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Announcement system refactoring.
Turns announcements into a datum based system to allow a variety of configurations. Current configuration options include: Admin logging Which sound that should play when announced, if any If the announcement should be stored as a newscast Request console/standard announcements currently match priority announcements, but have a smaller style/footprint. Player announcements now include the assignment and name of the person (or the id rather) who made it. Have currently only updated the request console and all announcements which previously used captain_announce(). Affected automated announcements, such as shuttle messages, should be exactly the same as before.
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@@ -43,6 +43,12 @@
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var/stat_msg1
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var/stat_msg2
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var/datum/announcement/priority/crew_announcement = new
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New()
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..()
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crew_announcement.newscast = 1
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Reset()
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..()
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authenticated = 0
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@@ -68,11 +74,13 @@
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authenticated = 1
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if(access_captain in I.GetAccess())
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authenticated = 2
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crew_announcement.announcer = GetNameAndAssignmentFromId(I)
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if(istype(I,/obj/item/weapon/card/emag))
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authenticated = 2
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computer.emagged = 1
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if("logout" in href_list)
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authenticated = 0
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crew_announcement.announcer = ""
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if("swipeidseclevel" in href_list)
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var/mob/M = usr
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@@ -104,13 +112,13 @@
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usr << "You need to swipe your ID."
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if("announce" in href_list)
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if(authenticated==2)
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if(message_cooldown) return
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var/input = stripped_input(usr, "Please choose a message to announce to the station crew.", "What?")
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if(message_cooldown)
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usr << "Please allow at least one minute to pass between announcements"
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return
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var/input = stripped_input(usr, "Please write a message to announce to the station crew.", "Priority Announcement")
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if(!input || !interactable())
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return
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captain_announce(input)//This should really tell who is, IE HoP, CE, HoS, RD, Captain
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log_say("[key_name(usr)] has made a captain announcement: [input]")
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message_admins("[key_name_admin(usr)] has made a captain announcement.", 1)
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crew_announcement.Announce(input)
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message_cooldown = 1
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spawn(600)//One minute cooldown
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message_cooldown = 0
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