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## About The Pull Request Most of these changes are centered around removing `mod.wearer` references in module function bubble alerts. However, I cleaned up a few other things that I thought were easy fixes. ~~This PR should be testmerged~~ nah send it. I think I did a pretty good job testing, but there might be a bug or two I missed. (debug modsuit should allow conflicting modules and have unlimited complexity btw) ### Track who clicks the activate button * Adds `mob/activator` to `on_select()`, `activate()`, `deactivate()`, `used()`, `on_activation()`, `on_deactivation()` and `on_use()` * `mod_ui` now passes `ui.user`, which is who actually clicked the button in the UI.1 * module action proc now passes the person clicking. * **Alert bubbles:** Modifies many module code bubbles to pass the activation bubble text to `mob/activator` instead of `mob.wearer` so that pAIs get feedback on why clicking the button isn't working. ### Cargo clamp * **Clamp code cleanup:** The cargo clamp now has a variable for the max creature weight it can support, and the logic is changed around a bit to support this. * The cargo clamp uses an `accepted_items` typecache. ### Code cleanup * **Button malfunction chance** is controlled by a `MOD_MALFUNCTION_PROB` define. * **Pathfinder runtime:** `mod_control`'s `GetAccess()` now checks if there is an access before returning it. (This previously caused runtimes when using the pathfinder module if you didn't swipe your ID) * **Pathfinder code tweaks:** Reworks the code for the pathfinder module a bit. Activation logic is now stored in the module instead of the implant. The suit is prevented from being recalled by pAIs, which is controlled by a variable. * Adds `MODULE_ALLOW_UNWORN`, which lets you activate modules in suits that aren't currently being worn. Module activation code now smoothly supports modules being activated while not worn. * Chameleon module now works when unworn. This will probably be a Part 1, with a Part 2 to follow. Actions are kinda funky and could probably be cleaned up a little better. Plus, I want to make selectable modules theoretically usable by the AI, even if I leave it disabled. ## Why It's Good For The Game This PR doesn't contain any balance changes, and I manually disabled any new serious functionality that pAIs might gain. (Such as being able to activate the pathfinder implant) They *can* use the chameleon module with no wearer- but I'm going to consider this a bug that they couldn't before. Paves the way for more pAI modsuit nonsense I'm doing downsteam. ## Changelog 🆑 Stonetear refactor: MODsuit module code now knows who clicked the activation button. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
214 lines
6.3 KiB
Plaintext
214 lines
6.3 KiB
Plaintext
/datum/action/item_action/mod
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background_icon_state = "bg_mod"
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overlay_icon_state = "bg_mod_border"
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button_icon = 'icons/mob/actions/actions_mod.dmi'
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check_flags = AB_CHECK_CONSCIOUS
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/// Whether this action is intended for the AI. Stuff breaks a lot if this is done differently.
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var/ai_action = FALSE
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/datum/action/item_action/mod/New(Target)
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..()
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if(!istype(Target, /obj/item/mod/control))
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qdel(src)
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return
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if(ai_action)
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background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
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/datum/action/item_action/mod/Grant(mob/user)
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var/obj/item/mod/control/mod = target
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if(ai_action && user != mod.ai_assistant)
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return
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else if(!ai_action && user == mod.ai_assistant)
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return
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return ..()
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/datum/action/item_action/mod/Remove(mob/user)
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var/obj/item/mod/control/mod = target
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if(ai_action && user != mod.ai_assistant)
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return
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else if(!ai_action && user == mod.ai_assistant)
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return
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return ..()
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/datum/action/item_action/mod/do_effect(trigger_flags)
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var/obj/item/mod/control/mod = target
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if(mod.malfunctioning && prob(MOD_MALFUNCTION_PROB))
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mod.balloon_alert(usr, "button malfunctions!")
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return FALSE
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return TRUE
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/datum/action/item_action/mod/deploy
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name = "Deploy MODsuit"
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desc = "LMB: Deploy/Undeploy part. RMB: Deploy/Undeploy full suit."
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button_icon_state = "deploy"
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/datum/action/item_action/mod/deploy/do_effect(trigger_flags)
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. = ..()
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if(!.)
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return
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var/obj/item/mod/control/mod = target
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if(trigger_flags & TRIGGER_SECONDARY_ACTION)
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mod.quick_deploy(usr)
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else
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mod.choose_deploy(usr)
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/datum/action/item_action/mod/deploy/ai
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ai_action = TRUE
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/datum/action/item_action/mod/activate
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name = "Activate MODsuit"
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desc = "LMB: Activate/Deactivate suit with prompt. RMB: Activate/Deactivate suit skipping prompt."
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button_icon_state = "activate"
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/// First time clicking this will set it to TRUE, second time will activate it.
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var/ready = FALSE
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/datum/action/item_action/mod/activate/do_effect(trigger_flags)
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. = ..()
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if(!.)
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return
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if(!(trigger_flags & TRIGGER_SECONDARY_ACTION) && !ready)
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ready = TRUE
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button_icon_state = "activate-ready"
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build_all_button_icons()
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addtimer(CALLBACK(src, PROC_REF(reset_ready)), 3 SECONDS)
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return
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var/obj/item/mod/control/mod = target
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reset_ready()
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mod.toggle_activate(usr)
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/// Resets the state requiring to be doubleclicked again.
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/datum/action/item_action/mod/activate/proc/reset_ready()
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ready = FALSE
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button_icon_state = initial(button_icon_state)
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build_all_button_icons()
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/datum/action/item_action/mod/activate/ai
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ai_action = TRUE
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/datum/action/item_action/mod/module
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name = "Toggle Module"
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desc = "Toggle a MODsuit module."
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button_icon_state = "module"
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/datum/action/item_action/mod/module/do_effect(trigger_flags)
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. = ..()
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if(!.)
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return
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var/obj/item/mod/control/mod = target
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mod.quick_module(usr)
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/datum/action/item_action/mod/module/ai
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ai_action = TRUE
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/datum/action/item_action/mod/panel
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name = "MODsuit Panel"
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desc = "Open the MODsuit's panel."
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button_icon_state = "panel"
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/datum/action/item_action/mod/panel/do_effect(trigger_flags)
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. = ..()
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if(!.)
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return
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var/obj/item/mod/control/mod = target
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mod.ui_interact(usr)
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/datum/action/item_action/mod/panel/ai
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ai_action = TRUE
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/datum/action/item_action/mod/pinnable
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/// A reference to the mob we are pinned to.
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var/mob/pinner
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/datum/action/item_action/mod/pinnable/New(Target, mob/user)
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. = ..()
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var/obj/item/mod/control/mod = Target
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if(user == mod.ai_assistant)
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ai_action = TRUE
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pinner = user
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RegisterSignal(user, COMSIG_QDELETING, PROC_REF(pinner_deleted))
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/datum/action/item_action/mod/pinnable/Grant(mob/user)
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if(pinner != user)
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return
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return ..()
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/// If the guy whose UI we are pinned to got deleted
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/datum/action/item_action/mod/pinnable/proc/pinner_deleted()
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SIGNAL_HANDLER
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pinner = null
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qdel(src)
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/datum/action/item_action/mod/pinnable/module
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desc = "Activate the module."
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/// Overrides the icon applications.
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var/override = FALSE
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/// Module we are linked to.
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var/obj/item/mod/module/module
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/// Timer until we remove our cooldown overlay
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var/cooldown_timer
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/datum/action/item_action/mod/pinnable/module/New(Target, mob/user, obj/item/mod/module/linked_module)
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button_icon = linked_module.icon
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button_icon_state = linked_module.icon_state
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. = ..()
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module = linked_module
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module.pinned_to[REF(user)] = src
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if(linked_module.allow_flags & MODULE_ALLOW_INCAPACITATED)
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// clears check hands and check conscious
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check_flags = NONE
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name = "Activate [capitalize(linked_module.name)]"
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desc = "Quickly activate [linked_module]."
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RegisterSignals(linked_module, list(
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COMSIG_MODULE_ACTIVATED,
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COMSIG_MODULE_DEACTIVATED,
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COMSIG_MODULE_USED,
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), PROC_REF(module_interacted_with))
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RegisterSignal(linked_module, COMSIG_MODULE_COOLDOWN_STARTED, PROC_REF(cooldown_started))
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/datum/action/item_action/mod/pinnable/module/Destroy()
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deltimer(cooldown_timer)
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UnregisterSignal(module, list(
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COMSIG_MODULE_ACTIVATED,
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COMSIG_MODULE_DEACTIVATED,
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COMSIG_MODULE_COOLDOWN_STARTED,
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COMSIG_MODULE_USED,
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))
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module.pinned_to -= REF(pinner)
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module = null
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pinner = null
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return ..()
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/datum/action/item_action/mod/pinnable/module/do_effect(trigger_flags)
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. = ..()
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if(!.)
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return
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module.on_select(owner)
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/datum/action/item_action/mod/pinnable/module/apply_button_overlay(atom/movable/screen/movable/action_button/current_button, force)
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current_button.cut_overlays()
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if(override)
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return ..()
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var/obj/item/mod/control/mod = target
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if(module == mod.selected_module)
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current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_selected", layer = FLOAT_LAYER-0.1))
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else if(module.active)
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current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_active", layer = FLOAT_LAYER-0.1))
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if(!COOLDOWN_FINISHED(module, cooldown_timer))
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current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_cooldown"))
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return ..()
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/datum/action/item_action/mod/pinnable/module/proc/module_interacted_with(datum/source)
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SIGNAL_HANDLER
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build_all_button_icons(UPDATE_BUTTON_OVERLAY|UPDATE_BUTTON_STATUS)
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/datum/action/item_action/mod/pinnable/module/proc/cooldown_started(datum/source, cooldown_time)
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SIGNAL_HANDLER
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deltimer(cooldown_timer)
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build_all_button_icons(UPDATE_BUTTON_OVERLAY)
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if (cooldown_time == 0)
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return
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cooldown_timer = addtimer(CALLBACK(src, PROC_REF(build_all_button_icons), UPDATE_BUTTON_OVERLAY), cooldown_time + 1, TIMER_STOPPABLE)
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