mirror of
https://github.com/yogstation13/Yogstation.git
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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
209 lines
5.6 KiB
Plaintext
209 lines
5.6 KiB
Plaintext
// Navigation beacon for AI robots
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// No longer exists on the radio controller, it is managed by a global list.
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/obj/machinery/navbeacon
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icon = 'icons/obj/objects.dmi'
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icon_state = "navbeacon0-f"
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name = "navigation beacon"
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desc = "A radio beacon used for bot navigation."
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layer = LOW_OBJ_LAYER
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max_integrity = 500
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armor = list(MELEE = 70, BULLET = 70, LASER = 70, ENERGY = 70, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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var/open = FALSE // true if cover is open
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var/locked = TRUE // true if controls are locked
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var/freq = FREQ_NAV_BEACON
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var/location = "" // location response text
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var/list/codes // assoc. list of transponder codes
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var/codes_txt = "" // codes as set on map: "tag1;tag2" or "tag1=value;tag2=value"
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req_one_access = list(ACCESS_ENGINE, ACCESS_ROBO_CONTROL)
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/obj/machinery/navbeacon/Initialize(mapload)
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. = ..()
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set_codes()
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if(codes[NAVBEACON_PATROL_MODE])
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if(!GLOB.navbeacons["[z]"])
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GLOB.navbeacons["[z]"] = list()
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GLOB.navbeacons["[z]"] += src //Register with the patrol list!
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if(codes[NAVBEACON_DELIVERY_MODE])
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GLOB.deliverybeacons += src
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GLOB.deliverybeacontags += location
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AddElement(/datum/element/undertile, TRAIT_T_RAY_VISIBLE)
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/obj/machinery/navbeacon/Destroy()
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if (GLOB.navbeacons["[z]"])
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GLOB.navbeacons["[z]"] -= src //Remove from beacon list, if in one.
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GLOB.deliverybeacons -= src
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return ..()
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/obj/machinery/navbeacon/on_changed_z_level(turf/old_turf, turf/new_turf, same_z_layer, notify_contents)
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if (GLOB.navbeacons["[old_turf?.z]"])
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GLOB.navbeacons["[old_turf?.z]"] -= src
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if (GLOB.navbeacons["[new_turf?.z]"])
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GLOB.navbeacons["[new_turf?.z]"] += src
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return ..()
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// set the transponder codes assoc list from codes_txt
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/obj/machinery/navbeacon/proc/set_codes()
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if(!codes_txt)
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return
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codes = new()
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var/list/entries = splittext(codes_txt, ";") // entries are separated by semicolons
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for(var/e in entries)
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var/index = findtext(e, "=") // format is "key=value"
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if(index)
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var/key = copytext(e, 1, index)
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var/val = copytext(e, index + length(e[index]))
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codes[key] = val
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else
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codes[e] = "1"
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// update the icon_state
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/obj/machinery/navbeacon/update_icon_state()
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. = ..()
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var/state = "navbeacon[open]"
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if(invisibility)
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// if invisible, set icon to faded version
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// in case revealed by T-scanner
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icon_state = "[state]-f"
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else
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icon_state = "[state]"
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/obj/machinery/navbeacon/attackby(obj/item/I, mob/user, params)
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var/turf/T = loc
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if(T.underfloor_accessibility >= UNDERFLOOR_INTERACTABLE)
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return // prevent intraction when T-scanner revealed
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if(I.tool_behaviour == TOOL_SCREWDRIVER)
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open = !open
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user.visible_message("[user] [open ? "opens" : "closes"] the beacon's cover.", span_notice("You [open ? "open" : "close"] the beacon's cover."))
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update_appearance(UPDATE_ICON)
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else if(I.GetID())
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if(open)
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if (src.allowed(user))
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src.locked = !src.locked
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to_chat(user, span_notice("Controls are now [src.locked ? "locked" : "unlocked"]."))
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else
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to_chat(user, span_danger("Access denied."))
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updateDialog()
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else
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to_chat(user, span_warning("You must open the cover first!"))
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else
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return ..()
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/obj/machinery/navbeacon/attack_ai(mob/user)
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interact(user, 1)
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/obj/machinery/navbeacon/attack_paw()
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return
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/obj/machinery/navbeacon/ui_interact(mob/user)
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. = ..()
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var/ai = isAI(user)
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var/turf/T = loc
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if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE)
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return // prevent intraction when T-scanner revealed
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if(!open && !ai) // can't alter controls if not open, unless you're an AI
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to_chat(user, span_warning("The beacon's control cover is closed!"))
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return
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var/t
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if(locked && !ai)
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t = {"<TT><B>Navigation Beacon</B><HR><BR>
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<i>(swipe card to unlock controls)</i><BR>
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Location: [location ? location : "(none)"]</A><BR>
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Transponder Codes:<UL>"}
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for(var/key in codes)
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t += "<LI>[key] ... [codes[key]]"
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t+= "<UL></TT>"
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else
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t = {"<TT><B>Navigation Beacon</B><HR><BR>
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<i>(swipe card to lock controls)</i><BR>
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<HR>
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Location: <A href='byond://?src=[REF(src)];locedit=1'>[location ? location : "None"]</A><BR>
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Transponder Codes:<UL>"}
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for(var/key in codes)
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t += "<LI>[key] ... [codes[key]]"
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t += " <A href='byond://?src=[REF(src)];edit=1;code=[key]'>Edit</A>"
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t += " <A href='byond://?src=[REF(src)];delete=1;code=[key]'>Delete</A><BR>"
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t += " <A href='byond://?src=[REF(src)];add=1;'>Add New</A><BR>"
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t+= "<UL></TT>"
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var/datum/browser/popup = new(user, "navbeacon", "Navigation Beacon", 300, 400)
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popup.set_content(t)
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popup.open()
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return
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/obj/machinery/navbeacon/Topic(href, href_list)
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if(..())
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return
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if(open && !locked)
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usr.set_machine(src)
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if(href_list["locedit"])
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var/newloc = stripped_input(usr, "Enter New Location", "Navigation Beacon", location, MAX_MESSAGE_LEN)
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if(newloc)
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location = newloc
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updateDialog()
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else if(href_list["edit"])
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var/codekey = href_list["code"]
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var/newkey = stripped_input(usr, "Enter Transponder Code Key", "Navigation Beacon", codekey)
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if(!newkey)
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return
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var/codeval = codes[codekey]
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var/newval = stripped_input(usr, "Enter Transponder Code Value", "Navigation Beacon", codeval)
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if(!newval)
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newval = codekey
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return
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codes.Remove(codekey)
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codes[newkey] = newval
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updateDialog()
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else if(href_list["delete"])
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var/codekey = href_list["code"]
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codes.Remove(codekey)
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updateDialog()
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else if(href_list["add"])
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var/newkey = stripped_input(usr, "Enter New Transponder Code Key", "Navigation Beacon")
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if(!newkey)
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return
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var/newval = stripped_input(usr, "Enter New Transponder Code Value", "Navigation Beacon")
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if(!newval)
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newval = "1"
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return
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if(!codes)
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codes = new()
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codes[newkey] = newval
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updateDialog()
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