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https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-19 03:55:11 +01:00
- Adds generic action and action buttons system
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@@ -301,9 +301,6 @@
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s_store = null
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update_inv_s_store(0)
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update_action_buttons()
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//This is an UNSAFE proc. Use mob_can_equip() before calling this one! Or rather use equip_to_slot_if_possible() or advanced_equip_to_slot_if_possible()
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//set redraw_mob to 0 if you don't wish the hud to be updated - if you're doing it manually in your own proc.
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/mob/living/carbon/human/equip_to_slot(obj/item/I, slot, redraw_mob = 1)
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@@ -375,8 +375,6 @@
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/mob/living/carbon/handle_regular_hud_updates()
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if(!client) return 0
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update_action_buttons()
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if(damageoverlay)
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if(damageoverlay.overlays)
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damageoverlay.overlays = list()
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@@ -47,6 +47,8 @@
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handle_disabilities() // eye, ear, brain damages
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handle_status_effects() //all special effects, stunned, weakened, jitteryness, hallucination, sleeping, etc
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handle_actions()
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update_canmove()
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if(client)
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@@ -131,6 +133,22 @@
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if(ear_damage < 100)
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adjustEarDamage(-0.05,-1)
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/mob/living/proc/handle_actions()
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//Pretty bad, i'd use picked/dropped instead but the parent calls in these are nonexistent
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for(var/datum/action/A in actions)
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if(A.CheckRemoval(src))
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A.Remove(src)
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for(var/obj/item/I in src)
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if(I.action_button_name)
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if(!I.action)
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if(I.action_button_is_hands_free)
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I.action = new/datum/action/item_action/hands_free
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else
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I.action = new/datum/action/item_action
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I.action.name = I.action_button_name
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I.action.target = I
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I.action.Grant(src)
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return
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//this handles hud updates. Calls update_vision() and handle_hud_icons()
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/mob/living/proc/handle_regular_hud_updates()
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@@ -138,6 +156,7 @@
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handle_vision()
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handle_hud_icons()
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update_action_buttons()
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return 1
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@@ -185,3 +204,56 @@
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/mob/living/proc/handle_hud_icons_health()
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return
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/mob/living/update_action_buttons()
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if(!hud_used) return
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if(!client) return
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if(hud_used.hud_shown != 1) //Hud toggled to minimal
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return
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client.screen -= hud_used.hide_actions_toggle
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for(var/datum/action/A in actions)
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if(A.button)
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client.screen -= A.button
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if(hud_used.action_buttons_hidden)
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if(!hud_used.hide_actions_toggle)
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hud_used.hide_actions_toggle = new(hud_used)
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hud_used.hide_actions_toggle.UpdateIcon()
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if(!hud_used.hide_actions_toggle.moved)
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hud_used.hide_actions_toggle.screen_loc = hud_used.ButtonNumberToScreenCoords(1)
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//hud_used.SetButtonCoords(hud_used.hide_actions_toggle,1)
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client.screen += hud_used.hide_actions_toggle
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return
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var/button_number = 0
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for(var/datum/action/A in actions)
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button_number++
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if(A.button == null)
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var/obj/screen/movable/action_button/N = new(hud_used)
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N.owner = A
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A.button = N
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var/obj/screen/movable/action_button/B = A.button
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B.UpdateIcon()
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B.name = A.UpdateName()
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client.screen += B
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if(!B.moved)
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B.screen_loc = hud_used.ButtonNumberToScreenCoords(button_number)
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//hud_used.SetButtonCoords(B,button_number)
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if(button_number > 0)
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if(!hud_used.hide_actions_toggle)
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hud_used.hide_actions_toggle = new(hud_used)
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hud_used.hide_actions_toggle.UpdateIcon()
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if(!hud_used.hide_actions_toggle.moved)
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hud_used.hide_actions_toggle.screen_loc = hud_used.ButtonNumberToScreenCoords(button_number+1)
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//hud_used.SetButtonCoords(hud_used.hide_actions_toggle,button_number+1)
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client.screen += hud_used.hide_actions_toggle
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@@ -43,3 +43,4 @@
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var/list/image/staticOverlays = list()
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var/lying_pixel_offset = 0 //offset for pixel_y when the mob is lying down.
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var/has_limbs = 0 //does the mob have distinct limbs?(arms,legs, chest,head)
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var/list/datum/action/actions = list()
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@@ -946,4 +946,17 @@ var/list/slot_equipment_priority = list( \
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return
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/mob/proc/setEarDamage()
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return
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/mob/proc/AddSpell(var/obj/effect/proc_holder/spell/spell)
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mob_spell_list += spell
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if(!spell.action)
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spell.action = new/datum/action/spell_action
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spell.action.target = spell
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spell.action.name = spell.name
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spell.action.button_icon = spell.action_icon
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spell.action.button_icon_state = spell.action_icon_state
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spell.action.background_icon_state = spell.action_background_icon_state
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if(isliving(src))
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spell.action.Grant(src)
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return
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