Dreamchecker compatibility changes, part 1.
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@@ -2,7 +2,7 @@
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//This was originally created as a way to get adminspawned items to the station in an IC manner. It's evolved to contain a few more
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//features such as item removal, smiting, controllable delivery mobs, and more.
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//This works by creating a supplypod (refered to as temp_pod) in a special room in the centcom map.
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//This works by creating a supplypod (refered to as temp_pod) in a special room in the centcom map.
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//IMPORTANT: Even though we call it a supplypod for our purposes, it can take on the appearance and function of many other things: Eg. cruise missiles, boxes, or walking, living gondolas.
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//When the user launched the pod, items from special "bays" on the centcom map are taken and put into the supplypod
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@@ -33,7 +33,7 @@
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var/launchCounter = 1 //Used with the "Ordered" launch mode (launchChoice = 1) to see what item is launched
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var/specificTarget //Do we want to target a specific mob instead of where we click? Also used for smiting
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var/list/orderedArea = list() //Contains an ordered list of turfs in an area (filled in the createOrderedArea() proc), read top-left to bottom-right. Used for the "ordered" launch mode (launchChoice = 1)
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var/list/acceptableTurfs = list() //Contians a list of turfs (in the "bay" area on centcom) that have items that can be launched. Taken from orderedArea
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var/list/turf/acceptableTurfs = list() //Contians a list of turfs (in the "bay" area on centcom) that have items that can be launched. Taken from orderedArea
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var/list/launchList = list() //Contains whatever is going to be put in the supplypod and fired. Taken from acceptableTurfs
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var/obj/effect/supplypod_selector/selector = new() //An effect used for keeping track of what item is going to be launched when in "ordered" mode (launchChoice = 1)
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var/obj/structure/closet/supplypod/centcompod/temp_pod //The temporary pod that is modified by this datum, then cloned. The buildObject() clone of this pod is what is launched
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@@ -69,7 +69,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
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data["landingDelay"] = temp_pod.landingDelay //How long the pod takes to land after launching
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data["openingDelay"] = temp_pod.openingDelay //How long the pod takes to open after landing
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data["departureDelay"] = temp_pod.departureDelay //How long the pod takes to leave after opening (if bluespace=true, it deletes. if reversing=true, it flies back to centcom)
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data["styleChoice"] = temp_pod.style //Style is a variable that keeps track of what the pod is supposed to look like. It acts as an index to the POD_STYLES list in cargo.dm defines to get the proper icon/name/desc for the pod.
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data["styleChoice"] = temp_pod.style //Style is a variable that keeps track of what the pod is supposed to look like. It acts as an index to the POD_STYLES list in cargo.dm defines to get the proper icon/name/desc for the pod.
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data["effectStun"] = temp_pod.effectStun //If true, stuns anyone under the pod when it launches until it lands, forcing them to get hit by the pod. Devilish!
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data["effectLimb"] = temp_pod.effectLimb //If true, pops off a limb (if applicable) from anyone caught under the pod when it lands
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data["effectBluespace"] = temp_pod.bluespace //If true, the pod deletes (in a shower of sparks) after landing
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@@ -150,7 +150,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
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if("launchRandom") //Pick random turfs from the supplypod bay at centcom to launch
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if (launchChoice == 2)
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launchChoice = 0
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updateSelector()
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updateSelector()
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return
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launchChoice = 2
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updateSelector()
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@@ -326,7 +326,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
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temp_pod.soundVolume = 50
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. = TRUE
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////////////////////////////STYLE CHANGES//////////////////
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//Style is a value that is used to keep track of what the pod is supposed to look like. It can be used with the POD_STYLES list (in cargo.dm defines)
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//Style is a value that is used to keep track of what the pod is supposed to look like. It can be used with the POD_STYLES list (in cargo.dm defines)
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//as a way to get the proper icon state, name, and description of the pod.
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if("styleStandard")
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temp_pod.setStyle(STYLE_STANDARD)
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@@ -367,7 +367,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
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if("refresh") //Refresh the Pod bay. User should press this if they spawn something new in the centcom bay. Automatically called whenever the user launches a pod
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refreshBay()
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. = TRUE
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if("giveLauncher") //Enters the "Launch Mode". When the launcher is activated, temp_pod is cloned, and the result it filled and launched anywhere the user clicks (unless specificTarget is true)
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if("giveLauncher") //Enters the "Launch Mode". When the launcher is activated, temp_pod is cloned, and the result it filled and launched anywhere the user clicks (unless specificTarget is true)
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launcherActivated = !launcherActivated
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updateCursor(launcherActivated) //Update the cursor of the user to a cool looking target icon
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. = TRUE
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@@ -436,7 +436,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
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orderedArea = list()
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if (!isemptylist(A.contents)) //Go through the area passed into the proc, and figure out the top left and bottom right corners by calculating max and min values
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var/startX = A.contents[1].x //Create the four values (we do it off a.contents[1] so they have some sort of arbitrary initial value. They should be overwritten in a few moments)
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var/endX = A.contents[1].x
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var/endX = A.contents[1].x
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var/startY = A.contents[1].y
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var/endY = A.contents[1].y
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for (var/turf/T in A) //For each turf in the area, go through and find:
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@@ -453,7 +453,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
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orderedArea.Add(locate(j,startY - (i - endY),1)) //After gathering the start/end x and y, go through locating each turf from top left to bottom right, like one would read a book
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return orderedArea //Return the filled list
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/datum/centcom_podlauncher/proc/preLaunch() //Creates a list of acceptable items,
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/datum/centcom_podlauncher/proc/preLaunch() //Creates a list of acceptable items,
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numTurfs = 0 //Counts the number of turfs that can be launched (remember, supplypods either launch all at once or one turf-worth of items at a time)
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acceptableTurfs = list()
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for (var/turf/T in orderedArea) //Go through the orderedArea list
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@@ -478,7 +478,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
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//UpdateSelector() is here (instead if the if(1) switch block) because it also moves the selector to nullspace (to hide it) if needed
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/datum/centcom_podlauncher/proc/launch(turf/A) //Game time started
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if (isnull(A))
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if (isnull(A))
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return
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var/obj/structure/closet/supplypod/centcompod/toLaunch = DuplicateObject(temp_pod) //Duplicate the temp_pod (which we have been varediting or configuring with the UI) and store the result
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toLaunch.bay = bay //Bay is currently a nonstatic expression, so it cant go into toLaunch using DuplicateObject
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@@ -487,7 +487,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
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for (var/atom/movable/O in launchList)
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DuplicateObject(O).forceMove(toLaunch) //Duplicate each atom/movable in launchList and forceMove them into the supplypod
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new /obj/effect/DPtarget(A, toLaunch) //Create the DPTarget, which will eventually forceMove the temp_pod to it's location
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else
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else
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for (var/atom/movable/O in launchList) //If we aren't cloning the objects, just go through the launchList
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O.forceMove(toLaunch) //and forceMove any atom/moveable into the supplypod
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new /obj/effect/DPtarget(A, toLaunch) //Then, create the DPTarget effect, which will eventually forceMove the temp_pod to it's location
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@@ -39,14 +39,14 @@
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set name = "Release Contents"
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set category = "Gondola"
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set desc = "Release any contents stored within your vast belly."
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linked_pod.open(src, manual = TRUE)
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linked_pod.open(src)
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/mob/living/simple_animal/pet/gondola/gondolapod/verb/check()
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set name = "Count Contents"
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set category = "Gondola"
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set desc = "Take a deep look inside youself, and count up what's inside"
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var/total = contents.len
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if (total)
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if (total)
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to_chat(src, "<span class='notice'>You detect [total] object[total > 1 ? "s" : ""] within your incredibly vast belly.</span>")
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else
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to_chat(src, "<span class='notice'>A closer look inside yourself reveals... nothing.</span>")
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