Files
Bubberstation/code/modules/admin/verbs/selectequipment.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

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/client/proc/cmd_select_equipment(mob/target in GLOB.mob_list)
set category = "Admin.Events"
set name = "Select equipment"
var/datum/select_equipment/ui = new(usr, target)
ui.ui_interact(usr)
/*
* This is the datum housing the select equipment UI.
*
* You may notice some oddities about the way outfits are passed to the UI and vice versa here.
* That's because it handles both outfit typepaths (for normal outfits) *and* outfit objects (for custom outfits).
*
* Custom outfits need to be objects as they're created in runtime.
* "Then just handle the normal outfits as objects too and simplify the handling" - you may say.
* There are about 300 outfit types at the time of writing this. Initializing all of these to objects would be a huge waste.
*
*/
/datum/select_equipment
var/client/user
var/mob/target_mob
var/dummy_key
//static list to share all the outfit typepaths between all instances of this datum.
var/static/list/cached_outfits
//a typepath if the selected outfit is a normal outfit;
//an object if the selected outfit is a custom outfit
var/datum/outfit/selected_outfit = /datum/outfit
//serializable string for the UI to keep track of which outfit is selected
var/selected_identifier = "/datum/outfit"
/datum/select_equipment/New(_user, mob/target)
user = CLIENT_FROM_VAR(_user)
if(!ishuman(target) && !isobserver(target))
tgui_alert(usr,"Invalid mob")
return
target_mob = target
/datum/select_equipment/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "SelectEquipment", "Select Equipment")
ui.open()
ui.set_autoupdate(FALSE)
/datum/select_equipment/ui_state(mob/user)
return GLOB.admin_state
/datum/select_equipment/ui_status(mob/user, datum/ui_state/state)
if(QDELETED(target_mob))
return UI_CLOSE
return ..()
/datum/select_equipment/ui_close(mob/user)
clear_human_dummy(dummy_key)
qdel(src)
/datum/select_equipment/proc/init_dummy()
dummy_key = "selectequipmentUI_[target_mob]"
generate_dummy_lookalike(dummy_key, target_mob)
unset_busy_human_dummy(dummy_key)
return
/**
* Packs up data about an outfit as an assoc list to send to the UI as an outfit entry.
*
* Args:
* * category (string) - The tab it will be under
*
* * identifier (typepath or ref) - This will sent this back to ui_act to preview or spawn in an outfit.
* * Must be unique between all entries.
*
* * name (string) - Will be the text on the button
*
* * priority (bool)(optional) - If True, the UI will sort the entry to the top, right below favorites.
*
* * custom_entry (bool)(optional) - Send the identifier with a "ref" keyword instead of "path",
* * for the UI to tell apart custom outfits from normal ones.
*
* Returns (list) An outfit entry
*/
/datum/select_equipment/proc/outfit_entry(category, identifier, name, priority=FALSE, custom_entry=FALSE)
if(custom_entry)
return list("category" = category, "ref" = identifier, "name" = name, "priority" = priority)
return list("category" = category, "path" = identifier, "name" = name, "priority" = priority)
/datum/select_equipment/proc/make_outfit_entries(category="General", list/outfit_list)
var/list/entries = list()
for(var/path as anything in outfit_list)
var/datum/outfit/outfit = path
entries += list(outfit_entry(category, path, initial(outfit.name)))
return entries
//GLOB.custom_outfits lists outfit *objects* so we'll need to do some custom handling for it
/datum/select_equipment/proc/make_custom_outfit_entries(list/outfit_list)
var/list/entries = list()
for(var/datum/outfit/outfit as anything in outfit_list)
entries += list(outfit_entry("Custom", REF(outfit), outfit.name, custom_entry=TRUE)) //it's either this or special handling on the UI side
return entries
/datum/select_equipment/ui_data(mob/user)
var/list/data = list()
if(!dummy_key)
init_dummy()
var/icon/dummysprite = get_flat_human_icon(null,
dummy_key = dummy_key,
outfit_override = selected_outfit)
data["icon64"] = icon2base64(dummysprite)
data["name"] = target_mob
var/datum/preferences/prefs = user?.client?.prefs
data["favorites"] = list()
if(prefs)
data["favorites"] = prefs.favorite_outfits
var/list/custom
custom += make_custom_outfit_entries(GLOB.custom_outfits)
data["custom_outfits"] = custom
data["current_outfit"] = selected_identifier
return data
/datum/select_equipment/ui_static_data(mob/user)
var/list/data = list()
if(!cached_outfits)
cached_outfits = list()
cached_outfits += list(outfit_entry("General", /datum/outfit, "Naked", priority=TRUE))
cached_outfits += make_outfit_entries("General", subtypesof(/datum/outfit) - typesof(/datum/outfit/job) - typesof(/datum/outfit/plasmaman))
cached_outfits += make_outfit_entries("Jobs", typesof(/datum/outfit/job))
cached_outfits += make_outfit_entries("Plasmamen Outfits", typesof(/datum/outfit/plasmaman))
data["outfits"] = cached_outfits
return data
/datum/select_equipment/proc/resolve_outfit(text)
var/path = text2path(text)
if(ispath(path, /datum/outfit))
return path
else //don't bail yet - could be a custom outfit
var/datum/outfit/custom_outfit = locate(text)
if(istype(custom_outfit))
return custom_outfit
/datum/select_equipment/ui_act(action, params)
if(..())
return
. = TRUE
switch(action)
if("preview")
var/datum/outfit/new_outfit = resolve_outfit(params["path"])
if(ispath(new_outfit)) //got a typepath - that means we're dealing with a normal outfit
selected_identifier = new_outfit //these are keyed by type
//by the way, no, they can't be keyed by name because many of them have duplicate names
else if(istype(new_outfit)) //got an initialized object - means it's a custom outfit
selected_identifier = REF(new_outfit) //and the outfit will be keyed by its ref (cause its type will always be /datum/outfit)
else //we got nothing and should bail
return
selected_outfit = new_outfit
if("applyoutfit")
var/datum/outfit/new_outfit = resolve_outfit(params["path"])
if(new_outfit && ispath(new_outfit)) //initialize it
new_outfit = new new_outfit
if(!istype(new_outfit))
return
user.admin_apply_outfit(target_mob, new_outfit)
if("customoutfit")
user.outfit_manager()
if("togglefavorite")
var/datum/outfit/outfit_path = resolve_outfit(params["path"])
if(!ispath(outfit_path)) //we do *not* want custom outfits (i.e objects) here, they're not even persistent
return
if(user.prefs.favorite_outfits.Find(outfit_path)) //already there, remove it
user.prefs.favorite_outfits -= outfit_path
else //not there, add it
user.prefs.favorite_outfits += outfit_path
user.prefs.save_preferences()
/client/proc/admin_apply_outfit(mob/target, dresscode)
if(!ishuman(target) && !isobserver(target))
tgui_alert(usr,"Invalid mob")
return
if(!dresscode)
return
var/delete_pocket
var/mob/living/carbon/human/human_target
if(isobserver(target))
human_target = target.change_mob_type(/mob/living/carbon/human, delete_old_mob = TRUE)
else
human_target = target
if(human_target.l_store || human_target.r_store || human_target.s_store) //saves a lot of time for admins and coders alike
if(tgui_alert(usr,"Drop Items in Pockets? No will delete them.", "Robust quick dress shop", list("Yes", "No")) == "No")
delete_pocket = TRUE
SSblackbox.record_feedback("tally", "admin_verb", 1, "Select Equipment") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
for(var/obj/item/item in human_target.get_equipped_items(delete_pocket))
qdel(item)
if(dresscode != "Naked")
human_target.equipOutfit(dresscode)
human_target.regenerate_icons()
log_admin("[key_name(usr)] changed the equipment of [key_name(human_target)] to [dresscode].")
message_admins(span_adminnotice("[key_name_admin(usr)] changed the equipment of [ADMIN_LOOKUPFLW(human_target)] to [dresscode]."))
return dresscode