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Adds a default welcome message. Was lost in a game mode cleanup. Traitors should now have telecrystals again. Also lost in the game mode cleanup. Uplinks without correctly defined owners are now also printed in the round end summary.
217 lines
8.3 KiB
Plaintext
217 lines
8.3 KiB
Plaintext
//This could either be split into the proper DM files or placed somewhere else all together, but it'll do for now -Nodrak
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/*
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A list of items and costs is stored under the datum of every game mode, alongside the number of crystals, and the welcoming message.
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*/
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/obj/item/device/uplink
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var/welcome = "Welcome, Operative" // Welcoming menu message
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var/uses // Numbers of crystals
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var/list/ItemsCategory // List of categories with lists of items
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var/list/ItemsReference // List of references with an associated item
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var/list/nanoui_items // List of items for NanoUI use
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var/nanoui_menu = 0 // The current menu we are in
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var/list/nanoui_data = new // Additional data for NanoUI use
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var/list/purchase_log = new
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var/datum/mind/uplink_owner = null
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var/used_TC = 0
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/obj/item/device/uplink/nano_host()
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return loc
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/obj/item/device/uplink/New(var/location, var/datum/mind/owner, var/telecrystals = DEFAULT_TELECRYSTAL_AMOUNT)
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..()
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src.uplink_owner = owner
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purchase_log = list()
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world_uplinks += src
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uses = telecrystals
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/obj/item/device/uplink/Destroy()
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world_uplinks -= src
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..()
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// HIDDEN UPLINK - Can be stored in anything but the host item has to have a trigger for it.
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/* How to create an uplink in 3 easy steps!
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1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add "uses".
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2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "usr << browse(null, "window=windowname") if it returns true.
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The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
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3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc.
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Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
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*/
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/obj/item/device/uplink/hidden
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name = "hidden uplink"
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desc = "There is something wrong if you're examining this."
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var/active = 0
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var/datum/uplink_category/category = 0 // The current category we are in
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var/exploit_id // Id of the current exploit record we are viewing
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// The hidden uplink MUST be inside an obj/item's contents.
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/obj/item/device/uplink/hidden/New()
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spawn(2)
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if(!istype(src.loc, /obj/item))
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qdel(src)
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..()
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nanoui_data = list()
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update_nano_data()
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// Toggles the uplink on and off. Normally this will bypass the item's normal functions and go to the uplink menu, if activated.
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/obj/item/device/uplink/hidden/proc/toggle()
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active = !active
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// Directly trigger the uplink. Turn on if it isn't already.
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/obj/item/device/uplink/hidden/proc/trigger(mob/user as mob)
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if(!active)
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toggle()
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interact(user)
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// Checks to see if the value meets the target. Like a frequency being a traitor_frequency, in order to unlock a headset.
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// If true, it accesses trigger() and returns 1. If it fails, it returns false. Use this to see if you need to close the
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// current item's menu.
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/obj/item/device/uplink/hidden/proc/check_trigger(mob/user as mob, var/value, var/target)
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if(value == target)
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trigger(user)
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return 1
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return 0
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/*
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NANO UI FOR UPLINK WOOP WOOP
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*/
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/obj/item/device/uplink/hidden/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1)
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var/title = "Remote Uplink"
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var/data[0]
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data["welcome"] = welcome
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data["crystals"] = uses
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data["menu"] = nanoui_menu
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data += nanoui_data
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// update the ui if it exists, returns null if no ui is passed/found
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ui = nanomanager.try_update_ui(user, src, ui_key, ui, data, force_open)
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if (!ui) // No auto-refresh
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ui = new(user, src, ui_key, "uplink.tmpl", title, 450, 600, state = inventory_state)
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ui.set_initial_data(data)
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ui.open()
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// Interaction code. Gathers a list of items purchasable from the paren't uplink and displays it. It also adds a lock button.
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/obj/item/device/uplink/hidden/interact(mob/user)
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ui_interact(user)
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// The purchasing code.
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/obj/item/device/uplink/hidden/Topic(href, href_list)
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if(..())
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return 1
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var/mob/user = usr
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if(href_list["buy_item"])
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var/datum/uplink_item/UI = (locate(href_list["buy_item"]) in uplink.items)
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UI.buy(src, usr)
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else if(href_list["lock"])
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toggle()
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var/datum/nanoui/ui = nanomanager.get_open_ui(user, src, "main")
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ui.close()
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else if(href_list["return"])
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nanoui_menu = round(nanoui_menu/10)
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else if(href_list["menu"])
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nanoui_menu = text2num(href_list["menu"])
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if(href_list["id"])
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exploit_id = href_list["id"]
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if(href_list["category"])
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category = locate(href_list["category"]) in uplink.categories
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update_nano_data()
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return 1
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/obj/item/device/uplink/hidden/proc/update_nano_data()
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if(nanoui_menu == 0)
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var/categories[0]
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for(var/datum/uplink_category/category in uplink.categories)
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if(category.can_view(src))
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categories[++categories.len] = list("name" = category.name, "ref" = "\ref[category]")
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nanoui_data["categories"] = categories
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else if(nanoui_menu == 1)
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var/items[0]
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for(var/datum/uplink_item/item in category.items)
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if(item.can_view(src))
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var/cost = item.cost(uses)
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if(!cost) cost = "???"
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items[++items.len] = list("name" = item.name, "description" = replacetext(item.description(), "\n", "<br>"), "can_buy" = item.can_buy(src), "cost" = cost, "ref" = "\ref[item]")
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nanoui_data["items"] = items
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else if(nanoui_menu == 2)
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var/permanentData[0]
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for(var/datum/data/record/L in sortRecord(data_core.locked))
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permanentData[++permanentData.len] = list(Name = L.fields["name"],"id" = L.fields["id"])
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nanoui_data["exploit_records"] = permanentData
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else if(nanoui_menu == 21)
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nanoui_data["exploit_exists"] = 0
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for(var/datum/data/record/L in data_core.locked)
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if(L.fields["id"] == exploit_id)
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nanoui_data["exploit"] = list() // Setting this to equal L.fields passes it's variables that are lists as reference instead of value.
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// We trade off being able to automatically add shit for more control over what gets passed to json
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// and if it's sanitized for html.
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nanoui_data["exploit"]["nanoui_exploit_record"] = html_encode(L.fields["exploit_record"]) // Change stuff into html
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nanoui_data["exploit"]["nanoui_exploit_record"] = replacetext(nanoui_data["exploit"]["nanoui_exploit_record"], "\n", "<br>") // change line breaks into <br>
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nanoui_data["exploit"]["name"] = html_encode(L.fields["name"])
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nanoui_data["exploit"]["sex"] = html_encode(L.fields["sex"])
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nanoui_data["exploit"]["age"] = html_encode(L.fields["age"])
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nanoui_data["exploit"]["species"] = html_encode(L.fields["species"])
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nanoui_data["exploit"]["rank"] = html_encode(L.fields["rank"])
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nanoui_data["exploit"]["home_system"] = html_encode(L.fields["home_system"])
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nanoui_data["exploit"]["citizenship"] = html_encode(L.fields["citizenship"])
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nanoui_data["exploit"]["faction"] = html_encode(L.fields["faction"])
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nanoui_data["exploit"]["religion"] = html_encode(L.fields["religion"])
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nanoui_data["exploit"]["fingerprint"] = html_encode(L.fields["fingerprint"])
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nanoui_data["exploit_exists"] = 1
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break
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// I placed this here because of how relevant it is.
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// You place this in your uplinkable item to check if an uplink is active or not.
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// If it is, it will display the uplink menu and return 1, else it'll return false.
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// If it returns true, I recommend closing the item's normal menu with "user << browse(null, "window=name")"
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/obj/item/proc/active_uplink_check(mob/user as mob)
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// Activates the uplink if it's active
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if(src.hidden_uplink)
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if(src.hidden_uplink.active)
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src.hidden_uplink.trigger(user)
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return 1
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return 0
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// PRESET UPLINKS
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// A collection of preset uplinks.
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//
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// Includes normal radio uplink, multitool uplink,
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// implant uplink (not the implant tool) and a preset headset uplink.
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/obj/item/device/radio/uplink/New()
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hidden_uplink = new(src)
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icon_state = "radio"
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/obj/item/device/radio/uplink/attack_self(mob/user as mob)
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if(hidden_uplink)
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hidden_uplink.trigger(user)
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/obj/item/device/multitool/uplink/New()
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hidden_uplink = new(src)
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/obj/item/device/multitool/uplink/attack_self(mob/user as mob)
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if(hidden_uplink)
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hidden_uplink.trigger(user)
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/obj/item/device/radio/headset/uplink
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traitor_frequency = 1445
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/obj/item/device/radio/headset/uplink/New()
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..()
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hidden_uplink = new(src)
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hidden_uplink.uses = DEFAULT_TELECRYSTAL_AMOUNT
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