//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. */ var/list/world_uplinks = list() /obj/item/uplink var/welcome // Welcoming menu message var/uses // Numbers of crystals var/hidden_crystals = 0 var/list/uplink_items // List of categories with lists of items var/list/ItemsReference // List of references with an associated item var/list/nanoui_items // List of items for NanoUI use var/nanoui_menu = 0 // The current menu we are in var/list/nanoui_data = new // Additional data for NanoUI use 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/nano_host() return loc /obj/item/uplink/New() ..() welcome = SSticker.mode.uplink_welcome uses = SSticker.mode.uplink_uses uplink_items = get_uplink_items() world_uplinks += src /obj/item/uplink/Destroy() world_uplinks -= src return ..() /obj/item/uplink/proc/generate_items(mob/user as mob) var/datum/nano_item_lists/IL = generate_item_lists(user) nanoui_items = IL.items_nano ItemsReference = IL.items_reference // BS12 no longer use this menu but there are forks that do, hency why we keep it /obj/item/uplink/proc/generate_menu(mob/user as mob) if(!job) job = user.mind.assigned_role var/dat = "[src.welcome]
" dat += "Telecrystals left: [src.uses]
" dat += "
" dat += "Request item:
" dat += "Each item costs a number of telecrystals as indicated by the number following its name.
" var/category_items = 1 for(var/category in uplink_items) if(category_items < 1) dat += "We apologize, as you could not afford anything from this category.
" dat += "
" dat += "[category]
" category_items = 0 for(var/datum/uplink_item/I in uplink_items[category]) if(I.cost > uses) continue if(I.job && I.job.len) if(!(I.job.Find(job))) continue dat += "[I.name] ([I.cost])" if(I.hijack_only) dat += " (HIJACK ONLY)" dat += "
" category_items++ dat += "Random Item (??)
" dat += "
" return dat /* Built the item lists for use with NanoUI */ /obj/item/uplink/proc/generate_item_lists(mob/user as mob) if(!job) job = user.mind.assigned_role var/list/nano = new var/list/reference = new for(var/category in uplink_items) nano[++nano.len] = list("Category" = 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 nano[nano.len]["items"] += list(list("Name" = sanitize(I.name), "Description" = sanitize(I.description()),"Cost" = I.cost, "hijack_only" = I.hijack_only, "obj_path" = I.reference)) reference[I.reference] = I var/datum/nano_item_lists/result = new result.items_nano = nano result.items_reference = reference return result //If 'random' was selected /obj/item/uplink/proc/chooseRandomItem() if(uses <= 0) return var/list/random_items = new for(var/IR in ItemsReference) var/datum/uplink_item/UI = ItemsReference[IR] if(UI.cost <= uses && UI.limited_stock != 0) random_items += UI return pick(random_items) /obj/item/uplink/Topic(href, href_list) if(..()) return 1 if(href_list["refund"]) refund(usr) if(href_list["buy_item"] == "random") var/datum/uplink_item/UI = chooseRandomItem() href_list["buy_item"] = UI.reference return buy(UI, "RN") else var/datum/uplink_item/UI = ItemsReference[href_list["buy_item"]] return buy(UI, UI ? UI.reference : "") return 0 /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-- SSnanoui.update_uis(src) /* var/list/L = UI.spawn_item(get_turf(usr),src) if(ishuman(usr)) var/mob/living/carbon/human/A = usr for(var/obj/I in L) A.put_in_any_hand_if_possible(I) purchase_log[UI] = purchase_log[UI] + 1 */ return 1 /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 ..() // 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 1 return 0 /* NANO UI FOR UPLINK WOOP WOOP */ /obj/item/uplink/hidden/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1, var/datum/topic_state/state = inventory_state) var/title = "Remote Uplink" // update the ui if it exists, returns null if no ui is passed/found ui = SSnanoui.try_update_ui(user, src, ui_key, ui, force_open) if(!ui) // the ui does not exist, so we'll create a new() one // for a list of parameters and their descriptions see the code docs in \code\modules\nano\nanoui.dm ui = new(user, src, ui_key, "uplink.tmpl", title, 700, 600, state = state) // open the new ui window ui.open() /obj/item/uplink/hidden/ui_data(mob/user, ui_key = "main", datum/topic_state/state = inventory_state) var/data[0] data["welcome"] = welcome data["crystals"] = uses data["menu"] = nanoui_menu if(!nanoui_items) generate_items(user) data["nano_items"] = nanoui_items data["category_choice"] = temp_category data += nanoui_data 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) ui_interact(user) // The purchasing code. /obj/item/uplink/hidden/Topic(href, href_list) if(usr.stat || usr.restrained()) return 1 if(!( istype(usr, /mob/living/carbon/human))) return 1 var/mob/user = usr var/datum/nanoui/ui = SSnanoui.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, href_list)) return 1 else if(href_list["lock"]) toggle() uses += hidden_crystals hidden_crystals = 0 ui.close() return 1 if(href_list["menu"]) nanoui_menu = text2num(href_list["menu"]) update_nano_data(href_list["id"]) if(href_list["category"]) temp_category = href_list["category"] update_nano_data() SSnanoui.update_uis(src) return 1 /obj/item/uplink/hidden/proc/update_nano_data(var/id) if(nanoui_menu == 1) var/permanentData[0] for(var/datum/data/record/L in sortRecord(data_core.general)) permanentData[++permanentData.len] = list(Name = sanitize(L.fields["name"]),"id" = L.fields["id"]) nanoui_data["exploit_records"] = permanentData if(nanoui_menu == 11) nanoui_data["exploit_exists"] = 0 for(var/datum/data/record/L in data_core.general) if(L.fields["id"] == id) nanoui_data["exploit"] = list() // Setting this to equal L.fields passes it's variables that are lists as reference instead of value. nanoui_data["exploit"]["name"] = html_encode(L.fields["name"]) nanoui_data["exploit"]["sex"] = html_encode(L.fields["sex"]) nanoui_data["exploit"]["age"] = html_encode(L.fields["age"]) nanoui_data["exploit"]["species"] = html_encode(L.fields["species"]) nanoui_data["exploit"]["rank"] = html_encode(L.fields["rank"]) nanoui_data["exploit"]["fingerprint"] = html_encode(L.fields["fingerprint"]) nanoui_data["exploit_exists"] = 1 break // 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