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Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102 Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move. Adds Immobilize()d status effect that freezes movement but does not prevent anything else. Adds Paralyze()d which is oldstun "You can't do anything at all and knock down). Stun() will now prevent any item/UI usage and movement (which is similar to before). Knockdown() will now only knockdown without preventing item usage/movement. People knocked down will be able to crawl at softcrit-speeds Refactors some /mob variables and procs to /mob/living. update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove cl rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower. /cl Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
164 lines
5.5 KiB
Plaintext
164 lines
5.5 KiB
Plaintext
//computer that handle the points and teleports the prisoner
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/obj/machinery/computer/gulag_teleporter_computer
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name = "labor camp teleporter console"
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desc = "Used to send criminals to the Labor Camp."
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icon_screen = "explosive"
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icon_keyboard = "security_key"
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req_access = list(ACCESS_ARMORY)
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circuit = /obj/item/circuitboard/computer/gulag_teleporter_console
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var/default_goal = 200
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var/obj/item/card/id/prisoner/id = null
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var/obj/machinery/gulag_teleporter/teleporter = null
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var/obj/structure/gulag_beacon/beacon = null
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var/mob/living/carbon/human/prisoner = null
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var/datum/data/record/temporary_record = null
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light_color = LIGHT_COLOR_RED
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/obj/machinery/computer/gulag_teleporter_computer/Initialize()
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. = ..()
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scan_machinery()
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/obj/machinery/computer/gulag_teleporter_computer/Destroy()
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if(id)
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id.forceMove(get_turf(src))
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return ..()
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/obj/machinery/computer/gulag_teleporter_computer/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/card/id/prisoner))
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if(!id)
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if (!user.transferItemToLoc(W,src))
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return
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id = W
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to_chat(user, "<span class='notice'>You insert [W].</span>")
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return
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else
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to_chat(user, "<span class='notice'>There's an ID inserted already.</span>")
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return ..()
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/obj/machinery/computer/gulag_teleporter_computer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
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datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
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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, "gulag_console", name, 455, 440, master_ui, state)
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ui.open()
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/obj/machinery/computer/gulag_teleporter_computer/ui_data(mob/user)
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var/list/data = list()
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var/list/prisoner_list = list()
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var/can_teleport = FALSE
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if(teleporter && (teleporter.occupant && ishuman(teleporter.occupant)))
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prisoner = teleporter.occupant
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prisoner_list["name"] = prisoner.real_name
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if(id)
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can_teleport = TRUE
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if(!isnull(GLOB.data_core.general))
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for(var/r in GLOB.data_core.security)
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var/datum/data/record/R = r
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if(R.fields["name"] == prisoner_list["name"])
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temporary_record = R
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prisoner_list["crimstat"] = temporary_record.fields["criminal"]
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data["prisoner"] = prisoner_list
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if(teleporter)
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data["teleporter"] = teleporter
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data["teleporter_location"] = "([teleporter.x], [teleporter.y], [teleporter.z])"
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data["teleporter_lock"] = teleporter.locked
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data["teleporter_state_open"] = teleporter.state_open
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if(beacon)
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data["beacon"] = beacon
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data["beacon_location"] = "([beacon.x], [beacon.y], [beacon.z])"
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if(id)
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data["id"] = id
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data["id_name"] = id.registered_name
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data["goal"] = id.goal
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data["can_teleport"] = can_teleport
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return data
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/obj/machinery/computer/gulag_teleporter_computer/ui_act(action, list/params)
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if(..())
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return
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if(!allowed(usr))
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to_chat(usr, "<span class='warning'>Access denied.</span>")
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return
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switch(action)
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if("scan_teleporter")
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teleporter = findteleporter()
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if("scan_beacon")
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beacon = findbeacon()
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if("handle_id")
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if(id)
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usr.put_in_hands(id)
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id = null
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else
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var/obj/item/I = usr.is_holding_item_of_type(/obj/item/card/id/prisoner)
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if(I)
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if(!usr.transferItemToLoc(I, src))
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return
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id = I
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if("set_goal")
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var/new_goal = input("Set the amount of points:", "Points", id.goal) as num|null
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if(!isnum(new_goal))
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return
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if(!new_goal)
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new_goal = default_goal
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if (new_goal > 1000)
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to_chat(usr, "The entered amount of points is too large. Points have instead been set to the maximum allowed amount.")
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id.goal = CLAMP(new_goal, 0, 1000) //maximum 1000 points
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if("toggle_open")
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if(teleporter.locked)
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to_chat(usr, "The teleporter is locked")
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return
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teleporter.toggle_open()
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if("teleporter_lock")
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if(teleporter.state_open)
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to_chat(usr, "Close the teleporter before locking!")
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return
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teleporter.locked = !teleporter.locked
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if("teleport")
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if(!teleporter || !beacon)
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return
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addtimer(CALLBACK(src, .proc/teleport, usr), 5)
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/obj/machinery/computer/gulag_teleporter_computer/proc/scan_machinery()
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teleporter = findteleporter()
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beacon = findbeacon()
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/obj/machinery/computer/gulag_teleporter_computer/proc/findteleporter()
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var/obj/machinery/gulag_teleporter/teleporterf = null
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for(var/direction in GLOB.cardinals)
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teleporterf = locate(/obj/machinery/gulag_teleporter, get_step(src, direction))
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if(teleporterf && teleporterf.is_operational())
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return teleporterf
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/obj/machinery/computer/gulag_teleporter_computer/proc/findbeacon()
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return locate(/obj/structure/gulag_beacon)
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/obj/machinery/computer/gulag_teleporter_computer/proc/teleport(mob/user)
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if(!id) //incase the ID was removed after the transfer timer was set.
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say("Warning: Unable to transfer prisoner without a valid Prisoner ID inserted!")
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return
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var/id_goal_not_set
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if(!id.goal)
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id_goal_not_set = TRUE
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id.goal = default_goal
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say("[id]'s ID card goal defaulting to [id.goal] points.")
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log_game("[key_name(user)] teleported [key_name(prisoner)] to the Labor Camp [COORD(beacon)] for [id_goal_not_set ? "default goal of ":""][id.goal] points.")
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teleporter.handle_prisoner(id, temporary_record)
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playsound(src, 'sound/weapons/emitter.ogg', 50, 1)
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prisoner.forceMove(get_turf(beacon))
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prisoner.Paralyze(40) // small travel dizziness
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to_chat(prisoner, "<span class='warning'>The teleportation makes you a little dizzy.</span>")
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new /obj/effect/particle_effect/sparks(get_turf(prisoner))
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playsound(src, "sparks", 50, 1)
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if(teleporter.locked)
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teleporter.locked = FALSE
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teleporter.toggle_open()
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id = null
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temporary_record = null
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