uplink fix

This commit is contained in:
ZomgPonies
2013-12-28 07:54:04 -05:00
parent 0455f35e5b
commit 1d47723912
+92 -315
View File
@@ -8,286 +8,122 @@ A list of items and costs is stored under the datum of every game mode, alongsid
/obj/item/device/uplink
var/welcome // Welcoming menu message
var/items // List of items
var/item_data // raw item text
var/list/ItemList // Parsed list of items
var/uses // Numbers of crystals
var/nanoui_items[0]
// List of items not to shove in their hands.
var/list/NotInHand = list(/obj/machinery/singularity_beacon/syndicate)
var/list/purchase_log = list()
var/show_description = null
var/active = 0
var/job = null
/obj/item/device/uplink/New()
..()
welcome = ticker.mode.uplink_welcome
if(!item_data)
items = replacetext(ticker.mode.uplink_items, "\n", "") // Getting the text string of items
else
items = replacetext(item_data)
ItemList = text2list(src.items, ";") // Parsing the items text string
uses = ticker.mode.uplink_uses
nanoui_items = generate_nanoui_items()
/*
Built the Items List for use with NanoUI
*/
/obj/item/device/uplink/proc/generate_nanoui_items()
var/items_nano[0]
for(var/D in ItemList)
var/list/O = stringsplit(D, ":")
if(O.len != 3) //If it is not an actual item, make a break in the menu.
if(O.len == 1) //If there is one item, it's probably a title
items_nano[++items_nano.len] = list("Category" = "[O[1]]", "items" = list())
continue
var/path_text = O[1]
var/cost = text2num(O[2])
var/path_obj = text2path(path_text)
// Because we're using strings, this comes up if item paths change.
// Failure to handle this error borks uplinks entirely. -Sayu
if(!path_obj)
error("Syndicate item is not a valid path: [path_text]")
else
var/itemname = O[3]
items_nano[items_nano.len]["items"] += list(list("Name" = itemname, "Cost" = cost, "obj_path" = path_text))
return items_nano
//Let's build a menu!
/obj/item/device/uplink/proc/generate_menu()
/obj/item/device/uplink/proc/generate_menu(mob/user as mob)
if(!job)
job = user.mind.assigned_role
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><BR>"
var/cost
var/item
var/name
var/path_obj
var/path_text
var/category_items = 1 //To prevent stupid :P
// AUTOFIXED BY fix_string_idiocy.py
// C:\Users\Rob\Documents\Projects\vgstation13\code\game\objects\items\devices\uplinks.dm:26: dat += "Tele-Crystals left: [src.uses]<BR>"
dat += {"Tele-Crystals left: [src.uses]<BR>
<HR>
<B>Request item:</B><BR>
<I>Each item costs a number of tele-crystals as indicated by the number following their name.</I><br><BR>"}
// END AUTOFIX
var/list/buyable_items = get_uplink_items()
for(var/D in ItemList)
var/list/O = stringsplit(D, ":")
if(O.len != 3) //If it is not an actual item, make a break in the menu.
if(O.len == 1) //If there is one item, it's probably a title
dat += "<b>[O[1]]</b><br>"
category_items = 0
else //Else, it's a white space.
if(category_items < 1) //If there were no itens in the last category...
dat += "<i>We apologize, as you could not afford anything from this category.</i><br>"
dat += "<br>"
continue
// Loop through categories
var/index = 0
for(var/category in buyable_items)
path_text = O[1]
cost = text2num(O[2])
index++
dat += "<b>[category]</b><br>"
if(cost>uses)
continue
var/i = 0
path_obj = text2path(path_text)
// Loop through items in category
for(var/datum/uplink_item/item in buyable_items[category])
i++
// Because we're using strings, this comes up if item paths change.
// Failure to handle this error borks uplinks entirely. -Sayu
if(!path_obj)
error("Syndicate item is not a valid path: [path_text]")
else
item = new path_obj()
name = O[3]
del item
var/cost_text = ""
var/desc = "[item.desc]"
if(item.job && item.job.len)
if(!(item.job.Find(job)))
//world.log << "Skipping job item that doesn't match"
continue
else
//world.log << "Found matching job item"
if(item.cost > 0)
cost_text = "([item.cost])"
if(item.cost <= uses)
dat += "<A href='byond://?src=\ref[src];buy_item=[category]:[i];'>[item.name]</A> [cost_text] "
else
dat += "<font color='grey'><i>[item.name] [cost_text] </i></font>"
if(item.desc)
if(show_description == 2)
dat += "<A href='byond://?src=\ref[src];show_desc=1'><font size=2>\[-\]</font></A><BR><font size=2>[desc]</font>"
else
dat += "<A href='byond://?src=\ref[src];show_desc=2'><font size=2>\[?\]</font></A>"
dat += "<BR>"
dat += "<A href='byond://?src=\ref[src];buy_item=[path_text];cost=[cost]'>[name]</A> ([cost])<BR>"
category_items++
// Break up the categories, if it isn't the last.
if(buyable_items.len != index)
dat += "<br>"
dat += "<A href='byond://?src=\ref[src];buy_item=random'>Random Item (??)</A><br>"
dat += "<HR>"
return dat
//If 'random' was selected
/obj/item/device/uplink/proc/chooseRandomItem()
var/list/randomItems = list()
// 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/interact(mob/user as mob)
//Sorry for all the ifs, but it makes it 1000 times easier for other people/servers to add or remove items from this list
//Add only items the player can afford:
if(uses > 19)
randomItems.Add("/obj/item/weapon/circuitboard/teleporter") //Teleporter Circuit Board (costs 20, for nuke ops)
var/dat = "<body link='yellow' alink='white' bgcolor='#601414'><font color='white'>"
dat += src.generate_menu(user)
if(uses > 9)
randomItems.Add("/obj/item/toy/syndicateballoon")//Syndicate Balloon
randomItems.Add("/obj/item/weapon/storage/box/syndie_kit/imp_uplink") //Uplink Implanter
randomItems.Add("/obj/item/weapon/storage/box/syndicate") //Syndicate bundle
// AUTOFIXED BY fix_string_idiocy.py
// C:\Users\Rob\Documents\Projects\vgstation13\code\game\objects\items\devices\uplinks.dm:72: dat += "<A href='byond://?src=\ref[src];lock=1'>Lock</a>"
dat += {"<A href='byond://?src=\ref[src];lock=1'>Lock</a>
</font></body>"}
// END AUTOFIX
user << browse(dat, "window=hidden")
onclose(user, "hidden")
return
//if(uses > 8) //Nothing... yet.
//if(uses > 7) //Nothing... yet.
if(uses > 6)
randomItems.Add("/obj/item/weapon/aiModule/syndicate") //Hacked AI Upload Module
randomItems.Add("/obj/item/device/radio/beacon/syndicate") //Singularity Beacon
if(uses > 5)
randomItems.Add("/obj/item/weapon/gun/projectile") //Revolver
if(uses > 4)
randomItems.Add("/obj/item/weapon/gun/energy/crossbow") //Energy Crossbow
randomItems.Add("/obj/item/device/powersink") //Powersink
if(uses > 3)
randomItems.Add("/obj/item/weapon/melee/energy/sword") //Energy Sword
randomItems.Add("/obj/item/clothing/mask/gas/voice") //Voice Changer
randomItems.Add("/obj/item/device/chameleon") //Chameleon Projector
if(uses > 2)
randomItems.Add("/obj/item/weapon/storage/box/emps") //EMP Grenades
randomItems.Add("/obj/item/weapon/pen/paralysis") //Paralysis Pen
randomItems.Add("/obj/item/weapon/cartridge/syndicate") //Detomatix Cartridge
randomItems.Add("/obj/item/clothing/under/chameleon") //Chameleon Jumpsuit
randomItems.Add("/obj/item/weapon/card/id/syndicate") //Agent ID Card
randomItems.Add("/obj/item/weapon/card/emag") //Cryptographic Sequencer
randomItems.Add("/obj/item/weapon/storage/box/syndie_kit/space") //Syndicate Space Suit
randomItems.Add("/obj/item/device/encryptionkey/binary") //Binary Translator Key
randomItems.Add("/obj/item/weapon/storage/box/syndie_kit/imp_freedom") //Freedom Implant
randomItems.Add("/obj/item/clothing/glasses/thermal/syndi") //Thermal Imaging Goggles
if(uses > 1)
/*
var/list/usrItems = usr.get_contents() //Checks to see if the user has a revolver before giving ammo
var/hasRevolver = 0
for(var/obj/I in usrItems) //Only add revolver ammo if the user has a gun that can shoot it
if(istype(I,/obj/item/weapon/gun/projectile))
hasRevolver = 1
if(hasRevolver) randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo
*/
randomItems.Add("/obj/item/ammo_magazine/a357") //Revolver ammo
randomItems.Add("/obj/item/clothing/shoes/syndigaloshes") //No-Slip Syndicate Shoes
randomItems.Add("/obj/item/weapon/plastique") //C4
if(uses > 0)
randomItems.Add("/obj/item/weapon/soap/syndie") //Syndicate Soap
randomItems.Add("/obj/item/weapon/storage/toolbox/syndicate") //Syndicate Toolbox
if(!randomItems.len)
del(randomItems)
return 0
else
var/buyItem = pick(randomItems)
switch(buyItem) //Ok, this gets a little messy, sorry.
if("/obj/item/weapon/circuitboard/teleporter")
uses -= 20
if("/obj/item/toy/syndicateballoon" , "/obj/item/weapon/storage/box/syndie_kit/imp_uplink" , "/obj/item/weapon/storage/box/syndicate")
uses -= 10
if("/obj/item/weapon/aiModule/syndicate" , "/obj/item/device/radio/beacon/syndicate")
uses -= 7
if("/obj/item/weapon/gun/projectile")
uses -= 6
if("/obj/item/weapon/gun/energy/crossbow" , "/obj/item/device/powersink")
uses -= 5
if("/obj/item/weapon/melee/energy/sword" , "/obj/item/clothing/mask/gas/voice" , "/obj/item/device/chameleon")
uses -= 4
if("/obj/item/weapon/storage/box/emps" , "/obj/item/weapon/pen/paralysis" , "/obj/item/weapon/cartridge/syndicate" , "/obj/item/clothing/under/chameleon" , \
"/obj/item/weapon/card/emag" , "/obj/item/weapon/storage/box/syndie_kit/space" , "/obj/item/device/encryptionkey/binary" , \
"/obj/item/weapon/storage/box/syndie_kit/imp_freedom" , "/obj/item/clothing/glasses/thermal/syndi")
uses -= 3
if("/obj/item/ammo_magazine/a357" , "/obj/item/clothing/shoes/syndigaloshes" , "/obj/item/weapon/plastique", "/obj/item/weapon/card/id/syndicate")
uses -= 2
if("/obj/item/weapon/soap/syndie" , "/obj/item/weapon/storage/toolbox/syndicate")
uses -= 1
del(randomItems)
return buyItem
/obj/item/device/uplink/proc/handleStatTracking(var/boughtItem)
//For stat tracking, sorry for making it so ugly
if(!boughtItem) return
switch(boughtItem)
if("/obj/item/weapon/circuitboard/teleporter")
feedback_add_details("traitor_uplink_items_bought","TP")
if("/obj/item/toy/syndicateballoon")
feedback_add_details("traitor_uplink_items_bought","BS")
if("/obj/item/weapon/storage/box/syndie_kit/imp_uplink")
feedback_add_details("traitor_uplink_items_bought","UI")
if("/obj/item/weapon/storage/box/syndicate")
feedback_add_details("traitor_uplink_items_bought","BU")
if("/obj/item/weapon/aiModule/syndicate")
feedback_add_details("traitor_uplink_items_bought","AI")
if("/obj/item/device/radio/beacon/syndicate")
feedback_add_details("traitor_uplink_items_bought","SB")
if("/obj/item/weapon/gun/projectile")
feedback_add_details("traitor_uplink_items_bought","RE")
if("/obj/item/weapon/gun/energy/crossbow")
feedback_add_details("traitor_uplink_items_bought","XB")
if("/obj/item/device/powersink")
feedback_add_details("traitor_uplink_items_bought","PS")
if("/obj/item/weapon/melee/energy/sword")
feedback_add_details("traitor_uplink_items_bought","ES")
if("/obj/item/clothing/mask/gas/voice")
feedback_add_details("traitor_uplink_items_bought","VC")
if("/obj/item/device/chameleon")
feedback_add_details("traitor_uplink_items_bought","CP")
if("/obj/item/weapon/storage/box/emps")
feedback_add_details("traitor_uplink_items_bought","EM")
if("/obj/item/weapon/pen/paralysis")
feedback_add_details("traitor_uplink_items_bought","PP")
if("/obj/item/weapon/cartridge/syndicate")
feedback_add_details("traitor_uplink_items_bought","DC")
if("/obj/item/clothing/under/chameleon")
feedback_add_details("traitor_uplink_items_bought","CJ")
if("/obj/item/weapon/card/id/syndicate")
feedback_add_details("traitor_uplink_items_bought","AC")
if("/obj/item/weapon/card/emag")
feedback_add_details("traitor_uplink_items_bought","EC")
if("/obj/item/weapon/storage/box/syndie_kit/space")
feedback_add_details("traitor_uplink_items_bought","SS")
if("/obj/item/device/encryptionkey/binary")
feedback_add_details("traitor_uplink_items_bought","BT")
if("/obj/item/weapon/storage/box/syndie_kit/imp_freedom")
feedback_add_details("traitor_uplink_items_bought","FI")
if("/obj/item/clothing/glasses/thermal/syndi")
feedback_add_details("traitor_uplink_items_bought","TM")
if("/obj/item/ammo_magazine/a357")
feedback_add_details("traitor_uplink_items_bought","RA")
if("/obj/item/clothing/shoes/syndigaloshes")
feedback_add_details("traitor_uplink_items_bought","SH")
if("/obj/item/weapon/plastique")
feedback_add_details("traitor_uplink_items_bought","C4")
if("/obj/item/weapon/soap/syndie")
feedback_add_details("traitor_uplink_items_bought","SP")
if("/obj/item/weapon/storage/toolbox/syndicate")
feedback_add_details("traitor_uplink_items_bought","ST")
/obj/item/device/uplink/Topic(href, href_list)
..()
if(!active)
return
if (href_list["buy_item"])
if(href_list["buy_item"] == "random")
var/boughtItem = chooseRandomItem()
if(boughtItem)
href_list["buy_item"] = boughtItem
feedback_add_details("traitor_uplink_items_bought","RN")
return 1
var/item = href_list["buy_item"]
var/list/split = stringsplit(item, ":") // throw away variable
if(split.len == 2)
// Collect category and number
var/category = split[1]
var/number = text2num(split[2])
var/list/buyable_items = get_uplink_items()
var/list/uplink = buyable_items[category]
if(uplink && uplink.len >= number)
var/datum/uplink_item/I = uplink[number]
if(I)
I.buy(src, usr)
else
return 0
else
if(text2num(href_list["cost"]) > uses) // Not enough crystals for the item
return 0
//if(usr:mind && ticker.mode.traitors[usr:mind])
//var/datum/traitorinfo/info = ticker.mode.traitors[usr:mind]
//info.spawnlist += href_list["buy_item"]
uses -= text2num(href_list["cost"])
handleStatTracking(href_list["buy_item"]) //Note: chooseRandomItem handles it's own stat tracking. This proc is not meant for 'random'.
return 1
var/text = "[key_name(usr)] tried to purchase an uplink item that doesn't exist"
var/textalt = "[key_name(usr)] tried to purchase an uplink item that doesn't exist [item]"
message_admins(text)
log_game(textalt)
admin_log.Add(textalt)
else if(href_list["show_desc"])
show_description = text2num(href_list["show_desc"])
interact(usr)
// 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!
@@ -304,15 +140,13 @@ A list of items and costs is stored under the datum of every game mode, alongsid
/obj/item/device/uplink/hidden
name = "Hidden Uplink."
desc = "There is something wrong if you're examining this."
var/active = 0
var/list/purchase_log = list()
// 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)
/obj/item/device/uplink/hidden/Topic(href, href_list)
..()
if(href_list["lock"])
toggle()
usr << browse(null, "window=hidden")
return 1
// 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()
@@ -333,60 +167,6 @@ A list of items and costs is stored under the datum of every game mode, alongsid
return 1
return 0
/*
NANO UI FOR UPLINK WOOP WOOP
*/
/obj/item/device/uplink/hidden/ui_interact(mob/user, ui_key = "main")
var/title = "Syndicate Uplink"
var/data[0]
data["crystals"] = uses
data["nano_items"] = nanoui_items
data["welcome"] = welcome
var/datum/nanoui/ui = nanomanager.get_open_ui(user, src, ui_key)
if (!ui)
// the ui does not exist, so we'll create a new one
ui = new(user, src, ui_key, "uplink.tmpl", title, 450, 600)
// When the UI is first opened this is the data it will use
ui.set_initial_data(data)
ui.open()
else
// The UI is already open so push the new data to it
ui.push_data(data)
return
// 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
if (!( istype(usr, /mob/living/carbon/human)))
return 0
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_list["lock"])
toggle()
ui.close()
return 1
if(..(href, href_list) == 1)
var/path_obj = text2path(href_list["buy_item"])
var/obj/I = new path_obj(get_turf(usr))
if(ishuman(usr))
var/mob/living/carbon/human/A = usr
A.put_in_any_hand_if_possible(I)
purchase_log += "[usr] ([usr.ckey]) bought [I]."
interact(usr)
return 1
// 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.
@@ -427,6 +207,3 @@ A list of items and costs is stored under the datum of every game mode, alongsid
..()
hidden_uplink = new(src)
hidden_uplink.uses = 10