Alien Ruin fix, various cherrypicked upstream fixes

Also adds new buildmode
This commit is contained in:
Poojawa
2018-09-13 22:55:11 -05:00
parent 46e805af28
commit 42db44b39e
63 changed files with 3437 additions and 2219 deletions
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# Buildmode
## Code layout
### Buildmode
Manager for buildmode modes. Contains logic to manage switching between each mode, and presenting a suitable user interface.
### Effects
Special graphics used by buildmode modes for user interface purposes.
### Buildmode Mode
Implementer of buildmode behaviors.
Existing varieties:
+ Basic
**Description**:
Allows creation of simple structures consisting of floors, walls, windows, and airlocks.
**Controls**:
+ *Left click a turf*:
"Upgrades" the turf based on the following rules below:
+ Space -> Tiled floor
+ Simulated floor -> Regular wall
+ Wall -> Reinforced wall
+ *Right click a turf*:
"Downgrades" the turf based on the following rules below:
+ Reinforced wall -> Regular wall
+ Wall -> Tiled floor
+ Simulated floor -> Space
+ *Right click an object*:
Deletes the clicked object.
+ *Alt+Left click a location*:
Places an airlock at the clicked location.
+ *Ctrl+Left click a location*:
Places a window at the clicked location.
+ Advanced
**Description**:
Creates an instance of a configurable atom path where you click.
**Controls**:
+ *Right click on the mode selector*:
Choose a path to spawn.
+ *Left click a location* (requires chosen path):
Place an instance of the chosen path at the location.
+ *Right click an object*:
Delete the object.
+ Fill
**Description**:
Creates an instance of an atom path on every tile in a chosen region.
With a special control input, instead deletes everything within the region.
**Controls**:
+ *Right click on the mode selector*:
Choose a path to spawn.
+ *Left click on a region* (requires chosen path):
Fill the region with the chosen path.
+ *Alt+Left click on a region*:
Deletes everything within the region.
+ *Right click during region selection*:
Cancel region selection.
+ Copy
**Description**:
Take an existing object in the world, and place duplicates with identical attributes where you click.
May not always work nicely - "deep" variables such as lists or datums may malfunction.
**Controls**:
+ *Right click an existing object*:
Select the clicked object as a template.
+ *Left click a location* (Requires a selected object as template):
Place a duplicate of the template at the clicked location.
+ Area Edit
**Description**:
Modifies and creates areas.
The active area will be highlighted in yellow.
**Controls**:
+ *Right click the mode selector*:
Create a new area, and make it active.
+ *Right click an existing area*:
Make the clicked area active.
+ *Left click a turf*:
When an area is active, adds the turf to the active area.
+ Var Edit
**Description**:
Allows for setting and resetting variables of objects with a click.
If the object does not have the var, will do nothing and print a warning message.
**Controls**:
+ *Right click the mode selector*:
Choose which variable to set, and what to set it to.
+ *Left click an atom*:
Change the clicked atom's variables as configured.
+ *Right click an atom*:
Reset the targeted variable to its original value in the code.
+ Map Generator
**Description**:
Fills rectangular regions with algorithmically generated content. Right click during region selection to cancel.
See the `procedural_mapping` module for the generators themselves.
**Controls**:
+ *Right-click on the mode selector*:
Select a map generator from all the generators present in the codebase.
+ *Left click two corners of an area*:
Use the generator to populate the region.
+ *Right click during region selection*:
Cancel region selection.
+ Throwing
**Description**:
Select an object with left click, and right click to throw it towards where you clicked.
**Controls**:
+ *Left click on a movable atom*:
Select the atom for throwing.
+ *Right click on a location*:
Throw the selected atom towards that location.
+ Boom
**Description**:
Make explosions where you click.
**Controls**:
+ *Right click the mode selector*:
Configure the explosion size.
+ *Left click a location*:
Cause an explosion where you clicked.
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/datum/buildmode_mode
var/key = "oops"
var/datum/buildmode/BM
// would corner selection work better as a component?
var/use_corner_selection = FALSE
var/list/preview
var/turf/cornerA
var/turf/cornerB
/datum/buildmode_mode/New(datum/buildmode/BM)
src.BM = BM
preview = list()
return ..()
/datum/buildmode_mode/Destroy()
cornerA = null
cornerB = null
QDEL_LIST(preview)
preview = null
return ..()
/datum/buildmode_mode/proc/enter_mode(datum/buildmode/BM)
return
/datum/buildmode_mode/proc/exit_mode(datum/buildmode/BM)
return
/datum/buildmode_mode/proc/get_button_iconstate()
return "buildmode_[key]"
/datum/buildmode_mode/proc/show_help(client/c)
CRASH("No help defined, yell at a coder")
/datum/buildmode_mode/proc/change_settings(client/c)
to_chat(c, "<span class='warning'>There is no configuration available for this mode</span>")
return
/datum/buildmode_mode/proc/Reset()
deselect_region()
/datum/buildmode_mode/proc/select_tile(turf/T, corner_to_select)
var/overlaystate
BM.holder.images -= preview
switch(corner_to_select)
if(AREASELECT_CORNERA)
overlaystate = "greenOverlay"
if(AREASELECT_CORNERB)
overlaystate = "blueOverlay"
var/image/I = image('icons/turf/overlays.dmi', T, overlaystate)
I.plane = ABOVE_LIGHTING_PLANE
preview += I
BM.holder.images += preview
return T
/datum/buildmode_mode/proc/highlight_region(region)
BM.holder.images -= preview
for(var/t in region)
var/image/I = image('icons/turf/overlays.dmi', t, "redOverlay")
I.plane = ABOVE_LIGHTING_PLANE
preview += I
BM.holder.images += preview
/datum/buildmode_mode/proc/deselect_region()
BM.holder.images -= preview
preview.Cut()
cornerA = null
cornerB = null
/datum/buildmode_mode/proc/handle_click(client/c, params, object)
var/list/pa = params2list(params)
var/left_click = pa.Find("left")
if(use_corner_selection)
if(left_click)
if(!cornerA)
cornerA = select_tile(get_turf(object), AREASELECT_CORNERA)
return
if(cornerA && !cornerB)
cornerB = select_tile(get_turf(object), AREASELECT_CORNERB)
to_chat(c, "<span class='boldwarning'>Region selected, if you're happy with your selection left click again, otherwise right click.</span>")
return
handle_selected_area(c, params)
deselect_region()
else
to_chat(c, "<span class='notice'>Region selection canceled!</span>")
deselect_region()
return
/datum/buildmode_mode/proc/handle_selected_area(client/c, params)
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#define BM_SWITCHSTATE_NONE 0
#define BM_SWITCHSTATE_MODE 1
#define BM_SWITCHSTATE_DIR 2
/datum/buildmode
var/build_dir = SOUTH
var/datum/buildmode_mode/mode
var/client/holder
// login callback
var/li_cb
// SECTION UI
var/list/buttons
// Switching management
var/switch_state = BM_SWITCHSTATE_NONE
var/switch_width = 5
// modeswitch UI
var/obj/screen/buildmode/mode/modebutton
var/list/modeswitch_buttons = list()
// dirswitch UI
var/obj/screen/buildmode/bdir/dirbutton
var/list/dirswitch_buttons = list()
/datum/buildmode/New(client/c)
mode = new /datum/buildmode_mode/basic(src)
holder = c
buttons = list()
li_cb = CALLBACK(src, .proc/post_login)
holder.player_details.post_login_callbacks += li_cb
holder.show_popup_menus = FALSE
create_buttons()
holder.screen += buttons
holder.click_intercept = src
mode.enter_mode(src)
/datum/buildmode/proc/quit()
mode.exit_mode(src)
holder.screen -= buttons
holder.click_intercept = null
holder.show_popup_menus = TRUE
qdel(src)
/datum/buildmode/Destroy()
close_switchstates()
holder.player_details.post_login_callbacks -= li_cb
holder = null
QDEL_NULL(mode)
QDEL_LIST(modeswitch_buttons)
QDEL_LIST(dirswitch_buttons)
return ..()
/datum/buildmode/proc/post_login()
// since these will get wiped upon login
holder.screen += buttons
// re-open the according switch mode
switch(switch_state)
if(BM_SWITCHSTATE_MODE)
open_modeswitch()
if(BM_SWITCHSTATE_DIR)
open_dirswitch()
/datum/buildmode/proc/create_buttons()
// keep a reference so we can update it upon mode switch
modebutton = new /obj/screen/buildmode/mode(src)
buttons += modebutton
buttons += new /obj/screen/buildmode/help(src)
// keep a reference so we can update it upon dir switch
dirbutton = new /obj/screen/buildmode/bdir(src)
buttons += dirbutton
buttons += new /obj/screen/buildmode/quit(src)
// build the lists of switching buttons
build_options_grid(subtypesof(/datum/buildmode_mode), modeswitch_buttons, /obj/screen/buildmode/modeswitch)
build_options_grid(list(SOUTH,EAST,WEST,NORTH,NORTHWEST), dirswitch_buttons, /obj/screen/buildmode/dirswitch)
// this creates a nice offset grid for choosing between buildmode options,
// because going "click click click ah hell" sucks.
/datum/buildmode/proc/build_options_grid(list/elements, list/buttonslist, buttontype)
var/pos_idx = 0
for(var/thing in elements)
var/x = pos_idx % switch_width
var/y = FLOOR(pos_idx / switch_width, 1)
var/obj/screen/buildmode/B = new buttontype(src, thing)
// extra .5 for a nice offset look
B.screen_loc = "NORTH-[(1 + 0.5 + y*1.5)],WEST+[0.5 + x*1.5]"
buttonslist += B
pos_idx++
/datum/buildmode/proc/close_switchstates()
switch(switch_state)
if(BM_SWITCHSTATE_MODE)
close_modeswitch()
if(BM_SWITCHSTATE_DIR)
close_dirswitch()
/datum/buildmode/proc/toggle_modeswitch()
if(switch_state == BM_SWITCHSTATE_MODE)
close_modeswitch()
else
close_switchstates()
open_modeswitch()
/datum/buildmode/proc/open_modeswitch()
switch_state = BM_SWITCHSTATE_MODE
holder.screen += modeswitch_buttons
/datum/buildmode/proc/close_modeswitch()
switch_state = BM_SWITCHSTATE_NONE
holder.screen -= modeswitch_buttons
/datum/buildmode/proc/toggle_dirswitch()
if(switch_state == BM_SWITCHSTATE_DIR)
close_dirswitch()
else
close_switchstates()
open_dirswitch()
/datum/buildmode/proc/open_dirswitch()
switch_state = BM_SWITCHSTATE_DIR
holder.screen += dirswitch_buttons
/datum/buildmode/proc/close_dirswitch()
switch_state = BM_SWITCHSTATE_NONE
holder.screen -= dirswitch_buttons
/datum/buildmode/proc/change_mode(newmode)
mode.exit_mode(src)
QDEL_NULL(mode)
close_switchstates()
mode = new newmode(src)
mode.enter_mode(src)
modebutton.update_icon()
/datum/buildmode/proc/change_dir(newdir)
build_dir = newdir
close_dirswitch()
dirbutton.update_icon()
return 1
/datum/buildmode/proc/InterceptClickOn(mob/user, params, atom/object)
mode.handle_click(user.client, params, object)
return TRUE // no doing underlying actions
/proc/togglebuildmode(mob/M as mob in GLOB.player_list)
set name = "Toggle Build Mode"
set category = "Event"
if(M.client)
if(istype(M.client.click_intercept,/datum/buildmode))
var/datum/buildmode/B = M.client.click_intercept
B.quit()
log_admin("[key_name(usr)] has left build mode.")
else
new /datum/buildmode(M.client)
message_admins("[key_name_admin(usr)] has entered build mode.")
log_admin("[key_name(usr)] has entered build mode.")
#undef BM_SWITCHSTATE_NONE
#undef BM_SWITCHSTATE_MODE
#undef BM_SWITCHSTATE_DIR
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/obj/screen/buildmode
icon = 'icons/misc/buildmode.dmi'
var/datum/buildmode/bd
// If we don't do this, we get occluded by item action buttons
layer = ABOVE_HUD_LAYER
/obj/screen/buildmode/New(bld)
bd = bld
return ..()
/obj/screen/buildmode/Destroy()
bd = null
return ..()
/obj/screen/buildmode/mode
name = "Toggle Mode"
icon_state = "buildmode_basic"
screen_loc = "NORTH,WEST"
/obj/screen/buildmode/mode/Click(location, control, params)
var/list/pa = params2list(params)
if(pa.Find("left"))
bd.toggle_modeswitch()
else if(pa.Find("right"))
bd.mode.change_settings(usr.client)
update_icon()
return 1
/obj/screen/buildmode/mode/update_icon()
icon_state = bd.mode.get_button_iconstate()
/obj/screen/buildmode/help
icon_state = "buildhelp"
screen_loc = "NORTH,WEST+1"
name = "Buildmode Help"
/obj/screen/buildmode/help/Click(location, control, params)
bd.mode.show_help(usr.client)
return 1
/obj/screen/buildmode/bdir
icon_state = "build"
screen_loc = "NORTH,WEST+2"
name = "Change Dir"
/obj/screen/buildmode/bdir/update_icon()
dir = bd.build_dir
return
/obj/screen/buildmode/bdir/Click()
bd.toggle_dirswitch()
update_icon()
return 1
// used to switch between modes
/obj/screen/buildmode/modeswitch
var/datum/buildmode_mode/modetype
/obj/screen/buildmode/modeswitch/New(bld, mt)
modetype = mt
icon_state = "buildmode_[initial(modetype.key)]"
name = initial(modetype.key)
return ..(bld)
/obj/screen/buildmode/modeswitch/Click()
bd.change_mode(modetype)
return 1
// used to switch between dirs
/obj/screen/buildmode/dirswitch
icon_state = "build"
/obj/screen/buildmode/dirswitch/New(bld, dir)
src.dir = dir
name = dir2text(dir)
return ..(bld)
/obj/screen/buildmode/dirswitch/Click()
bd.change_dir(dir)
return 1
/obj/screen/buildmode/quit
icon_state = "buildquit"
screen_loc = "NORTH,WEST+3"
name = "Quit Buildmode"
/obj/screen/buildmode/quit/Click()
bd.quit()
return 1
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/obj/effect/buildmode_line
var/image/I
var/client/cl
/obj/effect/buildmode_line/New(client/C, atom/atom_a, atom/atom_b, linename)
name = linename
loc = get_turf(atom_a)
I = image('icons/misc/mark.dmi', src, "line", 19.0)
var/x_offset = ((atom_b.x * 32) + atom_b.pixel_x) - ((atom_a.x * 32) + atom_a.pixel_x)
var/y_offset = ((atom_b.y * 32) + atom_b.pixel_y) - ((atom_a.y * 32) + atom_a.pixel_y)
var/matrix/mat = matrix()
mat.Translate(0, 16)
mat.Scale(1, sqrt((x_offset * x_offset) + (y_offset * y_offset)) / 32)
mat.Turn(90 - ATAN2(x_offset, y_offset)) // So... You pass coords in order x,y to this version of atan2. It should be called acsc2.
mat.Translate(atom_a.pixel_x, atom_a.pixel_y)
transform = mat
cl = C
cl.images += I
/obj/effect/buildmode_line/Destroy()
if(I)
if(istype(cl))
cl.images -= I
cl = null
QDEL_NULL(I)
return ..()
@@ -0,0 +1,50 @@
/datum/buildmode_mode/advanced
key = "advanced"
var/objholder = null
// FIXME: add logic which adds a button displaying the icon
// of the currently selected path
/datum/buildmode_mode/advanced/show_help(client/c)
to_chat(c, "<span class='notice'>***********************************************************</span>")
to_chat(c, "<span class='notice'>Right Mouse Button on buildmode button = Set object type</span>")
to_chat(c, "<span class='notice'>Left Mouse Button on turf/obj = Place objects</span>")
to_chat(c, "<span class='notice'>Right Mouse Button = Delete objects</span>")
to_chat(c, "")
to_chat(c, "<span class='notice'>Use the button in the upper left corner to</span>")
to_chat(c, "<span class='notice'>change the direction of built objects.</span>")
to_chat(c, "<span class='notice'>***********************************************************</span>")
/datum/buildmode_mode/advanced/change_settings(client/c)
var/target_path = input(c, "Enter typepath:", "Typepath", "/obj/structure/closet")
objholder = text2path(target_path)
if(!ispath(objholder))
objholder = pick_closest_path(target_path)
if(!objholder)
alert("No path was selected")
return
else if(ispath(objholder, /area))
objholder = null
alert("That path is not allowed.")
return
/datum/buildmode_mode/advanced/handle_click(client/c, params, obj/object)
var/list/pa = params2list(params)
var/left_click = pa.Find("left")
var/right_click = pa.Find("right")
if(left_click)
if(ispath(objholder,/turf))
var/turf/T = get_turf(object)
log_admin("Build Mode: [key_name(c)] modified [T] in [AREACOORD(object)] to [objholder]")
T.ChangeTurf(objholder)
else if(!isnull(objholder))
var/obj/A = new objholder (get_turf(object))
A.setDir(BM.build_dir)
log_admin("Build Mode: [key_name(c)] modified [A]'s [COORD(A)] dir to [BM.build_dir]")
else
to_chat(c, "<span class='warning'>Select object type first.</span>")
else if(right_click)
if(isobj(object))
log_admin("Build Mode: [key_name(c)] deleted [object] at [AREACOORD(object)]")
qdel(object)
@@ -0,0 +1,61 @@
/datum/buildmode_mode/area_edit
key = "areaedit"
var/area/storedarea
var/image/areaimage
/datum/buildmode_mode/area_edit/New()
areaimage = image('icons/turf/areas.dmi', null, "yellow")
..()
/datum/buildmode_mode/area_edit/enter_mode(datum/buildmode/BM)
BM.holder.images += areaimage
/datum/buildmode_mode/area_edit/exit_mode(datum/buildmode/BM)
areaimage.loc = null // de-color the area
BM.holder.images -= areaimage
return ..()
/datum/buildmode_mode/area_edit/Destroy()
QDEL_NULL(areaimage)
storedarea = null
return ..()
/datum/buildmode_mode/area_edit/show_help(client/c)
to_chat(c, "<span class='notice'>***********************************************************</span>")
to_chat(c, "<span class='notice'>Left Mouse Button on obj/turf/mob = Paint area</span>")
to_chat(c, "<span class='notice'>Right Mouse Button on obj/turf/mob = Select area to paint</span>")
to_chat(c, "<span class='notice'>Right Mouse Button on buildmode button = Create new area</span>")
to_chat(c, "<span class='notice'>***********************************************************</span>")
/datum/buildmode_mode/area_edit/change_settings(client/c)
var/target_path = input(c, "Enter typepath:", "Typepath", "/area")
var/areatype = text2path(target_path)
if(ispath(areatype,/area))
var/areaname = input(c, "Enter area name:", "Area name", "Area")
if(!areaname || !length(areaname))
return
storedarea = new areatype
storedarea.power_equip = 0
storedarea.power_light = 0
storedarea.power_environ = 0
storedarea.always_unpowered = 0
storedarea.name = areaname
areaimage.loc = storedarea // color our area
/datum/buildmode_mode/area_edit/handle_click(client/c, params, object)
var/list/pa = params2list(params)
var/left_click = pa.Find("left")
var/right_click = pa.Find("right")
if(left_click)
if(!storedarea)
to_chat(c, "<span class='warning'>Configure or select the area you want to paint first!</span>")
return
var/turf/T = get_turf(object)
if(get_area(T) != storedarea)
log_admin("Build Mode: [key_name(c)] added [AREACOORD(T)] to [storedarea]")
storedarea.contents.Add(T)
else if(right_click)
var/turf/T = get_turf(object)
storedarea = get_area(T)
areaimage.loc = storedarea // color our area
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/datum/buildmode_mode/basic
key = "basic"
/datum/buildmode_mode/basic/show_help(client/c)
to_chat(c, "<span class='notice'>***********************************************************</span>")
to_chat(c, "<span class='notice'>Left Mouse Button = Construct / Upgrade</span>")
to_chat(c, "<span class='notice'>Right Mouse Button = Deconstruct / Delete / Downgrade</span>")
to_chat(c, "<span class='notice'>Left Mouse Button + ctrl = R-Window</span>")
to_chat(c, "<span class='notice'>Left Mouse Button + alt = Airlock</span>")
to_chat(c, "")
to_chat(c, "<span class='notice'>Use the button in the upper left corner to</span>")
to_chat(c, "<span class='notice'>change the direction of built objects.</span>")
to_chat(c, "<span class='notice'>***********************************************************</span>")
/datum/buildmode_mode/basic/handle_click(client/c, params, obj/object)
var/list/pa = params2list(params)
var/left_click = pa.Find("left")
var/right_click = pa.Find("right")
var/ctrl_click = pa.Find("ctrl")
var/alt_click = pa.Find("alt")
if(istype(object,/turf) && left_click && !alt_click && !ctrl_click)
var/turf/T = object
if(isspaceturf(object))
T.PlaceOnTop(/turf/open/floor/plating)
else if(isplatingturf(object))
T.PlaceOnTop(/turf/open/floor/plasteel)
else if(isfloorturf(object))
T.PlaceOnTop(/turf/closed/wall)
else if(iswallturf(object))
T.PlaceOnTop(/turf/closed/wall/r_wall)
log_admin("Build Mode: [key_name(c)] built [T] at [AREACOORD(T)]")
return
else if(right_click)
log_admin("Build Mode: [key_name(c)] deleted [object] at [AREACOORD(object)]")
if(isturf(object))
var/turf/T = object
T.ScrapeAway()
else if(isobj(object))
qdel(object)
return
else if(istype(object,/turf) && alt_click && left_click)
log_admin("Build Mode: [key_name(c)] built an airlock at [AREACOORD(object)]")
new/obj/machinery/door/airlock(get_turf(object))
else if(istype(object,/turf) && ctrl_click && left_click)
var/obj/structure/window/reinforced/window
if(BM.build_dir == NORTHWEST)
window = new /obj/structure/window/reinforced/fulltile(get_turf(object))
else
window = new /obj/structure/window/reinforced(get_turf(object))
window.setDir(BM.build_dir)
log_admin("Build Mode: [key_name(c)] built a window at [AREACOORD(object)]")
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/datum/buildmode_mode/boom
key = "boom"
var/devastation = -1
var/heavy = -1
var/light = -1
var/flash = -1
var/flames = -1
/datum/buildmode_mode/boom/show_help(client/c)
to_chat(c, "<span class='notice'>***********************************************************</span>")
to_chat(c, "<span class='notice'>Mouse Button on obj = Kaboom</span>")
to_chat(c, "<span class='notice'>***********************************************************</span>")
/datum/buildmode_mode/boom/change_settings(client/c)
devastation = input(c, "Range of total devastation. -1 to none", text("Input")) as num|null
if(devastation == null)
devastation = -1
heavy = input(c, "Range of heavy impact. -1 to none", text("Input")) as num|null
if(heavy == null)
heavy = -1
light = input(c, "Range of light impact. -1 to none", text("Input")) as num|null
if(light == null)
light = -1
flash = input(c, "Range of flash. -1 to none", text("Input")) as num|null
if(flash == null)
flash = -1
flames = input(c, "Range of flames. -1 to none", text("Input")) as num|null
if(flames == null)
flames = -1
/datum/buildmode_mode/boom/handle_click(client/c, params, obj/object)
var/list/pa = params2list(params)
var/left_click = pa.Find("left")
if(left_click)
explosion(object, devastation, heavy, light, flash, FALSE, TRUE, flames)
log_admin("Build Mode: [key_name(c)] caused an explosion(dev=[devastation], hvy=[heavy], lgt=[light], flash=[flash], flames=[flames]) at [AREACOORD(object)]")
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/datum/buildmode_mode/copy
key = "copy"
var/atom/movable/stored = null
/datum/buildmode_mode/copy/Destroy()
stored = null
return ..()
/datum/buildmode_mode/copy/show_help(client/c)
to_chat(c, "<span class='notice'>***********************************************************</span>")
to_chat(c, "<span class='notice'>Left Mouse Button on obj/turf/mob = Spawn a Copy of selected target</span>")
to_chat(c, "<span class='notice'>Right Mouse Button on obj/mob = Select target to copy</span>")
to_chat(c, "<span class='notice'>***********************************************************</span>")
/datum/buildmode_mode/copy/handle_click(client/c, params, obj/object)
var/list/pa = params2list(params)
var/left_click = pa.Find("left")
var/right_click = pa.Find("right")
if(left_click)
var/turf/T = get_turf(object)
if(stored)
DuplicateObject(stored, perfectcopy=1, sameloc=0,newloc=T)
log_admin("Build Mode: [key_name(c)] copied [stored] to [AREACOORD(object)]")
else if(right_click)
if(ismovableatom(object)) // No copying turfs for now.
to_chat(c, "<span class='notice'>[object] set as template.</span>")
stored = object
+62
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@@ -0,0 +1,62 @@
/datum/buildmode_mode/fill
key = "fill"
use_corner_selection = TRUE
var/objholder = null
/datum/buildmode_mode/fill/show_help(client/c)
to_chat(c, "<span class='notice'>***********************************************************</span>")
to_chat(c, "<span class='notice'>Left Mouse Button on turf/obj/mob = Select corner</span>")
to_chat(c, "<span class='notice'>Left Mouse Button + Alt on turf/obj/mob = Delete region</span>")
to_chat(c, "<span class='notice'>Right Mouse Button on buildmode button = Select object type</span>")
to_chat(c, "<span class='notice'>***********************************************************</span>")
/datum/buildmode_mode/fill/change_settings(client/c)
var/target_path = input(c, "Enter typepath:" ,"Typepath","/obj/structure/closet")
objholder = text2path(target_path)
if(!ispath(objholder))
objholder = pick_closest_path(target_path)
if(!objholder)
alert("No path has been selected.")
return
else if(ispath(objholder, /area))
objholder = null
alert("Area paths are not supported for this mode, use the area edit mode instead.")
return
deselect_region()
/datum/buildmode_mode/fill/handle_click(client/c, params, obj/object)
if(isnull(objholder))
to_chat(c, "<span class='warning'>Select an object type first.</span>")
deselect_region()
return
..()
/datum/buildmode_mode/fill/handle_selected_area(client/c, params)
var/list/pa = params2list(params)
var/left_click = pa.Find("left")
var/alt_click = pa.Find("alt")
if(left_click) //rectangular
if(alt_click)
var/list/deletion_area = block(get_turf(cornerA),get_turf(cornerB))
for(var/beep in deletion_area)
var/turf/T = beep
for(var/atom/movable/AM in T)
qdel(AM)
// extreme haircut
T.ScrapeAway(INFINITY, CHANGETURF_DEFER_CHANGE)
for(var/beep in deletion_area)
var/turf/T = beep
T.AfterChange()
log_admin("Build Mode: [key_name(c)] deleted turfs from [AREACOORD(cornerA)] through [AREACOORD(cornerB)]")
// if there's an analogous proc for this on tg lmk
// empty_region(block(get_turf(cornerA),get_turf(cornerB)))
else
for(var/turf/T in block(get_turf(cornerA),get_turf(cornerB)))
if(ispath(objholder,/turf))
T.PlaceOnTop(objholder)
else
var/obj/A = new objholder(T)
A.setDir(BM.build_dir)
log_admin("Build Mode: [key_name(c)] with path [objholder], filled the region from [AREACOORD(cornerA)] through [AREACOORD(cornerB)]")
+48
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@@ -0,0 +1,48 @@
/datum/buildmode_mode/mapgen
key = "mapgen"
use_corner_selection = TRUE
var/generator_path
/datum/buildmode_mode/mapgen/show_help(client/c)
to_chat(c, "<span class='notice'>***********************************************************</span>")
to_chat(c, "<span class='notice'>Left Mouse Button on turf/obj/mob = Select corner</span>")
to_chat(c, "<span class='notice'>Right Mouse Button on buildmode button = Select generator</span>")
to_chat(c, "<span class='notice'>***********************************************************</span>")
/datum/buildmode_mode/mapgen/change_settings(client/c)
var/list/gen_paths = subtypesof(/datum/mapGenerator)
var/list/options = list()
for(var/path in gen_paths)
var/datum/mapGenerator/MP = path
options[initial(MP.buildmode_name)] = path
var/type = input(c,"Select Generator Type","Type") as null|anything in options
if(!type)
return
generator_path = options[type]
deselect_region()
/datum/buildmode_mode/mapgen/handle_click(client/c, params, obj/object)
if(isnull(generator_path))
to_chat(c, "<span class='warning'>Select generator type first.</span>")
deselect_region()
return
..()
/datum/buildmode_mode/mapgen/handle_selected_area(client/c, params)
var/list/pa = params2list(params)
var/left_click = pa.Find("left")
if(left_click)
var/datum/mapGenerator/G = new generator_path
if(istype(G, /datum/mapGenerator/repair/reload_station_map))
if(GLOB.reloading_map)
to_chat(c, "<span class='boldwarning'>You are already reloading an area! Please wait for it to fully finish loading before trying to load another!</span>")
deselect_region()
return
G.defineRegion(cornerA, cornerB, 1)
highlight_region(G.map)
var/confirm = alert("Are you sure you want run the map generator?", "Run generator", "Yes", "No")
if(confirm == "Yes")
G.generate()
log_admin("Build Mode: [key_name(c)] ran the map generator '[G.buildmode_name]' in the region from [AREACOORD(cornerA)] to [AREACOORD(cornerB)]")
@@ -0,0 +1,29 @@
/datum/buildmode_mode/throwing
key = "throw"
var/atom/movable/throw_atom = null
/datum/buildmode_mode/throwing/Destroy()
throw_atom = null
return ..()
/datum/buildmode_mode/throwing/show_help(client/c)
to_chat(c, "<span class='notice'>***********************************************************</span>")
to_chat(c, "<span class='notice'>Left Mouse Button on turf/obj/mob = Select</span>")
to_chat(c, "<span class='notice'>Right Mouse Button on turf/obj/mob = Throw</span>")
to_chat(c, "<span class='notice'>***********************************************************</span>")
/datum/buildmode_mode/throwing/handle_click(client/c, params, obj/object)
var/list/pa = params2list(params)
var/left_click = pa.Find("left")
var/right_click = pa.Find("right")
if(left_click)
if(isturf(object))
return
throw_atom = object
to_chat(c, "Selected object '[throw_atom]'")
if(right_click)
if(throw_atom)
throw_atom.throw_at(object, 10, 1, c.mob)
log_admin("Build Mode: [key_name(c)] threw [throw_atom] at [object] ([AREACOORD(object)])")
@@ -0,0 +1,62 @@
/datum/buildmode_mode/varedit
key = "edit"
// Varedit mode
var/varholder = null
var/valueholder = null
/datum/buildmode_mode/varedit/Destroy()
varholder = null
valueholder = null
return ..()
/datum/buildmode_mode/varedit/show_help(client/c)
to_chat(c, "<span class='notice'>***********************************************************</span>")
to_chat(c, "<span class='notice'>Right Mouse Button on buildmode button = Select var(type) & value</span>")
to_chat(c, "<span class='notice'>Left Mouse Button on turf/obj/mob = Set var(type) & value</span>")
to_chat(c, "<span class='notice'>Right Mouse Button on turf/obj/mob = Reset var's value</span>")
to_chat(c, "<span class='notice'>***********************************************************</span>")
/datum/buildmode_mode/varedit/Reset()
. = ..()
varholder = null
valueholder = null
/datum/buildmode_mode/varedit/change_settings(client/c)
varholder = input(c, "Enter variable name:" ,"Name", "name")
if(!vv_varname_lockcheck(varholder))
return
var/temp_value = c.vv_get_value()
if(isnull(temp_value["class"]))
Reset()
to_chat(c, "<span class='notice'>Variable unset.</span>")
return
valueholder = temp_value["value"]
/datum/buildmode_mode/varedit/handle_click(client/c, params, obj/object)
var/list/pa = params2list(params)
var/left_click = pa.Find("left")
var/right_click = pa.Find("right")
if(isnull(varholder))
to_chat(c, "<span class='warning'>Choose a variable to modify first.</span>")
return
if(left_click)
if(object.vars.Find(varholder))
if(object.vv_edit_var(varholder, valueholder) == FALSE)
to_chat(c, "<span class='warning'>Your edit was rejected by the object.</span>")
return
log_admin("Build Mode: [key_name(c)] modified [object.name]'s [varholder] to [valueholder]")
else
to_chat(c, "<span class='warning'>[initial(object.name)] does not have a var called '[varholder]'</span>")
if(right_click)
if(object.vars.Find(varholder))
var/reset_value = initial(object.vars[varholder])
if(object.vv_edit_var(varholder, reset_value) == FALSE)
to_chat(c, "<span class='warning'>Your edit was rejected by the object.</span>")
return
log_admin("Build Mode: [key_name(c)] modified [object.name]'s [varholder] to [reset_value]")
else
to_chat(c, "<span class='warning'>[initial(object.name)] does not have a var called '[varholder]'</span>")