//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. */ GLOBAL_LIST_EMPTY(world_uplinks) /obj/item/uplink var/uses // Numbers of crystals var/hidden_crystals = 0 /// List of categories with items inside var/list/uplink_cats /// List of all items in total (For buying random) var/list/uplink_items var/purchase_log = "" var/uplink_owner = null//text-only var/used_TC = 0 var/job = null var/temp_category var/uplink_type = "traitor" /obj/item/uplink/tgui_host() return loc /obj/item/uplink/New() ..() uses = SSticker.mode.uplink_uses uplink_items = get_uplink_items() GLOB.world_uplinks += src /obj/item/uplink/Destroy() GLOB.world_uplinks -= src return ..() /** * Build the item lists for use with the UI * * Generates a list of items for use in the UI, based on job and other parameters * * Arguments: * * user - User to check */ /obj/item/uplink/proc/generate_item_lists(mob/user) if(!job) job = user.mind.assigned_role var/list/cats = list() for(var/category in uplink_items) cats[++cats.len] = list("cat" = category, "items" = list()) for(var/datum/uplink_item/I in uplink_items[category]) if(I.job && I.job.len) if(!(I.job.Find(job))) continue cats[cats.len]["items"] += list(list("name" = sanitize(I.name), "desc" = sanitize(I.description()),"cost" = I.cost, "hijack_only" = I.hijack_only, "obj_path" = I.reference, "refundable" = I.refundable)) uplink_items[I.reference] = I uplink_cats = cats //If 'random' was selected /obj/item/uplink/proc/chooseRandomItem() if(uses <= 0) return var/list/random_items = list() for(var/IR in uplink_items) var/datum/uplink_item/UI = uplink_items[IR] if(UI.cost <= uses && UI.limited_stock != 0) random_items += UI return pick(random_items) /obj/item/uplink/proc/buy(var/datum/uplink_item/UI, var/reference) if(!UI) return if(UI.limited_stock == 0) to_chat(usr, "You have redeemed this discount already.") return UI.buy(src,usr) if(UI.limited_stock > 0) // only decrement it if it's actually limited UI.limited_stock-- SStgui.update_uis(src) return TRUE /obj/item/uplink/proc/refund(mob/user as mob) var/obj/item/I = user.get_active_hand() if(I) // Make sure there's actually something in the hand before even bothering to check for(var/category in uplink_items) for(var/item in uplink_items[category]) var/datum/uplink_item/UI = item var/path = UI.refund_path || UI.item var/cost = UI.refund_amount || UI.cost if(I.type == path && UI.refundable && I.check_uplink_validity()) uses += cost used_TC -= cost to_chat(user, "[I] refunded.") qdel(I) return // If we are here, we didnt refund to_chat(user, "[I] is not refundable.") // 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/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/uplink/hidden/New() spawn(2) if(!istype(src.loc, /obj/item)) qdel(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/uplink/hidden/proc/toggle() active = !active // Directly trigger the uplink. Turn on if it isn't already. /obj/item/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/uplink/hidden/proc/check_trigger(mob/user as mob, var/value, var/target) if(value == target) trigger(user) return TRUE return FALSE /obj/item/uplink/hidden/tgui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/tgui_state/state = GLOB.tgui_inventory_state) ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open) if(!ui) ui = new(user, src, ui_key, "Uplink", name, 900, 600, master_ui, state) ui.open() /obj/item/uplink/hidden/tgui_data(mob/user) var/list/data = list() data["crystals"] = uses return data /obj/item/uplink/hidden/tgui_static_data(mob/user) var/list/data = list() // Actual items if(!uplink_cats || !uplink_items) generate_item_lists(user) data["cats"] = uplink_cats // Exploitable info var/list/exploitable = list() for(var/datum/data/record/L in GLOB.data_core.general) exploitable += list(list( "name" = html_encode(L.fields["name"]), "sex" = html_encode(L.fields["sex"]), "age" = html_encode(L.fields["age"]), "species" = html_encode(L.fields["species"]), "rank" = html_encode(L.fields["rank"]), "fingerprint" = html_encode(L.fields["fingerprint"]) )) data["exploitable"] = exploitable return data // Interaction code. Gathers a list of items purchasable from the paren't uplink and displays it. It also adds a lock button. /obj/item/uplink/hidden/interact(mob/user) tgui_interact(user) // The purchasing code. /obj/item/uplink/hidden/tgui_act(action, list/params) if(..()) return . = TRUE switch(action) if("lock") toggle() uses += hidden_crystals hidden_crystals = 0 SStgui.close_uis(src) if("refund") refund(usr) if("buyRandom") var/datum/uplink_item/UI = chooseRandomItem() return buy(UI, "RN") if("buyItem") var/datum/uplink_item/UI = uplink_items[params["item"]] return buy(UI, UI ? UI.reference : "") // 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/radio/uplink/New() ..() hidden_uplink = new(src) icon_state = "radio" /obj/item/radio/uplink/attack_self(mob/user as mob) if(hidden_uplink) hidden_uplink.trigger(user) /obj/item/radio/uplink/nuclear/New() ..() if(hidden_uplink) hidden_uplink.uplink_type = "nuclear" GLOB.nuclear_uplink_list += src /obj/item/radio/uplink/nuclear/Destroy() GLOB.nuclear_uplink_list -= src return ..() /obj/item/radio/uplink/sst/New() ..() if(hidden_uplink) hidden_uplink.uplink_type = "sst" /obj/item/multitool/uplink/New() ..() hidden_uplink = new(src) /obj/item/multitool/uplink/attack_self(mob/user as mob) if(hidden_uplink) hidden_uplink.trigger(user) /obj/item/radio/headset/uplink traitor_frequency = 1445 /obj/item/radio/headset/uplink/New() ..() hidden_uplink = new(src) hidden_uplink.uses = 20