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289 lines
10 KiB
Plaintext
289 lines
10 KiB
Plaintext
#define COOLDOWN_NO_DISPLAY_TIME (180 SECONDS)
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/// Preset for an action that has a cooldown.
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/datum/action/cooldown
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check_flags = NONE
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transparent_when_unavailable = FALSE
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/// The actual next time this ability can be used
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var/next_use_time = 0
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/// The stat panel this action shows up in the stat panel in. If null, will not show up.
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var/panel
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/// The default cooldown applied when StartCooldown() is called
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var/cooldown_time = 0
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/// The default melee cooldown applied after the ability ends
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var/melee_cooldown_time
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/// The actual next time the owner of this action can melee
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var/next_melee_use_time = 0
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/// Whether or not you want the cooldown for the ability to display in text form
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var/text_cooldown = TRUE
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/// Setting for intercepting clicks before activating the ability
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var/click_to_activate = FALSE
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/// What icon to replace our mouse cursor with when active. Optional, Requires click_to_activate
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var/ranged_mousepointer
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/// The cooldown added onto the user's next click. Requires click_to_activate
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var/click_cd_override = CLICK_CD_CLICK_ABILITY
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/// If TRUE, we will unset after using our click intercept. Requires click_to_activate
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var/unset_after_click = TRUE
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/// Shares cooldowns with other abiliies, bitflag
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var/shared_cooldown
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/// List of prerequisite actions that are used in this sequenced ability, you cannot put other sequenced abilities in this
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var/list/sequence_actions
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/// List of prerequisite actions that have been initialized
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var/list/initialized_actions
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/datum/action/cooldown/New(Target, original = TRUE)
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..()
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if(isnull(melee_cooldown_time))
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melee_cooldown_time = cooldown_time
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if(original)
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create_sequence_actions()
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/datum/action/cooldown/CreateButton()
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var/atom/movable/screen/movable/action_button/button = ..()
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button.maptext = ""
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button.maptext_x = 8
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button.maptext_y = 0
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button.maptext_width = 24
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button.maptext_height = 12
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return button
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/datum/action/cooldown/Destroy()
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QDEL_LIST(initialized_actions)
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return ..()
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/datum/action/cooldown/Grant(mob/granted_to)
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. = ..()
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if(!owner)
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return
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UpdateButtons()
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if(next_use_time > world.time)
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START_PROCESSING(SSfastprocess, src)
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RegisterSignal(granted_to, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, .proc/handle_melee_attack)
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for(var/datum/action/cooldown/ability as anything in initialized_actions)
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ability.Grant(granted_to)
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/datum/action/cooldown/Remove(mob/removed_from)
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UnregisterSignal(removed_from, COMSIG_HOSTILE_PRE_ATTACKINGTARGET)
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if(click_to_activate && removed_from.click_intercept == src)
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unset_click_ability(removed_from, refund_cooldown = FALSE)
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for(var/datum/action/cooldown/ability as anything in initialized_actions)
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ability.Remove(removed_from)
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return ..()
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/datum/action/cooldown/IsAvailable(feedback = FALSE)
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return ..() && (next_use_time <= world.time)
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/// Initializes any sequence actions
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/datum/action/cooldown/proc/create_sequence_actions()
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if(!LAZYLEN(sequence_actions))
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return
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// remove existing actions if any
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QDEL_LIST(initialized_actions)
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initialized_actions = list()
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for(var/type_path in sequence_actions)
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var/datum/action/cooldown/ability = new type_path(target, original = FALSE)
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// prevents clients from using the individual abilities in sequences (this stops it from being added to mob actions when granted as well)
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ability.owner_has_control = FALSE
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// [ability] = delay
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initialized_actions[ability] = sequence_actions[type_path]
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/// Starts a cooldown time to be shared with similar abilities
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/// Will use default cooldown time if an override is not specified
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/datum/action/cooldown/proc/StartCooldown(override_cooldown_time, override_melee_cooldown_time)
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// "Shared cooldowns" covers actions which are not the same type,
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// but have the same cooldown group and are on the same mob
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if(shared_cooldown)
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StartCooldownOthers(override_cooldown_time)
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StartCooldownSelf(override_cooldown_time)
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if(isnum(override_melee_cooldown_time))
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next_melee_use_time = world.time + override_melee_cooldown_time
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else
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next_melee_use_time = world.time + melee_cooldown_time
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/// Starts a cooldown time for this ability only
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/// Will use default cooldown time if an override is not specified
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/datum/action/cooldown/proc/StartCooldownSelf(override_cooldown_time)
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if(isnum(override_cooldown_time))
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next_use_time = world.time + override_cooldown_time
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else
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next_use_time = world.time + cooldown_time
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UpdateButtons()
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START_PROCESSING(SSfastprocess, src)
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/// Starts a cooldown time for other abilities that share a cooldown with this. Has some niche usage with more complicated attack ai!
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/// Will use default cooldown time if an override is not specified
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/datum/action/cooldown/proc/StartCooldownOthers(override_cooldown_time)
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for(var/datum/action/cooldown/shared_ability in owner.actions - src)
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if(!(shared_cooldown & shared_ability.shared_cooldown))
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continue
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if(isnum(override_cooldown_time))
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shared_ability.StartCooldownSelf(override_cooldown_time)
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else
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shared_ability.StartCooldownSelf(cooldown_time)
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/datum/action/cooldown/Trigger(trigger_flags, atom/target)
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. = ..()
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if(!.)
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return FALSE
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if(!owner)
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return FALSE
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var/mob/user = usr || owner
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// If our cooldown action is a click_to_activate action:
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// The actual action is activated on whatever the user clicks on -
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// the target is what the action is being used on
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// In trigger, we handle setting the click intercept
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if(click_to_activate)
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if(target)
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// For automatic / mob handling
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return InterceptClickOn(user, null, target)
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var/datum/action/cooldown/already_set = user.click_intercept
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if(already_set == src)
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// if we clicked ourself and we're already set, unset and return
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return unset_click_ability(user, refund_cooldown = TRUE)
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else if(istype(already_set))
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// if we have an active set already, unset it before we set our's
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already_set.unset_click_ability(user, refund_cooldown = TRUE)
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return set_click_ability(user)
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// If our cooldown action is not a click_to_activate action:
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// We can just continue on and use the action
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// the target is the user of the action (often, the owner)
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return PreActivate(user)
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/// Intercepts client owner clicks to activate the ability
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/datum/action/cooldown/proc/InterceptClickOn(mob/living/caller, params, atom/target)
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if(!IsAvailable(feedback = TRUE))
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return FALSE
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if(!target)
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return FALSE
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// The actual action begins here
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if(!PreActivate(target))
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return FALSE
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// And if we reach here, the action was complete successfully
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if(unset_after_click)
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unset_click_ability(caller, refund_cooldown = FALSE)
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caller.next_click = world.time + click_cd_override
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return TRUE
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/// For signal calling
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/datum/action/cooldown/proc/PreActivate(atom/target)
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if(SEND_SIGNAL(owner, COMSIG_MOB_ABILITY_STARTED, src) & COMPONENT_BLOCK_ABILITY_START)
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return
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// Note, that PreActivate handles no cooldowns at all by default.
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// Be sure to call StartCooldown() in Activate() where necessary.
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. = Activate(target)
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// There is a possibility our action (or owner) is qdeleted in Activate().
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if(!QDELETED(src) && !QDELETED(owner))
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SEND_SIGNAL(owner, COMSIG_MOB_ABILITY_FINISHED, src)
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/// To be implemented by subtypes (if not generic)
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/datum/action/cooldown/proc/Activate(atom/target)
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var/total_delay = 0
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for(var/datum/action/cooldown/ability as anything in initialized_actions)
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if(LAZYLEN(ability.initialized_actions) > 0)
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ability.initialized_actions = list()
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addtimer(CALLBACK(ability, .proc/Activate, target), total_delay)
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total_delay += initialized_actions[ability]
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StartCooldown()
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/datum/action/cooldown/UpdateButton(atom/movable/screen/movable/action_button/button, status_only = FALSE, force = FALSE)
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. = ..()
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if(!button)
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return
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var/time_left = max(next_use_time - world.time, 0)
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if(text_cooldown && time_left < COOLDOWN_NO_DISPLAY_TIME)
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button.maptext = MAPTEXT("<b>[round(time_left/10, 0.1)]</b>")
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if(!owner || time_left == 0 || time_left >= COOLDOWN_NO_DISPLAY_TIME)
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button.maptext = ""
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if(IsAvailable() && (button.our_hud.mymob.click_intercept == src))
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button.color = COLOR_GREEN
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/// Cancels melee attacks if they are on cooldown.
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/datum/action/cooldown/proc/handle_melee_attack(mob/source, mob/target)
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SIGNAL_HANDLER
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if(next_melee_use_time > world.time)
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return COMPONENT_HOSTILE_NO_ATTACK
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/datum/action/cooldown/process()
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if(!owner || (next_use_time - world.time) <= 0)
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UpdateButtons()
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STOP_PROCESSING(SSfastprocess, src)
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return
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UpdateButtons()
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/**
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* Set our action as the click override on the passed mob.
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*/
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/datum/action/cooldown/proc/set_click_ability(mob/on_who)
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SHOULD_CALL_PARENT(TRUE)
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on_who.click_intercept = src
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if(ranged_mousepointer)
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on_who.client?.mouse_override_icon = ranged_mousepointer
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on_who.update_mouse_pointer()
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UpdateButtons()
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return TRUE
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/**
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* Unset our action as the click override of the passed mob.
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*
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* if refund_cooldown is TRUE, we are being unset by the user clicking the action off
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* if refund_cooldown is FALSE, we are being forcefully unset, likely by someone actually using the action
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*/
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/datum/action/cooldown/proc/unset_click_ability(mob/on_who, refund_cooldown = TRUE)
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SHOULD_CALL_PARENT(TRUE)
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on_who.click_intercept = null
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if(ranged_mousepointer)
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on_who.client?.mouse_override_icon = initial(on_who.client?.mouse_override_icon)
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on_who.update_mouse_pointer()
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UpdateButtons()
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return TRUE
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/// Formats the action to be returned to the stat panel.
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/datum/action/cooldown/proc/set_statpanel_format()
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if(!panel)
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return null
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var/time_remaining = max(next_use_time - world.time, 0)
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var/time_remaining_in_seconds = round(time_remaining / 10, 0.1)
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var/cooldown_time_in_seconds = round(cooldown_time / 10, 0.1)
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var/list/stat_panel_data = list()
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// Pass on what panel we should be displayed in.
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stat_panel_data[PANEL_DISPLAY_PANEL] = panel
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// Also pass on the name of the spell, with some spacing
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stat_panel_data[PANEL_DISPLAY_NAME] = " - [name]"
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// No cooldown time at all, just show the ability
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if(cooldown_time_in_seconds <= 0)
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stat_panel_data[PANEL_DISPLAY_STATUS] = ""
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// It's a toggle-active ability, show if it's active
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else if(click_to_activate && owner.click_intercept == src)
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stat_panel_data[PANEL_DISPLAY_STATUS] = "ACTIVE"
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// It's on cooldown, show the cooldown
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else if(time_remaining_in_seconds > 0)
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stat_panel_data[PANEL_DISPLAY_STATUS] = "CD - [time_remaining_in_seconds]s / [cooldown_time_in_seconds]s"
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// It's not on cooldown, show that it is ready
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else
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stat_panel_data[PANEL_DISPLAY_STATUS] = "READY"
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SEND_SIGNAL(src, COMSIG_ACTION_SET_STATPANEL, stat_panel_data)
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return stat_panel_data
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