Files
Bubberstation/code/datums/action.dm
Whoneedspacee 7c674ea486 [Ready] Adds Support For Player Controlled Megafauna + Megafauna Code Refactors (#44005)
* adds small sprites for many of the large megafauna

moves fireball target code back to drake file

changes the speed of every megafauna mob to its move to delay so player controlled ones have the same speed

adds action abilities to each megafauna so players can select the type of attack they want

refactors pretty much all of the megafauna code to be simpler to edit and easier to read as well as have some consistency in where stuff like initialize goes

lesser ash drake now inherits alt click on instead of normal ash drake having it

hierophant no longer blinks on alt click as well

removes pointless check in legion code for ranged timer delay as the proc that calls openfire already checks that

adds icon for new bubblegum blood tracks

bubblegum blood no longer leaves footstep trails as it caused massive lag when many blood tiles were run over in a fight as well as being way too excessive

* fixes a megafauna bug where they could not attack while in space

megafauna can now move through space normally as they would anywhere else

bubblegum no longer runs from corpses and people dying

* fix the weird line errors

* lots of sins have been cleansed (0 = false 1 = true)

switch cases for player attack selection

bubblegum has been bug fixed a bit (steps can be blood warped to, adds blood warp ability)

bubblegum now has some slight additions to its attacks to keep the fight faster paced

bubblegums enrage mode now lasts longer and makes him move faster

legion now has their speed changed properly when they charge (wow this is an old fucking bug like old old)

bubblegum now tries to be aggressive towards people that are laying down (no more resting under bubblegum charges without consequences)

bubblegum now spawns slaughterlings when he devours targets

* fine tunes new bubblegum attacks and replaces some is_procs with defines

* fixes stupid snowflake stuff in bdm code

specifies in defines for bubblegum

lots of sleep_check_death now to avoid stupid stuff

removes need for hierophant_dying var as well as combines all the blast procs into one since they were so similar
2019-06-09 17:24:38 -04:00

761 lines
21 KiB
Plaintext

#define AB_CHECK_RESTRAINED 1
#define AB_CHECK_STUN 2
#define AB_CHECK_LYING 4
#define AB_CHECK_CONSCIOUS 8
/datum/action
var/name = "Generic Action"
var/desc = null
var/obj/target = null
var/check_flags = NONE
var/processing = FALSE
var/obj/screen/movable/action_button/button = null
var/buttontooltipstyle = ""
var/transparent_when_unavailable = TRUE
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/mob/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
/datum/action/New(Target)
link_to(Target)
button = new
button.linked_action = src
button.name = name
button.actiontooltipstyle = buttontooltipstyle
if(desc)
button.desc = desc
/datum/action/proc/link_to(Target)
target = Target
/datum/action/Destroy()
if(owner)
Remove(owner)
target = null
qdel(button)
button = null
return ..()
/datum/action/proc/Grant(mob/M)
if(M)
if(owner)
if(owner == M)
return
Remove(owner)
owner = M
//button id generation
var/counter = 0
var/bitfield = 0
for(var/datum/action/A in M.actions)
if(A.name == name && A.button.id)
counter += 1
bitfield |= A.button.id
bitfield = ~bitfield
var/bitflag = 1
for(var/i in 1 to (counter + 1))
if(bitfield & bitflag)
button.id = bitflag
break
bitflag *= 2
M.actions += src
if(M.client)
M.client.screen += button
button.locked = M.client.prefs.buttons_locked || button.id ? M.client.prefs.action_buttons_screen_locs["[name]_[button.id]"] : FALSE //even if it's not defaultly locked we should remember we locked it before
button.moved = button.id ? M.client.prefs.action_buttons_screen_locs["[name]_[button.id]"] : FALSE
M.update_action_buttons()
else
Remove(owner)
/datum/action/proc/Remove(mob/M)
if(M)
if(M.client)
M.client.screen -= button
M.actions -= src
M.update_action_buttons()
owner = null
button.moved = FALSE //so the button appears in its normal position when given to another owner.
button.locked = FALSE
button.id = null
/datum/action/proc/Trigger()
if(!IsAvailable())
return FALSE
if(SEND_SIGNAL(src, COMSIG_ACTION_TRIGGER, src) & COMPONENT_ACTION_BLOCK_TRIGGER)
return FALSE
return TRUE
/datum/action/proc/Process()
return
/datum/action/proc/IsAvailable()
if(!owner)
return FALSE
if(check_flags & AB_CHECK_RESTRAINED)
if(owner.restrained())
return FALSE
if(check_flags & AB_CHECK_STUN)
if(isliving(owner))
var/mob/living/L = owner
if(L.IsParalyzed() || L.IsStun())
return FALSE
if(check_flags & AB_CHECK_LYING)
if(isliving(owner))
var/mob/living/L = owner
if(!(L.mobility_flags & MOBILITY_STAND))
return FALSE
if(check_flags & AB_CHECK_CONSCIOUS)
if(owner.stat)
return FALSE
return TRUE
/datum/action/proc/UpdateButtonIcon(status_only = FALSE, force = FALSE)
if(button)
if(!status_only)
button.name = name
button.desc = desc
if(owner && 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 1
/datum/action/proc/ApplyIcon(obj/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
//Presets for item actions
/datum/action/item_action
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUN|AB_CHECK_LYING|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()
if(!..())
return 0
if(target)
var/obj/item/I = target
I.ui_action_click(owner, src)
return 1
/datum/action/item_action/ApplyIcon(obj/screen/movable/action_button/current_button, force)
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 != target.appearance) || force) //replace with /ref comparison if this is not valid.
var/obj/item/I = target
var/old_layer = I.layer
var/old_plane = I.plane
I.layer = FLOAT_LAYER //AAAH
I.plane = FLOAT_PLANE //^ what that guy said
current_button.cut_overlays()
current_button.add_overlay(I)
I.layer = old_layer
I.plane = old_plane
current_button.appearance_cache = I.appearance
/datum/action/item_action/toggle_light
name = "Toggle Light"
/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_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/UpdateButtonIcon(status_only = FALSE, force)
if(..()) //button available
if(iscarbon(owner))
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()
var/obj/item/clothing/head/hardhat/weldhat/H = target
if(istype(H))
H.toggle_welding_screen(owner)
/datum/action/item_action/toggle_headphones
name = "Toggle Headphones"
desc = "UNTZ UNTZ UNTZ"
/datum/action/item_action/toggle_headphones/Trigger()
var/obj/item/clothing/ears/headphones/H = target
if(istype(H))
H.toggle(owner)
/datum/action/item_action/toggle_unfriendly_fire
name = "Toggle Friendly Fire \[ON\]"
desc = "Toggles if the club's blasts cause friendly fire."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "vortex_ff_on"
/datum/action/item_action/toggle_unfriendly_fire/Trigger()
if(..())
UpdateButtonIcon()
/datum/action/item_action/toggle_unfriendly_fire/UpdateButtonIcon(status_only = FALSE, force)
if(istype(target, /obj/item/hierophant_club))
var/obj/item/hierophant_club/H = target
if(H.friendly_fire_check)
button_icon_state = "vortex_ff_off"
name = "Toggle Friendly Fire \[OFF\]"
else
button_icon_state = "vortex_ff_on"
name = "Toggle Friendly Fire \[ON\]"
..()
/datum/action/item_action/synthswitch
name = "Change Synthesizer Instrument"
desc = "Change the type of instrument your synthesizer is playing as."
/datum/action/item_action/synthswitch/Trigger()
if(istype(target, /obj/item/instrument/piano_synth))
var/obj/item/instrument/piano_synth/synth = target
return synth.selectInstrument()
return ..()
/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()
if(istype(target, /obj/item/hierophant_club))
var/obj/item/hierophant_club/H = target
if(H.teleporting)
return 0
return ..()
/datum/action/item_action/clock
icon_icon = 'icons/mob/actions/actions_clockcult.dmi'
background_icon_state = "bg_clock"
buttontooltipstyle = "clockcult"
/datum/action/item_action/clock/IsAvailable()
if(!is_servant_of_ratvar(owner))
return 0
return ..()
/datum/action/item_action/clock/toggle_visor
name = "Create Judicial Marker"
desc = "Allows you to create a stunning Judicial Marker at any location in view. Click again to disable."
/datum/action/item_action/clock/toggle_visor/IsAvailable()
if(!is_servant_of_ratvar(owner))
return 0
if(istype(target, /obj/item/clothing/glasses/judicial_visor))
var/obj/item/clothing/glasses/judicial_visor/V = target
if(V.recharging)
return 0
return ..()
/datum/action/item_action/clock/hierophant
name = "Hierophant Network"
desc = "Lets you discreetly talk with all other servants. Nearby listeners can hear you whispering, so make sure to do this privately."
button_icon_state = "hierophant_slab"
/datum/action/item_action/clock/quickbind
name = "Quickbind"
desc = "If you're seeing this, file a bug report."
var/scripture_index = 0 //the index of the scripture we're associated with
/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/toggle
/datum/action/item_action/toggle/New(Target)
..()
name = "Toggle [target.name]"
button.name = 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"
var/obj/item/picket_sign/S
/datum/action/item_action/nano_picket_sign/New(Target)
..()
if(istype(Target, /obj/item/picket_sign))
S = Target
/datum/action/item_action/nano_picket_sign/Trigger()
if(istype(S))
S.retext(owner)
/datum/action/item_action/adjust
/datum/action/item_action/adjust/New(Target)
..()
name = "Adjust [target.name]"
button.name = name
/datum/action/item_action/switch_hud
name = "Switch HUD"
/datum/action/item_action/toggle_wings
name = "Toggle Wings"
/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 0
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/toggle_research_scanner
name = "Toggle Research Scanner"
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "scan_mode"
var/active = FALSE
/datum/action/item_action/toggle_research_scanner/Trigger()
if(IsAvailable())
active = !active
if(active)
owner.research_scanner++
else
owner.research_scanner--
to_chat(owner, "<span class='notice'>[target] research scanner has been [active ? "activated" : "deactivated"].</span>")
return 1
/datum/action/item_action/toggle_research_scanner/Remove(mob/M)
if(owner && active)
owner.research_scanner--
active = FALSE
..()
/datum/action/item_action/instrument
name = "Use Instrument"
desc = "Use the instrument specified"
/datum/action/item_action/instrument/Trigger()
if(istype(target, /obj/item/instrument))
var/obj/item/instrument/I = target
I.interact(usr)
return
return ..()
/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 0
return ..()
/datum/action/item_action/organ_action/toggle/New(Target)
..()
name = "Toggle [target.name]"
button.name = name
/datum/action/item_action/organ_action/use/New(Target)
..()
name = "Use [target.name]"
button.name = 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"
/datum/action/item_action/cult_dagger/Grant(mob/M)
if(iscultist(M))
..()
button.screen_loc = "6:157,4:-2"
button.moved = "6:157,4:-2"
else
Remove(owner)
/datum/action/item_action/cult_dagger/Trigger()
for(var/obj/item/H in owner.held_items) //In case we were already holding another dagger
if(istype(H, /obj/item/melee/cultblade/dagger))
H.attack_self(owner)
return
var/obj/item/I = target
if(owner.can_equip(I, SLOT_HANDS))
owner.temporarilyRemoveItemFromInventory(I)
owner.put_in_hands(I)
I.attack_self(owner)
else
if (owner.get_num_arms() <= 0)
to_chat(owner, "<span class='warning'>You dont have any usable hands!</span>")
else
to_chat(owner, "<span class='warning'>Your hands are full!</span>")
/datum/action/item_action/agent_box
name = "Deploy Box"
desc = "Find inner peace, here, in the box."
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUN|AB_CHECK_CONSCIOUS
background_icon_state = "bg_agent"
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "deploy_box"
var/cooldown = 0
var/obj/structure/closet/cardboard/agent/box
/datum/action/item_action/agent_box/Trigger()
if(!..())
return FALSE
if(QDELETED(box))
if(cooldown < world.time - 100)
box = new(owner.drop_location())
owner.forceMove(box)
cooldown = world.time
owner.playsound_local(box, 'sound/misc/box_deploy.ogg', 50, TRUE)
else
owner.forceMove(box.drop_location())
owner.playsound_local(box, 'sound/misc/box_deploy.ogg', 50, TRUE)
QDEL_NULL(box)
//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
button.name = name
/datum/action/spell_action/Destroy()
var/obj/effect/proc_holder/S = target
S.action = null
return ..()
/datum/action/spell_action/Trigger()
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()
if(!..())
return 0
if(!active)
Activate()
else
Deactivate()
return 1
/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
var/cooldown_time = 0
var/next_use_time = 0
/datum/action/cooldown/New()
..()
button.maptext = ""
button.maptext_x = 8
button.maptext_y = 0
button.maptext_width = 24
button.maptext_height = 12
/datum/action/cooldown/IsAvailable()
return next_use_time <= world.time
/datum/action/cooldown/proc/StartCooldown()
next_use_time = world.time + cooldown_time
button.maptext = "<b>[round(cooldown_time/10, 0.1)]</b>"
UpdateButtonIcon()
START_PROCESSING(SSfastprocess, src)
/datum/action/cooldown/process()
if(!owner)
button.maptext = ""
STOP_PROCESSING(SSfastprocess, src)
var/timeleft = max(next_use_time - world.time, 0)
if(timeleft == 0)
button.maptext = ""
UpdateButtonIcon()
STOP_PROCESSING(SSfastprocess, src)
else
button.maptext = "<b>[round(timeleft/10, 0.1)]</b>"
/datum/action/cooldown/Grant(mob/M)
..()
if(owner)
UpdateButtonIcon()
if(next_use_time > world.time)
START_PROCESSING(SSfastprocess, src)
//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/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()
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 Wheely-Heel's Wheels"
desc = "Pops out or in your wheely-heel's wheels."
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "wheelys"
/datum/action/item_action/kindleKicks
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'
button_icon_state = "smallqueen"
background_icon_state = "bg_alien"
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 = "dwarf_legion"
/datum/action/small_sprite/megafauna/spacedragon
small_icon = 'icons/mob/animal.dmi'
small_icon_state = "carp"
/datum/action/small_sprite/Trigger()
..()
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(obj/screen/movable/action_button/current_button)
. = ..()
var/old_layer = target.layer
var/old_plane = target.plane
target.layer = FLOAT_LAYER //AAAH
target.plane = FLOAT_PLANE //^ what that guy said
current_button.cut_overlays()
current_button.add_overlay(target)
target.layer = old_layer
target.plane = old_plane
current_button.appearance_cache = target.appearance