Files
Paradise/code/game/objects/items/devices/uplinks.dm
warriorstar-orion 525c68d617 Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)
* refactor: Attack chain, initial setup.

* migrate curtain to make dreamchecker happy

* update thurible

* don't call attacked_by separately for legacy attack chain

* remove duplicate proc

* condense similar code, put allowances for legacy code in new procs

* update docs, include diagram source

* add comment on how to update diagram

* fix admonition

* mindflayer updates

* remove commented out code

* clarify all steps

* after_attack should be overridable

* whoops

* retrofit recent changes

* duh, can't restrict this yet because of tool_acts

* i hate ore bags with the fire of a thousand suns

* return correct value for object attack logic

* Various cleanups.

We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.

I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.

* simplify some argument names

* fuck it

* make it do the thing

* Rename CI module call

* Prove that CI works

* improve test output

* aaand fix it again

* fix curtain tool interactions

* fix compile error

* fix compile error

* Better docs, introduce migration plan tool.
2024-12-02 23:36:36 +00:00

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//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
/// Whether or not the uplink has generated its stock and discounts
var/items_generated = FALSE
/obj/item/uplink/ui_host()
return loc
/obj/item/uplink/proc/update_uplink_type(new_uplink_type)
uplink_type = new_uplink_type
/obj/item/uplink/New()
..()
uses = 100
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
if(!items_generated)
uplink_items = get_uplink_items(src, user)
items_generated = TRUE
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 && length(I.job))
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[length(cats)]["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/uplink_section in uplink_items)
for(var/datum/uplink_item/UI in uplink_items[uplink_section])
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
to_chat(user, "<span class='warning'>[I] is not refundable.</span>")
return
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(ispath(I.type, path) && UI.refundable && I.check_uplink_validity())
var/refund_amount = cost
if(istype(I, /obj/item/guardiancreator/tech))
var/obj/item/guardiancreator/tech/holopara = I
if(holopara.is_discounted && cost != holopara.refund_cost) // This has to be done because the normal holopara uplink datum precedes the discounted uplink datum
continue
refund_amount = holopara.refund_cost
uses += refund_amount
used_TC -= refund_amount
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/AltClick()
return
/obj/item/radio/uplink/CtrlShiftClick()
return
/obj/item/radio/uplink/show_examine_hotkeys()
return list()
/obj/item/radio/uplink/attack_self__legacy__attackchain(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__legacy__attackchain(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