Files
Bubberstation/code/datums/action.dm
Joan Lung 7711fba9bd The Hierophant (#19921)
* HIEROPHANT

* whoops

* that'd be hilarious but unwise

* BIRD_SCORE

* density

* BIRD THREAT

* maybe a threat tm

* danger boss

* it's always the paren

* bird murder

* recall

* no message

* yelling bird

* time
time
come on, time
time
shades

* A ruin!

* I think five blasts is enough

* birdboss wants you dead

* giant boss arena

* hierophant no longer literally unfightable

* smaller ruin?

* no longer innate

* can toggle friendly fire, teleport is AoE

* comments!

* just fucking spawn the arena wew

* heal on resetting

* not as common

* I cannot be trusted

* eeeh

* !

* keep it off the station

* as common as sin

* stop cheesing the boss you asshole

* this looks better

* that ruin didn't even exist what the fuck

* wew

* rip

* it doesn't need full healing if it heals for half when it resets

* good for fighting mobs

* rune where you are

* mechanics; armor doesn't fucking matter rip you

* armor matters but not much so

* )

* meaner than hell and more likely to kill you

* remove those beasts from my beautiful square house

* fix

* you should be able to tell what it's doing, even if you can't actually react to it
being totally unable to tell what the fuck just killed you is bad design, you should know how you died even if you couldn't do shit
rip 3x3 chaser

* start higher scale to the same

* the ruin that doesn't exist and costs 10 points to place

* now what's all this commented out stuff hmmmmmmmmmmm
what could it possibly be

* accurate

* tracking

* boring unused lore

* it needs to be open, oranges. open.

* I did that specifically to note which commit it was on ree

* oh there's a proc for that. duh.

* logging is good

* horrifying

* the marginal kindness of a giant bird boss

* ruin tweak

* idiot bird

* adjust
2016-09-05 10:05:35 +12:00

461 lines
11 KiB
Plaintext

#define AB_CHECK_RESTRAINED 1
#define AB_CHECK_STUNNED 2
#define AB_CHECK_LYING 4
#define AB_CHECK_CONSCIOUS 8
/datum/action
var/name = "Generic Action"
var/desc = null
var/obj/target = null
var/check_flags = 0
var/processing = 0
var/obj/screen/movable/action_button/button = null
var/button_icon = 'icons/mob/actions.dmi'
var/background_icon_state = "bg_default"
var/buttontooltipstyle = ""
var/icon_icon = 'icons/mob/actions.dmi'
var/button_icon_state = "default"
var/mob/owner
/datum/action/New(Target)
target = Target
button = new
button.linked_action = src
button.name = name
button.actiontooltipstyle = buttontooltipstyle
if(desc)
button.desc = desc
/datum/action/Destroy()
if(owner)
Remove(owner)
target = null
qdel(button)
button = null
return ..()
/datum/action/proc/Grant(mob/M)
if(owner)
if(owner == M)
return
Remove(owner)
owner = M
M.actions += src
if(M.client)
M.client.screen += button
M.update_action_buttons()
/datum/action/proc/Remove(mob/M)
if(M.client)
M.client.screen -= button
button.moved = FALSE //so the button appears in its normal position when given to another owner.
M.actions -= src
M.update_action_buttons()
owner = null
/datum/action/proc/Trigger()
if(!IsAvailable())
return 0
return 1
/datum/action/proc/Process()
return
/datum/action/proc/IsAvailable()
if(!owner)
return 0
if(check_flags & AB_CHECK_RESTRAINED)
if(owner.restrained())
return 0
if(check_flags & AB_CHECK_STUNNED)
if(owner.stunned || owner.weakened)
return 0
if(check_flags & AB_CHECK_LYING)
if(owner.lying)
return 0
if(check_flags & AB_CHECK_CONSCIOUS)
if(owner.stat)
return 0
return 1
/datum/action/proc/UpdateButtonIcon()
if(button)
button.icon = button_icon
button.icon_state = background_icon_state
ApplyIcon(button)
if(!IsAvailable())
button.color = rgb(128,0,0,128)
else
button.color = rgb(255,255,255,255)
return 1
/datum/action/proc/ApplyIcon(obj/screen/movable/action_button/current_button)
current_button.cut_overlays()
if(icon_icon && button_icon_state)
var/image/img
img = image(icon_icon, current_button, button_icon_state)
img.pixel_x = 0
img.pixel_y = 0
current_button.add_overlay(img)
//Presets for item actions
/datum/action/item_action
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING|AB_CHECK_CONSCIOUS
button_icon_state = null
// If you want to override the normal icon being the item
// then change this to an icon state
/datum/action/item_action/New(Target)
..()
var/obj/item/I = target
I.actions += src
/datum/action/item_action/Destroy()
var/obj/item/I = target
I.actions -= src
return ..()
/datum/action/item_action/Trigger()
if(!..())
return 0
if(target)
var/obj/item/I = target
I.ui_action_click(owner, src.type)
return 1
/datum/action/item_action/ApplyIcon(obj/screen/movable/action_button/current_button)
current_button.cut_overlays()
if(button_icon && button_icon_state)
// If set, use the custom icon that we set instead
// of the item appearence
..(current_button)
else if(target)
var/obj/item/I = target
var/old = I.layer
I.layer = FLOAT_LAYER //AAAH
current_button.add_overlay(I)
I.layer = old
/datum/action/item_action/toggle_light
name = "Toggle Light"
/datum/action/item_action/toggle_hood
name = "Toggle Hood"
/datum/action/item_action/toggle_firemode
name = "Toggle Firemode"
/datum/action/item_action/startchainsaw
name = "Pull The Starting Cord"
/datum/action/item_action/toggle_gunlight
name = "Toggle Gunlight"
/datum/action/item_action/toggle_mode
name = "Toggle Mode"
/datum/action/item_action/toggle_barrier_spread
name = "Toggle Barrier Spread"
/datum/action/item_action/equip_unequip_TED_Gun
name = "Equip/Unequip TED Gun"
/datum/action/item_action/toggle_paddles
name = "Toggle Paddles"
/datum/action/item_action/set_internals
name = "Set Internals"
/datum/action/item_action/set_internals/UpdateButtonIcon()
if(..()) //button available
if(iscarbon(owner))
var/mob/living/carbon/C = owner
if(target == C.internal)
button.icon_state = "bg_default_on"
/datum/action/item_action/toggle_mister
name = "Toggle Mister"
/datum/action/item_action/activate_injector
name = "Activate Injector"
/datum/action/item_action/toggle_helmet_light
name = "Toggle Helmet Light"
/datum/action/item_action/toggle_unfriendly_fire
name = "Toggle Friendly Fire \[ON\]"
desc = "Toggles if the staff causes friendly fire."
button_icon_state = "vortex_ff_on"
/datum/action/item_action/toggle_unfriendly_fire/Trigger()
if(..())
UpdateButtonIcon()
/datum/action/item_action/toggle_unfriendly_fire/UpdateButtonIcon()
if(istype(target, /obj/item/weapon/hierophant_staff))
var/obj/item/weapon/hierophant_staff/H = target
if(H.friendly_fire_check)
button_icon_state = "vortex_ff_off"
name = "Toggle Friendly Fire \[OFF\]"
button.name = name
else
button_icon_state = "vortex_ff_on"
name = "Toggle Friendly Fire \[ON\]"
button.name = name
..()
/datum/action/item_action/vortex_recall
name = "Vortex Recall"
desc = "Recall yourself, and anyone nearby, to an attuned hierophant rune at any time.<br>If no such rune exists, will produce a rune at your location."
button_icon_state = "vortex_recall"
/datum/action/item_action/vortex_recall/IsAvailable()
if(istype(target, /obj/item/weapon/hierophant_staff))
var/obj/item/weapon/hierophant_staff/H = target
if(H.teleporting)
return 0
return ..()
/datum/action/item_action/clock
background_icon_state = "bg_clock"
buttontooltipstyle = "clockcult"
/datum/action/item_action/clock/IsAvailable()
if(!is_servant_of_ratvar(owner))
return 0
return ..()
/datum/action/item_action/clock/toggle_flame
name = "Summon/Dismiss Ratvar's Flame"
desc = "Allows you to summon a flame that can create stunning zones at any range."
/datum/action/item_action/clock/toggle_flame/IsAvailable()
if(!is_servant_of_ratvar(owner))
return 0
if(istype(target, /obj/item/clothing/glasses/judicial_visor))
var/obj/item/clothing/glasses/judicial_visor/V = target
if(V.recharging)
return 0
return ..()
/datum/action/item_action/clock/hierophant
name = "Hierophant Network"
desc = "Allows you to communicate with other Servants."
button_icon_state = "hierophant_slab"
/datum/action/item_action/clock/guvax
name = "Guvax"
desc = "Allows you to convert adjacent nonservants while holding the slab."
button_icon_state = "guvax_capacitor"
/datum/action/item_action/clock/vanguard
name = "Vanguard"
desc = "Allows you to temporarily absorb stuns. All stuns absorbed will affect you when disabled."
button_icon_state = "vanguard_cogwheel"
/datum/action/item_action/toggle_helmet_flashlight
name = "Toggle Helmet Flashlight"
/datum/action/item_action/toggle_helmet_mode
name = "Toggle Helmet Mode"
/datum/action/item_action/toggle
/datum/action/item_action/toggle/New(Target)
..()
name = "Toggle [target.name]"
button.name = name
/datum/action/item_action/halt
name = "HALT!"
/datum/action/item_action/toggle_voice_box
name = "Toggle Voice Box"
/datum/action/item_action/change
name = "Change"
/datum/action/item_action/adjust
/datum/action/item_action/adjust/New(Target)
..()
name = "Adjust [target.name]"
button.name = name
/datum/action/item_action/switch_hud
name = "Switch HUD"
/datum/action/item_action/toggle_wings
name = "Toggle Wings"
/datum/action/item_action/toggle_human_head
name = "Toggle Human Head"
/datum/action/item_action/toggle_helmet
name = "Toggle Helmet"
/datum/action/item_action/toggle_jetpack
name = "Toggle Jetpack"
/datum/action/item_action/jetpack_stabilization
name = "Toggle Jetpack Stabilization"
/datum/action/item_action/jetpack_stabilization/IsAvailable()
var/obj/item/weapon/tank/jetpack/J = target
if(!istype(J) || !J.on)
return 0
return ..()
/datum/action/item_action/hands_free
check_flags = AB_CHECK_CONSCIOUS
/datum/action/item_action/hands_free/activate
name = "Activate"
/datum/action/item_action/hands_free/shift_nerves
name = "Shift Nerves"
/datum/action/item_action/toggle_research_scanner
name = "Toggle Research Scanner"
button_icon_state = "scan_mode"
/datum/action/item_action/toggle_research_scanner/Trigger()
if(IsAvailable())
owner.research_scanner = !owner.research_scanner
owner << "<span class='notice'>Research analyzer is now [owner.research_scanner ? "active" : "deactivated"].</span>"
return 1
/datum/action/item_action/toggle_research_scanner/Remove(mob/M)
if(owner)
owner.research_scanner = 0
..()
/datum/action/item_action/toggle_research_scanner/ApplyIcon(obj/screen/movable/action_button/current_button)
current_button.cut_overlays()
if(button_icon && button_icon_state)
var/image/img = image(button_icon, current_button, "scan_mode")
current_button.add_overlay(img)
/datum/action/item_action/organ_action
check_flags = AB_CHECK_CONSCIOUS
/datum/action/item_action/organ_action/IsAvailable()
var/obj/item/organ/I = target
if(!I.owner)
return 0
return ..()
/datum/action/item_action/organ_action/toggle/New(Target)
..()
name = "Toggle [target.name]"
button.name = name
/datum/action/item_action/organ_action/use/New(Target)
..()
name = "Use [target.name]"
button.name = name
//Preset for spells
/datum/action/spell_action
check_flags = 0
background_icon_state = "bg_spell"
/datum/action/spell_action/New(Target)
..()
var/obj/effect/proc_holder/spell/S = target
S.action = src
name = S.name
button_icon = S.action_icon
button_icon_state = S.action_icon_state
background_icon_state = S.action_background_icon_state
button.name = name
/datum/action/spell_action/Destroy()
var/obj/effect/proc_holder/spell/S = target
S.action = null
return ..()
/datum/action/spell_action/Trigger()
if(!..())
return 0
if(target)
var/obj/effect/proc_holder/spell = target
spell.Click()
return 1
/datum/action/spell_action/IsAvailable()
if(!target)
return 0
var/obj/effect/proc_holder/spell/spell = target
if(owner)
return spell.can_cast(owner)
return 0
/datum/action/spell_action/alien
/datum/action/spell_action/alien/IsAvailable()
if(!target)
return 0
var/obj/effect/proc_holder/alien/ab = target
if(owner)
return ab.cost_check(ab.check_turf,owner,1)
return 0
//Preset for general and toggled actions
/datum/action/innate
check_flags = 0
var/active = 0
/datum/action/innate/Trigger()
if(!..())
return 0
if(!active)
Activate()
else
Deactivate()
return 1
/datum/action/innate/proc/Activate()
return
/datum/action/innate/proc/Deactivate()
return
//Preset for action that call specific procs (consider innate).
/datum/action/generic
check_flags = 0
var/procname
/datum/action/generic/Trigger()
if(!..())
return 0
if(target && procname)
call(target, procname)(usr)
return 1
//Stickmemes
/datum/action/item_action/stickmen
name = "Summon Stick Minions"
desc = "Allows you to summon faithful stickmen allies to aide you in battle."
button_icon_state = "art_summon"
//surf_ss13
/datum/action/item_action/bhop
name = "Activate Jump Boots"
desc = "Activates the jump boot's internal propulsion system, allowing the user to dash over 4-wide gaps."
button_icon_state = "jetboot"