MultiZ Layenia Base

This commit is contained in:
Dahlular
2022-09-04 10:32:31 -06:00
parent ec54fb9c05
commit f45b4bfb4c
187 changed files with 260225 additions and 124296 deletions
@@ -0,0 +1,467 @@
/area/barber
name = "Barber's Shop"
icon_state = "barber"
/area/kinarisrep
name = "Kinaris Representative Office"
/area/crew_quarters/bar/cafe
name = "Cafe"
icon_state = "cafe"
/area/crew_quarters/bar/cafe/backroom
name = "Cafe Backroom"
icon_state = "bar"
/area/crew_quarters/bar/cafe/storage
name = "Cafe Storage"
icon_state = "bar"
/area/artatrium
name = "Art Atrium"
icon_state = "library"
/area/crew_quarters/spa
name = "Spa"
icon_state = "sauna"
/area/crew_quarters/spa/sauna
name = "Sauna"
/area/security/lambent
name = "Lambent's Quarters"
icon_state = "detective"
//In hindsight a lot of how this set up was stupid and I should probably redo it -Dahl
//Upper Hallways
/area/hallway/primary/aft/upper
name = "Upper Aft Primary Hallway"
icon_state = "hallA"
/area/hallway/primary/fore/upper
name = "Upper Fore Primary Hallway"
icon_state = "hallF"
/area/hallway/primary/starboard/upper
name = "Upper Starboard Primary Hallway"
icon_state = "hallS"
/area/hallway/primary/starboard/aft/upper
name = "Upper Starboard Quarter Primary Hallway"
icon_state = "hallAS"
/area/hallway/primary/starboard/fore/upper
name = "Upper Starboard Bow Primary Hallway"
icon_state = "hallFS"
/area/hallway/primary/port/upper
name = "Upper Port Primary Hallway"
icon_state = "hallP"
/area/hallway/primary/port/aft/upper
name = "Upper Port Quarter Primary Hallway"
icon_state = "hallAP"
/area/hallway/primary/port/fore/upper
name = "Upper Port Bow Primary Hallway"
icon_state = "hallFP"
/area/hallway/primary/central/upper
name = "Upper Central Primary Hallway"
icon_state = "hallC"
/area/hallway/secondary/command/upper
name = "Upper Command Hallway"
icon_state = "bridge_hallway"
/area/hallway/secondary/construction/upper
name = "Upper Construction Area"
icon_state = "construction"
/area/hallway/secondary/exit/upper
name = "Upper Escape Shuttle Hallway"
icon_state = "escape"
/area/hallway/secondary/exit/departure_lounge/upper
name = "Upper Departure Lounge"
icon_state = "escape_lounge"
/area/hallway/secondary/entry/upper
name = "Upper Arrival Shuttle Hallway"
icon_state = "entry"
/area/hallway/secondary/service/upper
name = "Upper Service Hallway"
icon_state = "hall_service"
//Upper Dorms
/area/crew_quarters/dorms/upper
name = "Upper Dormitories"
icon_state = "Sleep"
safe = TRUE
/area/crew_quarters/toilet/upper
name = "Upper Dormitory Toilets"
icon_state = "toilet"
/area/crew_quarters/locker/upper
name = "Upper Locker Room"
icon_state = "locker"
//Upper Medbay
/area/medical/medbay/upper
name = "Upper Medbay"
icon_state = "medbay"
music = 'sound/ambience/signal.ogg'
//Upper Maints
//Departments
/area/maintenance/department/chapel/upper
name = "Upper Chapel Maintenance"
icon_state = "maint_chapel"
/area/maintenance/department/chapel/monastery/upper
name = "Upper Monastery Maintenance"
icon_state = "maint_monastery"
/area/maintenance/department/crew_quarters/bar/upper
name = "Upper Bar Maintenance"
icon_state = "maint_bar"
/area/maintenance/department/crew_quarters/dorms/upper
name = "Upper Dormitory Maintenance"
icon_state = "maint_dorms"
/area/maintenance/department/crew_quarters/locker/upper
name = "Upper Locker Room Maintenance"
icon_state = "maint_locker"
/area/maintenance/department/eva/upper
name = "Upper EVA Maintenance"
icon_state = "maint_eva"
/area/maintenance/department/electrical/upper
name = "Upper Electrical Maintenance"
icon_state = "maint_electrical"
/area/maintenance/department/engine/atmos/upper
name = "Upper Atmospherics Maintenance"
icon_state = "maint_atmos"
/area/maintenance/department/security/upper
name = "Upper Security Maintenance"
icon_state = "maint_sec"
/area/maintenance/department/security/brig/upper
name = "Upper Brig Maintenance"
icon_state = "maint_brig"
/area/maintenance/department/medical/upper
name = "Upper Medbay Maintenance"
icon_state = "medbay_maint"
/area/maintenance/department/medical/morgue/upper
name = "Upper Morgue Maintenance"
icon_state = "morgue_maint"
/area/maintenance/department/science/upper
name = "Upper Science Maintenance"
icon_state = "maint_sci"
/area/maintenance/department/cargo/upper
name = "Upper Cargo Maintenance"
icon_state = "maint_cargo"
/area/maintenance/department/bridge/upper
name = "Upper Bridge Maintenance"
icon_state = "maint_bridge"
/area/maintenance/department/engine/upper
name = "Upper Engineering Maintenance"
icon_state = "maint_engi"
/area/maintenance/department/science/xenobiology/upper
name = "Upper Xenobiology Maintenance"
icon_state = "xenomaint"
xenobiology_compatible = TRUE
//Generic
/area/maintenance/arrivals/north/upper
name = "Upper Arrivals North Maintenance"
icon_state = "fpmaint"
/area/maintenance/arrivals/north_2/upper
name = "Upper Arrivals North Maintenance"
icon_state = "fpmaint"
/area/maintenance/aft/upper
name = "Upper Aft Maintenance"
icon_state = "amaint"
/area/maintenance/aft/secondary/upper
name = "Upper Aft Maintenance"
icon_state = "amaint_2"
/area/maintenance/central/upper
name = "Upper Central Maintenance"
icon_state = "maintcentral"
/area/maintenance/central/secondary/upper
name = "Upper Central Maintenance"
icon_state = "maintcentral"
/area/maintenance/fore/upper
name = "Upper Fore Maintenance"
icon_state = "fmaint"
/area/maintenance/fore/secondary/upper
name = "Upper Fore Maintenance"
icon_state = "fmaint_2"
/area/maintenance/starboard/upper
name = "Upper Starboard Maintenance"
icon_state = "smaint"
/area/maintenance/starboard/central/upper
name = "Upper Central Starboard Maintenance"
icon_state = "smaint"
/area/maintenance/starboard/aft/upper
name = "Upper Starboard Quarter Maintenance"
icon_state = "asmaint"
/area/maintenance/starboard/fore/upper
name = "Upper Starboard Bow Maintenance"
icon_state = "fsmaint"
/area/maintenance/port/upper
name = "Upper Port Maintenance"
icon_state = "pmaint"
/area/maintenance/port/central/upper
name = "Upper Central Port Maintenance"
icon_state = "maintcentral"
/area/maintenance/port/aft/upper
name = "Upper Port Quarter Maintenance"
icon_state = "apmaint"
/area/maintenance/port/fore/upper
name = "Upper Port Bow Maintenance"
icon_state = "fpmaint"
/area/maintenance/disposal/upper
name = "Upper Waste Disposal"
icon_state = "disposal"
/area/maintenance/disposal/incinerator/upper
name = "Upper Incinerator"
icon_state = "disposal"
//Misc Maint
/area/maintenance/theatre
name = "Theatre Maintenance"
icon_state = "maintcentral"
/area/maintenance/theatre/upper
name = "Upper Theatre Maintenance"
icon_state = "maintcentral"
//Solar Maint
/area/maintenance/solars/upper
name = "Upper Solar Maintenance"
icon_state = "yellow"
/area/maintenance/solars/port/upper
name = "Upper Port Solar Maintenance"
icon_state = "SolarcontrolP"
/area/maintenance/solars/port/aft/upper
name = "Upper Port Quarter Solar Maintenance"
icon_state = "SolarcontrolAP"
/area/maintenance/solars/port/fore/upper
name = "Upper Port Bow Solar Maintenance"
icon_state = "SolarcontrolFP"
/area/maintenance/solars/starboard/upper
name = "Upper Starboard Solar Maintenance"
icon_state = "SolarcontrolS"
/area/maintenance/solars/starboard/aft/upper
name = "Upper Starboard Quarter Solar Maintenance"
icon_state = "SolarcontrolAS"
/area/maintenance/solars/starboard/fore/upper
name = "Upper Starboard Bow Solar Maintenance"
icon_state = "SolarcontrolFS"
/area/maintenance/solars/aux/port/upper
name = "Upper Port Auxiliary Solar Maintenance"
icon_state = "SolarcontrolA"
/area/maintenance/solars/aux/port/aft/upper
name = "Upper Port Quarter Auxiliary Solar Maintenance"
icon_state = "SolarcontrolAP"
/area/maintenance/solars/aux/port/fore/upper
name = "Upper Port Bow Auxiliary Solar Maintenance"
icon_state = "SolarcontrolA"
/area/maintenance/solars/aux/starboard/upper
name = "Upper Starboard Auxiliary Solar Maintenance"
icon_state = "SolarcontrolA"
/area/maintenance/solars/aux/starboard/aft/upper
name = "Upper Starboard Quarter Auxiliary Solar Maintenance"
icon_state = "SolarcontrolA"
/area/maintenance/solars/aux/starboard/fore/upper
name = "Upper Starboard Bow Auxiliary Solar Maintenance"
icon_state = "SolarcontrolA"
//Upper Security
/area/security/upper
name = "Upper Security"
icon_state = "security"
ambientsounds = HIGHSEC
/area/security/main/upper
name = "Upper Security Office"
icon_state = "security"
/area/security/brig/upper
name = "Upper Brig"
icon_state = "brig"
/area/security/courtroom/upper
name = "Upper Courtroom"
icon_state = "courtroom"
/area/security/prison/upper
name = "Upper Prison Wing"
icon_state = "sec_prison"
/area/security/processing/upper
name = "Upper Labor Shuttle Dock"
icon_state = "sec_prison"
/area/security/processing/cremation/upper
name = "Upper Security Crematorium"
icon_state = "sec_prison"
/area/security/warden/upper
name = "Upper Brig Control"
icon_state = "Warden"
/area/security/armory/upper
name = "Upper Armory"
icon_state = "armory"
/area/security/detectives_office/upper
name = "Detective's Office"
icon_state = "detective"
ambientsounds = list('sound/ambience/ambidet1.ogg','sound/ambience/ambidet2.ogg')
/area/security/detectives_office/private_investigators_office/upper
name = "Upper Private Investigator's Office"
icon_state = "detective"
/area/security/range/upper
name = "Upper Firing Range"
icon_state = "firingrange"
//Misc security
/area/security/locker
name = "Security Locker Room"
icon_state = "brig"
/area/security/visitation
name = "Security Visitation"
icon_state = "brig"
//Misc Dorms
/area/crew_quarters/dorms/A
name = "Dormitories A"
icon_state = "Sleep"
safe = TRUE
/area/crew_quarters/dorms/B
name = "Dormitories B"
icon_state = "Sleep"
safe = TRUE
/area/crew_quarters/dorms/C
name = "Dormitories C"
icon_state = "Sleep"
safe = TRUE
/area/crew_quarters/dorms/D
name = "Dormitories D"
icon_state = "Sleep"
safe = TRUE
/area/crew_quarters/dorms/E
name = "Dormitories E"
icon_state = "Sleep"
safe = TRUE
/area/crew_quarters/dorms/F
name = "Dormitories F"
icon_state = "Sleep"
safe = TRUE
/area/crew_quarters/dorms/G
name = "Dormitories G"
icon_state = "Sleep"
safe = TRUE
/area/crew_quarters/dorms/H
name = "Dormitories H"
icon_state = "Sleep"
safe = TRUE
/area/crew_quarters/park
name = "Park"
icon_state = "park"
/area/janitor/upper
name = "Upper Custodial Closet"
/area/storage/A
name = "Storage Office A"
icon_state = "storage"
/area/storage/B
name = "Storage Office B"
icon_state = "storage"
/area/storage/C
name = "Storage Office C"
icon_state = "storage"
/area/storage/D
name = "Storage Office D"
icon_state = "storage"
/area/theatre/blackbox
name = "Theatre Blackbox"
icon_state = "Theatre"
//Misc cargo
/area/quartermaster/mail
name = "Mail Office"
icon_state = "cargo_mail"
//Misc Engineering
/area/engine/custom
name = "Custom Engine Room"
icon_state = "engine"
/area/engine/tether
name = "Sky Tether Control"
icon_state = "engine"
@@ -0,0 +1,3 @@
/obj/machinery/announcement_system
var/onduty = "%PERSON has moved On-Duty as %RANK."
var/offduty = "%PERSON, %RANK, has moved Off-Duty."
@@ -0,0 +1,310 @@
/// Timeclock terminal, ported from VOREStation
/obj/machinery/computer/timeclock
name = "timeclock terminal" // Name of the object
icon = 'hyperstation/icons/obj/machinery/timeclock.dmi' // Spritesheet for the object's icon
icon_state = "timeclock" // Icon state from the spritesheet
icon_keyboard = null // Keyboard state because this is a computer and we need to tell it to not have a keyboard
light_color = "#0099ff" // TODO: Adjust this // Color for the light coming from the object
light_power = 0.5 // Brightness of the light coming from the object
layer = ABOVE_WINDOW_LAYER // Layer for the object
density = FALSE // Density of the object, so we can walk through it
circuit = /obj/item/circuitboard/computer/timeclock // Circuitboard for the object in case it gets destroyed
var/obj/item/card/id/card // Inserted ID card
/// For when we create a new timeclock
/obj/machinery/computer/timeclock/New()
..() // Let's do this just to be safe.
// For when a timeclock is destroyed
/obj/machinery/computer/timeclock/Destroy()
if (card) // If we're holding an ID and get destroyed
card.forceMove(get_turf(src)) // Get rid of the fucker
card = null // And make sure we know it's gone
. = ..() // Someone's gonna ask later, refer them here.
// This shit just sets our return value to our parent proc's return value.
// Determines what icon to used based on a couple factors
/obj/machinery/computer/timeclock/update_icon()
if (!process()) // If we can't process
icon_state = "[initial(icon_state)]_off" // we must be offline.
else if (card) // If we have an ID
icon_state = "[initial(icon_state)]_card" // display it!
else // All else fails?
icon_state = "[initial(icon_state)]" // We're just a clock.
/// Allows the timeclock to update its icon and lighting on power change, should power go out
/obj/machinery/computer/timeclock/power_change()
var/old_stat = stat // Save our old stats for later
..() // Call the parent proc to handle the actual powernet shit
if (old_stat != stat) // If our stat changed
update_icon() // update our icon
if (stat & NOPOWER) // If we no longer have power
set_light(0) // turn off our lights
else // Otherwise
set_light(brightness_on) // turn on our lights
/// Handle clicking with an object
/obj/machinery/computer/timeclock/attackby(obj/I, mob/user)
if (istype(I, /obj/item/card/id)) // If the user clicked with an ID in hand
if (!card && user.canUnEquip(I)) // Check if we already have an ID and that the user can drop the ID
I.forceMove(src) // Move the ID into our own location
card = I // Set our card to the ID
SStgui.update_uis(src) // Update all open UIs for us
update_icon() // Update our icon to reflect the new ID
else if (card) // There must've already been an ID inserted
to_chat(user, "<span class='warning'>There is already an ID card inside.</span>")
return // Quit doing shit so we don't hit the timeclock
. = ..() // Set our return value to that of the parent proc
/// Handle user clicking
/obj/machinery/computer/timeclock/attack_hand(var/mob/user as mob)
if (..()) // If for some reason the parent proc returns true
return // We won't do anything
user.set_machine(src) // Otherwise, set the mob's machine to us
ui_interact(user) // Provide a UI to the user
/// Handle UI interactions with this arcane shit known as tee gee yew eye
/obj/machinery/computer/timeclock/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui) // Attempt to update the UI
if (!ui) // If the UI doesn't exist
ui = new(user, src, "TimeClock", name) // Make a new one
ui.open() // And open it for the user
/// Handle UI data
/obj/machinery/computer/timeclock/ui_data(mob/user)
var/list/data = ..() // Call the parent object's data proc and assign that to the data list
// Data for showing user's own PTO
if (user.client) // If the client exists
data["department_hours"] = \
SANITIZE_LIST(user.client.department_hours) // Add the department hours list into data
data["user_name"] = "[user]" // Set the username to the user
// Data about the card we put into the timeclock
data["card"] = null // Add card data,
data["assignment"] = null // Assignment data,
data["job_datum"] = null // The job datum,
data["allow_change_job"] = null // Whether or not we can change jobs,
data["job_choices"] = null // And the possible jobs
if (card) // If we have a card
data["card"] = "[card]" // Set card data,
data["assignment"] = card.assignment // Assignment data,
var/datum/job/job = \
SSjob.GetJob(SSjob.get_job_name(card.assignment)) // Create a new job datum,
if (job) // If the job exists
data["job_datum"] = list( // Set job datum to a list with
"title" = job.title, // The job title,
"departments" = \
flags_to_english(job.department_flag, job.flag), // The job department,
"selection_color" = job.selection_color, // The selection color,
"timeoff_factor" = job.timeoff_factor, // The timeoff factor,
"pto_department" = job.pto_type // And the PTO type
)
if (CONFIG_GET(flag/time_off) \
&& CONFIG_GET(flag/pto_job_change)) // If we allow timeoff and job changing
data["allow_change_job"] = TRUE // Add that to the data
if (job && job.timeoff_factor < 0) // They're off duty so we have to lookup available jobs
data["job_choices"] = \
get_open_on_duty_jobs(user, job.pto_type) // Set the job choices
return data // Give back the data list for subprocs
/// The user interacted with me? owo!
/obj/machinery/computer/timeclock/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
if (..()) // Check if the parent UI had anything to say
return TRUE // If so, we don't care to do anything
add_fingerprint(usr) // Add the user's fingerprint to the list so sec can find them
switch (action) // Check the action completed
if ("id") // If the ID slot was clicked
if (card) // Check if we have an ID already
usr.put_in_hands(card) // If so, give the user the card
card = null // And make sure we don't have it
else // Otherwise
var/obj/item/I = usr.get_active_held_item() // Get the item in their active hand
if (istype(I, /obj/item/card/id) && usr.canUnEquip(I)) // Check if it's an ID and they can unequip the ID
I.forceMove(src) // If so, move it into us
card = I // And make sure we know we have it
update_icon() // Update our icon too because we did something
return TRUE // And stop handling any UI in this run
if ("switch-to-on-duty-rank") // If they switched to on-duty
if (check_face()) // Check that their face is visible
if (check_card_cooldown()) // And their card isn't on cooldown
make_on_duty(params["switch-to-on-duty-rank"], \
params["switch-to-on-duty-assignment"]) // Finally make them on-duty with the requested rank+assignment
usr.put_in_hands(card) // Give them their new card
card = null // And get it out of us
update_icon() // Update our icon in case the card was removed
return TRUE // And stop handling UI in this run
if ("switch-to-off-duty") // If they switched to off-duty
if (check_face()) // Check that their face is visible
if (check_card_cooldown()) // And that their card isn't on cooldown
make_off_duty() // Finally make them off-duty
usr.put_in_hands(card) // Shit out their ID into their hand
card = null // And get rid of that card
update_icon() // Update our icon in case the card was removed
return TRUE // And stop handling any UI in this run
/// Gets the open on-duty jobs available to a user in a specified department
/obj/machinery/computer/timeclock/proc/get_open_on_duty_jobs(var/mob/user, var/department)
var/list/available_jobs = list() // Make a list of available jobs
for (var/datum/job/job in SSjob.occupations) // For all jobs in existing occupations
if (is_open_onduty_job(user, department, job)) // Check if the job is open and on-duty for a user and given department
available_jobs[job.title] = list(job.title) // If it is, add it to the list of available jobs
if (job.alt_titles) // If the job has alt-titles (Like Station Engineer->Mechanic)
for (var/alt_job in job.alt_titles) // Go through all the alt titles
if (alt_job != job.title) // And if it isn't the current job's title (Station Engineer's alt title of Station Engineer)
available_jobs[job.title] += alt_job // Add it to the list under that job title
return available_jobs // Return the newly-filled list of available jobs
/// How does xenobio work again? Oh right, we're checking the user's face here to allow access and prevent ne'er-do-wells from using someone's PTO
/obj/machinery/computer/timeclock/proc/check_face()
if (!card) // If no card is inserted (why are we checking their face?)
to_chat(usr, "<span class='notice'>No ID is inserted.</span>")
return FALSE // Face check failed
var/mob/living/carbon/human/H = usr // Get the usr as a human data type
if (!(istype(H))) // If they somehow aren't a human??
to_chat(usr, "<span class='warning'>Invalid user detected. Access denied.</span>")
return FALSE // Face check failed
else if ((H.wear_mask && (H.wear_mask.flags_inv & HIDEFACE)) \
|| (H.head && (H.head.flags_inv & HIDEFACE))) // No, you can't hide your face
to_chat(usr, "<span class='warning'>Facial recognition scan failed due to physical obstruction. Access denied.</span>")
return FALSE // Face check failed
else if (H.get_face_name() == "Unknown" \
|| !(H.real_name == card.registered_name)) // If they're unknown or their real name isn't the name on the ID
to_chat(usr, "<span class='warning'>Facial recognition scan failed. Access denied.</span>")
return FALSE // Face check failed
else // Otherwise
return TRUE // Face check success!
/// Force users to wait 10 minutes between clocking in and out
/obj/machinery/computer/timeclock/proc/check_card_cooldown()
if (!card) // If we don't have a card
return FALSE // We can't check cooldown, fail the check
var/time_left = 10 MINUTES - (world.time - card.last_job_switch) // Determine how much time is left before the next switch
if (time_left > 0) // If there's any time left at all
to_chat(usr, "You need to wait another [round((time_left / 10) / 60, 1)] minute\s before you can switch.")
return FALSE // Fail the check
return TRUE // Otherwise pass the check
/// Makes the active card on-duty with a set rank and assignment
/obj/machinery/computer/timeclock/proc/make_on_duty(var/new_rank, var/new_assignment)
var/datum/job/old_job = \
SSjob.GetJob(SSjob.get_job_name(card.assignment)) // Get their old job from the card
var/datum/job/new_job = SSjob.GetJob(new_rank) // And their new job from the rank
if (!old_job \
|| !is_open_onduty_job(usr, old_job.pto_type, new_job)) // If there's no old job or it's not an open and on-duty job
return // Do nothing
if (new_assignment != new_job.title \
&& !(new_assignment in new_job.alt_titles)) // If the new assignment isn't the new job's title or alt-title
return // Do nothing
if (new_job) // As long as there's a new job
card.access = new_job.get_access() // Set the card's access to the new job's access
card.assignment = new_assignment // And the card's assignment to the new assignment
card.name = text(\
"[card.registered_name]'s ID Card ([card.assignment])") // And change the card's name
GLOB.data_core.manifest_modify(card.registered_name, \
card.assignment) // Apply the changes to the crew manifest
card.last_job_switch = world.time // Set the last job switch on the card to the current world time
new_job.current_positions++ // Add one to the current positions for the new job
var/mob/living/carbon/human/H = usr // Get the caller as a human data type
H.mind.assigned_role = card.assignment // Set the assigned role of the caller's mind to the assignment on the card
if (GLOB.announcement_systems.len) // If there are any announcement systems
var/obj/machinery/announcement_system/announcer = \
pick(GLOB.announcement_systems) // Pick an announcer, any announcer!
announcer.announce("ONDUTY", card.registered_name, \
card.assignment, list()) // Make the announcement for now on-duty personnel
/// Makes the active card off-duty
/obj/machinery/computer/timeclock/proc/make_off_duty()
var/datum/job/found_job = \
SSjob.GetJob(SSjob.get_job_name(card.assignment)) // Get the current job from the inserted card
if (!found_job) // If the card somehow doesn't have a job
return // https://www.youtube.com/watch?v=2k0SmqbBIpQ
var/new_dept = found_job.pto_type || PTO_CIVILIAN // New department is either the department's PTO type or civilian PTO
var/datum/job/pto_job = null // Create a new PTO job
for (var/datum/job/job in SSjob.occupations) // For all jobs in the list of occupations
if (job.pto_type == new_dept \
&& job.timeoff_factor < 0) // If the job is the department's PTO type and has a negative timeoff factor
pto_job = job // That's the new PTO job
break // And stop looking
if (pto_job) // If a PTO job was found
// Apparently we aren't using this? I don't fucking know
// var/old_title = card.assignment
card.access = pto_job.get_access() // Assign the PTO job's access to the ID
card.assignment = pto_job.title // And the PTO job's title to the ID
card.name = text(\
"[card.registered_name]'s ID Card ([card.assignment])") // Set the card's new name
GLOB.data_core.manifest_modify(card.registered_name, \
card.assignment) // And apply that change to the crew manifest
card.last_job_switch = world.time // Set the last job switch on the card to the world's current time
var/mob/living/carbon/human/H = usr // Get the caller as a human data type
H.mind.assigned_role = pto_job.title // Set their mind's assigned role to the PTO job's title
found_job.current_positions-- // Remove one from the found job's position count since they no longer have that job
if (GLOB.announcement_systems.len) // If there are any announcement systems
var/obj/machinery/announcement_system/announcer = \
pick(GLOB.announcement_systems) // Pick an announcement system, any announcement system!
announcer.announce("OFFDUTY", card.registered_name, \
card.assignment, list()) // Make an off-duty announcement with that system
return // I really don't know why this return exists we always return anyways lol
/// Check if a job is open and on-duty for a given user and department
/obj/machinery/computer/timeclock/proc/is_open_onduty_job(var/mob/user, var/department, var/datum/job/job)
return job \
&& job.current_positions <= job.total_positions \
&& !jobban_isbanned(user, SSjob.get_job_name(job.title)) \
&& job.player_old_enough(user.client) \
&& job.pto_type == department \
&& job.timeoff_factor > 0 // I feel like this requires some HEAVY explanation so here we go.
// First we check if the job exists
// Then we check that there are enough open slots
// Then we check if the user is jobbanned or not and negate that because it'll return positive if they're banned
// Then we have to check that they have enough playtime to actually join as that job
// Then we have to check that the PTO type matches the department requested (can't join security with a PTO type of medical)
// Then we have to check that there's a timeoff value so you can actually accrue hours of PTO by playing as that role
/// Convert a department and job flag to an english phrase
/obj/machinery/computer/timeclock/proc/flags_to_english(var/department,var/flag)
if (department == ENGSEC) // If the department flag is engineering or security (or silicon apparently?)
switch (flag) // Switch based on the flag
if (CAPTAIN, HOS, WARDEN, CHIEF) // Captain, Head of Security, Warden or Chief Engineer
return "Command" // Are all command
if (DETECTIVE, OFFICER) // Detectives and Officers
return "Security" // Are all security
//if (BRIGDOC) // Brig Docs
//return "Medsec" // Are medical and science
if (LAMBENT) // Lambent
return "Lambent" // Are obviously Lambent. Dunno what you expected fam
if (ENGINEER, ATMOSTECH) // Engineers and Atmos Technicians
return "Engineering" // Are engineering
if (ROBOTICIST) // Roboticist is defined here but I think it was supposed to be with medsci? Just in case.
return "Science" // They're science
else // Technically this won't always be silicon
return "Silicon" // But we're listing your ass as silicon anyways. Cope.
else if (department == MEDSCI) // Otherwise, if the department flag is medical or science
switch (flag) // Switch based on the flag (again)
if (RD_JF, CMO_JF) // Research Director or Chief Medical Officer
return "Command" // Are both command
if (SCIENTIST, ROBOTICIST) // Scientists and Roboticists (this is where I think this was meant to be but it's still with ENGSEC just in case)
return "Science" // Are obviously science
if (CHEMIST, DOCTOR, VIROLOGIST) // Chemists, Doctors, Virologists and Paramedics
return "Medical" // Are medical
if (GENETICIST) // Geneticists
return "Medsci" // Are kind of a special, middle of the road medical and science case
else // If you're landing here you're fucked
return "What the fuck?" // So what the fuck?
else if (department == CIVILIAN) // Otherwise you must be civilian, right? Right???
switch (flag) // Once again a switch based on the flag
if (HOP, QUARTERMASTER) // Head of Personnel and Quartermaster
return "Command" // Are command
//if (PRISONER) // Prisoners
//return "Prisoner" // Are... prisoners? They shouldn't be able to PTO but if they manage to break out they can access a console so no fuck you here
if (CARGOTECH, MINER) // Cargo Technicians and Miners
return "Cargo" // Are cargonians
else // Otherwise
return "Civilian" // You must be a civilian. You could be an assisstant or a clown or a bartender, I don't really care.
else // New department combo? Wack.
return "What the fuck?" // what the fuck?
@@ -0,0 +1,11 @@
/obj/effect/landmark/start/lambent
name = "Lambent"
icon_state = "Lambent"
/obj/effect/landmark/start/barber
name = "Barber"
icon_state = "Barber"
/obj/effect/landmark/start/barista
name = "Barista"
icon_state = "Barista"
@@ -0,0 +1,2 @@
/obj/item/card/id
var/last_job_switch /// Last job switch for card's owner
@@ -0,0 +1,3 @@
/obj/item/circuitboard/computer/timeclock
name = "Timeclock (Computer Board)"
build_path = /obj/machinery/computer/timeclock
@@ -1,3 +1,4 @@
//Farm things
/turf/open/floor/
var/farm_quality = 0 //all tiles have a farm quality, which is for farm animals to enjoy. 0 = worse 100 = best!
@@ -26,3 +27,11 @@
icon_state = "hay"
farm_quality = 100 //the best for farming!
floor_tile = /obj/item/stack/tile/hay
//Carpets
/obj/item/stack/tile/carpet/kinaris
name = "gilded carpet"
icon = 'hyperstation/icons/obj/tiles.dmi'
icon_state = "tile-carpet-kinaris"
turf_type = /turf/open/floor/carpet/kinaris
tableVariant = /obj/structure/table/wood/fancy/kinaris
@@ -9,3 +9,15 @@
icon_state = "bench_left"
/obj/structure/chair/bench/right
icon_state = "bench_right"
/obj/structure/chair/bench/metal
name = "bench"
icon_state = "bench_metal_middle"
icon = 'hyperstation/icons/obj/bench.dmi'
buildstackamount = 1
buildstacktype = /obj/item/stack/sheet/metal
/obj/structure/chair/bench/metal/left
icon_state = "bench_metal_left"
/obj/structure/chair/bench/metal/right
icon_state = "bench_metal_right"
@@ -165,3 +165,35 @@
/obj/effect/mob_spawn/human/villager/special(mob/living/carbon/human/new_spawn)
ADD_TRAIT(new_spawn,TRAIT_EXEMPT_HEALTH_EVENTS,GHOSTROLE_TRAIT)
//Prisoner
/obj/effect/mob_spawn/human/prisoner
name = "prisoner transfer cryoteleporter"
mob_name = "prisoner transfer"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
job_description = "Prisoner Transfer"
outfit = /datum/outfit/prisoner
id_job = "Prisoner Transfer"
assignedrole = "Prisoner Transfer"
short_desc = "You are a transferred prisoner to Layenia. Don't break out or otherwise act like an antag."
flavour_text = "For one reason or another, you are a prisoner. Kinaris has chosen to temporarily hold you within Layenia Station's holding area, \
until the end of the shift. You do not permanently reside here, but you may end up in this place from shift to shift. It is highly recommended to \
make a unique character slot for this role. Kinaris would not neuter or otherwise remove identifying features that make you who you are; such as \
altering your name, features, or physical appearance. As a prisoner, you still uphold a decent amount of rights."
important_info = "Do NOT attempt to break out, antagonize, or otherwise treat your role as anything to grief with. Should you find a scenario where you want to, AHELP."
objectives = "Do NOT attempt to break out or act like an antag. Serve your time until end of shift."
mirrorcanloadappearance = TRUE
roundstart = FALSE
death = FALSE
/datum/outfit/prisoner
name = "Prisoner"
uniform = /obj/item/clothing/under/rank/prisoner
shoes = /obj/item/clothing/shoes/sneakers/orange
id = /obj/item/card/id/prisoner
implants = list(/obj/item/implant/exile, /obj/item/implant/tracking)
/obj/effect/mob_spawn/human/prisoner/special(mob/living/carbon/human/new_spawn)
ADD_TRAIT(new_spawn,TRAIT_EXEMPT_HEALTH_EVENTS,GHOSTROLE_TRAIT)
@@ -0,0 +1,9 @@
/obj/structure/table/wood/fancy/kinaris
icon = 'hyperstation/icons/obj/structures.dmi'
icon_state = "fancy_table_kinaris"
buildstack = /obj/item/stack/tile/carpet/kinaris
canSmoothWith = list(/obj/structure/table/wood/fancy/kinaris)
/obj/structure/table/wood/fancy/kinaris/New()
. = ..()
icon = 'hyperstation/icons/obj/smooth_structures/fancy_table_kinaris.dmi'
+14
View File
@@ -0,0 +1,14 @@
/turf/open/indestructible/layenia/sand
name = "\improper crimson sand"
desc = "A reddish sand."
icon = 'hyperstation/icons/turf/floors/layeniasand.dmi'
icon_state = "mapping"
baseturfs = /turf/open/indestructible/layenia/crystal
slowdown = 1
barefootstep = FOOTSTEP_SAND
clawfootstep = FOOTSTEP_SAND
heavyfootstep = FOOTSTEP_GENERIC_HEAVY
initial_gas_mix = FROZEN_ATMOS
planetary_atmos = TRUE
smooth = SMOOTH_TRUE | SMOOTH_BORDER | SMOOTH_MORE
canSmoothWith = list(/turf/open/indestructible/layenia/sand)
@@ -0,0 +1,4 @@
/turf/open/floor/carpet/kinaris
icon = 'hyperstation/icons/turf/floors/carpet_kinaris.dmi'
floor_tile = /obj/item/stack/tile/carpet/kinaris
canSmoothWith = list(/turf/open/floor/carpet/kinaris)
@@ -0,0 +1,78 @@
/turf/closed/wall/mineral/titanium/custom //For spicy custom shuttles
name = "whoops!"
desc = "Scream at Dahl please!"
icon = 'hyperstation/icons/turf/walls/customshuttles.dmi'
icon_state = "amogus"
explosion_block = 10
smooth = SMOOTH_FALSE
canSmoothWith = null
/turf/closed/wall/mineral/titanium/custom/window
opacity = FALSE
/turf/closed/wall/mineral/titanium/custom/AfterChange(flags, oldType)
. = ..()
// Manually add space underlay, in a way similar to turf_z_transparency,
// but we actually show the old content of the same z-level, as desired for shuttles
var/turf/underturf_path
// Grab previous turf icon
if(!ispath(oldType, /turf/closed/wall/mineral/titanium/custom))
underturf_path = oldType
else
// Else use whatever SSmapping tells us, like transparent open tiles do
underturf_path = SSmapping.level_trait(z, ZTRAIT_BASETURF) || /turf/open/space
var/mutable_appearance/underlay_appearance = mutable_appearance(
initial(underturf_path.icon),
initial(underturf_path.icon_state),
layer = TURF_LAYER - 0.02, plane = initial(underturf_path.plane))
underlay_appearance.appearance_flags = RESET_ALPHA | RESET_COLOR
underlays += underlay_appearance
/turf/closed/wall/mineral/titanium/custom/ferry
name = "\improper ferry wall"
desc = "A low tech hull for Layenia flight."
icon_state = "ferry"
/turf/closed/wall/mineral/titanium/custom/window/ferry
name = "\improper ferry wall"
desc = "A low tech hull for Layenia flight."
icon_state = "ferry"
/turf/closed/wall/mineral/titanium/custom/arrivals
name = "\improper shuttle wall"
desc = "A low tech hull for Layenia and space-flight"
icon = 'hyperstation/icons/turf/walls/customarrivals.dmi'
icon_state = "amogus"
/turf/closed/wall/mineral/titanium/custom/window/arrivals
name = "\improper shuttle wall"
desc = "A low tech hull for Layenia and space-flight"
icon = 'hyperstation/icons/turf/walls/customarrivals.dmi'
icon_state = "amogus"
/turf/closed/wall/mineral/titanium/custom/pod
name = "\improper pod wall"
desc = "A low tech hull for Layenia and space-flight"
icon = 'hyperstation/icons/turf/walls/custompod.dmi'
icon_state = "amogus"
/turf/closed/wall/mineral/titanium/custom/window/pod
name = "\improper pod wall"
desc = "A low tech hull for Layenia and space-flight"
icon = 'hyperstation/icons/turf/walls/custompod.dmi'
icon_state = "amogus"
/turf/closed/wall/mineral/titanium/custom/departures
name = "\improper pod wall"
desc = "A low tech hull for Layenia and space-flight"
icon = 'hyperstation/icons/turf/walls/customdepartures.dmi'
icon_state = "amogus"
/turf/closed/wall/mineral/titanium/custom/window/departures
name = "\improper pod wall"
desc = "A low tech hull for Layenia and space-flight"
icon = 'hyperstation/icons/turf/walls/customdepartures.dmi'
icon_state = "amogus"