Files
Bubberstation/code/modules/mod/mod_actions.dm
SkyratBot cec72761ac [MIRROR] Action button refactor/rework: Enhanced Dragging [MDB IGNORE] (#12423)
* Action button refactor/rework: Enhanced Dragging

* PHEW

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-01 01:38:57 +01:00

194 lines
5.6 KiB
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/datum/action/item_action/mod
background_icon_state = "bg_tech_blue"
icon_icon = 'icons/mob/actions/actions_mod.dmi'
check_flags = AB_CHECK_CONSCIOUS
/// Whether this action is intended for the AI. Stuff breaks a lot if this is done differently.
var/ai_action = FALSE
/datum/action/item_action/mod/New(Target)
..()
if(!istype(Target, /obj/item/mod/control))
qdel(src)
return
if(ai_action)
background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
/datum/action/item_action/mod/Grant(mob/user)
var/obj/item/mod/control/mod = target
if(ai_action && user != mod.ai)
return
else if(!ai_action && user == mod.ai)
return
return ..()
/datum/action/item_action/mod/Remove(mob/user)
var/obj/item/mod/control/mod = target
if(ai_action && user != mod.ai)
return
else if(!ai_action && user == mod.ai)
return
return ..()
/datum/action/item_action/mod/Trigger(trigger_flags)
if(!IsAvailable())
return FALSE
var/obj/item/mod/control/mod = target
if(mod.malfunctioning && prob(75))
mod.balloon_alert(usr, "button malfunctions!")
return FALSE
return TRUE
/datum/action/item_action/mod/deploy
name = "Deploy MODsuit"
desc = "LMB: Deploy/Undeploy part. RMB: Deploy/Undeploy full suit."
button_icon_state = "deploy"
/datum/action/item_action/mod/deploy/Trigger(trigger_flags)
. = ..()
if(!.)
return
var/obj/item/mod/control/mod = target
if(trigger_flags & TRIGGER_SECONDARY_ACTION)
mod.quick_deploy(usr)
else
mod.choose_deploy(usr)
/datum/action/item_action/mod/deploy/ai
ai_action = TRUE
/datum/action/item_action/mod/activate
name = "Activate MODsuit"
desc = "LMB: Activate/Deactivate suit with prompt. RMB: Activate/Deactivate suit skipping prompt."
button_icon_state = "activate"
/// First time clicking this will set it to TRUE, second time will activate it.
var/ready = FALSE
/datum/action/item_action/mod/activate/Trigger(trigger_flags)
. = ..()
if(!.)
return
if(!(trigger_flags & TRIGGER_SECONDARY_ACTION) && !ready)
ready = TRUE
button_icon_state = "activate-ready"
if(!ai_action)
background_icon_state = "bg_tech"
UpdateButtons()
addtimer(CALLBACK(src, .proc/reset_ready), 3 SECONDS)
return
var/obj/item/mod/control/mod = target
reset_ready()
mod.toggle_activate(usr)
/// Resets the state requiring to be doubleclicked again.
/datum/action/item_action/mod/activate/proc/reset_ready()
ready = FALSE
button_icon_state = initial(button_icon_state)
if(!ai_action)
background_icon_state = initial(background_icon_state)
UpdateButtons()
/datum/action/item_action/mod/activate/ai
ai_action = TRUE
/datum/action/item_action/mod/module
name = "Toggle Module"
desc = "Toggle a MODsuit module."
button_icon_state = "module"
/datum/action/item_action/mod/module/Trigger(trigger_flags)
. = ..()
if(!.)
return
var/obj/item/mod/control/mod = target
mod.quick_module(usr)
/datum/action/item_action/mod/module/ai
ai_action = TRUE
/datum/action/item_action/mod/panel
name = "MODsuit Panel"
desc = "Open the MODsuit's panel."
button_icon_state = "panel"
/datum/action/item_action/mod/panel/Trigger(trigger_flags)
. = ..()
if(!.)
return
var/obj/item/mod/control/mod = target
mod.ui_interact(usr)
/datum/action/item_action/mod/panel/ai
ai_action = TRUE
/datum/action/item_action/mod/pinned_module
desc = "Activate the module."
/// Overrides the icon applications.
var/override = FALSE
/// Module we are linked to.
var/obj/item/mod/module/module
/// A ref to the mob we are pinned to.
var/pinner_ref
/datum/action/item_action/mod/pinned_module/New(Target, obj/item/mod/module/linked_module, mob/user)
if(isAI(user))
ai_action = TRUE
..()
module = linked_module
name = "Activate [capitalize(linked_module.name)]"
desc = "Quickly activate [linked_module]."
icon_icon = linked_module.icon
button_icon_state = linked_module.icon_state
RegisterSignal(linked_module, COMSIG_MODULE_ACTIVATED, .proc/on_module_activate)
RegisterSignal(linked_module, COMSIG_MODULE_DEACTIVATED, .proc/on_module_deactivate)
RegisterSignal(linked_module, COMSIG_MODULE_USED, .proc/on_module_use)
/datum/action/item_action/mod/pinned_module/Destroy()
module.pinned_to -= pinner_ref
module = null
return ..()
/datum/action/item_action/mod/pinned_module/Grant(mob/user)
var/user_ref = REF(user)
if(!pinner_ref)
pinner_ref = user_ref
module.pinned_to[pinner_ref] = src
else if(pinner_ref != user_ref)
return
return ..()
/datum/action/item_action/mod/pinned_module/Trigger(trigger_flags)
. = ..()
if(!.)
return
module.on_select()
/datum/action/item_action/mod/pinned_module/ApplyIcon(atom/movable/screen/movable/action_button/current_button, force)
. = ..(current_button, force = TRUE)
if(override)
return
var/obj/item/mod/control/mod = target
if(module == mod.selected_module)
current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_selected", layer = FLOAT_LAYER-0.1))
else if(module.active)
current_button.add_overlay(image(icon = 'icons/hud/radial.dmi', icon_state = "module_active", layer = FLOAT_LAYER-0.1))
if(!COOLDOWN_FINISHED(module, cooldown_timer))
var/image/cooldown_image = image(icon = 'icons/hud/radial.dmi', icon_state = "module_cooldown")
current_button.add_overlay(cooldown_image)
addtimer(CALLBACK(current_button, /image.proc/cut_overlay, cooldown_image), COOLDOWN_TIMELEFT(module, cooldown_timer))
/datum/action/item_action/mod/pinned_module/proc/on_module_activate(datum/source)
SIGNAL_HANDLER
UpdateButtons()
/datum/action/item_action/mod/pinned_module/proc/on_module_deactivate(datum/source)
SIGNAL_HANDLER
UpdateButtons()
/datum/action/item_action/mod/pinned_module/proc/on_module_use(datum/source)
SIGNAL_HANDLER
UpdateButtons()