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https://github.com/PolarisSS13/Polaris.git
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new_player: absolute pathing
This commit is contained in:
@@ -15,468 +15,468 @@
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anchored = 1 // don't get pushed around
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New()
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mob_list += src
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/mob/new_player/New()
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mob_list += src
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verb/new_player_panel()
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set src = usr
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new_player_panel_proc()
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/mob/new_player/verb/new_player_panel()
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set src = usr
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new_player_panel_proc()
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proc/new_player_panel_proc()
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var/output = "<div align='center'><B>New Player Options</B>"
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output +="<hr>"
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output += "<p><a href='byond://?src=\ref[src];show_preferences=1'>Setup Character</A></p>"
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if(!ticker || ticker.current_state <= GAME_STATE_PREGAME)
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if(ready)
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output += "<p>\[ <b>Ready</b> | <a href='byond://?src=\ref[src];ready=0'>Not Ready</a> \]</p>"
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else
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output += "<p>\[ <a href='byond://?src=\ref[src];ready=1'>Ready</a> | <b>Not Ready</b> \]</p>"
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/mob/new_player/proc/new_player_panel_proc()
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var/output = "<div align='center'><B>New Player Options</B>"
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output +="<hr>"
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output += "<p><a href='byond://?src=\ref[src];show_preferences=1'>Setup Character</A></p>"
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if(!ticker || ticker.current_state <= GAME_STATE_PREGAME)
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if(ready)
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output += "<p>\[ <b>Ready</b> | <a href='byond://?src=\ref[src];ready=0'>Not Ready</a> \]</p>"
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else
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output += "<a href='byond://?src=\ref[src];manifest=1'>View the Crew Manifest</A><br><br>"
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output += "<p><a href='byond://?src=\ref[src];late_join=1'>Join Game!</A></p>"
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output += "<p>\[ <a href='byond://?src=\ref[src];ready=1'>Ready</a> | <b>Not Ready</b> \]</p>"
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output += "<p><a href='byond://?src=\ref[src];observe=1'>Observe</A></p>"
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else
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output += "<a href='byond://?src=\ref[src];manifest=1'>View the Crew Manifest</A><br><br>"
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output += "<p><a href='byond://?src=\ref[src];late_join=1'>Join Game!</A></p>"
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if(!IsGuestKey(src.key))
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establish_db_connection()
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output += "<p><a href='byond://?src=\ref[src];observe=1'>Observe</A></p>"
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if(dbcon.IsConnected())
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var/isadmin = 0
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if(src.client && src.client.holder)
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isadmin = 1
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var/DBQuery/query = dbcon.NewQuery("SELECT id FROM erro_poll_question WHERE [(isadmin ? "" : "adminonly = false AND")] Now() BETWEEN starttime AND endtime AND id NOT IN (SELECT pollid FROM erro_poll_vote WHERE ckey = \"[ckey]\") AND id NOT IN (SELECT pollid FROM erro_poll_textreply WHERE ckey = \"[ckey]\")")
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query.Execute()
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var/newpoll = 0
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while(query.NextRow())
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newpoll = 1
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break
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if(!IsGuestKey(src.key))
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establish_db_connection()
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if(newpoll)
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output += "<p><b><a href='byond://?src=\ref[src];showpoll=1'>Show Player Polls</A> (NEW!)</b></p>"
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else
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output += "<p><a href='byond://?src=\ref[src];showpoll=1'>Show Player Polls</A></p>"
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output += "</div>"
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src << browse(output,"window=playersetup;size=210x280;can_close=0")
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return
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Stat()
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..()
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if(statpanel("Lobby") && ticker)
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if(ticker.hide_mode)
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stat("Game Mode:", "Secret")
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else
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if(ticker.hide_mode == 0)
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stat("Game Mode:", "[master_mode]") // Old setting for showing the game mode
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if(ticker.current_state == GAME_STATE_PREGAME)
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stat("Time To Start:", "[ticker.pregame_timeleft][round_progressing ? "" : " (DELAYED)"]")
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stat("Players: [totalPlayers]", "Players Ready: [totalPlayersReady]")
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totalPlayers = 0
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totalPlayersReady = 0
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for(var/mob/new_player/player in player_list)
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stat("[player.key]", (player.ready)?("(Playing)"):(null))
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totalPlayers++
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if(player.ready)totalPlayersReady++
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Topic(href, href_list[])
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if(!client) return 0
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if(href_list["show_preferences"])
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client.prefs.ShowChoices(src)
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return 1
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if(href_list["ready"])
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if(!ticker || ticker.current_state <= GAME_STATE_PREGAME) // Make sure we don't ready up after the round has started
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ready = text2num(href_list["ready"])
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else
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ready = 0
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if(href_list["refresh"])
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src << browse(null, "window=playersetup") //closes the player setup window
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new_player_panel_proc()
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if(href_list["observe"])
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if(alert(src,"Are you sure you wish to observe? You will have to wait 15 minutes before being able to respawn!","Player Setup","Yes","No") == "Yes")
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if(!client) return 1
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var/mob/dead/observer/observer = new()
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spawning = 1
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src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo
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observer.started_as_observer = 1
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close_spawn_windows()
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var/obj/O = locate("landmark*Observer-Start")
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if(istype(O))
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src << "<span class='notice'>Now teleporting.</span>"
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observer.loc = O.loc
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else
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src << "<span class='danger'>Could not locate an observer spawn point. Use the Teleport verb to jump to the station map.</span>"
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observer.timeofdeath = world.time // Set the time of death so that the respawn timer works correctly.
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announce_ghost_joinleave(src)
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client.prefs.update_preview_icon()
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observer.icon = client.prefs.preview_icon
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observer.alpha = 127
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if(client.prefs.be_random_name)
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client.prefs.real_name = random_name(client.prefs.gender)
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observer.real_name = client.prefs.real_name
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observer.name = observer.real_name
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if(!client.holder && !config.antag_hud_allowed) // For new ghosts we remove the verb from even showing up if it's not allowed.
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observer.verbs -= /mob/dead/observer/verb/toggle_antagHUD // Poor guys, don't know what they are missing!
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observer.key = key
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qdel(src)
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return 1
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if(href_list["late_join"])
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if(!ticker || ticker.current_state != GAME_STATE_PLAYING)
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usr << "\red The round is either not ready, or has already finished..."
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return
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if(client.prefs.species != "Human" && !check_rights(R_ADMIN, 0))
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if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist)
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src << alert("You are currently not whitelisted to play [client.prefs.species].")
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return 0
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var/datum/species/S = all_species[client.prefs.species]
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if(!(S.spawn_flags & IS_WHITELISTED))
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src << alert("Your current species,[client.prefs.species], is not available for play on the station.")
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return 0
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LateChoices()
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if(href_list["manifest"])
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ViewManifest()
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if(href_list["SelectedJob"])
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if(!config.enter_allowed)
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usr << "<span class='notice'>There is an administrative lock on entering the game!</span>"
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return
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else if(ticker && ticker.mode && ticker.mode.explosion_in_progress)
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usr << "<span class='danger'>The station is currently exploding. Joining would go poorly.</span>"
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return
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if(client.prefs.species != "Human")
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if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist)
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src << alert("You are currently not whitelisted to play [client.prefs.species].")
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return 0
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var/datum/species/S = all_species[client.prefs.species]
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if(!(S.spawn_flags & CAN_JOIN))
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src << alert("Your current species, [client.prefs.species], is not available for play on the station.")
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return 0
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AttemptLateSpawn(href_list["SelectedJob"],client.prefs.spawnpoint)
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return
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if(href_list["privacy_poll"])
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establish_db_connection()
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if(!dbcon.IsConnected())
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return
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var/voted = 0
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//First check if the person has not voted yet.
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var/DBQuery/query = dbcon.NewQuery("SELECT * FROM erro_privacy WHERE ckey='[src.ckey]'")
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if(dbcon.IsConnected())
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var/isadmin = 0
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if(src.client && src.client.holder)
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isadmin = 1
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var/DBQuery/query = dbcon.NewQuery("SELECT id FROM erro_poll_question WHERE [(isadmin ? "" : "adminonly = false AND")] Now() BETWEEN starttime AND endtime AND id NOT IN (SELECT pollid FROM erro_poll_vote WHERE ckey = \"[ckey]\") AND id NOT IN (SELECT pollid FROM erro_poll_textreply WHERE ckey = \"[ckey]\")")
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query.Execute()
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var/newpoll = 0
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while(query.NextRow())
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voted = 1
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newpoll = 1
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break
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//This is a safety switch, so only valid options pass through
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var/option = "UNKNOWN"
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switch(href_list["privacy_poll"])
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if("signed")
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option = "SIGNED"
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if("anonymous")
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option = "ANONYMOUS"
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if("nostats")
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option = "NOSTATS"
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if("later")
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usr << browse(null,"window=privacypoll")
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return
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if("abstain")
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option = "ABSTAIN"
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if(newpoll)
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output += "<p><b><a href='byond://?src=\ref[src];showpoll=1'>Show Player Polls</A> (NEW!)</b></p>"
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else
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output += "<p><a href='byond://?src=\ref[src];showpoll=1'>Show Player Polls</A></p>"
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if(option == "UNKNOWN")
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return
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output += "</div>"
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if(!voted)
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var/sql = "INSERT INTO erro_privacy VALUES (null, Now(), '[src.ckey]', '[option]')"
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var/DBQuery/query_insert = dbcon.NewQuery(sql)
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query_insert.Execute()
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usr << "<b>Thank you for your vote!</b>"
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usr << browse(null,"window=privacypoll")
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src << browse(output,"window=playersetup;size=210x280;can_close=0")
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return
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if(!ready && href_list["preference"])
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if(client)
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client.prefs.process_link(src, href_list)
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else if(!href_list["late_join"])
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new_player_panel()
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/mob/new_player/Stat()
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..()
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if(href_list["showpoll"])
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if(statpanel("Lobby") && ticker)
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if(ticker.hide_mode)
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stat("Game Mode:", "Secret")
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else
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if(ticker.hide_mode == 0)
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stat("Game Mode:", "[master_mode]") // Old setting for showing the game mode
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handle_player_polling()
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return
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if(ticker.current_state == GAME_STATE_PREGAME)
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stat("Time To Start:", "[ticker.pregame_timeleft][round_progressing ? "" : " (DELAYED)"]")
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stat("Players: [totalPlayers]", "Players Ready: [totalPlayersReady]")
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totalPlayers = 0
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totalPlayersReady = 0
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for(var/mob/new_player/player in player_list)
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stat("[player.key]", (player.ready)?("(Playing)"):(null))
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totalPlayers++
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if(player.ready)totalPlayersReady++
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if(href_list["pollid"])
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/mob/new_player/Topic(href, href_list[])
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if(!client) return 0
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var/pollid = href_list["pollid"]
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if(istext(pollid))
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pollid = text2num(pollid)
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if(isnum(pollid))
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src.poll_player(pollid)
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return
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if(href_list["votepollid"] && href_list["votetype"])
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var/pollid = text2num(href_list["votepollid"])
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var/votetype = href_list["votetype"]
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switch(votetype)
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if("OPTION")
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var/optionid = text2num(href_list["voteoptionid"])
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vote_on_poll(pollid, optionid)
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if("TEXT")
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var/replytext = href_list["replytext"]
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log_text_poll_reply(pollid, replytext)
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if("NUMVAL")
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var/id_min = text2num(href_list["minid"])
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var/id_max = text2num(href_list["maxid"])
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if( (id_max - id_min) > 100 ) //Basic exploit prevention
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usr << "The option ID difference is too big. Please contact administration or the database admin."
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return
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for(var/optionid = id_min; optionid <= id_max; optionid++)
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if(!isnull(href_list["o[optionid]"])) //Test if this optionid was replied to
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var/rating
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if(href_list["o[optionid]"] == "abstain")
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rating = null
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else
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rating = text2num(href_list["o[optionid]"])
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if(!isnum(rating))
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return
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vote_on_numval_poll(pollid, optionid, rating)
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if("MULTICHOICE")
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var/id_min = text2num(href_list["minoptionid"])
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var/id_max = text2num(href_list["maxoptionid"])
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if( (id_max - id_min) > 100 ) //Basic exploit prevention
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usr << "The option ID difference is too big. Please contact administration or the database admin."
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return
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for(var/optionid = id_min; optionid <= id_max; optionid++)
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if(!isnull(href_list["option_[optionid]"])) //Test if this optionid was selected
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vote_on_poll(pollid, optionid, 1)
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proc/IsJobAvailable(rank)
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var/datum/job/job = job_master.GetJob(rank)
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if(!job) return 0
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if(!job.is_position_available()) return 0
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if(jobban_isbanned(src,rank)) return 0
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if(!job.player_old_enough(src.client)) return 0
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if(href_list["show_preferences"])
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client.prefs.ShowChoices(src)
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return 1
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if(href_list["ready"])
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if(!ticker || ticker.current_state <= GAME_STATE_PREGAME) // Make sure we don't ready up after the round has started
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ready = text2num(href_list["ready"])
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else
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ready = 0
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if(href_list["refresh"])
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src << browse(null, "window=playersetup") //closes the player setup window
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new_player_panel_proc()
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if(href_list["observe"])
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if(alert(src,"Are you sure you wish to observe? You will have to wait 15 minutes before being able to respawn!","Player Setup","Yes","No") == "Yes")
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if(!client) return 1
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var/mob/dead/observer/observer = new()
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spawning = 1
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src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo
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observer.started_as_observer = 1
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close_spawn_windows()
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var/obj/O = locate("landmark*Observer-Start")
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if(istype(O))
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src << "<span class='notice'>Now teleporting.</span>"
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observer.loc = O.loc
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else
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src << "<span class='danger'>Could not locate an observer spawn point. Use the Teleport verb to jump to the station map.</span>"
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observer.timeofdeath = world.time // Set the time of death so that the respawn timer works correctly.
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announce_ghost_joinleave(src)
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client.prefs.update_preview_icon()
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observer.icon = client.prefs.preview_icon
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observer.alpha = 127
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if(client.prefs.be_random_name)
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client.prefs.real_name = random_name(client.prefs.gender)
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observer.real_name = client.prefs.real_name
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observer.name = observer.real_name
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if(!client.holder && !config.antag_hud_allowed) // For new ghosts we remove the verb from even showing up if it's not allowed.
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observer.verbs -= /mob/dead/observer/verb/toggle_antagHUD // Poor guys, don't know what they are missing!
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observer.key = key
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qdel(src)
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return 1
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if(href_list["late_join"])
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proc/AttemptLateSpawn(rank,var/spawning_at)
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if (src != usr)
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return 0
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if(!ticker || ticker.current_state != GAME_STATE_PLAYING)
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usr << "\red The round is either not ready, or has already finished..."
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return 0
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if(!config.enter_allowed)
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usr << "<span class='notice'>There is an administrative lock on entering the game!</span>"
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return 0
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if(!IsJobAvailable(rank))
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src << alert("[rank] is not available. Please try another.")
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return 0
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spawning = 1
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close_spawn_windows()
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job_master.AssignRole(src, rank, 1)
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var/mob/living/character = create_character() //creates the human and transfers vars and mind
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character = job_master.EquipRank(character, rank, 1) //equips the human
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UpdateFactionList(character)
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equip_custom_items(character)
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// AIs don't need a spawnpoint, they must spawn at an empty core
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if(character.mind.assigned_role == "AI")
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character = character.AIize(move=0) // AIize the character, but don't move them yet
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// IsJobAvailable for AI checks that there is an empty core available in this list
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var/obj/structure/AIcore/deactivated/C = empty_playable_ai_cores[1]
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empty_playable_ai_cores -= C
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character.loc = C.loc
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AnnounceCyborg(character, rank, "has been downloaded to the empty core in \the [character.loc.loc]")
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ticker.mode.latespawn(character)
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qdel(C)
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qdel(src)
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return
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//Find our spawning point.
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var/join_message = job_master.LateSpawn(character, rank)
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||||
if(client.prefs.species != "Human" && !check_rights(R_ADMIN, 0))
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||||
if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist)
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||||
src << alert("You are currently not whitelisted to play [client.prefs.species].")
|
||||
return 0
|
||||
|
||||
character.lastarea = get_area(loc)
|
||||
// Moving wheelchair if they have one
|
||||
if(character.buckled && istype(character.buckled, /obj/structure/bed/chair/wheelchair))
|
||||
character.buckled.loc = character.loc
|
||||
character.buckled.set_dir(character.dir)
|
||||
var/datum/species/S = all_species[client.prefs.species]
|
||||
if(!(S.spawn_flags & IS_WHITELISTED))
|
||||
src << alert("Your current species,[client.prefs.species], is not available for play on the station.")
|
||||
return 0
|
||||
|
||||
ticker.mode.latespawn(character)
|
||||
LateChoices()
|
||||
|
||||
if(character.mind.assigned_role != "Cyborg")
|
||||
data_core.manifest_inject(character)
|
||||
ticker.minds += character.mind//Cyborgs and AIs handle this in the transform proc. //TODO!!!!! ~Carn
|
||||
if(href_list["manifest"])
|
||||
ViewManifest()
|
||||
|
||||
//Grab some data from the character prefs for use in random news procs.
|
||||
if(href_list["SelectedJob"])
|
||||
|
||||
AnnounceArrival(character, rank, join_message)
|
||||
else
|
||||
AnnounceCyborg(character, rank, join_message)
|
||||
if(!config.enter_allowed)
|
||||
usr << "<span class='notice'>There is an administrative lock on entering the game!</span>"
|
||||
return
|
||||
else if(ticker && ticker.mode && ticker.mode.explosion_in_progress)
|
||||
usr << "<span class='danger'>The station is currently exploding. Joining would go poorly.</span>"
|
||||
return
|
||||
|
||||
qdel(src)
|
||||
if(client.prefs.species != "Human")
|
||||
if(!is_alien_whitelisted(src, client.prefs.species) && config.usealienwhitelist)
|
||||
src << alert("You are currently not whitelisted to play [client.prefs.species].")
|
||||
return 0
|
||||
|
||||
proc/AnnounceCyborg(var/mob/living/character, var/rank, var/join_message)
|
||||
if (ticker.current_state == GAME_STATE_PLAYING)
|
||||
if(character.mind.role_alt_title)
|
||||
rank = character.mind.role_alt_title
|
||||
// can't use their name here, since cyborg namepicking is done post-spawn, so we'll just say "A new Cyborg has arrived"/"A new Android has arrived"/etc.
|
||||
global_announcer.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer")
|
||||
var/datum/species/S = all_species[client.prefs.species]
|
||||
if(!(S.spawn_flags & CAN_JOIN))
|
||||
src << alert("Your current species, [client.prefs.species], is not available for play on the station.")
|
||||
return 0
|
||||
|
||||
proc/LateChoices()
|
||||
var/name = client.prefs.be_random_name ? "friend" : client.prefs.real_name
|
||||
AttemptLateSpawn(href_list["SelectedJob"],client.prefs.spawnpoint)
|
||||
return
|
||||
|
||||
var/dat = "<html><body><center>"
|
||||
dat += "<b>Welcome, [name].<br></b>"
|
||||
dat += "Round Duration: [round_duration()]<br>"
|
||||
if(href_list["privacy_poll"])
|
||||
establish_db_connection()
|
||||
if(!dbcon.IsConnected())
|
||||
return
|
||||
var/voted = 0
|
||||
|
||||
if(emergency_shuttle) //In case Nanotrasen decides reposess CentComm's shuttles.
|
||||
if(emergency_shuttle.going_to_centcom()) //Shuttle is going to centcomm, not recalled
|
||||
dat += "<font color='red'><b>The station has been evacuated.</b></font><br>"
|
||||
if(emergency_shuttle.online())
|
||||
if (emergency_shuttle.evac) // Emergency shuttle is past the point of no recall
|
||||
dat += "<font color='red'>The station is currently undergoing evacuation procedures.</font><br>"
|
||||
else // Crew transfer initiated
|
||||
dat += "<font color='red'>The station is currently undergoing crew transfer procedures.</font><br>"
|
||||
//First check if the person has not voted yet.
|
||||
var/DBQuery/query = dbcon.NewQuery("SELECT * FROM erro_privacy WHERE ckey='[src.ckey]'")
|
||||
query.Execute()
|
||||
while(query.NextRow())
|
||||
voted = 1
|
||||
break
|
||||
|
||||
dat += "Choose from the following open/valid positions:<br>"
|
||||
for(var/datum/job/job in job_master.occupations)
|
||||
if(job && IsJobAvailable(job.title))
|
||||
if(job.minimum_character_age && (client.prefs.age < job.minimum_character_age))
|
||||
continue
|
||||
var/active = 0
|
||||
// Only players with the job assigned and AFK for less than 10 minutes count as active
|
||||
for(var/mob/M in player_list) if(M.mind && M.client && M.mind.assigned_role == job.title && M.client.inactivity <= 10 * 60 * 10)
|
||||
active++
|
||||
dat += "<a href='byond://?src=\ref[src];SelectedJob=[job.title]'>[job.title] ([job.current_positions]) (Active: [active])</a><br>"
|
||||
//This is a safety switch, so only valid options pass through
|
||||
var/option = "UNKNOWN"
|
||||
switch(href_list["privacy_poll"])
|
||||
if("signed")
|
||||
option = "SIGNED"
|
||||
if("anonymous")
|
||||
option = "ANONYMOUS"
|
||||
if("nostats")
|
||||
option = "NOSTATS"
|
||||
if("later")
|
||||
usr << browse(null,"window=privacypoll")
|
||||
return
|
||||
if("abstain")
|
||||
option = "ABSTAIN"
|
||||
|
||||
dat += "</center>"
|
||||
src << browse(dat, "window=latechoices;size=300x640;can_close=1")
|
||||
if(option == "UNKNOWN")
|
||||
return
|
||||
|
||||
if(!voted)
|
||||
var/sql = "INSERT INTO erro_privacy VALUES (null, Now(), '[src.ckey]', '[option]')"
|
||||
var/DBQuery/query_insert = dbcon.NewQuery(sql)
|
||||
query_insert.Execute()
|
||||
usr << "<b>Thank you for your vote!</b>"
|
||||
usr << browse(null,"window=privacypoll")
|
||||
|
||||
if(!ready && href_list["preference"])
|
||||
if(client)
|
||||
client.prefs.process_link(src, href_list)
|
||||
else if(!href_list["late_join"])
|
||||
new_player_panel()
|
||||
|
||||
if(href_list["showpoll"])
|
||||
|
||||
handle_player_polling()
|
||||
return
|
||||
|
||||
if(href_list["pollid"])
|
||||
|
||||
var/pollid = href_list["pollid"]
|
||||
if(istext(pollid))
|
||||
pollid = text2num(pollid)
|
||||
if(isnum(pollid))
|
||||
src.poll_player(pollid)
|
||||
return
|
||||
|
||||
if(href_list["votepollid"] && href_list["votetype"])
|
||||
var/pollid = text2num(href_list["votepollid"])
|
||||
var/votetype = href_list["votetype"]
|
||||
switch(votetype)
|
||||
if("OPTION")
|
||||
var/optionid = text2num(href_list["voteoptionid"])
|
||||
vote_on_poll(pollid, optionid)
|
||||
if("TEXT")
|
||||
var/replytext = href_list["replytext"]
|
||||
log_text_poll_reply(pollid, replytext)
|
||||
if("NUMVAL")
|
||||
var/id_min = text2num(href_list["minid"])
|
||||
var/id_max = text2num(href_list["maxid"])
|
||||
|
||||
if( (id_max - id_min) > 100 ) //Basic exploit prevention
|
||||
usr << "The option ID difference is too big. Please contact administration or the database admin."
|
||||
return
|
||||
|
||||
for(var/optionid = id_min; optionid <= id_max; optionid++)
|
||||
if(!isnull(href_list["o[optionid]"])) //Test if this optionid was replied to
|
||||
var/rating
|
||||
if(href_list["o[optionid]"] == "abstain")
|
||||
rating = null
|
||||
else
|
||||
rating = text2num(href_list["o[optionid]"])
|
||||
if(!isnum(rating))
|
||||
return
|
||||
|
||||
vote_on_numval_poll(pollid, optionid, rating)
|
||||
if("MULTICHOICE")
|
||||
var/id_min = text2num(href_list["minoptionid"])
|
||||
var/id_max = text2num(href_list["maxoptionid"])
|
||||
|
||||
if( (id_max - id_min) > 100 ) //Basic exploit prevention
|
||||
usr << "The option ID difference is too big. Please contact administration or the database admin."
|
||||
return
|
||||
|
||||
for(var/optionid = id_min; optionid <= id_max; optionid++)
|
||||
if(!isnull(href_list["option_[optionid]"])) //Test if this optionid was selected
|
||||
vote_on_poll(pollid, optionid, 1)
|
||||
|
||||
/mob/new_player/proc/IsJobAvailable(rank)
|
||||
var/datum/job/job = job_master.GetJob(rank)
|
||||
if(!job) return 0
|
||||
if(!job.is_position_available()) return 0
|
||||
if(jobban_isbanned(src,rank)) return 0
|
||||
if(!job.player_old_enough(src.client)) return 0
|
||||
return 1
|
||||
|
||||
|
||||
proc/create_character()
|
||||
spawning = 1
|
||||
close_spawn_windows()
|
||||
|
||||
var/mob/living/carbon/human/new_character
|
||||
|
||||
var/use_species_name
|
||||
var/datum/species/chosen_species
|
||||
if(client.prefs.species)
|
||||
chosen_species = all_species[client.prefs.species]
|
||||
use_species_name = chosen_species.get_station_variant() //Only used by pariahs atm.
|
||||
|
||||
if(chosen_species && use_species_name)
|
||||
// Have to recheck admin due to no usr at roundstart. Latejoins are fine though.
|
||||
if(is_species_whitelisted(chosen_species) || has_admin_rights())
|
||||
new_character = new(loc, use_species_name)
|
||||
|
||||
if(!new_character)
|
||||
new_character = new(loc)
|
||||
|
||||
new_character.lastarea = get_area(loc)
|
||||
|
||||
for(var/lang in client.prefs.alternate_languages)
|
||||
var/datum/language/chosen_language = all_languages[lang]
|
||||
if(chosen_language)
|
||||
if(!config.usealienwhitelist || !(chosen_language.flags & WHITELISTED) || is_alien_whitelisted(src, lang) || has_admin_rights() \
|
||||
|| (new_character.species && (chosen_language.name in new_character.species.secondary_langs)))
|
||||
new_character.add_language(lang)
|
||||
|
||||
if(ticker.random_players)
|
||||
new_character.gender = pick(MALE, FEMALE)
|
||||
client.prefs.real_name = random_name(new_character.gender)
|
||||
client.prefs.randomize_appearance_for(new_character)
|
||||
else
|
||||
client.prefs.copy_to(new_character)
|
||||
|
||||
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo
|
||||
|
||||
if(mind)
|
||||
mind.active = 0 //we wish to transfer the key manually
|
||||
if(mind.assigned_role == "Clown") //give them a clownname if they are a clown
|
||||
new_character.real_name = pick(clown_names) //I hate this being here of all places but unfortunately dna is based on real_name!
|
||||
new_character.rename_self("clown")
|
||||
mind.original = new_character
|
||||
mind.transfer_to(new_character) //won't transfer key since the mind is not active
|
||||
|
||||
new_character.name = real_name
|
||||
new_character.dna.ready_dna(new_character)
|
||||
new_character.dna.b_type = client.prefs.b_type
|
||||
new_character.sync_organ_dna()
|
||||
if(client.prefs.disabilities)
|
||||
// Set defer to 1 if you add more crap here so it only recalculates struc_enzymes once. - N3X
|
||||
new_character.dna.SetSEState(GLASSESBLOCK,1,0)
|
||||
new_character.disabilities |= NEARSIGHTED
|
||||
|
||||
// And uncomment this, too.
|
||||
//new_character.dna.UpdateSE()
|
||||
|
||||
// Do the initial caching of the player's body icons.
|
||||
new_character.force_update_limbs()
|
||||
new_character.update_eyes()
|
||||
new_character.regenerate_icons()
|
||||
|
||||
new_character.key = key //Manually transfer the key to log them in
|
||||
|
||||
return new_character
|
||||
|
||||
proc/ViewManifest()
|
||||
var/dat = "<html><body>"
|
||||
dat += "<h4>Show Crew Manifest</h4>"
|
||||
dat += data_core.get_manifest(OOC = 1)
|
||||
|
||||
src << browse(dat, "window=manifest;size=370x420;can_close=1")
|
||||
|
||||
Move()
|
||||
/mob/new_player/proc/AttemptLateSpawn(rank,var/spawning_at)
|
||||
if (src != usr)
|
||||
return 0
|
||||
if(!ticker || ticker.current_state != GAME_STATE_PLAYING)
|
||||
usr << "\red The round is either not ready, or has already finished..."
|
||||
return 0
|
||||
if(!config.enter_allowed)
|
||||
usr << "<span class='notice'>There is an administrative lock on entering the game!</span>"
|
||||
return 0
|
||||
if(!IsJobAvailable(rank))
|
||||
src << alert("[rank] is not available. Please try another.")
|
||||
return 0
|
||||
|
||||
proc/close_spawn_windows()
|
||||
src << browse(null, "window=latechoices") //closes late choices window
|
||||
src << browse(null, "window=playersetup") //closes the player setup window
|
||||
spawning = 1
|
||||
close_spawn_windows()
|
||||
|
||||
proc/has_admin_rights()
|
||||
return check_rights(R_ADMIN, 0, src)
|
||||
job_master.AssignRole(src, rank, 1)
|
||||
|
||||
proc/is_species_whitelisted(datum/species/S)
|
||||
if(!S) return 1
|
||||
return is_alien_whitelisted(src, S.name) || !config.usealienwhitelist || !(S.spawn_flags & IS_WHITELISTED)
|
||||
var/mob/living/character = create_character() //creates the human and transfers vars and mind
|
||||
character = job_master.EquipRank(character, rank, 1) //equips the human
|
||||
UpdateFactionList(character)
|
||||
equip_custom_items(character)
|
||||
|
||||
// AIs don't need a spawnpoint, they must spawn at an empty core
|
||||
if(character.mind.assigned_role == "AI")
|
||||
|
||||
character = character.AIize(move=0) // AIize the character, but don't move them yet
|
||||
|
||||
// IsJobAvailable for AI checks that there is an empty core available in this list
|
||||
var/obj/structure/AIcore/deactivated/C = empty_playable_ai_cores[1]
|
||||
empty_playable_ai_cores -= C
|
||||
|
||||
character.loc = C.loc
|
||||
|
||||
AnnounceCyborg(character, rank, "has been downloaded to the empty core in \the [character.loc.loc]")
|
||||
ticker.mode.latespawn(character)
|
||||
|
||||
qdel(C)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
//Find our spawning point.
|
||||
var/join_message = job_master.LateSpawn(character, rank)
|
||||
|
||||
character.lastarea = get_area(loc)
|
||||
// Moving wheelchair if they have one
|
||||
if(character.buckled && istype(character.buckled, /obj/structure/bed/chair/wheelchair))
|
||||
character.buckled.loc = character.loc
|
||||
character.buckled.set_dir(character.dir)
|
||||
|
||||
ticker.mode.latespawn(character)
|
||||
|
||||
if(character.mind.assigned_role != "Cyborg")
|
||||
data_core.manifest_inject(character)
|
||||
ticker.minds += character.mind//Cyborgs and AIs handle this in the transform proc. //TODO!!!!! ~Carn
|
||||
|
||||
//Grab some data from the character prefs for use in random news procs.
|
||||
|
||||
AnnounceArrival(character, rank, join_message)
|
||||
else
|
||||
AnnounceCyborg(character, rank, join_message)
|
||||
|
||||
qdel(src)
|
||||
|
||||
/mob/new_player/proc/AnnounceCyborg(var/mob/living/character, var/rank, var/join_message)
|
||||
if (ticker.current_state == GAME_STATE_PLAYING)
|
||||
if(character.mind.role_alt_title)
|
||||
rank = character.mind.role_alt_title
|
||||
// can't use their name here, since cyborg namepicking is done post-spawn, so we'll just say "A new Cyborg has arrived"/"A new Android has arrived"/etc.
|
||||
global_announcer.autosay("A new[rank ? " [rank]" : " visitor" ] [join_message ? join_message : "has arrived on the station"].", "Arrivals Announcement Computer")
|
||||
|
||||
/mob/new_player/proc/LateChoices()
|
||||
var/name = client.prefs.be_random_name ? "friend" : client.prefs.real_name
|
||||
|
||||
var/dat = "<html><body><center>"
|
||||
dat += "<b>Welcome, [name].<br></b>"
|
||||
dat += "Round Duration: [round_duration()]<br>"
|
||||
|
||||
if(emergency_shuttle) //In case Nanotrasen decides reposess CentComm's shuttles.
|
||||
if(emergency_shuttle.going_to_centcom()) //Shuttle is going to centcomm, not recalled
|
||||
dat += "<font color='red'><b>The station has been evacuated.</b></font><br>"
|
||||
if(emergency_shuttle.online())
|
||||
if (emergency_shuttle.evac) // Emergency shuttle is past the point of no recall
|
||||
dat += "<font color='red'>The station is currently undergoing evacuation procedures.</font><br>"
|
||||
else // Crew transfer initiated
|
||||
dat += "<font color='red'>The station is currently undergoing crew transfer procedures.</font><br>"
|
||||
|
||||
dat += "Choose from the following open/valid positions:<br>"
|
||||
for(var/datum/job/job in job_master.occupations)
|
||||
if(job && IsJobAvailable(job.title))
|
||||
if(job.minimum_character_age && (client.prefs.age < job.minimum_character_age))
|
||||
continue
|
||||
var/active = 0
|
||||
// Only players with the job assigned and AFK for less than 10 minutes count as active
|
||||
for(var/mob/M in player_list) if(M.mind && M.client && M.mind.assigned_role == job.title && M.client.inactivity <= 10 * 60 * 10)
|
||||
active++
|
||||
dat += "<a href='byond://?src=\ref[src];SelectedJob=[job.title]'>[job.title] ([job.current_positions]) (Active: [active])</a><br>"
|
||||
|
||||
dat += "</center>"
|
||||
src << browse(dat, "window=latechoices;size=300x640;can_close=1")
|
||||
|
||||
|
||||
/mob/new_player/proc/create_character()
|
||||
spawning = 1
|
||||
close_spawn_windows()
|
||||
|
||||
var/mob/living/carbon/human/new_character
|
||||
|
||||
var/use_species_name
|
||||
var/datum/species/chosen_species
|
||||
if(client.prefs.species)
|
||||
chosen_species = all_species[client.prefs.species]
|
||||
use_species_name = chosen_species.get_station_variant() //Only used by pariahs atm.
|
||||
|
||||
if(chosen_species && use_species_name)
|
||||
// Have to recheck admin due to no usr at roundstart. Latejoins are fine though.
|
||||
if(is_species_whitelisted(chosen_species) || has_admin_rights())
|
||||
new_character = new(loc, use_species_name)
|
||||
|
||||
if(!new_character)
|
||||
new_character = new(loc)
|
||||
|
||||
new_character.lastarea = get_area(loc)
|
||||
|
||||
for(var/lang in client.prefs.alternate_languages)
|
||||
var/datum/language/chosen_language = all_languages[lang]
|
||||
if(chosen_language)
|
||||
if(!config.usealienwhitelist || !(chosen_language.flags & WHITELISTED) || is_alien_whitelisted(src, lang) || has_admin_rights() \
|
||||
|| (new_character.species && (chosen_language.name in new_character.species.secondary_langs)))
|
||||
new_character.add_language(lang)
|
||||
|
||||
if(ticker.random_players)
|
||||
new_character.gender = pick(MALE, FEMALE)
|
||||
client.prefs.real_name = random_name(new_character.gender)
|
||||
client.prefs.randomize_appearance_for(new_character)
|
||||
else
|
||||
client.prefs.copy_to(new_character)
|
||||
|
||||
src << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1) // MAD JAMS cant last forever yo
|
||||
|
||||
if(mind)
|
||||
mind.active = 0 //we wish to transfer the key manually
|
||||
if(mind.assigned_role == "Clown") //give them a clownname if they are a clown
|
||||
new_character.real_name = pick(clown_names) //I hate this being here of all places but unfortunately dna is based on real_name!
|
||||
new_character.rename_self("clown")
|
||||
mind.original = new_character
|
||||
mind.transfer_to(new_character) //won't transfer key since the mind is not active
|
||||
|
||||
new_character.name = real_name
|
||||
new_character.dna.ready_dna(new_character)
|
||||
new_character.dna.b_type = client.prefs.b_type
|
||||
new_character.sync_organ_dna()
|
||||
if(client.prefs.disabilities)
|
||||
// Set defer to 1 if you add more crap here so it only recalculates struc_enzymes once. - N3X
|
||||
new_character.dna.SetSEState(GLASSESBLOCK,1,0)
|
||||
new_character.disabilities |= NEARSIGHTED
|
||||
|
||||
// And uncomment this, too.
|
||||
//new_character.dna.UpdateSE()
|
||||
|
||||
// Do the initial caching of the player's body icons.
|
||||
new_character.force_update_limbs()
|
||||
new_character.update_eyes()
|
||||
new_character.regenerate_icons()
|
||||
|
||||
new_character.key = key //Manually transfer the key to log them in
|
||||
|
||||
return new_character
|
||||
|
||||
/mob/new_player/proc/ViewManifest()
|
||||
var/dat = "<html><body>"
|
||||
dat += "<h4>Show Crew Manifest</h4>"
|
||||
dat += data_core.get_manifest(OOC = 1)
|
||||
|
||||
src << browse(dat, "window=manifest;size=370x420;can_close=1")
|
||||
|
||||
/mob/new_player/Move()
|
||||
return 0
|
||||
|
||||
/mob/new_player/proc/close_spawn_windows()
|
||||
src << browse(null, "window=latechoices") //closes late choices window
|
||||
src << browse(null, "window=playersetup") //closes the player setup window
|
||||
|
||||
/mob/new_player/proc/has_admin_rights()
|
||||
return check_rights(R_ADMIN, 0, src)
|
||||
|
||||
/mob/new_player/proc/is_species_whitelisted(datum/species/S)
|
||||
if(!S) return 1
|
||||
return is_alien_whitelisted(src, S.name) || !config.usealienwhitelist || !(S.spawn_flags & IS_WHITELISTED)
|
||||
|
||||
/mob/new_player/get_species()
|
||||
var/datum/species/chosen_species
|
||||
@@ -504,5 +504,5 @@
|
||||
/mob/new_player/hear_radio(var/message, var/verb="says", var/datum/language/language=null, var/part_a, var/part_b, var/mob/speaker = null, var/hard_to_hear = 0)
|
||||
return
|
||||
|
||||
mob/new_player/MayRespawn()
|
||||
/mob/new_player/MayRespawn()
|
||||
return 1
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -4,12 +4,12 @@ var/global/const
|
||||
SKILL_ADEPT = 2
|
||||
SKILL_EXPERT = 3
|
||||
|
||||
datum/skill/var
|
||||
ID = "none" // ID of the skill, used in code
|
||||
name = "None" // name of the skill
|
||||
desc = "Placeholder skill" // detailed description of the skill
|
||||
field = "Misc" // the field under which the skill will be listed
|
||||
secondary = 0 // secondary skills only have two levels and cost significantly less
|
||||
/datum/skill/var
|
||||
ID = "none" // ID of the skill, used in code
|
||||
name = "None" // name of the skill
|
||||
desc = "Placeholder skill" // detailed description of the skill
|
||||
field = "Misc" // the field under which the skill will be listed
|
||||
secondary = 0 // secondary skills only have two levels and cost significantly less
|
||||
|
||||
var/global/list/SKILLS = null
|
||||
var/list/SKILL_ENGINEER = list("field" = "Engineering", "EVA" = SKILL_BASIC, "construction" = SKILL_ADEPT, "electrical" = SKILL_BASIC, "engines" = SKILL_ADEPT)
|
||||
@@ -18,144 +18,144 @@ var/list/SKILL_SECURITY_OFFICER = list("field" = "Security", "combat" = SKILL_BA
|
||||
var/list/SKILL_CHEMIST = list("field" = "Science", "chemistry" = SKILL_ADEPT, "science" = SKILL_ADEPT, "medical" = SKILL_BASIC, "devices" = SKILL_BASIC)
|
||||
var/global/list/SKILL_PRE = list("Engineer" = SKILL_ENGINEER, "Roboticist" = SKILL_ORGAN_ROBOTICIST, "Security Officer" = SKILL_SECURITY_OFFICER, "Chemist" = SKILL_CHEMIST)
|
||||
|
||||
datum/skill/management
|
||||
ID = "management"
|
||||
name = "Command"
|
||||
desc = "Your ability to manage and commandeer other crew members."
|
||||
/datum/skill/management
|
||||
ID = "management"
|
||||
name = "Command"
|
||||
desc = "Your ability to manage and commandeer other crew members."
|
||||
|
||||
datum/skill/combat
|
||||
/datum/skill/combat
|
||||
ID = "combat"
|
||||
name = "Close Combat"
|
||||
desc = "This skill describes your training in hand-to-hand combat or melee weapon usage. While expertise in this area is rare in the era of firearms, experts still exist among athletes."
|
||||
field = "Security"
|
||||
|
||||
datum/skill/weapons
|
||||
/datum/skill/weapons
|
||||
ID = "weapons"
|
||||
name = "Weapons Expertise"
|
||||
desc = "This skill describes your expertise with and knowledge of weapons. A low level in this skill implies knowledge of simple weapons, for example tazers and flashes. A high level in this skill implies knowledge of complex weapons, such as grenades, riot shields, pulse rifles or bombs. A low level in this skill is typical for security officers, a high level of this skill is typical for special agents and soldiers."
|
||||
field = "Security"
|
||||
|
||||
datum/skill/EVA
|
||||
ID = "EVA"
|
||||
name = "Extra-vehicular activity"
|
||||
desc = "This skill describes your skill and knowledge of space-suits and working in vacuum."
|
||||
field = "Engineering"
|
||||
secondary = 1
|
||||
/datum/skill/EVA
|
||||
ID = "EVA"
|
||||
name = "Extra-vehicular activity"
|
||||
desc = "This skill describes your skill and knowledge of space-suits and working in vacuum."
|
||||
field = "Engineering"
|
||||
secondary = 1
|
||||
|
||||
datum/skill/forensics
|
||||
/datum/skill/forensics
|
||||
ID = "forensics"
|
||||
name = "Forensics"
|
||||
desc = "Describes your skill at performing forensic examinations and identifying vital evidence. Does not cover analytical abilities, and as such isn't the only indicator for your investigation skill. Note that in order to perform autopsy, the surgery skill is also required."
|
||||
field = "Security"
|
||||
|
||||
datum/skill/construction
|
||||
ID = "construction"
|
||||
name = "Construction"
|
||||
desc = "Your ability to construct various buildings, such as walls, floors, tables and so on. Note that constructing devices such as APCs additionally requires the Electronics skill. A low level of this skill is typical for janitors, a high level of this skill is typical for engineers."
|
||||
field = "Engineering"
|
||||
/datum/skill/construction
|
||||
ID = "construction"
|
||||
name = "Construction"
|
||||
desc = "Your ability to construct various buildings, such as walls, floors, tables and so on. Note that constructing devices such as APCs additionally requires the Electronics skill. A low level of this skill is typical for janitors, a high level of this skill is typical for engineers."
|
||||
field = "Engineering"
|
||||
|
||||
datum/skill/management
|
||||
ID = "management"
|
||||
name = "Command"
|
||||
desc = "Your ability to manage and commandeer other crew members."
|
||||
/datum/skill/management
|
||||
ID = "management"
|
||||
name = "Command"
|
||||
desc = "Your ability to manage and commandeer other crew members."
|
||||
|
||||
datum/skill/knowledge/law
|
||||
ID = "law"
|
||||
name = "Corporate Law"
|
||||
desc = "Your knowledge of corporate law and procedures. This includes Corporate Regulations, as well as general station rulings and procedures. A low level in this skill is typical for security officers, a high level in this skill is typical for captains."
|
||||
field = "Security"
|
||||
secondary = 1
|
||||
/datum/skill/knowledge/law
|
||||
ID = "law"
|
||||
name = "Corporate Law"
|
||||
desc = "Your knowledge of corporate law and procedures. This includes Corporate Regulations, as well as general station rulings and procedures. A low level in this skill is typical for security officers, a high level in this skill is typical for captains."
|
||||
field = "Security"
|
||||
secondary = 1
|
||||
|
||||
datum/skill/devices
|
||||
ID = "devices"
|
||||
name = "Complex Devices"
|
||||
desc = "Describes the ability to assemble complex devices, such as computers, circuits, printers, robots or gas tank assemblies(bombs). Note that if a device requires electronics or programming, those skills are also required in addition to this skill."
|
||||
field = "Science"
|
||||
/datum/skill/devices
|
||||
ID = "devices"
|
||||
name = "Complex Devices"
|
||||
desc = "Describes the ability to assemble complex devices, such as computers, circuits, printers, robots or gas tank assemblies(bombs). Note that if a device requires electronics or programming, those skills are also required in addition to this skill."
|
||||
field = "Science"
|
||||
|
||||
datum/skill/electrical
|
||||
ID = "electrical"
|
||||
name = "Electrical Engineering"
|
||||
desc = "This skill describes your knowledge of electronics and the underlying physics. A low level of this skill implies you know how to lay out wiring and configure powernets, a high level of this skill is required for working complex electronic devices such as circuits or bots."
|
||||
field = "Engineering"
|
||||
/datum/skill/electrical
|
||||
ID = "electrical"
|
||||
name = "Electrical Engineering"
|
||||
desc = "This skill describes your knowledge of electronics and the underlying physics. A low level of this skill implies you know how to lay out wiring and configure powernets, a high level of this skill is required for working complex electronic devices such as circuits or bots."
|
||||
field = "Engineering"
|
||||
|
||||
datum/skill/atmos
|
||||
ID = "atmos"
|
||||
name = "Atmospherics"
|
||||
desc = "Describes your knowledge of piping, air distribution and gas dynamics."
|
||||
field = "Engineering"
|
||||
/datum/skill/atmos
|
||||
ID = "atmos"
|
||||
name = "Atmospherics"
|
||||
desc = "Describes your knowledge of piping, air distribution and gas dynamics."
|
||||
field = "Engineering"
|
||||
|
||||
datum/skill/engines
|
||||
/datum/skill/engines
|
||||
ID = "engines"
|
||||
name = "Engines"
|
||||
desc = "Describes your knowledge of the various engine types common on space stations, such as the singularity or anti-matter engine."
|
||||
field = "Engineering"
|
||||
secondary = 1
|
||||
|
||||
datum/skill/computer
|
||||
ID = "computer"
|
||||
name = "Information Technology"
|
||||
desc = "Describes your understanding of computers, software and communication. Not a requirement for using computers, but definitely helps. Used in telecommunications and programming of computers and AIs."
|
||||
field = "Science"
|
||||
/datum/skill/computer
|
||||
ID = "computer"
|
||||
name = "Information Technology"
|
||||
desc = "Describes your understanding of computers, software and communication. Not a requirement for using computers, but definitely helps. Used in telecommunications and programming of computers and AIs."
|
||||
field = "Science"
|
||||
|
||||
datum/skill/pilot
|
||||
ID = "pilot"
|
||||
name = "Heavy Machinery Operation"
|
||||
desc = "Describes your experience and understanding of operating heavy machinery, which includes mechs and other large exosuits. Used in piloting mechs."
|
||||
field = "Engineering"
|
||||
/datum/skill/pilot
|
||||
ID = "pilot"
|
||||
name = "Heavy Machinery Operation"
|
||||
desc = "Describes your experience and understanding of operating heavy machinery, which includes mechs and other large exosuits. Used in piloting mechs."
|
||||
field = "Engineering"
|
||||
|
||||
datum/skill/medical
|
||||
ID = "medical"
|
||||
name = "Medicine"
|
||||
desc = "Covers an understanding of the human body and medicine. At a low level, this skill gives a basic understanding of applying common types of medicine, and a rough understanding of medical devices like the health analyzer. At a high level, this skill grants exact knowledge of all the medicine available on the station, as well as the ability to use complex medical devices like the body scanner or mass spectrometer."
|
||||
field = "Medical"
|
||||
/datum/skill/medical
|
||||
ID = "medical"
|
||||
name = "Medicine"
|
||||
desc = "Covers an understanding of the human body and medicine. At a low level, this skill gives a basic understanding of applying common types of medicine, and a rough understanding of medical devices like the health analyzer. At a high level, this skill grants exact knowledge of all the medicine available on the station, as well as the ability to use complex medical devices like the body scanner or mass spectrometer."
|
||||
field = "Medical"
|
||||
|
||||
datum/skill/anatomy
|
||||
ID = "anatomy"
|
||||
name = "Anatomy"
|
||||
desc = "Gives you a detailed insight of the human body. A high skill in this is required to perform surgery.This skill may also help in examining alien biology."
|
||||
field = "Medical"
|
||||
/datum/skill/anatomy
|
||||
ID = "anatomy"
|
||||
name = "Anatomy"
|
||||
desc = "Gives you a detailed insight of the human body. A high skill in this is required to perform surgery.This skill may also help in examining alien biology."
|
||||
field = "Medical"
|
||||
|
||||
datum/skill/virology
|
||||
ID = "virology"
|
||||
name = "Virology"
|
||||
desc = "This skill implies an understanding of microorganisms and their effects on humans."
|
||||
field = "Medical"
|
||||
/datum/skill/virology
|
||||
ID = "virology"
|
||||
name = "Virology"
|
||||
desc = "This skill implies an understanding of microorganisms and their effects on humans."
|
||||
field = "Medical"
|
||||
|
||||
datum/skill/genetics
|
||||
ID = "genetics"
|
||||
name = "Genetics"
|
||||
desc = "Implies an understanding of how DNA works and the structure of the human DNA."
|
||||
field = "Science"
|
||||
/datum/skill/genetics
|
||||
ID = "genetics"
|
||||
name = "Genetics"
|
||||
desc = "Implies an understanding of how DNA works and the structure of the human DNA."
|
||||
field = "Science"
|
||||
|
||||
datum/skill/chemistry
|
||||
/datum/skill/chemistry
|
||||
ID = "chemistry"
|
||||
name = "Chemistry"
|
||||
desc = "Experience with mixing chemicals, and an understanding of what the effect will be. This doesn't cover an understanding of the effect of chemicals on the human body, as such the medical skill is also required for medical chemists."
|
||||
field = "Science"
|
||||
|
||||
datum/skill/botany
|
||||
/datum/skill/botany
|
||||
ID = "botany"
|
||||
name = "Botany"
|
||||
desc = "Describes how good a character is at growing and maintaining plants."
|
||||
|
||||
datum/skill/cooking
|
||||
/datum/skill/cooking
|
||||
ID = "cooking"
|
||||
name = "Cooking"
|
||||
desc = "Describes a character's skill at preparing meals and other consumable goods. This includes mixing alcoholic beverages."
|
||||
|
||||
datum/skill/science
|
||||
/datum/skill/science
|
||||
ID = "science"
|
||||
name = "Science"
|
||||
desc = "Your experience and knowledge with scientific methods and processes."
|
||||
field = "Science"
|
||||
|
||||
datum/attribute/var
|
||||
/datum/attribute/var
|
||||
ID = "none"
|
||||
name = "None"
|
||||
desc = "This is a placeholder"
|
||||
|
||||
|
||||
proc/setup_skills()
|
||||
/proc/setup_skills()
|
||||
if(SKILLS == null)
|
||||
SKILLS = list()
|
||||
for(var/T in (typesof(/datum/skill)-/datum/skill))
|
||||
@@ -167,10 +167,10 @@ proc/setup_skills()
|
||||
L += S
|
||||
|
||||
|
||||
mob/living/carbon/human/proc/GetSkillClass(points)
|
||||
/mob/living/carbon/human/proc/GetSkillClass(points)
|
||||
return CalculateSkillClass(points, age)
|
||||
|
||||
proc/show_skill_window(var/mob/user, var/mob/living/carbon/human/M)
|
||||
/proc/show_skill_window(var/mob/user, var/mob/living/carbon/human/M)
|
||||
if(!istype(M)) return
|
||||
if(SKILLS == null)
|
||||
setup_skills()
|
||||
@@ -205,7 +205,7 @@ proc/show_skill_window(var/mob/user, var/mob/living/carbon/human/M)
|
||||
user << browse(HTML, "window=show_skills;size=600x800")
|
||||
return
|
||||
|
||||
mob/living/carbon/human/verb/show_skills()
|
||||
/mob/living/carbon/human/verb/show_skills()
|
||||
set category = "IC"
|
||||
set name = "Show Own Skills"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user