/** * # Action system * * A simple base for an modular behavior attached to atom or datum. */ /datum/action /// The name of the action var/name = "Generic Action" /// The description of what the action does var/desc /// The target the action is attached to. If the target datum is deleted, the action is as well. /// Set in New() via the proc link_to(). PLEASE set a target if you're making an action var/datum/target /// Where any buttons we create should be by default. Accepts screen_loc and location defines var/default_button_position = SCRN_OBJ_IN_LIST /// This is who currently owns the action, and most often, this is who is using the action if it is triggered /// This can be the same as "target" but is not ALWAYS the same - this is set and unset with Grant() and Remove() var/mob/owner /// If False, the owner of this action does not get a hud and cannot activate it on their own var/owner_has_control = TRUE /// Flags that will determine of the owner / user of the action can... use the action var/check_flags = NONE /// The style the button's tooltips appear to be var/buttontooltipstyle = "" /// Whether the button becomes transparent when it can't be used or just reddened var/transparent_when_unavailable = TRUE /// This is the file for the BACKGROUND icon of the button var/button_icon = 'icons/mob/actions/backgrounds.dmi' /// This is the icon state state for the BACKGROUND icon of the button var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND /// This is the file for the icon that appears OVER the button background var/icon_icon = 'icons/hud/actions.dmi' /// This is the icon state for the icon that appears OVER the button background var/button_icon_state = "default" var/button_overlay_state ///List of all mobs that are viewing our action button -> A unique movable for them to view. var/list/viewers = list() /datum/action/New(Target) link_to(Target) /// Links the passed target to our action, registering any relevant signals /datum/action/proc/link_to(Target) target = Target RegisterSignal(target, COMSIG_PARENT_QDELETING, PROC_REF(clear_ref), override = TRUE) if(isatom(target)) RegisterSignal(target, COMSIG_ATOM_UPDATED_ICON, PROC_REF(update_icon_on_signal)) if(istype(target, /datum/mind)) RegisterSignal(target, COMSIG_MIND_TRANSFERRED, PROC_REF(on_target_mind_swapped)) /datum/action/Destroy() if(owner) Remove(owner) target = null QDEL_LIST_ASSOC_VAL(viewers) // Qdel the buttons in the viewers list **NOT THE HUDS** return ..() /// Signal proc that clears any references based on the owner or target deleting /// If the owner's deleted, we will simply remove from them, but if the target's deleted, we will self-delete /datum/action/proc/clear_ref(datum/ref) SIGNAL_HANDLER if(ref == owner) Remove(owner) if(ref == target) qdel(src) /// Grants the action to the passed mob, making it the owner /datum/action/proc/Grant(mob/grant_to) if(!grant_to) Remove(owner) return if(owner) if(owner == grant_to) return Remove(owner) SEND_SIGNAL(src, COMSIG_ACTION_GRANTED, grant_to) owner = grant_to RegisterSignal(owner, COMSIG_PARENT_QDELETING, PROC_REF(clear_ref), override = TRUE) // Register some signals based on our check_flags // so that our button icon updates when relevant if(check_flags & AB_CHECK_CONSCIOUS) RegisterSignal(owner, COMSIG_MOB_STATCHANGE, PROC_REF(update_icon_on_signal)) if(check_flags & AB_CHECK_IMMOBILE) RegisterSignal(owner, SIGNAL_ADDTRAIT(TRAIT_IMMOBILIZED), PROC_REF(update_icon_on_signal)) if(check_flags & AB_CHECK_HANDS_BLOCKED) RegisterSignal(owner, SIGNAL_ADDTRAIT(TRAIT_HANDS_BLOCKED), PROC_REF(update_icon_on_signal)) if(check_flags & AB_CHECK_LYING) RegisterSignal(owner, COMSIG_LIVING_SET_BODY_POSITION, PROC_REF(update_icon_on_signal)) if(owner_has_control) GiveAction(grant_to) /// Remove the passed mob from being owner of our action /datum/action/proc/Remove(mob/remove_from) SHOULD_CALL_PARENT(TRUE) for(var/datum/hud/hud in viewers) if(!hud.mymob) continue HideFrom(hud.mymob) LAZYREMOVE(remove_from.actions, src) // We aren't always properly inserted into the viewers list, gotta make sure that action's cleared viewers = list() if(owner) SEND_SIGNAL(src, COMSIG_ACTION_REMOVED, owner) UnregisterSignal(owner, COMSIG_PARENT_QDELETING) // Clean up our check_flag signals UnregisterSignal(owner, list( COMSIG_LIVING_SET_BODY_POSITION, COMSIG_MOB_STATCHANGE, SIGNAL_ADDTRAIT(TRAIT_HANDS_BLOCKED), SIGNAL_ADDTRAIT(TRAIT_IMMOBILIZED), )) if(target == owner) RegisterSignal(target, COMSIG_PARENT_QDELETING, PROC_REF(clear_ref)) owner = null /// Actually triggers the effects of the action. /// Called when the on-screen button is clicked, for example. /datum/action/proc/Trigger(trigger_flags) if(!IsAvailable(feedback = TRUE)) return FALSE if(SEND_SIGNAL(src, COMSIG_ACTION_TRIGGER, src) & COMPONENT_ACTION_BLOCK_TRIGGER) return FALSE return TRUE /** * Whether our action is currently available to use or not * * feedback - If true this is being called to check if we have any messages to show to the owner */ /datum/action/proc/IsAvailable(feedback = FALSE) if(!owner) return FALSE if((check_flags & AB_CHECK_HANDS_BLOCKED) && HAS_TRAIT(owner, TRAIT_HANDS_BLOCKED)) if (feedback) owner.balloon_alert(owner, "hands blocked!") return FALSE if((check_flags & AB_CHECK_IMMOBILE) && HAS_TRAIT(owner, TRAIT_IMMOBILIZED)) if (feedback) owner.balloon_alert(owner, "can't move!") return FALSE if((check_flags & AB_CHECK_LYING) && isliving(owner)) var/mob/living/action_owner = owner if(action_owner.body_position == LYING_DOWN) if (feedback) owner.balloon_alert(owner, "must stand up!") return FALSE if((check_flags & AB_CHECK_CONSCIOUS) && owner.stat != CONSCIOUS) if (feedback) owner.balloon_alert(owner, "unconscious!") return FALSE return TRUE /datum/action/proc/UpdateButtons(status_only, force) for(var/datum/hud/hud in viewers) var/atom/movable/screen/movable/button = viewers[hud] UpdateButton(button, status_only, force) /datum/action/proc/UpdateButton(atom/movable/screen/movable/action_button/button, status_only = FALSE, force = FALSE) if(!button) return if(!status_only) button.name = name button.desc = desc if(owner?.hud_used && background_icon_state == ACTION_BUTTON_DEFAULT_BACKGROUND) var/list/settings = owner.hud_used.get_action_buttons_icons() if(button.icon != settings["bg_icon"]) button.icon = settings["bg_icon"] if(button.icon_state != settings["bg_state"]) button.icon_state = settings["bg_state"] else if(button.icon != button_icon) button.icon = button_icon if(button.icon_state != background_icon_state) button.icon_state = background_icon_state ApplyIcon(button, force) if(button_overlay_state) button.cut_overlay(button.button_overlay) button.button_overlay = mutable_appearance(icon = 'icons/hud/actions.dmi', icon_state = button_overlay_state) button.add_overlay(button.button_overlay) var/available = IsAvailable() if(available) button.color = rgb(255,255,255,255) else button.color = transparent_when_unavailable ? rgb(128,0,0,128) : rgb(128,0,0) return available /// Applies our button icon over top the background icon of the action /datum/action/proc/ApplyIcon(atom/movable/screen/movable/action_button/current_button, force = FALSE) if(icon_icon && button_icon_state && ((current_button.button_icon_state != button_icon_state) || force)) current_button.cut_overlays(TRUE) current_button.add_overlay(mutable_appearance(icon_icon, button_icon_state)) current_button.button_icon_state = button_icon_state /// Gives our action to the passed viewer. /// Puts our action in their actions list and shows them the button. /datum/action/proc/GiveAction(mob/viewer) var/datum/hud/our_hud = viewer.hud_used if(viewers[our_hud]) // Already have a copy of us? go away return LAZYOR(viewer.actions, src) // Move this in ShowTo(viewer) /// Adds our action button to the screen of the passed viewer. /datum/action/proc/ShowTo(mob/viewer) var/datum/hud/our_hud = viewer.hud_used if(!our_hud || viewers[our_hud]) // There's no point in this if you have no hud in the first place return var/atom/movable/screen/movable/action_button/button = CreateButton() SetId(button, viewer) button.our_hud = our_hud viewers[our_hud] = button if(viewer.client) viewer.client.screen += button button.load_position(viewer) viewer.update_action_buttons() /// Removes our action from the passed viewer. /datum/action/proc/HideFrom(mob/viewer) var/datum/hud/our_hud = viewer.hud_used var/atom/movable/screen/movable/action_button/button = viewers[our_hud] LAZYREMOVE(viewer.actions, src) if(button) qdel(button) /// Creates an action button movable for the passed mob, and returns it. /datum/action/proc/CreateButton() var/atom/movable/screen/movable/action_button/button = new() button.linked_action = src button.name = name button.actiontooltipstyle = buttontooltipstyle if(desc) button.desc = desc return button /datum/action/proc/SetId(atom/movable/screen/movable/action_button/our_button, mob/owner) //button id generation var/bitfield = 0 for(var/datum/action/action in owner.actions) if(action == src) // This could be us, which is dumb continue var/atom/movable/screen/movable/action_button/button = action.viewers[owner.hud_used] if(action.name == name && button.id) bitfield |= button.id bitfield = ~bitfield // Flip our possible ids, so we can check if we've found a unique one for(var/i in 0 to 23) // We get 24 possible bitflags in dm var/bitflag = 1 << i // Shift us over one if(bitfield & bitflag) our_button.id = bitflag return /// A general use signal proc that reacts to an event and updates our button icon in accordance /datum/action/proc/update_icon_on_signal(datum/source) SIGNAL_HANDLER UpdateButtons() /// Signal proc for COMSIG_MIND_TRANSFERRED - for minds, transfers our action to our new mob on mind transfer /datum/action/proc/on_target_mind_swapped(datum/mind/source, mob/old_current) SIGNAL_HANDLER // Grant() calls Remove() from the existing owner so we're covered on that Grant(source.current)