Files
Paradise/code/game/objects/items/devices/uplinks.dm
S34N 22fbd9aced TGUIv4 - Core backend updates, TGchat, Asset cache updates (#23726)
* TGUI upgrade project: Port initial TGUI 4.0 changes from TG (#23440)

* tgui4.0

* bugfix for un-interaction

* fix for input not resetting on close

* NTOS restore

* fix all interfaces having scrollbars, fix colours

* bundle update

* dep bumps

* bumps the deps as much as possible

* button regression fix

* TGUI test map rev 1

* fix theme and some component regression

* fix login screen regression

* fixes regression with uplink cart

* bundle

* fix regressions

* fix the input issue, again

* regression fixes, stylesheet edition, hash restore

* fixes GPS BSOD

* draggable control regression

* dev server dep regression

* byondUI regression fix

* section regression fix

* fix secure storage weirdness

* Fixed mining vendor scrolling

* Arthri review pass 1

* mining vendor double-scroll

* fix for RPD, AirAlarm, and Radio

* arthri review pass 2

* arthri review pass 3

* sanitize var setting, fix colours, delete unused file

* adds CI to branch

* god damn AI making random changes

* I should remember to compile when changes are made

* fixes scrollbar issues

* fix camera console, fix flexGrow for sections

* CI fix

* nanomap fix

* Update code/modules/atmospherics/machinery/airalarm.dm

* restore margin

* style semicolon

* TGUIv4 - Moves TGUI Window Sizing from DM to JS (#23524)

* Initial commit

* Transferring the remaining windows to JS

* Resizing part 1

* Resizing part 2

* Some reverts and polish

* Forgot that

* undeployed nuke window size

---------

Co-authored-by: Aylong <alexanderkitsa@gmail.com>

* TGUIv4: Remove force_open (#23537)

* First state fixes

* Removes "force_open"

* TGUIv4 - TGUI Version 4.1 (#23547)

* Reduced Logging Changes

* setSharedState early return for non-interactive UI

* TGUI version bump to 4.1

* Fix sending updates for non-interactive UIs

* Scalablue UI Stylesheet Changes

* CSS Tgui Bundle

* JavaScript TGUI Style Changes

* Update tgui/packages/tgui/styles/base.scss

Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>

* Additional changes to Input and Button scalability

* TGUI logging proc update

* Indentation fix for logging proc

* Update code/__HELPERS/_logging.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* Additional log_tgui changes

---------

Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* dev server hotfix (#23584)

* ui_interact object constructor argument check (#23594)

* feat: add smart asset cache, add CDN support for assets, properly group assets (#23585)

* feat: add smart asset cache, add CDN support for assets, properly group assets

* fix: make tgui actually work

* fix: keeping local name for `tgui.bundle.js` and `tgui.bundle.css` for debug and dev server functioning

* fix: make `fontawesome` assets finally work

* fix: make proper identation for `if`

* fix: add `resolveAsset` to `NanoMap.js`

* refactor: update `claw_game` and `chess` to new asset framework

* refactor/tweak: don't use string concatenation for browser `content` and `head_content`, use list instead. Don't use `common.css` for paper UI, keep local name for stamp image assets, replace hard ref of browser to `atom` (rare case) to `UID`

* refactor: remove redundant debug logs

* refactor: remove space betwee `if` and `(`

* refactor: remove one more redundant log, properly reload UI resources

* rafactor: change names of asset files

* fix: adjust existing UIs to properly use assets

* fix: properly pass args to to `onclose` proc

* Update code/modules/asset_cache/transports/asset_transport.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* Update code/modules/asset_cache/transports/asset_transport.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUI 4.2: TGchat + Refactor Asset Delivery + Yarn Berry (#23643)

* tgchat

* Little cleanup

* Refactor Asset Delivery (Part 2)

* Little tweaks

* fix code styling issues

* fix file name duplications

* Browser window options fix @gaxeer

* transfer valve fixes

* yarn berry initial

* vsc tasks

* yarn berry working

* node 20

* fix dev server (lol wrong yarn)

* bloody regressions

* fixes that damn scrolltracking bug

* Some tweaks and flexGrow deletions

It still doesn't work as it should, which makes me nervous

* remove unneeded deps

* 514 regression fix

* change stuff to not conflict with other servers

* name it as requested

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* revert test_TGUI map addition

* TGUI 4.3: Stack, Webpack 5 & UI Tweaks, Yarn 3.6.4, TS support, Jest (#23677)

* Stack & UI's Refactor

Almost final, polish required

Stack & UI's Refactor (Part 1)

Stack & UI's Refactor (Part 2)

Stack & UI's Refactor (Part 3)

* Prettier

Maybe bad

* ClearChat & some tweaks

* Adds a Chat Reliability Layer https://github.com/tgstation/tgstation/pull/79479

* Fix chat BSOD

https://github.com/tgstation/tgstation/pull/79821

* WebPack 5 (Didn't work)

I hate this shit

* Yarn 3.6.4

* make it all work

* revert snowflake fix

* Stories

* adds TS support

* re-enable test and prettier

* update yarn sdk's

* Fix some box regression

* ping/reply

* Fixes regressions and some things

* Zebra and Fix chat button transfer

+rebuild

* make VSC use the proper local typescript lib

* Popper Tooltips https://github.com/tgstation/tgstation/pull/58980

* Popper Tooltips performancy fixes

* Dropdown v2 https://github.com/tgstation/tgstation/pull/75164

Without Icon.tsx

* BB test map

* run build

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* we moved these

* change test values

* ignore scss files

* change hash function

* TGUIv4: TGchat fix traitor codeword highlighting (#23720)

* Codeword highlighting for TGUIv4

* null safeties

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

---------

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* TGUIv4 - updates standalone build tooling (#23721)

* swap `xxhash64` for `md4`

* remove hash function

* remove old file

* TGUI 4.3+4.4: Newscaster fix, `inline-block` replacements and other fixes (#23722)

* TGUI 4.3 fixes

Newscaster fix + inline-blocks

* Be gone Box

* Mod Chat -> Mentor Chat

* Some warning filters

* Rebuild

* Delete tgui-common.bundle.js

* please work

* try it like this

* 4.3.1

* 4.3.2

* fix

* i forgot to build

* 4.4.0

* give me more diff details please so I can fix you

* its not binary pls git

* test without svgs

* removes an un-needed SVG file

* inlined SVGs test

* fix code styling

* comment these

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUIv4 - Removes resizable and improves drag code (#23719)

* Initial commit

* bundle rebuild

* Fixes Radio Sizing

* Updates Radio sizing to fix wrapping issues

* fix dev server

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix hotkeys not being passed to BYOND

* Apply suggestions from code review

* bump deps

* forgot these deps

* ci fix

* ChemDispenser fixes and HoloControl cooldown

* Station Traits TGUI

+Rebuild

* CI

* fix CI for real this time

* I have no idea

* fix station trait panel

* Update code/controllers/subsystem/SSping.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/controllers/subsystem/SSticker.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/controllers/subsystem/SSping.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* deterministic module IDs

* TGUI fixes. Again... (#23762)

* TGUI Fixes: Part 1

ORM icon for reinforced glass now showing correctly

Mining vendor moved to Stack

Exofab UI buttons descended from the heavens to the earth

* TGUI Fixes: Part 2

DestTagger now works, forgot import LabeledList

PowerMonitor graph displays correct

Request Console updated to 2.0, BUT, problem with message priority, it was there before the changes, maybe even before the project, I'll have to check it out

* TGUI Fixes: Part 2

Fixed `onEnter` input

Fixed Cloning Console storage (Im dumbass)

Some windows resizing

Fixed bad picture in security and medical records console

Fixed scrollable dropdown

Added translucent color for buttons

* Fucking uplink DONE, and Button.Input fix

* NT Recruiter and Uplink polish

* Del LabeledList from dest. tagger

* ChemMaster and OreRedemption log deletion

* Update test_tiny.dmm

* Translucent button story

* Filter for SQL error

* del: `log_debug` in `hear_say.dm`

* Some little fixes and SpecMenu Stack

* Panel.js: mx -> mr

* fix ghost spawners

* null check

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix material name in protolathe

* fix various UI interacts

* card machine runtime fix

* remove legacy folders

* TGUIv4 - TGchat Theme Adjustments (#23772)

* Initial commit

* Changes rule grouping

* Robot class style changes and webpack config

* Reverts webpack/font changes and subs robot font

* revert a state changed in error

* fix uninteractable UIs due to chunky fingers

* TGUIv4: More fixes, tweaks and fixes for tweaks (#23781)

* I fuckin hate PDA

* Vending

* Add `|` to highlight splitters and some light mode tweaks

* Teleporter rewrite

* APC and AiAirlock (God forgive me)

* clarify highlight syntax

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUIv4 - Abductor Experiment Machine TGUI (#23776)

* Experiment Console TGUI

* Update for TGUIv4

* UI Size adjustment

* ui state and ghost attack update

* remove this

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix

* TGUIv4 - Adjustments, Fixes, and Tweaks (#23785)

* Photocopier layout adjustments

* Autolathe Text and Button spacing adjustment

* Hotkey fix for moving bug

* Removes rule sets for visited links

* Fixes ordering multiples on cargo console

* fix possible wonky json payloads

* fix admin log input list stuff

* TGUIv4: Reconnect fix and some other fixes + tweaks (#23790)

* Fix reconnecting and transfer it to TSX

* RPD polish

* RCD, AccessList, GuestPass

* Focus reset fix when camera switched. God forgive me again...

* Purple box and identation fixes

For votes and health scanner

* ChemMaster and ChemDispenser

ChemMaster - translucent pills buttons and no grow produce section
ChemDuspenser - dynamic height

* ShuttleManipulator Tabs

* RCD buttons

* make input bar mode more prominent

* fix chem master icons

* tab fix

* Properly sanitizes loaded messages in tgui chat

* TGUIv4 - Adjustments, Fixes, and Tweaks v2 (#23795)

* Fixes icon spacing for nanobank tabs

* Tweaks Dropdown styling

* Fixes sending stuff to old chat

* OpenDream TGUI fix

* Resizes Station Traits window

* Adjusts health analyzer messages for chat tabs

* Revert "Properly sanitizes loaded messages in tgui chat"

This reverts commit 4c32a7094a.

* Revert "Revert "Properly sanitizes loaded messages in tgui chat""

This reverts commit 24afa55922.

* Changes how tgui handles static data

* Reenable no-undef rule. Enable Format On Save for VSCode (#23803)

* Enable Format On Save for VSCode

* Re-enable and fix no-undef

---------

Co-authored-by: Arthri <41360489+a@users.noreply.github.com>

* pda scanner message improvements

* fix mentor/admin PMs being sent to the "unsorted" category

* fix garbled custom vote messages

* moves cyborg analyser to use chatboxes

* fixes regression

* Prevent F5 reload

* TGUIv4: Themes polish and some new ones + misc fixes (#23814)

* Little themes tweaks

* NTOS chat theme

* Update tgui-panel.bundle.js

* Capitalize themes

* Paradise theme v1.0

* Little StationTraitsPanel cleanup

* Update member_content.dmi

* NoCapitalize

* Rebuild

* Delete Paradise.scss

* Create paradise.scss

* Forgot

* Rewritten Security Records Console

For Jesus fucking christ...

* Vending and Wires sizes tweaks

* ThermoMachine

* Syndicate Theme

* Little darker

* Rewritten Medical Records Console

* PDA Nanobank fix

* Syndicate Theme Darker

* Rebuild TGUI

* Wires section grow fix

* fixes the enshittified paradise icon

* Sirryan+Warrior reviews

* bloody define comments

* comment correction

* unprivate these

* errant . begone (how did this not cause a compiler error)

* TGUIv4 - Adjustments, Fixes, and Tweaks v3 (#23807)

* Fixes ERT Manager silenced message function

* Adjusts progress bar on ExosuitFabricator

* Sets Dropdown selected to align left

* Removes the use of self_state select interfaces

* Exosuit Fabricator style adjustments

* fix sextractor UI

* remove empty tochat string

* fix human air alarm interactions

* fix modals

* add F12/IEChooser

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Aylong <alexanderkitsa@gmail.com>
Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>
Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Arthri <41360489+a@users.noreply.github.com>
2024-01-21 19:20:35 +01:00

448 lines
14 KiB
Plaintext

//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/species = null
var/temp_category
var/uplink_type = UPLINK_TYPE_TRAITOR
/// Whether the uplink is jammed and cannot be used to order items.
var/is_jammed = FALSE
/obj/item/uplink/ui_host()
return loc
/obj/item/uplink/proc/update_uplink_type(new_uplink_type)
uplink_type = new_uplink_type
uplink_items = get_uplink_items(src)
/obj/item/uplink/New()
..()
uses = SSticker.mode.uplink_uses
uplink_items = get_uplink_items(src)
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, species and other parameters
*
* Arguments:
* * user - User to check
*/
/obj/item/uplink/proc/generate_item_lists(mob/user)
if(!job)
job = user.mind.assigned_role
if(!species)
species = user.dna.species.name
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)) && uplink_type != UPLINK_TYPE_ADMIN)
continue
if(length(I.species))
if(!(I.species.Find(species)) && uplink_type != UPLINK_TYPE_ADMIN)
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(datum/uplink_item/UI, reference)
if(is_jammed)
to_chat(usr, "<span class='warning'>[src] seems to be jammed - it cannot be used here!</span>")
return
if(!UI)
return
if(UI.limited_stock == 0)
to_chat(usr, "<span class='warning'>You have redeemed this discount already.</span>")
return
UI.buy_uplink_item(src,usr)
SStgui.update_uis(src)
return TRUE
/obj/item/uplink/proc/mass_purchase(datum/uplink_item/UI, reference, quantity = 1)
// jamming check happens in ui_act
if(!UI)
return
if(quantity <= 0)
return
if(UI.limited_stock == 0)
return
if(UI.limited_stock > 0 && UI.limited_stock < quantity)
quantity = UI.limited_stock
var/list/bought_things = list()
for(var/i in 1 to quantity)
var/item = UI.buy_uplink_item(src, usr, put_in_hands = FALSE)
if(isnull(item))
break
bought_things += item
return bought_things
/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, "<span class='notice'>[I] refunded.</span>")
qdel(I)
return
// If we are here, we didnt refund
to_chat(user, "<span class='warning'>[I] is not refundable.</span>")
// 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 = FALSE
/// An assoc list of references (the variable called reference on an uplink item) and its value being how many of the item
var/list/shopping_cart
/// A cached version of shopping_cart containing all the data for the tgui side
var/list/cached_cart
/// A list of 3 categories and item indexes in uplink_cats, to show as recommendedations
var/list/lucky_numbers
// The hidden uplink MUST be inside an obj/item's contents.
/obj/item/uplink/hidden/New(loc)
if(!isitem(loc))
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, value, target)
if(is_jammed)
to_chat(user, "<span class='warning'>[src] seems to be jammed - it cannot be used here!</span>")
return
if(value == target)
trigger(user)
return TRUE
return FALSE
/obj/item/uplink/hidden/ui_state(mob/user)
return GLOB.inventory_state
/obj/item/uplink/hidden/ui_interact(mob/user, datum/tgui/ui = null)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Uplink", name)
ui.open()
/obj/item/uplink/hidden/ui_data(mob/user)
var/list/data = list()
data["crystals"] = uses
data["cart"] = generate_tgui_cart()
data["cart_price"] = calculate_cart_tc()
data["lucky_numbers"] = lucky_numbers
return data
/obj/item/uplink/hidden/ui_static_data(mob/user)
var/list/data = list()
// Actual items
if(!uplink_cats || !uplink_items)
generate_item_lists(user)
if(!lucky_numbers) // Make sure these are generated AFTER the categories, otherwise shit will get messed up
shuffle_lucky_numbers()
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
/obj/item/uplink/hidden/proc/calculate_cart_tc()
. = 0
for(var/reference in shopping_cart)
var/datum/uplink_item/item = uplink_items[reference]
var/purchase_amt = shopping_cart[reference]
. += item.cost * purchase_amt
/obj/item/uplink/hidden/proc/generate_tgui_cart(update = FALSE)
if(!update)
return cached_cart
if(!length(shopping_cart))
shopping_cart = null
cached_cart = null
return cached_cart
cached_cart = list()
for(var/reference in shopping_cart)
var/datum/uplink_item/I = uplink_items[reference]
cached_cart += list(list(
"name" = sanitize(I.name),
"desc" = sanitize(I.description()),
"cost" = I.cost,
"hijack_only" = I.hijack_only,
"obj_path" = I.reference,
"amount" = shopping_cart[reference],
"limit" = I.limited_stock))
// 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/ui_act(action, list/params, datum/tgui/ui)
if(..())
return
. = TRUE
switch(action)
if("lock")
toggle()
uses += hidden_crystals
hidden_crystals = 0
SStgui.close_uis(src)
for(var/reference in shopping_cart)
if(shopping_cart[reference] == 0) // I know this isn't lazy, but this should runtime on purpose if we can't access this for some reason
remove_from_cart(reference)
if("refund")
refund(ui.user)
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 : "")
if("add_to_cart")
var/datum/uplink_item/UI = uplink_items[params["item"]]
if(LAZYIN(shopping_cart, params["item"]))
to_chat(ui.user, "<span class='warning'>[UI.name] is already in your cart!</span>")
return
var/startamount = 1
if(UI.limited_stock == 0)
startamount = 0
LAZYSET(shopping_cart, params["item"], startamount)
generate_tgui_cart(TRUE)
if("remove_from_cart")
remove_from_cart(params["item"])
if("set_cart_item_quantity")
var/amount = text2num(params["quantity"])
LAZYSET(shopping_cart, params["item"], max(amount, 0))
generate_tgui_cart(TRUE)
if("purchase_cart")
if(!LAZYLEN(shopping_cart)) // sanity check
return
if(calculate_cart_tc() > uses)
to_chat(ui.user, "<span class='warning'>[src] buzzes, it doesn't contain enough telecrystals!</span>")
return
if(is_jammed)
to_chat(ui.user, "<span class='warning'>[src] seems to be jammed - it cannot be used here!</span>")
return
// Buying of the uplink stuff
var/list/bought_things = list()
for(var/reference in shopping_cart)
var/datum/uplink_item/item = uplink_items[reference]
var/purchase_amt = shopping_cart[reference]
if(purchase_amt <= 0)
continue
bought_things += mass_purchase(item, item ? item.reference : "", purchase_amt)
// Check how many of them are items
var/list/obj/item/items_for_crate = list()
for(var/obj/item/thing in bought_things)
// because sometimes you can buy items like crates from surpluses and stuff
// the crates will already be on the ground, so we dont need to worry about them
if(isitem(thing))
items_for_crate += thing
// If we have more than 2 of them, put them in a crate
if(length(items_for_crate) > 2)
var/obj/structure/closet/crate/C = new(get_turf(src))
for(var/obj/item/item as anything in items_for_crate)
item.forceMove(C)
// Otherwise, just put the items in their hands
else if(length(items_for_crate))
for(var/obj/item/item as anything in items_for_crate)
ui.user.put_in_any_hand_if_possible(item)
empty_cart()
SStgui.update_uis(src)
if("empty_cart")
empty_cart()
if("shuffle_lucky_numbers")
// lets see paul allen's random uplink item
shuffle_lucky_numbers()
/obj/item/uplink/hidden/proc/shuffle_lucky_numbers()
lucky_numbers = list()
for(var/i in 1 to 4)
var/cate_number = rand(1, length(uplink_cats))
var/item_number = rand(1, length(uplink_cats[cate_number]["items"]))
lucky_numbers += list(list("cat" = cate_number - 1, "item" = item_number - 1)) // dm lists are 1 based, js lists are 0 based, gotta -1
/obj/item/uplink/hidden/proc/remove_from_cart(item_reference) // i want to make it eventually remove all instances
LAZYREMOVE(shopping_cart, item_reference)
generate_tgui_cart(TRUE)
/obj/item/uplink/hidden/proc/empty_cart()
shopping_cart = null
generate_tgui_cart(TRUE)
// 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.update_uplink_type(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.update_uplink_type(UPLINK_TYPE_SST)
/obj/item/radio/uplink/admin/New()
..()
if(hidden_uplink)
hidden_uplink.update_uplink_type(UPLINK_TYPE_ADMIN)
hidden_uplink.uses = 2500
/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 = 100