Files
BatrachophrenoandGitHub af6c74d917 Verb organization stuff (#21131)
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.

Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.

Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.

This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.

This PR covers the IC, OOC, and Object Tabs.

Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC

OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI

OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote

IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition

IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal

IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language

IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest

Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet

Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)

Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck

Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song

Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization

Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage

**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
2025-08-11 15:12:56 +00:00

176 lines
6.0 KiB
Plaintext

/obj/item/clothing/head/helmet/pilot
name = "flight helmet"
desc = "A helmet with a toggleable pilot visor attached. The visor feeds its wearer in-flight information via an integrated heads-up display."
icon = 'icons/obj/item/clothing/head/pilot_helmets.dmi'
icon_state = "pilot_helmet"
item_state = "pilot_helmet"
contained_sprite = TRUE
flags_inv = BLOCKHEADHAIR
body_parts_covered = HEAD|EYES
armor = list(
MELEE = ARMOR_MELEE_KNIVES,
BULLET = ARMOR_BALLISTIC_SMALL,
LASER = ARMOR_LASER_SMALL,
ENERGY = ARMOR_ENERGY_MINOR,
BOMB = ARMOR_BOMB_PADDED
)
siemens_coefficient = 0.35
action_button_name = "Toggle Visor"
var/visor_toggled = FALSE
var/obj/machinery/computer/shuttle_control/linked_console
var/obj/machinery/computer/ship/helm/linked_helm
var/obj/pilot_overlay_holder/hud_overlay
var/obj/pilot_overlay_holder/ship_hud/ship_overlay
has_storage = FALSE
/obj/item/clothing/head/helmet/pilot/Initialize()
. = ..()
hud_overlay = new(src)
ship_overlay = new(src)
set_console(null)
/obj/item/clothing/head/helmet/pilot/Destroy()
if(linked_console)
linked_console.linked_helmets -= src
linked_console = null
return ..()
/obj/item/clothing/head/helmet/pilot/proc/set_console(var/obj/machinery/computer/C)
if(linked_console)
linked_console.linked_helmets -= src
linked_console = null
if(linked_helm)
linked_helm.linked_helmets -= src
linked_helm = null
if(!isnull(C))
if(istype(C, /obj/machinery/computer/shuttle_control))
linked_console = C
linked_console.linked_helmets += src
hud_overlay.maptext_height = initial(hud_overlay.maptext_height)
hud_overlay.maptext_y = initial(hud_overlay.maptext_y)
else if(istype(C, /obj/machinery/computer/ship/helm))
linked_helm = C
linked_helm.linked_helmets += src
hud_overlay.maptext_height = 64
hud_overlay.maptext_y = -12
check_ship_overlay(loc, linked_helm.linked)
else
set_hud_maptext("Vessel Status: No Vessel Linked.")
/obj/item/clothing/head/helmet/pilot/attack_self()
visor_toggled()
/obj/item/clothing/head/helmet/pilot/verb/visor_toggled()
set name = "Toggle Visor"
set category = "Object.Equipped"
set src in usr
var/mob/living/carbon/human/user = usr
if(!istype(user))
return
visor_toggled = !visor_toggled
if(visor_toggled)
icon_state = "[initial(icon_state)]_off"
item_state = "[initial(item_state)]_off"
to_chat(user, SPAN_NOTICE("You deactivate the pilot visor."))
check_hud_overlay(user)
else
icon_state = initial(icon_state)
item_state = initial(item_state)
to_chat(user, SPAN_NOTICE("You activate the pilot visor."))
sound_to(user, 'sound/items/goggles_charge.ogg')
check_hud_overlay(user)
update_clothing_icon()
user.update_action_buttons()
/obj/item/clothing/head/helmet/pilot/dropped(mob/user)
. = ..()
check_hud_overlay(user)
/obj/item/clothing/head/helmet/pilot/equipped(mob/user, slot, assisted_equip)
. = ..()
check_hud_overlay(user, slot)
/obj/item/clothing/head/helmet/pilot/proc/check_hud_overlay(var/mob/user, var/equip_slot)
if(!istype(user) || !user.client)
return
if(!equip_slot)
equip_slot = get_equip_slot()
if(!visor_toggled && (equip_slot == slot_head))
user.client.screen |= hud_overlay
else
user.client.screen -= hud_overlay
check_ship_overlay(user, null, equip_slot)
/obj/item/clothing/head/helmet/pilot/proc/check_ship_overlay(var/mob/user, var/obj/effect/overmap/visitable/V, var/equip_slot)
if(!istype(user) || !user.client)
return
if(!equip_slot)
equip_slot = get_equip_slot()
if(!V && linked_helm)
V = linked_helm.linked
if(!V)
return
if(V)
ship_overlay.appearance = V.appearance
ship_overlay.dir = V.dir
ship_overlay.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
else
ship_overlay.icon = null
ship_overlay.icon_state = null
if(!visor_toggled && (equip_slot == slot_head))
user.client.screen |= ship_overlay
else
user.client.screen -= ship_overlay
/obj/item/clothing/head/helmet/pilot/proc/set_hud_maptext(var/text)
if(length(text) > 26)
hud_overlay.screen_loc = "CENTER:-80,NORTH:-6" // text longer than 26 usually breaks into two lines, we need to shift the screen_loc else it looks weird
else
hud_overlay.screen_loc = initial(screen_loc)
hud_overlay.maptext = SMALL_FONTS(7, "<center>[text]</center>")
/obj/item/clothing/head/helmet/pilot/scc
name = "conglomerate flight helmet"
desc = "A pilot helmet with the deep colors of the Stellar Corporate Conglomerate. The highlight is a navy blue, and the mounted visor a striking, opaque cyan. The visor feeds its wearer in-flight information via an integrated heads-up display."
sprite_sheets = null // Can be filled in with unique species-specific sprites for races with snouts, see parent type. Keep null until sprites are implemented.
icon_state = "scc_pilot"
item_state = "scc_pilot"
/obj/item/clothing/head/helmet/pilot/tcaf
name = "\improper TCAF flight helmet"
desc = "A pilot's helmet marked all over with the imagery of the Republic of Biesel, worn by the pilots of the Tau Ceti Armed Forces. It looks a little scuffed."
sprite_sheets = null // Can be filled in with unique species-specific sprites for races with snouts, see parent type. Keep null until sprites are implemented.
icon_state = "tcaf_pilot"
item_state = "tcaf_pilot"
/obj/item/clothing/head/helmet/pilot/legion
name = "foreign legion flight helmet"
desc = "A helmet clearly belonging to a TCFL pilot, it has aged pilot visor attached to it. The visor feeds its wearer in-flight information via an integrated heads-up display."
icon_state = "legion_pilot"
item_state = "legion_pilot"
camera = /obj/machinery/camera/network/tcfl
/obj/item/clothing/head/helmet/pilot/himeo
name = "himean naval flight helmet"
desc = "A helmet with a pilots visor attached, painted in the drab tan colours of the Himean navy uniform. The visor feeds its wearer in-flight information via an integrated heads-up display."
icon_state = "pilot_helmet_himeo"
item_state = "pilot_helmet_himeo"
/obj/pilot_overlay_holder
name = null
icon = null
icon_state = null
screen_loc = "CENTER:-80,NORTH"
maptext_width = 192
/obj/pilot_overlay_holder/ship_hud
screen_loc = "CENTER:90,NORTH:-10"