Files
GS13NG/code/game/machinery/computer/gulag_teleporter.dm
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//computer that handle the points and teleports the prisoner
/obj/machinery/computer/gulag_teleporter_computer
name = "labor camp teleporter console"
desc = "Used to send criminals to the Labor Camp"
icon_screen = "explosive"
icon_keyboard = "security_key"
req_access = list(ACCESS_ARMORY)
circuit = /obj/item/circuitboard/computer/gulag_teleporter_console
var/default_goal = 200
var/obj/item/card/id/prisoner/id = null
var/obj/machinery/gulag_teleporter/teleporter = null
var/obj/structure/gulag_beacon/beacon = null
var/mob/living/carbon/human/prisoner = null
var/datum/data/record/temporary_record = null
light_color = LIGHT_COLOR_RED
/obj/machinery/computer/gulag_teleporter_computer/Initialize()
. = ..()
scan_machinery()
/obj/machinery/computer/gulag_teleporter_computer/Destroy()
if(id)
id.forceMove(get_turf(src))
return ..()
/obj/machinery/computer/gulag_teleporter_computer/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/card/id/prisoner))
if(!id)
if (!user.transferItemToLoc(W,src))
return
id = W
to_chat(user, "<span class='notice'>You insert [W].</span>")
return
else
to_chat(user, "<span class='notice'>There's an ID inserted already.</span>")
return ..()
/obj/machinery/computer/gulag_teleporter_computer/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "gulag_console", name, 455, 440, master_ui, state)
ui.open()
/obj/machinery/computer/gulag_teleporter_computer/ui_data(mob/user)
var/list/data = list()
var/list/prisoner_list = list()
var/can_teleport = FALSE
if(teleporter && (teleporter.occupant && ishuman(teleporter.occupant)))
prisoner = teleporter.occupant
prisoner_list["name"] = prisoner.real_name
if(id)
can_teleport = TRUE
if(!isnull(GLOB.data_core.general))
for(var/r in GLOB.data_core.security)
var/datum/data/record/R = r
if(R.fields["name"] == prisoner_list["name"])
temporary_record = R
prisoner_list["crimstat"] = temporary_record.fields["criminal"]
data["prisoner"] = prisoner_list
if(teleporter)
data["teleporter"] = teleporter
data["teleporter_location"] = "([teleporter.x], [teleporter.y], [teleporter.z])"
data["teleporter_lock"] = teleporter.locked
data["teleporter_state_open"] = teleporter.state_open
if(beacon)
data["beacon"] = beacon
data["beacon_location"] = "([beacon.x], [beacon.y], [beacon.z])"
if(id)
data["id"] = id
data["id_name"] = id.registered_name
data["goal"] = id.goal
data["can_teleport"] = can_teleport
return data
/obj/machinery/computer/gulag_teleporter_computer/ui_act(action, list/params)
if(..())
return
if(!allowed(usr))
to_chat(usr, "<span class='warning'>Access denied.</span>")
return
switch(action)
if("scan_teleporter")
teleporter = findteleporter()
if("scan_beacon")
beacon = findbeacon()
if("handle_id")
if(id)
if(!usr.get_active_held_item())
usr.put_in_hands(id)
id = null
else
id.forceMove(get_turf(src))
id = null
else
var/obj/item/I = usr.get_active_held_item()
if(istype(I, /obj/item/card/id/prisoner))
if(!usr.drop_item())
return
I.forceMove(src)
id = I
if("set_goal")
var/new_goal = input("Set the amount of points:", "Points", id.goal) as num|null
if(!isnum(new_goal))
return
if(!new_goal)
new_goal = default_goal
id.goal = Clamp(new_goal, 0, 1000) //maximum 1000 points
if("toggle_open")
if(teleporter.locked)
to_chat(usr, "The teleporter is locked")
return
teleporter.toggle_open()
if("teleporter_lock")
if(teleporter.state_open)
to_chat(usr, "Close the teleporter before locking!")
return
teleporter.locked = !teleporter.locked
if("teleport")
if(!teleporter || !beacon)
return
addtimer(CALLBACK(src, .proc/teleport, usr), 5)
/obj/machinery/computer/gulag_teleporter_computer/proc/scan_machinery()
teleporter = findteleporter()
beacon = findbeacon()
/obj/machinery/computer/gulag_teleporter_computer/proc/findteleporter()
var/obj/machinery/gulag_teleporter/teleporterf = null
for(dir in GLOB.cardinals)
teleporterf = locate(/obj/machinery/gulag_teleporter, get_step(src, dir))
if(teleporterf && teleporterf.is_operational())
return teleporterf
/obj/machinery/computer/gulag_teleporter_computer/proc/findbeacon()
return locate(/obj/structure/gulag_beacon)
/obj/machinery/computer/gulag_teleporter_computer/proc/teleport(mob/user)
log_game("[user]([user.ckey] teleported [prisoner]([prisoner.ckey]) to the Labor Camp ([beacon.x], [beacon.y], [beacon.z]) for [id.goal] points.")
teleporter.handle_prisoner(id, temporary_record)
playsound(loc, 'sound/weapons/emitter.ogg', 50, 1)
prisoner.forceMove(get_turf(beacon))
prisoner.Knockdown(40) // small travel dizziness
to_chat(prisoner, "<span class='warning'>The teleportation makes you a little dizzy.</span>")
new /obj/effect/particle_effect/sparks(prisoner.loc)
playsound(src.loc, "sparks", 50, 1)
if(teleporter.locked)
teleporter.locked = FALSE
teleporter.toggle_open()
id = null
temporary_record = null