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Bubberstation/code/modules/mod/mod_actions.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

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/datum/action/item_action/mod
background_icon_state = "bg_mod"
icon_icon = 'icons/mob/actions/actions_mod.dmi'
check_flags = AB_CHECK_CONSCIOUS
/// Whether this action is intended for the AI. Stuff breaks a lot if this is done differently.
var/ai_action = FALSE
/datum/action/item_action/mod/New(Target)
..()
if(!istype(Target, /obj/item/mod/control))
qdel(src)
return
if(ai_action)
background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
/datum/action/item_action/mod/Grant(mob/user)
var/obj/item/mod/control/mod = target
if(ai_action && user != mod.ai)
return
else if(!ai_action && user == mod.ai)
return
return ..()
/datum/action/item_action/mod/Remove(mob/user)
var/obj/item/mod/control/mod = target
if(ai_action && user != mod.ai)
return
else if(!ai_action && user == mod.ai)
return
return ..()
/datum/action/item_action/mod/Trigger(trigger_flags)
if(!IsAvailable(feedback = TRUE))
return FALSE
var/obj/item/mod/control/mod = target
if(mod.malfunctioning && prob(75))
mod.balloon_alert(usr, "button malfunctions!")
return FALSE
return TRUE
/datum/action/item_action/mod/deploy
name = "Deploy MODsuit"
desc = "LMB: Deploy/Undeploy part. RMB: Deploy/Undeploy full suit."
button_icon_state = "deploy"
/datum/action/item_action/mod/deploy/Trigger(trigger_flags)
. = ..()
if(!.)
return
var/obj/item/mod/control/mod = target
if(trigger_flags & TRIGGER_SECONDARY_ACTION)
mod.quick_deploy(usr)
else
mod.choose_deploy(usr)
/datum/action/item_action/mod/deploy/ai
ai_action = TRUE
/datum/action/item_action/mod/activate
name = "Activate MODsuit"
desc = "LMB: Activate/Deactivate suit with prompt. RMB: Activate/Deactivate suit skipping prompt."
button_icon_state = "activate"
/// First time clicking this will set it to TRUE, second time will activate it.
var/ready = FALSE
/datum/action/item_action/mod/activate/Trigger(trigger_flags)
. = ..()
if(!.)
return
if(!(trigger_flags & TRIGGER_SECONDARY_ACTION) && !ready)
ready = TRUE
button_icon_state = "activate-ready"
UpdateButtons()
addtimer(CALLBACK(src, PROC_REF(reset_ready)), 3 SECONDS)
return
var/obj/item/mod/control/mod = target
reset_ready()
mod.toggle_activate(usr)
/// Resets the state requiring to be doubleclicked again.
/datum/action/item_action/mod/activate/proc/reset_ready()
ready = FALSE
button_icon_state = initial(button_icon_state)
UpdateButtons()
/datum/action/item_action/mod/activate/ai
ai_action = TRUE
/datum/action/item_action/mod/module
name = "Toggle Module"
desc = "Toggle a MODsuit module."
button_icon_state = "module"
/datum/action/item_action/mod/module/Trigger(trigger_flags)
. = ..()
if(!.)
return
var/obj/item/mod/control/mod = target
mod.quick_module(usr)
/datum/action/item_action/mod/module/ai
ai_action = TRUE
/datum/action/item_action/mod/panel
name = "MODsuit Panel"
desc = "Open the MODsuit's panel."
button_icon_state = "panel"
/datum/action/item_action/mod/panel/Trigger(trigger_flags)
. = ..()
if(!.)
return
var/obj/item/mod/control/mod = target
mod.ui_interact(usr)
/datum/action/item_action/mod/panel/ai
ai_action = TRUE
/datum/action/item_action/mod/pinned_module
desc = "Activate the module."
/// Overrides the icon applications.
var/override = FALSE
/// Module we are linked to.
var/obj/item/mod/module/module
/// A ref to the mob we are pinned to.
var/pinner_ref
/datum/action/item_action/mod/pinned_module/New(Target, obj/item/mod/module/linked_module, mob/user)
if(isAI(user))
ai_action = TRUE
..()
module = linked_module
name = "Activate [capitalize(linked_module.name)]"
desc = "Quickly activate [linked_module]."
icon_icon = linked_module.icon
button_icon_state = linked_module.icon_state
RegisterSignal(linked_module, COMSIG_MODULE_ACTIVATED, PROC_REF(on_module_activate))
RegisterSignal(linked_module, COMSIG_MODULE_DEACTIVATED, PROC_REF(on_module_deactivate))
RegisterSignal(linked_module, COMSIG_MODULE_USED, PROC_REF(on_module_use))
/datum/action/item_action/mod/pinned_module/Destroy()
module.pinned_to -= pinner_ref
module = null
return ..()
/datum/action/item_action/mod/pinned_module/Grant(mob/user)
var/user_ref = REF(user)
if(!pinner_ref)
pinner_ref = user_ref
module.pinned_to[pinner_ref] = src
else if(pinner_ref != user_ref)
return
return ..()
/datum/action/item_action/mod/pinned_module/Trigger(trigger_flags)
. = ..()
if(!.)
return
module.on_select()
/datum/action/item_action/mod/pinned_module/ApplyIcon(atom/movable/screen/movable/action_button/current_button, force)
. = ..(current_button, force = TRUE)
if(override)
return
var/obj/item/mod/control/mod = target
if(module == mod.selected_module)
current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_selected", layer = FLOAT_LAYER-0.1))
else if(module.active)
current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_active", layer = FLOAT_LAYER-0.1))
if(!COOLDOWN_FINISHED(module, cooldown_timer))
var/image/cooldown_image = image(icon = 'icons/hud/radial.dmi', icon_state = "module_cooldown")
current_button.add_overlay(cooldown_image)
addtimer(CALLBACK(current_button, TYPE_PROC_REF(/image, cut_overlay), cooldown_image), COOLDOWN_TIMELEFT(module, cooldown_timer))
/datum/action/item_action/mod/pinned_module/proc/on_module_activate(datum/source)
SIGNAL_HANDLER
UpdateButtons()
/datum/action/item_action/mod/pinned_module/proc/on_module_deactivate(datum/source)
SIGNAL_HANDLER
UpdateButtons()
/datum/action/item_action/mod/pinned_module/proc/on_module_use(datum/source)
SIGNAL_HANDLER
UpdateButtons()