Files
Bubberstation/code/_onclick/hud/screen_objects.dm
MrPerson fb6b7f1225 AI Tracking bugfixes
Fixes #4201 by adding a cancel button to the track mob list.
Fixes a runtime that pops up if you double click the "Track Mob" or "Show Camera List" buttons on the AI hud. Problem is that double clicking runs a proc that builds the datum of lists of trackable mobs twice, and then both procs sleep because of input(). When the first track completes it nulls the tracking datum, which causes problems for the second (or more) tracks which expect the tracking datum to not be null. Solution: Keep the datum around and simply rebuild the lists as-needed instead of creating and deleting the tracking datum datum pointlessly.
2014-07-20 03:21:02 -07:00

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/*
Screen objects
Todo: improve/re-implement
Screen objects are only used for the hud and should not appear anywhere "in-game".
They are used with the client/screen list and the screen_loc var.
For more information, see the byond documentation on the screen_loc and screen vars.
*/
/obj/screen
name = ""
icon = 'icons/mob/screen_gen.dmi'
layer = 20.0
unacidable = 1
var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
/obj/screen/Destroy()
master = null
..()
/obj/screen/text
icon = null
icon_state = null
mouse_opacity = 0
screen_loc = "CENTER-7,CENTER-7"
maptext_height = 480
maptext_width = 480
/obj/screen/inventory
var/slot_id //The indentifier for the slot. It has nothing to do with ID cards.
/obj/screen/close
name = "close"
/obj/screen/close/Click()
if(master)
if(istype(master, /obj/item/weapon/storage))
var/obj/item/weapon/storage/S = master
S.close(usr)
return 1
/obj/screen/item_action
var/obj/item/owner
/obj/screen/item_action/Click()
if(!usr || !owner)
return 1
if(usr.next_move >= world.time)
return
if(usr.stat || usr.restrained() || usr.stunned || usr.lying)
return 1
if(!(owner in usr))
return 1
owner.ui_action_click()
return 1
//This is the proc used to update all the action buttons. It just returns for all mob types except humans.
/mob/proc/update_action_buttons()
return
/obj/screen/grab
name = "grab"
/obj/screen/grab/Click()
var/obj/item/weapon/grab/G = master
G.s_click(src)
return 1
/obj/screen/grab/attack_hand()
return
/obj/screen/grab/attackby()
return
/obj/screen/storage
name = "storage"
/obj/screen/storage/Click()
if(world.time <= usr.next_move)
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(master)
var/obj/item/I = usr.get_active_hand()
if(I)
master.attackby(I, usr)
return 1
/obj/screen/zone_sel
name = "damage zone"
icon_state = "zone_sel"
screen_loc = ui_zonesel
var/selecting = "chest"
/obj/screen/zone_sel/Click(location, control,params)
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/old_selecting = selecting //We're only going to update_icon() if there's been a change
switch(icon_y)
if(1 to 9) //Legs
switch(icon_x)
if(10 to 15)
selecting = "r_leg"
if(17 to 22)
selecting = "l_leg"
else
return 1
if(10 to 13) //Hands and groin
switch(icon_x)
if(8 to 11)
selecting = "r_arm"
if(12 to 20)
selecting = "groin"
if(21 to 24)
selecting = "l_arm"
else
return 1
if(14 to 22) //Chest and arms to shoulders
switch(icon_x)
if(8 to 11)
selecting = "r_arm"
if(12 to 20)
selecting = "chest"
if(21 to 24)
selecting = "l_arm"
else
return 1
if(23 to 30) //Head, but we need to check for eye or mouth
if(icon_x in 12 to 20)
selecting = "head"
switch(icon_y)
if(23 to 24)
if(icon_x in 15 to 17)
selecting = "mouth"
if(26) //Eyeline, eyes are on 15 and 17
if(icon_x in 14 to 18)
selecting = "eyes"
if(25 to 27)
if(icon_x in 15 to 17)
selecting = "eyes"
if(old_selecting != selecting)
update_icon()
return 1
/obj/screen/zone_sel/update_icon()
overlays.Cut()
overlays += image('icons/mob/screen_gen.dmi', "[selecting]")
/obj/screen/Click(location, control, params)
if(!usr) return 1
switch(name)
if("toggle")
if(usr.hud_used.inventory_shown)
usr.hud_used.inventory_shown = 0
usr.client.screen -= usr.hud_used.other
else
usr.hud_used.inventory_shown = 1
usr.client.screen += usr.hud_used.other
usr.hud_used.hidden_inventory_update()
if("equip")
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
if(ishuman(usr))
var/mob/living/carbon/human/H = usr
H.quick_equip()
if("current sting")
var/mob/living/carbon/U = usr
U.unset_sting()
if("resist")
if(isliving(usr))
var/mob/living/L = usr
L.resist()
if("mov_intent")
switch(usr.m_intent)
if("run")
usr.m_intent = "walk"
usr.hud_used.move_intent.icon_state = "walking"
if("walk")
usr.m_intent = "run"
usr.hud_used.move_intent.icon_state = "running"
if(istype(usr,/mob/living/carbon/alien/humanoid))
usr.update_icons()
if("Reset Machine")
usr.unset_machine()
if("internal")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
if(!C.stat && !C.stunned && !C.paralysis && !C.restrained())
if(C.internal)
C.internal = null
C << "<span class='notice'>No longer running on internals.</span>"
if(C.internals)
C.internals.icon_state = "internal0"
else
if(!istype(C.wear_mask, /obj/item/clothing/mask))
C << "<span class='notice'>You are not wearing a mask.</span>"
return 1
else
if(istype(C.l_hand, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.l_hand] on your left hand.</span>"
C.internal = C.l_hand
else if(istype(C.r_hand, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.r_hand] on your right hand.</span>"
C.internal = C.r_hand
else if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.s_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>"
H.internal = H.s_store
else if(istype(H.belt, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>"
H.internal = H.belt
else if(istype(H.l_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>"
H.internal = H.l_store
else if(istype(H.r_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>"
H.internal = H.r_store
//Seperate so CO2 jetpacks are a little less cumbersome.
if(!C.internal && istype(C.back, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>"
C.internal = C.back
if(C.internal)
if(C.internals)
C.internals.icon_state = "internal1"
else
C << "<span class='notice'>You don't have an oxygen tank.</span>"
if("act_intent")
usr.a_intent_change("right")
if("pull")
usr.stop_pulling()
if("throw/catch")
if(!usr.stat && isturf(usr.loc) && !usr.restrained())
usr:toggle_throw_mode()
if("drop")
usr.drop_item_v()
if("module")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
if(R.module)
R.hud_used.toggle_show_robot_modules()
return 1
R.pick_module()
if("radio")
if(issilicon(usr))
usr:radio_menu()
if("panel")
if(issilicon(usr))
usr:installed_modules()
if("store")
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
R.uneq_active()
if("module1")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(1)
if("module2")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(2)
if("module3")
if(istype(usr, /mob/living/silicon/robot))
usr:toggle_module(3)
if("AI Core")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.view_core()
if("Show Camera List")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
var/camera = input(AI, "Choose which camera you want to view", "Cameras") as null|anything in AI.get_camera_list()
AI.ai_camera_list(camera)
if("Track With Camera")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
var/target_name = input(AI, "Choose who you want to track", "Tracking") as null|anything in AI.trackable_mobs()
AI.ai_camera_track(target_name)
if("Toggle Camera Light")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.toggle_camera_light()
if("Crew Monitorting")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
crewmonitor(AI)
if("Show Crew Manifest")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.ai_roster()
if("Show Alerts")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.ai_alerts()
if("Announcement")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.announcement()
if("Call Emergency Shuttle")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.ai_call_shuttle()
if("State Laws")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.checklaws()
if("PDA - Send Message")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.cmd_send_pdamesg(usr)
if("PDA - Show Message Log")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.cmd_show_message_log(usr)
if("Take Image")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.aicamera.toggle_camera_mode()
if("View Images")
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
AI.aicamera.viewpictures()
else
return 0
return 1
/obj/screen/inventory/Click()
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
if(world.time <= usr.next_move)
return 1
if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
switch(name)
if("r_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("r")
if("l_hand")
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.activate_hand("l")
if("swap")
usr:swap_hand()
if("hand")
usr:swap_hand()
else
if(usr.attack_ui(slot_id))
usr.update_inv_l_hand(0)
usr.update_inv_r_hand(0)
return 1