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## About The Pull Request I've added an action granted by the fishing skillchip that dispenses a fishign tip from the fishing tips text file when activated, allowing players who have it to receive fishing-related tips and info on demand. Also backend stuff: this PR adds action types support to skillchips and moves all the simple generic skillchips still lingering in the skillchip.dm file into the generic_skillchips folder. Maybe it classifies as a small code improvement. ## Why It's Good For The Game I think the skillchip should both aid mobs without fishing skill (IC), and players with little experience with the feature (OOC) ## Changelog 🆑 add: The fishing skillchip now grants an action that dispenses fishing tips. /🆑
93 lines
3.7 KiB
Plaintext
93 lines
3.7 KiB
Plaintext
/**
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* A skillchip that gives the user bigger arrows when pointing at things (like some id trims do).
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* As a bonus, they can costumize the color of the arrow/pointer too.
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*/
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/obj/item/skillchip/big_pointer
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name = "Kommand skillchip"
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desc = "A biochip detailing various techniques employed by historical leaders to points at things like a true boss."
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skill_name = "Enhanced pointing"
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skill_description = "Learn to point at things in a more noticeable way."
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skill_icon = FA_ICON_ARROW_DOWN
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activate_message = span_notice("From \"The Definitive Compendium of Body Language for the Aspiring Leader\", page 164, paragraph 3...")
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deactivate_message = span_notice("So, uh, yeah, how do I point at things again?")
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actions_types = list(/datum/action/change_pointer_color)
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/obj/item/skillchip/big_pointer/on_activate(mob/living/carbon/user, silent=FALSE)
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. = ..()
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RegisterSignal(user, COMSIG_MOVABLE_POINTED, PROC_REF(fancier_pointer))
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/obj/item/skillchip/big_pointer/on_deactivate(mob/living/carbon/user, silent=FALSE)
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UnregisterSignal(user, COMSIG_MOVABLE_POINTED)
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var/datum/action/change_pointer_color/action = locate() in actions
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action?.arrow_color = null
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action?.arrow_overlay = null
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return ..()
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/obj/item/skillchip/big_pointer/proc/fancier_pointer(mob/living/user, atom/pointed, obj/effect/temp_visual/point/point)
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SIGNAL_HANDLER
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if(HAS_TRAIT(user, TRAIT_UNKNOWN))
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return
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point.cut_overlays()
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var/datum/action/change_pointer_color/action = locate() in actions
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if(!action.arrow_color)
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point.icon_state = "arrow_large"
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return
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point.icon_state = "arrow_large_white"
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point.color = action.arrow_color
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var/mutable_appearance/highlight = mutable_appearance(point.icon, "arrow_large_white_highlights", appearance_flags = RESET_COLOR)
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point.add_overlay(highlight)
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/datum/action/change_pointer_color
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name = "Change Pointer Color"
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desc = "Set your custom pointer color, or reset it to the default."
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button_icon = /obj/effect/temp_visual/point::icon
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button_icon_state = "arrow_large_still"
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check_flags = AB_CHECK_CONSCIOUS
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///the color of our arrow
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var/arrow_color
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///the arrow overlay shown on the button
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var/mutable_appearance/arrow_overlay
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/datum/action/change_pointer_color/Destroy()
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. = ..()
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arrow_overlay = null
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/datum/action/change_pointer_color/Trigger(trigger_flags)
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. = ..()
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if(!.)
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return
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var/mob/user = owner
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if(!arrow_color)
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pick_color(user)
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return
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var/choice = tgui_alert(owner, "Reset or update pointer color?","Pointer Color", list("Reset","Update"))
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if(user != owner || !choice || !IsAvailable(feedback = TRUE))
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return
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if(choice == "Update")
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pick_color(user)
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else
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arrow_color = null
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owner.balloon_alert(owner, "pointer reset")
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build_all_button_icons(update_flags = UPDATE_BUTTON_ICON, force = TRUE)
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/datum/action/change_pointer_color/proc/pick_color(mob/user)
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var/ncolor = input(owner, "Pick new color", "Pointer Color", arrow_color) as color|null
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if(user != owner || !IsAvailable(feedback = TRUE))
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return
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arrow_color = ncolor
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owner.balloon_alert(owner, "pointer updated")
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build_all_button_icons(update_flags = UPDATE_BUTTON_ICON, force = TRUE)
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/datum/action/change_pointer_color/apply_button_icon(atom/movable/screen/movable/action_button/current_button, force = FALSE)
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if(!arrow_color)
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return ..()
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current_button.icon = current_button.icon_state = null
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current_button.cut_overlay(arrow_overlay)
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arrow_overlay = mutable_appearance(icon = /obj/effect/temp_visual/point::icon, icon_state = "arrow_large_white_still")
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arrow_overlay.color = arrow_color
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arrow_overlay.overlays += mutable_appearance(icon = /obj/effect/temp_visual/point::icon, icon_state = "arrow_large_white_still_highlights", appearance_flags = RESET_COLOR)
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current_button.add_overlay(arrow_overlay)
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