var/global/list/uplinks = list() /** * Uplinks * * All /obj/item(s) have a hidden_uplink var. By default it's null. Give the item one with 'new(src') (it must be in it's contents). Then add 'uses.' * Use whatever conditionals you want to check that the user has an uplink, and then call interact() on their uplink. * You might also want the uplink menu to open if active. Check if the uplink is 'active' and then interact() with it. **/ /obj/item/device/uplink name = "syndicate uplink" desc = "There is something wrong if you're examining this." var/active = FALSE var/lockable = TRUE var/telecrystals = 20 var/selected_cat = null var/owner = null var/datum/game_mode/gamemode = null var/spent_telecrystals = 0 var/purchase_log = "" var/list/uplink_items /obj/item/device/uplink/New() ..() uplinks += src uplink_items = get_uplink_items(gamemode) /obj/item/device/uplink/proc/set_gamemode(gamemode) src.gamemode = gamemode uplink_items = get_uplink_items(gamemode) /obj/item/device/uplink/Destroy() uplinks -= src return ..() /obj/item/device/uplink/attackby(obj/item/I, mob/user, params) for(var/item in subtypesof(/datum/uplink_item)) var/datum/uplink_item/UI = item var/path = null if(initial(UI.refund_path)) path = initial(UI.refund_path) else path = initial(UI.item) var/cost = 0 if(initial(UI.refund_amount)) cost = initial(UI.refund_amount) else cost = initial(UI.cost) var/refundable = initial(UI.refundable) if(I.type == path && refundable && I.check_uplink_validity()) telecrystals += cost spent_telecrystals -= cost to_chat(user, "[I] refunded.") qdel(I) return ..() /obj/item/device/uplink/interact(mob/user) active = TRUE ui_interact(user) /obj/item/device/uplink/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, \ datum/tgui/master_ui = null, datum/ui_state/state = inventory_state) ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open) if(!ui) ui = new(user, src, ui_key, "uplink", name, 450, 750, master_ui, state) ui.set_autoupdate(FALSE) // This UI is only ever opened by one person, and never is updated outside of user input. ui.set_style("syndicate") ui.open() /obj/item/device/uplink/ui_data(mob/user) if(!user.mind) return var/list/data = list() data["telecrystals"] = telecrystals data["lockable"] = lockable data["categories"] = list() for(var/category in uplink_items) var/list/cat = list( "name" = category, "items" = (category == selected_cat ? list() : null)) if(category == selected_cat) for(var/item in uplink_items[category]) var/datum/uplink_item/I = uplink_items[category][item] if(I.limited_stock == 0) continue if(I.restricted_roles.len) var/is_inaccessible = 1 for(var/R in I.restricted_roles) if(R == user.mind.assigned_role) is_inaccessible = 0 if(is_inaccessible) continue cat["items"] += list(list( "name" = I.name, "cost" = I.cost, "desc" = I.desc, )) data["categories"] += list(cat) return data /obj/item/device/uplink/ui_act(action, params) if(!active) return switch(action) if("buy") var/item = params["item"] var/list/buyable_items = list() for(var/category in uplink_items) buyable_items += uplink_items[category] if(item in buyable_items) var/datum/uplink_item/I = buyable_items[item] I.buy(usr, src) . = TRUE if("lock") active = FALSE SStgui.close_uis(src) if("select") selected_cat = params["category"] return 1 /obj/item/device/uplink/ui_host() return loc // Refund certain items by hitting the uplink with it. /obj/item/device/radio/uplink/attackby(obj/item/I, mob/user, params) return hidden_uplink.attackby(I, user, params) // A collection of pre-set uplinks, for admin spawns. /obj/item/device/radio/uplink/New() ..() icon_state = "radio" hidden_uplink = new(src) hidden_uplink.active = TRUE hidden_uplink.lockable = FALSE /obj/item/device/radio/uplink/nuclear/New() ..() hidden_uplink.set_gamemode(/datum/game_mode/nuclear) /obj/item/device/multitool/uplink/New() ..() hidden_uplink = new(src) hidden_uplink.active = TRUE hidden_uplink.lockable = FALSE /obj/item/weapon/pen/uplink/New() ..() hidden_uplink = new(src) traitor_unlock_degrees = 360