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* Fixes 6 pAI faces PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing. * Fixes the PDA Halogen Scanner's tendency to be number one. * Unfolded pAIs can be picked up Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options. * Adds the Gigaphone, a suped-up Megaphone. * Constant Chip has a sprite * Fireaxe cabinets find their fireaxes in initialize(), rather than new() * Speeds up alcohol * fixed mining cloak not being in loadouts * Admin Supermatter Setup now closes the monitoring room shutters (#5442) * Admin Supermatter Setup now closes the monitoring room shutters * Fixes a copy-paste error * Begins work on lightning. * Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448) * Map fix * fixed deadspy.dmm * Added Squid plushies of varying colours I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm and obj/toy.dmi * Added hat functionality to Squid plushies I added the ability to wear my Squid plushies as hats. They're damn good hats. * Replaces Skrell namegen (#5453) Created a first name list for Skrell, to replace the syllable assembler. Created a surname list for Skrell to replace the syllable assembler. Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler. * Mechoid makes mistakes. Fix telepathic gigaphones. * Lets people be colorblind Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players. * Whoops, worded that wrong * Adds beams to the Type var list for View Variables. * Unfuck my Master * Adds beams to the Type var selection in View Variables. * Finishes thunderstorms. * Adds logging. * APC Sprite Change - Port from Virgo recolored slightly to match closer to the old sprite - Addition of directional sprites for the APCs * Refactors supply controller. Supply consoles now run nanoUI * Missing ' * [Excitedly updates changelog] * btw i use arc * Removes supermatters from cave PoIs. * Holomap Port - Port of Holomaps from Virgo * Changing species (via ling or admin button) should no longer ruin your HUD * Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format * Removes empty file, gives the QM a control console again (Was replaced with an ordering console) * Hopefully fixes some tool-conversion things * Makes the Northern Star still compile * Keeps NS up to date * Taj and Unathi should have explorer mask sprites now * Corgi rune now summons the corgi in a flash of harmless lightning * Forces mech construction to work with the is_tool() procs * Various things and floors no longer associate with dirt * MultiZ falling tweaks * Fixes the clusterbang grenade * Added new hairstyles * Added new hairstyles * Fixes spelling of Strike in Lightning Strike admin verb * I don't know how we keep breaking falling * Hallucinations now use the old system again, but with the more modern components. * Ambience Refactor (#5476) * Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg * Apparently that file is still used, not worth the salt to remove it. * Changelog * The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown * Corrects noted issues * Add some missing sprites for xenoarch excavation. * Become thwarted, thot. * Fixes the Ultra AC2's burstfire bug. * The Major Bill's shuttle is actually contagious now. * penguins are from earth capitalize this, anewbe, i dare you * Mechoid's a butt * Adds new job/department specific teshari clothing to the loadout (#5481) * adding the new department specific teshari outfits * Slightly cleans up hooded suit code (#5471) * FBPs can have brute damage repaired externally again * Windoors fix * Cleans up some largecrate code * Weather refactor. * NanoUI makes me sad. * Drinking more booze gets you drunk faster * Ports the supermatter grenade, supporting code * May or may not make movement seem smoother * Fixes the Sleepy Ring * Partially ports the GLOB system * Fixes the bug(s) that allow meat bodies to have metal brains * ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here * Optimizes supply UI * Transfer shuttle grammar fixes * Fixes borked E and W fish sprites * Fixes incorrect ETA in crew transfer announcement * Mech Mini 'Revamp'. Will need playtesting. (#5480) * Exosuits are now capable of holding more equipment, of specific types. * Tweaks regarding feedback in staffside thread, other concerns. * Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss * Weapons only fit in universal combat slots. * Adds smart magazine, magazine functionality * Adds a new subset of grenades that shoot projectiles * Low alpha now makes HUDs and tooltips not show up on you * Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515) * Update smartfridge.dm * actually indicates which line solves the bug * Adds a whole bunch of Exosuit weapons and other miscellaneous parts. * Minifrags now use the small fragments mainly as they should. * Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird. * Touch stuff in reference to responses. * NanoUI now processes again * Converts more simple_animal mobs to simple_mob * Submap correction
102 lines
3.1 KiB
Plaintext
102 lines
3.1 KiB
Plaintext
/obj/machinery/computer/shuttle_control
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name = "shuttle control console"
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icon_keyboard = "atmos_key"
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icon_screen = "shuttle"
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circuit = null
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var/shuttle_tag // Used to coordinate data in shuttle controller.
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var/hacked = 0 // Has been emagged, no access restrictions.
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/obj/machinery/computer/shuttle_control/attack_hand(user as mob)
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if(..(user))
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return
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//src.add_fingerprint(user) //shouldn't need fingerprints just for looking at it.
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if(!allowed(user))
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user << "<font color='red'>Access Denied.</font>"
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return 1
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ui_interact(user)
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/obj/machinery/computer/shuttle_control/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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var/data[0]
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var/datum/shuttle/ferry/shuttle = shuttle_controller.shuttles[shuttle_tag]
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if (!istype(shuttle))
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return
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var/shuttle_state
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switch(shuttle.moving_status)
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if(SHUTTLE_IDLE) shuttle_state = "idle"
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if(SHUTTLE_WARMUP) shuttle_state = "warmup"
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if(SHUTTLE_INTRANSIT) shuttle_state = "in_transit"
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var/shuttle_status
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switch (shuttle.process_state)
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if(IDLE_STATE)
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if (shuttle.in_use)
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shuttle_status = "Busy."
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else if (!shuttle.location)
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shuttle_status = "Standing-by at station."
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else
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shuttle_status = "Standing-by at offsite location."
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if(WAIT_LAUNCH, FORCE_LAUNCH)
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shuttle_status = "Shuttle has received command and will depart shortly."
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if(WAIT_ARRIVE)
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shuttle_status = "Proceeding to destination."
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if(WAIT_FINISH)
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shuttle_status = "Arriving at destination now."
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data = list(
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"shuttle_status" = shuttle_status,
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"shuttle_state" = shuttle_state,
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"has_docking" = shuttle.docking_controller? 1 : 0,
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"docking_status" = shuttle.docking_controller? shuttle.docking_controller.get_docking_status() : null,
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"docking_override" = shuttle.docking_controller? shuttle.docking_controller.override_enabled : null,
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"can_launch" = shuttle.can_launch(),
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"can_cancel" = shuttle.can_cancel(),
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"can_force" = shuttle.can_force(),
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)
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ui = GLOB.nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
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if (!ui)
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ui = new(user, src, ui_key, "shuttle_control_console.tmpl", "[shuttle_tag] Shuttle Control", 470, 310)
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ui.set_initial_data(data)
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ui.open()
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ui.set_auto_update(1)
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/obj/machinery/computer/shuttle_control/Topic(href, href_list)
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if(..())
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return 1
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usr.set_machine(src)
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src.add_fingerprint(usr)
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var/datum/shuttle/ferry/shuttle = shuttle_controller.shuttles[shuttle_tag]
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if (!istype(shuttle))
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return
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if(href_list["move"])
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shuttle.launch(src)
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if(href_list["force"])
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shuttle.force_launch(src)
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else if(href_list["cancel"])
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shuttle.cancel_launch(src)
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/obj/machinery/computer/shuttle_control/emag_act(var/remaining_charges, var/mob/user)
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if (!hacked)
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req_access = list()
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req_one_access = list()
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hacked = 1
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user << "You short out the console's ID checking system. It's now available to everyone!"
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return 1
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/obj/machinery/computer/shuttle_control/bullet_act(var/obj/item/projectile/Proj)
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visible_message("\The [Proj] ricochets off \the [src]!")
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/obj/machinery/computer/shuttle_control/ex_act()
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return
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/obj/machinery/computer/shuttle_control/emp_act()
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return
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