proving to the world i'm retarded one commit line at a time

This commit is contained in:
Kraseo
2020-03-01 23:56:34 +01:00
parent ad8013d839
commit 648f7793d3
3 changed files with 544 additions and 0 deletions

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// Support unit gets it's own very basic antag datum for admin logging.
/datum/antagonist/traitor/contractor_support
name = "Contractor Support Unit"
antag_moodlet = /datum/mood_event/focused
show_in_roundend = FALSE /// We're already adding them in to the contractor's roundend.
give_objectives = TRUE /// We give them their own custom objective.
show_in_antagpanel = FALSE /// Not a proper/full antag.
should_equip = FALSE /// Don't give them an uplink.
var/datum/team/contractor_team/contractor_team
/datum/team/contractor_team // Team for storing both the contractor and their support unit - only really for the HUD and admin logging.
show_roundend_report = FALSE
/datum/antagonist/traitor/contractor_support/forge_traitor_objectives()
var/datum/objective/generic_objective = new
generic_objective.name = "Follow Contractor's Orders"
generic_objective.explanation_text = "Follow your orders. Assist agents in this mission area."
generic_objective.completed = TRUE
add_objective(generic_objective)
/datum/contractor_hub
var/contract_rep = 0
var/list/hub_items = list()
var/list/purchased_items = list()
var/static/list/contractor_items = typecacheof(/datum/contractor_item/, TRUE)
var/datum/syndicate_contract/current_contract
var/list/datum/syndicate_contract/assigned_contracts = list()
var/list/assigned_targets = list() // used as a blacklist to make sure we're not assigning targets already assigned
var/contract_TC_payed_out = 0 // Keeping track for roundend reporting
var/contract_TC_to_redeem = 0 // Used internally and roundend reporting - what TC we have available to cashout.
/datum/contractor_hub/proc/create_hub_items()
for(var/path in contractor_items)
var/datum/contractor_item/contractor_item = new path
hub_items.Add(contractor_item)
/datum/contractor_hub/proc/create_contracts(datum/mind/owner) // 6 initial contracts
var/list/to_generate = list(
CONTRACT_PAYOUT_LARGE,
CONTRACT_PAYOUT_MEDIUM,
CONTRACT_PAYOUT_SMALL,
CONTRACT_PAYOUT_SMALL,
CONTRACT_PAYOUT_SMALL,
CONTRACT_PAYOUT_SMALL
)
var/lowest_TC_threshold = 30 // We don't want the sum of all the payouts to be under this amount
var/total = 0
var/lowest_paying_sum = 0
var/datum/syndicate_contract/lowest_paying_contract
to_generate = shuffle(to_generate) // Randomise order, so we don't have contracts always in payout order.
var/start_index = 1 // Support contract generation happening multiple times
if(assigned_contracts.len != 0)
start_index = assigned_contracts.len + 1
for(var/i = 1; i <= to_generate.len; i++) // Generate contracts, and find the lowest paying.
var/datum/syndicate_contract/contract_to_add = new(owner, assigned_targets, to_generate[i])
var/contract_payout_total = contract_to_add.contract.payout + contract_to_add.contract.payout_bonus
assigned_targets.Add(contract_to_add.contract.target)
if(!lowest_paying_contract || (contract_payout_total < lowest_paying_sum))
lowest_paying_sum = contract_payout_total
lowest_paying_contract = contract_to_add
total += contract_payout_total
contract_to_add.id = start_index
assigned_contracts.Add(contract_to_add)
start_index++
if(total < lowest_TC_threshold) // If the threshold for TC payouts isn't reached, boost the lowest paying contract
lowest_paying_contract.contract.payout_bonus += (lowest_TC_threshold - total)
/datum/contractor_item
var/name // Name of item
var/desc // description of item
var/item // item path, no item path means the purchase needs it's own handle_purchase()
var/item_icon = "fa-broadcast-tower" // fontawesome icon to use inside the hub - https://fontawesome.com/icons/
var/limited = -1 // Any number above 0 for how many times it can be bought in a round for a single traitor. -1 is unlimited.
var/cost // Cost of the item in contract rep.
/datum/contractor_item/contract_reroll
name = "Contract Reroll"
desc = "Request a reroll of your current contract list. Will generate a new target, payment, and dropoff for the contracts you currently have available."
item_icon = "fa-dice"
limited = 2
cost = 0
/datum/contractor_item/contract_reroll/handle_purchase(var/datum/contractor_hub/hub)
. = ..()
if (.)
var/list/new_target_list = list() // We're not regenerating already completed/aborted/extracting contracts, but we don't want to repeat their targets.
for(var/datum/syndicate_contract/contract_check in hub.assigned_contracts)
if (contract_check.status != CONTRACT_STATUS_ACTIVE && contract_check.status != CONTRACT_STATUS_INACTIVE)
if (contract_check.contract.target)
new_target_list.Add(contract_check.contract.target)
continue
for(var/datum/syndicate_contract/rerolling_contract in hub.assigned_contracts) // Reroll contracts without duplicates
if (rerolling_contract.status != CONTRACT_STATUS_ACTIVE && rerolling_contract.status != CONTRACT_STATUS_INACTIVE)
continue
rerolling_contract.generate(new_target_list)
new_target_list.Add(rerolling_contract.contract.target)
hub.assigned_targets = new_target_list // Set our target list with the new set we've generated.
/datum/contractor_item/contractor_pinpointer
name = "Contractor Pinpointer"
desc = "A pinpointer that finds targets even without active suit sensors. Due to taking advantage of an exploit within the system, it can't pinpoint to the same accuracy as the traditional models. Becomes permanently locked to the user that first activates it."
item = /obj/item/pinpointer/crew/contractor
item_icon = "fa-search-location"
limited = 2
cost = 1
/datum/contractor_item/fulton_extraction_kit
name = "Fulton Extraction Kit"
desc = "For getting your target across the station to those difficult dropoffs. Place the beacon somewhere secure, and link the pack. Activating the pack on your target in space will send them over to the beacon - make sure they're not just going to run away though!"
item = /obj/item/storage/box/contractor/fulton_extraction
item_icon = "fa-parachute-box"
limited = 1
cost = 1
/datum/contractor_item/contractor_partner
name = "Reinforcements"
desc = "Upon purchase we'll contact available units in the area. Should there be an agent free, we'll send them down to assist you immediately. If no units are free, we give a full refund."
item_icon = "fa-user-friends"
limited = 1
cost = 2
var/datum/mind/partner_mind = null
/datum/contractor_item/contractor_partner/handle_purchase(var/datum/contractor_hub/hub, mob/living/user)
. = ..()
if (.)
to_chat(user, "<span class='notice'>The uplink vibrates quietly, connecting to nearby agents...</span>")
var/list/mob/dead/observer/candidates = pollGhostCandidates("Do you want to play as the Contractor Support Unit for [user.real_name]?", ROLE_PAI, null, FALSE, 100, POLL_IGNORE_CONTRACTOR_SUPPORT)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
spawn_contractor_partner(user, C.key)
else
to_chat(user, "<span class='notice'>No available agents at this time, please try again later.</span>")
limited += 1 // refund and add the limit back.
hub.contract_rep += cost
hub.purchased_items -= src
/datum/outfit/contractor_partner
name = "Contractor Support Unit"
uniform = /obj/item/clothing/under/chameleon
suit = /obj/item/clothing/suit/chameleon
back = /obj/item/storage/backpack
belt = /obj/item/pda/chameleon
mask = /obj/item/clothing/mask/cigarette/syndicate
shoes = /obj/item/clothing/shoes/chameleon/noslip
ears = /obj/item/radio/headset/chameleon
id = /obj/item/card/id/syndicate
r_hand = /obj/item/storage/toolbox/syndicate
backpack_contents = list(/obj/item/storage/box/survival, /obj/item/implanter/uplink, /obj/item/clothing/mask/chameleon,
/obj/item/storage/fancy/cigarettes/cigpack_syndicate, /obj/item/lighter)
/datum/outfit/contractor_partner/post_equip(mob/living/carbon/human/H, visualsOnly)
. = ..()
var/obj/item/clothing/mask/cigarette/syndicate/cig = H.get_item_by_slot(SLOT_WEAR_MASK)
cig.light() // pre-light their cig for extra badass
/datum/contractor_item/contractor_partner/proc/spawn_contractor_partner(mob/living/user, key)
var/mob/living/carbon/human/partner = new()
var/datum/outfit/contractor_partner/partner_outfit = new()
partner_outfit.equip(partner)
var/obj/structure/closet/supplypod/arrival_pod = new()
arrival_pod.style = STYLE_SYNDICATE
arrival_pod.explosionSize = list(0,0,0,1)
arrival_pod.bluespace = TRUE
var/turf/free_location = find_obstruction_free_location(2, user)
if (!free_location) // We really want to send them - if we can't find a nice location just land it on top of them.
free_location = get_turf(user)
partner.forceMove(arrival_pod)
partner.ckey = key
partner_mind = partner.mind // We give a reference to the mind that'll be the support unit
partner_mind.make_Contractor_Support()
to_chat(partner_mind.current, "\n<span class='alertwarning'>[user.real_name] is your superior. Follow any, and all orders given by them. You're here to support their mission only.</span>")
to_chat(partner_mind.current, "<span class='alertwarning'>Should they perish, or be otherwise unavailable, you're to assist other active agents in this mission area to the best of your ability.</span>\n\n")
new /obj/effect/abstract/DPtarget(free_location, arrival_pod)
/datum/contractor_item/blackout
name = "Blackout"
desc = "Request Syndicate Command to distrupt the station's powernet. Disables power across the station for a short duration."
item_icon = "fa-bolt"
limited = 2
cost = 3
/datum/contractor_item/blackout/handle_purchase(var/datum/contractor_hub/hub)
. = ..()
if (.)
power_fail(35, 50)
priority_announce("Abnormal activity detected in [station_name()]'s powernet. As a precautionary measure, the station's power will be shut off for an indeterminate duration.", "Critical Power Failure", "poweroff")
// Subtract cost, and spawn if it's an item.
/datum/contractor_item/proc/handle_purchase(var/datum/contractor_hub/hub, mob/living/user)
if (hub.contract_rep >= cost)
hub.contract_rep -= cost
else
return FALSE
if (limited >= 1)
limited -= 1
else if (limited == 0)
return FALSE
hub.purchased_items.Add(src)
if (item && ispath(item))
var/atom/item_to_create = new item(get_turf(user))
if(user.put_in_hands(item_to_create))
to_chat(user, "<span class='notice'>Your purchase materializes into your hands!</span>")
else
to_chat(user, "<span class='notice'>Your purchase materializes onto the floor.</span>")
return item_to_create
return TRUE
/obj/item/pinpointer/crew/contractor
name = "contractor pinpointer"
desc = "A handheld tracking device that locks onto certain signals. Ignores suit sensors, but is much less accurate."
icon_state = "pinpointer_syndicate"
minimum_range = 25
has_owner = TRUE
ignore_suit_sensor_level = TRUE
/obj/item/storage/box/contractor/fulton_extraction
name = "Fulton Extraction Kit"
icon_state = "syndiebox"
illustration = "writing_syndie"
/obj/item/storage/box/contractor/fulton_extraction/PopulateContents()
new /obj/item/extraction_pack(src)
new /obj/item/fulton_core(src)

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/datum/syndicate_contract
var/id = 0
var/status = CONTRACT_STATUS_INACTIVE
var/datum/objective/contract/contract = new()
var/ransom = 0
var/payout_type = null
var/list/victim_belongings = list()
/datum/syndicate_contract/New(contract_owner, blacklist, type=CONTRACT_PAYOUT_SMALL)
contract.owner = contract_owner
payout_type = type
generate(blacklist)
/datum/syndicate_contract/proc/generate(blacklist)
contract.find_target(null, blacklist)
if (payout_type == CONTRACT_PAYOUT_LARGE)
contract.payout_bonus = rand(9,13)
else if(payout_type == CONTRACT_PAYOUT_MEDIUM)
contract.payout_bonus = rand(6,8)
else
contract.payout_bonus = rand(2,4)
contract.payout = rand(0, 2)
contract.generate_dropoff()
ransom = 100 * rand(18, 45)
/datum/syndicate_contract/proc/handle_extraction(var/mob/living/user)
if (contract.target && contract.dropoff_check(user, contract.target.current))
var/turf/free_location = find_obstruction_free_location(3, user, contract.dropoff)
if(free_location) // We've got a valid location, launch.
launch_extraction_pod(free_location)
return TRUE
return FALSE
// Launch the pod to collect our victim.
/datum/syndicate_contract/proc/launch_extraction_pod(turf/empty_pod_turf)
var/obj/structure/closet/supplypod/extractionpod/empty_pod = new()
RegisterSignal(empty_pod, COMSIG_ATOM_ENTERED, .proc/enter_check)
empty_pod.stay_after_drop = TRUE
empty_pod.reversing = TRUE
empty_pod.explosionSize = list(0,0,0,1)
empty_pod.leavingSound = 'sound/effects/podwoosh.ogg'
new /obj/effect/abstract/DPtarget(empty_pod_turf, empty_pod)
/datum/syndicate_contract/proc/enter_check(datum/source, sent_mob)
if(istype(source, /obj/structure/closet/supplypod/extractionpod))
if(isliving(sent_mob))
var/mob/living/M = sent_mob
var/datum/antagonist/traitor/traitor_data = contract.owner.has_antag_datum(/datum/antagonist/traitor)
if(M == contract.target.current)
traitor_data.contractor_hub.contract_TC_to_redeem += contract.payout
if(M.stat != DEAD)
traitor_data.contractor_hub.contract_TC_to_redeem += contract.payout_bonus
status = CONTRACT_STATUS_COMPLETE
if(traitor_data.contractor_hub.current_contract == src)
traitor_data.contractor_hub.current_contract = null
traitor_data.contractor_hub.contract_rep += 2
else
status = CONTRACT_STATUS_ABORTED // Sending a target that wasn't even yours is as good as just aborting it
if(traitor_data.contractor_hub.current_contract == src)
traitor_data.contractor_hub.current_contract = null
if(iscarbon(M))
for(var/obj/item/W in M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(W == H.w_uniform || W == H.shoes)
continue //So all they're left with are shoes and uniform.
M.transferItemToLoc(W)
victim_belongings.Add(W)
var/obj/structure/closet/supplypod/extractionpod/pod = source
pod.send_up(pod) // Handle the pod returning
handleVictimExperience(M) // After pod is sent we start the victim narrative/heal.
var/points_to_check = SSshuttle.points // This is slightly delayed because of the sleep calls above to handle the narrative. We don't want to tell the station instantly.
if(points_to_check >= ransom)
SSshuttle.points -= ransom
else
SSshuttle.points -= points_to_check
priority_announce("One of your crew was captured by a rival organisation - we've needed to pay their ransom to bring them back. \
As is policy we've taken a portion of the station's funds to offset the overall cost.", null, "attention", null, "Nanotrasen Asset Protection")
/datum/syndicate_contract/proc/handleVictimExperience(var/mob/living/M) // They're off to holding - handle the return timer and give some text about what's going on.
addtimer(CALLBACK(src, .proc/returnVictim, M), (60 * 10) * 4) // Ship 'em back - dead or alive... 4 minutes wait.
if(M.stat != DEAD) //Even if they weren't the target, we're still treating them the same.
M.reagents.add_reagent(/datum/reagent/medicine/omnizine, 20) // Heal them up - gets them out of crit/soft crit.
M.flash_act()
M.confused += 10
M.blur_eyes(5)
to_chat(M, "<span class='warning'>You feel strange...</span>")
sleep(60)
to_chat(M, "<span class='warning'>That pod did something to you...</span>")
M.Dizzy(35)
sleep(65)
to_chat(M, "<span class='warning'>Your head pounds... It feels like it's going to burst out your skull!</span>")
M.flash_act()
M.confused += 20
M.blur_eyes(3)
sleep(30)
to_chat(M, "<span class='warning'>Your head pounds...</span>")
sleep(100)
M.flash_act()
M.Unconscious(200)
to_chat(M, "<span class='reallybig hypnophrase'>A million voices echo in your head... <i>\"Your mind held many valuable secrets - \
we thank you for providing them. Your value is expended, and you will be ransomed back to your station. We always get paid, \
so it's only a matter of time before we ship you back...\"</i></span>")
M.blur_eyes(10)
M.Dizzy(15)
M.confused += 20
/datum/syndicate_contract/proc/returnVictim(var/mob/living/M) // We're returning the victim
var/list/possible_drop_loc = list()
for(var/turf/possible_drop in contract.dropoff.contents)
if(!is_blocked_turf(possible_drop))
possible_drop_loc.Add(possible_drop)
if(possible_drop_loc.len > 0)
var/pod_rand_loc = rand(1, possible_drop_loc.len)
var/obj/structure/closet/supplypod/return_pod = new()
return_pod.bluespace = TRUE
return_pod.explosionSize = list(0,0,0,0)
return_pod.style = STYLE_SYNDICATE
do_sparks(8, FALSE, M)
M.visible_message("<span class='notice'>[M] vanishes...</span>")
for(var/obj/item/W in M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(W == H.w_uniform || W == H.shoes)
continue //So all they're left with are shoes and uniform.
M.dropItemToGround(W)
for(var/obj/item/W in victim_belongings)
W.forceMove(return_pod)
M.forceMove(return_pod)
M.flash_act()
M.blur_eyes(30)
M.Dizzy(35)
M.confused += 20
new /obj/effect/abstract/DPtarget(possible_drop_loc[pod_rand_loc], return_pod)
else
to_chat(M, "<span class='reallybig hypnophrase'>A million voices echo in your head... <i>\"Seems where you got sent here from won't \
be able to handle our pod... You will die here instead.\"</i></span>")
if(iscarbon(M))
var/mob/living/carbon/C = M
if(C.can_heartattack())
C.set_heartattack(TRUE)

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/datum/computer_file/program/contract_uplink
filename = "contractor uplink"
filedesc = "Syndicate Contract Uplink"
program_icon_state = "assign"
extended_desc = "A standard, Syndicate issued system for handling important contracts while on the field."
size = 10
requires_ntnet = 0
available_on_ntnet = 0
unsendable = 1
undeletable = 1
tgui_id = "synd_contract"
ui_style = "syndicate"
ui_x = 600
ui_y = 600
var/error = ""
var/page = CONTRACT_UPLINK_PAGE_CONTRACTS
var/assigned = FALSE
/datum/computer_file/program/contract_uplink/run_program(var/mob/living/user)
. = ..(user)
/datum/computer_file/program/contract_uplink/ui_act(action, params)
if(..())
return 1
var/mob/living/user = usr
var/obj/item/computer_hardware/hard_drive/small/syndicate/hard_drive = computer.all_components[MC_HDD]
switch(action)
if("PRG_contract-accept")
var/contract_id = text2num(params["contract_id"])
// Set as the active contract
hard_drive.traitor_data.contractor_hub.assigned_contracts[contract_id].status = CONTRACT_STATUS_ACTIVE
hard_drive.traitor_data.contractor_hub.current_contract = hard_drive.traitor_data.contractor_hub.assigned_contracts[contract_id]
program_icon_state = "single_contract"
return 1
if("PRG_login")
var/datum/antagonist/traitor/traitor_data = user.mind.has_antag_datum(/datum/antagonist/traitor)
if(traitor_data) // Bake their data right into the hard drive, or we don't allow non-antags gaining access to unused contract system. We also create their contracts at this point.
if(!traitor_data.contractor_hub) // Only play greet sound, and handle contractor hub when assigning for the first time.
traitor_data.contractor_hub = new
traitor_data.contractor_hub.create_hub_items()
user.playsound_local(user, 'sound/effects/contractstartup.ogg', 100, 0)
traitor_data.contractor_hub.create_contracts()
hard_drive.traitor_data = traitor_data
// Stops any topic exploits such as logging in multiple times on a single system.
if(!assigned)
traitor_data.contractor_hub.create_contracts(traitor_data.owner)
hard_drive.traitor_data = traitor_data
program_icon_state = "contracts"
assigned = TRUE
else
error = "Incorrect login details."
return 1
if("PRG_call_extraction")
if(hard_drive.traitor_data.contractor_hub.current_contract.status != CONTRACT_STATUS_EXTRACTING)
if(hard_drive.traitor_data.contractor_hub.current_contract.handle_extraction(user))
user.playsound_local(user, 'sound/effects/confirmdropoff.ogg', 100, 1)
hard_drive.traitor_data.contractor_hub.current_contract.status = CONTRACT_STATUS_EXTRACTING
program_icon_state = "extracted"
else
user.playsound_local(user, 'sound/machines/uplinkerror.ogg', 50)
error = "Either both you or your target aren't at the dropoff location, or the pod hasn't got a valid place to land. Clear space, or make sure you're both inside."
else
user.playsound_local(user, 'sound/machines/uplinkerror.ogg', 50)
error = "Already extracting... Place the target into the pod. If the pod was destroyed, you will need to cancel this contract."
return 1
if("PRG_contract_abort")
var/contract_id = hard_drive.traitor_data.contractor_hub.current_contract.id
hard_drive.traitor_data.contractor_hub.current_contract = null
hard_drive.traitor_data.contractor_hub.assigned_contracts[contract_id].status = CONTRACT_STATUS_ABORTED
program_icon_state = "contracts"
return 1
if("PRG_redeem_TC")
if(hard_drive.traitor_data.contractor_hub.contract_TC_to_redeem)
var/obj/item/stack/telecrystal/crystals = new /obj/item/stack/telecrystal(get_turf(user), hard_drive.traitor_data.contractor_hub.contract_TC_to_redeem)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.put_in_hands(crystals))
to_chat(H, "<span class='notice'>Your payment materializes into your hands!</span>")
else
to_chat(user, "<span class='notice'>Your payment materializes onto the floor.</span>")
hard_drive.traitor_data.contractor_hub.contract_TC_payed_out += hard_drive.traitor_data.contractor_hub.contract_TC_to_redeem
hard_drive.traitor_data.contractor_hub.contract_TC_to_redeem = 0
return 1
else
user.playsound_local(user, 'sound/machines/uplinkerror.ogg', 50)
return 1
if("PRG_clear_error")
error = ""
if("PRG_contractor_hub")
page = CONTRACT_UPLINK_PAGE_HUB
program_icon_state = "store"
if("PRG_hub_back")
page = CONTRACT_UPLINK_PAGE_CONTRACTS
program_icon_state = "contracts"
if("buy_hub")
if(hard_drive.traitor_data.owner.current == user)
var/item = params["item"]
for (var/datum/contractor_item/hub_item in hard_drive.traitor_data.contractor_hub.hub_items)
if (hub_item.name == item)
hub_item.handle_purchase(hard_drive.traitor_data.contractor_hub, user)
else
error = "Invalid user... You weren't recognised as the user of this system."
/datum/computer_file/program/contract_uplink/ui_data(mob/user)
var/list/data = list()
var/obj/item/computer_hardware/hard_drive/small/syndicate/hard_drive = computer.all_components[MC_HDD]
var/screen_to_be = null
if(hard_drive && hard_drive.traitor_data != null)
var/datum/antagonist/traitor/traitor_data = hard_drive.traitor_data
error = ""
data = get_header_data()
if(traitor_data.contractor_hub.current_contract)
data["ongoing_contract"] = TRUE
screen_to_be = "single_contract"
if(traitor_data.contractor_hub.current_contract.status == CONTRACT_STATUS_EXTRACTING)
data["extraction_enroute"] = TRUE
screen_to_be = "extracted"
data["logged_in"] = TRUE
data["station_name"] = GLOB.station_name
data["redeemable_tc"] = traitor_data.contractor_hub.contract_TC_to_redeem
data["contract_rep"] = traitor_data.contractor_hub.contract_rep
data["page"] = page
data["error"] = error
for(var/datum/contractor_item/hub_item in traitor_data.contractor_hub.hub_items)
data["contractor_hub_items"] += list(list(
"name" = hub_item.name,
"desc" = hub_item.desc,
"cost" = hub_item.cost,
"limited" = hub_item.limited,
"item_icon" = hub_item.item_icon
))
for(var/datum/syndicate_contract/contract in traitor_data.contractor_hub.assigned_contracts)
var/target_rank = ""
if(contract.contract.target)
var/datum/data/record/record = find_record("name", contract.contract.target.current.real_name, GLOB.data_core.general)
if(record)
target_rank = record.fields["rank"]
else
target_rank = "Unknown"
data["contracts"] += list(list(
"target" = contract.contract.target,
"target_rank" = target_rank,
"payout" = contract.contract.payout,
"payout_bonus" = contract.contract.payout_bonus,
"dropoff" = contract.contract.dropoff,
"id" = contract.id,
"status" = contract.status
))
var/direction
if(traitor_data.contractor_hub.current_contract)
var/turf/curr = get_turf(user)
var/turf/dropoff_turf
data["current_location"] = "[get_area_name(curr, TRUE)]"
for(var/turf/content in traitor_data.contractor_hub.current_contract.contract.dropoff.contents)
if(isturf(content))
dropoff_turf = content
break
if(curr.z == dropoff_turf.z) //Direction calculations for same z-level only
direction = uppertext(dir2text(get_dir(curr, dropoff_turf))) //Direction text (East, etc). Not as precise, but still helpful.
if(get_area(user) == traitor_data.contractor_hub.current_contract.contract.dropoff)
direction = "LOCATION CONFIRMED"
else
direction = "???"
data["dropoff_direction"] = direction
if (page == CONTRACT_UPLINK_PAGE_HUB)
screen_to_be = "store"
if (!screen_to_be)
screen_to_be = "contracts"
else
data["logged_in"] = FALSE
if (!screen_to_be)
screen_to_be = "assign"
program_icon_state = screen_to_be
update_computer_icon()
return data