Files
Leland Kemble 8debbbdc9f Makes AB_CHECK_CONSCIOUS checks say you're dead if you're dead (#94184)
## About The Pull Request

Makes the `AB_CHECK_CONSCIOUS` check in `is_available()` specify you're
dead if you're dead, rather than unconcious. Also moves it up to the top
of the checks, so that it'll say the much more glaring issue of death
before something like "incapacitated' or "hands blocked" or "laying
down"

## Why It's Good For The Game

closes #94173
2025-11-30 13:29:23 -06:00

455 lines
17 KiB
Plaintext

/**
* # 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, shown in button tooltips
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
/// Whether the button becomes transparent when it can't be used, or just reddened
var/transparent_when_unavailable = TRUE
///List of all mobs that are viewing our action button -> A unique movable for them to view.
var/list/viewers = list()
/// If TRUE, this action button will be shown to observers / other mobs who view from this action's owner's eyes.
/// Used in [/mob/proc/show_other_mob_action_buttons]
var/show_to_observers = TRUE
/// If observers can click this action at any time, regardless of the owner
var/allow_observer_click = FALSE
/// The style the button's tooltips appear to be
var/buttontooltipstyle = ""
/// This is the file for the BACKGROUND underlay icon of the button
var/background_icon = 'icons/mob/actions/backgrounds.dmi'
/// This is the icon state state for the BACKGROUND underlay icon of the button
/// (If set to ACTION_BUTTON_DEFAULT_BACKGROUND, uses the hud's default background)
var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
/// This is the file for the icon that appears on the button
var/button_icon = 'icons/hud/actions.dmi'
/// This is the icon state for the icon that appears on the button
var/button_icon_state = "default"
/// This is the file for any FOREGROUND overlay icons on the button (such as borders)
var/overlay_icon = 'icons/mob/actions/backgrounds.dmi'
/// This is the icon state for any FOREGROUND overlay icons on the button (such as borders)
var/overlay_icon_state
/// full key we are bound to
var/full_key
/// Toggles whether this action is usable or not
var/action_disabled = FALSE
/// Can this action be shared with our rider?
var/can_be_shared = TRUE
/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_QDELETING, PROC_REF(clear_ref), override = TRUE)
if(isatom(target))
RegisterSignal(target, COMSIG_ATOM_UPDATED_ICON, PROC_REF(on_target_icon_update))
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(isnull(grant_to))
Remove(owner)
return
if(grant_to == owner)
return // We already have it
var/mob/previous_owner = owner
owner = grant_to
if(!isnull(previous_owner))
Remove(previous_owner)
SEND_SIGNAL(src, COMSIG_ACTION_GRANTED, owner)
SEND_SIGNAL(owner, COMSIG_MOB_GRANTED_ACTION, src)
RegisterSignal(owner, COMSIG_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_status_on_signal))
if(check_flags & AB_CHECK_INCAPACITATED)
RegisterSignals(owner, list(SIGNAL_ADDTRAIT(TRAIT_INCAPACITATED), SIGNAL_REMOVETRAIT(TRAIT_INCAPACITATED)), PROC_REF(update_status_on_signal))
if(check_flags & AB_CHECK_IMMOBILE)
RegisterSignals(owner, list(SIGNAL_ADDTRAIT(TRAIT_IMMOBILIZED), SIGNAL_REMOVETRAIT(TRAIT_IMMOBILIZED)), PROC_REF(update_status_on_signal))
if(check_flags & AB_CHECK_HANDS_BLOCKED)
RegisterSignals(owner, list(SIGNAL_ADDTRAIT(TRAIT_HANDS_BLOCKED), SIGNAL_REMOVETRAIT(TRAIT_HANDS_BLOCKED)), PROC_REF(update_status_on_signal))
if(check_flags & AB_CHECK_LYING)
RegisterSignal(owner, COMSIG_LIVING_SET_BODY_POSITION, PROC_REF(update_status_on_signal))
if(check_flags & AB_CHECK_PHASED)
RegisterSignals(owner, list(SIGNAL_ADDTRAIT(TRAIT_MAGICALLY_PHASED), SIGNAL_REMOVETRAIT(TRAIT_MAGICALLY_PHASED)), PROC_REF(update_status_on_signal))
if(check_flags & AB_CHECK_OPEN_TURF)
RegisterSignal(owner, COMSIG_MOVABLE_MOVED, PROC_REF(update_status_on_signal))
if(owner_has_control)
RegisterSignal(grant_to, COMSIG_MOB_KEYDOWN, PROC_REF(keydown), override = TRUE)
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()
UnregisterSignal(remove_from, COMSIG_MOB_KEYDOWN)
if(isnull(owner))
return
SEND_SIGNAL(src, COMSIG_ACTION_REMOVED, owner)
SEND_SIGNAL(owner, COMSIG_MOB_REMOVED_ACTION, src)
UnregisterSignal(owner, COMSIG_QDELETING)
// Clean up our check_flag signals
UnregisterSignal(owner, list(
COMSIG_LIVING_SET_BODY_POSITION,
COMSIG_MOB_STATCHANGE,
COMSIG_MOVABLE_MOVED,
SIGNAL_ADDTRAIT(TRAIT_HANDS_BLOCKED),
SIGNAL_ADDTRAIT(TRAIT_IMMOBILIZED),
SIGNAL_ADDTRAIT(TRAIT_INCAPACITATED),
SIGNAL_ADDTRAIT(TRAIT_MAGICALLY_PHASED),
SIGNAL_REMOVETRAIT(TRAIT_HANDS_BLOCKED),
SIGNAL_REMOVETRAIT(TRAIT_IMMOBILIZED),
SIGNAL_REMOVETRAIT(TRAIT_INCAPACITATED),
SIGNAL_REMOVETRAIT(TRAIT_MAGICALLY_PHASED),
))
if(target == owner)
RegisterSignal(target, COMSIG_QDELETING, PROC_REF(clear_ref))
if (owner == remove_from)
owner = null
/// Actually triggers the effects of the action.
/// Called when the on-screen button is clicked, for example.
/datum/action/proc/Trigger(mob/clicker, trigger_flags)
if(!(trigger_flags & TRIGGER_FORCE_AVAILABLE) && !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(action_disabled)
return FALSE
if((check_flags & AB_CHECK_CONSCIOUS) && owner.stat != CONSCIOUS)
if (feedback)
owner.balloon_alert(owner, "[owner.stat == DEAD ? "dead" : "unconscious"]!")
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_INCAPACITATED) && HAS_TRAIT(owner, TRAIT_INCAPACITATED))
if (feedback)
owner.balloon_alert(owner, "incapacitated!")
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_PHASED) && HAS_TRAIT(owner, TRAIT_MAGICALLY_PHASED))
if (feedback)
owner.balloon_alert(owner, "incorporeal!")
return FALSE
if((check_flags & AB_CHECK_OPEN_TURF) && !isopenturf(owner.loc))
if (feedback)
owner.balloon_alert(owner, "not enough space!")
return FALSE
return TRUE
/// Builds / updates all buttons we have shared or given out
/datum/action/proc/build_all_button_icons(update_flags = ALL, force)
for(var/datum/hud/hud as anything in viewers)
build_button_icon(viewers[hud], update_flags, force)
/**
* Builds the icon of the button.
*
* Concept:
* - Underlay (Background icon)
* - Icon (button icon)
* - Maptext
* - Overlay (Background border)
*
* button - which button we are modifying the icon of
* force - whether we're forcing a full update
*/
/datum/action/proc/build_button_icon(atom/movable/screen/movable/action_button/button, update_flags = ALL, force = FALSE)
if(!button)
return
button.actiontooltipstyle = buttontooltipstyle
if(update_flags & UPDATE_BUTTON_NAME)
update_button_name(button, force)
if(update_flags & UPDATE_BUTTON_BACKGROUND)
apply_button_background(button, force)
if(update_flags & UPDATE_BUTTON_ICON)
apply_button_icon(button, force)
if(update_flags & UPDATE_BUTTON_OVERLAY)
apply_button_overlay(button, force)
if(update_flags & UPDATE_BUTTON_STATUS)
update_button_status(button, force)
/**
* Updates the name and description of the button to match our action name and discription.
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/update_button_name(atom/movable/screen/movable/action_button/button, force = FALSE)
button.name = name
if(desc)
button.desc = desc
/**
* Creates the background underlay for the button
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/apply_button_background(atom/movable/screen/movable/action_button/current_button, force = FALSE)
if(!background_icon || !background_icon_state || (current_button.active_underlay_icon_state == background_icon_state && !force))
return
// What icons we use for our background
var/list/icon_settings = list(
// The icon file
"bg_icon" = background_icon,
// The icon state, if is_action_active() returns FALSE
"bg_state" = background_icon_state,
// The icon state, if is_action_active() returns TRUE
"bg_state_active" = background_icon_state,
)
// If background_icon_state is ACTION_BUTTON_DEFAULT_BACKGROUND instead use our hud's action button scheme
if(background_icon_state == ACTION_BUTTON_DEFAULT_BACKGROUND && owner?.hud_used)
icon_settings = owner.hud_used.get_action_buttons_icons()
// Determine which icon to use
var/used_icon_key = is_action_active(current_button) ? "bg_state_active" : "bg_state"
// Make the underlay
current_button.underlays.Cut()
current_button.underlays += image(icon = icon_settings["bg_icon"], icon_state = icon_settings[used_icon_key])
current_button.active_underlay_icon_state = icon_settings[used_icon_key]
/**
* Applies our button icon and icon state to the button
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/apply_button_icon(atom/movable/screen/movable/action_button/current_button, force = FALSE)
if(!button_icon || !button_icon_state || (current_button.icon_state == button_icon_state && !force))
return
current_button.icon = button_icon
current_button.icon_state = button_icon_state
/**
* Applies any overlays to our button
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/apply_button_overlay(atom/movable/screen/movable/action_button/current_button, force = FALSE)
SEND_SIGNAL(src, COMSIG_ACTION_OVERLAY_APPLY, current_button, force)
if(!overlay_icon || !overlay_icon_state || (current_button.active_overlay_icon_state == overlay_icon_state && !force))
return
current_button.cut_overlay(current_button.button_overlay)
current_button.button_overlay = mutable_appearance(icon = overlay_icon, icon_state = overlay_icon_state)
current_button.add_overlay(current_button.button_overlay)
current_button.active_overlay_icon_state = overlay_icon_state
/**
* Any other miscellaneous "status" updates within the action button is handled here,
* such as redding out when unavailable or modifying maptext.
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/update_button_status(atom/movable/screen/movable/action_button/current_button, force = FALSE)
current_button.update_keybind_maptext(full_key)
if(IsAvailable())
current_button.color = rgb(255,255,255,255)
else
current_button.color = transparent_when_unavailable ? rgb(128,0,0,128) : rgb(128,0,0)
/// 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 = create_button()
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/create_button()
var/atom/movable/screen/movable/action_button/button = new()
button.linked_action = src
button.allow_observer_click = allow_observer_click
build_button_icon(button, ALL, TRUE)
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
/// Updates our buttons if our target's icon was updated
/datum/action/proc/on_target_icon_update(datum/source, updates, updated)
SIGNAL_HANDLER
var/update_flag = NONE
var/forced = FALSE
if(updates & UPDATE_ICON_STATE)
update_flag |= UPDATE_BUTTON_ICON
forced = TRUE
if(updates & UPDATE_OVERLAYS)
update_flag |= UPDATE_BUTTON_OVERLAY
forced = TRUE
if(updates & (UPDATE_NAME|UPDATE_DESC))
update_flag |= UPDATE_BUTTON_NAME
// Status is not relevant, and background is not relevant. Neither will change
// Force the update if an icon state or overlay change was done
build_all_button_icons(update_flag, forced)
/// A general use signal proc that reacts to an event and updates JUST our button's status
/datum/action/proc/update_status_on_signal(datum/source, new_stat, old_stat)
SIGNAL_HANDLER
build_all_button_icons(UPDATE_BUTTON_STATUS)
/// 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)
/// Checks if our action is actively selected. Used for selecting icons primarily.
/datum/action/proc/is_action_active(atom/movable/screen/movable/action_button/current_button)
return FALSE
/datum/action/proc/begin_creating_bind(atom/movable/screen/movable/action_button/current_button, mob/user)
if(!current_button || user != owner)
return
if(!isnull(full_key))
full_key = null
update_button_status(current_button)
return
full_key = tgui_input_keycombo(user, "Please bind a key for this action.")
update_button_status(current_button)
/datum/action/proc/keydown(mob/source, key, client/client, full_key)
SIGNAL_HANDLER
if(isnull(full_key) || full_key != src.full_key)
return
if(istype(source))
if(source.next_click > world.time)
return
else
source.next_click = world.time + CLICK_CD_ACTIVATE_ABILITY
INVOKE_ASYNC(src, PROC_REF(Trigger))