mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
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590 lines
37 KiB
Plaintext
590 lines
37 KiB
Plaintext
//The Great and Mighty CentCom Pod Launcher - MrDoomBringer
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//This was originally created as a way to get adminspawned items to the station in an IC manner. It's evolved to contain a few more
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//features such as item removal, smiting, controllable delivery mobs, and more.
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//This works by creating a supplypod (refered to as temp_pod) in a special room in the centcom map.
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//IMPORTANT: Even though we call it a supplypod for our purposes, it can take on the appearance and function of many other things: Eg. cruise missiles, boxes, or walking, living gondolas.
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//When the user launched the pod, items from special "bays" on the centcom map are taken and put into the supplypod
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//The user can change properties of the supplypod using the UI, and change the way that items are taken from the bay (One at a time, ordered, random, etc)
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//Many of the effects of the supplypod set here are put into action in supplypod.dm
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/client/proc/centcom_podlauncher() //Creates a verb for admins to open up the ui
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set name = "Config/Launch Supplypod"
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set desc = "Configure and launch a Centcom supplypod full of whatever your heart desires!"
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set category = "Admin"
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var/datum/centcom_podlauncher/plaunch = new(usr)//create the datum
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plaunch.ui_interact(usr)//datum has a tgui component, here we open the window
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//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
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//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)
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/datum/centcom_podlauncher
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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 ))
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var/turf/oldTurf //Keeps track of where the user was at if they use the "teleport to centcom" button, so they can go back
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var/client/holder //client of whoever is using this datum
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var/area/bay //What bay we're using to launch shit from.
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var/launchClone = FALSE //If true, then we don't actually launch the thing in the bay. Instead we call duplicateObject() and send the result
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var/launchChoice = 1 //Determines if we launch all at once (0) , in order (1), or at random(2)
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var/explosionChoice = 0 //Determines if there is no explosion (0), custom explosion (1), or just do a maxcap (2)
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var/damageChoice = 0 //Determines if we do no damage (0), custom amnt of damage (1), or gib + 5000dmg (2)
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var/launcherActivated = FALSE //check if we've entered "launch mode" (when we click a pod is launched). Used for updating mouse cursor
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var/effectBurst = FALSE //Effect that launches 5 at once in a 3x3 area centered on the target
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var/effectAnnounce = TRUE
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var/numTurfs = 0 //Counts the number of turfs with things we can launch in the chosen bay (in the centcom map)
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var/launchCounter = 1 //Used with the "Ordered" launch mode (launchChoice = 1) to see what item is launched
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var/atom/specificTarget //Do we want to target a specific mob instead of where we click? Also used for smiting
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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)
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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
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var/list/launchList = list() //Contains whatever is going to be put in the supplypod and fired. Taken from acceptableTurfs
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var/obj/effect/supplypod_selector/selector = new() //An effect used for keeping track of what item is going to be launched when in "ordered" mode (launchChoice = 1)
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var/obj/structure/closet/supplypod/centcompod/temp_pod //The temporary pod that is modified by this datum, then cloned. The buildObject() clone of this pod is what is launched
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/datum/centcom_podlauncher/New(H)//H can either be a client or a mob due to byondcode(tm)
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if (istype(H,/client))
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var/client/C = H
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holder = C //if its a client, assign it to holder
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else
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var/mob/M = H
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holder = M.client //if its a mob, assign the mob's client to holder
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bay = locate(/area/centcom/supplypod/loading/one) in GLOB.sortedAreas //Locate the default bay (one) from the centcom map
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temp_pod = new(locate(/area/centcom/supplypod/podStorage) in GLOB.sortedAreas) //Create a new temp_pod in the podStorage area on centcom (so users are free to look at it and change other variables if needed)
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orderedArea = createOrderedArea(bay) //Order all the turfs in the selected bay (top left to bottom right) to a single list. Used for the "ordered" mode (launchChoice = 1)
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/datum/centcom_podlauncher/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, \
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force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.admin_state)//ui_interact is called when the client verb is called.
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ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
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if(!ui)
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ui = new(user, src, ui_key, "centcom_podlauncher", "Config/Launch Supplypod", 700, 700, master_ui, state)
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ui.open()
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/datum/centcom_podlauncher/ui_data(mob/user) //Sends info about the pod to the UI.
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var/list/data = list() //*****NOTE*****: Many of these comments are similarly described in supplypod.dm. If you change them here, please consider doing so in the supplypod code as well!
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var/B = (istype(bay, /area/centcom/supplypod/loading/one)) ? 1 : (istype(bay, /area/centcom/supplypod/loading/two)) ? 2 : (istype(bay, /area/centcom/supplypod/loading/three)) ? 3 : (istype(bay, /area/centcom/supplypod/loading/four)) ? 4 : 0 //top ten THICCEST FUCKING TERNARY CONDITIONALS OF 2036
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data["bay"] = B //Holds the current bay the user is launching objects from. Bays are specific rooms on the centcom map.
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data["oldArea"] = (oldTurf ? get_area(oldTurf) : null) //Holds the name of the area that the user was in before using the teleportCentcom action
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data["launchClone"] = launchClone //Do we launch the actual items in the bay or just launch clones of them?
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data["launchChoice"] = launchChoice //Launch turfs all at once (0), ordered (1), or randomly(1)
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data["explosionChoice"] = explosionChoice //An explosion that occurs when landing. Can be no explosion (0), custom explosion (1), or maxcap (2)
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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)
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data["fallDuration"] = temp_pod.fallDuration //How long the pod's falling animation lasts
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data["landingDelay"] = temp_pod.landingDelay //How long the pod takes to land after launching
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data["openingDelay"] = temp_pod.openingDelay //How long the pod takes to open after landing
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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)
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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.
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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!
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data["effectLimb"] = temp_pod.effectLimb //If true, pops off a limb (if applicable) from anyone caught under the pod when it lands
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data["effectOrgans"] = temp_pod.effectOrgans //If true, yeets the organs out of any bodies caught under the pod when it lands
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data["effectBluespace"] = temp_pod.bluespace //If true, the pod deletes (in a shower of sparks) after landing
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data["effectStealth"] = temp_pod.effectStealth //If true, a target icon isnt displayed on the turf where the pod will land
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data["effectQuiet"] = temp_pod.effectQuiet //The female sniper. If true, the pod makes no noise (including related explosions, opening sounds, etc)
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data["effectMissile"] = temp_pod.effectMissile //If true, the pod deletes the second it lands. If you give it an explosion, it will act like a missile exploding as it hits the ground
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data["effectCircle"] = temp_pod.effectCircle //If true, allows the pod to come in at any angle. Bit of a weird feature but whatever its here
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data["effectBurst"] = effectBurst //IOf true, launches five pods at once (with a very small delay between for added coolness), in a 3x3 area centered around the area
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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
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data["effectTarget"] = specificTarget //Launches the pod at the turf of a specific mob target, rather than wherever the user clicked. Useful for smites
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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)
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data["effectAnnounce"] = effectAnnounce
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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)
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data["numObjects"] = numTurfs //Counts the number of turfs that contain a launchable object in the centcom supplypod bay
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data["fallingSound"] = temp_pod.fallingSound != initial(temp_pod.fallingSound)//Admin sound to play as the pod falls
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data["landingSound"] = temp_pod.landingSound //Admin sound to play when the pod lands
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data["openingSound"] = temp_pod.openingSound //Admin sound to play when the pod opens
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data["leavingSound"] = temp_pod.leavingSound //Admin sound to play when the pod leaves
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data["soundVolume"] = temp_pod.soundVolume != initial(temp_pod.soundVolume) //Admin sound to play when the pod leaves
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return data
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/datum/centcom_podlauncher/ui_act(action, params)
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if(..())
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return
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switch(action)
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////////////////////////////UTILITIES//////////////////
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if("bay1")
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bay = locate(/area/centcom/supplypod/loading/one) in GLOB.sortedAreas //set the "bay" variable to the corresponding room in centcom
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refreshBay() //calls refreshBay() which "recounts" the bay to see what items we can launch (among other things).
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. = TRUE
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if("bay2")
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bay = locate(/area/centcom/supplypod/loading/two) in GLOB.sortedAreas
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refreshBay()
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. = TRUE
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if("bay3")
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bay = locate(/area/centcom/supplypod/loading/three) in GLOB.sortedAreas
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refreshBay()
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. = TRUE
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if("bay4")
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bay = locate(/area/centcom/supplypod/loading/four) in GLOB.sortedAreas
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refreshBay()
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. = TRUE
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if("teleportCentcom") //Teleports the user to the centcom supply loading facility.
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var/mob/M = holder.mob //We teleport whatever mob the client is attached to at the point of clicking
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oldTurf = get_turf(M) //Used for the "teleportBack" action
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var/area/A = locate(/area/centcom/supplypod/loading) in GLOB.sortedAreas
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var/list/turfs = list()
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for(var/turf/T in A)
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turfs.Add(T) //Fill a list with turfs in the area
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var/turf/T = safepick(turfs) //Only teleport if the list isn't empty
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if(!T) //If the list is empty, error and cancel
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to_chat(M, "Nowhere to jump to!")
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return
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M.forceMove(T) //Perform the actual teleport
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log_admin("[key_name(usr)] jumped to [AREACOORD(A)]")
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message_admins("[key_name_admin(usr)] jumped to [AREACOORD(A)]")
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. = TRUE
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if("teleportBack") //After teleporting to centcom, this button allows the user to teleport to the last spot they were at.
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var/mob/M = holder.mob
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if (!oldTurf) //If theres no turf to go back to, error and cancel
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to_chat(M, "Nowhere to jump to!")
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return
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M.forceMove(oldTurf) //Perform the actual teleport
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log_admin("[key_name(usr)] jumped to [AREACOORD(oldTurf)]")
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message_admins("[key_name_admin(usr)] jumped to [AREACOORD(oldTurf)]")
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. = TRUE
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////////////////////////////LAUNCH STYLE CHANGES//////////////////
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if("launchClone") //Toggles the launchClone var. See variable declarations above for what this specifically means
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launchClone = !launchClone
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. = TRUE
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if("launchOrdered") //Launch turfs (from the orderedArea list) one at a time in order, from the supplypod bay at centcom
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if (launchChoice == 1) //launchChoice 1 represents ordered. If we push "ordered" and it already is, then we go to default value
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launchChoice = 0
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updateSelector() //Move the selector effect to the next object that will be launched. See variable declarations for more info on the selector effect.
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return
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launchChoice = 1
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updateSelector()
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. = TRUE
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if("launchRandom") //Pick random turfs from the supplypod bay at centcom to launch
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if (launchChoice == 2)
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launchChoice = 0
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updateSelector()
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return
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launchChoice = 2
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updateSelector()
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. = TRUE
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////////////////////////////POD EFFECTS//////////////////
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if("explosionCustom") //Creates an explosion when the pod lands
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if (explosionChoice == 1) //If already a custom explosion, set to default (no explosion)
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explosionChoice = 0
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temp_pod.explosionSize = list(0,0,0,0)
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return
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var/list/expNames = list("Devastation", "Heavy Damage", "Light Damage", "Flame") //Explosions have a range of different types of damage
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var/list/boomInput = list()
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for (var/i=1 to expNames.len) //Gather input from the user for the value of each type of damage
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boomInput.Add(input("[expNames[i]] Range", "Enter the [expNames[i]] range of the explosion. WARNING: This ignores the bomb cap!", 0) as null|num)
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if (isnull(boomInput[i]))
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return
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if (!isnum(boomInput[i])) //If the user doesn't input a number, set that specific explosion value to zero
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alert(usr, "That wasnt a number! Value set to default (zero) instead.")
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boomInput = 0
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explosionChoice = 1
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temp_pod.explosionSize = boomInput
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. = TRUE
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if("explosionBus") //Creates a maxcap when the pod lands
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if (explosionChoice == 2) //If already a maccap, set to default (no explosion)
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explosionChoice = 0
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temp_pod.explosionSize = list(0,0,0,0)
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return
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explosionChoice = 2
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temp_pod.explosionSize = list(GLOB.MAX_EX_DEVESTATION_RANGE, GLOB.MAX_EX_HEAVY_RANGE, GLOB.MAX_EX_LIGHT_RANGE,GLOB.MAX_EX_FLAME_RANGE) //Set explosion to max cap of server
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. = TRUE
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if("damageCustom") //Deals damage to whoevers under the pod when it lands
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if (damageChoice == 1) //If already doing custom damage, set back to default (no damage)
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damageChoice = 0
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temp_pod.damage = 0
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return
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var/damageInput = input("How much damage to deal", "Enter the amount of brute damage dealt by getting hit", 0) as null|num
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if (isnull(damageInput))
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return
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if (!isnum(damageInput)) //Sanitize the input for damage to deal.s
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alert(usr, "That wasnt a number! Value set to default (zero) instead.")
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damageInput = 0
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damageChoice = 1
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temp_pod.damage = damageInput
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. = TRUE
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if("damageGib") //Gibs whoever is under the pod when it lands. Also deals 5000 damage, just to be sure.
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if (damageChoice == 2) //If already gibbing, set back to default (no damage)
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damageChoice = 0
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temp_pod.damage = 0
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temp_pod.effectGib = FALSE
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return
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damageChoice = 2
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temp_pod.damage = 5000
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temp_pod.effectGib = TRUE //Gibs whoever is under the pod when it lands
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. = TRUE
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if("effectName") //Give the supplypod a custom name. Supplypods automatically get their name based on their style (see supplypod/setStyle() proc), so doing this overrides that.
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if (temp_pod.adminNamed) //If we're already adminNamed, set the name of the pod back to default
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temp_pod.adminNamed = FALSE
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temp_pod.setStyle(temp_pod.style) //This resets the name of the pod based on it's current style (see supplypod/setStyle() proc)
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return
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var/nameInput= input("Custom name", "Enter a custom name", POD_STYLES[temp_pod.style][POD_NAME]) as null|text //Gather input for name and desc
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if (isnull(nameInput))
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return
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var/descInput = input("Custom description", "Enter a custom desc", POD_STYLES[temp_pod.style][POD_DESC]) as null|text //The POD_STYLES is used to get the name, desc, or icon state based on the pod's style
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if (isnull(descInput))
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return
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temp_pod.name = nameInput
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temp_pod.desc = descInput
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temp_pod.adminNamed = TRUE //This variable is checked in the supplypod/setStyle() proc
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. = TRUE
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if("effectStun") //Toggle: Any mob under the pod is stunned (cant move) until the pod lands, hitting them!
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temp_pod.effectStun = !temp_pod.effectStun
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. = TRUE
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if("effectLimb") //Toggle: Anyone carbon mob under the pod loses a limb when it lands
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temp_pod.effectLimb = !temp_pod.effectLimb
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. = TRUE
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if("effectOrgans") //Toggle: Any carbon mob under the pod loses every limb and organ
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temp_pod.effectOrgans = !temp_pod.effectOrgans
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. = TRUE
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if("effectBluespace") //Toggle: Deletes the pod after landing
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temp_pod.bluespace = !temp_pod.bluespace
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. = TRUE
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if("effectStealth") //Toggle: There is no red target indicator showing where the pod will land
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temp_pod.effectStealth = !temp_pod.effectStealth
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. = TRUE
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if("effectQuiet") //Toggle: The pod makes no noise (explosions, opening sounds, etc)
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temp_pod.effectQuiet = !temp_pod.effectQuiet
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. = TRUE
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if("effectMissile") //Toggle: The pod deletes the instant it lands. Looks nicer than just setting the open delay and leave delay to zero. Useful for combo-ing with explosions
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temp_pod.effectMissile = !temp_pod.effectMissile
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. = TRUE
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if("effectCircle") //Toggle: The pod can come in from any descent angle. Goof requested this im not sure why but it looks p funny actually
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temp_pod.effectCircle = !temp_pod.effectCircle
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. = TRUE
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if("effectBurst") //Toggle: Launch 5 pods (with a very slight delay between) in a 3x3 area centered around the target
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effectBurst = !effectBurst
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. = TRUE
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if("effectAnnounce") //Toggle: Sends a ghost announcement.
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effectAnnounce = !effectAnnounce
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. = TRUE
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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
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temp_pod.reversing = !temp_pod.reversing
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. = TRUE
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if("effectTarget") //Toggle: Launch at a specific mob (instead of at whatever turf you click on). Used for the supplypod smite
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if (specificTarget)
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specificTarget = null
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return
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var/list/mobs = getpois()//code stolen from observer.dm
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var/inputTarget = input("Select a mob! (Smiting does this automatically)", "Target", null, null) as null|anything in mobs
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if (isnull(inputTarget))
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return
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var/mob/target = mobs[inputTarget]
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specificTarget = target///input specific tartget
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. = TRUE
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////////////////////////////TIMER DELAYS//////////////////
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if("fallDuration") //Change the falling animation duration
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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
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temp_pod.fallDuration = initial(temp_pod.fallDuration)
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return
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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
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if (isnull(timeInput))
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return
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if (!isnum(timeInput)) //Sanitize input, if it doesnt check out, error and set to default
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alert(usr, "That wasnt a number! Value set to default ([initial(temp_pod.fallDuration)*0.1]) instead.")
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timeInput = initial(temp_pod.fallDuration)
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temp_pod.fallDuration = 10 * timeInput
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. = TRUE
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if("landingDelay") //Change the time it takes the pod to land, after firing
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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
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temp_pod.landingDelay = initial(temp_pod.landingDelay)
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return
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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
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if (isnull(timeInput))
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return
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if (!isnum(timeInput)) //Sanitize input, if it doesnt check out, error and set to default
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alert(usr, "That wasnt a number! Value set to default ([initial(temp_pod.landingDelay)*0.1]) instead.")
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timeInput = initial(temp_pod.landingDelay)
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temp_pod.landingDelay = 10 * timeInput
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. = TRUE
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if("openingDelay") //Change the time it takes the pod to open it's door (and release its contents) after landing
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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
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temp_pod.openingDelay = initial(temp_pod.openingDelay)
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return
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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
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if (isnull(timeInput))
|
|
return
|
|
if (!isnum(timeInput)) //Sanitize input
|
|
alert(usr, "That wasnt a number! Value set to default ([initial(temp_pod.openingDelay)*0.1]) instead.")
|
|
timeInput = initial(temp_pod.openingDelay)
|
|
temp_pod.openingDelay = 10 * timeInput
|
|
. = TRUE
|
|
if("departureDelay") //Change the time it takes the pod to leave (if bluespace = true it just deletes, if effectReverse = true it goes back to centcom)
|
|
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("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))
|
|
alert(usr, "That wasnt a number! Value set to default ([initial(temp_pod.departureDelay)*0.1]) instead.")
|
|
timeInput = initial(temp_pod.departureDelay)
|
|
temp_pod.departureDelay = 10 * timeInput
|
|
. = 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
|
|
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
|
|
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
|
|
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 != initial(temp_pod.soundVolume))
|
|
temp_pod.soundVolume = initial(temp_pod.soundVolume)
|
|
return
|
|
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)
|
|
//as a way to get the proper icon state, name, and description of the pod.
|
|
if("styleStandard")
|
|
temp_pod.setStyle(STYLE_STANDARD)
|
|
. = TRUE
|
|
if("styleBluespace")
|
|
temp_pod.setStyle(STYLE_BLUESPACE)
|
|
. = TRUE
|
|
if("styleSyndie")
|
|
temp_pod.setStyle(STYLE_SYNDICATE)
|
|
. = TRUE
|
|
if("styleBlue")
|
|
temp_pod.setStyle(STYLE_BLUE)
|
|
. = TRUE
|
|
if("styleCult")
|
|
temp_pod.setStyle(STYLE_CULT)
|
|
. = TRUE
|
|
if("styleMissile")
|
|
temp_pod.setStyle(STYLE_MISSILE)
|
|
. = TRUE
|
|
if("styleSMissile")
|
|
temp_pod.setStyle(STYLE_RED_MISSILE)
|
|
. = TRUE
|
|
if("styleBox")
|
|
temp_pod.setStyle(STYLE_BOX)
|
|
. = TRUE
|
|
if("styleHONK")
|
|
temp_pod.setStyle(STYLE_HONK)
|
|
. = TRUE
|
|
if("styleFruit")
|
|
temp_pod.setStyle(STYLE_FRUIT)
|
|
. = TRUE
|
|
if("styleInvisible")
|
|
temp_pod.setStyle(STYLE_INVISIBLE)
|
|
. = TRUE
|
|
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
|
|
if("giveLauncher") //Enters the "Launch Mode". When the launcher is activated, temp_pod is cloned, and the result it filled and launched anywhere the user clicks (unless specificTarget is true)
|
|
launcherActivated = !launcherActivated
|
|
updateCursor(launcherActivated) //Update the cursor of the user to a cool looking target icon
|
|
. = TRUE
|
|
|
|
/datum/centcom_podlauncher/ui_close() //Uses the destroy() proc. When the user closes the UI, we clean up the temp_pod and supplypod_selector variables.
|
|
qdel(src)
|
|
|
|
/datum/centcom_podlauncher/proc/updateCursor(var/launching) //Update the moues of the user
|
|
if (holder) //Check to see if we have a client
|
|
if (launching) //If the launching param is true, we give the user new mouse icons.
|
|
holder.mouse_up_icon = 'icons/effects/supplypod_target.dmi' //Icon for when mouse is released
|
|
holder.mouse_down_icon = 'icons/effects/supplypod_down_target.dmi' //Icon for when mouse is pressed
|
|
holder.mouse_pointer_icon = holder.mouse_up_icon //Icon for idle mouse (same as icon for when released)
|
|
holder.click_intercept = src //Create a click_intercept so we know where the user is clicking
|
|
else
|
|
var/mob/M = holder.mob
|
|
holder.mouse_up_icon = null
|
|
holder.mouse_down_icon = null
|
|
holder.click_intercept = null
|
|
if (M)
|
|
M.update_mouse_pointer() //set the moues icons to null, then call update_moues_pointer() which resets them to the correct values based on what the mob is doing (in a mech, holding a spell, etc)()
|
|
|
|
/datum/centcom_podlauncher/proc/InterceptClickOn(user,params,atom/target) //Click Intercept so we know where to send pods where the user clicks
|
|
var/list/pa = params2list(params)
|
|
var/left_click = pa.Find("left")
|
|
if (launcherActivated)
|
|
//Clicking on UI elements shouldn't launch a pod
|
|
if(istype(target,/obj/screen))
|
|
return FALSE
|
|
|
|
. = TRUE
|
|
|
|
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 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
|
|
for (var/i in 1 to 5) //If we're using burst mode, launch 5 pods
|
|
if (isnull(target))
|
|
break //if our target gets deleted during this, we stop the show
|
|
preLaunch() //Same as above
|
|
var/LZ = locate(target.x + rand(-1,1), target.y + rand(-1,1), target.z) //Pods are randomly adjacent to (or the same as) the target
|
|
if (LZ) //just incase we're on the edge of the map or something that would cause target.x+1 to fail
|
|
launch(LZ) //launch the pod at the adjacent turf
|
|
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.
|
|
|
|
/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
|
|
preLaunch() //Fill acceptable turfs from orderedArea, then fill launchList from acceptableTurfs (see proc for more info)
|
|
|
|
/datum/centcom_podlauncher/proc/createOrderedArea(area/A) //This assumes the area passed in is a continuous square
|
|
if (isnull(A)) //If theres no supplypod bay mapped into centcom, throw an error
|
|
to_chat(holder.mob, "No /area/centcom/supplypod/loading/one (or /two or /three or /four) in the world! You can make one yourself (then refresh) for now, but yell at a mapper to fix this, today!")
|
|
CRASH("No /area/centcom/supplypod/loading/one (or /two or /three or /four) has been mapped into the centcom z-level!")
|
|
return
|
|
orderedArea = list()
|
|
if (!isemptylist(A.contents)) //Go through the area passed into the proc, and figure out the top left and bottom right corners by calculating max and min values
|
|
var/startX = A.contents[1].x //Create the four values (we do it off a.contents[1] so they have some sort of arbitrary initial value. They should be overwritten in a few moments)
|
|
var/endX = A.contents[1].x
|
|
var/startY = A.contents[1].y
|
|
var/endY = A.contents[1].y
|
|
for (var/turf/T in A) //For each turf in the area, go through and find:
|
|
if (T.x < startX) //The turf with the smallest x value. This is our startX
|
|
startX = T.x
|
|
else if (T.x > endX) //The turf with the largest x value. This is our endX
|
|
endX = T.x
|
|
else if (T.y > startY) //The turf with the largest Y value. This is our startY
|
|
startY = T.y
|
|
else if (T.y < endY) //The turf with the smallest Y value. This is our endY
|
|
endY = T.y
|
|
for (var/i in endY to startY)
|
|
for (var/j in startX to endX)
|
|
orderedArea.Add(locate(j,startY - (i - endY),1)) //After gathering the start/end x and y, go through locating each turf from top left to bottom right, like one would read a book
|
|
return orderedArea //Return the filled list
|
|
|
|
/datum/centcom_podlauncher/proc/preLaunch() //Creates a list of acceptable items,
|
|
numTurfs = 0 //Counts the number of turfs that can be launched (remember, supplypods either launch all at once or one turf-worth of items at a time)
|
|
acceptableTurfs = list()
|
|
for (var/turf/T in orderedArea) //Go through the orderedArea list
|
|
if (typecache_filter_list_reverse(T.contents, ignored_atoms).len != 0) //if there is something in this turf that isnt in the blacklist, we consider this turf "acceptable" and add it to the acceptableTurfs list
|
|
acceptableTurfs.Add(T) //Because orderedArea was an ordered linear list, acceptableTurfs will be as well.
|
|
numTurfs ++
|
|
|
|
launchList = list() //Anything in launchList will go into the supplypod when it is launched
|
|
if (!isemptylist(acceptableTurfs) && !temp_pod.reversing && !temp_pod.effectMissile) //We dont fill the supplypod if acceptableTurfs is empty, if the pod is going in reverse (effectReverse=true), or if the pod is acitng like a missile (effectMissile=true)
|
|
switch(launchChoice)
|
|
if(0) //If we are launching all the turfs at once
|
|
for (var/turf/T in acceptableTurfs)
|
|
launchList |= typecache_filter_list_reverse(T.contents, ignored_atoms) //We filter any blacklisted atoms and add the rest to the launchList
|
|
if(1) //If we are launching one at a time
|
|
if (launchCounter > acceptableTurfs.len) //Check if the launchCounter, which acts as an index, is too high. If it is, reset it to 1
|
|
launchCounter = 1 //Note that the launchCounter index is incremented in the launch() proc
|
|
for (var/atom/movable/O in acceptableTurfs[launchCounter].contents) //Go through the acceptableTurfs list based on the launchCounter index
|
|
launchList |= typecache_filter_list_reverse(acceptableTurfs[launchCounter].contents, ignored_atoms) //Filter the specicic turf chosen from acceptableTurfs, and add it to the launchList
|
|
if(2) //If we are launching randomly
|
|
launchList |= typecache_filter_list_reverse(pick_n_take(acceptableTurfs).contents, ignored_atoms) //filter a random turf from the acceptableTurfs list and add it to the launchList
|
|
updateSelector() //Call updateSelector(), which, if we are launching one at a time (launchChoice==2), will move to the next turf that will be launched
|
|
//UpdateSelector() is here (instead if the if(1) switch block) because it also moves the selector to nullspace (to hide it) if needed
|
|
|
|
/datum/centcom_podlauncher/proc/launch(turf/A) //Game time started
|
|
if (isnull(A))
|
|
return
|
|
var/obj/structure/closet/supplypod/centcompod/toLaunch = DuplicateObject(temp_pod) //Duplicate the temp_pod (which we have been varediting or configuring with the UI) and store the result
|
|
toLaunch.bay = bay //Bay is currently a nonstatic expression, so it cant go into toLaunch using DuplicateObject
|
|
toLaunch.update_icon()//we update_icon() here so that the door doesnt "flicker on" right after it lands
|
|
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/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/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
|
|
|
|
/datum/centcom_podlauncher/proc/updateSelector() //Ensures that the selector effect will showcase the next item if needed
|
|
if (launchChoice == 1 && !isemptylist(acceptableTurfs) && !temp_pod.reversing && !temp_pod.effectMissile) //We only show the selector if we are taking items from the bay
|
|
var/index = launchCounter + 1 //launchCounter acts as an index to the ordered acceptableTurfs list, so adding one will show the next item in the list
|
|
if (index > acceptableTurfs.len) //out of bounds check
|
|
index = 1
|
|
selector.forceMove(acceptableTurfs[index]) //forceMove the selector to the next turf in the ordered acceptableTurfs list
|
|
else
|
|
selector.moveToNullspace() //Otherwise, we move the selector to nullspace until it is needed again
|
|
|
|
/datum/centcom_podlauncher/Destroy() //The Destroy() proc. This is called by ui_close proc, or whenever the user leaves the game
|
|
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]")
|