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* tgui the beginning * binaries and the like * Bring in the last of it * Example radio UI * delete example * NTOS Main Menu, start on manifest, tgui states * tasks.json * gunnery ui pt 1 * okay * fix everything * scss update * oops * manifest gigablast * downloader part 1 * download prt 2 * NTOSDownloader final * mfw committing to_worlds * gunnery console pt2 * i cooked * targeting (finished) * one vueui down * voting ui almost done * MY MIND FEELS LIKE AN ARCH ENEMYYYY * voting ui down * photocopier * ntos config + download fixes * photocopier 2 * refactor define * NTOS client manager + fixes * fax machine final (it also uses toner now) * marching forwards... left behind... * ntnrc part 1 * canister * add quotes * portable pumps pt1 + more backgrounds * oops * finish the portable pump * freezers so I'll keep on pushing forward... you haven't seen the last of me... oooooooh... * doors ui pt1 * finish doors UI (forgive me wildkins it's a bit of shitcode) * vitals monitor, make things use labeled lists, new backgrounds * mais j'envoyé aucun mayday... * maglock pt1 * pour ça je me suis perdu... * infrared * fix that * prox sensor pt1 * prox sensor * signaler (this was actually pretty hard) * atmos control pt1 * atmos control pt1.1 * atmos pt 2 * fuel injector * multitool UI * jammer * list viewer * APC * portgen * targeting console updates + SMES ui * new themes, shield generator * supermatter * Add ore detector and (shitty) NTNet Relay * orderterminal pt1 * orderterminal pt2 * smartfridge * Add (air-)tank GUI update ore detector size * Adds Transfer Valves * Add AtmoScrubber * analyzer pt1 * weapons analyzer pt2 * bodyscanner pt1 * bodyscanner pt2 * fix this shitcode * seed storage * appearance changer * appearance changer final * sleeper pt1 * sleeper * gps * vehicles * chem dispenser * lily request * holopad * tgui modules pt1 * ppanel * damage menu * fixes * im here too now * follow menu, search bars * quikpay * quikpay fixes * circuit printer * ppanel * ppanel updates * pai * turret controls (i want to kill myself) * tweak * remove the boardgame * guntracker * implant tracker * penal mechs come close to me, come close to me * chem codex * pai radio * doorjack * pai directives * signaler removal, sensors * ghost spawner * spawnpoint * fixes * teleporter * one more to the chopping block * account database * remove divider * scanner, atmos * latejoin ui pt1 * latejoin * records pt1 * RECORDS UI DONE * delete interpreter & records * CHAT FUCKING CLIENT * data updates * fix some things * final UI, log * basic nanoui fix * antag panel * remove vueui * atm update * vending update * warrants, cameras * ntmonitor * time comes for all * preserve this legacy * bring that back (oops) * rcon, ui auto update for computer UIs, remove rcon computers * alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles) * A LIKE SUPREME * a * power monitor * lights on * fuck this code, fuck nanoui modules, and fuck nanoui * LEAVE IT OH SO FAR BEHIND * fix alarm monitoring for synths * I SAW IN YOU WHAT LIFE WAS MISSING * comms console * idcard and record updates * turn the light on * arcade * pt2 * news browser * static * crusher * f * COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO * codeowners & suit sensors * html ui style removal * make lint happy * resist and disorder * i slowly get up and turn off the noise, already fed up... * pleaseeeeeeeeeeeeeee * THE CREDIT LARP IS NECESSARY * i hold the keys * RISE UP * fix that? * harry's suggestions xoxo * runtime fix pt2 * You are the only thing that I still care about * adds build workflow * Update update_tgui.yml * adds some needed steps * ATM * misc fixes and tweaks * fixes 2 * make newscasters usable and fix use power on freezers * turret control is clearer --------- Co-authored-by: John Wildkins <john.wildkins@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: Werner <Arrow768@users.noreply.github.com> Co-authored-by: Geeves <ggrobler447@gmail.com> Co-authored-by: harryob <me@harryob.live>
112 lines
4.3 KiB
Plaintext
112 lines
4.3 KiB
Plaintext
/// The sane defaults for a UI such as a computer or a machine.
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/proc/default_ui_state(mob/user, atom/source)
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return min(
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ui_status_user_is_abled(user, source),
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ui_status_user_has_free_hands(user, source),
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ui_status_user_is_advanced_tool_user(user),
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ui_status_only_living(user),
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max(
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ui_status_user_is_adjacent(user, source),
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ui_status_silicon_has_access(user, source),
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)
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)
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/// Returns a UI status such that users adjacent to source will be able to interact,
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/// far away users will be able to see, and anyone farther won't see anything.
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/// Dead users will receive updates no matter what, though you likely want to add
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/// a [`ui_status_only_living`] check for finer observer interactions.
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/proc/ui_status_user_is_adjacent(mob/user, atom/source, allow_tk = TRUE)
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if (isliving(user))
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var/mob/living/living_user = user
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return living_user.shared_living_ui_distance(source, allow_tk = allow_tk)
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else
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return UI_UPDATE
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/// Returns a UI status such that the dead will be able to watch, but not interact.
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/proc/ui_status_only_living(mob/user, source)
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if (isliving(user))
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return UI_INTERACTIVE
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if(isobserver(user))
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// If they turn on ghost AI control, admins can always interact.
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if(user.can_admin_interact())
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return UI_INTERACTIVE
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// Regular ghosts can always at least view if in range.
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if(user.client)
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var/clientviewlist = getviewsize(user.client.view)
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if(get_dist(source, user) < max(clientviewlist[1], clientviewlist[2]))
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return UI_UPDATE
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return UI_CLOSE
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/// Returns a UI status such that users with debilitating conditions, such as
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/// being dead or not having power for silicons, will not be able to interact.
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/// Being dead will disable UI, being incapacitated will continue updating it,
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/// and anything else will make it interactive.
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/proc/ui_status_user_is_abled(mob/user, atom/source)
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return user.shared_ui_interaction(source)
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/// Returns a UI status such that those without blocked hands will be able to interact,
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/// but everyone else can only watch.
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/proc/ui_status_user_has_free_hands(mob/user, atom/source)
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return user.use_check() ? UI_UPDATE : UI_INTERACTIVE
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/// Returns a UI status such that advanced tool users will be able to interact,
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/// but everyone else can only watch.
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/proc/ui_status_user_is_advanced_tool_user(mob/user)
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return user.IsAdvancedToolUser() ? UI_INTERACTIVE : UI_UPDATE
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/// Returns a UI status such that silicons will be able to interact with whatever
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/// they would have access to if this was a machine. For example, AIs can
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/// interact if there's cameras with wireless control is enabled.
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/proc/ui_status_silicon_has_access(mob/user, atom/source)
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if (!issilicon(user))
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return UI_CLOSE
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var/mob/living/silicon/silicon_user = user
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return silicon_user.get_ui_access(source)
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/// Returns a UI status representing this silicon's capability to access
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/// the given source. Called by `ui_status_silicon_has_access`.
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/mob/living/silicon/proc/get_ui_access(atom/source)
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return UI_CLOSE
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/mob/living/silicon/robot/get_ui_access(atom/source)
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// Robots can interact with anything they can see.
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var/list/clientviewlist = getviewsize(client.view)
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if(get_dist(src, source) <= min(clientviewlist[1],clientviewlist[2]))
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return UI_INTERACTIVE
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return UI_DISABLED // Otherwise they can keep the UI open.
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/mob/living/silicon/ai/get_ui_access(atom/source)
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// The AI can interact with anything it can see nearby, or with cameras while wireless control is enabled.
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if(!control_disabled && can_see(source))
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return UI_INTERACTIVE
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return UI_CLOSE
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/mob/living/silicon/pai/get_ui_access(atom/source)
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// pAIs can only use themselves and the owner's radio.
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if((source == src || source == radio) && !stat)
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return UI_INTERACTIVE
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else
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return UI_CLOSE
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/// Returns UI_INTERACTIVE if the user is conscious and lying down.
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/// Returns UI_UPDATE otherwise.
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/proc/ui_status_user_is_conscious_and_lying_down(mob/user)
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if (!isliving(user))
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return UI_UPDATE
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var/mob/living/living_user = user
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return (user.incapacitated(INCAPACITATION_FORCELYING) && living_user.stat == CONSCIOUS) \
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? UI_INTERACTIVE \
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: UI_UPDATE
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/// Return UI_INTERACTIVE if the user is strictly adjacent to the target atom, whether they can see it or not.
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/// Return UI_CLOSE otherwise.
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/proc/ui_status_user_strictly_adjacent(mob/user, atom/target)
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if(get_dist(target, user) > 1)
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return UI_CLOSE
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return UI_INTERACTIVE
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