Merge branch 'Ghommie-cit394' of https://github.com/Ghommie/Citadel-Station-13 into Ghommie-cit394

This commit is contained in:
Ghommie
2019-12-03 02:32:59 +01:00
24 changed files with 427 additions and 215 deletions

View File

@@ -69,6 +69,7 @@
#define ADMIN_PUNISHMENT_BSA "Bluespace Artillery Device"
#define ADMIN_PUNISHMENT_FIREBALL "Fireball"
#define ADMIN_PUNISHMENT_ROD "Immovable Rod"
#define ADMIN_PUNISHMENT_SUPPLYPOD_QUICK "Supply Pod (Quick)"
#define ADMIN_PUNISHMENT_SUPPLYPOD "Supply Pod"
#define ADMIN_PUNISHMENT_MAZING "Puzzle"
#define ADMIN_PUNISHMENT_PIE "Cream Pie"

View File

@@ -11,6 +11,7 @@
#define STYLE_FRUIT 11
#define STYLE_INVISIBLE 12
#define STYLE_GONDOLA 13
#define STYLE_SEETHROUGH 14
#define POD_ICON_STATE 1
#define POD_NAME 2
@@ -29,5 +30,6 @@
list("honkpod", "\improper HONK pod", "A brightly-colored supply pod. It likely originated from the Clown Federation."),\
list("fruitpod", "\improper Orange", "An angry orange."),\
list("", "\improper S.T.E.A.L.T.H. pod MKVII", "A supply pod that, under normal circumstances, is completely invisible to conventional methods of detection. How are you even seeing this?"),\
list("gondolapod", "gondola", "The silent walker. This one seems to be part of a delivery agency.")\
list("gondolapod", "gondola", "The silent walker. This one seems to be part of a delivery agency."),\
list("", "", "")\
)

View File

@@ -32,6 +32,7 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define TESLA_IGNORE_1 (1<<13) // TESLA_IGNORE grants immunity from being targeted by tesla-style electricity
#define INITIALIZED_1 (1<<14) //Whether /atom/Initialize() has already run for the object
#define ADMIN_SPAWNED_1 (1<<15) //was this spawned by an admin? used for stat tracking stuff.
#define PREVENT_CONTENTS_EXPLOSION_1 (1<<16) /// should not get harmed if this gets caught by an explosion?
//turf-only flags
#define NOJAUNT_1 (1<<0)

View File

@@ -198,7 +198,7 @@ GLOBAL_LIST_EMPTY(explosions)
var/list/items = list()
for(var/I in T)
var/atom/A = I
if (!A.prevent_content_explosion()) //The atom/contents_explosion() proc returns null if the contents ex_acting has been handled by the atom, and TRUE if it hasn't.
if (!(A.flags_1 & PREVENT_CONTENTS_EXPLOSION_1)) //The atom/contents_explosion() proc returns null if the contents ex_acting has been handled by the atom, and TRUE if it hasn't.
items += A.GetAllContents()
for(var/O in items)
var/atom/A = O

View File

@@ -316,9 +316,6 @@
to_chat(user, "<span class='warning'>You can't move while buckled to [src]!</span>")
return
/atom/proc/prevent_content_explosion()
return FALSE
/atom/proc/contents_explosion(severity, target)
return //For handling the effects of explosions on contents that would not normally be effected

View File

@@ -720,20 +720,44 @@
if(!check_rights(R_SPAWN))
return
var/turf/T = get_turf(usr)
var/chosen = pick_closest_path(object)
if(!chosen)
return
if(ispath(chosen, /turf))
var/turf/T = get_turf(usr.loc)
T.ChangeTurf(chosen)
else
var/atom/A = new chosen(usr.loc)
var/atom/A = new chosen(T)
A.flags_1 |= ADMIN_SPAWNED_1
log_admin("[key_name(usr)] spawned [chosen] at [AREACOORD(usr)]")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Spawn Atom") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/podspawn_atom(object as text)
set category = "Debug"
set desc = "(atom path) Spawn an atom via supply drop"
set name = "Podspawn"
if(!check_rights(R_SPAWN))
return
var/chosen = pick_closest_path(object)
if(!chosen)
return
var/turf/T = get_turf(usr)
if(ispath(chosen, /turf))
T.ChangeTurf(chosen)
else
var/obj/structure/closet/supplypod/centcompod/pod = new()
var/atom/A = new chosen(pod)
A.flags_1 |= ADMIN_SPAWNED_1
new /obj/effect/abstract/DPtarget(T, pod)
log_admin("[key_name(usr)] pod-spawned [chosen] at [AREACOORD(usr)]")
SSblackbox.record_feedback("tally", "admin_verb", 1, "Podspawn Atom") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/spawn_cargo(object as text)
set category = "Debug"
set desc = "(atom path) Spawn a cargo crate"
@@ -875,7 +899,7 @@
/datum/admins/proc/dynamic_mode_options(mob/user)
var/dat = {"
<center><B><h2>Dynamic Mode Options</h2></B></center><hr>
<br/>
<br/>
<h3>Common options</h3>
<i>All these options can be changed midround.</i> <br/>
<br/>

View File

@@ -108,7 +108,7 @@ GLOBAL_LIST_INIT(admin_verbs_fun, list(
/client/proc/roll_dices //CIT CHANGE - Adds dice verb
))
GLOBAL_PROTECT(admin_verbs_fun)
GLOBAL_LIST_INIT(admin_verbs_spawn, list(/datum/admins/proc/spawn_atom, /datum/admins/proc/spawn_cargo, /datum/admins/proc/spawn_objasmob, /client/proc/respawn_character))
GLOBAL_LIST_INIT(admin_verbs_spawn, list(/datum/admins/proc/spawn_atom, /datum/admins/proc/podspawn_atom, /datum/admins/proc/spawn_cargo, /datum/admins/proc/spawn_objasmob, /client/proc/respawn_character))
GLOBAL_PROTECT(admin_verbs_spawn)
GLOBAL_LIST_INIT(admin_verbs_server, world.AVerbsServer())
/world/proc/AVerbsServer()

View File

@@ -2355,7 +2355,7 @@
var/atom/target //Where the object will be spawned
var/where = href_list["object_where"]
if (!( where in list("onfloor","inhand","inmarked") ))
if (!( where in list("onfloor","frompod","inhand","inmarked") ))
where = "onfloor"
@@ -2366,7 +2366,7 @@
where = "onfloor"
target = usr
if("onfloor")
if("onfloor", "frompod")
switch(href_list["offset_type"])
if ("absolute")
target = locate(0 + X,0 + Y,0 + Z)
@@ -2382,7 +2382,10 @@
else
target = marked_datum
var/obj/structure/closet/supplypod/centcompod/pod
if(target)
if(where == "frompod")
pod = new()
for (var/path in paths)
for (var/i = 0; i < number; i++)
if(path in typesof(/turf))
@@ -2391,7 +2394,11 @@
if(N && obj_name)
N.name = obj_name
else
var/atom/O = new path(target)
var/atom/O
if(where == "frompod")
O = new path(pod)
else
O = new path(target)
if(!QDELETED(O))
O.flags_1 |= ADMIN_SPAWNED_1
if(obj_dir)
@@ -2411,6 +2418,8 @@
R.module.add_module(I, TRUE, TRUE)
R.activate_module(I)
if(pod)
new /obj/effect/abstract/DPtarget(target, pod)
if (number == 1)
log_admin("[key_name(usr)] created a [english_list(paths)]")

View File

@@ -1249,7 +1249,7 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
if(!check_rights(R_ADMIN) || !check_rights(R_FUN))
return
var/list/punishment_list = list(ADMIN_PUNISHMENT_PIE, ADMIN_PUNISHMENT_FIREBALL, ADMIN_PUNISHMENT_LIGHTNING, ADMIN_PUNISHMENT_BRAINDAMAGE, ADMIN_PUNISHMENT_BSA, ADMIN_PUNISHMENT_GIB, ADMIN_PUNISHMENT_SUPPLYPOD, ADMIN_PUNISHMENT_MAZING, ADMIN_PUNISHMENT_ROD)
var/list/punishment_list = list(ADMIN_PUNISHMENT_PIE, ADMIN_PUNISHMENT_FIREBALL, ADMIN_PUNISHMENT_LIGHTNING, ADMIN_PUNISHMENT_BRAINDAMAGE, ADMIN_PUNISHMENT_BSA, ADMIN_PUNISHMENT_GIB, ADMIN_PUNISHMENT_SUPPLYPOD_QUICK, ADMIN_PUNISHMENT_SUPPLYPOD, ADMIN_PUNISHMENT_MAZING, ADMIN_PUNISHMENT_ROD)
var/punishment = input("Choose a punishment", "DIVINE SMITING") as null|anything in punishment_list
@@ -1277,6 +1277,22 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
var/turf/startT = spaceDebrisStartLoc(startside, T.z)
var/turf/endT = spaceDebrisFinishLoc(startside, T.z)
new /obj/effect/immovablerod(startT, endT,target)
if(ADMIN_PUNISHMENT_SUPPLYPOD_QUICK)
var/target_path = input(usr,"Enter typepath of an atom you'd like to send with the pod (type \"empty\" to send an empty pod):" ,"Typepath","/obj/item/reagent_containers/food/snacks/grown/harebell") as null|text
var/obj/structure/closet/supplypod/centcompod/pod = new()
pod.damage = 40
pod.explosionSize = list(0,0,0,2)
pod.effectStun = TRUE
if (isnull(target_path)) //The user pressed "Cancel"
return
if (target_path != "empty")//if you didn't type empty, we want to load the pod with a delivery
var/delivery = text2path(target_path)
if(!ispath(delivery))
delivery = pick_closest_path(target_path)
if(!delivery)
alert("ERROR: Incorrect / improper path given.")
new delivery(pod)
new /obj/effect/abstract/DPtarget(get_turf(target), pod)
if(ADMIN_PUNISHMENT_SUPPLYPOD)
var/datum/centcom_podlauncher/plaunch = new(usr)
if(!holder)
@@ -1289,6 +1305,7 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
plaunch.temp_pod.explosionSize = list(0,0,0,2)
plaunch.temp_pod.effectStun = TRUE
plaunch.ui_interact(usr)
return //We return here because punish_log() is handled by the centcom_podlauncher datum
if(ADMIN_PUNISHMENT_MAZING)
if(!puzzle_imprison(target))
@@ -1298,11 +1315,13 @@ GLOBAL_LIST_EMPTY(custom_outfits) //Admin created outfits
var/obj/item/reagent_containers/food/snacks/pie/cream/nostun/creamy = new(get_turf(target))
creamy.splat(target)
var/msg = "[key_name_admin(usr)] punished [key_name_admin(target)] with [punishment]."
message_admins(msg)
admin_ticket_log(target, msg)
log_admin("[key_name(usr)] punished [key_name(target)] with [punishment].")
punish_log(target, punishment)
/client/proc/punish_log(var/whom, var/punishment)
var/msg = "[key_name_admin(usr)] punished [key_name_admin(whom)] with [punishment]."
message_admins(msg)
admin_ticket_log(whom, msg)
log_admin("[key_name(usr)] punished [key_name(whom)] with [punishment].")
/client/proc/trigger_centcom_recall()
if(!check_rights(R_ADMIN))

View File

@@ -19,7 +19,7 @@
//Variables declared to change how items in the launch bay are picked and launched. (Almost) all of these are changed in the ui_act proc
//Some effect groups are choices, while other are booleans. This is because some effects can stack, while others dont (ex: you can stack explosion and quiet, but you cant stack ordered launch and random launch)
/datum/centcom_podlauncher
var/static/list/ignored_atoms = typecacheof(list(null, /mob/dead, /obj/effect/landmark, /obj/docking_port, /atom/movable/lighting_object, /obj/effect/particle_effect/sparks, /obj/effect/DPtarget, /obj/effect/supplypod_selector ))
var/static/list/ignored_atoms = typecacheof(list(null, /mob/dead, /obj/effect/landmark, /obj/docking_port, /atom/movable/lighting_object, /obj/effect/particle_effect/sparks, /obj/effect/abstract/DPtarget, /obj/effect/supplypod_selector ))
var/turf/oldTurf //Keeps track of where the user was at if they use the "teleport to centcom" button, so they can go back
var/client/holder //client of whoever is using this datum
var/area/bay //What bay we're using to launch shit from.
@@ -29,9 +29,10 @@
var/damageChoice = 0 //Determines if we do no damage (0), custom amnt of damage (1), or gib + 5000dmg (2)
var/launcherActivated = FALSE //check if we've entered "launch mode" (when we click a pod is launched). Used for updating mouse cursor
var/effectBurst = FALSE //Effect that launches 5 at once in a 3x3 area centered on the target
var/effectAnnounce = TRUE
var/numTurfs = 0 //Counts the number of turfs with things we can launch in the chosen bay (in the centcom map)
var/launchCounter = 1 //Used with the "Ordered" launch mode (launchChoice = 1) to see what item is launched
var/specificTarget //Do we want to target a specific mob instead of where we click? Also used for smiting
var/atom/specificTarget //Do we want to target a specific mob instead of where we click? Also used for smiting
var/list/orderedArea = list() //Contains an ordered list of turfs in an area (filled in the createOrderedArea() proc), read top-left to bottom-right. Used for the "ordered" launch mode (launchChoice = 1)
var/list/turf/acceptableTurfs = list() //Contians a list of turfs (in the "bay" area on centcom) that have items that can be launched. Taken from orderedArea
var/list/launchList = list() //Contains whatever is going to be put in the supplypod and fired. Taken from acceptableTurfs
@@ -66,12 +67,14 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
data["launchChoice"] = launchChoice //Launch turfs all at once (0), ordered (1), or randomly(1)
data["explosionChoice"] = explosionChoice //An explosion that occurs when landing. Can be no explosion (0), custom explosion (1), or maxcap (2)
data["damageChoice"] = damageChoice //Damage that occurs to any mob under the pod when it lands. Can be no damage (0), custom damage (1), or gib+5000dmg (2)
data["fallDuration"] = temp_pod.fallDuration //How long the pod's falling animation lasts
data["landingDelay"] = temp_pod.landingDelay //How long the pod takes to land after launching
data["openingDelay"] = temp_pod.openingDelay //How long the pod takes to open after landing
data["departureDelay"] = temp_pod.departureDelay //How long the pod takes to leave after opening (if bluespace=true, it deletes. if reversing=true, it flies back to centcom)
data["styleChoice"] = temp_pod.style //Style is a variable that keeps track of what the pod is supposed to look like. It acts as an index to the POD_STYLES list in cargo.dm defines to get the proper icon/name/desc for the pod.
data["effectStun"] = temp_pod.effectStun //If true, stuns anyone under the pod when it launches until it lands, forcing them to get hit by the pod. Devilish!
data["effectLimb"] = temp_pod.effectLimb //If true, pops off a limb (if applicable) from anyone caught under the pod when it lands
data["effectOrgans"] = temp_pod.effectOrgans //If true, yeets the organs out of any bodies caught under the pod when it lands
data["effectBluespace"] = temp_pod.bluespace //If true, the pod deletes (in a shower of sparks) after landing
data["effectStealth"] = temp_pod.effectStealth //If true, a target icon isnt displayed on the turf where the pod will land
data["effectQuiet"] = temp_pod.effectQuiet //The female sniper. If true, the pod makes no noise (including related explosions, opening sounds, etc)
@@ -81,12 +84,14 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
data["effectReverse"] = temp_pod.reversing //If true, the pod will not send any items. Instead, after opening, it will close again (picking up items/mobs) and fly back to centcom
data["effectTarget"] = specificTarget //Launches the pod at the turf of a specific mob target, rather than wherever the user clicked. Useful for smites
data["effectName"] = temp_pod.adminNamed //Determines whether or not the pod has been named by an admin. If true, the pod's name will not get overridden when the style of the pod changes (changing the style of the pod normally also changes the name+desc)
data["effectAnnounce"] = effectAnnounce
data["giveLauncher"] = launcherActivated //If true, the user is in launch mode, and whenever they click a pod will be launched (either at their mouse position or at a specific target)
data["numObjects"] = numTurfs //Counts the number of turfs that contain a launchable object in the centcom supplypod bay
data["fallingSound"] = temp_pod.fallingSound != initial(temp_pod.fallingSound)//Admin sound to play as the pod falls
data["landingSound"] = temp_pod.landingSound //Admin sound to play when the pod lands
data["openingSound"] = temp_pod.openingSound //Admin sound to play when the pod opens
data["leavingSound"] = temp_pod.leavingSound //Admin sound to play when the pod leaves
data["soundVolume"] = temp_pod.soundVolume != 50 //Admin sound to play when the pod leaves
data["soundVolume"] = temp_pod.soundVolume != initial(temp_pod.soundVolume) //Admin sound to play when the pod leaves
return data
/datum/centcom_podlauncher/ui_act(action, params)
@@ -227,6 +232,9 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if("effectLimb") //Toggle: Anyone carbon mob under the pod loses a limb when it lands
temp_pod.effectLimb = !temp_pod.effectLimb
. = TRUE
if("effectOrgans") //Toggle: Any carbon mob under the pod loses every limb and organ
temp_pod.effectOrgans = !temp_pod.effectOrgans
. = TRUE
if("effectBluespace") //Toggle: Deletes the pod after landing
temp_pod.bluespace = !temp_pod.bluespace
. = TRUE
@@ -245,6 +253,9 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if("effectBurst") //Toggle: Launch 5 pods (with a very slight delay between) in a 3x3 area centered around the target
effectBurst = !effectBurst
. = TRUE
if("effectAnnounce") //Toggle: Sends a ghost announcement.
effectAnnounce = !effectAnnounce
. = TRUE
if("effectReverse") //Toggle: Don't send any items. Instead, after landing, close (taking any objects inside) and go back to the centcom bay it came from
temp_pod.reversing = !temp_pod.reversing
. = TRUE
@@ -261,11 +272,23 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
. = TRUE
////////////////////////////TIMER DELAYS//////////////////
if("fallDuration") //Change the falling animation duration
if (temp_pod.fallDuration != initial(temp_pod.fallDuration)) //If the fall duration has already been changed when we push the "change value" button, then set it to default
temp_pod.fallDuration = initial(temp_pod.fallDuration)
return
var/timeInput = input("Enter the duration of the pod's falling animation, in seconds", "Delay Time", initial(temp_pod.fallDuration) * 0.1) as null|num
if (isnull(timeInput))
return
if (!isnum(timeInput)) //Sanitize input, if it doesnt check out, error and set to default
alert(usr, "That wasnt a number! Value set to default ([initial(temp_pod.fallDuration)*0.1]) instead.")
timeInput = initial(temp_pod.fallDuration)
temp_pod.fallDuration = 10 * timeInput
. = TRUE
if("landingDelay") //Change the time it takes the pod to land, after firing
if (temp_pod.landingDelay != initial(temp_pod.landingDelay)) //If the landing delay has already been changed when we push the "change value" button, then set it to default
temp_pod.landingDelay = initial(temp_pod.landingDelay)
return
var/timeInput = input("Delay Time", "Enter the time it takes for the pod to land, in seconds", 0.5) as null|num
var/timeInput = input("Enter the time it takes for the pod to land, in seconds", "Delay Time", initial(temp_pod.landingDelay) * 0.1) as null|num
if (isnull(timeInput))
return
if (!isnum(timeInput)) //Sanitize input, if it doesnt check out, error and set to default
@@ -277,7 +300,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if (temp_pod.openingDelay != initial(temp_pod.openingDelay)) //If the opening delay has already been changed when we push the "change value" button, then set it to default
temp_pod.openingDelay = initial(temp_pod.openingDelay)
return
var/timeInput = input("Delay Time", "Enter the time it takes for the pod to open after landing, in seconds", 3) as null|num
var/timeInput = input("Enter the time it takes for the pod to open after landing, in seconds", "Delay Time", initial(temp_pod.openingDelay) * 0.1) as null|num
if (isnull(timeInput))
return
if (!isnum(timeInput)) //Sanitize input
@@ -289,7 +312,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if (temp_pod.departureDelay != initial(temp_pod.departureDelay)) //If the departure delay has already been changed when we push the "change value" button, then set it to default
temp_pod.departureDelay = initial(temp_pod.departureDelay)
return
var/timeInput = input("Delay Time", "Enter the time it takes for the pod to leave after opening, in seconds", 3) as null|num
var/timeInput = input("Enter the time it takes for the pod to leave after opening, in seconds", "Delay Time", initial(temp_pod.departureDelay) * 0.1) as null|num
if (isnull(timeInput))
return
if (!isnum(timeInput))
@@ -299,31 +322,57 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
. = TRUE
////////////////////////////ADMIN SOUNDS//////////////////
if("fallingSound") //Admin sound from a local file that plays when the pod falls
if ((temp_pod.fallingSound) != initial(temp_pod.fallingSound))
temp_pod.fallingSound = initial(temp_pod.fallingSound)
temp_pod.fallingSoundLength = initial(temp_pod.fallingSoundLength)
return
var/soundInput = input(holder, "Please pick a sound file to play when the pod lands! NOTICE: Take a note of exactly how long the sound is.", "Pick a Sound File") as null|sound
if (isnull(soundInput))
return
var/timeInput = input(holder, "What is the exact length of the sound file, in seconds. This number will be used to line the sound up so that it finishes right as the pod lands!", "Pick a Sound File", 0.3) as null|num
if (isnull(timeInput))
return
if (!isnum(timeInput))
alert(usr, "That wasnt a number! Value set to default ([initial(temp_pod.fallingSoundLength)*0.1]) instead.")
temp_pod.fallingSound = soundInput
temp_pod.fallingSoundLength = 10 * timeInput
. = TRUE
if("landingSound") //Admin sound from a local file that plays when the pod lands
if (!isnull(temp_pod.landingSound))
temp_pod.landingSound = null
return
temp_pod.landingSound = input(holder, "Please pick a sound file to play when the pod lands! I reccomend a nice \"oh shit, i'm sorry\", incase you hit someone with the pod.", "Pick a Sound File") as null|sound
var/soundInput = input(holder, "Please pick a sound file to play when the pod lands! I reccomend a nice \"oh shit, i'm sorry\", incase you hit someone with the pod.", "Pick a Sound File") as null|sound
if (isnull(soundInput))
return
temp_pod.landingSound = soundInput
. = TRUE
if("openingSound") //Admin sound from a local file that plays when the pod opens
if (!isnull(temp_pod.openingSound))
temp_pod.openingSound = null
return
temp_pod.openingSound = input(holder, "Please pick a sound file to play when the pod opens! I reccomend a stock sound effect of kids cheering at a party, incase your pod is full of fun exciting stuff!", "Pick a Sound File") as null|sound
var/soundInput = input(holder, "Please pick a sound file to play when the pod opens! I reccomend a stock sound effect of kids cheering at a party, incase your pod is full of fun exciting stuff!", "Pick a Sound File") as null|sound
if (isnull(soundInput))
return
temp_pod.openingSound = soundInput
. = TRUE
if("leavingSound") //Admin sound from a local file that plays when the pod leaves
if (!isnull(temp_pod.leavingSound))
temp_pod.leavingSound = null
return
temp_pod.leavingSound = input(holder, "Please pick a sound file to play when the pod leaves! I reccomend a nice slide whistle sound, especially if you're using the reverse pod effect.", "Pick a Sound File") as null|sound
var/soundInput = input(holder, "Please pick a sound file to play when the pod leaves! I reccomend a nice slide whistle sound, especially if you're using the reverse pod effect.", "Pick a Sound File") as null|sound
if (isnull(soundInput))
return
temp_pod.leavingSound = soundInput
. = TRUE
if("soundVolume") //Admin sound from a local file that plays when the pod leaves
if (temp_pod.soundVolume != 50)
temp_pod.soundVolume = 50
if (temp_pod.soundVolume != initial(temp_pod.soundVolume))
temp_pod.soundVolume = initial(temp_pod.soundVolume)
return
temp_pod.soundVolume = input(holder, "Please pick a volume. Default is between 1 and 100 with 50 being average, but pick whatever. I'm a notification, not a cop. If you still cant hear your sound, consider turning on the Quiet effect. It will silence all pod sounds except for the custom admin ones set by the previous three buttons.", "Pick Admin Sound Volume") as null|num
if (isnull(temp_pod.soundVolume))
temp_pod.soundVolume = 50
var/soundInput = input(holder, "Please pick a volume. Default is between 1 and 100 with 80 being average, but pick whatever. I'm a notification, not a cop. If you still cant hear your sound, consider turning on the Quiet effect. It will silence all pod sounds except for the custom admin ones set by the previous three buttons.", "Pick Admin Sound Volume") as null|num
if (isnull(soundInput))
return
temp_pod.soundVolume = soundInput
. = TRUE
////////////////////////////STYLE CHANGES//////////////////
//Style is a value that is used to keep track of what the pod is supposed to look like. It can be used with the POD_STYLES list (in cargo.dm defines)
@@ -364,6 +413,9 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if("styleGondola")
temp_pod.setStyle(STYLE_GONDOLA)
. = TRUE
if("styleSeeThrough")
temp_pod.setStyle(STYLE_SEETHROUGH)
. = TRUE
if("refresh") //Refresh the Pod bay. User should press this if they spawn something new in the centcom bay. Automatically called whenever the user launches a pod
refreshBay()
. = TRUE
@@ -403,12 +455,17 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if(left_click) //When we left click:
preLaunch() //Fill the acceptableTurfs list from the orderedArea list. Then, fill up the launchList list with items from the acceptableTurfs list based on the manner of launch (ordered, random, etc)
if (!isnull(specificTarget))
target = get_turf(specificTarget) //if we have a specific mob target, then always launch the pod at the turf of the mob
target = get_turf(specificTarget) //if we have a specific target, then always launch the pod at the turf of the target
else if (target)
target = get_turf(target) //Make sure we're aiming at a turf rather than an item or effect or something
else
return //if target is null and we don't have a specific target, cancel
if (effectAnnounce)
deadchat_broadcast("<span class='deadsay'>A special package is being launched at the station!</span>", turf_target = target)
var/list/bouttaDie = list()
for (var/mob/living/M in target)
bouttaDie.Add(M)
supplypod_punish_log(bouttaDie)
if (!effectBurst) //If we're not using burst mode, just launch normally.
launch(target)
else
@@ -422,7 +479,6 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
else
launch(target) //If we couldn't locate an adjacent turf, just launch at the normal target
sleep(rand()*2) //looks cooler than them all appearing at once. Gives the impression of burst fire.
log_admin("Centcom Supplypod Launch: [key_name(user)] launched a supplypod in [AREACOORD(target)]")
/datum/centcom_podlauncher/proc/refreshBay() //Called whenever the bay is switched, as well as wheneber a pod is launched
orderedArea = createOrderedArea(bay) //Create an ordered list full of turfs form the bay
@@ -486,11 +542,11 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
if (launchClone) //We arent launching the actual items from the bay, rather we are creating clones and launching those
for (var/atom/movable/O in launchList)
DuplicateObject(O).forceMove(toLaunch) //Duplicate each atom/movable in launchList and forceMove them into the supplypod
new /obj/effect/DPtarget(A, toLaunch) //Create the DPTarget, which will eventually forceMove the temp_pod to it's location
new /obj/effect/abstract/DPtarget(A, toLaunch) //Create the DPTarget, which will eventually forceMove the temp_pod to it's location
else
for (var/atom/movable/O in launchList) //If we aren't cloning the objects, just go through the launchList
O.forceMove(toLaunch) //and forceMove any atom/moveable into the supplypod
new /obj/effect/DPtarget(A, toLaunch) //Then, create the DPTarget effect, which will eventually forceMove the temp_pod to it's location
new /obj/effect/abstract/DPtarget(A, toLaunch) //Then, create the DPTarget effect, which will eventually forceMove the temp_pod to it's location
if (launchClone)
launchCounter++ //We only need to increment launchCounter if we are cloning objects.
//If we aren't cloning objects, taking and removing the first item each time from the acceptableTurfs list will inherently iterate through the list in order
@@ -508,4 +564,26 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
updateCursor(FALSE) //Make sure our moues cursor resets to default. False means we are not in launch mode
qdel(temp_pod) //Delete the temp_pod
qdel(selector) //Delete the selector effect
. = ..()
. = ..()
/datum/centcom_podlauncher/proc/supplypod_punish_log(var/list/whoDyin)
var/podString = effectBurst ? "5 pods" : "a pod"
var/whomString = ""
if (LAZYLEN(whoDyin))
for (var/mob/living/M in whoDyin)
whomString += "[key_name(M)], "
var/delayString = temp_pod.landingDelay == initial(temp_pod.landingDelay) ? "" : " Delay=[temp_pod.landingDelay*0.1]s"
var/damageString = temp_pod.damage == 0 ? "" : " Dmg=[temp_pod.damage]"
var/explosionString = ""
var/explosion_sum = temp_pod.explosionSize[1] + temp_pod.explosionSize[2] + temp_pod.explosionSize[3] + temp_pod.explosionSize[4]
if (explosion_sum != 0)
explosionString = " Boom=|"
for (var/X in temp_pod.explosionSize)
explosionString += "[X]|"
var/msg = "launched [podString][whomString].[delayString][damageString][explosionString]]"
message_admins("[key_name_admin(usr)] [msg] in [AREACOORD(specificTarget)].")
if (!isemptylist(whoDyin))
for (var/mob/living/M in whoDyin)
admin_ticket_log(M, "[key_name_admin(usr)] [msg]")

View File

@@ -183,7 +183,7 @@
LZ = pick(empty_turfs)
if (SO.pack.cost <= SSshuttle.points && LZ)//we need to call the cost check again because of the CHECK_TICK call
SSshuttle.points -= SO.pack.cost
new /obj/effect/DPtarget(LZ, podType, SO)
new /obj/effect/abstract/DPtarget(LZ, podType, SO)
. = TRUE
update_icon()
else
@@ -200,7 +200,7 @@
for(var/i in 1 to MAX_EMAG_ROCKETS)
var/LZ = pick(empty_turfs)
LAZYREMOVE(empty_turfs, LZ)
new /obj/effect/DPtarget(LZ, podType, SO)
new /obj/effect/abstract/DPtarget(LZ, podType, SO)
. = TRUE
update_icon()
CHECK_TICK

View File

@@ -39,7 +39,14 @@
set name = "Release Contents"
set category = "Gondola"
set desc = "Release any contents stored within your vast belly."
linked_pod.open(src)
linked_pod.open(src, forced = TRUE)
/mob/living/simple_animal/pet/gondola/gondolapod/examine(mob/user)
..()
if (contents.len)
to_chat(user, "<span class='notice'>It looks like it hasn't made its delivery yet.</b><span>")
else
to_chat(user, "<span class='notice'>It looks like it has already made its delivery.</b><span>")
/mob/living/simple_animal/pet/gondola/gondolapod/verb/check()
set name = "Count Contents"
@@ -47,7 +54,7 @@
set desc = "Take a deep look inside youself, and count up what's inside"
var/total = contents.len
if (total)
to_chat(src, "<span class='notice'>You detect [total] object[total > 1 ? "s" : ""] within your incredibly vast belly.</span>")
to_chat(src, "<span class='notice'>You detect [total] object\s within your incredibly vast belly.</span>")
else
to_chat(src, "<span class='notice'>A closer look inside yourself reveals... nothing.</span>")

View File

@@ -15,15 +15,17 @@
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
anchored = TRUE //So it cant slide around after landing
anchorable = FALSE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
//*****NOTE*****: Many of these comments are similarly described in centcom_podlauncher.dm. If you change them here, please consider doing so in the centcom podlauncher code as well!
var/adminNamed = FALSE //Determines whether or not the pod has been named by an admin. If true, the pod's name will not get overridden when the style of the pod changes (changing the style of the pod normally also changes the name+desc)
var/bluespace = FALSE //If true, the pod deletes (in a shower of sparks) after landing
var/landingDelay = 30 //How long the pod takes to land after launching
var/openingDelay = 30 //How long the pod takes to open after landing
var/departureDelay = 30 //How long the pod takes to leave after opening (if bluespace=true, it deletes. if reversing=true, it flies back to centcom)
var/departureDelay = 30 //How long the pod takes to leave after opening. If bluespace = TRUE, it deletes. If reversing = TRUE, it flies back to centcom.
var/damage = 0 //Damage that occurs to any mob under the pod when it lands.
var/effectStun = FALSE //If true, stuns anyone under the pod when it launches until it lands, forcing them to get hit by the pod. Devilish!
var/effectLimb = FALSE //If true, pops off a limb (if applicable) from anyone caught under the pod when it lands
var/effectOrgans = FALSE //If true, yeets out every limb and organ from anyone caught under the pod when it lands
var/effectGib = FALSE //If true, anyone under the pod will be gibbed when it lands
var/effectStealth = FALSE //If true, a target icon isnt displayed on the turf where the pod will land
var/effectQuiet = FALSE //The female sniper. If true, the pod makes no noise (including related explosions, opening sounds, etc)
@@ -31,10 +33,13 @@
var/effectCircle = FALSE //If true, allows the pod to come in at any angle. Bit of a weird feature but whatever its here
var/style = STYLE_STANDARD //Style is a variable that keeps track of what the pod is supposed to look like. It acts as an index to the POD_STYLES list in cargo.dm defines to get the proper icon/name/desc for the pod.
var/reversing = FALSE //If true, the pod will not send any items. Instead, after opening, it will close again (picking up items/mobs) and fly back to centcom
var/fallDuration = 4
var/fallingSoundLength = 11
var/fallingSound = 'sound/weapons/mortar_long_whistle.ogg'//Admin sound to play before the pod lands
var/landingSound //Admin sound to play when the pod lands
var/openingSound //Admin sound to play when the pod opens
var/leavingSound //Admin sound to play when the pod leaves
var/soundVolume = 50 //Volume to play sounds at. Ignores the cap
var/soundVolume = 80 //Volume to play sounds at. Ignores the cap
var/bay //Used specifically for the centcom_podlauncher datum. Holds the current bay the user is launching objects from. Bays are specific rooms on the centcom map.
var/list/explosionSize = list(0,0,2,3)
@@ -48,16 +53,18 @@
style = STYLE_CENTCOM
bluespace = TRUE
explosionSize = list(0,0,0,0)
landingDelay = 5 //Very speedy!
landingDelay = 20 //Very speedy!
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/structure/closet/supplypod/Initialize()
..()
. = ..()
setStyle(style, TRUE) //Upon initialization, give the supplypod an iconstate, name, and description based on the "style" variable. This system is important for the centcom_podlauncher to function correctly
/obj/structure/closet/supplypod/update_icon()
cut_overlays()
if (style != STYLE_INVISIBLE) //If we're invisible, we dont bother adding any overlays
if (style == STYLE_SEETHROUGH || style == STYLE_INVISIBLE) //If we're invisible, we dont bother adding any overlays
return
else
if (opened)
add_overlay("[icon_state]_open")
else
@@ -75,7 +82,7 @@
update_icon()
/obj/structure/closet/supplypod/tool_interact(obj/item/W, mob/user)
if (bluespace) //We dont want to worry about interacting with bluespace pods, as they are due to delete themselves soon anyways.
if(bluespace) //We dont want to worry about interacting with bluespace pods, as they are due to delete themselves soon anyways.
return FALSE
else
..()
@@ -86,9 +93,6 @@
/obj/structure/closet/supplypod/contents_explosion() //Supplypods also protect their contents from the harmful effects of fucking exploding.
return
/obj/structure/closet/supplypod/prevent_content_explosion() //Useful for preventing epicenter explosions from damaging contents
return TRUE
/obj/structure/closet/supplypod/toggle(mob/living/user) //Supplypods shouldn't be able to be manually opened under any circumstances, as the open() proc generates supply order datums
return
@@ -101,17 +105,33 @@
if (effectLimb && iscarbon(M)) //If effectLimb is true (which means we pop limbs off when we hit people):
var/mob/living/carbon/CM = M
for (var/obj/item/bodypart/bodypart in CM.bodyparts) //Look at the bodyparts in our poor mob beneath our pod as it lands
if(bodypart.body_part != HEAD && bodypart.body_zone != CHEST)//we dont want to kill him, just teach em a lesson!
if(bodypart.body_part != HEAD && bodypart.body_part != CHEST)//we dont want to kill him, just teach em a lesson!
if (bodypart.dismemberable)
bodypart.dismember() //Using the power of flextape i've sawed this man's limb in half!
break
if (effectOrgans && iscarbon(M)) //effectOrgans means remove every organ in our mob
var/mob/living/carbon/CM = M
for(var/X in CM.internal_organs)
var/destination = get_edge_target_turf(T, pick(GLOB.alldirs)) //Pick a random direction to toss them in
var/obj/item/organ/O = X
O.Remove(CM) //Note that this isn't the same proc as for lists
O.forceMove(T) //Move the organ outta the body
O.throw_at(destination, 2, 3) //Thow the organ at a random tile 3 spots away
sleep(1)
for (var/obj/item/bodypart/bodypart in CM.bodyparts) //Look at the bodyparts in our poor mob beneath our pod as it lands
var/destination = get_edge_target_turf(T, pick(GLOB.alldirs))
if (bodypart.dismemberable)
bodypart.dismember() //Using the power of flextape i've sawed this man's bodypart in half!
bodypart.throw_at(destination, 2, 3)
sleep(1)
if (effectGib) //effectGib is on, that means whatever's underneath us better be fucking oof'd on
M.adjustBruteLoss(5000) //THATS A LOT OF DAMAGE (called just in case gib() doesnt work on em)
M.gib() //After adjusting the fuck outta that brute loss we finish the job with some satisfying gibs
M.adjustBruteLoss(damage)
if (B[1] || B[2] || B[3] || B[4]) //If the explosion list isn't all zeroes, call an explosion
else
M.adjustBruteLoss(damage)
var/explosion_sum = B[1] + B[2] + B[3] + B[4]
if (explosion_sum != 0) //If the explosion list isn't all zeroes, call an explosion
explosion(get_turf(src), B[1], B[2], B[3], flame_range = B[4], silent = effectQuiet, ignorecap = istype(src, /obj/structure/closet/supplypod/centcompod)) //less advanced equipment than bluespace pod, so larger explosion when landing
else if (!effectQuiet) //If our explosion list IS all zeroes, we still make a nice explosion sound (unless the effectQuiet var is true)
playsound(src, "explosion", landingSound ? 15 : 80, 1)
@@ -128,22 +148,31 @@
/obj/structure/closet/supplypod/open(atom/movable/holder, var/broken = FALSE, var/forced = FALSE) //The holder var represents an atom whose contents we will be working with
var/turf/T = get_turf(holder) //Get the turf of whoever's contents we're talking about
if (!holder)
return
if(opened)
return
opened = TRUE //This is to ensure we don't open something that has already been opened
var/mob/M
if (istype(holder, /mob)) //Allows mobs to assume the role of the holder, meaning we look at the mob's contents rather than the supplypod's contents. Typically by this point the supplypod's contents have already been moved over to the mob's contents
M = holder
if (M.key && !forced && !broken) //If we are player controlled, then we shouldnt open unless the opening is manual, or if it is due to being destroyed (represented by the "broken" parameter)
return
opened = TRUE //This is to ensure we don't open something that has already been opened
if (openingSound)
playsound(get_turf(holder), openingSound, soundVolume, 0, 0)
playsound(get_turf(holder), openingSound, soundVolume, 0, 0) //Special admin sound to play
INVOKE_ASYNC(holder, .proc/setOpened) //Use the INVOKE_ASYNC proc to call setOpened() on whatever the holder may be, without giving the atom/movable base class a setOpened() proc definition
if (style == STYLE_SEETHROUGH)
update_icon()
for (var/atom/movable/O in holder.contents) //Go through the contents of the holder
O.forceMove(T) //move everything from the contents of the holder to the turf of the holder
if (!effectQuiet) //If we aren't being quiet, play an open sound
if (!effectQuiet && !openingSound && style != STYLE_SEETHROUGH) //If we aren't being quiet, play the default pod open sound
playsound(get_turf(holder), open_sound, 15, 1, -3)
if (broken) //If the pod is opening because it's been destroyed, we end here
return
addtimer(CALLBACK(src, .proc/depart, holder), departureDelay) //Finish up the pod's duties after a certain amount of time
if (style == STYLE_SEETHROUGH)
depart(src)
else
addtimer(CALLBACK(src, .proc/depart, holder), departureDelay) //Finish up the pod's duties after a certain amount of time
/obj/structure/closet/supplypod/proc/depart(atom/movable/holder)
if (leavingSound)
@@ -151,7 +180,7 @@
if (reversing) //If we're reversing, we call the close proc. This sends the pod back up to centcom
close(holder)
else if (bluespace) //If we're a bluespace pod, then delete ourselves (along with our holder, if a seperate holder exists)
if (style != STYLE_INVISIBLE)
if (!effectQuiet && style != STYLE_INVISIBLE && style != STYLE_SEETHROUGH)
do_sparks(5, TRUE, holder) //Create some sparks right before closing
qdel(src) //Delete ourselves and the holder
if (holder != src)
@@ -164,13 +193,14 @@
if (ismob(O) && !isliving(O)) //We dont want to take ghosts with us
continue
O.forceMove(holder) //Put objects inside before we close
var/obj/effect/temp_visual/risingPod = new /obj/effect/temp_visual/DPfall(get_turf(holder), src) //Make a nice animation of flying back up
var/obj/effect/temp_visual/risingPod = new /obj/effect/abstract/DPfall(get_turf(holder), src) //Make a nice animation of flying back up
risingPod.pixel_z = 0 //The initial value of risingPod's pixel_z is 200 because it normally comes down from a high spot
holder.forceMove(bay) //Move the pod back to centcom, where it belongs
animate(risingPod, pixel_z = 200, time = 10, easing = LINEAR_EASING) //Animate our rising pod
QDEL_IN(risingPod, 10)
reversing = FALSE //Now that we're done reversing, we set this to false (otherwise we would get stuck in an infinite loop of calling the close proc at the bottom of open() )
bluespace = TRUE //Make it so that the pod doesn't stay in centcom forever
open(holder, forced = TRUE)
return
/obj/structure/closet/supplypod/proc/setOpened() //Proc exists here, as well as in any atom that can assume the role of a "holder" of a supplypod. Check the open() proc for more details
update_icon()
@@ -179,12 +209,11 @@
update_icon()
/obj/structure/closet/supplypod/Destroy()
if (!opened) //If we havent opened yet, we're opening because we've been destroyed. Lets dump our contents by opening up
open(src, broken = TRUE)
return ..()
open(src, broken = TRUE) //Lets dump our contents by opening up
. = ..()
//------------------------------------FALLING SUPPLY POD-------------------------------------//
/obj/effect/temp_visual/DPfall //Falling pod
/obj/effect/abstract/DPfall //Falling pod
name = ""
icon = 'icons/obj/supplypods.dmi'
pixel_x = -16
@@ -192,17 +221,22 @@
pixel_z = 200
desc = "Get out of the way!"
layer = FLY_LAYER//that wasnt flying, that was falling with style!
randomdir = FALSE
icon_state = ""
/obj/effect/temp_visual/DPfall/Initialize(dropLocation, obj/structure/closet/supplypod/pod)
if (pod.style != STYLE_INVISIBLE) //Check to ensure the pod isn't invisible
/obj/effect/abstract/DPfall/Initialize(dropLocation, obj/structure/closet/supplypod/pod)
if (pod.style == STYLE_SEETHROUGH)
pixel_x = -16
pixel_y = 0
for (var/atom/movable/O in pod.contents)
var/icon/I = getFlatIcon(O) //im so sorry
add_overlay(I)
else if (pod.style != STYLE_INVISIBLE) //Check to ensure the pod isn't invisible
icon_state = "[pod.icon_state]_falling"
name = pod.name
. = ..()
//------------------------------------TEMPORARY_VISUAL-------------------------------------//
/obj/effect/DPtarget //This is the object that forceMoves the supplypod to it's location
/obj/effect/abstract/DPtarget //This is the object that forceMoves the supplypod to it's location
name = "Landing Zone Indicator"
desc = "A holographic projection designating the landing zone of something. It's probably best to stand back."
icon = 'icons/mob/actions/actions_items.dmi'
@@ -212,45 +246,60 @@
var/obj/effect/temp_visual/fallingPod //Temporary "falling pod" that we animate
var/obj/structure/closet/supplypod/pod //The supplyPod that will be landing ontop of this target
/obj/effect/ex_act()
return
/obj/effect/DPtarget/Initialize(mapload, podParam, var/datum/supply_order/SO = null)
/obj/effect/abstract/DPtarget/Initialize(mapload, podParam, single_order = null)
. = ..()
if (ispath(podParam)) //We can pass either a path for a pod (as expressconsoles do), or a reference to an instantiated pod (as the centcom_podlauncher does)
podParam = new podParam() //If its just a path, instantiate it
pod = podParam
if (SO)
SO.generate(pod)
for (var/mob/living/M in podParam) //If there are any mobs in the supplypod, we want to forceMove them into the target. This is so that they can see where they are about to land, AND so that they don't get sent to the nullspace error room (as the pod is currently in nullspace)
if (single_order)
if (istype(single_order, /datum/supply_order))
var/datum/supply_order/SO = single_order
SO.generate(pod)
else if (istype(single_order, /atom/movable))
var/atom/movable/O = single_order
O.forceMove(pod)
for (var/mob/living/M in pod) //If there are any mobs in the supplypod, we want to forceMove them into the target. This is so that they can see where they are about to land, AND so that they don't get sent to the nullspace error room (as the pod is currently in nullspace)
M.forceMove(src)
if(pod.effectStun) //If effectStun is true, stun any mobs caught on this target until the pod gets a chance to hit them
for (var/mob/living/M in get_turf(src))
M.Stun(pod.landingDelay+10, ignore_canstun = TRUE)//you aint goin nowhere, kid.
if (pod.effectStealth) //If effectStealth is true we want to be invisible
alpha = 255
icon_state = ""
if (pod.fallDuration == initial(pod.fallDuration) && pod.landingDelay + pod.fallDuration < pod.fallingSoundLength)
pod.fallingSoundLength = 3 //The default falling sound is a little long, so if the landing time is shorter than the default falling sound, use a special, shorter default falling sound
pod.fallingSound = 'sound/weapons/mortar_whistle.ogg'
var/soundStartTime = pod.landingDelay - pod.fallingSoundLength + pod.fallDuration
if (soundStartTime < 0)
soundStartTime = 1
if (!pod.effectQuiet)
addtimer(CALLBACK(src, .proc/playFallingSound), soundStartTime)
addtimer(CALLBACK(src, .proc/beginLaunch, pod.effectCircle), pod.landingDelay)
/obj/effect/DPtarget/proc/beginLaunch(effectCircle) //Begin the animation for the pod falling. The effectCircle param determines whether the pod gets to come in from any descent angle
fallingPod = new /obj/effect/temp_visual/DPfall(drop_location(), pod)
/obj/effect/abstract/DPtarget/proc/playFallingSound()
playsound(src, pod.fallingSound, pod.soundVolume, 1, 6)
/obj/effect/abstract/DPtarget/proc/beginLaunch(effectCircle) //Begin the animation for the pod falling. The effectCircle param determines whether the pod gets to come in from any descent angle
fallingPod = new /obj/effect/abstract/DPfall(drop_location(), pod)
var/matrix/M = matrix(fallingPod.transform) //Create a new matrix that we can rotate
var/angle = effectCircle ? rand(0,360) : rand(70,110) //The angle that we can come in from
fallingPod.pixel_x = cos(angle)*200 //Use some ADVANCED MATHEMATICS to set the animated pod's position to somewhere on the edge of a circle with the center being the target
fallingPod.pixel_z = sin(angle)*200
fallingPod.pixel_x = cos(angle)*400 //Use some ADVANCED MATHEMATICS to set the animated pod's position to somewhere on the edge of a circle with the center being the target
fallingPod.pixel_z = sin(angle)*400
var/rotation = Get_Pixel_Angle(fallingPod.pixel_z, fallingPod.pixel_x) //CUSTOM HOMEBREWED proc that is just arctan with extra steps
M.Turn(rotation) //Turn our matrix accordingly
fallingPod.transform = M //Transform the animated pod according to the matrix
M = matrix(pod.transform) //Make another matrix based on the pod
M.Turn(rotation) //Turn the matrix
pod.transform = M //Turn the actual pod (Won't be visible until endLaunch() proc tho)
animate(fallingPod, pixel_z = 0, pixel_x = -16, time = 3, , easing = LINEAR_EASING) //Make the pod fall! At an angle!
addtimer(CALLBACK(src, .proc/endLaunch), 3, TIMER_CLIENT_TIME) //Go onto the last step after a very short falling animation
animate(fallingPod, pixel_z = 0, pixel_x = -16, time = pod.fallDuration, , easing = LINEAR_EASING) //Make the pod fall! At an angle!
addtimer(CALLBACK(src, .proc/endLaunch), pod.fallDuration, TIMER_CLIENT_TIME) //Go onto the last step after a very short falling animation
/obj/effect/DPtarget/proc/endLaunch()
/obj/effect/abstract/DPtarget/proc/endLaunch()
pod.update_icon()
pod.forceMove(drop_location()) //The fallingPod animation is over, now's a good time to forceMove the actual pod into position
QDEL_NULL(fallingPod) //Delete the falling pod effect, because at this point its animation is over. We dont use temp_visual because we want to manually delete it as soon as the pod appears
for (var/mob/living/M in src) //Remember earlier (initialization) when we moved mobs into the DPTarget so they wouldnt get lost in nullspace? Time to get them out
M.forceMove(pod)
pod.preOpen() //Begin supplypod open procedures. Here effects like explosions, damage, and other dangerous (and potentially admin-caused, if the centcom_podlauncher datum was used) memes will take place
QDEL_NULL(fallingPod) //The fallingPod's (the animated effect, not the actual pod) purpose is complete. It can rest easy now
qdel(src) //ditto
//------------------------------------UPGRADES-------------------------------------//

View File

@@ -45,6 +45,7 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
throwforce = 100
density = TRUE
anchored = TRUE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
var/mob/living/wizard
var/z_original = 0
var/destination
@@ -100,9 +101,6 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
/obj/effect/immovablerod/ex_act(severity, target)
return 0
/obj/structure/closet/supplypod/prevent_content_explosion()
return TRUE
/obj/effect/immovablerod/singularity_act()
return

View File

@@ -13,6 +13,7 @@
mob_biotypes = list(MOB_ROBOTIC)
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
speech_span = SPAN_ROBOT
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
no_vore = TRUE
var/datum/ai_laws/laws = null//Now... THEY ALL CAN ALL HAVE LAWS
@@ -71,9 +72,6 @@
/mob/living/silicon/contents_explosion(severity, target)
return
/mob/living/silicon/prevent_content_explosion()
return TRUE
/mob/living/silicon/proc/cancelAlarm()
return

View File

@@ -25,6 +25,7 @@
mob_size = MOB_SIZE_LARGE
layer = LARGE_MOB_LAYER //Looks weird with them slipping under mineral walls and cameras and shit otherwise
mouse_opacity = MOUSE_OPACITY_OPAQUE // Easier to click on in melee, they're giant targets anyway
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
var/list/crusher_loot
var/medal_type
var/score_type = BOSS_SCORE
@@ -41,9 +42,6 @@
QDEL_NULL(internal)
. = ..()
/mob/living/simple_animal/hostile/megafauna/prevent_content_explosion()
return TRUE
/mob/living/simple_animal/hostile/megafauna/death(gibbed)
if(health > 0)
return

View File

@@ -75,6 +75,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
icon_state = "darkmatter"
density = TRUE
anchored = TRUE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
var/uid = 1
var/static/gl_uid = 1
light_range = 4
@@ -685,9 +686,6 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
/obj/machinery/power/supermatter_crystal/contents_explosion(severity, target)
return
/obj/machinery/power/supermatter_crystal/prevent_content_explosion()
return TRUE
/obj/machinery/power/supermatter_crystal/engine
is_main_engine = TRUE

View File

@@ -40,6 +40,7 @@
Where:
<select name='object_where' style="width:320px">
<option value='onfloor'>On floor below own mob</option>
<option value='frompod'>On floor below own mob, dropped via supply pod</option>
<option value='inhand'>In own mob's hand</option>
<option value='inmarked'>In marked object</option>
</select>
@@ -105,4 +106,4 @@
</script>
</body>
</html>
</html>

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@@ -1,23 +1,29 @@
<ui-notice>
<span>To use this, simply spawn the atoms you want in one of the four Centcom Supplypod Bays. Items in the bay will then be launched inside your supplypod, one turf-full at a time! You can optionally use the following buttons to configure how the supplypod acts.</span>
<span>To use this, simply spawn the atoms you want in one of the five Centcom Supplypod Bays. Items in the bay will then be launched inside your supplypod, one turf-full at a time! You can optionally use the following buttons to configure how the supplypod acts.</span>
</ui-notice>
<ui-display title='Centcom Pod Customization (to be used against helen weinstein)'>
<ui-section label = 'Which supplypod bay will you use?'>
<ui-button style='{{data.bay == 1 ? "selected" : null}}' action='bay1'>Bay #1</ui-button>
<ui-button style='{{data.bay == 2 ? "selected" : null}}' action='bay2'>Bay #2</ui-button>
<ui-button style='{{data.bay == 3 ? "selected" : null}}' action='bay3'>Bay #3</ui-button>
<ui-button style='{{data.bay == 4 ? "selected" : null}}' action='bay4'>Bay #4</ui-button>
<ui-section label='Which supplypod bay will you use?'>
<ui-button style='{{data.bayNumber == 1 ? "selected" : null}}' action='bay1'>Bay #1</ui-button>
<ui-button style='{{data.bayNumber == 2 ? "selected" : null}}' action='bay2'>Bay #2</ui-button>
<ui-button style='{{data.bayNumber == 3 ? "selected" : null}}' action='bay3'>Bay #3</ui-button>
<ui-button style='{{data.bayNumber == 4 ? "selected" : null}}' action='bay4'>Bay #4</ui-button>
<ui-button style='{{data.bayNumber == 5 ? "selected" : null}}' action='bay5' tooltip-side='left' tooltip='This bay is located on the western edge of CentCom. Its the glass room directly west of where ERT spawn, and south of the CentCom ferry. Useful for launching ERT/Deathsquads/etc. onto the station via drop pods.'>ERT Bay</ui-button>
</ui-section>
<ui-section label = 'Useful teleport tools!'>
<ui-button action='teleportCentcom'>Teleport to Centcom's Supplypod Loading Bay</ui-button>
<ui-button state='{{data.oldArea ? null : "disabled"}}'action='teleportBack'>Teleport Back to {{data.oldArea ? data.oldArea : "where you were"}}</ui-button>
<ui-section label='Teleport to:'>
<ui-button action='teleportCentcom'>{{data.bay}}</ui-button>
<ui-button state='{{data.oldArea ? null : "disabled"}}'action='teleportBack'>{{data.oldArea ? data.oldArea : "where you were"}}</ui-button>
</ui-section>
<ui-section label='Keep stuff after launching?'>
<ui-button style='{{data.launchClone ? "selected" : null}}' action='launchClone' tooltip-side='left'
tooltip='Choosing this will create a duplicate of the item to be launched in Centcom, allowing you to send one type of item multiple times. Either way, the atoms are forceMoved into the supplypod after it lands (but before it opens).'>Clone and Launch</ui-button>
<ui-section label='Launch the real atoms?'>
<ui-button style='{{data.launchClone ? "selected" : null}}' action='launchClone' tooltip-side='left' tooltip='Choosing this will create a duplicate of the item to be launched in Centcom, allowing you to send one type of item multiple times. Either way, the atoms are forceMoved into the supplypod after it lands (but before it opens).'>Launch Clones</ui-button>
</ui-section>
<ui-section label='Launch all at once?'>
@@ -27,101 +33,125 @@
tooltip='Instead of launching everything in the bay at once, this will launch one random turf of items at a time.'>Random</ui-button>
</ui-section>
<ui-section label='Add an explosion?'>
<ui-button style='{{data.explosionChoice == 1? "selected" : null}}' action='explosionCustom' tooltip-side='left'
tooltip='This will cause an explosion of whatever size you like (including flame range) to occur as soon as the supplypod lands. Dont worry, supply-pods are explosion-proof!'>Custom Size</ui-button>
<ui-button style='{{data.explosionChoice == 2? "selected" : null}}' action='explosionBus' tooltip-side='left'
tooltip='This will cause a maxcap explosion (dependent on server config) to occur as soon as the supplypod lands. Dont worry, supply-pods are explosion-proof!'>Adminbus</ui-button>
</ui-section>
<ui-button style='{{data.explosionChoice == 1? "selected" : null}}' action='explosionCustom' tooltip-side='left'
tooltip='This will cause an explosion of whatever size you like (including flame range) to occur as soon as the supplypod lands. Dont worry, supply-pods are explosion-proof!'>Custom Size</ui-button>
<ui-button style='{{data.explosionChoice == 2? "selected" : null}}' action='explosionBus' tooltip-side='left'
tooltip='This will cause a maxcap explosion (dependent on server config) to occur as soon as the supplypod lands. Dont worry, supply-pods are explosion-proof!'>Adminbus</ui-button> </ui-section>
<ui-section label='Extra damage?' (default = None)>
<ui-button style='{{data.damageChoice == 1 ? "selected" : null}}' action='damageCustom' tooltip-side='left'
tooltip='Anyone caught under the pod when it lands will be dealt this amount of brute damage. Sucks to be them!'>Custom Damage</ui-button>
<ui-button style='{{data.damageChoice == 2 ? "selected" : null}}' action='damageGib' tooltip-side='left'
tooltip='This will attempt to gib any mob caught under the pod when it lands, as well as dealing a nice 5000 brute damage. Ya know, just to be sure!'>Gib</ui-button>
</ui-section>
<ui-button style='{{data.damageChoice == 1 ? "selected" : null}}' action='damageCustom' tooltip-side='left'
tooltip='Anyone caught under the pod when it lands will be dealt this amount of brute damage. Sucks to be them!'>Custom Damage</ui-button>
<ui-button style='{{data.damageChoice == 2 ? "selected" : null}}' action='damageGib' tooltip-side='left'
tooltip='This will attempt to gib any mob caught under the pod when it lands, as well as dealing a nice 5000 brute damage. Ya know, just to be sure!'>Gib</ui-button> </ui-section>
<ui-section label='Damaging effects?'>
<ui-button style='{{data.effectStun ? "selected" : null}}' action='effectStun' tooltip-side='left'
tooltip='Anyone who is on the turf when the supplypod is launched will be stunned until the supplypod lands. They cant get away that easy!'>Stun</ui-button>
<ui-button style='{{data.effectLimb ? "selected" : null}}' action='effectLimb' tooltip-side='left'
tooltip='This will cause anyone caught under the pod to lose a limb, excluding their head.'>Delimb</ui-button>
<ui-button style='{{data.effectOrgans ? "selected" : null}}' action='effectOrgans' tooltip-side='left'
tooltip='This will cause anyone caught under the pod to lose all their limbs and organs in a spectacular fashion.'>Yeet Organs</ui-button> </ui-section>
<ui-section label='Movement effects?'>
<ui-button style='{{data.effectBluespace ? "selected" : null}}' action='effectBluespace' tooltip-side='left'
tooltip='Gives the supplypod an advanced Bluespace Recyling Device. After opening, the supplypod will be warped directly to the surface of a nearby NT-designated trash planet (/r/ss13).'>Bluespace</ui-button>
<ui-button style='{{data.effectStealth ? "selected" : null}}' action='effectStealth' tooltip-side='left'
tooltip='This hides the red target icon from appearing when you launch the supplypod. Combos well with the "Invisible" style. Sneak attack, go!'>Stealth</ui-button>
<ui-button style='{{data.effectQuiet ? "selected" : null}}' action='effectQuiet' tooltip-side='left'
tooltip='This will keep the supplypod from making any sounds, except for those specifically set by admins in the Sound section.'>Quiet Landing</ui-button>
<ui-button style='{{data.effectReverse ? "selected" : null}}' action='effectReverse' tooltip-side='left'
tooltip='This pod will not send any items. Instead, after landing, the supplypod will close (similar to a normal closet closing), and then launch back to the right centcom bay to drop off any new contents.'>Reverse Mode</ui-button>
<ui-button style='{{data.effectMissile ? "selected" : null}}' action='effectMissile' tooltip-side='left'
tooltip='This pod will not send any items. Instead, it will immediatley delete after landing (Similar visually to setting openDelay & departDelay to 0, but this looks nicer). Useful if you just wanna fuck some shit up. Combos well with the Missile style.'>Missile Mode</ui-button>
<ui-button style='{{data.effectCircle ? "selected" : null}}' action='effectCircle' tooltip-side='left'
tooltip='This will make the supplypod come in from any angle. Im not sure why this feature exists, but here it is.'>Any Descent Angle</ui-button>
<ui-button style='{{data.effectBurst ? "selected" : null}}' action='effectBurst' tooltip-side='left'
tooltip='This will make each click launch 5 supplypods inaccuratly around the target turf (a 3x3 area). Combos well with the Missle Mode if you dont want shit lying everywhere after.'>Machine Gun Mode</ui-button>
<ui-button style='{{data.effectTarget ? "selected" : null}}' action='effectTarget' tooltip-side='left'
tooltip='This will make the supplypod target a specific atom, instead of the mouses position. Smiting does this automatically!'>Specific Target</ui-button> </ui-section>
<ui-section label='Change Name/Desc?'>
<ui-button style='{{data.effectName ? "selected" : null}}' action='effectName' tooltip-side='left'
tooltip='Allows you to add a custom name and description.'>Custom Name/Desc</ui-button>
<ui-button style='{{data.effectAnnounce ? "selected" : null}}' action='effectAnnounce' tooltip-side='left'
tooltip='Alerts ghosts when a pod is launched. Useful if some dumb shit is aboutta come outta the pod.'>Alert Ghosts</ui-button> </ui-section>
<ui-section label='Extra effects?'>
<ui-button style='{{data.effectStun ? "selected" : null}}' action='effectStun' tooltip-side='left'
tooltip='Anyone who is on the turf when the supplypod is launched will be stunned until the supplypod lands. They cant get away that easy!'>Stun</ui-button>
<ui-button style='{{data.effectLimb ? "selected" : null}}' action='effectLimb' tooltip-side='left'
tooltip='This will cause anyone caught under the pod to lose a limb, excluding their head.'>Delimb</ui-button>
<ui-button style='{{data.effectBluespace ? "selected" : null}}' action='effectBluespace' tooltip-side='left'
tooltip='Gives the supplypod an advanced Bluespace Recyling Device. After opening, the supplypod will be warped directly to the surface of a nearby NT-designated trash planet (/r/ss13).'>Bluespace</ui-button>
<ui-button style='{{data.effectStealth ? "selected" : null}}' action='effectStealth' tooltip-side='left'
tooltip='This hides the red target icon from appearing when you launch the supplypod. Combos well with the "Invisible" style. Sneak attack, go!'>Stealth</ui-button>
<ui-button style='{{data.effectQuiet ? "selected" : null}}' action='effectQuiet' tooltip-side='left'
tooltip='This will keep the supplypod from making any sounds, except for those specifically set by admins in the Sound section.'>Quiet Landing</ui-button>
<ui-button style='{{data.effectReverse ? "selected" : null}}' action='effectReverse' tooltip-side='left'
tooltip='This pod will not send any items. Instead, after landing, the supplypod will close (similar to a normal closet closing), and then launch back to the right centcom bay to drop off any new contents.'>Reverse Mode</ui-button>
<ui-button style='{{data.effectMissile ? "selected" : null}}' action='effectMissile' tooltip-side='left'
tooltip='This pod will not send any items. Instead, it will immediatley delete after landing (Similar visually to setting openDelay & departDelay to 0, but this looks nicer). Useful if you just wanna fuck some shit up. Combos well with the Missile style.'>Missile Mode</ui-button>
<ui-button style='{{data.effectCircle ? "selected" : null}}' action='effectCircle' tooltip-side='left'
tooltip='This will make the supplypod come in from any angle. Im not sure why this feature exists, but here it is.'>Any Descent Angle</ui-button>
<ui-button style='{{data.effectBurst ? "selected" : null}}' action='effectBurst' tooltip-side='left'
tooltip='This will make each click launch 5 supplypods inaccuratly around the target turf (a 3x3 area). Combos well with the Missle Mode if you dont want shit lying everywhere after.'>Machine Gun Mode</ui-button>
<ui-button style='{{data.effectTarget ? "selected" : null}}' action='effectTarget' tooltip-side='left'
tooltip='This will make the supplypod target a specific atom, instead of the mouses position. Smiting does this automatically!'>Specific Target</ui-button>
<ui-button style='{{data.effectName ? "selected" : null}}' action='effectName' tooltip-side='left'
tooltip='Allows you to add a custom name and description.'>Custom Name/Desc</ui-button>
</ui-section>
<ui-section label='Sound?'>
<ui-button style='{{data.landingSound ? "selected" : null}}' action='landingSound' tooltip-side='left'
tooltip='Choose a sound to play when the pod lands.'>Custom Landing Sound</ui-button>
<ui-button style='{{data.openingSound ? "selected" : null}}' action='openingSound' tooltip-side='left'
tooltip='Choose a sound to play when the pod opens.'>Custom Opening Sound</ui-button>
<ui-button style='{{data.leavingSound ? "selected" : null}}' action='leavingSound' tooltip-side='left'
tooltip='Choose a sound to play when the pod departs (whether that be delection in the case of a bluespace pod, or leaving for centcom for a reversing pod).'>Custom Leaving Sound</ui-button>
<ui-button style='{{data.soundVolume ? "selected" : null}}' action='soundVolume' tooltip-side='left'
tooltip='Choose the volume for the sound to play at. Default values are between 1 and 100, but hey, do whatever. Im a tooltip, not a cop.'>Admin Sound Volume</ui-button>
</ui-section>
<ui-button style='{{data.fallingSound ? "selected" : null}}' action='fallingSound' tooltip-side='left'
tooltip='Choose a sound to play as the pod falls. Note that for this to work right you should know the exact length of the sound, in seconds.'>Custom Falling Sound</ui-button>
<ui-button style='{{data.landingSound ? "selected" : null}}' action='landingSound' tooltip-side='left'
tooltip='Choose a sound to play when the pod lands.'>Custom Landing Sound</ui-button>
<ui-button style='{{data.openingSound ? "selected" : null}}' action='openingSound' tooltip-side='left'
tooltip='Choose a sound to play when the pod opens.'>Custom Opening Sound</ui-button>
<ui-button style='{{data.leavingSound ? "selected" : null}}' action='leavingSound' tooltip-side='left'
tooltip='Choose a sound to play when the pod departs (whether that be delection in the case of a bluespace pod, or leaving for centcom for a reversing pod).'>Custom Leaving Sound</ui-button>
<ui-button style='{{data.soundVolume ? "selected" : null}}' action='soundVolume' tooltip-side='left'
tooltip='Choose the volume for the sound to play at. Default values are between 1 and 100, but hey, do whatever. Im a tooltip, not a cop.'>Admin Sound Volume</ui-button> </ui-section>
<ui-section label='Delay timers?'>
<ui-button style='{{data.landingDelay != 5 ? "selected" : null}}' action='landingDelay' tooltip-side='left'
tooltip='Choose the amount of time it takes for the supplypod to hit the station. By default this value is 0.5 seconds.'>Custom Landing Time</ui-button>
<ui-button style='{{data.openingDelay != 30 ? "selected" : null}}' action='openingDelay' tooltip-side='left'
tooltip='Choose the amount of time it takes for the supplypod to open after landing. Useful for giving whatevers inside the pod a nice dramatic entrance! By default this value is 3 seconds.'>Custom Opening Time</ui-button>
<ui-button style='{{data.departureDelay != 30 ? "selected" : null}}' action='departureDelay' tooltip-side='left'
tooltip='Choose the amount of time it takes for the supplypod to leave after landing. By default this value is 3 seconds.'>Custom Leaving Time</ui-button>
</ui-section>
<ui-button style='{{data.fallDuration != 4 ? "selected" : null}}' action='fallDuration' tooltip-side='left'
tooltip='Set how long the animation for the pod falling lasts. Create dramatic, slow falling pods!'>Custom Falling Duration</ui-button>
<ui-button style='{{data.landingDelay != 20 ? "selected" : null}}' action='landingDelay' tooltip-side='left'
tooltip='Choose the amount of time it takes for the supplypod to hit the station. By default this value is 0.5 seconds.'>Custom Landing Time</ui-button>
<ui-button style='{{data.openingDelay != 30 ? "selected" : null}}' action='openingDelay' tooltip-side='left'
tooltip='Choose the amount of time it takes for the supplypod to open after landing. Useful for giving whatevers inside the pod a nice dramatic entrance! By default this value is 3 seconds.'>Custom Opening Time</ui-button>
<ui-button style='{{data.departureDelay != 30 ? "selected" : null}}' action='departureDelay' tooltip-side='left'
tooltip='Choose the amount of time it takes for the supplypod to leave after landing. By default this value is 3 seconds.'>Custom Leaving Time</ui-button> </ui-section>
<ui-section label='Style?'>
<ui-button style='{{data.styleChoice == 1 ? "selected" : null}}' action='styleStandard' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom color scheme to your standard Nanotrasen black and orange. Same color scheme as the normal station-used supplypods.'>Standard</ui-button>
<ui-button style='{{data.styleChoice == 2 ? "selected" : null}}' action='styleBluespace' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom color scheme to the same as the stations upgraded blue-and-white Bluespace Supplypods.'>Advanced</ui-button>
<ui-button style='{{data.styleChoice == 4 ? "selected" : null}}' action='styleSyndie' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom color scheme to a menacing black and blood-red. Great for sending meme-ops in style!'>Syndicate</ui-button>
<ui-button style='{{data.styleChoice == 5 ? "selected" : null}}' action='styleBlue' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom color scheme to a menacing black and dark blue. Great for sending deathsquads in style!'>Deathsquad</ui-button>
<ui-button style='{{data.styleChoice == 6 ? "selected" : null}}' action='styleCult' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom style to a blood and rune covered cult pod!'>Cult Pod</ui-button>
<ui-button style='{{data.styleChoice == 7 ? "selected" : null}}' action='styleMissile' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom style to a large missile. Combos well with a missile mode, so the missile doesnt stick around after landing.'>Missile</ui-button>
<ui-button style='{{data.styleChoice == 8 ? "selected" : null}}' action='styleSMissile' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom style to a large blood-red missile. Combos well with missile mode, so the missile doesnt stick around after landing.'>Syndicate Missile</ui-button>
<ui-button style='{{data.styleChoice == 9 ? "selected" : null}}' action='styleBox' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom style to a large, dark-green military supply crate.'>Supply Crate</ui-button>
<ui-button style='{{data.styleChoice == 10 ? "selected" : null}}' action='styleHONK' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom color scheme to a colorful, clown inspired look.'>HONK</ui-button>
<ui-button style='{{data.styleChoice == 11 ? "selected" : null}}' action='styleFruit' tooltip-side='left'
tooltip='for when an orange is angry'>Fruit~</ui-button>
<ui-button style='{{data.styleChoice== 12 ? "selected" : null}}' action='styleInvisible' tooltip-side='left'
tooltip='Makes the supplypod invisible! Useful for when you want to use this feature with a gateway or something. Combos well with the "Stealth" and "Quiet Landing" effects.'>Invisible</ui-button>
<ui-button style='{{data.styleChoice == 13 ? "selected" : null}}' action='styleGondola' tooltip-side='left'
tooltip='this gondola can control when he wants to deliver his supplies if he has a smart enough mind, so offer up his body to ghosts for maximum enjoyment. (Make sure to turn off bluespace and set a arbitrarily high open-time if you do!)'>Gondola (alive)</ui-button>
</ui-section>
<ui-button style='{{data.styleChoice == 1 ? "selected" : null}}' action='styleStandard' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom color scheme to your standard Nanotrasen black and orange. Same color scheme as the normal station-used supplypods.'>Standard</ui-button>
<ui-button style='{{data.styleChoice == 2 ? "selected" : null}}' action='styleBluespace' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom color scheme to the same as the stations upgraded blue-and-white Bluespace Supplypods.'>Advanced</ui-button>
<ui-button style='{{data.styleChoice == 4 ? "selected" : null}}' action='styleSyndie' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom color scheme to a menacing black and blood-red. Great for sending meme-ops in style!'>Syndicate</ui-button>
<ui-button style='{{data.styleChoice == 5 ? "selected" : null}}' action='styleBlue' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom color scheme to a menacing black and dark blue. Great for sending deathsquads in style!'>Deathsquad</ui-button>
<ui-button style='{{data.styleChoice == 6 ? "selected" : null}}' action='styleCult' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom style to a blood and rune covered cult pod!'>Cult Pod</ui-button>
<ui-button style='{{data.styleChoice == 7 ? "selected" : null}}' action='styleMissile' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom style to a large missile. Combos well with a missile mode, so the missile doesnt stick around after landing.'>Missile</ui-button>
<ui-button style='{{data.styleChoice == 8 ? "selected" : null}}' action='styleSMissile' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom style to a large blood-red missile. Combos well with missile mode, so the missile doesnt stick around after landing.'>Syndicate Missile</ui-button>
<ui-button style='{{data.styleChoice == 9 ? "selected" : null}}' action='styleBox' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom style to a large, dark-green military supply crate.'>Supply Crate</ui-button>
<ui-button style='{{data.styleChoice == 10 ? "selected" : null}}' action='styleHONK' tooltip-side='left'
tooltip='Changes the pods style from the default Centcom color scheme to a colorful, clown inspired look.'>HONK</ui-button>
<ui-button style='{{data.styleChoice == 11 ? "selected" : null}}' action='styleFruit' tooltip-side='left'
tooltip='for when an orange is angry'>Fruit~</ui-button>
<ui-button style='{{data.styleChoice== 12 ? "selected" : null}}' action='styleInvisible' tooltip-side='left'
tooltip='Makes the supplypod invisible! Useful for when you want to use this feature with a gateway or something. Combos well with the "Stealth" and "Quiet Landing" effects.'>Invisible</ui-button>
<ui-button style='{{data.styleChoice == 13 ? "selected" : null}}' action='styleGondola' tooltip-side='left'
tooltip='this gondola can control when he wants to deliver his supplies if he has a smart enough mind, so offer up his body to ghosts for maximum enjoyment. (Make sure to turn off bluespace and set a arbitrarily high open-time if you do!)'>Gondola (alive)</ui-button>
<ui-button style='{{data.styleChoice == 14 ? "selected" : null}}' action='styleSeeThrough' tooltip-side='left'
tooltip='By selecting this, the pod will instead look like whatevers inside it (as if it were the contents falling by themselves, without a pod). Useful for launching mechs at the station and standing tall as they soar in from the heavens.'>Show Contents (See-Through Pod)!</ui-button> </ui-section>
</ui-display>
<ui-display>
<ui-section label = '{{data.numObjects}} turfs with launchable atoms found in Bay #{{data.bay}}'>
<ui-button action='refresh' tooltip-side='right'
<ui-section label='{{data.numObjects}} turfs in {{data.bay}}' candystripe right>
<ui-button action='refresh' tooltip-side='left'
tooltip='Manually refreshes the possible things to launch in the pod bay.'>Refresh Pod Bay</ui-button>
<ui-button style='{{data.giveLauncher ? "selected" : null}}' action='giveLauncher' tooltip-side='left'
tooltip='THE CODEX ASTARTES CALLS THIS MANEUVER: STEEL RAIN'>Enter Launch Mode</ui-button>
<ui-button style='danger' action='clearBay' tooltip-side='left'
tooltip='This will delete all objs and mobs from the selected bay.'>Clear Selected Bay</ui-button>
</ui-section>
<ui-section>
<ui-button style='{{data.giveLauncher ? "selected" : null}}' action='giveLauncher' tooltip-side='right'
tooltip='THE CODEX ASTARTES CALLS THIS MANEUVER: STEEL RAIN!!'>Enter Launch Mode</ui-button>
</ui-section>
</ui-display>
</ui-display>

View File

@@ -8,6 +8,7 @@ div[data-tooltip], span[data-tooltip]
width: 250px
padding: 10px
transform: translateX(-50%)
pointer-events: none
visibility: hidden
opacity: 0
@@ -21,6 +22,7 @@ div[data-tooltip], span[data-tooltip]
background-color: tooltip-color-background
&:hover::after
pointer-events: none
visibility: visible
opacity: 1