i think it works

MAJOR antag backend update
- you cannot bruteforce the pen anymore
- uplink now uses bitflag to lock purchases
- poplock is handled entirely by the buyable uplink items
- tgui antag intro (for selected ones)
This commit is contained in:
LetterN
2021-10-30 11:45:50 +08:00
parent f7b898a2a9
commit 99019166e4
117 changed files with 3049 additions and 1868 deletions
+1 -3
View File
@@ -18,8 +18,6 @@
#define CHAT_LAYER_Z_STEP 0.0001
/// The number of z-layer 'slices' usable by the chat message layering
#define CHAT_LAYER_MAX_Z (CHAT_LAYER_MAX - CHAT_LAYER) / CHAT_LAYER_Z_STEP
/// Macro from Lummox used to get height from a MeasureText proc
#define WXH_TO_HEIGHT(x) text2num(copytext(x, findtextEx(x, "x") + 1))
/**
* # Chat Message Overlay
@@ -165,7 +163,7 @@
message.maptext_width = CHAT_MESSAGE_WIDTH
message.maptext_height = mheight
message.maptext_x = (CHAT_MESSAGE_WIDTH - owner.bound_width) * -0.5
message.maptext = complete_text
message.maptext = MAPTEXT(complete_text)
// View the message
LAZYADDASSOC(owned_by.seen_messages, message_loc, src)
+92 -58
View File
@@ -1,4 +1,5 @@
GLOBAL_LIST_EMPTY(uplinks)
#define PEN_ROTATIONS 2
/**
* Uplinks
@@ -17,7 +18,7 @@ GLOBAL_LIST_EMPTY(uplinks)
var/telecrystals
var/selected_cat
var/owner = null
var/datum/game_mode/gamemode
var/uplink_flag
var/datum/uplink_purchase_log/purchase_log
var/list/uplink_items
var/hidden_crystals = 0
@@ -26,11 +27,11 @@ GLOBAL_LIST_EMPTY(uplinks)
var/failsafe_code
var/compact_mode = FALSE
var/debug = FALSE
var/saved_player_population = 0
var/list/filters = list()
///Instructions on how to access the uplink based on location
var/unlock_text
var/list/previous_attempts
/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, datum/game_mode/_gamemode, starting_tc = 20, datum/traitor_class/traitor_class)
/datum/component/uplink/Initialize(_owner, _lockable = TRUE, _enabled = FALSE, uplink_flag = UPLINK_TRAITORS, starting_tc = TELECRYSTALS_DEFAULT)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
@@ -44,16 +45,13 @@ GLOBAL_LIST_EMPTY(uplinks)
RegisterSignal(parent, COMSIG_IMPLANT_EXISTING_UPLINK, .proc/new_implant)
else if(istype(parent, /obj/item/pda))
RegisterSignal(parent, COMSIG_PDA_CHANGE_RINGTONE, .proc/new_ringtone)
// RegisterSignal(parent, COMSIG_PDA_CHECK_DETONATE, .proc/check_detonate)
else if(istype(parent, /obj/item/radio))
RegisterSignal(parent, COMSIG_RADIO_NEW_FREQUENCY, .proc/new_frequency)
else if(istype(parent, /obj/item/pen))
RegisterSignal(parent, COMSIG_PEN_ROTATED, .proc/pen_rotation)
GLOB.uplinks += src
if(istype(traitor_class))
filters = traitor_class.uplink_filters
starting_tc = traitor_class.TC
uplink_items = get_uplink_items(gamemode, TRUE, allow_restricted, filters)
GLOB.uplinks |= src
if(_owner)
owner = _owner
@@ -64,44 +62,58 @@ GLOBAL_LIST_EMPTY(uplinks)
purchase_log = new(owner, src)
lockable = _lockable
active = _enabled
gamemode = _gamemode
src.uplink_flag = uplink_flag
update_items()
telecrystals = starting_tc
if(!lockable)
active = TRUE
locked = FALSE
saved_player_population = GLOB.joined_player_list.len
previous_attempts = list()
/datum/component/uplink/InheritComponent(datum/component/uplink/U)
lockable |= U.lockable
active |= U.active
if(!gamemode)
gamemode = U.gamemode
uplink_flag |= U.uplink_flag
telecrystals += U.telecrystals
if(purchase_log && U.purchase_log)
purchase_log.MergeWithAndDel(U.purchase_log)
/datum/component/uplink/Destroy()
GLOB.uplinks -= src
gamemode = null
purchase_log = null
return ..()
/datum/component/uplink/proc/update_items()
var/updated_items
updated_items = get_uplink_items(uplink_flag, TRUE, allow_restricted)
update_sales(updated_items)
uplink_items = updated_items
/datum/component/uplink/proc/update_sales(updated_items)
var/discount_categories = list("Discounted Gear", "Discounted Team Gear", "Limited Stock Team Gear")
if (uplink_items == null)
return
for (var/category in discount_categories) // Makes sure discounted items aren't renewed or replaced
if (uplink_items[category] != null && updated_items[category] != null)
updated_items[category] = uplink_items[category]
/datum/component/uplink/proc/LoadTC(mob/user, obj/item/stack/telecrystal/TC, silent = FALSE)
if(!silent)
to_chat(user, "<span class='notice'>You slot [TC] into [parent] and charge its internal uplink.</span>")
to_chat(user, span_notice("You slot [TC] into [parent] and charge its internal uplink."))
var/amt = TC.amount
telecrystals += amt
TC.use(amt)
/datum/component/uplink/proc/set_gamemode(_gamemode)
gamemode = _gamemode
uplink_items = get_uplink_items(gamemode, TRUE, allow_restricted)
// log_uplink("[key_name(user)] loaded [amt] telecrystals into [parent]'s uplink")
/datum/component/uplink/proc/OnAttackBy(datum/source, obj/item/I, mob/user)
SIGNAL_HANDLER
if(!active)
return //no hitting everyone/everything just to try to slot tcs in!
return //no hitting everyone/everything just to try to slot tcs in!
if(istype(I, /obj/item/stack/telecrystal))
LoadTC(user, I)
// CIT SPECIFIC: STEALING from unlocked uplink.
if(active)
if(I.GetComponent(/datum/component/uplink))
var/datum/component/uplink/hidden_uplink = I.GetComponent(/datum/component/uplink)
@@ -118,31 +130,26 @@ GLOBAL_LIST_EMPTY(uplinks)
var/cost = UI.refund_amount || UI.cost
if(I.type == path && UI.refundable && I.check_uplink_validity())
telecrystals += cost
purchase_log.total_spent -= cost
to_chat(user, "<span class='notice'>[I] refunded.</span>")
// log_uplink("[key_name(user)] refunded [UI] for [cost] telecrystals using [parent]'s uplink")
if(purchase_log)
purchase_log.total_spent -= cost
to_chat(user, span_notice("[I] refunded."))
qdel(I)
return
/datum/component/uplink/proc/interact(datum/source, mob/user)
SIGNAL_HANDLER
if(locked)
return
active = TRUE
update_items()
if(user)
//update the saved population
var/previous_player_population = saved_player_population
saved_player_population = GLOB.joined_player_list.len
//if population has changed, update uplink items
if(saved_player_population != previous_player_population)
//make sure discounts are not rerolled
var/old_discounts = uplink_items["Discounted Gear"]
uplink_items = get_uplink_items(gamemode, FALSE, allow_restricted, filters)
if(old_discounts)
uplink_items["Discounted Gear"] = old_discounts
ui_interact(user)
INVOKE_ASYNC(src, .proc/ui_interact, user)
// an unlocked uplink blocks also opening the PDA or headset menu
return COMPONENT_NO_INTERACT
/datum/component/uplink/ui_state(mob/user)
if(istype(parent, /obj/item/implant/uplink))
return GLOB.not_incapacitated_state
@@ -178,15 +185,10 @@ GLOBAL_LIST_EMPTY(uplinks)
var/datum/uplink_item/I = uplink_items[category][item]
if(I.limited_stock == 0)
continue
if(I.restricted_roles.len)
var/is_inaccessible = TRUE
for(var/R in I.restricted_roles)
if(R == user.mind.assigned_role || debug)
is_inaccessible = FALSE
if(is_inaccessible)
if(length(I.restricted_roles))
if(!debug && !(user.mind.assigned_role in I.restricted_roles))
continue
/*
if(I.restricted_species) //catpeople specfic gloves.
if(I.restricted_species)
if(ishuman(user))
var/is_inaccessible = TRUE
var/mob/living/carbon/human/H = user
@@ -196,7 +198,6 @@ GLOBAL_LIST_EMPTY(uplinks)
break
if(is_inaccessible)
continue
*/
cat["items"] += list(list(
"name" = I.name,
"cost" = I.cost,
@@ -255,25 +256,41 @@ GLOBAL_LIST_EMPTY(uplinks)
// Implant signal responses
/datum/component/uplink/proc/implant_activation()
SIGNAL_HANDLER
var/obj/item/implant/implant = parent
locked = FALSE
interact(null, implant.imp_in)
/datum/component/uplink/proc/implanting(datum/source, list/arguments)
SIGNAL_HANDLER
var/mob/user = arguments[2]
owner = "[user.key]"
owner = user?.key
if(owner && !purchase_log)
LAZYINITLIST(GLOB.uplink_purchase_logs_by_key)
if(GLOB.uplink_purchase_logs_by_key[owner])
purchase_log = GLOB.uplink_purchase_logs_by_key[owner]
else
purchase_log = new(owner, src)
/datum/component/uplink/proc/old_implant(datum/source, list/arguments, obj/item/implant/new_implant)
SIGNAL_HANDLER
// It kinda has to be weird like this until implants are components
return SEND_SIGNAL(new_implant, COMSIG_IMPLANT_EXISTING_UPLINK, src)
/datum/component/uplink/proc/new_implant(datum/source, datum/component/uplink/uplink)
SIGNAL_HANDLER
uplink.telecrystals += telecrystals
return COMPONENT_DELETE_NEW_IMPLANT
// PDA signal responses
/datum/component/uplink/proc/new_ringtone(datum/source, mob/living/user, new_ring_text)
SIGNAL_HANDLER
var/obj/item/pda/master = parent
if(trim(lowertext(new_ring_text)) != trim(lowertext(unlock_code)))
if(trim(lowertext(new_ring_text)) == trim(lowertext(failsafe_code)))
@@ -282,14 +299,21 @@ GLOBAL_LIST_EMPTY(uplinks)
return
locked = FALSE
interact(null, user)
to_chat(user, "<span class='hear'>The PDA softly beeps.</span>")
to_chat(user, span_hear("The PDA softly beeps."))
user << browse(null, "window=pda")
master.mode = 0
return COMPONENT_STOP_RINGTONE_CHANGE
/datum/component/uplink/proc/check_detonate()
SIGNAL_HANDLER
// return COMPONENT_PDA_NO_DETONATE
// Radio signal responses
/datum/component/uplink/proc/new_frequency(datum/source, list/arguments)
SIGNAL_HANDLER
var/obj/item/radio/master = parent
var/frequency = arguments[1]
if(frequency != unlock_code)
@@ -303,15 +327,22 @@ GLOBAL_LIST_EMPTY(uplinks)
// Pen signal responses
/datum/component/uplink/proc/pen_rotation(datum/source, degrees, mob/living/carbon/user)
SIGNAL_HANDLER
var/obj/item/pen/master = parent
if(degrees != unlock_code)
if(degrees == failsafe_code) //Getting failsafes on pens is risky business
failsafe()
return
locked = FALSE
master.degrees = 0
interact(null, user)
to_chat(user, "<span class='warning'>Your pen makes a clicking noise, before quickly rotating back to 0 degrees!</span>")
previous_attempts += degrees
if(length(previous_attempts) > PEN_ROTATIONS)
popleft(previous_attempts)
if(compare_list(previous_attempts, unlock_code))
locked = FALSE
previous_attempts.Cut()
master.degrees = 0
interact(null, user)
to_chat(user, span_warning("Your pen makes a clicking noise, before quickly rotating back to 0 degrees!"))
else if(compare_list(previous_attempts, failsafe_code))
failsafe(user)
/datum/component/uplink/proc/setup_unlock_code()
unlock_code = generate_code()
@@ -321,15 +352,18 @@ GLOBAL_LIST_EMPTY(uplinks)
else if(istype(parent,/obj/item/radio))
unlock_note = "<B>Radio Frequency:</B> [format_frequency(unlock_code)] ([P.name])."
else if(istype(parent,/obj/item/pen))
unlock_note = "<B>Uplink Degrees:</B> [unlock_code] ([P.name])."
unlock_note = "<B>Uplink Degrees:</B> [english_list(unlock_code)] ([P.name])."
/datum/component/uplink/proc/generate_code()
if(istype(parent,/obj/item/pda))
return "[rand(100,999)] [pick(GLOB.phonetic_alphabet)]"
else if(istype(parent,/obj/item/radio))
return sanitize_frequency(rand(MIN_FREQ, MAX_FREQ))
return return_unused_frequency()
else if(istype(parent,/obj/item/pen))
return rand(1, 360)
var/list/L = list()
for(var/i in 1 to PEN_ROTATIONS)
L += rand(1, 360)
return L
/datum/component/uplink/proc/failsafe(mob/living/carbon/user)
if(!parent)
@@ -339,5 +373,5 @@ GLOBAL_LIST_EMPTY(uplinks)
return
message_admins("[ADMIN_LOOKUPFLW(user)] has triggered an uplink failsafe explosion at [AREACOORD(T)] The owner of the uplink was [ADMIN_LOOKUPFLW(owner)].")
log_game("[key_name(user)] triggered an uplink failsafe explosion. The owner of the uplink was [key_name(owner)].")
explosion(T,1,2,3)
explosion(parent, devastation_range = 1, heavy_impact_range = 2, light_impact_range = 3)
qdel(parent) //Alternatively could brick the uplink.
+1 -1
View File
@@ -106,7 +106,7 @@
active_timers = null
for(var/thing in timers)
var/datum/timedevent/timer = thing
if (timer.spent)
if (timer.spent && !(timer.flags & TIMER_DELETE_ME))
continue
qdel(timer)
+41 -36
View File
@@ -267,11 +267,18 @@
remove_rev()
SSticker.mode.update_cult_icons_removed(src)
/datum/mind/proc/equip_traitor(datum/traitor_class/traitor_class, silent = FALSE, datum/antagonist/uplink_owner)
/**
* ## give_uplink
*
* A mind proc for giving anyone an uplink.
* arguments:
* * traitor_class: (cit specific) the type of antag the user is.
* * silent: if this should send a message to the mind getting the uplink. traitors do not use this silence, but the silence var on their antag datum.
* * antag_datum: the antag datum of the uplink owner, for storing it in antag memory. optional!
*/
/datum/mind/proc/equip_traitor(silent = FALSE, datum/antagonist/antag_datum)
if(!current)
return
if(!traitor_class)
traitor_class = GLOB.traitor_classes[TRAITOR_HUMAN]
var/mob/living/carbon/human/traitor_mob = current
if (!istype(traitor_mob))
return
@@ -285,16 +292,9 @@
P = locate() in PDA
if (!P) // If we couldn't find a pen in the PDA, or we didn't even have a PDA, do it the old way
P = locate() in all_contents
if(!P) // I do not have a pen.
var/obj/item/pen/inowhaveapen
if(istype(traitor_mob.back,/obj/item/storage)) //ok buddy you better have a backpack!
inowhaveapen = new /obj/item/pen(traitor_mob.back)
else
inowhaveapen = new /obj/item/pen(traitor_mob.loc)
traitor_mob.put_in_hands(inowhaveapen) // I hope you don't have arms and your traitor pen gets stolen for all this trouble you've caused.
P = inowhaveapen
var/obj/item/uplink_loc
var/implant = FALSE
if(traitor_mob.client && traitor_mob.client.prefs)
switch(traitor_mob.client.prefs.uplink_spawn_loc)
@@ -312,33 +312,38 @@
uplink_loc = P
if(UPLINK_PEN)
uplink_loc = P
if(!uplink_loc)
uplink_loc = PDA
if(!uplink_loc)
uplink_loc = R
if(UPLINK_IMPLANT)
implant = TRUE
if (!uplink_loc)
if(!silent)
to_chat(traitor_mob, "Unfortunately, [traitor_class.employer] wasn't able to get you an Uplink.")
. = 0
else
. = uplink_loc
var/datum/component/uplink/U = uplink_loc.AddComponent(/datum/component/uplink, traitor_mob.key,traitor_class)
if(!U)
CRASH("Uplink creation failed.")
U.setup_unlock_code()
if(!silent)
if(uplink_loc == R)
to_chat(traitor_mob, "[traitor_class.employer] has cunningly disguised a Syndicate Uplink as your [R.name]. Simply dial the frequency [format_frequency(U.unlock_code)] to unlock its hidden features.")
else if(uplink_loc == PDA)
to_chat(traitor_mob, "[traitor_class.employer] has cunningly disguised a Syndicate Uplink as your [PDA.name]. Simply enter the code \"[U.unlock_code]\" into the ringtone select to unlock its hidden features.")
else if(uplink_loc == P)
to_chat(traitor_mob, "[traitor_class.employer] has cunningly disguised a Syndicate Uplink as your [P.name]. Simply twist the top of the pen [U.unlock_code] from its starting position to unlock its hidden features.")
if(!uplink_loc) // We've looked everywhere, let's just implant you
implant = TRUE
if(uplink_owner)
uplink_owner.antag_memory += U.unlock_note + "<br>"
else
traitor_mob.mind.store_memory(U.unlock_note)
if(implant)
var/obj/item/implant/uplink/starting/new_implant = new(traitor_mob)
new_implant.implant(traitor_mob, null, silent = TRUE)
if(!silent)
to_chat(traitor_mob, span_boldnotice("Your Syndicate Uplink has been cunningly implanted in you, for a small TC fee. Simply trigger the uplink to access it."))
return new_implant
. = uplink_loc
var/unlock_text
var/datum/component/uplink/new_uplink = uplink_loc.AddComponent(/datum/component/uplink, traitor_mob.key)
if(!new_uplink)
CRASH("Uplink creation failed.")
new_uplink.setup_unlock_code()
if(uplink_loc == R)
unlock_text = "Your Uplink is cunningly disguised as your [R.name]. Simply dial the frequency [format_frequency(new_uplink.unlock_code)] to unlock its hidden features."
else if(uplink_loc == PDA)
unlock_text = "Your Uplink is cunningly disguised as your [PDA.name]. Simply enter the code \"[new_uplink.unlock_code]\" into the ringtone select to unlock its hidden features."
else if(uplink_loc == P)
unlock_text = "Your Uplink is cunningly disguised as your [P.name]. Simply twist the top of the pen [english_list(new_uplink.unlock_code)] from its starting position to unlock its hidden features."
new_uplink.unlock_text = unlock_text
if(!silent)
to_chat(traitor_mob, span_boldnotice(unlock_text))
if(!antag_datum)
traitor_mob.mind.store_memory(new_uplink.unlock_note)
return
antag_datum.antag_memory += new_uplink.unlock_note + "<br>"
//Link a new mobs mind to the creator of said mob. They will join any team they are currently on, and will only switch teams when their creator does.
+25 -32
View File
@@ -1,3 +1,5 @@
//A reference to this list is passed into area sound managers, and it's modified in a manner that preserves that reference in ash_storm.dm
GLOBAL_LIST_EMPTY(ash_storm_sounds)
//Ash storms happen frequently on lavaland. They heavily obscure vision, and cause high fire damage to anyone caught outside.
/datum/weather/ash_storm
name = "ash storm"
@@ -25,55 +27,41 @@
probability = 90
barometer_predictable = TRUE
var/datum/looping_sound/active_outside_ashstorm/sound_ao = new(list(), FALSE, TRUE)
var/datum/looping_sound/active_inside_ashstorm/sound_ai = new(list(), FALSE, TRUE)
var/datum/looping_sound/weak_outside_ashstorm/sound_wo = new(list(), FALSE, TRUE)
var/datum/looping_sound/weak_inside_ashstorm/sound_wi = new(list(), FALSE, TRUE)
var/list/weak_sounds = list()
var/list/strong_sounds = list()
/datum/weather/ash_storm/telegraph()
. = ..()
var/list/inside_areas = list()
var/list/outside_areas = list()
var/list/eligible_areas = list()
for (var/z in impacted_z_levels)
eligible_areas += SSmapping.areas_in_z["[z]"]
for(var/i in 1 to eligible_areas.len)
var/area/place = eligible_areas[i]
if(place.outdoors)
outside_areas += place
weak_sounds[place] = /datum/looping_sound/weak_outside_ashstorm
strong_sounds[place] = /datum/looping_sound/active_outside_ashstorm
else
inside_areas += place
weak_sounds[place] = /datum/looping_sound/weak_inside_ashstorm
strong_sounds[place] = /datum/looping_sound/active_inside_ashstorm
CHECK_TICK
sound_ao.output_atoms = outside_areas
sound_ai.output_atoms = inside_areas
sound_wo.output_atoms = outside_areas
sound_wi.output_atoms = inside_areas
sound_wo.start()
sound_wi.start()
//We modify this list instead of setting it to weak/stron sounds in order to preserve things that hold a reference to it
//It's essentially a playlist for a bunch of components that chose what sound to loop based on the area a player is in
GLOB.ash_storm_sounds += weak_sounds
return ..()
/datum/weather/ash_storm/start()
. = ..()
sound_wo.stop()
sound_wi.stop()
sound_ao.start()
sound_ai.start()
GLOB.ash_storm_sounds -= weak_sounds
GLOB.ash_storm_sounds += strong_sounds
return ..()
/datum/weather/ash_storm/wind_down()
. = ..()
sound_ao.stop()
sound_ai.stop()
sound_wo.start()
sound_wi.start()
GLOB.ash_storm_sounds -= strong_sounds
GLOB.ash_storm_sounds += weak_sounds
return ..()
/datum/weather/ash_storm/end()
. = ..()
sound_wo.stop()
sound_wi.stop()
GLOB.ash_storm_sounds -= weak_sounds
return ..()
/datum/weather/ash_storm/proc/is_ash_immune(atom/L)
while (L && !isturf(L))
@@ -88,6 +76,11 @@
var/mob/living/the_mob = L
if("ash" in the_mob.weather_immunities)
return TRUE
// if(istype(L, /obj/structure/closet))
// var/obj/structure/closet/the_locker = L
// if(the_locker.weather_protection)
// if("ash" in the_locker.weather_protection)
// return TRUE
L = L.loc //Check parent items immunities (recurses up to the turf)
return FALSE //RIP you