mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Creates NanoUI for the PDA and Syndicate Uplink. New features: Crew manifest now sorted with department heads at the top. Can select individual conversations and delete individual conversations among PDA's Powernet Monitor much more simple now and easier to read. Janitorial supplies locator now includes Janicart. Items will actually refresh if you click "Refresh" Some other changes: Captain's PDA cartridge now has all access (added janitor access and quartermaster access) With the conversation change I had to change how tnote (the variable that holds PDA messages works. Setup the message server to use the new methods. Removed procs that will no longer be used (UI generation procs from old UI methods) Commented everything the best I can. Created HORRIBLE, TERRIBLE lists. But it's pretty much required because that's how nanoUI rolls. Created a variable on the uplink called NanoUI items, this list is created upon creation of the uplink. I included the functionality for Mimes and Clowns for our downstream servers that have those.
351 lines
9.9 KiB
Plaintext
351 lines
9.9 KiB
Plaintext
/obj/structure/signpost
|
|
icon = 'icons/obj/stationobjs.dmi'
|
|
icon_state = "signpost"
|
|
anchored = 1
|
|
density = 1
|
|
|
|
attackby(obj/item/weapon/W as obj, mob/user as mob)
|
|
return attack_hand(user)
|
|
|
|
attack_hand(mob/user as mob)
|
|
switch(alert("Travel back to ss13?",,"Yes","No"))
|
|
if("Yes")
|
|
if(user.z != src.z) return
|
|
user.loc.loc.Exited(user)
|
|
user.loc = pick(latejoin)
|
|
if("No")
|
|
return
|
|
|
|
/obj/effect/mark
|
|
var/mark = ""
|
|
icon = 'icons/misc/mark.dmi'
|
|
icon_state = "blank"
|
|
anchored = 1
|
|
layer = 99
|
|
mouse_opacity = 0
|
|
unacidable = 1//Just to be sure.
|
|
|
|
/obj/effect/beam
|
|
name = "beam"
|
|
unacidable = 1//Just to be sure.
|
|
var/def_zone
|
|
pass_flags = PASSTABLE
|
|
|
|
|
|
/obj/effect/begin
|
|
name = "begin"
|
|
icon = 'icons/obj/stationobjs.dmi'
|
|
icon_state = "begin"
|
|
anchored = 1.0
|
|
unacidable = 1
|
|
|
|
/*
|
|
* This item is completely unused, but removing it will break something in R&D and Radio code causing PDA and Ninja code to fail on compile
|
|
*/
|
|
|
|
/obj/effect/datacore
|
|
name = "datacore"
|
|
var/medical[] = list()
|
|
var/general[] = list()
|
|
var/security[] = list()
|
|
//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
|
|
var/locked[] = list()
|
|
|
|
/obj/effect/datacore/proc/get_manifest(monochrome, OOC)
|
|
var/list/heads = new()
|
|
var/list/sec = new()
|
|
var/list/eng = new()
|
|
var/list/med = new()
|
|
var/list/sci = new()
|
|
var/list/civ = new()
|
|
var/list/bot = new()
|
|
var/list/misc = new()
|
|
var/list/isactive = new()
|
|
var/dat = {"
|
|
<head><style>
|
|
.manifest {border-collapse:collapse;}
|
|
.manifest td, th {border:1px solid [monochrome?"black":"#DEF; background-color:white; color:black"]; padding:.25em}
|
|
.manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: #48C; color:white"]}
|
|
.manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: #488;"] }
|
|
.manifest td:first-child {text-align:right}
|
|
.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]}
|
|
</style></head>
|
|
<table class="manifest" width='350px'>
|
|
<tr class='head'><th>Name</th><th>Rank</th><th>Activity</th></tr>
|
|
"}
|
|
var/even = 0
|
|
// sort mobs
|
|
for(var/datum/data/record/t in data_core.general)
|
|
var/name = t.fields["name"]
|
|
var/rank = t.fields["rank"]
|
|
var/real_rank = t.fields["real_rank"]
|
|
if(OOC)
|
|
var/active = 0
|
|
for(var/mob/M in player_list)
|
|
if(M.real_name == name && M.client && M.client.inactivity <= 10 * 60 * 10)
|
|
active = 1
|
|
break
|
|
isactive[name] = active ? "Active" : "Inactive"
|
|
else
|
|
isactive[name] = t.fields["p_stat"]
|
|
//world << "[name]: [rank]"
|
|
//cael - to prevent multiple appearances of a player/job combination, add a continue after each line
|
|
var/department = 0
|
|
if(real_rank in command_positions)
|
|
heads[name] = rank
|
|
department = 1
|
|
if(real_rank in security_positions)
|
|
sec[name] = rank
|
|
department = 1
|
|
if(real_rank in engineering_positions)
|
|
eng[name] = rank
|
|
department = 1
|
|
if(real_rank in medical_positions)
|
|
med[name] = rank
|
|
department = 1
|
|
if(real_rank in science_positions)
|
|
sci[name] = rank
|
|
department = 1
|
|
if(real_rank in civilian_positions)
|
|
civ[name] = rank
|
|
department = 1
|
|
if(real_rank in nonhuman_positions)
|
|
bot[name] = rank
|
|
department = 1
|
|
if(!department && !(name in heads))
|
|
misc[name] = rank
|
|
if(heads.len > 0)
|
|
dat += "<tr><th colspan=3>Heads</th></tr>"
|
|
for(name in heads)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[heads[name]]</td><td>[isactive[name]]</td></tr>"
|
|
even = !even
|
|
if(sec.len > 0)
|
|
dat += "<tr><th colspan=3>Security</th></tr>"
|
|
for(name in sec)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sec[name]]</td><td>[isactive[name]]</td></tr>"
|
|
even = !even
|
|
if(eng.len > 0)
|
|
dat += "<tr><th colspan=3>Engineering</th></tr>"
|
|
for(name in eng)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[eng[name]]</td><td>[isactive[name]]</td></tr>"
|
|
even = !even
|
|
if(med.len > 0)
|
|
dat += "<tr><th colspan=3>Medical</th></tr>"
|
|
for(name in med)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[med[name]]</td><td>[isactive[name]]</td></tr>"
|
|
even = !even
|
|
if(sci.len > 0)
|
|
dat += "<tr><th colspan=3>Science</th></tr>"
|
|
for(name in sci)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sci[name]]</td><td>[isactive[name]]</td></tr>"
|
|
even = !even
|
|
if(civ.len > 0)
|
|
dat += "<tr><th colspan=3>Civilian</th></tr>"
|
|
for(name in civ)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[civ[name]]</td><td>[isactive[name]]</td></tr>"
|
|
even = !even
|
|
// in case somebody is insane and added them to the manifest, why not
|
|
if(bot.len > 0)
|
|
dat += "<tr><th colspan=3>Silicon</th></tr>"
|
|
for(name in bot)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[bot[name]]</td><td>[isactive[name]]</td></tr>"
|
|
even = !even
|
|
// misc guys
|
|
if(misc.len > 0)
|
|
dat += "<tr><th colspan=3>Miscellaneous</th></tr>"
|
|
for(name in misc)
|
|
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[misc[name]]</td><td>[isactive[name]]</td></tr>"
|
|
even = !even
|
|
|
|
dat += "</table>"
|
|
dat = replacetext(dat, "\n", "") // so it can be placed on paper correctly
|
|
dat = replacetext(dat, "\t", "")
|
|
return dat
|
|
|
|
|
|
/*
|
|
We can't just insert in HTML into the nanoUI so we need the raw data to play with.
|
|
*/
|
|
|
|
/obj/effect/datacore/proc/get_manifest_json()
|
|
var/heads[0]
|
|
var/sec[0]
|
|
var/eng[0]
|
|
var/med[0]
|
|
var/sci[0]
|
|
var/civ[0]
|
|
var/bot[0]
|
|
var/misc[0]
|
|
for(var/datum/data/record/t in data_core.general)
|
|
var/name = t.fields["name"]
|
|
var/rank = t.fields["rank"]
|
|
var/real_rank = t.fields["real_rank"]
|
|
var/isactive = t.fields["p_stat"]
|
|
var/department = 0
|
|
var/depthead = 0 // Department Heads will be placed at the top of their lists.
|
|
if(real_rank in command_positions)
|
|
heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive)
|
|
department = 1
|
|
depthead = 1
|
|
if(rank=="Captain" && heads.len != 1)
|
|
heads.Swap(1,heads.len)
|
|
|
|
if(real_rank in security_positions)
|
|
sec[++sec.len] = list("name" = name, "rank" = rank, "active" = isactive)
|
|
department = 1
|
|
if(depthead && sec.len != 1)
|
|
sec.Swap(1,sec.len)
|
|
|
|
if(real_rank in engineering_positions)
|
|
eng[++eng.len] = list("name" = name, "rank" = rank, "active" = isactive)
|
|
department = 1
|
|
if(depthead && eng.len != 1)
|
|
eng.Swap(1,eng.len)
|
|
|
|
if(real_rank in medical_positions)
|
|
med[++med.len] = list("name" = name, "rank" = rank, "active" = isactive)
|
|
department = 1
|
|
if(depthead && med.len != 1)
|
|
med.Swap(1,med.len)
|
|
|
|
if(real_rank in science_positions)
|
|
sci[++sci.len] = list("name" = name, "rank" = rank, "active" = isactive)
|
|
department = 1
|
|
if(depthead && sci.len != 1)
|
|
sci.Swap(1,sci.len)
|
|
|
|
if(real_rank in civilian_positions)
|
|
civ[++civ.len] = list("name" = name, "rank" = rank, "active" = isactive)
|
|
department = 1
|
|
if(depthead && civ.len != 1)
|
|
civ.Swap(1,civ.len)
|
|
|
|
if(real_rank in nonhuman_positions)
|
|
bot[++bot.len] = list("name" = name, "rank" = rank, "active" = isactive)
|
|
department = 1
|
|
|
|
if(!department && !(name in heads))
|
|
misc[++misc.len] = list("name" = name, "rank" = rank, "active" = isactive)
|
|
|
|
return list(\
|
|
"heads" = heads,\
|
|
"sec" = sec,\
|
|
"eng" = eng,\
|
|
"med" = med,\
|
|
"sci" = sci,\
|
|
"civ" = civ,\
|
|
"bot" = bot,\
|
|
"misc" = misc\
|
|
)
|
|
|
|
|
|
|
|
/obj/effect/laser
|
|
name = "laser"
|
|
desc = "IT BURNS!!!"
|
|
icon = 'icons/obj/projectiles.dmi'
|
|
var/damage = 0.0
|
|
var/range = 10.0
|
|
|
|
|
|
/obj/effect/list_container
|
|
name = "list container"
|
|
|
|
/obj/effect/list_container/mobl
|
|
name = "mobl"
|
|
var/master = null
|
|
|
|
var/list/container = list( )
|
|
|
|
|
|
/obj/structure/cable
|
|
level = 1
|
|
anchored =1
|
|
var/datum/powernet/powernet
|
|
name = "power cable"
|
|
desc = "A flexible superconducting cable for heavy-duty power transfer"
|
|
icon = 'icons/obj/power_cond_red.dmi'
|
|
icon_state = "0-1"
|
|
var/d1 = 0
|
|
var/d2 = 1
|
|
layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
|
|
var/cable_color = "red"
|
|
var/obj/structure/powerswitch/power_switch
|
|
|
|
/obj/structure/cable/yellow
|
|
cable_color = "yellow"
|
|
icon = 'icons/obj/power_cond_yellow.dmi'
|
|
|
|
/obj/structure/cable/green
|
|
cable_color = "green"
|
|
icon = 'icons/obj/power_cond_green.dmi'
|
|
|
|
/obj/structure/cable/blue
|
|
cable_color = "blue"
|
|
icon = 'icons/obj/power_cond_blue.dmi'
|
|
|
|
/obj/structure/cable/pink
|
|
cable_color = "pink"
|
|
icon = 'icons/obj/power_cond_pink.dmi'
|
|
|
|
/obj/structure/cable/orange
|
|
cable_color = "orange"
|
|
icon = 'icons/obj/power_cond_orange.dmi'
|
|
|
|
/obj/structure/cable/cyan
|
|
cable_color = "cyan"
|
|
icon = 'icons/obj/power_cond_cyan.dmi'
|
|
|
|
/obj/structure/cable/white
|
|
cable_color = "white"
|
|
icon = 'icons/obj/power_cond_white.dmi'
|
|
|
|
/obj/effect/projection
|
|
name = "Projection"
|
|
desc = "This looks like a projection of something."
|
|
anchored = 1.0
|
|
|
|
|
|
/obj/effect/shut_controller
|
|
name = "shut controller"
|
|
var/moving = null
|
|
var/list/parts = list( )
|
|
|
|
/obj/structure/showcase
|
|
name = "Showcase"
|
|
icon = 'icons/obj/stationobjs.dmi'
|
|
icon_state = "showcase_1"
|
|
desc = "A stand with the empty body of a cyborg bolted to it."
|
|
density = 1
|
|
anchored = 1
|
|
unacidable = 1//temporary until I decide whether the borg can be removed. -veyveyr
|
|
|
|
/obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER
|
|
|
|
/obj/item/weapon/beach_ball
|
|
icon = 'icons/misc/beach.dmi'
|
|
icon_state = "ball"
|
|
name = "beach ball"
|
|
item_state = "beachball"
|
|
density = 0
|
|
anchored = 0
|
|
w_class = 1.0
|
|
force = 0.0
|
|
throwforce = 0.0
|
|
throw_speed = 1
|
|
throw_range = 20
|
|
flags = FPRINT | TABLEPASS | CONDUCT
|
|
afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
|
|
user.drop_item()
|
|
src.throw_at(target, throw_range, throw_speed)
|
|
|
|
/obj/effect/stop
|
|
var/victim = null
|
|
icon_state = "empty"
|
|
name = "Geas"
|
|
desc = "You can't resist."
|
|
// name = ""
|
|
|
|
/obj/effect/spawner
|
|
name = "object spawner"
|