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Bubberstation/code/game/objects/items/devices/polycircuit.dm
Jeremiah 9c6fdb567d TGUI list conversions + bug fixes (#63354)
About The Pull Request

    Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
    Did any surrounding text/number inputs as well
    Added null choice support so users can press cancel.
    Added some misc TGUI input fixes
    Fixed custom vendors while I was there

I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game

Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog

cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
2021-12-31 11:07:28 +13:00

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/obj/item/stack/circuit_stack
name = "polycircuit aggregate"
desc = "A dense, overdesigned cluster of electronics which attempted to function as a multipurpose circuit electronic. Circuits can be removed from it... if you don't bleed out in the process."
icon_state = "circuit_mess"
inhand_icon_state = "rods"
w_class = WEIGHT_CLASS_TINY
max_amount = 8
merge_type = /obj/item/stack/circuit_stack
var/circuit_type = /obj/item/electronics/airlock
var/chosen_circuit = "airlock"
/obj/item/stack/circuit_stack/attack_self(mob/user)// Prevents the crafting menu, and tells you how to use it.
to_chat(user, span_warning("You can't use [src] by itself, you'll have to try and remove one of these circuits by hand... carefully."))
/obj/item/stack/circuit_stack/attack_hand(mob/user, list/modifiers)
var/mob/living/carbon/human/H = user
if(user.get_inactive_held_item() != src)
return ..()
else
if(is_zero_amount(delete_if_zero = TRUE))
return
chosen_circuit = tgui_input_list(user, "Circuit to remove", "Circuit Removal", list("airlock","firelock","fire alarm","air alarm","APC"), chosen_circuit)
if(isnull(chosen_circuit))
to_chat(user, span_notice("You wisely avoid putting your hands anywhere near [src]."))
return
if(is_zero_amount(delete_if_zero = TRUE))
return
if(loc != user)
return
switch(chosen_circuit)
if("airlock")
circuit_type = /obj/item/electronics/airlock
if("firelock")
circuit_type = /obj/item/electronics/firelock
if("fire alarm")
circuit_type = /obj/item/electronics/firealarm
if("air alarm")
circuit_type = /obj/item/electronics/airalarm
if("APC")
circuit_type = /obj/item/electronics/apc
to_chat(user, span_notice("You spot your circuit, and carefully attempt to remove it from [src], hold still!"))
if(do_after(user, 30, target = user))
if(!src || QDELETED(src))//Sanity Check.
return
var/returned_circuit = new circuit_type(src)
user.put_in_hands(returned_circuit)
use(1)
if(!amount)
to_chat(user, span_notice("You navigate the sharp edges of circuitry and remove the last board."))
else
to_chat(user, span_notice("You navigate the sharp edges of circuitry and remove a single board from [src]"))
else
H.apply_damage(15, BRUTE, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
to_chat(user, span_warning("You give yourself a wicked cut on [src]'s many sharp corners and edges!"))
/obj/item/stack/circuit_stack/full
amount = 8