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77616e8b0e
## About The Pull Request Adds the funny nanite blob dudes from Vigro code into the game. It's more of a port of the idea since they're coded from the ground up. They will be more of a utility focused species then a combat focused species. **They are fragile.** - Eats metal. You need metal to live and you need metal to heal. - Healed by materials. You feed Proteans metal to heal them. - Difficult to kill, but extremely fragile. They are considered a deathless species but they are stuck in their suit if they die. **You have to order a new refactory from cargo to revive them** **Order Refactory > Screwdriver suit > Insert refactory > Wait 5 minutes.** - Easily dismembered. They have 30 seconds to recover their limbs and pop them on or they will melt into nothingness. Can do a lengthy heal which replaces missing limbs and easy to replace organs. - Without a refactory, you will wither away. - Without an orchastrator, you will have a lot of issues moving. - You can lock your suit on someone. (OOC escape will work) - You can assimilate modsuits. - [x] OOC escape - [x] Suit Transformation fixes - [x] Modsuit Assimilation - [x] Ensure organs are working - [x] Species info and lore - [x] Antag Proteans - [x] Custom damage. Disable various surgeries. - [x] Testing, polish, feedback. - [x] Runtime and CI fixing. - [ ] Live testing and balance. ## Why It's Good For The Game This was the second to top vote on species people wanted to see added and this is more custom mechanics then what is just a human reskin. ## Proof Of Testing   ## Changelog 🆑 StrangeWeirdKitten, Majkl-J add: New species: Proteans /🆑 --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: aKromatopzia <94389683+aKromatopzia@users.noreply.github.com> Co-authored-by: Jinshee <96621959+Jinshee@users.noreply.github.com> Co-authored-by: Jinshee <manastra2536@gmail.com> Co-authored-by: JustMeTheIInd <145101584+JustMeTheIInd@users.noreply.github.com> Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com> Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
123 lines
4.8 KiB
Plaintext
123 lines
4.8 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, viewcheck = TRUE) // Bubber edit: Adds viewcheck
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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, viewcheck, allow_tk = allow_tk) // Bubber edit: Adds viewcheck
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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(isAdminGhostAI(user))
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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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var/datum/client_interface/client = GET_CLIENT(user)
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if(client)
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var/clientviewlist = getviewsize(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, allowed_source)
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if(allowed_source)
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return HAS_TRAIT_NOT_FROM(user, TRAIT_HANDS_BLOCKED, allowed_source) ? UI_UPDATE : UI_INTERACTIVE
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return HAS_TRAIT(user, TRAIT_HANDS_BLOCKED) ? 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 ISADVANCEDTOOLUSER(user) ? 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 (living_user.body_position == LYING_DOWN && 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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/// Return UI_INTERACTIVE if the user is inside 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_inside(mob/user, atom/target)
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if(target.contains(user))
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return UI_INTERACTIVE
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return UI_CLOSE
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