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## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
129 lines
3.9 KiB
Plaintext
129 lines
3.9 KiB
Plaintext
/*!
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* Base state and helpers for states. Just does some sanity checks,
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* implement a proper state for in-depth checks.
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*
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* Copyright (c) 2020 Aleksej Komarov
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* SPDX-License-Identifier: MIT
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*/
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/**
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* public
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*
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* Checks the UI state for a mob.
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*
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* required user mob The mob who opened/is using the UI.
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* required state datum/ui_state The state to check.
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*
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* return UI_state The state of the UI.
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*/
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/datum/proc/ui_status(mob/user, datum/ui_state/state)
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var/src_object = ui_host(user)
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. = UI_CLOSE
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if(!state)
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return
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if(isobserver(user))
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// If they turn on ghost AI control, admins can always interact.
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if(isAdminGhostAI(user))
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. = max(., UI_INTERACTIVE)
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// Regular ghosts can always at least view if in range.
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if(user.client)
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var/clientviewlist = getviewsize(user.client.view)
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if(get_dist(src_object, user) < max(clientviewlist[1], clientviewlist[2]))
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. = max(., UI_UPDATE)
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// Check if the state allows interaction
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var/result = state.can_use_topic(src_object, user)
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. = max(., result)
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/**
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* private
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*
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* Checks if a user can use src_object's UI, and returns the state.
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* Can call a mob proc, which allows overrides for each mob.
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*
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* required src_object datum The object/datum which owns the UI.
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* required user mob The mob who opened/is using the UI.
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*
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* return UI_state The state of the UI.
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*/
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/datum/ui_state/proc/can_use_topic(src_object, mob/user)
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// Don't allow interaction by default.
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return UI_CLOSE
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/**
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* public
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*
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* Standard interaction/sanity checks. Different mob types may have overrides.
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*
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* return UI_state The state of the UI.
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*/
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/mob/proc/shared_ui_interaction(src_object)
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// Close UIs if mindless.
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if(!client && !HAS_TRAIT(src, TRAIT_PRESERVE_UI_WITHOUT_CLIENT))
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return UI_CLOSE
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// Disable UIs if unconscious.
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else if(stat)
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return UI_DISABLED
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// Update UIs if incapicitated but concious.
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else if(incapacitated)
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return UI_UPDATE
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return UI_INTERACTIVE
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/mob/living/shared_ui_interaction(atom/src_object)
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. = ..()
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if(!(mobility_flags & MOBILITY_UI) && !(src_object.interaction_flags_atom & INTERACT_ATOM_IGNORE_MOBILITY) && . == UI_INTERACTIVE)
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return UI_UPDATE
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/mob/living/silicon/ai/shared_ui_interaction(src_object)
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// Disable UIs if the AI is unpowered.
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if(apc_override == src_object) //allows AI to (eventually) use the interface for their own APC even when out of power
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return UI_INTERACTIVE
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if(lacks_power())
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return UI_DISABLED
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return ..()
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/mob/living/silicon/robot/shared_ui_interaction(src_object)
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// Disable UIs if the object isn't installed in the borg AND the borg is either locked, has a dead cell, or no cell.
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var/atom/device = src_object
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if((istype(device) && device.loc != src) && (!cell || cell.charge <= 0 || lockcharge))
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return UI_DISABLED
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return ..()
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/**
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* public
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*
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* Distance versus interaction check.
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*
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* required src_object atom/movable The object which owns the UI.
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*
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* return UI_state The state of the UI.
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*/
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/mob/living/proc/shared_living_ui_distance(atom/movable/src_object, viewcheck = TRUE, allow_tk = TRUE)
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var/obj/item/item_in_hand = get_active_held_item()
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if(istype(item_in_hand, /obj/item/machine_remote)) //snowflake, this lets you interact with all.
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var/obj/item/machine_remote/remote = item_in_hand
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if(remote.controlling_machine_or_bot == src_object)
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return UI_INTERACTIVE
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// If the object is obscured, close it.
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if(viewcheck && !(src_object in view(src)))
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return UI_CLOSE
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var/dist = get_dist(src_object, src)
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// Open and interact if 1-0 tiles away.
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if(dist <= 1)
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return UI_INTERACTIVE
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// View only if 2-3 tiles away.
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else if(dist <= 2)
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return UI_UPDATE
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// Disable if 5 tiles away.
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else if(dist <= 5)
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return UI_DISABLED
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// Otherwise, we got nothing.
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return UI_CLOSE
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/mob/living/carbon/human/shared_living_ui_distance(atom/movable/src_object, viewcheck = TRUE, allow_tk = TRUE)
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if(allow_tk && dna.check_mutation(/datum/mutation/human/telekinesis) && tkMaxRangeCheck(src, src_object))
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return UI_INTERACTIVE
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return ..()
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