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* fixes * fuck my stupid chungus life * Minion limit, heal fix, dead sac fix * cooldown, no sacrificing star gazer or ascended alive heretics * blade debuff * oopsy * Update tgui.bundle.js * map diff bot what ya doing * fuck that chat spam * lets heretic armour hold a haunted longsword * why not it makes sense * do_after * god I hate this bullshit * other lewc stuff * push * heretic id card fix * she tg on my ui till I css * yes * spent * fix / ipc buff (real)™️ * moderate again * revert * no reserve * bringing up to master * update map files to master * didnt replace centcomm * beginning some rebalancing * aggressive spread tweaks * lots of tweaks and fixes * trying to un-key the maps * maybe this time * this time???? * oops * sql fix * basicmob conversion * paintings! and a critical influence fix * rust + tweaks * monster tweak * small change * removing this * more tweaks. no more dusting * added some examine_more * flower seeds * various tweaks. more to come * no more conduit spacing * fixed some dumb stuff * silly stuff * its always prettier * bugfixes and linters * linters, wow * oops * bah * linter * fuck you * temp check * hidden influence drain * influence visible message * tweak fix * void cloak bugfix * small fixes * fixes * do_after_once broken * fixes and tweaks * heretic blade potential fix + sacrifice changes * batch of fixes * tiny tweak * rebuilt TGUI * no greentext + rerolls * logging + bugfix * unused var * small fix * various fixes * comment * projectile change * tgui rebuild * tgui bundle redo * rune issue solved * influence visible now * fix ui reloading * new moon ascension + fixes + icons * tweaks, species sprites * tgui rebuild * small tweak + linter * harvester icon tweak * spans * fixes and tweaks * caretaker nerf + tweaks * potential fix for knowledge * roller fix * mad mask * Update tgui.bundle.js * void phase tweak * Update tgui.bundle.js * misc tweaks * fix heretic not retargeting correctly with cryo * simplify logic * this is better * lots of fixes and tweaks * Update tgui.bundle.js * linter * linter * fireshark and greyscale insanity * fish * Update tgui.bundle.js * linter * linter * tgui * no window shopping * fish fix * tgui rebundle * moon smile runtime fix * various fixes * sacrifice fixes * insanity is easier now, madness mask changes. * bugfixing + teleport change * linters + tweaks * Update code/modules/antagonists/heretic/status_effects/mark_effects.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> * Update code/modules/antagonists/heretic/status_effects/mark_effects.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> --------- Signed-off-by: Kyani <65205627+EmeraldCandy@users.noreply.github.com> Co-authored-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: Paul <pmerkamp@gmail.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
181 lines
5.8 KiB
Plaintext
181 lines
5.8 KiB
Plaintext
GLOBAL_DATUM_INIT(orbit_menu, /datum/orbit_menu, new)
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/datum/orbit_menu
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/datum/orbit_menu/ui_state(mob/user)
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return GLOB.observer_state
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/datum/orbit_menu/ui_interact(mob/user, datum/tgui/ui = null)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Orbit", "Orbit")
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ui.open()
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/datum/orbit_menu/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/spritesheet/job_icons)
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)
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/datum/orbit_menu/ui_act(action, list/params, datum/tgui/ui)
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. = ..()
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if(.)
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return
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switch(action)
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if("orbit")
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var/ref = params["ref"]
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var/atom/movable/poi = (locate(ref) in GLOB.mob_list) || (locate(ref) in GLOB.poi_list)
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if(poi == null)
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. = TRUE
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return
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var/mob/dead/observer/ghost = ui.user
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ghost.manual_follow(poi)
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. = TRUE
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if("refresh")
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update_static_data(ui.user, ui)
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. = TRUE
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/datum/orbit_menu/ui_static_data(mob/user)
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var/list/data = list()
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var/list/alive = list()
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var/list/highlights = list()
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var/list/response_teams = list()
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var/list/antagonists = list()
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var/list/dead = list()
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var/list/ssd = list()
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var/list/ghosts = list()
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var/list/misc = list()
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var/list/npcs = list()
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var/list/tourist = list()
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var/length_of_ghosts = length(get_observers())
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var/list/pois = getpois(mobs_only = FALSE, skip_mindless = FALSE)
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for(var/name in pois)
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var/mob/M = pois[name]
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if(name == null)
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if(pois[name] && M.type)
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stack_trace("getpois returned something under a null name. Type: [M.type]")
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else
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stack_trace("getpois returned a null value")
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continue
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var/list/serialized = list()
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serialized["name"] = "[name]" // stringify it; If it's null or something - we'd like to know it and fix getpois()
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if(serialized["name"] != name)
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stack_trace("getpois returned something under a non-string name [name] - [pois[name]] - [M.type]")
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continue
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serialized["ref"] = "\ref[M]"
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var/list/orbiters = M.get_orbiters_recursive()
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if(length(orbiters) > 0)
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serialized["orbiters"] = length(orbiters)
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if(istype(M))
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if(isnewplayer(M)) // People in the lobby screen; only have their ckey as a name.
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continue
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if(isobserver(M) && M.client)
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ghosts += list(serialized)
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else if(M.mind == null)
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npcs += list(serialized)
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else if(M.stat == DEAD)
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dead += list(serialized)
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else if(!M.client) // this includes mobs which ghosted, but aren't `player_logged`, so that the Alive count is more accurate
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ssd += list(serialized)
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else
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if(length(orbiters) >= 0.2 * length_of_ghosts) // They're important if 20% of observers are watching them
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highlights += list(serialized)
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serialized["ssd"] = !M.client
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alive += list(serialized)
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var/datum/mind/mind = M.mind
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if(mind.special_role in list(SPECIAL_ROLE_ERT, SPECIAL_ROLE_DEATHSQUAD, SPECIAL_ROLE_SYNDICATE_DEATHSQUAD))
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response_teams += list(serialized)
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if(mind.special_role == SPECIAL_ROLE_TOURIST)
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tourist += list(serialized)
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if(user.antagHUD)
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/*
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If a mind is many antags at once, we'll display all of them, each
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under their own antag sub-section.
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This is arguably better, than picking one of the antag datums at random.
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list of antags that are datumised:
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- traitor
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- mindslaves/vampire thralls
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- vampire
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- changelings
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- revolutionaries/headrevs
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- event
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- Heretic (I think?)
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*/
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for(var/_A in mind.antag_datums)
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var/datum/antagonist/A = _A
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var/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = A.name
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antagonists += list(antag_serialized)
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// Not-very-datumized antags follow
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// Associative list of antag name => whether this mind is this antag
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var/list/other_antags = list()
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if(SSticker && SSticker.mode)
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other_antags += list(
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"Blob" = (mind.special_role == SPECIAL_ROLE_BLOB),
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"Nuclear Operative" = (mind in SSticker.mode.syndicates)
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)
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for(var/antag_name in other_antags)
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var/is_antag = other_antags[antag_name]
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if(!is_antag)
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continue
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var/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = antag_name
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antagonists += list(antag_serialized)
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// Antaghud? Let them see everyone's role
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if(isliving(M))
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var/mob/living/L = M
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if(L.mind?.has_normal_assigned_role())
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serialized["assigned_role"] = L.mind.assigned_role
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serialized["assigned_role_sprite"] = ckey(L.mind.get_assigned_role_asset())
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// Player terror spiders (and other hostile player-controlled event mobs) have their own category to help see how much there are.
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// Not in the above block because terrors can be known whether AHUD is on or not.
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if(isterrorspider(M))
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var/list/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = "Terror Spider"
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antagonists += list(antag_serialized)
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else if(istype(M, /mob/living/basic/revenant))
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var/list/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = "Revenant"
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antagonists += list(antag_serialized)
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else if(isalien(M))
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var/list/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = "Xenomorph"
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antagonists += list(antag_serialized)
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else if(isdemon(M))
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var/list/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = "Demon"
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antagonists += list(antag_serialized)
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else if(ismorph(M))
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var/list/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = "Morph"
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antagonists += list(antag_serialized)
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else
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if(length(orbiters) >= 0.2 * length_of_ghosts) // If a bunch of people are orbiting an object, like the nuke disk.
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highlights += list(serialized)
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misc += list(serialized)
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data["antagonists"] = antagonists
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data["highlights"] = highlights
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data["response_teams"] = response_teams
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data["tourist"] = tourist
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data["alive"] = alive
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data["ssd"] = ssd
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data["dead"] = dead
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data["ghosts"] = ghosts
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data["misc"] = misc
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data["npcs"] = npcs
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return data
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