Files
Aurora.3/code/_onclick/hud/action.dm
Alberyk 76b743a986 Adds the Aut'akh unathi (#5919)
* Base work for the unathi robot subspecies.

* Adds metabolism species, kidney vars, and the robot unathi organs.

* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.

* First autakh implant power.

* Fixes the organs action button this time.

* Finishes more implants, and interactions with flashs and vaurca.

* Prepare for great changes.

* Drops the real bomb, boss.

* He who fights with monsters.

* Far more work into augments and limb removing powers.

* Limb verbs should be good now.

* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.

* Probably the last work on implants.

* Some extra touches.

* Some tweaks to the species.

* More fixes and adds kyre's sprites.

* More runtime fixes.

* Fixes the species name too.

* Fixes travis.

* Updates this file too to work with the new tools procs.

* Adds changelog

* Fixed changelog.

* Unathi hair and lore description.

* Some tweaks to this too.

* Locks away them for now, they will be released after we got all the events and etc done.

* Changes this chemical.

* Fixes an airlock runtime.

* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.

* Organs removal changes; can't take out the organ if it is too damage.

* Restricts them back again.

* Robotic organs now have the proper icons and names.

* Adds sprites for their organs and some extra tweaks.

* Fixes this missing icon.

* emp should also now hurt assited organs.

* Tweaks more organ related things.

* Fixes the head not being properly set as well.

* Fixes their flags.

* fixes the flag for real this time.

* Poze's review.

* Changes the au'takh organ buttons to don't be animated.

* Helps with adminbus or something.

* Fowl's requested changes.

* Fixes a typo.

* Robotic limb's brute and burn mods are now controlled by the limb model.

* Fowl's changes once more.

* Stops some spam.

* More grammar.

* No eal.

* Skull's review.
2019-01-23 19:27:44 +01:00

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#define AB_ITEM 1
#define AB_SPELL 2
#define AB_INNATE 3
#define AB_GENERIC 4
#define AB_ITEM_USE_ICON 5
#define AB_CHECK_RESTRAINED 1
#define AB_CHECK_STUNNED 2
#define AB_CHECK_LYING 4
#define AB_CHECK_ALIVE 8
#define AB_CHECK_INSIDE 16
/datum/action
var/name = "Generic Action"
var/action_type = AB_ITEM
var/procname = null
var/atom/movable/target = null
var/check_flags = 0
var/processing = 0
var/active = 0
var/obj/screen/movable/action_button/button = null
var/button_icon = 'icons/obj/action_buttons/actions.dmi'
var/button_icon_state = "default"
var/background_icon_state = "bg_default"
var/mob/living/owner
/datum/action/New(var/Target)
target = Target
/datum/action/Destroy()
if(owner)
Remove(owner)
return ..()
/datum/action/proc/SetTarget(var/atom/Target)
target = Target
/datum/action/proc/Grant(mob/living/T)
if(owner)
if(owner == T)
return
Remove(owner)
owner = T
owner.actions.Add(src)
owner.update_action_buttons()
return
/datum/action/proc/Remove(mob/living/T)
if(button)
if(T.client)
T.client.screen -= button
qdel(button)
button = null
T.actions.Remove(src)
T.update_action_buttons()
owner = null
return
/datum/action/proc/Trigger()
if(!Checks())
return
switch(action_type)
if(AB_ITEM, AB_ITEM_USE_ICON)
if(target)
var/obj/item/item = target
item.ui_action_click()
//if(AB_SPELL)
// if(target)
// var/obj/effect/proc_holder/spell = target
// spell.Click()
if(AB_INNATE)
if(!active)
Activate()
else
Deactivate()
if(AB_GENERIC)
if(target && procname)
call(target,procname)(usr)
return
/datum/action/proc/Activate()
return
/datum/action/proc/Deactivate()
return
/datum/action/proc/Process()
return
/datum/action/proc/CheckRemoval(mob/living/user) // 1 if action is no longer valid for this mob and should be removed
return 0
/datum/action/proc/IsAvailable()
return Checks()
/datum/action/proc/Checks()// returns 1 if all checks pass
if(!owner)
return 0
if(check_flags & AB_CHECK_RESTRAINED)
if(owner.restrained())
return 0
if(check_flags & AB_CHECK_STUNNED)
if(owner.stunned)
return 0
if(check_flags & AB_CHECK_LYING)
if(owner.lying)
return 0
if(check_flags & AB_CHECK_ALIVE)
if(owner.stat)
return 0
if(check_flags & AB_CHECK_INSIDE)
if(!(target in owner))
return 0
return 1
/datum/action/proc/UpdateName()
return name
/obj/screen/movable/action_button
var/datum/action/owner
screen_loc = "WEST,NORTH"
/obj/screen/movable/action_button/Click(location,control,params)
var/list/modifiers = params2list(params)
if(modifiers["shift"])
moved = 0
return 1
if(usr.next_move >= world.time) // Is this needed ?
return
owner.Trigger()
return 1
/obj/screen/movable/action_button/proc/UpdateIcon()
if(!owner)
return
icon = owner.button_icon
icon_state = owner.background_icon_state
cut_overlays()
var/image/img
if(owner.action_type == AB_ITEM && owner.target)
var/obj/item/I = owner.target
img = image(I.icon, src , I.icon_state)
else if(owner.button_icon && owner.button_icon_state)
img = image(owner.button_icon,src,owner.button_icon_state)
img.pixel_x = 0
img.pixel_y = 0
add_overlay(img)
if(!owner.IsAvailable())
color = rgb(128,0,0,128)
else
color = rgb(255,255,255,255)
//Hide/Show Action Buttons ... Button
/obj/screen/movable/action_button/hide_toggle
name = "Hide Buttons"
icon = 'icons/obj/action_buttons/actions.dmi'
icon_state = "bg_default"
var/hidden = 0
/obj/screen/movable/action_button/hide_toggle/Click()
usr.hud_used.action_buttons_hidden = !usr.hud_used.action_buttons_hidden
hidden = usr.hud_used.action_buttons_hidden
if(hidden)
name = "Show Buttons"
else
name = "Hide Buttons"
UpdateIcon()
usr.update_action_buttons()
/obj/screen/movable/action_button/hide_toggle/proc/InitialiseIcon(var/mob/living/user)
if(isalien(user))
icon_state = "bg_alien"
else
icon_state = "bg_default"
UpdateIcon()
return
/obj/screen/movable/action_button/hide_toggle/UpdateIcon()
cut_overlays()
add_overlay(hidden ? "show" : "hide")
//This is the proc used to update all the action buttons. Properly defined in /mob/living/
/mob/proc/update_action_buttons()
return
#define AB_WEST_OFFSET 4
#define AB_NORTH_OFFSET 26
#define AB_MAX_COLUMNS 10
/datum/hud/proc/ButtonNumberToScreenCoords(var/number) // TODO : Make this zero-indexed for readabilty
var/row = round((number-1)/AB_MAX_COLUMNS)
var/col = ((number - 1)%(AB_MAX_COLUMNS)) + 1
var/coord_col = "+[col-1]"
var/coord_col_offset = AB_WEST_OFFSET+2*col
var/coord_row = "[-1 - row]"
var/coord_row_offset = AB_NORTH_OFFSET
return "WEST[coord_col]:[coord_col_offset],NORTH[coord_row]:[coord_row_offset]"
/datum/hud/proc/SetButtonCoords(var/obj/screen/button,var/number)
var/row = round((number-1)/AB_MAX_COLUMNS)
var/col = ((number - 1)%(AB_MAX_COLUMNS)) + 1
var/x_offset = 32*(col-1) + AB_WEST_OFFSET + 2*col
var/y_offset = -32*(row+1) + AB_NORTH_OFFSET
var/matrix/M = matrix()
M.Translate(x_offset,y_offset)
button.transform = M
//Presets for item actions
/datum/action/item_action
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING|AB_CHECK_ALIVE|AB_CHECK_INSIDE
/datum/action/item_action/CheckRemoval(mob/living/user)
return !(target in user)
/datum/action/item_action/hands_free
check_flags = AB_CHECK_ALIVE|AB_CHECK_INSIDE
/datum/action/item_action/organ
action_type = AB_ITEM_USE_ICON
button_icon = 'icons/obj/action_buttons/organs.dmi'
/datum/action/item_action/organ/SetTarget(var/atom/Target)
. = ..()
var/obj/item/organ/O = target
if(istype(O))
O.refresh_action_button()
#undef AB_WEST_OFFSET
#undef AB_NORTH_OFFSET
#undef AB_MAX_COLUMNS