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1.02
code/defines/obj.dm
384 строки
11 KB
BarneyGumball
Bug fixes (#12166)
11 окт 2016, 20:17
11 окт 2016, 20:17
d30bcd6
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/obj/structure/signpost icon = 'icons/obj/stationobjs.dmi' icon_state = "signpost" anchored = 1 density = 1 attackby(obj/item/weapon/W as obj, mob/user as mob) return attack_hand(user) attack_hand(mob/user as mob) switch(alert("Travel back to ss13?",,"Yes","No")) if("Yes") if(user.z != src.z) return user.loc.loc.Exited(user) user.forceMove(pick(latejoin)) if("No") return /obj/effect/mark var/mark = "" icon = 'icons/misc/mark.dmi' icon_state = "blank" anchored = 1 mouse_opacity = 0 /obj/effect/begin name = "begin" icon = 'icons/obj/stationobjs.dmi' icon_state = "begin" anchored = 1.0 /* * This item is completely unused, but removing it will break something in R&D and Radio code causing PDA and Ninja code to fail on compile */ /obj/effect/datacore name = "datacore" var/medical[] = list() var/general[] = list() var/security[] = list() //This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character(). var/locked[] = list() /obj/effect/datacore/proc/get_manifest(monochrome, OOC) var/list/heads = new() var/list/sec = new() var/list/eng = new() var/list/med = new() var/list/sci = new() var/list/cgo = new() var/list/civ = new() var/list/bot = new() var/list/misc = new() var/list/isactive = new() var/dat = {" <head><style> .manifest {border-collapse:collapse;} .manifest td, th {border:1px solid [monochrome?"black":"#DEF; background-color:white; color:black"]; padding:.25em} .manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: #48C; color:white"]} .manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: #488;"] } .manifest td:first-child {text-align:right} .manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: #DEF"]} </style></head> <table class="manifest" width='350px'> <tr class='head'><th>Name</th><th>Rank</th><th>Activity</th></tr> "} var/even = 0 // sort mobs for(var/datum/data/record/t in sortRecord(data_core.general)) var/name = t.fields["name"] var/rank = t.fields["rank"] var/real_rank = t.fields["real_rank"] if(OOC) var/active = 0 var/SSD = 0 for(var/mob/M in player_list) if(M.real_name == name) if(!M.client) SSD = 1 break if(M.client && M.client.inactivity <= 10 * 60 * 10) active = 1 break isactive[name] = (SSD ? "SSD" : (active ? "Active" : "Inactive")) else isactive[name] = t.fields["p_stat"] // to_chat(world, "[name]: [rank]") //cael - to prevent multiple appearances of a player/job combination, add a continue after each line var/department = 0 if(real_rank in command_positions) heads[name] = rank department = 1 if(real_rank in security_positions) sec[name] = rank department = 1 if(real_rank in engineering_positions) eng[name] = rank department = 1 if(real_rank in medical_positions) med[name] = rank department = 1 if(real_rank in science_positions) sci[name] = rank department = 1 if(real_rank in cargo_positions) cgo[name] = rank department = 1 if(real_rank in civilian_positions) civ[name] = rank department = 1 if(real_rank in nonhuman_positions) bot[name] = rank department = 1 if(!department && !(name in heads)) misc[name] = rank if(heads.len > 0) dat += "<tr><th colspan=3>Heads</th></tr>" for(name in heads) dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[heads[name]]</td><td>[isactive[name]]</td></tr>" even = !even if(sec.len > 0) dat += "<tr><th colspan=3>Security</th></tr>" for(name in sec) dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sec[name]]</td><td>[isactive[name]]</td></tr>" even = !even if(eng.len > 0) dat += "<tr><th colspan=3>Engineering</th></tr>" for(name in eng) dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[eng[name]]</td><td>[isactive[name]]</td></tr>" even = !even if(med.len > 0) dat += "<tr><th colspan=3>Medical</th></tr>" for(name in med) dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[med[name]]</td><td>[isactive[name]]</td></tr>" even = !even if(sci.len > 0) dat += "<tr><th colspan=3>Science</th></tr>" for(name in sci) dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sci[name]]</td><td>[isactive[name]]</td></tr>" even = !even if(cgo.len > 0) dat += "<tr><th colspan=3>Cargo</th></tr>" for(name in cgo) dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[cgo[name]]</td><td>[isactive[name]]</td></tr>" even = !even if(civ.len > 0) dat += "<tr><th colspan=3>Civilian</th></tr>" for(name in civ) dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[civ[name]]</td><td>[isactive[name]]</td></tr>" even = !even // in case somebody is insane and added them to the manifest, why not if(bot.len > 0) dat += "<tr><th colspan=3>Silicon</th></tr>" for(name in bot) dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[bot[name]]</td><td>[isactive[name]]</td></tr>" even = !even // misc guys if(misc.len > 0) dat += "<tr><th colspan=3>Miscellaneous</th></tr>" for(name in misc) dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[misc[name]]</td><td>[isactive[name]]</td></tr>" even = !even dat += "</table>" dat = replacetext(dat, "\n", "") // so it can be placed on paper correctly dat = replacetext(dat, "\t", "") return dat /* We can't just insert in HTML into the nanoUI so we need the raw data to play with. Instead of creating this list over and over when someone leaves their PDA open to the page we'll only update it when it changes. The PDA_Manifest global list is zeroed out upon any change using /obj/effect/datacore/proc/manifest_inject( ), or manifest_insert( ) */ var/global/list/PDA_Manifest = list() /obj/effect/datacore/proc/get_manifest_json() if(PDA_Manifest.len) return PDA_Manifest var/heads[0] var/sec[0] var/eng[0] var/med[0] var/sci[0] var/cgo[0] var/civ[0] var/bot[0] var/misc[0] for(var/datum/data/record/t in data_core.general) var/name = sanitize(t.fields["name"]) var/rank = sanitize(t.fields["rank"]) var/real_rank = t.fields["real_rank"] var/isactive = t.fields["p_stat"] var/department = 0 var/depthead = 0 // Department Heads will be placed at the top of their lists. Too bad all the procs that get the manifest call get_manifest(), which can't do this without a rewrite. if(real_rank in command_positions) heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 depthead = 1 if(rank=="Captain" && heads.len != 1) heads.Swap(1,heads.len) if(real_rank in security_positions) sec[++sec.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(depthead && sec.len != 1) sec.Swap(1,sec.len) if(real_rank in engineering_positions) eng[++eng.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(depthead && eng.len != 1) eng.Swap(1,eng.len) if(real_rank in medical_positions) med[++med.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(depthead && med.len != 1) med.Swap(1,med.len) if(real_rank in science_positions) sci[++sci.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(depthead && sci.len != 1) sci.Swap(1,sci.len) if(real_rank in cargo_positions) cgo[++cgo.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(depthead && cgo.len != 1) cgo.Swap(1,cgo.len) if(real_rank in civilian_positions) civ[++civ.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(depthead && civ.len != 1) civ.Swap(1,civ.len) if(real_rank in nonhuman_positions) bot[++bot.len] = list("name" = name, "rank" = rank, "active" = isactive) department = 1 if(!department && !(name in heads)) misc[++misc.len] = list("name" = name, "rank" = rank, "active" = isactive) PDA_Manifest = list(\ "heads" = heads,\ "sec" = sec,\ "eng" = eng,\ "med" = med,\ "sci" = sci,\ "cgo" = cgo,\ "civ" = civ,\ "bot" = bot,\ "misc" = misc\ ) return PDA_Manifest /obj/effect/laser name = "laser" desc = "IT BURNS!!!" icon = 'icons/obj/projectiles.dmi' var/damage = 0.0 var/range = 10.0 /obj/effect/list_container name = "list container" /obj/effect/list_container/mobl name = "mobl" var/master = null var/list/container = list( ) /obj/effect/projection name = "Projection" desc = "This looks like a projection of something." anchored = 1.0 /obj/effect/shut_controller name = "shut controller" var/moving = null var/list/parts = list( ) /obj/structure/showcase name = "Showcase" icon = 'icons/obj/stationobjs.dmi' icon_state = "showcase_1" desc = "A stand with the empty body of a cyborg bolted to it." density = 1 anchored = 1 /obj/item/mouse_drag_pointer = MOUSE_ACTIVE_POINTER /obj/item/weapon/beach_ball icon = 'icons/misc/beach.dmi' icon_state = "ball" name = "beach ball" item_state = "beachball" density = 0 anchored = 0 w_class = W_CLASS_TINY force = 0.0 throwforce = 0.0 throw_speed = 1 throw_range = 20 flags = FPRINT siemens_coefficient = 1 /obj/item/weapon/beach_ball/afterattack(atom/target as mob|obj|turf|area, mob/user as mob) if(user.drop_item(src)) src.throw_at(target, throw_range, throw_speed) /obj/effect/stop var/victim = null icon_state = "empty" name = "Geas" desc = "You can't resist." // name = "" /obj/effect/stop/Uncross(atom/movable/mover) if(victim == mover) return 0 return 1 /obj/effect/stop/sleeping var/sleeptime icon_state = "empty" name = "Sleepy time" var/datum/mind/owner var/spell/aoe_turf/fall/ourspell invisibility = 100 var/theworld ignoreinvert = 1 /obj/effect/stop/sleeping/New(loc, ourtime, mind, var/spell/aoe_turf/fall/F, theworld) ..() sleeptime = ourtime owner = mind ourspell = F src.theworld = theworld /obj/effect/stop/sleeping/Crossed(atom/movable/A) if(sleeptime > world.time) if(ismob(A)) var/mob/living/L = A if(L.mind != owner) if(L.client) L.client.move_delayer.next_allowed = sleeptime //So we don't need to check timestopped in client/move if(!L.stat) L.playsound_local(src, theworld == 1 ? 'sound/effects/theworld2.ogg' : 'sound/effects/fall2.ogg', 100, 0, 0, 0, 0) //L.Paralyse(round(((sleeptime - world.time)/10)/2, 1)) //L.update_canmove() if(!(L in ourspell.affected)) invertcolor(L) ourspell.affected += L ourspell.recursive_timestop(L) else if(!(A in ourspell.affected)) invertcolor(A) ourspell.affected += A ourspell.recursive_timestop(A) /obj/effect/spawner name = "object spawner"