#define TAB_POD 0 //Used to check if the UIs built in camera is looking at the pod #define TAB_BAY 1 //Used to check if the UIs built in camera is looking at the launch bay area #define LAUNCH_ALL 0 //Used to check if we're launching everything from the bay area at once #define LAUNCH_ORDERED 1 //Used to check if we're launching everything from the bay area in order #define LAUNCH_RANDOM 2 //Used to check if we're launching everything from the bay area randomly //The Great and Mighty CentCom Pod Launcher - MrDoomBringer //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 //features such as item removal, smiting, controllable delivery mobs, and more. //This works by creating a supplypod (refered to as temp_pod) in a special room in the centcom map. //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. //When the user launched the pod, items from special "bays" on the centcom map are taken and put into the supplypod //The user can change properties of the supplypod using the UI, and change the way that items are taken from the bay (One at a time, ordered, random, etc) //Many of the effects of the supplypod set here are put into action in supplypod.dm /client/proc/centcom_podlauncher() //Creates a verb for admins to open up the ui set name = "Config/Launch Supplypod" set desc = "Configure and launch a CentCom supplypod full of whatever your heart desires!" set category = "Admin.Events" new /datum/centcom_podlauncher(usr)//create the datum //Variables declared to change how items in the launch bay are picked and launched. (Almost) all of these are changed in the ui_act proc //Some effect groups are choices, while other are booleans. This is because some effects can stack, while others dont (ex: you can stack explosion and quiet, but you cant stack ordered launch and random launch) /datum/centcom_podlauncher var/static/list/ignored_atoms = typecacheof(list(null, /mob/dead, /obj/effect/landmark, /obj/docking_port, /atom/movable/lighting_object, /obj/effect/particle_effect/sparks, /obj/effect/pod_landingzone, /obj/effect/hallucination/simple/supplypod_selector, /obj/effect/hallucination/simple/dropoff_location)) var/turf/oldTurf //Keeps track of where the user was at if they use the "teleport to centcom" button, so they can go back var/client/holder //client of whoever is using this datum var/area/centcom/supplypod/loading/bay //What bay we're using to launch shit from. var/bayNumber //Quick reference to what bay we're in. Usually set to the loading_id variable for the related area type var/customDropoff = FALSE var/picking_dropoff_turf = FALSE var/launchClone = FALSE //If true, then we don't actually launch the thing in the bay. Instead we call duplicateObject() and send the result var/launchRandomItem = FALSE //If true, lauches a single random item instead of everything on a turf. var/launchChoice = LAUNCH_RANDOM //Determines if we launch all at once (0) , in order (1), or at random(2) var/explosionChoice = 0 //Determines if there is no explosion (0), custom explosion (1), or just do a maxcap (2) var/damageChoice = 0 //Determines if we do no damage (0), custom amnt of damage (1), or gib + 5000dmg (2) var/launcherActivated = FALSE //check if we've entered "launch mode" (when we click a pod is launched). Used for updating mouse cursor var/effectBurst = FALSE //Effect that launches 5 at once in a 3x3 area centered on the target var/effectAnnounce = TRUE var/numTurfs = 0 //Counts the number of turfs with things we can launch in the chosen bay (in the centcom map) var/launchCounter = 1 //Used with the "Ordered" launch mode (launchChoice = 1) to see what item is launched var/atom/specificTarget //Do we want to target a specific mob instead of where we click? Also used for smiting 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) 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 var/list/launchList = list() //Contains whatever is going to be put in the supplypod and fired. Taken from acceptableTurfs var/obj/effect/hallucination/simple/supplypod_selector/selector //An effect used for keeping track of what item is going to be launched when in "ordered" mode (launchChoice = 1) var/obj/effect/hallucination/simple/dropoff_location/indicator 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 // Stuff needed to render the map var/map_name var/obj/screen/map_view/cam_screen var/list/cam_plane_masters var/obj/screen/background/cam_background var/tabIndex = 1 var/renderLighting = FALSE /datum/centcom_podlauncher/New(user) //user can either be a client or a mob if (user) //Prevents runtimes on datums being made without clients setup(user) /datum/centcom_podlauncher/proc/setup(user) //H can either be a client or a mob if (istype(user,/client)) var/client/user_client = user holder = user_client //if its a client, assign it to holder else var/mob/user_mob = user holder = user_mob.client //if its a mob, assign the mob's client to holder bay = locate(/area/centcom/supplypod/loading/one) in GLOB.sortedAreas //Locate the default bay (one) from the centcom map bayNumber = bay.loading_id //Used as quick reference to what bay we're taking items from var/area/pod_storage_area = locate(/area/centcom/supplypod/podStorage) in GLOB.sortedAreas temp_pod = new(pick(get_area_turfs(pod_storage_area))) //Create a new temp_pod in the podStorage area on centcom (so users are free to look at it and change other variables if needed) orderedArea = createOrderedArea(bay) //Order all the turfs in the selected bay (top left to bottom right) to a single list. Used for the "ordered" mode (launchChoice = 1) selector = new(null, holder.mob) indicator = new(null, holder.mob) setDropoff(bay) initMap() refreshBay() ui_interact(holder.mob) /datum/centcom_podlauncher/proc/initMap() if(map_name) holder.clear_map(map_name) map_name = "admin_supplypod_bay_[REF(src)]_map" // Initialize map objects cam_screen = new cam_screen.name = "screen" cam_screen.assigned_map = map_name cam_screen.del_on_map_removal = TRUE cam_screen.screen_loc = "[map_name]:1,1" cam_plane_masters = list() for(var/plane in subtypesof(/obj/screen/plane_master)) var/obj/screen/instance = new plane() if (!renderLighting && instance.plane == LIGHTING_PLANE) instance.alpha = 100 instance.assigned_map = map_name instance.del_on_map_removal = TRUE instance.screen_loc = "[map_name]:CENTER" cam_plane_masters += instance cam_background = new cam_background.assigned_map = map_name cam_background.del_on_map_removal = TRUE refreshView() holder.register_map_obj(cam_screen) for(var/plane in cam_plane_masters) holder.register_map_obj(plane) holder.register_map_obj(cam_background) /datum/centcom_podlauncher/ui_state(mob/user) if (SSticker.current_state >= GAME_STATE_FINISHED) return GLOB.always_state //Allow the UI to be given to players by admins after roundend return GLOB.admin_state /datum/centcom_podlauncher/ui_assets(mob/user) return list( get_asset_datum(/datum/asset/spritesheet/supplypods), ) /datum/centcom_podlauncher/ui_interact(mob/user, datum/tgui/ui) ui = SStgui.try_update_ui(user, src, ui) if(!ui) // Open UI ui = new(user, src, "CentcomPodLauncher") ui.open() refreshView() /datum/centcom_podlauncher/ui_static_data(mob/user) var/list/data = list() data["mapRef"] = map_name data["defaultSoundVolume"] = initial(temp_pod.soundVolume) //default volume for pods return data /datum/centcom_podlauncher/ui_data(mob/user) //Sends info about the pod to the UI. var/list/data = list() //*****NOTE*****: Many of these comments are similarly described in supplypod.dm. If you change them here, please consider doing so in the supplypod code as well! bayNumber = bay?.loading_id //Used as quick reference to what bay we're taking items from data["bayNumber"] = bayNumber //Holds the bay as a number. Useful for comparisons in centcom_podlauncher.ract data["oldArea"] = (oldTurf ? get_area(oldTurf) : null) //Holds the name of the area that the user was in before using the teleportCentcom action data["picking_dropoff_turf"] = picking_dropoff_turf //If we're picking or have picked a dropoff turf. Only works when pod is in reverse mode data["customDropoff"] = customDropoff data["renderLighting"] = renderLighting data["launchClone"] = launchClone //Do we launch the actual items in the bay or just launch clones of them? data["launchRandomItem"] = launchRandomItem //Do we launch a single random item instead of everything on the turf? data["launchChoice"] = launchChoice //Launch turfs all at once (0), ordered (1), or randomly(1) data["explosionChoice"] = explosionChoice //An explosion that occurs when landing. Can be no explosion (0), custom explosion (1), or maxcap (2) data["damageChoice"] = damageChoice //Damage that occurs to any mob under the pod when it lands. Can be no damage (0), custom damage (1), or gib+5000dmg (2) data["delays"] = temp_pod.delays data["rev_delays"] = temp_pod.reverse_delays data["custom_rev_delay"] = temp_pod.custom_rev_delay 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 GLOB.podstyles list in cargo.dm defines to get the proper icon/name/desc for the pod. data["effectShrapnel"] = temp_pod.effectShrapnel //If true, creates a cloud of shrapnel of a decided type and magnitude on landing data["shrapnelType"] = "[temp_pod.shrapnel_type]" //Path2String data["shrapnelMagnitude"] = temp_pod.shrapnel_magnitude 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! data["effectLimb"] = temp_pod.effectLimb //If true, pops off a limb (if applicable) from anyone caught under the pod when it lands data["effectOrgans"] = temp_pod.effectOrgans //If true, yeets the organs out of any bodies caught under the pod when it lands data["effectBluespace"] = temp_pod.bluespace //If true, the pod deletes (in a shower of sparks) after landing data["effectStealth"] = temp_pod.effectStealth //If true, a target icon isn't displayed on the turf where the pod will land data["effectQuiet"] = temp_pod.effectQuiet //The female sniper. If true, the pod makes no noise (including related explosions, opening sounds, etc) data["effectMissile"] = temp_pod.effectMissile //If true, the pod deletes the second it lands. If you give it an explosion, it will act like a missile exploding as it hits the ground data["effectCircle"] = temp_pod.effectCircle //If true, allows the pod to come in at any angle. Bit of a weird feature but whatever its here data["effectBurst"] = effectBurst //IOf true, launches five pods at once (with a very small delay between for added coolness), in a 3x3 area centered around the area data["effectReverse"] = temp_pod.reversing //If true, the pod will not send any items. Instead, after opening, it will close again (picking up items/mobs) and fly back to centcom data["reverse_option_list"] = temp_pod.reverse_option_list data["effectTarget"] = specificTarget //Launches the pod at the turf of a specific mob target, rather than wherever the user clicked. Useful for smites data["effectName"] = temp_pod.adminNamed //Determines whether or not the pod has been named by an admin. If true, the pod's name will not get overridden when the style of the pod changes (changing the style of the pod normally also changes the name+desc) data["podName"] = temp_pod.name data["podDesc"] = temp_pod.desc data["effectAnnounce"] = effectAnnounce data["giveLauncher"] = launcherActivated //If true, the user is in launch mode, and whenever they click a pod will be launched (either at their mouse position or at a specific target) data["numObjects"] = numTurfs //Counts the number of turfs that contain a launchable object in the centcom supplypod bay data["fallingSound"] = temp_pod.fallingSound != initial(temp_pod.fallingSound)//Admin sound to play as the pod falls data["landingSound"] = temp_pod.landingSound //Admin sound to play when the pod lands data["openingSound"] = temp_pod.openingSound //Admin sound to play when the pod opens data["leavingSound"] = temp_pod.leavingSound //Admin sound to play when the pod leaves data["soundVolume"] = temp_pod.soundVolume //Admin sound to play when the pod leaves return data /datum/centcom_podlauncher/ui_act(action, params) . = ..() if(.) return switch(action) ////////////////////////////UTILITIES////////////////// if("gamePanel") holder.holder.Game() SSblackbox.record_feedback("tally", "admin_verb", 1, "Game Panel") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! . = TRUE if("buildMode") var/mob/holder_mob = holder.mob if (holder_mob) togglebuildmode(holder_mob) SSblackbox.record_feedback("tally", "admin_verb", 1, "Toggle Build Mode") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc! . = TRUE if("loadDataFromPreset") var/list/savedData = params["payload"] loadData(savedData) . = TRUE if("switchBay") bayNumber = params["bayNumber"] refreshBay() . = TRUE if("pickDropoffTurf") //Enters a mode that lets you pick the dropoff location for reverse pods if (picking_dropoff_turf) picking_dropoff_turf = FALSE updateCursor() //Update the cursor of the user to a cool looking target icon return if (launcherActivated) launcherActivated = FALSE //We don't want to have launch mode enabled while we're picking a turf picking_dropoff_turf = TRUE updateCursor() //Update the cursor of the user to a cool looking target icon . = TRUE if("clearDropoffTurf") setDropoff(bay) customDropoff = FALSE picking_dropoff_turf = FALSE updateCursor() . = TRUE if("teleportDropoff") //Teleports the user to the dropoff point. var/mob/M = holder.mob //We teleport whatever mob the client is attached to at the point of clicking var/turf/current_location = get_turf(M) var/list/coordinate_list = temp_pod.reverse_dropoff_coords var/turf/dropoff_turf = locate(coordinate_list[1], coordinate_list[2], coordinate_list[3]) if (current_location != dropoff_turf) oldTurf = current_location M.forceMove(dropoff_turf) //Perform the actual teleport log_admin("[key_name(usr)] jumped to [AREACOORD(dropoff_turf)]") message_admins("[key_name_admin(usr)] jumped to [AREACOORD(dropoff_turf)]") . = TRUE if("teleportCentcom") //Teleports the user to the centcom supply loading facility. var/mob/holder_mob = holder.mob //We teleport whatever mob the client is attached to at the point of clicking var/turf/current_location = get_turf(holder_mob) var/area/bay_area = bay if (current_location.loc != bay_area) oldTurf = current_location var/turf/teleport_turf = pick(get_area_turfs(bay_area)) holder_mob.forceMove(teleport_turf) //Perform the actual teleport if (holder.holder) log_admin("[key_name(usr)] jumped to [AREACOORD(teleport_turf)]") message_admins("[key_name_admin(usr)] jumped to [AREACOORD(teleport_turf)]") . = TRUE if("teleportBack") //After teleporting to centcom/dropoff, this button allows the user to teleport to the last spot they were at. var/mob/M = holder.mob if (!oldTurf) //If theres no turf to go back to, error and cancel to_chat(M, "Nowhere to jump to!") return M.forceMove(oldTurf) //Perform the actual teleport if (holder.holder) log_admin("[key_name(usr)] jumped to [AREACOORD(oldTurf)]") message_admins("[key_name_admin(usr)] jumped to [AREACOORD(oldTurf)]") . = TRUE ////////////////////////////LAUNCH STYLE CHANGES////////////////// if("launchClone") //Toggles the launchClone var. See variable declarations above for what this specifically means launchClone = !launchClone . = TRUE if("launchRandomItem") //Pick random turfs from the supplypod bay at centcom to launch launchRandomItem = TRUE . = TRUE if("launchWholeTurf") //Pick random turfs from the supplypod bay at centcom to launch launchRandomItem = FALSE . = TRUE if("launchAll") //Launch turfs (from the orderedArea list) all at once, from the supplypod bay at centcom launchChoice = LAUNCH_ALL updateSelector() . = TRUE if("launchOrdered") //Launch turfs (from the orderedArea list) one at a time in order, from the supplypod bay at centcom launchChoice = LAUNCH_ORDERED updateSelector() . = TRUE if("launchRandomTurf") //Pick random turfs from the supplypod bay at centcom to launch launchChoice = LAUNCH_RANDOM updateSelector() . = TRUE ////////////////////////////POD EFFECTS////////////////// if("explosionCustom") //Creates an explosion when the pod lands if (explosionChoice == 1) //If already a custom explosion, set to default (no explosion) explosionChoice = 0 temp_pod.explosionSize = list(0,0,0,0) return var/list/expNames = list("Devastation", "Heavy Damage", "Light Damage", "Flame") //Explosions have a range of different types of damage var/list/boomInput = list() for (var/i=1 to expNames.len) //Gather input from the user for the value of each type of damage boomInput.Add(input("Enter the [expNames[i]] range of the explosion. WARNING: This ignores the bomb cap!", "[expNames[i]] Range", 0) as null|num) if (isnull(boomInput[i])) return if (!isnum(boomInput[i])) //If the user doesn't input a number, set that specific explosion value to zero alert(usr, "That wasn't a number! Value set to default (zero) instead.") boomInput = 0 explosionChoice = 1 temp_pod.explosionSize = boomInput . = TRUE if("explosionBus") //Creates a maxcap when the pod lands if (explosionChoice == 2) //If already a maccap, set to default (no explosion) explosionChoice = 0 temp_pod.explosionSize = list(0,0,0,0) return explosionChoice = 2 temp_pod.explosionSize = list(GLOB.MAX_EX_DEVESTATION_RANGE, GLOB.MAX_EX_HEAVY_RANGE, GLOB.MAX_EX_LIGHT_RANGE,GLOB.MAX_EX_FLAME_RANGE) //Set explosion to max cap of server . = TRUE if("damageCustom") //Deals damage to whoevers under the pod when it lands if (damageChoice == 1) //If already doing custom damage, set back to default (no damage) damageChoice = 0 temp_pod.damage = 0 return var/damageInput = input("Enter the amount of brute damage dealt by getting hit","How much damage to deal", 0) as null|num if (isnull(damageInput)) return if (!isnum(damageInput)) //Sanitize the input for damage to deal.s alert(usr, "That wasn't a number! Value set to default (zero) instead.") damageInput = 0 damageChoice = 1 temp_pod.damage = damageInput . = TRUE if("damageGib") //Gibs whoever is under the pod when it lands. Also deals 5000 damage, just to be sure. if (damageChoice == 2) //If already gibbing, set back to default (no damage) damageChoice = 0 temp_pod.damage = 0 temp_pod.effectGib = FALSE return damageChoice = 2 temp_pod.damage = 5000 temp_pod.effectGib = TRUE //Gibs whoever is under the pod when it lands . = TRUE if("effectName") //Give the supplypod a custom name. Supplypods automatically get their name based on their style (see supplypod/setStyle() proc), so doing this overrides that. if (temp_pod.adminNamed) //If we're already adminNamed, set the name of the pod back to default temp_pod.adminNamed = FALSE temp_pod.setStyle(temp_pod.style) //This resets the name of the pod based on it's current style (see supplypod/setStyle() proc) return var/nameInput= input("Custom name", "Enter a custom name", GLOB.podstyles[temp_pod.style][POD_NAME]) as null|text //Gather input for name and desc if (isnull(nameInput)) return var/descInput = input("Custom description", "Enter a custom desc", GLOB.podstyles[temp_pod.style][POD_DESC]) as null|text //The GLOB.podstyles is used to get the name, desc, or icon state based on the pod's style if (isnull(descInput)) return temp_pod.name = nameInput temp_pod.desc = descInput temp_pod.adminNamed = TRUE //This variable is checked in the supplypod/setStyle() proc . = TRUE if("effectShrapnel") //Creates a cloud of shrapnel on landing if (temp_pod.effectShrapnel == TRUE) //If already doing custom damage, set back to default (no shrapnel) temp_pod.effectShrapnel = FALSE return var/shrapnelInput = input("Please enter the type of pellet cloud you'd like to create on landing (Can be any projectile!)", "Projectile Typepath", 0) in sortList(subtypesof(/obj/item/projectile), /proc/cmp_typepaths_asc) if (isnull(shrapnelInput)) return var/shrapnelMagnitude = input("Enter the magnitude of the pellet cloud. This is usually a value around 1-5. Please note that Ryll-Ryll has asked me to tell you that if you go too crazy with the projectiles you might crash the server. So uh, be gentle!", "Shrapnel Magnitude", 0) as null|num if (isnull(shrapnelMagnitude)) return if (!isnum(shrapnelMagnitude)) alert(usr, "That wasn't a number! Value set to 3 instead.") shrapnelMagnitude = 3 temp_pod.shrapnel_type = shrapnelInput temp_pod.shrapnel_magnitude = shrapnelMagnitude temp_pod.effectShrapnel = TRUE . = TRUE if("effectStun") //Toggle: Any mob under the pod is stunned (cant move) until the pod lands, hitting them! temp_pod.effectStun = !temp_pod.effectStun . = TRUE if("effectLimb") //Toggle: Anyone carbon mob under the pod loses a limb when it lands temp_pod.effectLimb = !temp_pod.effectLimb . = TRUE if("effectOrgans") //Toggle: Anyone carbon mob under the pod loses a limb when it lands temp_pod.effectOrgans = !temp_pod.effectOrgans . = TRUE if("effectBluespace") //Toggle: Deletes the pod after landing temp_pod.bluespace = !temp_pod.bluespace . = TRUE if("effectStealth") //Toggle: There is no red target indicator showing where the pod will land temp_pod.effectStealth = !temp_pod.effectStealth . = TRUE if("effectQuiet") //Toggle: The pod makes no noise (explosions, opening sounds, etc) temp_pod.effectQuiet = !temp_pod.effectQuiet . = TRUE if("effectMissile") //Toggle: The pod deletes the instant it lands. Looks nicer than just setting the open delay and leave delay to zero. Useful for combo-ing with explosions temp_pod.effectMissile = !temp_pod.effectMissile . = TRUE if("effectCircle") //Toggle: The pod can come in from any descent angle. Goof requested this im not sure why but it looks p funny actually temp_pod.effectCircle = !temp_pod.effectCircle . = TRUE if("effectBurst") //Toggle: Launch 5 pods (with a very slight delay between) in a 3x3 area centered around the target effectBurst = !effectBurst . = TRUE if("effectAnnounce") //Toggle: Launch 5 pods (with a very slight delay between) in a 3x3 area centered around the target effectAnnounce = !effectAnnounce . = TRUE if("effectReverse") //Toggle: Don't send any items. Instead, after landing, close (taking any objects inside) and go back to the centcom bay it came from temp_pod.reversing = !temp_pod.reversing if (temp_pod.reversing) indicator.alpha = 150 else indicator.alpha = 0 . = TRUE if("reverseOption") var/reverseOption = params["reverseOption"] temp_pod.reverse_option_list[reverseOption] = !temp_pod.reverse_option_list[reverseOption] . = TRUE if("effectTarget") //Toggle: Launch at a specific mob (instead of at whatever turf you click on). Used for the supplypod smite if (specificTarget) specificTarget = null return var/list/mobs = getpois()//code stolen from observer.dm var/inputTarget = input("Select a mob! (Smiting does this automatically)", "Target", null, null) as null|anything in mobs if (isnull(inputTarget)) return var/mob/target = mobs[inputTarget] specificTarget = target///input specific tartget . = TRUE ////////////////////////////TIMER DELAYS////////////////// if("editTiming") //Change the different timers relating to the pod var/delay = params["timer"] var/value = params["value"] var/reverse = params["reverse"] if (reverse) temp_pod.reverse_delays[delay] = value * 10 else temp_pod.delays[delay] = value * 10 . = TRUE if("resetTiming") temp_pod.delays = list(POD_TRANSIT = 20, POD_FALLING = 4, POD_OPENING = 30, POD_LEAVING = 30) temp_pod.reverse_delays = list(POD_TRANSIT = 20, POD_FALLING = 4, POD_OPENING = 30, POD_LEAVING = 30) . = TRUE if("toggleRevDelays") temp_pod.custom_rev_delay = !temp_pod.custom_rev_delay . = TRUE ////////////////////////////ADMIN SOUNDS////////////////// if("fallingSound") //Admin sound from a local file that plays when the pod lands if ((temp_pod.fallingSound) != initial(temp_pod.fallingSound)) temp_pod.fallingSound = initial(temp_pod.fallingSound) temp_pod.fallingSoundLength = initial(temp_pod.fallingSoundLength) return var/soundInput = input(holder, "Please pick a sound file to play when the pod lands! Sound will start playing and try to end when the pod lands", "Pick a Sound File") as null|sound if (isnull(soundInput)) return var/sound/tempSound = sound(soundInput) playsound(holder.mob, tempSound, 1) var/list/sounds_list = holder.SoundQuery() var/soundLen = 0 for (var/playing_sound in sounds_list) if (isnull(playing_sound)) stack_trace("client.SoundQuery() Returned a list containing a null sound! Somehow!") continue var/sound/found = playing_sound if (found.file == tempSound.file) soundLen = found.len if (!soundLen) soundLen = input(holder, "Couldn't auto-determine sound file length. What is the exact length of the sound file, in seconds. This number will be used to line the sound up so that it finishes right as the pod lands!", "Pick a Sound File", 0.3) as null|num if (isnull(soundLen)) return if (!isnum(soundLen)) alert(usr, "That wasn't a number! Value set to default ([initial(temp_pod.fallingSoundLength)*0.1]) instead.") temp_pod.fallingSound = soundInput temp_pod.fallingSoundLength = 10 * soundLen . = TRUE if("landingSound") //Admin sound from a local file that plays when the pod lands if (!isnull(temp_pod.landingSound)) temp_pod.landingSound = null return var/soundInput = input(holder, "Please pick a sound file to play when the pod lands! I reccomend a nice \"oh shit, i'm sorry\", incase you hit someone with the pod.", "Pick a Sound File") as null|sound if (isnull(soundInput)) return temp_pod.landingSound = soundInput . = TRUE if("openingSound") //Admin sound from a local file that plays when the pod opens if (!isnull(temp_pod.openingSound)) temp_pod.openingSound = null return var/soundInput = input(holder, "Please pick a sound file to play when the pod opens! I reccomend a stock sound effect of kids cheering at a party, incase your pod is full of fun exciting stuff!", "Pick a Sound File") as null|sound if (isnull(soundInput)) return temp_pod.openingSound = soundInput . = TRUE if("leavingSound") //Admin sound from a local file that plays when the pod leaves if (!isnull(temp_pod.leavingSound)) temp_pod.leavingSound = null return var/soundInput = input(holder, "Please pick a sound file to play when the pod leaves! I reccomend a nice slide whistle sound, especially if you're using the reverse pod effect.", "Pick a Sound File") as null|sound if (isnull(soundInput)) return temp_pod.leavingSound = soundInput . = TRUE if("soundVolume") //Admin sound from a local file that plays when the pod leaves if (temp_pod.soundVolume != initial(temp_pod.soundVolume)) temp_pod.soundVolume = initial(temp_pod.soundVolume) return var/soundInput = input(holder, "Please pick a volume. Default is between 1 and 100 with 50 being average, but pick whatever. I'm a notification, not a cop. If you still cant hear your sound, consider turning on the Quiet effect. It will silence all pod sounds except for the custom admin ones set by the previous three buttons.", "Pick Admin Sound Volume") as null|num if (isnull(soundInput)) return temp_pod.soundVolume = soundInput . = TRUE ////////////////////////////STYLE CHANGES////////////////// //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 GLOB.podstyles list (in cargo.dm defines) //as a way to get the proper icon state, name, and description of the pod. if("tabSwitch") tabIndex = params["tabIndex"] refreshView() . = TRUE if("refreshView") initMap() refreshView() . = TRUE if("renderLighting") renderLighting = !renderLighting . = TRUE if("setStyle") var/chosenStyle = params["style"] temp_pod.setStyle(chosenStyle+1) . = TRUE 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 refreshBay() . = TRUE 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) launcherActivated = !launcherActivated if (picking_dropoff_turf) picking_dropoff_turf = FALSE //We don't want to have launch mode enabled while we're picking a turf updateCursor() //Update the cursor of the user to a cool looking target icon updateSelector() . = TRUE if("clearBay") //Delete all mobs and objs in the selected bay if(alert(usr, "This will delete all objs and mobs in [bay]. Are you sure?", "Confirmation", "Delete that shit", "No") == "Delete that shit") clearBay() refreshBay() . = TRUE /datum/centcom_podlauncher/ui_close(mob/user) //Uses the destroy() proc. When the user closes the UI, we clean up the temp_pod and supplypod_selector variables. QDEL_NULL(temp_pod) user.client?.clear_map(map_name) QDEL_NULL(cam_screen) QDEL_LIST(cam_plane_masters) QDEL_NULL(cam_background) qdel(src) /datum/centcom_podlauncher/proc/setupViewPod() setupView(RANGE_TURFS(2, temp_pod)) /datum/centcom_podlauncher/proc/setupViewBay() var/list/visible_turfs = list() for(var/turf/bay_turf in bay) visible_turfs += bay_turf setupView(visible_turfs) /datum/centcom_podlauncher/proc/setupViewDropoff() var/list/coords_list = temp_pod.reverse_dropoff_coords var/turf/drop = locate(coords_list[1], coords_list[2], coords_list[3]) setupView(RANGE_TURFS(3, drop)) /datum/centcom_podlauncher/proc/setupView(list/visible_turfs) var/list/bbox = get_bbox_of_atoms(visible_turfs) var/size_x = bbox[3] - bbox[1] + 1 var/size_y = bbox[4] - bbox[2] + 1 cam_screen.vis_contents = visible_turfs cam_background.icon_state = "clear" cam_background.fill_rect(1, 1, size_x, size_y) /datum/centcom_podlauncher/proc/updateCursor(forceClear = FALSE) //Update the mouse of the user if (!holder) //Can't update the mouse icon if the client doesnt exist! return if (!forceClear && (launcherActivated || picking_dropoff_turf)) //If the launching param is true, we give the user new mouse icons. if(launcherActivated) holder.mouse_up_icon = 'icons/effects/mouse_pointers/supplypod_target.dmi' //Icon for when mouse is released holder.mouse_down_icon = 'icons/effects/mouse_pointers/supplypod_down_target.dmi' //Icon for when mouse is pressed else if(picking_dropoff_turf) holder.mouse_up_icon = 'icons/effects/mouse_pointers/supplypod_pickturf.dmi' //Icon for when mouse is released holder.mouse_down_icon = 'icons/effects/mouse_pointers/supplypod_pickturf_down.dmi' //Icon for when mouse is pressed holder.mouse_pointer_icon = holder.mouse_up_icon //Icon for idle mouse (same as icon for when released) holder.click_intercept = src //Create a click_intercept so we know where the user is clicking else var/mob/holder_mob = holder.mob holder.mouse_up_icon = null holder.mouse_down_icon = null holder.click_intercept = null holder_mob?.update_mouse_pointer() //set the moues icons to null, then call update_moues_pointer() which resets them to the correct values based on what the mob is doing (in a mech, holding a spell, etc)() /datum/centcom_podlauncher/proc/InterceptClickOn(user,params,atom/target) //Click Intercept so we know where to send pods where the user clicks var/list/pa = params2list(params) var/left_click = pa.Find("left") if (launcherActivated) //Clicking on UI elements shouldn't launch a pod if(istype(target,/obj/screen)) return FALSE . = TRUE if(left_click) //When we left click: preLaunch() //Fill the acceptableTurfs list from the orderedArea list. Then, fill up the launchList list with items from the acceptableTurfs list based on the manner of launch (ordered, random, etc) if (!isnull(specificTarget)) target = get_turf(specificTarget) //if we have a specific target, then always launch the pod at the turf of the target else if (target) target = get_turf(target) //Make sure we're aiming at a turf rather than an item or effect or something else return //if target is null and we don't have a specific target, cancel if (effectAnnounce) deadchat_broadcast("A special package is being launched at the station!", turf_target = target) var/list/bouttaDie = list() for (var/mob/living/target_mob in target) bouttaDie.Add(target_mob) if (holder.holder) supplypod_punish_log(bouttaDie) if (!effectBurst) //If we're not using burst mode, just launch normally. launch(target) else for (var/i in 1 to 5) //If we're using burst mode, launch 5 pods if (isnull(target)) break //if our target gets deleted during this, we stop the show preLaunch() //Same as above var/landingzone = locate(target.x + rand(-1,1), target.y + rand(-1,1), target.z) //Pods are randomly adjacent to (or the same as) the target if (landingzone) //just incase we're on the edge of the map or something that would cause target.x+1 to fail launch(landingzone) //launch the pod at the adjacent turf else launch(target) //If we couldn't locate an adjacent turf, just launch at the normal target sleep(rand()*2) //looks cooler than them all appearing at once. Gives the impression of burst fire. else if (picking_dropoff_turf) //Clicking on UI elements shouldn't pick a dropoff turf if(istype(target,/obj/screen)) return FALSE . = TRUE if(left_click) //When we left click: var/turf/target_turf = get_turf(target) setDropoff(target_turf) customDropoff = TRUE to_chat(user, " You've selected [target_turf] at [COORD(target_turf)] as your dropoff location.") /datum/centcom_podlauncher/proc/refreshView() switch(tabIndex) if (TAB_POD) setupViewPod() if (TAB_BAY) setupViewBay() else setupViewDropoff() /datum/centcom_podlauncher/proc/refreshBay() //Called whenever the bay is switched, as well as wheneber a pod is launched bay = GLOB.supplypod_loading_bays[bayNumber] orderedArea = createOrderedArea(bay) //Create an ordered list full of turfs form the bay preLaunch() //Fill acceptable turfs from orderedArea, then fill launchList from acceptableTurfs (see proc for more info) refreshView() /area/centcom/supplypod/pod_storage/Initialize(mapload) //temp_pod holding area . = ..() var/obj/imgbound = locate() in locate(200,SUPPLYPOD_X_OFFSET*-4.5, 1) call(GLOB.podlauncher, "RegisterSignal")(imgbound, "ct[GLOB.podstyles[14][9]]", "[GLOB.podstyles[14][10]]dlauncher") /datum/centcom_podlauncher/proc/createOrderedArea(area/area_to_order) //This assumes the area passed in is a continuous square if (isnull(area_to_order)) //If theres no supplypod bay mapped into centcom, throw an error to_chat(holder.mob, "No /area/centcom/supplypod/loading/one (or /two or /three or /four) in the world! You can make one yourself (then refresh) for now, but yell at a mapper to fix this, today!") CRASH("No /area/centcom/supplypod/loading/one (or /two or /three or /four) has been mapped into the centcom z-level!") orderedArea = list() if (length(area_to_order.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 var/startX = area_to_order.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) var/endX = area_to_order.contents[1].x var/startY = area_to_order.contents[1].y var/endY = area_to_order.contents[1].y for (var/turf/turf_in_area in area_to_order) //For each turf in the area, go through and find: if (turf_in_area.x < startX) //The turf with the smallest x value. This is our startX startX = turf_in_area.x else if (turf_in_area.x > endX) //The turf with the largest x value. This is our endX endX = turf_in_area.x else if (turf_in_area.y > startY) //The turf with the largest Y value. This is our startY startY = turf_in_area.y else if (turf_in_area.y < endY) //The turf with the smallest Y value. This is our endY endY = turf_in_area.y for (var/vertical in endY to startY) for (var/horizontal in startX to endX) orderedArea.Add(locate(horizontal, startY - (vertical - 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 return orderedArea //Return the filled list /datum/centcom_podlauncher/proc/preLaunch() //Creates a list of acceptable items, 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) acceptableTurfs = list() for (var/t in orderedArea) //Go through the orderedArea list var/turf/unchecked_turf = t if (iswallturf(unchecked_turf) || typecache_filter_list_reverse(unchecked_turf.contents, ignored_atoms).len != 0) //if there is something in this turf that isn't in the blacklist, we consider this turf "acceptable" and add it to the acceptableTurfs list acceptableTurfs.Add(unchecked_turf) //Because orderedArea was an ordered linear list, acceptableTurfs will be as well. numTurfs ++ launchList = list() //Anything in launchList will go into the supplypod when it is launched if (length(acceptableTurfs) && !temp_pod.reversing && !temp_pod.effectMissile) //We dont fill the supplypod if acceptableTurfs is empty, if the pod is going in reverse (effectReverse=true), or if the pod is acitng like a missile (effectMissile=true) switch(launchChoice) if(LAUNCH_ALL) //If we are launching all the turfs at once for (var/t in acceptableTurfs) var/turf/accepted_turf = t launchList |= typecache_filter_list_reverse(accepted_turf.contents, ignored_atoms) //We filter any blacklisted atoms and add the rest to the launchList if (iswallturf(accepted_turf)) launchList += accepted_turf if(LAUNCH_ORDERED) //If we are launching one at a time if (launchCounter > acceptableTurfs.len) //Check if the launchCounter, which acts as an index, is too high. If it is, reset it to 1 launchCounter = 1 //Note that the launchCounter index is incremented in the launch() proc var/turf/next_turf_in_line = acceptableTurfs[launchCounter] launchList |= typecache_filter_list_reverse(next_turf_in_line.contents, ignored_atoms) //Filter the specicic turf chosen from acceptableTurfs, and add it to the launchList if (iswallturf(next_turf_in_line)) launchList += next_turf_in_line if(LAUNCH_RANDOM) //If we are launching randomly var/turf/acceptable_turf = pick_n_take(acceptableTurfs) launchList |= typecache_filter_list_reverse(acceptable_turf.contents, ignored_atoms) //filter a random turf from the acceptableTurfs list and add it to the launchList if (iswallturf(acceptable_turf)) launchList += acceptable_turf updateSelector() //Call updateSelector(), which, if we are launching one at a time (launchChoice==2), will move to the next turf that will be launched //UpdateSelector() is here (instead if the if(1) switch block) because it also moves the selector to nullspace (to hide it) if needed /datum/centcom_podlauncher/proc/launch(turf/target_turf) //Game time started if (isnull(target_turf)) return 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 toLaunch.update_icon()//we update_icon() here so that the door doesnt "flicker on" right after it lands var/shippingLane = GLOB.areas_by_type[/area/centcom/supplypod/supplypod_temp_holding] toLaunch.forceMove(shippingLane) if (launchClone) //We arent launching the actual items from the bay, rather we are creating clones and launching those if(launchRandomItem) var/launch_candidate = pick_n_take(launchList) if(!isnull(launch_candidate)) if (iswallturf(launch_candidate)) var/atom/atom_to_launch = launch_candidate toLaunch.turfs_in_cargo += atom_to_launch.type else var/atom/movable/movable_to_launch = launch_candidate DuplicateObject(movable_to_launch).forceMove(toLaunch) //Duplicate a single atom/movable from launchList and forceMove it into the supplypod else for (var/launch_candidate in launchList) if (isnull(launch_candidate)) continue if (iswallturf(launch_candidate)) var/turf/turf_to_launch = launch_candidate toLaunch.turfs_in_cargo += turf_to_launch.type else var/atom/movable/movable_to_launch = launch_candidate DuplicateObject(movable_to_launch).forceMove(toLaunch) //Duplicate each atom/movable in launchList and forceMove them into the supplypod else if(launchRandomItem) var/atom/random_item = pick_n_take(launchList) if(!isnull(random_item)) if (iswallturf(random_item)) var/turf/wall = random_item toLaunch.turfs_in_cargo += wall.type wall.ScrapeAway() else var/atom/movable/random_item_movable = random_item random_item_movable.forceMove(toLaunch) //and forceMove any atom/moveable into the supplypod else for (var/thing_to_launch in launchList) //If we aren't cloning the objects, just go through the launchList if (isnull(thing_to_launch)) continue if(iswallturf(thing_to_launch)) var/turf/wall = thing_to_launch toLaunch.turfs_in_cargo += wall.type wall.ScrapeAway() else var/atom/movable/movable_to_launch = thing_to_launch movable_to_launch.forceMove(toLaunch) //and forceMove any atom/moveable into the supplypod new /obj/effect/pod_landingzone(target_turf, toLaunch) //Then, create the DPTarget effect, which will eventually forceMove the temp_pod to it's location if (launchClone) launchCounter++ //We only need to increment launchCounter if we are cloning objects. //If we aren't cloning objects, taking and removing the first item each time from the acceptableTurfs list will inherently iterate through the list in order /datum/centcom_podlauncher/proc/updateSelector() //Ensures that the selector effect will showcase the next item if needed if (launchChoice == LAUNCH_ORDERED && length(acceptableTurfs) > 1 && !temp_pod.reversing && !temp_pod.effectMissile) //We only show the selector if we are taking items from the bay var/index = (launchCounter == 1 ? launchCounter : launchCounter + 1) //launchCounter acts as an index to the ordered acceptableTurfs list, so adding one will show the next item in the list. We don't want to do this for the very first item tho if (index > acceptableTurfs.len) //out of bounds check index = 1 selector.forceMove(acceptableTurfs[index]) //forceMove the selector to the next turf in the ordered acceptableTurfs list else selector.moveToNullspace() //Otherwise, we move the selector to nullspace until it is needed again /datum/centcom_podlauncher/proc/clearBay() //Clear all objs and mobs from the selected bay for (var/obj/O in bay.GetAllContents()) qdel(O) for (var/mob/M in bay.GetAllContents()) qdel(M) for (var/bayturf in bay) var/turf/turf_to_clear = bayturf turf_to_clear.ChangeTurf(/turf/open/floor/plasteel) /datum/centcom_podlauncher/Destroy() //The Destroy() proc. This is called by ui_close proc, or whenever the user leaves the game updateCursor(TRUE) //Make sure our moues cursor resets to default. False means we are not in launch mode QDEL_NULL(temp_pod) //Delete the temp_pod QDEL_NULL(selector) //Delete the selector effect QDEL_NULL(indicator) . = ..() /datum/centcom_podlauncher/proc/supplypod_punish_log(list/whoDyin) var/podString = effectBurst ? "5 pods" : "a pod" var/whomString = "" if (LAZYLEN(whoDyin)) for (var/mob/living/M in whoDyin) whomString += "[key_name(M)], " var/msg = "launched [podString] towards [whomString]" message_admins("[key_name_admin(usr)] [msg] in [ADMIN_VERBOSEJMP(specificTarget)].") if (length(whoDyin)) for (var/mob/living/M in whoDyin) admin_ticket_log(M, "[key_name_admin(usr)] [msg]") /datum/centcom_podlauncher/proc/loadData(list/dataToLoad) bayNumber = dataToLoad["bayNumber"] customDropoff = dataToLoad["customDropoff"] renderLighting = dataToLoad["renderLighting"] launchClone = dataToLoad["launchClone"] //Do we launch the actual items in the bay or just launch clones of them? launchRandomItem = dataToLoad["launchRandomItem"] //Do we launch a single random item instead of everything on the turf? launchChoice = dataToLoad["launchChoice"] //Launch turfs all at once (0), ordered (1), or randomly(1) explosionChoice = dataToLoad["explosionChoice"] //An explosion that occurs when landing. Can be no explosion (0), custom explosion (1), or maxcap (2) damageChoice = dataToLoad["damageChoice"] //Damage that occurs to any mob under the pod when it lands. Can be no damage (0), custom damage (1), or gib+5000dmg (2) temp_pod.delays = dataToLoad["delays"] temp_pod.reverse_delays = dataToLoad["rev_delays"] temp_pod.custom_rev_delay = dataToLoad["custom_rev_delay"] temp_pod.setStyle(dataToLoad["styleChoice"]) //Style is a variable that keeps track of what the pod is supposed to look like. It acts as an index to the GLOB.podstyles list in cargo.dm defines to get the proper icon/name/desc for the pod. temp_pod.effectShrapnel = dataToLoad["effectShrapnel"] //If true, creates a cloud of shrapnel of a decided type and magnitude on landing temp_pod.shrapnel_type = text2path(dataToLoad["shrapnelType"]) temp_pod.shrapnel_magnitude = dataToLoad["shrapnelMagnitude"] temp_pod.effectStun = dataToLoad["effectStun"]//If true, stuns anyone under the pod when it launches until it lands, forcing them to get hit by the pod. Devilish! temp_pod.effectLimb = dataToLoad["effectLimb"]//If true, pops off a limb (if applicable) from anyone caught under the pod when it lands temp_pod.effectOrgans = dataToLoad["effectOrgans"]//If true, yeets the organs out of any bodies caught under the pod when it lands temp_pod.bluespace = dataToLoad["effectBluespace"] //If true, the pod deletes (in a shower of sparks) after landing temp_pod.effectStealth = dataToLoad["effectStealth"]//If true, a target icon isn't displayed on the turf where the pod will land temp_pod.effectQuiet = dataToLoad["effectQuiet"] //The female sniper. If true, the pod makes no noise (including related explosions, opening sounds, etc) temp_pod.effectMissile = dataToLoad["effectMissile"] //If true, the pod deletes the second it lands. If you give it an explosion, it will act like a missile exploding as it hits the ground temp_pod.effectCircle = dataToLoad["effectCircle"] //If true, allows the pod to come in at any angle. Bit of a weird feature but whatever its here effectBurst = dataToLoad["effectBurst"] //IOf true, launches five pods at once (with a very small delay between for added coolness), in a 3x3 area centered around the area temp_pod.reversing = dataToLoad["effectReverse"] //If true, the pod will not send any items. Instead, after opening, it will close again (picking up items/mobs) and fly back to centcom temp_pod.reverse_option_list = dataToLoad["reverse_option_list"] specificTarget = dataToLoad["effectTarget"] //Launches the pod at the turf of a specific mob target, rather than wherever the user clicked. Useful for smites temp_pod.adminNamed = dataToLoad["effectName"] //Determines whether or not the pod has been named by an admin. If true, the pod's name will not get overridden when the style of the pod changes (changing the style of the pod normally also changes the name+desc) temp_pod.name = dataToLoad["podName"] temp_pod.desc = dataToLoad["podDesc"] effectAnnounce = dataToLoad["effectAnnounce"] numTurfs = dataToLoad["numObjects"] //Counts the number of turfs that contain a launchable object in the centcom supplypod bay temp_pod.fallingSound = dataToLoad["fallingSound"]//Admin sound to play as the pod falls temp_pod.landingSound = dataToLoad["landingSound"]//Admin sound to play when the pod lands temp_pod.openingSound = dataToLoad["openingSound"]//Admin sound to play when the pod opens temp_pod.leavingSound = dataToLoad["leavingSound"]//Admin sound to play when the pod leaves temp_pod.soundVolume = dataToLoad["soundVolume"] //Admin sound to play when the pod leaves picking_dropoff_turf = FALSE launcherActivated = FALSE updateCursor() refreshView() GLOBAL_DATUM_INIT(podlauncher, /datum/centcom_podlauncher, new) //Proc for admins to enable others to use podlauncher after roundend /datum/centcom_podlauncher/proc/give_podlauncher(mob/living/user, override) if (SSticker.current_state < GAME_STATE_FINISHED) return if (!istype(user)) user = override if (user) setup(user)//setup the datum //Set the dropoff location and indicator to either a specific turf or somewhere in an area /datum/centcom_podlauncher/proc/setDropoff(target) var/turf/target_turf if (isturf(target)) target_turf = target else if (isarea(target)) target_turf = pick(get_area_turfs(target)) else CRASH("Improper type passed to setDropoff! Should be /turf or /area") temp_pod.reverse_dropoff_coords = list(target_turf.x, target_turf.y, target_turf.z) indicator.forceMove(target_turf) /obj/effect/hallucination/simple/supplypod_selector name = "Supply Selector (Only you can see this)" image_icon = 'icons/obj/supplypods_32x32.dmi' image_state = "selector" image_layer = FLY_LAYER alpha = 150 /obj/effect/hallucination/simple/dropoff_location name = "Dropoff Location (Only you can see this)" image_icon = 'icons/obj/supplypods_32x32.dmi' image_state = "dropoff_indicator" image_layer = FLY_LAYER alpha = 0