/** * A skillchip that gives the user bigger arrows when pointing at things (like some id trims do). * As a bonus, they can costumize the color of the arrow/pointer too. */ /obj/item/skillchip/big_pointer name = "Kommand skillchip" desc = "A biochip detailing various techniques employed by historical leaders to points at things like a true boss." skill_name = "Enhanced pointing" skill_description = "Learn to point at things in a more noticeable way." skill_icon = FA_ICON_ARROW_DOWN activate_message = span_notice("From \"The Definitive Compendium of Body Language for the Aspiring Leader\", page 164, paragraph 3...") deactivate_message = span_notice("So, uh, yeah, how do I point at things again?") actions_types = list(/datum/action/change_pointer_color) /obj/item/skillchip/big_pointer/on_activate(mob/living/carbon/user, silent=FALSE) . = ..() RegisterSignal(user, COMSIG_MOVABLE_POINTED, PROC_REF(fancier_pointer)) /obj/item/skillchip/big_pointer/on_deactivate(mob/living/carbon/user, silent=FALSE) UnregisterSignal(user, COMSIG_MOVABLE_POINTED) var/datum/action/change_pointer_color/action = locate() in actions action?.arrow_color = null action?.arrow_overlay = null return ..() /obj/item/skillchip/big_pointer/proc/fancier_pointer(mob/living/user, atom/pointed, obj/effect/temp_visual/point/point) SIGNAL_HANDLER if(HAS_TRAIT(user, TRAIT_UNKNOWN)) return point.cut_overlays() var/datum/action/change_pointer_color/action = locate() in actions if(!action.arrow_color) point.icon_state = "arrow_large" return point.icon_state = "arrow_large_white" point.color = action.arrow_color var/mutable_appearance/highlight = mutable_appearance(point.icon, "arrow_large_white_highlights", appearance_flags = RESET_COLOR) point.add_overlay(highlight) /datum/action/change_pointer_color name = "Change Pointer Color" desc = "Set your custom pointer color, or reset it to the default." button_icon = /obj/effect/temp_visual/point::icon button_icon_state = "arrow_large_still" check_flags = AB_CHECK_CONSCIOUS ///the color of our arrow var/arrow_color ///the arrow overlay shown on the button var/mutable_appearance/arrow_overlay /datum/action/change_pointer_color/Destroy() . = ..() arrow_overlay = null /datum/action/change_pointer_color/Trigger(trigger_flags) . = ..() if(!.) return var/mob/user = owner if(!arrow_color) pick_color(user) return var/choice = tgui_alert(owner, "Reset or update pointer color?","Pointer Color", list("Reset","Update")) if(user != owner || !choice || !IsAvailable(feedback = TRUE)) return if(choice == "Update") pick_color(user) else arrow_color = null owner.balloon_alert(owner, "pointer reset") build_all_button_icons(update_flags = UPDATE_BUTTON_ICON, force = TRUE) /datum/action/change_pointer_color/proc/pick_color(mob/user) var/ncolor = input(owner, "Pick new color", "Pointer Color", arrow_color) as color|null if(user != owner || !IsAvailable(feedback = TRUE)) return arrow_color = ncolor owner.balloon_alert(owner, "pointer updated") build_all_button_icons(update_flags = UPDATE_BUTTON_ICON, force = TRUE) /datum/action/change_pointer_color/apply_button_icon(atom/movable/screen/movable/action_button/current_button, force = FALSE) if(!arrow_color) return ..() current_button.icon = current_button.icon_state = null current_button.cut_overlay(arrow_overlay) arrow_overlay = mutable_appearance(icon = /obj/effect/temp_visual/point::icon, icon_state = "arrow_large_white_still") arrow_overlay.color = arrow_color arrow_overlay.overlays += mutable_appearance(icon = /obj/effect/temp_visual/point::icon, icon_state = "arrow_large_white_still_highlights", appearance_flags = RESET_COLOR) current_button.add_overlay(arrow_overlay)