Files
Bubberstation/code/datums/action.dm
Vladin Heir a137c15a79 Kills research scanner toggle, moves functionality to examine_more. Improves research scanner code and fixes a modsuit bug. (#66415)
* FINALLY. I'VE KILLED IT. I CAN LIVE MY LIFE NOW.

I hate the fucking Toggle Research Scanner action button so god damn much. Why the fuck would I ever not want this to be on? Why do you think I'm wearing the fucking goggles? That stupid button is so annoying to use. Even if I'm NOT using the research scanner aspect of the goggles, that little shit floats there, taking up space on my screen, taunting me.

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-04-23 00:14:12 -07:00

921 lines
27 KiB
Plaintext

/datum/action
var/name = "Generic Action"
var/desc
var/datum/target
var/check_flags = NONE
var/processing = FALSE
var/buttontooltipstyle = ""
var/transparent_when_unavailable = TRUE
/// Where any buttons we create should be by default. Accepts screen_loc and location defines
var/default_button_position = SCRN_OBJ_IN_LIST
var/button_icon = 'icons/mob/actions/backgrounds.dmi' //This is the file for the BACKGROUND icon
var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND //And this is the state for the background icon
var/icon_icon = 'icons/hud/actions.dmi' //This is the file for the ACTION icon
var/button_icon_state = "default" //And this is the state for the action icon
var/mob/owner
///List of all mobs that are viewing our action button -> A unique movable for them to view.
var/list/viewers = list()
/datum/action/New(Target)
link_to(Target)
/datum/action/proc/link_to(Target)
target = Target
RegisterSignal(target, COMSIG_ATOM_UPDATED_ICON, .proc/OnUpdatedIcon)
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/clear_ref, override = TRUE)
/datum/action/Destroy()
if(owner)
Remove(owner)
target = null
QDEL_LIST_ASSOC_VAL(viewers) // Qdel the buttons in the viewers list **NOT THE HUDS**
return ..()
/datum/action/proc/Grant(mob/M)
if(!M)
Remove(owner)
return
if(owner)
if(owner == M)
return
Remove(owner)
owner = M
RegisterSignal(owner, COMSIG_PARENT_QDELETING, .proc/clear_ref, override = TRUE)
GiveAction(M)
/datum/action/proc/clear_ref(datum/ref)
SIGNAL_HANDLER
if(ref == owner)
Remove(owner)
if(ref == target)
qdel(src)
/datum/action/proc/Remove(mob/M)
for(var/datum/hud/hud in viewers)
if(!hud.mymob)
continue
HideFrom(hud.mymob)
LAZYREMOVE(M.actions, src) // We aren't always properly inserted into the viewers list, gotta make sure that action's cleared
viewers = list()
if(owner)
UnregisterSignal(owner, COMSIG_PARENT_QDELETING)
if(target == owner)
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/clear_ref)
owner = null
/datum/action/proc/Trigger(trigger_flags)
if(!IsAvailable())
return FALSE
if(SEND_SIGNAL(src, COMSIG_ACTION_TRIGGER, src) & COMPONENT_ACTION_BLOCK_TRIGGER)
return FALSE
return TRUE
/datum/action/proc/IsAvailable()
if(!owner)
return FALSE
if((check_flags & AB_CHECK_HANDS_BLOCKED) && HAS_TRAIT(owner, TRAIT_HANDS_BLOCKED))
return FALSE
if((check_flags & AB_CHECK_IMMOBILE) && HAS_TRAIT(owner, TRAIT_IMMOBILIZED))
return FALSE
if((check_flags & AB_CHECK_LYING) && isliving(owner))
var/mob/living/action_user = owner
if(action_user.body_position == LYING_DOWN)
return FALSE
if((check_flags & AB_CHECK_CONSCIOUS) && owner.stat != CONSCIOUS)
return FALSE
return TRUE
/datum/action/proc/UpdateButtons(status_only, force)
for(var/datum/hud/hud in viewers)
var/atom/movable/screen/movable/button = viewers[hud]
UpdateButton(button, status_only, force)
/datum/action/proc/UpdateButton(atom/movable/screen/movable/action_button/button, status_only = FALSE, force = FALSE)
if(!button)
return
if(!status_only)
button.name = name
button.desc = desc
if(owner?.hud_used && background_icon_state == ACTION_BUTTON_DEFAULT_BACKGROUND)
var/list/settings = owner.hud_used.get_action_buttons_icons()
if(button.icon != settings["bg_icon"])
button.icon = settings["bg_icon"]
if(button.icon_state != settings["bg_state"])
button.icon_state = settings["bg_state"]
else
if(button.icon != button_icon)
button.icon = button_icon
if(button.icon_state != background_icon_state)
button.icon_state = background_icon_state
ApplyIcon(button, force)
if(!IsAvailable())
button.color = transparent_when_unavailable ? rgb(128,0,0,128) : rgb(128,0,0)
else
button.color = rgb(255,255,255,255)
return TRUE
/datum/action/proc/ApplyIcon(atom/movable/screen/movable/action_button/current_button, force = FALSE)
if(icon_icon && button_icon_state && ((current_button.button_icon_state != button_icon_state) || force))
current_button.cut_overlays(TRUE)
current_button.add_overlay(mutable_appearance(icon_icon, button_icon_state))
current_button.button_icon_state = button_icon_state
/datum/action/proc/OnUpdatedIcon()
SIGNAL_HANDLER
UpdateButtons()
//Give our action button to the player
/datum/action/proc/GiveAction(mob/viewer)
var/datum/hud/our_hud = viewer.hud_used
if(viewers[our_hud]) // Already have a copy of us? go away
return
LAZYOR(viewer.actions, src) // Move this in
ShowTo(viewer)
//Adds our action button to the screen of a player
/datum/action/proc/ShowTo(mob/viewer)
var/datum/hud/our_hud = viewer.hud_used
if(!our_hud || viewers[our_hud]) // There's no point in this if you have no hud in the first place
return
var/atom/movable/screen/movable/action_button/button = CreateButton()
SetId(button, viewer)
button.our_hud = our_hud
viewers[our_hud] = button
if(viewer.client)
viewer.client.screen += button
button.load_position(viewer)
viewer.update_action_buttons()
//Removes our action button from the screen of a player
/datum/action/proc/HideFrom(mob/viewer)
var/datum/hud/our_hud = viewer.hud_used
var/atom/movable/screen/movable/action_button/button = viewers[our_hud]
LAZYREMOVE(viewer.actions, src)
if(button)
qdel(button)
/datum/action/proc/CreateButton()
var/atom/movable/screen/movable/action_button/button = new()
button.linked_action = src
button.name = name
button.actiontooltipstyle = buttontooltipstyle
if(desc)
button.desc = desc
return button
/datum/action/proc/SetId(atom/movable/screen/movable/action_button/our_button, mob/owner)
//button id generation
var/bitfield = 0
for(var/datum/action/action in owner.actions)
if(action == src) // This could be us, which is dumb
continue
var/atom/movable/screen/movable/action_button/button = action.viewers[owner.hud_used]
if(action.name == name && button.id)
bitfield |= button.id
bitfield = ~bitfield // Flip our possible ids, so we can check if we've found a unique one
for(var/i in 0 to 23) // We get 24 possible bitflags in dm
var/bitflag = 1 << i // Shift us over one
if(bitfield & bitflag)
our_button.id = bitflag
return
//Presets for item actions
/datum/action/item_action
check_flags = AB_CHECK_HANDS_BLOCKED|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
LAZYINITLIST(I.actions)
I.actions += src
/datum/action/item_action/Destroy()
var/obj/item/I = target
I.actions -= src
UNSETEMPTY(I.actions)
return ..()
/datum/action/item_action/Trigger(trigger_flags)
. = ..()
if(!.)
return FALSE
if(target)
var/obj/item/I = target
I.ui_action_click(owner, src)
return TRUE
/datum/action/item_action/ApplyIcon(atom/movable/screen/movable/action_button/current_button, force)
var/obj/item/item_target = target
if(button_icon && button_icon_state)
// If set, use the custom icon that we set instead
// of the item appearence
..()
else if((target && current_button.appearance_cache != item_target.appearance) || force) //replace with /ref comparison if this is not valid.
var/old_layer = item_target.layer
var/old_plane = item_target.plane
item_target.layer = FLOAT_LAYER //AAAH
item_target.plane = FLOAT_PLANE //^ what that guy said
current_button.cut_overlays()
current_button.add_overlay(item_target)
item_target.layer = old_layer
item_target.plane = old_plane
current_button.appearance_cache = item_target.appearance
/datum/action/item_action/toggle_light
name = "Toggle Light"
/datum/action/item_action/toggle_light/Trigger(trigger_flags)
if(istype(target, /obj/item/modular_computer))
var/obj/item/modular_computer/mc = target
mc.toggle_flashlight()
return
..()
/datum/action/item_action/toggle_hood
name = "Toggle Hood"
/datum/action/item_action/toggle_firemode
name = "Toggle Firemode"
/datum/action/item_action/rcl_col
name = "Change Cable Color"
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "rcl_rainbow"
/datum/action/item_action/rcl_gui
name = "Toggle Fast Wiring Gui"
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "rcl_gui"
/datum/action/item_action/startchainsaw
name = "Pull The Starting Cord"
/datum/action/item_action/toggle_computer_light
name = "Toggle Flashlight"
/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/UpdateButton(atom/movable/screen/movable/action_button/button, status_only = FALSE, force)
if(!..()) // no button available
return
if(!iscarbon(owner))
return
var/mob/living/carbon/C = owner
if(target == C.internal)
button.icon_state = "template_active"
/datum/action/item_action/pick_color
name = "Choose A Color"
/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_welding_screen
name = "Toggle Welding Screen"
/datum/action/item_action/toggle_welding_screen/Trigger(trigger_flags)
var/obj/item/clothing/head/hardhat/weldhat/H = target
if(istype(H))
H.toggle_welding_screen(owner)
/datum/action/item_action/toggle_welding_screen/plasmaman
name = "Toggle Welding Screen"
/datum/action/item_action/toggle_welding_screen/plasmaman/Trigger(trigger_flags)
var/obj/item/clothing/head/helmet/space/plasmaman/H = target
if(istype(H))
H.toggle_welding_screen(owner)
/datum/action/item_action/toggle_spacesuit
name = "Toggle Suit Thermal Regulator"
icon_icon = 'icons/mob/actions/actions_spacesuit.dmi'
button_icon_state = "thermal_off"
/datum/action/item_action/toggle_spacesuit/New(Target)
. = ..()
RegisterSignal(target, COMSIG_SUIT_SPACE_TOGGLE, .proc/toggle)
/datum/action/item_action/toggle_spacesuit/Destroy()
UnregisterSignal(target, COMSIG_SUIT_SPACE_TOGGLE)
return ..()
/datum/action/item_action/toggle_spacesuit/Trigger(trigger_flags)
var/obj/item/clothing/suit/space/suit = target
if(!istype(suit))
return
suit.toggle_spacesuit()
/// Toggle the action icon for the space suit thermal regulator
/datum/action/item_action/toggle_spacesuit/proc/toggle(obj/item/clothing/suit/space/suit)
SIGNAL_HANDLER
button_icon_state = "thermal_[suit.thermal_on ? "on" : "off"]"
UpdateButtons()
/datum/action/item_action/vortex_recall
name = "Vortex Recall"
desc = "Recall yourself, and anyone nearby, to an attuned hierophant beacon at any time.<br>If the beacon is still attached, will detach it."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "vortex_recall"
/datum/action/item_action/vortex_recall/IsAvailable()
var/area/current_area = get_area(target)
if(current_area.area_flags & NOTELEPORT)
to_chat(owner, span_notice("[target] fizzles uselessly."))
return
if(istype(target, /obj/item/hierophant_club))
var/obj/item/hierophant_club/H = target
if(H.teleporting)
return FALSE
return ..()
/datum/action/item_action/berserk_mode
name = "Berserk"
desc = "Increase your movement and melee speed while also increasing your melee armor for a short amount of time."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "berserk_mode"
background_icon_state = "bg_demon"
/datum/action/item_action/berserk_mode/Trigger(trigger_flags)
if(istype(target, /obj/item/clothing/head/hooded/berserker))
var/obj/item/clothing/head/hooded/berserker/berzerk = target
if(berzerk.berserk_active)
to_chat(owner, span_warning("You are already berserk!"))
return
if(berzerk.berserk_charge < 100)
to_chat(owner, span_warning("You don't have a full charge."))
return
berzerk.berserk_mode(owner)
return
..()
/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/crew_monitor
name = "Interface With Crew Monitor"
/datum/action/item_action/toggle
/datum/action/item_action/toggle/New(Target)
..()
var/obj/item/item_target = target
name = "Toggle [item_target.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/nano_picket_sign
name = "Retext Nano Picket Sign"
/datum/action/item_action/nano_picket_sign/Trigger(trigger_flags)
if(!istype(target, /obj/item/picket_sign))
return
var/obj/item/picket_sign/sign = target
sign.retext(owner)
/datum/action/item_action/adjust
/datum/action/item_action/adjust/New(Target)
..()
var/obj/item/item_target = target
name = "Adjust [item_target.name]"
/datum/action/item_action/switch_hud
name = "Switch HUD"
/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/tank/jetpack/J = target
if(!istype(J) || !J.on)
return FALSE
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/explosive_implant
check_flags = NONE
name = "Activate Explosive Implant"
/datum/action/item_action/instrument
name = "Use Instrument"
desc = "Use the instrument specified"
/datum/action/item_action/instrument/Trigger(trigger_flags)
if(istype(target, /obj/item/instrument))
var/obj/item/instrument/I = target
I.interact(usr)
return
return ..()
/datum/action/item_action/activate_remote_view
name = "Activate Remote View"
desc = "Activates the Remote View of your spy sunglasses."
/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 FALSE
return ..()
/datum/action/item_action/organ_action/toggle/New(Target)
..()
var/obj/item/organ/organ_target = target
name = "Toggle [organ_target.name]"
/datum/action/item_action/organ_action/use/New(Target)
..()
var/obj/item/organ/organ_target = target
name = "Use [organ_target.name]"
/datum/action/item_action/cult_dagger
name = "Draw Blood Rune"
desc = "Use the ritual dagger to create a powerful blood rune"
icon_icon = 'icons/mob/actions/actions_cult.dmi'
button_icon_state = "draw"
buttontooltipstyle = "cult"
background_icon_state = "bg_demon"
default_button_position = "6:157,4:-2"
/datum/action/item_action/cult_dagger/Grant(mob/M)
if(!IS_CULTIST(M))
Remove(owner)
return
return ..()
/datum/action/item_action/cult_dagger/Trigger(trigger_flags)
for(var/obj/item/held_item as anything in owner.held_items) // In case we were already holding a dagger
if(istype(held_item, /obj/item/melee/cultblade/dagger))
held_item.attack_self(owner)
return
var/obj/item/target_item = target
if(owner.can_equip(target_item, ITEM_SLOT_HANDS))
owner.temporarilyRemoveItemFromInventory(target_item)
owner.put_in_hands(target_item)
target_item.attack_self(owner)
return
if(!isliving(owner))
to_chat(owner, span_warning("You lack the necessary living force for this action."))
return
var/mob/living/living_owner = owner
if (living_owner.usable_hands <= 0)
to_chat(living_owner, span_warning("You don't have any usable hands!"))
else
to_chat(living_owner, span_warning("Your hands are full!"))
///MGS BOX!
/datum/action/item_action/agent_box
name = "Deploy Box"
desc = "Find inner peace, here, in the box."
check_flags = AB_CHECK_HANDS_BLOCKED|AB_CHECK_IMMOBILE|AB_CHECK_CONSCIOUS
background_icon_state = "bg_agent"
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "deploy_box"
///The type of closet this action spawns.
var/boxtype = /obj/structure/closet/cardboard/agent
COOLDOWN_DECLARE(box_cooldown)
///Handles opening and closing the box.
/datum/action/item_action/agent_box/Trigger(trigger_flags)
. = ..()
if(!.)
return FALSE
if(istype(owner.loc, /obj/structure/closet/cardboard/agent))
var/obj/structure/closet/cardboard/agent/box = owner.loc
owner.playsound_local(box, 'sound/misc/box_deploy.ogg', 50, TRUE)
box.open()
return
//Box closing from here on out.
if(!isturf(owner.loc)) //Don't let the player use this to escape mechs/welded closets.
to_chat(owner, span_warning("You need more space to activate this implant!"))
return
if(!COOLDOWN_FINISHED(src, box_cooldown))
return
COOLDOWN_START(src, box_cooldown, 10 SECONDS)
var/box = new boxtype(owner.drop_location())
owner.forceMove(box)
owner.playsound_local(box, 'sound/misc/box_deploy.ogg', 50, TRUE)
/datum/action/item_action/agent_box/Grant(mob/M)
. = ..()
if(owner)
RegisterSignal(owner, COMSIG_HUMAN_SUICIDE_ACT, .proc/suicide_act)
/datum/action/item_action/agent_box/Remove(mob/M)
if(owner)
UnregisterSignal(owner, COMSIG_HUMAN_SUICIDE_ACT)
return ..()
/datum/action/item_action/agent_box/proc/suicide_act(datum/source)
SIGNAL_HANDLER
if(!istype(owner.loc, /obj/structure/closet/cardboard/agent))
return
var/obj/structure/closet/cardboard/agent/box = owner.loc
owner.playsound_local(box, 'sound/misc/box_deploy.ogg', 50, TRUE)
box.open()
owner.visible_message(span_suicide("[owner] falls out of [box]! It looks like [owner.p_they()] committed suicide!"))
owner.throw_at(get_turf(owner))
return OXYLOSS
//Preset for spells
/datum/action/spell_action
check_flags = NONE
background_icon_state = "bg_spell"
/datum/action/spell_action/New(Target)
..()
var/obj/effect/proc_holder/S = target
S.action = src
name = S.name
desc = S.desc
icon_icon = S.action_icon
button_icon_state = S.action_icon_state
background_icon_state = S.action_background_icon_state
/datum/action/spell_action/Destroy()
var/obj/effect/proc_holder/S = target
S.action = null
return ..()
/datum/action/spell_action/Trigger(trigger_flags)
if(!..())
return FALSE
if(target)
var/obj/effect/proc_holder/S = target
S.Click()
return TRUE
/datum/action/spell_action/IsAvailable()
if(!target)
return FALSE
return TRUE
/datum/action/spell_action/spell
/datum/action/spell_action/spell/IsAvailable()
if(!target)
return FALSE
var/obj/effect/proc_holder/spell/S = target
if(owner)
return S.can_cast(owner)
return FALSE
/datum/action/spell_action/alien
/datum/action/spell_action/alien/IsAvailable()
if(!target)
return FALSE
var/obj/effect/proc_holder/alien/ab = target
if(owner)
return ab.cost_check(ab.check_turf,owner,1)
return FALSE
//Preset for general and toggled actions
/datum/action/innate
check_flags = NONE
var/active = 0
/datum/action/innate/Trigger(trigger_flags)
if(!..())
return FALSE
if(!active)
Activate()
else
Deactivate()
return TRUE
/datum/action/innate/proc/Activate()
return
/datum/action/innate/proc/Deactivate()
return
//Preset for an action with a cooldown
/datum/action/cooldown
check_flags = NONE
transparent_when_unavailable = FALSE
// The default cooldown applied when StartCooldown() is called
var/cooldown_time = 0
// The actual next time this ability can be used
var/next_use_time = 0
// Whether or not you want the cooldown for the ability to display in text form
var/text_cooldown = TRUE
// Setting for intercepting clicks before activating the ability
var/click_to_activate = FALSE
// Shares cooldowns with other cooldown abilities of the same value, not active if null
var/shared_cooldown
/datum/action/cooldown/CreateButton()
var/atom/movable/screen/movable/action_button/button = ..()
button.maptext = ""
button.maptext_x = 8
button.maptext_y = 0
button.maptext_width = 24
button.maptext_height = 12
return button
/datum/action/cooldown/IsAvailable()
return ..() && (next_use_time <= world.time)
/// Starts a cooldown time to be shared with similar abilities, will use default cooldown time if an override is not specified
/datum/action/cooldown/proc/StartCooldown(override_cooldown_time)
if(shared_cooldown)
for(var/datum/action/cooldown/shared_ability in owner.actions - src)
if(shared_cooldown == shared_ability.shared_cooldown)
if(isnum(override_cooldown_time))
shared_ability.StartCooldownSelf(override_cooldown_time)
else
shared_ability.StartCooldownSelf(cooldown_time)
StartCooldownSelf(override_cooldown_time)
/// Starts a cooldown time for this ability only, will use default cooldown time if an override is not specified
/datum/action/cooldown/proc/StartCooldownSelf(override_cooldown_time)
if(isnum(override_cooldown_time))
next_use_time = world.time + override_cooldown_time
else
next_use_time = world.time + cooldown_time
UpdateButtons()
START_PROCESSING(SSfastprocess, src)
/datum/action/cooldown/Trigger(trigger_flags, atom/target)
. = ..()
if(!.)
return
if(!owner)
return FALSE
if(click_to_activate)
if(target)
// For automatic / mob handling
return InterceptClickOn(owner, null, target)
if(owner.click_intercept == src)
owner.click_intercept = null
else
owner.click_intercept = src
for(var/datum/action/cooldown/ability in owner.actions)
ability.UpdateButtons()
return TRUE
return PreActivate(owner)
/// Intercepts client owner clicks to activate the ability
/datum/action/cooldown/proc/InterceptClickOn(mob/living/caller, params, atom/target)
if(!IsAvailable())
return FALSE
if(!target)
return FALSE
PreActivate(target)
caller.click_intercept = null
return TRUE
/// For signal calling
/datum/action/cooldown/proc/PreActivate(atom/target)
if(SEND_SIGNAL(owner, COMSIG_ABILITY_STARTED, src) & COMPONENT_BLOCK_ABILITY_START)
return
. = Activate(target)
SEND_SIGNAL(owner, COMSIG_ABILITY_FINISHED, src)
/// To be implemented by subtypes
/datum/action/cooldown/proc/Activate(atom/target)
return
/datum/action/cooldown/UpdateButton(atom/movable/screen/movable/action_button/button, status_only = FALSE, force = FALSE)
. = ..()
if(!button)
return
var/time_left = max(next_use_time - world.time, 0)
if(text_cooldown)
button.maptext = MAPTEXT("<b>[round(time_left/10, 0.1)]</b>")
if(!owner || time_left == 0)
button.maptext = ""
if(IsAvailable() && owner.click_intercept == src)
button.color = COLOR_GREEN
/datum/action/cooldown/process()
var/time_left = max(next_use_time - world.time, 0)
if(!owner || time_left == 0)
STOP_PROCESSING(SSfastprocess, src)
UpdateButtons()
/datum/action/cooldown/Grant(mob/M)
..()
if(!owner)
return
UpdateButtons()
if(next_use_time > world.time)
START_PROCESSING(SSfastprocess, src)
///Like a cooldown action, but with an associated proc holder.
/datum/action/cooldown/spell_like
/datum/action/cooldown/spell_like/New(Target)
..()
var/obj/effect/proc_holder/our_proc_holder = Target
our_proc_holder.action = src
name = our_proc_holder.name
desc = our_proc_holder.desc
icon_icon = our_proc_holder.action_icon
button_icon_state = our_proc_holder.action_icon_state
background_icon_state = our_proc_holder.action_background_icon_state
/datum/action/cooldown/spell_like/Activate(atom/activate_target)
if(!target)
return FALSE
StartCooldown(10 SECONDS)
var/obj/effect/proc_holder/our_proc_holder = target
our_proc_holder.Click()
StartCooldown()
return TRUE
//Stickmemes
/datum/action/item_action/stickmen
name = "Summon Stick Minions"
desc = "Allows you to summon faithful stickmen allies to aide you in battle."
icon_icon = 'icons/mob/actions/actions_minor_antag.dmi'
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."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "jetboot"
/datum/action/item_action/bhop/brocket
name = "Activate Rocket Boots"
desc = "Activates the boot's rocket propulsion system, allowing the user to hurl themselves great distances."
/datum/action/language_menu
name = "Language Menu"
desc = "Open the language menu to review your languages, their keys, and select your default language."
button_icon_state = "language_menu"
check_flags = NONE
/datum/action/language_menu/Trigger(trigger_flags)
if(!..())
return FALSE
if(ismob(owner))
var/mob/M = owner
var/datum/language_holder/H = M.get_language_holder()
H.open_language_menu(usr)
/datum/action/item_action/wheelys
name = "Toggle Wheels"
desc = "Pops out or in your shoes' wheels."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "wheelys"
/datum/action/item_action/kindle_kicks
name = "Activate Kindle Kicks"
desc = "Kick you feet together, activating the lights in your Kindle Kicks."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "kindleKicks"
//Small sprites
/datum/action/small_sprite
name = "Toggle Giant Sprite"
desc = "Others will always see you as giant."
icon_icon = 'icons/mob/actions/actions_xeno.dmi'
button_icon_state = "smallqueen"
background_icon_state = "bg_alien"
var/small = FALSE
var/small_icon
var/small_icon_state
/datum/action/small_sprite/queen
small_icon = 'icons/mob/alien.dmi'
small_icon_state = "alienq"
/datum/action/small_sprite/megafauna
icon_icon = 'icons/mob/actions/actions_xeno.dmi'
small_icon = 'icons/mob/lavaland/lavaland_monsters.dmi'
/datum/action/small_sprite/megafauna/drake
small_icon_state = "ash_whelp"
/datum/action/small_sprite/megafauna/colossus
small_icon_state = "Basilisk"
/datum/action/small_sprite/megafauna/bubblegum
small_icon_state = "goliath2"
/datum/action/small_sprite/megafauna/legion
small_icon_state = "mega_legion"
/datum/action/small_sprite/mega_arachnid
small_icon = 'icons/mob/jungle/arachnid.dmi'
small_icon_state = "arachnid_mini"
background_icon_state = "bg_demon"
/datum/action/small_sprite/space_dragon
small_icon = 'icons/mob/carp.dmi'
small_icon_state = "carp"
icon_icon = 'icons/mob/carp.dmi'
button_icon_state = "carp"
/datum/action/small_sprite/Trigger(trigger_flags)
..()
if(!small)
var/image/I = image(icon = small_icon, icon_state = small_icon_state, loc = owner)
I.override = TRUE
I.pixel_x -= owner.pixel_x
I.pixel_y -= owner.pixel_y
owner.add_alt_appearance(/datum/atom_hud/alternate_appearance/basic, "smallsprite", I, AA_TARGET_SEE_APPEARANCE | AA_MATCH_TARGET_OVERLAYS)
small = TRUE
else
owner.remove_alt_appearance("smallsprite")
small = FALSE
/datum/action/item_action/storage_gather_mode
name = "Switch gathering mode"
desc = "Switches the gathering mode of a storage object."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "storage_gather_switch"
/datum/action/item_action/storage_gather_mode/ApplyIcon(atom/movable/screen/movable/action_button/current_button)
. = ..()
var/obj/item/item_target = target
var/old_layer = item_target.layer
var/old_plane = item_target.plane
item_target.layer = FLOAT_LAYER //AAAH
item_target.plane = FLOAT_PLANE //^ what that guy said
current_button.cut_overlays()
current_button.add_overlay(target)
item_target.layer = old_layer
item_target.plane = old_plane
current_button.appearance_cache = item_target.appearance