_bought", reference)
var/list/L = UI.generate_item(get_turf(usr))
if(ishuman(usr))
var/mob/living/carbon/human/A = usr
for(var/obj/I in L)
A.put_in_any_hand_if_possible(I)
purchase_log[UI] = purchase_log[UI] + 1
return 1
return 0
// HIDDEN UPLINK - Can be stored in anything but the host item has to have a trigger for it.
/* How to create an uplink in 3 easy steps!
1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add "uses".
2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "usr << browse(null, "window=windowname") if it returns true.
The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc.
Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
*/
/obj/item/device/uplink/hidden
name = "hidden uplink"
desc = "There is something wrong if you're examining this."
var/active = 0
// The hidden uplink MUST be inside an obj/item's contents.
/obj/item/device/uplink/hidden/New()
spawn(2)
if(!istype(src.loc, /obj/item))
del(src)
..()
// Toggles the uplink on and off. Normally this will bypass the item's normal functions and go to the uplink menu, if activated.
/obj/item/device/uplink/hidden/proc/toggle()
active = !active
// Directly trigger the uplink. Turn on if it isn't already.
/obj/item/device/uplink/hidden/proc/trigger(mob/user as mob)
if(!active)
toggle()
interact(user)
// Checks to see if the value meets the target. Like a frequency being a traitor_frequency, in order to unlock a headset.
// If true, it accesses trigger() and returns 1. If it fails, it returns false. Use this to see if you need to close the
// current item's menu.
/obj/item/device/uplink/hidden/proc/check_trigger(mob/user as mob, var/value, var/target)
if(value == target)
trigger(user)
return 1
return 0
/*
NANO UI FOR UPLINK WOOP WOOP
*/
/obj/item/device/uplink/hidden/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
var/title = "Remote Uplink"
var/data[0]
data["welcome"] = welcome
data["crystals"] = uses
data["menu"] = nanoui_menu
if(!nanoui_items)
generate_items()
data["nano_items"] = nanoui_items
data += nanoui_data
// update the ui if it exists, returns null if no ui is passed/found
ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
if (!ui)
// the ui does not exist, so we'll create a new() one
// for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm
ui = new(user, src, ui_key, "uplink.tmpl", title, 450, 600, state = inventory_state)
// when the ui is first opened this is the data it will use
ui.set_initial_data(data)
// open the new ui window
ui.open()
// Interaction code. Gathers a list of items purchasable from the paren't uplink and displays it. It also adds a lock button.
/obj/item/device/uplink/hidden/interact(mob/user)
ui_interact(user)
// The purchasing code.
/obj/item/device/uplink/hidden/Topic(href, href_list)
if (usr.stat || usr.restrained())
return 1
if (!( istype(usr, /mob/living/carbon/human)))
return 1
var/mob/user = usr
var/datum/nanoui/ui = nanomanager.get_open_ui(user, src, "main")
if ((usr.contents.Find(src.loc) || (in_range(src.loc, usr) && istype(src.loc.loc, /turf))))
usr.set_machine(src)
if(..(href, href_list))
return 1
else if(href_list["lock"])
toggle()
ui.close()
return 1
if(href_list["return"])
nanoui_menu = round(nanoui_menu/10)
update_nano_data()
if(href_list["menu"])
nanoui_menu = text2num(href_list["menu"])
update_nano_data(href_list["id"])
interact(usr)
return 1
/obj/item/device/uplink/hidden/proc/update_nano_data(var/id)
if(nanoui_menu == 1)
var/permanentData[0]
for(var/datum/data/record/L in sortRecord(data_core.locked))
permanentData[++permanentData.len] = list(Name = L.fields["name"],"id" = L.fields["id"])
nanoui_data["exploit_records"] = permanentData
if(nanoui_menu == 11)
nanoui_data["exploit_exists"] = 0
for(var/datum/data/record/L in data_core.locked)
if(L.fields["id"] == id)
nanoui_data["exploit"] = list() // Setting this to equal L.fields passes it's variables that are lists as reference instead of value.
// We trade off being able to automatically add shit for more control over what gets passed to json
// and if it's sanitized for html.
nanoui_data["exploit"]["nanoui_exploit_record"] = html_encode(L.fields["exploit_record"]) // Change stuff into html
nanoui_data["exploit"]["nanoui_exploit_record"] = replacetext(nanoui_data["exploit"]["nanoui_exploit_record"], "\n", "<br>") // change line breaks into <br>
nanoui_data["exploit"]["name"] = html_encode(L.fields["name"])
nanoui_data["exploit"]["sex"] = html_encode(L.fields["sex"])
nanoui_data["exploit"]["age"] = html_encode(L.fields["age"])
nanoui_data["exploit"]["species"] = html_encode(L.fields["species"])
nanoui_data["exploit"]["rank"] = html_encode(L.fields["rank"])
nanoui_data["exploit"]["home_system"] = html_encode(L.fields["home_system"])
nanoui_data["exploit"]["citizenship"] = html_encode(L.fields["citizenship"])
nanoui_data["exploit"]["faction"] = html_encode(L.fields["faction"])
nanoui_data["exploit"]["religion"] = html_encode(L.fields["religion"])
nanoui_data["exploit"]["fingerprint"] = html_encode(L.fields["fingerprint"])
nanoui_data["exploit_exists"] = 1
break
// I placed this here because of how relevant it is.
// You place this in your uplinkable item to check if an uplink is active or not.
// If it is, it will display the uplink menu and return 1, else it'll return false.
// If it returns true, I recommend closing the item's normal menu with "user << browse(null, "window=name")"
/obj/item/proc/active_uplink_check(mob/user as mob)
// Activates the uplink if it's active
if(src.hidden_uplink)
if(src.hidden_uplink.active)
src.hidden_uplink.trigger(user)
return 1
return 0
// PRESET UPLINKS
// A collection of preset uplinks.
//
// Includes normal radio uplink, multitool uplink,
// implant uplink (not the implant tool) and a preset headset uplink.
/obj/item/device/radio/uplink/New()
hidden_uplink = new(src)
icon_state = "radio"
/obj/item/device/radio/uplink/attack_self(mob/user as mob)
if(hidden_uplink)
hidden_uplink.trigger(user)
/obj/item/device/multitool/uplink/New()
hidden_uplink = new(src)
/obj/item/device/multitool/uplink/attack_self(mob/user as mob)
if(hidden_uplink)
hidden_uplink.trigger(user)
/obj/item/device/radio/headset/uplink
traitor_frequency = 1445
/obj/item/device/radio/headset/uplink/New()
..()
hidden_uplink = new(src)
hidden_uplink.uses = 10