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Fix some state logic Fix SVGs display: based filtering input component Update syndicate colors @ChangelingRain
109 lines
3.3 KiB
Plaintext
109 lines
3.3 KiB
Plaintext
/**
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* tgui states
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*
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* Base state and helpers for states. Just does some sanity checks, implement a state for in-depth checks.
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**/
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/**
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* public
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*
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* Checks the UI state for a mob.
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*
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* required user mob The mob who opened/is using the UI.
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* required state datum/ui_state The state to check.
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*
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* return UI_state The state of the UI.
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**/
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/datum/proc/ui_status(mob/user, datum/ui_state/state)
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var/src_object = ui_host()
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if(istype(user, /mob/dead/observer)) // Special-case ghosts.
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if(IsAdminGhost(user))
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return UI_INTERACTIVE // If they turn it on, admins can interact.
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if(get_dist(src_object, src) < user.client.view)
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return UI_UPDATE // Regular ghosts can only view.
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return UI_CLOSE // To keep too many UIs from being opened.
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return state.can_use_topic(src_object, user) // Check if the state allows interaction.
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/**
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* private
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*
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* Checks if a user can use src_object's UI, and returns the state.
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* Can call a mob proc, which allows overrides for each mob.
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*
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* required src_object datum The object/datum which owns the UI.
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* required user mob The mob who opened/is using the UI.
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*
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* return UI_state The state of the UI.
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**/
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/datum/ui_state/proc/can_use_topic(src_object, mob/user)
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return UI_CLOSE // Don't allow interaction by default.
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/**
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* public
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*
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* Standard interaction/sanity checks. Different mob types may have overrides.
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*
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* return UI_state The state of the UI.
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**/
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/mob/proc/shared_ui_interaction(src_object)
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if(!client) // Close UIs if mindless.
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return UI_CLOSE
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else if(stat) // Disable UIs if unconcious.
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return UI_DISABLED
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else if(incapacitated() || lying) // Update UIs if incapicitated but concious.
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return UI_UPDATE
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return UI_INTERACTIVE
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/mob/living/silicon/ai/shared_ui_interaction(src_object)
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if(lacks_power()) // Disable UIs if the AI is unpowered.
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return UI_DISABLED
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return ..()
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/mob/living/silicon/robot/shared_ui_interaction(src_object)
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if(cell.charge <= 0 || lockcharge) // Disable UIs if the Borg is unpowered or locked.
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return UI_DISABLED
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return ..()
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/**
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* public
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*
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* Check the distance for a living mob.
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* Really only used for checks outside the context of a mob.
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* Otherwise, use shared_living_ui_distance().
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*
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* required src_object The object which owns the UI.
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* required user mob The mob who opened/is using the UI.
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*
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* return UI_state The state of the UI.
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**/
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/atom/proc/contents_ui_distance(src_object, mob/living/user)
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return user.shared_living_ui_distance(src_object) // Just call this mob's check.
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/**
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* public
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*
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* Distance versus interaction check.
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*
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* required src_object atom/movable The object which owns the UI.
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*
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* return UI_state The state of the UI.
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**/
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/mob/living/proc/shared_living_ui_distance(atom/movable/src_object)
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if(!(src_object in view(src))) // If the object is obscured, close it.
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return UI_CLOSE
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var/dist = get_dist(src_object, src)
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if(dist <= 1) // Open and interact if 1-0 tiles away.
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return UI_INTERACTIVE
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else if(dist <= 2) // View only if 2-3 tiles away.
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return UI_UPDATE
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else if(dist <= 5) // Disable if 5 tiles away.
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return UI_DISABLED
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return UI_CLOSE // Otherwise, we got nothing.
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/mob/living/carbon/human/shared_living_ui_distance(atom/movable/src_object)
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if(dna.check_mutation(TK) && tkMaxRangeCheck(src, src_object))
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return UI_INTERACTIVE
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return ..()
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