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Bubberstation/code/modules/mod/mod_ui.dm
Fikou 0f26f6e9ee modsuit given traits use refs + fixes their deletion not working right + need boot out for ai to move (#87726)
## About The Pull Request
so there is a problem of:
if 2 modsuit modules were to apply the same trait and 1 were removed,
shit would break
so now all instances of mod_trait applied to the modsuit wearer are refs
instead, with mod_trait used for stuff added to items as that isnt
likely to have the same thing
also qdeleted modsuits delete their parts apparently accidentally
removed at some point. the previous time they did it caused qdel loops
but this time it doesnt
makes boots need to be out for an ai to move someone in a modsuit
improves the ui, non-standard cores now have unique colors for the
charging bar, and you can extend/retract things from ui, also adds a
configurable button to config menu so that the tether doesnt repurpose
the pin function made for circuits
redoes modsuit balloon alerts to use simpler language
makes the weapon recall module make you pick up the weapon if its on
your tile as throws dont work on same tile

![image](https://github.com/user-attachments/assets/97a0eb85-8127-4297-b679-3e5488ce73be)


## Why It's Good For The Game
futureproofing (also technically presentproofing, if you wear something
like infiltrator and normal back modsuit and both have ai control they
both will give you a trait)
also ai movement doesnt have any checks currently, i think it makes
sense that it would require your boots to be out so that the ai has
something to move
fix stuff change break boom wack
2024-11-13 12:29:35 -06:00

135 lines
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/obj/item/mod/control/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "MODsuit", name)
ui.open()
/obj/item/mod/control/ui_data(mob/user)
var/data = list()
// Suit information
var/suit_status = list(
"core_name" = core?.name,
"charge_current" = get_charge(),
"charge_max" = get_max_charge(),
"chargebar_color" = get_chargebar_color(),
"chargebar_string" = get_chargebar_string(),
"active" = active,
"ai_name" = ai_assistant?.name,
"has_pai" = ispAI(ai_assistant),
"is_ai" = ai_assistant && ai_assistant == user,
"link_id" = mod_link.id,
"link_freq" = mod_link.frequency,
"link_call" = mod_link.get_other()?.id,
// Wires
"open" = open,
"seconds_electrified" = seconds_electrified,
"malfunctioning" = malfunctioning,
"locked" = locked,
"interface_break" = interface_break,
// Modules
"complexity" = complexity,
)
data["suit_status"] = suit_status
// User information
var/user_status = list(
"user_name" = wearer ? (wearer.get_authentification_name("Unknown") || "Unknown") : "",
"user_assignment" = wearer ? wearer.get_assignment("Unknown", "Unknown", FALSE) : "",
)
data["user_status"] = user_status
// Module information
var/module_custom_status = list()
var/module_info = list()
for(var/obj/item/mod/module/module as anything in modules)
module_custom_status += module.add_ui_data()
module_info += list(list(
"module_name" = module.name,
"description" = module.desc,
"module_type" = module.module_type,
"module_active" = module.active,
"pinned" = module.pinned_to[REF(user)],
"idle_power" = module.idle_power_cost,
"active_power" = module.active_power_cost,
"use_energy" = module.use_energy_cost,
"module_complexity" = module.complexity,
"cooldown_time" = module.cooldown_time,
"cooldown" = round(COOLDOWN_TIMELEFT(module, cooldown_timer), 1 SECONDS),
"id" = module.tgui_id,
"ref" = REF(module),
"configuration_data" = module.get_configuration(user),
))
data["module_custom_status"] = module_custom_status
data["control"] = name
data["module_info"] = module_info
var/part_info = list()
for(var/obj/item/part as anything in get_parts())
part_info += list(list(
"slot" = english_list(parse_slot_flags(part.slot_flags)),
"name" = part.name,
"deployed" = part.loc != src,
"ref" = REF(part),
))
data["parts"] = part_info
return data
/obj/item/mod/control/ui_static_data(mob/user)
var/data = list()
data["ui_theme"] = ui_theme
data["complexity_max"] = complexity_max
return data
/obj/item/mod/control/ui_state(mob/user)
if(user == ai_assistant)
return GLOB.contained_state
return ..()
/obj/item/mod/control/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
if(malfunctioning && prob(75))
balloon_alert(ui.user, "button malfunctions!")
return
switch(action)
if("lock")
if(!locked || allowed(ui.user))
locked = !locked
balloon_alert(ui.user, "[locked ? "locked" : "unlocked"]")
else
balloon_alert(ui.user, "access insufficent!")
playsound(src, 'sound/machines/scanner/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
if("call")
if(!mod_link.link_call)
call_link(ui.user, mod_link)
else
mod_link.end_call()
if("activate")
toggle_activate(ui.user)
if("select")
var/obj/item/mod/module/module = locate(params["ref"]) in modules
if(!module)
return
module.on_select()
if("configure")
var/obj/item/mod/module/module = locate(params["ref"]) in modules
if(!module)
return
module.configure_edit(params["key"], params["value"])
if("pin")
var/obj/item/mod/module/module = locate(params["ref"]) in modules
if(!module)
return
module.pin(ui.user)
if("deploy")
var/obj/item/mod_part = locate(params["ref"]) in get_parts()
if(!mod_part)
return
if(mod_part.loc == src)
deploy(ui.user, mod_part)
else
retract(ui.user, mod_part)
if("eject_pai")
if (!ishuman(ui.user))
return
remove_pai(ui.user)
return TRUE