mirror of
https://github.com/ParadiseSS13/Paradise.git
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Conflicts: baystation12.dme code/ATMOSPHERICS/components/unary/vent_pump.dm code/ATMOSPHERICS/components/unary/vent_scrubber.dm code/__HELPERS/game.dm code/controllers/shuttle_controller.dm code/datums/datumvars.dm code/datums/supplypacks.dm code/defines/obj/storage.dm code/defines/obj/vending.dm code/defines/obj/weapon.dm code/defines/procs/command_alert.dm code/game/area/Space Station 13 areas.dm code/game/atoms.dm code/game/gamemodes/changeling/modularchangling.dm code/game/gamemodes/cult/runes.dm code/game/gamemodes/events.dm code/game/gamemodes/events/dust.dm code/game/gamemodes/events/miniblob.dm code/game/gamemodes/events/ninja_equipment.dm code/game/gamemodes/factions.dm code/game/gamemodes/game_mode.dm code/game/gamemodes/gameticker.dm code/game/jobs/access.dm code/game/jobs/job/assistant.dm code/game/jobs/job/captain.dm code/game/jobs/job/civilian.dm code/game/jobs/job/engineering.dm code/game/jobs/job/medical.dm code/game/jobs/job/science.dm code/game/jobs/job/security.dm code/game/jobs/job_controller.dm code/game/machinery/alarm.dm code/game/machinery/atmo_control.dm code/game/machinery/atmoalter/area_atmos_computer.dm code/game/machinery/bots/medbot.dm code/game/machinery/computer/HolodeckControl.dm code/game/machinery/computer/ai_core.dm code/game/machinery/computer/atmos_alert.dm code/game/machinery/computer/card.dm code/game/machinery/computer/cloning.dm code/game/machinery/computer/computer.dm code/game/machinery/computer/message.dm code/game/machinery/computer/pod.dm code/game/machinery/computer/prisoner.dm code/game/machinery/computer/syndicate_shuttle.dm code/game/machinery/constructable_frame.dm code/game/machinery/doors/door.dm code/game/machinery/doors/firedoor.dm code/game/machinery/newscaster.dm code/game/machinery/recharger.dm code/game/machinery/spaceheater.dm code/game/machinery/telecomms/broadcaster.dm code/game/machinery/telecomms/logbrowser.dm code/game/machinery/telecomms/machine_interactions.dm code/game/machinery/teleporter.dm code/game/machinery/wishgranter.dm code/game/mecha/mech_fabricator.dm code/game/mecha/working/ripley.dm code/game/objects/items.dm code/game/objects/items/blueprints.dm code/game/objects/items/devices/flashlight.dm code/game/objects/items/devices/radio/encryptionkey.dm code/game/objects/items/devices/uplinks.dm code/game/objects/items/stacks/medical.dm code/game/objects/items/weapons/cards_ids.dm code/game/objects/items/weapons/gift_wrappaper.dm code/game/objects/items/weapons/hydroponics.dm code/game/objects/items/weapons/manuals.dm code/game/objects/items/weapons/secstorage/secstorage.dm code/game/objects/items/weapons/storage/backpack.dm code/game/objects/items/weapons/storage/firstaid.dm code/game/objects/items/weapons/storage/kit.dm code/game/objects/items/weapons/storage/storage.dm code/game/objects/items/weapons/storage/toolbox.dm code/game/objects/items/weapons/storage/uplink_kits.dm code/game/objects/items/weapons/stunbaton.dm code/game/objects/items/weapons/surgery_tools.dm code/game/objects/items/weapons/tools.dm code/game/objects/structures/crates_lockers/closets/secure/cargo.dm code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm code/game/objects/structures/crates_lockers/closets/secure/scientist.dm code/game/objects/structures/crates_lockers/closets/secure/security.dm code/game/objects/structures/electricchair.dm code/game/objects/structures/extinguisher.dm code/game/objects/structures/watercloset.dm code/game/objects/weapons.dm code/game/turfs/turf.dm code/game/vehicles/airtight/airtight.dm code/game/vehicles/vehicle.dm code/global.dm code/modules/DetectiveWork/evidence.dm code/modules/admin/IsBanned.dm code/modules/admin/player_panel.dm code/modules/admin/verbs/diagnostics.dm code/modules/admin/verbs/getlogs.dm code/modules/client/preferences.dm code/modules/clothing/masks/miscellaneous.dm code/modules/clothing/spacesuits/rig.dm code/modules/clothing/suits/miscellaneous.dm code/modules/critters/critter_defenses.dm code/modules/detectivework/scanner.dm code/modules/flufftext/Hallucination.dm code/modules/food/recipes_microwave.dm code/modules/mining/mine_items.dm code/modules/mining/mine_turfs.dm code/modules/mining/satchel_ore_boxdm.dm code/modules/mob/dead/observer/observer.dm code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm code/modules/mob/living/carbon/alien/special/facehugger.dm code/modules/mob/living/carbon/carbon.dm code/modules/mob/living/carbon/carbon_defines.dm code/modules/mob/living/carbon/human/human.dm code/modules/mob/living/carbon/human/human_attackhand.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/carbon/human/say.dm code/modules/mob/living/carbon/human/update_icons.dm code/modules/mob/living/carbon/metroid/metroid.dm code/modules/mob/living/living.dm code/modules/mob/living/silicon/ai/life.dm code/modules/mob/living/silicon/robot/robot.dm code/modules/mob/mob_cleanup.dm code/modules/mob/mob_defines.dm code/modules/mob/mob_transformation_simple.dm code/modules/paperwork/clipboard.dm code/modules/paperwork/folders.dm code/modules/paperwork/paper.dm code/modules/paperwork/paperbin.dm code/modules/paperwork/pen.dm code/modules/power/cable.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/reagent_containers/glass.dm code/modules/reagents/reagent_containers/hypospray.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm config/config.txt html/changelog.html icons/mob/head.dmi icons/mob/hud.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/mask.dmi icons/mob/suit.dmi icons/mob/ties.dmi icons/mob/uniform.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/ties.dmi icons/obj/grenade.dmi icons/obj/projectiles.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
243 lines
7.0 KiB
Plaintext
243 lines
7.0 KiB
Plaintext
/obj/item/blueprints
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name = "station blueprints"
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desc = "Blueprints of the station. There's stamp \"Classified\" and several coffee stains on it."
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icon = 'icons/obj/items.dmi'
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icon_state = "blueprints"
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attack_verb = list("attacked", "bapped", "hit")
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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/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 isn't noted on these 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 = trim(stripped_input(usr,"New area title","Blueprints editing", "", MAX_NAME_LEN))
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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 = trim(stripped_input(usr,"New area title","Blueprints editing", prevname, MAX_NAME_LEN))
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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 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 = replacetext(M.name,oldtitle,title)
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for(var/obj/machinery/power/apc/M in RA)
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M.name = 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 = 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 = replacetext(M.name,oldtitle,title)
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for(var/obj/machinery/door/M in RA)
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M.name = 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 |