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https://github.com/ParadiseSS13/Paradise.git
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Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped. Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing. Weakening was made instantaneous. Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death. umm... bunch of overlays related fixes... I think that's everything. :/ git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
267 lines
8.0 KiB
Plaintext
267 lines
8.0 KiB
Plaintext
/obj/item/blueprints
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var/const/AREA_ERRNONE = 0
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var/const/AREA_STATION = 1
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var/const/AREA_SPACE = 2
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var/const/AREA_SPECIAL = 3
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var/const/BORDER_ERROR = 0
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var/const/BORDER_NONE = 1
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var/const/BORDER_BETWEEN = 2
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var/const/BORDER_2NDTILE = 3
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var/const/BORDER_SPACE = 4
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var/const/ROOM_ERR_LOLWAT = 0
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var/const/ROOM_ERR_SPACE = -1
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var/const/ROOM_ERR_TOOLARGE = -2
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/obj/item/blueprints/attack_self(mob/M as mob)
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if (!istype(M,/mob/living/carbon/human))
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M << "This is stack of useless pieces of harsh paper." //monkeys cannot into projecting
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return
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interact()
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return
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/obj/item/blueprints/Topic(href, href_list)
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..()
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if ((usr.restrained() || usr.stat || usr.get_active_hand() != src))
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return
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if (!href_list["action"])
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return
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switch(href_list["action"])
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if ("create_area")
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if (get_area_type()!=AREA_SPACE)
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interact()
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return
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create_area()
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if ("edit_area")
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if (get_area_type()!=AREA_STATION)
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interact()
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return
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edit_area()
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/obj/item/blueprints/proc/interact()
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var/area/A = get_area()
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var/text = {"<HTML><head><title>[src]</title></head><BODY>
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<h2>[station_name()] blueprints</h2>
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<small>Property of Nanotrasen. For heads of staff only. Store in high-secure storage.</small><hr>
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"}
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switch (get_area_type())
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if (AREA_SPACE)
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text += {"
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<p>According this blueprints you are in <b>open space</b> now.</p>
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<p><a href='?src=\ref[src];action=create_area'>Mark this place as new area.</a></p>
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"}
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if (AREA_STATION)
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text += {"
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<p>According this blueprints you are in <b>[A.name]</b> now.</p>
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<p>You may <a href='?src=\ref[src];action=edit_area'>
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move an amendment</a> to the drawing.</p>
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"}
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if (AREA_SPECIAL)
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text += {"
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<p>This place doesn't noted on this blueprints.</p>
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"}
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else
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return
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text += "</BODY></HTML>"
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usr << browse(text, "window=blueprints")
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onclose(usr, "blueprints")
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/obj/item/blueprints/proc/get_area()
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var/turf/T = get_turf_loc(usr)
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var/area/A = T.loc
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A = A.master
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return A
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/obj/item/blueprints/proc/get_area_type(var/area/A = get_area())
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if (A.name == "Space")
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return AREA_SPACE
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var/list/SPECIALS = list(
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/area/shuttle,
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/area/admin,
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/area/arrival,
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/area/centcom,
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/area/asteroid,
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/area/tdome,
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/area/syndicate_station,
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/area/wizard_station,
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/area/prison
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// /area/derelict //commented out, all hail derelict-rebuilders!
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)
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for (var/type in SPECIALS)
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if ( istype(A,type) )
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return AREA_SPECIAL
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return AREA_STATION
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/obj/item/blueprints/proc/create_area()
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//world << "DEBUG: create_area"
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var/res = detect_room(get_turf_loc(usr))
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if(!istype(res,/list))
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switch(res)
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if(ROOM_ERR_SPACE)
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usr << "\red New area must be complete airtight!"
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return
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if(ROOM_ERR_TOOLARGE)
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usr << "\red New area too large!"
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return
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else
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usr << "\red Error! Please notify administration!"
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return
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var/list/turf/turfs = res
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var/str = sanitize(trim(input(usr,"New area title","Blueprints editing")))
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if(!str || !length(str)) //cancel
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return
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if(length(str) > 50)
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usr << "\red Text too long."
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return
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var/area/A = new
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A.name = str
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A.tag="[A.type]_[md5(str)]" // without this dynamic light system ruin everithing
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//var/ma
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//ma = A.master ? "[A.master]" : "(null)"
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//world << "DEBUG: create_area: <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
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A.power_equip = 0
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A.power_light = 0
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A.power_environ = 0
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move_turfs_to_area(turfs, A)
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spawn(5)
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//ma = A.master ? "[A.master]" : "(null)"
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//world << "DEBUG: create_area(5): <br>A.name=[A.name]<br>A.tag=[A.tag]<br>A.master=[ma]"
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interact()
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return
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/obj/item/blueprints/proc/move_turfs_to_area(var/list/turf/turfs, var/area/A)
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A.contents.Add(turfs)
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//oldarea.contents.Remove(usr.loc) // not needed
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//T.loc = A //error: cannot change constant value
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/obj/item/blueprints/proc/edit_area()
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var/area/A = get_area()
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//world << "DEBUG: edit_area"
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var/prevname = A.name
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var/str = sanitize(trim(input(usr,"New area title","Blueprints editing",prevname)))
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if(!str || !length(str) || str==prevname) //cancel
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return
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if(length(str) > 50)
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usr << "\red Text too long."
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return
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set_area_machinery_title(A,str,prevname)
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for(var/area/RA in A.related)
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RA.name = str
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usr << "\blue You set the area '[prevname]' title to '[str]'."
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interact()
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return
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/obj/item/blueprints/proc/set_area_machinery_title(var/area/A,var/title,var/oldtitle)
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if (!oldtitle) // or dd_replacetext goes to infinite loop
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return
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for(var/area/RA in A.related)
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for(var/obj/machinery/alarm/M in RA)
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M.name = dd_replacetext(M.name,oldtitle,title)
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for(var/obj/machinery/power/apc/M in RA)
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M.name = dd_replacetext(M.name,oldtitle,title)
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for(var/obj/machinery/atmospherics/unary/vent_scrubber/M in RA)
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M.name = dd_replacetext(M.name,oldtitle,title)
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for(var/obj/machinery/atmospherics/unary/vent_pump/M in RA)
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M.name = dd_replacetext(M.name,oldtitle,title)
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for(var/obj/machinery/door/M in RA)
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M.name = dd_replacetext(M.name,oldtitle,title)
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//TODO: much much more. Unnamed airlocks, cameras, etc.
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/obj/item/blueprints/proc/check_tile_is_border(var/turf/T2,var/dir)
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if (istype(T2, /turf/space))
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return BORDER_SPACE //omg hull breach we all going to die here
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if (istype(T2, /turf/simulated/shuttle))
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return BORDER_SPACE
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if (get_area_type(T2.loc)!=AREA_SPACE)
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return BORDER_BETWEEN
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if (istype(T2, /turf/simulated/wall))
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return BORDER_2NDTILE
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if (!istype(T2, /turf/simulated))
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return BORDER_BETWEEN
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for (var/obj/structure/window/W in T2)
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if(turn(dir,180) == W.dir)
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return BORDER_BETWEEN
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if (W.dir in list(NORTHEAST,SOUTHEAST,NORTHWEST,SOUTHWEST))
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return BORDER_2NDTILE
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for(var/obj/machinery/door/window/D in T2)
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if(turn(dir,180) == D.dir)
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return BORDER_BETWEEN
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if (locate(/obj/machinery/door) in T2)
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return BORDER_2NDTILE
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if (locate(/obj/structure/falsewall) in T2)
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return BORDER_2NDTILE
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if (locate(/obj/structure/falserwall) in T2)
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return BORDER_2NDTILE
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return BORDER_NONE
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/obj/item/blueprints/proc/detect_room(var/turf/first)
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var/list/turf/found = new
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var/list/turf/pending = list(first)
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while(pending.len)
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if (found.len+pending.len > 300)
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return ROOM_ERR_TOOLARGE
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var/turf/T = pending[1] //why byond havent list::pop()?
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pending -= T
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for (var/dir in cardinal)
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var/skip = 0
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for (var/obj/structure/window/W in T)
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if(dir == W.dir || (W.dir in list(NORTHEAST,SOUTHEAST,NORTHWEST,SOUTHWEST)))
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skip = 1; break
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if (skip) continue
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for(var/obj/machinery/door/window/D in T)
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if(dir == D.dir)
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skip = 1; break
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if (skip) continue
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var/turf/NT = get_step(T,dir)
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if (!isturf(NT) || (NT in found) || (NT in pending))
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continue
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switch(check_tile_is_border(NT,dir))
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if(BORDER_NONE)
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pending+=NT
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if(BORDER_BETWEEN)
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//do nothing, may be later i'll add 'rejected' list as optimization
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if(BORDER_2NDTILE)
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found+=NT //tile included to new area, but we dont seek more
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if(BORDER_SPACE)
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return ROOM_ERR_SPACE
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found+=T
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return found
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/*
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/proc/check_apc(var/area/A)
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for(var/area/RA in A.related)
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for(var/obj/machinery/power/apc/FINDME in RA)
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return 1
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return 0
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/proc/fuckingfreemachinery()
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for(var/obj/machinery/machine in machines)
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if (istype(machine,/obj/machinery/power/solar))
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continue
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var/area/A = machine.loc.loc // make sure it's in an area
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if (istype(A,/area/tdome))
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continue
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if (istype(A,/area/shuttle))
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continue
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if(!A || !isarea(A))
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world << "DEBUG: @[machine.x],[machine.y],[machine.z] ([A.name]) machine \"[machine.name]\" ([machine.type]) hasnt area!"
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continue
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A = A.master
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if (A.name=="Space")
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world << "DEBUG: @[machine.x],[machine.y],[machine.z] ([A.name]) machine \"[machine.name]\" ([machine.type]) work in space!"
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continue
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if (!check_apc(A))
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world << "DEBUG: @[machine.x],[machine.y],[machine.z] ([A.name]) machine \"[machine.name]\" ([machine.type]) work without APC!"
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world << "\red END ====="
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*/ |