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vgstation13/code/ZAS/Variable Settings.dm

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var/global/vs_control/vsc = new
vs_control/var
// zone_share_percent = 12
// zone_share_percent_NAME = "Zone Share Percent"
// zone_share_percent_DESC = "Percentage of air difference to move per tick"
IgnitionLevel = 0.5
IgnitionLevel_DESC = "Moles of oxygen+plasma - co2 needed to burn."
airflow_lightest_pressure = 30
airflow_lightest_pressure_NAME = "Airflow - Small Movement Threshold %"
airflow_lightest_pressure_DESC = "Percent of 1 Atm. at which items with the small weight classes will move."
airflow_light_pressure = 45
airflow_light_pressure_NAME = "Airflow - Medium Movement Threshold %"
airflow_light_pressure_DESC = "Percent of 1 Atm. at which items with the medium weight classes will move."
airflow_medium_pressure = 90
airflow_medium_pressure_NAME = "Airflow - Heavy Movement Threshold %"
airflow_medium_pressure_DESC = "Percent of 1 Atm. at which items with the largest weight classes will move."
airflow_heavy_pressure = 95
airflow_heavy_pressure_NAME = "Airflow - Mob Movement Threshold %"
airflow_heavy_pressure_DESC = "Percent of 1 Atm. at which mobs will move."
airflow_dense_pressure = 120
airflow_dense_pressure_NAME = "Airflow - Dense Movement Threshold %"
airflow_dense_pressure_DESC = "Percent of 1 Atm. at which items with canisters and closets will move."
airflow_stun_pressure = 100
airflow_stun_pressure_NAME = "Airflow - Mob Stunning Threshold %"
airflow_stun_pressure_DESC = "Percent of 1 Atm. at which mobs will be stunned by airflow."
airflow_stun_cooldown = 60
airflow_stun_cooldown_NAME = "Aiflow Stunning - Cooldown"
airflow_stun_cooldown_DESC = "How long, in tenths of a second, to wait before stunning them again."
airflow_stun = 0.15
airflow_stun_NAME = "Airflow Impact - Stunning"
airflow_stun_DESC = "How much a mob is stunned when hit by an object."
airflow_damage = 0.3
airflow_damage_NAME = "Airflow Impact - Damage"
airflow_damage_DESC = "Damage from airflow impacts."
airflow_speed_decay = 1.5
airflow_speed_decay_NAME = "Airflow Speed Decay"
airflow_speed_decay_DESC = "How rapidly the speed gained from airflow decays."
airflow_delay = 30
airflow_delay_NAME = "Airflow Retrigger Delay"
airflow_delay_DESC = "Time in deciseconds before things can be moved by airflow again."
airflow_mob_slowdown = 1
airflow_mob_slowdown_NAME = "Airflow Slowdown"
airflow_mob_slowdown_DESC = "Time in tenths of a second to add as a delay to each movement by a mob if they are fighting the pull of the airflow."
vs_control
var
list/settings = list()
list/bitflags = list("1","2","4","8","16","32","64","128","256","512","1024")
pl_control/plc = new()
/*RPREV_REQUIRE_HEADS_ALIVE = 0
RPREV_REQUIRE_HEADS_ALIVE_DESC = "Require the heads to be captured alive in RP Rev, rather than either dead or captured."
RPREV_REQUIRE_REVS_ALIVE = 0
RPREV_REQUIRE_REVS_ALIVE_DESC = "Require the rev leaders to be captured alive in RP Rev, rather than either dead or captured."*/
New()
. = ..()
settings = vars.Copy()
var/datum/D = new() //Ensure only unique vars are put through by making a datum and removing all common vars.
for(var/V in D.vars)
settings -= V
for(var/V in settings)
if(findtextEx(V,"_RANDOM") || findtextEx(V,"_DESC") || findtextEx(V,"_METHOD"))
settings -= V
settings -= "settings"
settings -= "bitflags"
settings -= "plc"
proc/ChangeSettingsDialog(mob/user,list/L)
//var/which = input(user,"Choose a setting:") in L
var/dat = ""
for(var/ch in L)
if(findtextEx(ch,"_RANDOM") || findtextEx(ch,"_DESC") || findtextEx(ch,"_METHOD") || findtextEx(ch,"_NAME")) continue
var/vw
var/vw_desc = "No Description."
var/vw_name = ch
if(ch in plc.settings)
vw = plc.vars[ch]
if("[ch]_DESC" in plc.vars) vw_desc = plc.vars["[ch]_DESC"]
if("[ch]_NAME" in plc.vars) vw_name = plc.vars["[ch]_NAME"]
else
vw = vars[ch]
if("[ch]_DESC" in vars) vw_desc = vars["[ch]_DESC"]
if("[ch]_NAME" in vars) vw_name = vars["[ch]_NAME"]
dat += "<b>[vw_name] = [vw]</b> <A href='?src=\ref[src];changevar=[ch]'>\[Change\]</A><br>"
dat += "<i>[vw_desc]</i><br><br>"
user << browse(dat,"window=settings")
Topic(href,href_list)
if("changevar" in href_list)
ChangeSetting(usr,href_list["changevar"])
proc/ChangeSetting(mob/user,ch)
var/vw
var/how = "Text"
var/display_description = ch
if(ch in plc.settings)
vw = plc.vars[ch]
if("[ch]_NAME" in plc.vars)
display_description = plc.vars["[ch]_NAME"]
if("[ch]_METHOD" in plc.vars)
how = plc.vars["[ch]_METHOD"]
else
if(isnum(vw))
how = "Numeric"
else
how = "Text"
else
vw = vars[ch]
if("[ch]_NAME" in vars)
display_description = vars["[ch]_NAME"]
if("[ch]_METHOD" in vars)
how = vars["[ch]_METHOD"]
else
if(isnum(vw))
how = "Numeric"
else
how = "Text"
var/newvar = vw
switch(how)
if("Numeric")
newvar = input(user,"Enter a number:","Settings",newvar) as num
if("Bit Flag")
var/flag = input(user,"Toggle which bit?","Settings") in bitflags
flag = text2num(flag)
if(newvar & flag)
newvar &= ~flag
else
newvar |= flag
if("Toggle")
newvar = !newvar
if("Text")
newvar = input(user,"Enter a string:","Settings",newvar) as text
if("Long Text")
newvar = input(user,"Enter text:","Settings",newvar) as message
vw = newvar
if(ch in plc.settings)
plc.vars[ch] = vw
else
vars[ch] = vw
if(how == "Toggle")
newvar = (newvar?"ON":"OFF")
world << "\blue <b>[key_name(user)] changed the setting [display_description] to [newvar].</b>"
//user << "[which] has been changed to [newvar]."
if(ch in plc.settings)
ChangeSettingsDialog(user,plc.settings)
else
ChangeSettingsDialog(user,settings)
proc/RandomizeWithProbability()
for(var/V in settings)
var/newvalue
if("[V]_RANDOM" in vars)
if(isnum(vars["[V]_RANDOM"]))
newvalue = prob(vars["[V]_RANDOM"])
else if(istext(vars["[V]_RANDOM"]))
newvalue = roll(vars["[V]_RANDOM"])
else
newvalue = vars[V]
V = newvalue
proc/ChangePlasma()
for(var/V in plc.settings)
plc.Randomize(V)
////world << "Plasma randomized."
proc/SetDefault(var/mob/user)
var/list/setting_choices = list("Plasma - Standard", "Plasma - Low Hazard", "Plasma - High Hazard", "Plasma - Oh Shit!",\
"ZAS - Normal", "ZAS - Forgiving", "ZAS - Dangerous", "ZAS - Hellish")
var/def = input(user, "Which of these presets should be used?") as null|anything in setting_choices
if(!def)
return
switch(def)
if("Plasma - Standard")
plc.CLOTH_CONTAMINATION = 0 //If this is on, plasma does damage by getting into cloth.
plc.PLASMAGUARD_ONLY = 0
//plc.CANISTER_CORROSION = 0 //If this is on, plasma must be stored in orange tanks and canisters,
plc.GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 1000.
plc.SKIN_BURNS = 0 //Plasma has an effect similar to mustard gas on the un-suited.
//plc.PLASMA_INJECTS_TOXINS = 0 //Plasma damage injects the toxins chemical to do damage over time.
plc.EYE_BURNS = 0 //Plasma burns the eyes of anyone not wearing eye protection.
plc.PLASMA_HALLUCINATION = 0
//plc.N2O_REACTION = 0 //Plasma can react with N2O, making sparks and starting a fire if levels are high.
//plc.PLASMA_COLOR = "onturf" //Plasma can change colors yaaaay!
//plc.PLASMA_DMG_OFFSET = 1
//plc.PLASMA_DMG_QUOTIENT = 10
plc.CONTAMINATION_LOSS = 0
if("Plasma - Low Hazard")
plc.CLOTH_CONTAMINATION = 0 //If this is on, plasma does damage by getting into cloth.
plc.PLASMAGUARD_ONLY = 0
// plc.CANISTER_CORROSION = 0 //If this is on, plasma must be stored in orange tanks and canisters,
plc.GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 1000.
plc.SKIN_BURNS = 1 //Plasma has an effect similar to mustard gas on the un-suited.
// plc.PLASMA_INJECTS_TOXINS = 0 //Plasma damage injects the toxins chemical to do damage over time.
plc.EYE_BURNS = 0 //Plasma burns the eyes of anyone not wearing eye protection.
// plc.N2O_REACTION = 0 //Plasma can react with N2O, making sparks and starting a fire if levels are high.
// plc.PLASMA_COLOR = "onturf" //RBPYB
//if(prob(20))
// plc.PLASMA_COLOR = pick("red","yellow","blue","purple")
//plc.PLASMA_DMG_OFFSET = 1.5
//plc.PLASMA_DMG_QUOTIENT = 8
plc.CONTAMINATION_LOSS = 0
if("Plasma - High Hazard")
plc.CLOTH_CONTAMINATION = 1 //If this is on, plasma does damage by getting into cloth.
plc.PLASMAGUARD_ONLY = 0
// plc.CANISTER_CORROSION = 1 //If this is on, plasma must be stored in orange tanks and canisters,
plc.GENETIC_CORRUPTION = 0 //Chance of genetic corruption as well as toxic damage, X in 1000.
plc.SKIN_BURNS = 1 //Plasma has an effect similar to mustard gas on the un-suited.
// plc.PLASMA_INJECTS_TOXINS = 0 //Plasma damage injects the toxins chemical to do damage over time.
plc.EYE_BURNS = 1 //Plasma burns the eyes of anyone not wearing eye protection.
// plc.N2O_REACTION = 0 //Plasma can react with N2O, making sparks and starting a fire if levels are high.
// plc.PLASMA_COLOR = "onturf"//pick("red","yellow","blue","purple") //RBPYB
//plc.PLASMA_DMG_OFFSET = 3
//plc.PLASMA_DMG_QUOTIENT = 5
if("Plasma - Oh Shit!")
plc.CLOTH_CONTAMINATION = 1 //If this is on, plasma does damage by getting into cloth.
plc.PLASMAGUARD_ONLY = 1
// plc.CANISTER_CORROSION = 1 //If this is on, plasma must be stored in orange tanks and canisters,
plc.GENETIC_CORRUPTION = 5 //Chance of genetic corruption as well as toxic damage, X in 1000.
plc.SKIN_BURNS = 1 //Plasma has an effect similar to mustard gas on the un-suited.
// plc.PLASMA_INJECTS_TOXINS = 1 //Plasma damage injects the toxins chemical to do damage over time.
plc.EYE_BURNS = 1 //Plasma burns the eyes of anyone not wearing eye protection.
// plc.N2O_REACTION = 1 //Plasma can react with N2O, making sparks and starting a fire if levels are high.
// plc.PLASMA_COLOR = "onturf" //RBPYB
//plc.PLASMA_DMG_OFFSET = 3
//plc.PLASMA_DMG_QUOTIENT = 5
if("ZAS - Normal")
IgnitionLevel = 0.5
airflow_lightest_pressure = 30
airflow_light_pressure = 45
airflow_medium_pressure = 90
airflow_heavy_pressure = 95
airflow_dense_pressure = 120
airflow_stun_pressure = 100
airflow_stun_cooldown = 60
airflow_stun = 0.15
airflow_damage = 0.3
airflow_speed_decay = 1.5
airflow_delay = 30
airflow_mob_slowdown = 1
if("ZAS - Forgiving")
IgnitionLevel = 1
airflow_lightest_pressure = 45
airflow_light_pressure = 60
airflow_medium_pressure = 120
airflow_heavy_pressure = 110
airflow_dense_pressure = 200
airflow_stun_pressure = 150
airflow_stun_cooldown = 90
airflow_stun = 0.15
airflow_damage = 0.15
airflow_speed_decay = 1.5
airflow_delay = 50
airflow_mob_slowdown = 0
if("ZAS - Dangerous")
IgnitionLevel = 0.4
airflow_lightest_pressure = 25
airflow_light_pressure = 35
airflow_medium_pressure = 75
airflow_heavy_pressure = 80
airflow_dense_pressure = 100
airflow_stun_pressure = 90
airflow_stun_cooldown = 50
airflow_stun = 2
airflow_damage = 1
airflow_speed_decay = 1.2
airflow_delay = 25
airflow_mob_slowdown = 2
if("ZAS - Hellish")
IgnitionLevel = 0.3
airflow_lightest_pressure = 20
airflow_light_pressure = 30
airflow_medium_pressure = 70
airflow_heavy_pressure = 75
airflow_dense_pressure = 80
airflow_stun_pressure = 70
airflow_stun_cooldown = 40
airflow_stun = 3
airflow_damage = 2
airflow_speed_decay = 1
airflow_delay = 20
airflow_mob_slowdown = 3
world << "\blue <b>[key_name(user)] changed the global plasma/ZAS settings to \"[def]\"</b>"
pl_control
var/list/settings = list()
New()
. = ..()
settings = vars.Copy()
var/datum/D = new() //Ensure only unique vars are put through by making a datum and removing all common vars.
for(var/V in D.vars)
settings -= V
for(var/V in settings)
if(findtextEx(V,"_RANDOM") || findtextEx(V,"_DESC"))
settings -= V
settings -= "settings"
proc/Randomize(V)
//world << "Randomizing [V]"
var/newvalue
if("[V]_RANDOM" in vars)
if(isnum(vars["[V]_RANDOM"]))
newvalue = prob(vars["[V]_RANDOM"])
if(newvalue)
//world << "Probability [vars["[V]_RANDOM"]]%: Success."
else
//world << "Probability [vars["[V]_RANDOM"]]%: Failure."
else if(istext(vars["[V]_RANDOM"]))
var/txt = vars["[V]_RANDOM"]
if(findtextEx(txt,"PROB"))
//world << "Probability/Roll Combo \..."
txt = dd_text2list(txt,"/")
txt[1] = dd_replacetext(txt[1],"PROB","")
var/p = text2num(txt[1])
var/r = txt[2]
//world << "Prob:[p]% Roll:[r]"
if(prob(p))
newvalue = roll(r)
//world << "Success. New value: [newvalue]"
else
newvalue = vars[V]
//world << "Probability check failed."
else if(findtextEx(txt,"PICK"))
txt = dd_replacetext(txt,"PICK","")
//world << "Pick: [txt]"
txt = dd_text2list(txt,",")
newvalue = pick(txt)
//world << "Picked: [newvalue]"
else
newvalue = roll(txt)
//world << "Roll: [txt] - [newvalue]"
else
newvalue = vars[V]
vars[V] = newvalue
////world << "Plasma color updated."