mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
239 lines
7.1 KiB
Plaintext
239 lines
7.1 KiB
Plaintext
// Navigation beacon for AI robots
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// Functions as a transponder: looks for incoming signal matching
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GLOBAL_LIST_EMPTY(navbeacons) // no I don't like putting this in, but it will do for now
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/obj/machinery/navbeacon
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icon = 'icons/obj/objects.dmi'
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icon_state = "navbeacon0-f"
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name = "navigation beacon"
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desc = "A beacon used for bot navigation."
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plane = PLATING_PLANE
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anchored = TRUE
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var/open = 0 // true if cover is open
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var/locked = 1 // true if controls are locked
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var/freq = null // DEPRECATED we don't use radios anymore!
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var/location = "" // location response text
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var/codes_txt // DEPRECATED codes as set on map: "tag1;tag2" or "tag1=value;tag2=value"
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var/list/codes = list() // assoc. list of transponder codes
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req_access = list(ACCESS_ENGINE)
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/obj/machinery/navbeacon/Initialize(mapload)
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. = ..()
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set_codes_from_txt(codes_txt)
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if(freq)
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WARNING("[src] at [x],[y],[z] has deprecated var freq=[freq]. Replace it with proper type.")
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var/turf/T = loc
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hide(!T.is_plating())
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GLOB.navbeacons += src
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// set the transponder codes assoc list from codes_txt
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// DEPRECATED - This is kept only for compatibilty with old map files! Do not use this!
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// Instead, you should replace the map instance with one of the appropriate navbeacon subtypes.
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// See the bottom of this file for a list of subtypes, make your own examples if your map needs more
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/obj/machinery/navbeacon/proc/set_codes_from_txt()
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if(!codes_txt)
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return
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WARNING("[src] at [x],[y],[z] in [get_area(src)] is using the deprecated 'codes_txt' mapping method. Replace it with proper type.")
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codes = list()
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var/list/entries = splittext(codes_txt, ";") // entries are separated by semicolons
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for(var/e in entries)
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var/index = findtext(e, "=") // format is "key=value"
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if(index)
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var/key = copytext(e, 1, index)
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var/val = copytext(e, index+1)
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codes[key] = val
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else
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codes[e] = "1"
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/obj/machinery/navbeacon/hides_under_flooring()
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return 1
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// called when turf state changes
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// hide the object if turf is intact
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/obj/machinery/navbeacon/hide(var/intact)
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invisibility = intact ? INVISIBILITY_ABSTRACT : INVISIBILITY_NONE
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update_icon()
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// update the icon_state
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/obj/machinery/navbeacon/update_icon()
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var/state="navbeacon[open]"
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if(invisibility)
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icon_state = "[state]-f" // if invisible, set icon to faded version
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// in case revealed by T-scanner
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else
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icon_state = "[state]"
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/obj/machinery/navbeacon/attackby(var/obj/item/I, var/mob/user)
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var/turf/T = loc
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if(!T.is_plating())
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return // prevent intraction when T-scanner revealed
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if(I.has_tool_quality(TOOL_SCREWDRIVER))
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open = !open
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playsound(src, I.usesound, 50, 1)
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user.visible_message("[user] [open ? "opens" : "closes"] the beacon's cover.", "You [open ? "open" : "close"] the beacon's cover.")
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update_icon()
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else if(I.GetID())
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if(open)
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if(allowed(user))
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locked = !locked
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to_chat(user, "Controls are now [locked ? "locked." : "unlocked."]")
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else
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to_chat(user, span_warning("Access denied."))
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updateDialog()
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else
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to_chat(user, "You must open the cover first!")
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return
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/obj/machinery/navbeacon/attack_ai(var/mob/user)
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interact(user, 1)
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/obj/machinery/navbeacon/attack_hand(var/mob/user)
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if(!user.IsAdvancedToolUser())
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return 0
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interact(user, 0)
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/obj/machinery/navbeacon/interact(var/mob/user, var/ai = 0)
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var/turf/T = loc
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if(!T.is_plating())
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return // prevent intraction when T-scanner revealed
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if(!open && !ai) // can't alter controls if not open, unless you're an AI
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to_chat(user, "The beacon's control cover is closed.")
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return
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var/t
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if(locked && !ai)
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t = {"<TT><B>Navigation Beacon</B><HR><BR>
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<i>(swipe card to unlock controls)</i><BR><HR>
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Location: [location ? location : "(none)"]</A><BR>
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Transponder Codes:<UL>"}
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for(var/key in codes)
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t += "<LI>[key] ... [codes[key]]"
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t+= "<UL></TT>"
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else
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t = {"<TT><B>Navigation Beacon</B><HR><BR>
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<i>(swipe card to lock controls)</i><BR><HR>
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Location: <A href='byond://?src=\ref[src];locedit=1'>[location ? location : "(none)"]</A><BR>
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Transponder Codes:<UL>"}
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for(var/key in codes)
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t += "<LI>[key] ... [codes[key]]"
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t += " <small><A href='byond://?src=\ref[src];edit=1;code=[key]'>(edit)</A>"
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t += " <A href='byond://?src=\ref[src];delete=1;code=[key]'>(delete)</A></small><BR>"
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t += "<small><A href='byond://?src=\ref[src];add=1;'>(add new)</A></small><BR>"
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t+= "<UL></TT>"
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var/datum/browser/popup = new(user, "navbeacon", "Navbeacon")
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popup.set_content(t)
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popup.open()
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/obj/machinery/navbeacon/Topic(href, href_list)
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..()
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if(usr.stat)
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return
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if((in_range(src, usr) && istype(src.loc, /turf)) || (istype(usr, /mob/living/silicon)))
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if(open && !locked)
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usr.set_machine(src)
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if(href_list["locedit"])
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var/newloc = tgui_input_text(usr, "Enter New Location", "Navigation Beacon", location, MAX_NAME_LEN)
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if(newloc)
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location = newloc
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updateDialog()
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else if(href_list["edit"])
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var/codekey = href_list["code"]
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var/newkey = tgui_input_text(usr, "Enter Transponder Code Key", "Navigation Beacon", codekey, MAX_NAME_LEN)
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if(!newkey)
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return
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var/codeval = codes[codekey]
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var/newval = tgui_input_text(usr, "Enter Transponder Code Value", "Navigation Beacon", codeval, MAX_NAME_LEN)
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if(!newval)
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newval = codekey
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return
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codes.Remove(codekey)
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codes[newkey] = newval
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updateDialog()
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else if(href_list["delete"])
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var/codekey = href_list["code"]
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codes.Remove(codekey)
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updateDialog()
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else if(href_list["add"])
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var/newkey = tgui_input_text(usr, "Enter New Transponder Code Key", "Navigation Beacon", null, MAX_NAME_LEN)
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if(!newkey)
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return
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var/newval = tgui_input_text(usr, "Enter New Transponder Code Value", "Navigation Beacon", null, MAX_NAME_LEN)
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if(!newval)
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newval = "1"
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return
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if(!codes)
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codes = new()
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codes[newkey] = newval
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updateDialog()
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/obj/machinery/navbeacon/Destroy()
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GLOB.navbeacons.Remove(src)
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. = ..()
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//
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// Nav Beacon Mapping
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// These subtypes are what you should actually put into maps! they will make your life much easier.
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//
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// Developer Note: navbeacons do not HAVE to use these subtypes. They are purely for mapping convenience.
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// You can feel free to construct them in-game as just /obj/machinery/navbeacon and they will work just
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// fine, and you can define your own specific types for every instance on map if you want (BayStation does)
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// This design is a compromise that means you can do mapping without every single one being its own type
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// but with it still being easy to map ~ Leshana
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//
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// Mulebot delivery destinations
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/obj/machinery/navbeacon/delivery/north
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codes = list("delivery" = 1, "dir" = NORTH)
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/obj/machinery/navbeacon/delivery/south
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codes = list("delivery" = 1, "dir" = SOUTH)
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/obj/machinery/navbeacon/delivery/east
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codes = list("delivery" = 1, "dir" = EAST)
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/obj/machinery/navbeacon/delivery/west
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codes = list("delivery" = 1, "dir" = WEST)
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// For part of the patrol route
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// You MUST set "location"
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// You MUST set "next_patrol"
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/obj/machinery/navbeacon/patrol
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var/next_patrol
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/obj/machinery/navbeacon/patrol/Initialize(mapload)
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codes = list("patrol" = 1, "next_patrol" = next_patrol)
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. = ..()
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