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Bubberstation/code/modules/mod/mod_actions.dm
SmArtKar 589cf0a904 Refactors how item actions are handled (#89654)
## About The Pull Request

This PR tackles our piss-poor item action handling. Currently in order
to make an item only have actions when its equipped to a certain slot
you need to override a proc, which I've changed by introducing an
action_slots variable. I've also cleaned up a ton of action code, and
most importantly moved a lot of Trigger effects on items to do_effect,
which allows actions to not call ui_action_click or attack_self on an
item without bypassing IsAvailible and comsigs that parent Trigger has.
This resolves issues like jump boots being usable from your hands, HUDs
being toggleable out of your pockets, etc. Also moved a few actions from
relying on attack_self to individual handling on their side.

This also stops welding masks/hardhats from showing their action while
you hold them, this part of the change is just something I thought
didn't make much sense - you can use their action by using them in-hand,
and flickering on your action bar can be annoying when reshuffling your
backpack.

Closes #89653

## Why It's Good For The Game
Makes action handling significantly less ass, allows us to avoid code
like this
```js
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action)
	if(istype(action, /datum/action/item_action/halt))
		halt()
	else
		adjust_visor(user)
```
2025-03-12 16:53:44 -04:00

214 lines
6.3 KiB
Plaintext

/datum/action/item_action/mod
background_icon_state = "bg_mod"
overlay_icon_state = "bg_mod_border"
button_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_assistant)
return
else if(!ai_action && user == mod.ai_assistant)
return
return ..()
/datum/action/item_action/mod/Remove(mob/user)
var/obj/item/mod/control/mod = target
if(ai_action && user != mod.ai_assistant)
return
else if(!ai_action && user == mod.ai_assistant)
return
return ..()
/datum/action/item_action/mod/do_effect(trigger_flags)
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/do_effect(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/do_effect(trigger_flags)
. = ..()
if(!.)
return
if(!(trigger_flags & TRIGGER_SECONDARY_ACTION) && !ready)
ready = TRUE
button_icon_state = "activate-ready"
build_all_button_icons()
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)
build_all_button_icons()
/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/do_effect(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/do_effect(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/pinnable
/// A reference to the mob we are pinned to.
var/mob/pinner
/datum/action/item_action/mod/pinnable/New(Target, mob/user)
. = ..()
var/obj/item/mod/control/mod = Target
if(user == mod.ai_assistant)
ai_action = TRUE
pinner = user
RegisterSignal(user, COMSIG_QDELETING, PROC_REF(pinner_deleted))
/datum/action/item_action/mod/pinnable/Grant(mob/user)
if(pinner != user)
return
return ..()
/// If the guy whose UI we are pinned to got deleted
/datum/action/item_action/mod/pinnable/proc/pinner_deleted()
SIGNAL_HANDLER
pinner = null
qdel(src)
/datum/action/item_action/mod/pinnable/module
desc = "Activate the module."
/// Overrides the icon applications.
var/override = FALSE
/// Module we are linked to.
var/obj/item/mod/module/module
/// Timer until we remove our cooldown overlay
var/cooldown_timer
/datum/action/item_action/mod/pinnable/module/New(Target, mob/user, obj/item/mod/module/linked_module)
button_icon = linked_module.icon
button_icon_state = linked_module.icon_state
. = ..()
module = linked_module
module.pinned_to[REF(user)] = src
if(linked_module.allow_flags & MODULE_ALLOW_INCAPACITATED)
// clears check hands and check conscious
check_flags = NONE
name = "Activate [capitalize(linked_module.name)]"
desc = "Quickly activate [linked_module]."
RegisterSignals(linked_module, list(
COMSIG_MODULE_ACTIVATED,
COMSIG_MODULE_DEACTIVATED,
COMSIG_MODULE_USED,
), PROC_REF(module_interacted_with))
RegisterSignal(linked_module, COMSIG_MODULE_COOLDOWN_STARTED, PROC_REF(cooldown_started))
/datum/action/item_action/mod/pinnable/module/Destroy()
deltimer(cooldown_timer)
UnregisterSignal(module, list(
COMSIG_MODULE_ACTIVATED,
COMSIG_MODULE_DEACTIVATED,
COMSIG_MODULE_COOLDOWN_STARTED,
COMSIG_MODULE_USED,
))
module.pinned_to -= REF(pinner)
module = null
pinner = null
return ..()
/datum/action/item_action/mod/pinnable/module/do_effect(trigger_flags)
. = ..()
if(!.)
return
module.on_select()
/datum/action/item_action/mod/pinnable/module/apply_button_overlay(atom/movable/screen/movable/action_button/current_button, force)
current_button.cut_overlays()
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))
current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_cooldown"))
return ..()
/datum/action/item_action/mod/pinnable/module/proc/module_interacted_with(datum/source)
SIGNAL_HANDLER
build_all_button_icons(UPDATE_BUTTON_OVERLAY|UPDATE_BUTTON_STATUS)
/datum/action/item_action/mod/pinnable/module/proc/cooldown_started(datum/source, cooldown_time)
SIGNAL_HANDLER
deltimer(cooldown_timer)
build_all_button_icons(UPDATE_BUTTON_OVERLAY)
if (cooldown_time == 0)
return
cooldown_timer = addtimer(CALLBACK(src, PROC_REF(build_all_button_icons), UPDATE_BUTTON_OVERLAY), cooldown_time + 1, TIMER_STOPPABLE)