Files
Bubberstation/code/datums/action.dm
Joan Lung 663ef769f7 Reworks Guvax (#21202)
Guvax is now targeted; invoking it charges your slab to bind and start converting the next target attacked in melee within 10 seconds. This makes your slab visible in-hand.
tweak: Above 5 Servants, the invocation to charge your slab is not whispered, and the conversion time is increased for each Servant above 5.

Using Guvax on an already bound target will stun them. The bound target can resist out, which will prevent conversion.

Sentinel's Compromise is now targeted, like Guvax, but can select any target in vision range.

Sentinel's Compromise now also removes holy water from the target Servant.

Clicking your slab will cancel these scriptures.

Both of these will change your cursor, to make it obvious they're active and you can't do anything else.


Convert times are faster at very high servant amounts, but it's much easier for 1-on-1 conversions to go wrong and have the target escape. (Though the binding makes early conversions slightly easier.)

Resist time for the binding is a flat 4 seconds, and moving/being moved while chanting will break it immediately.
Formula for conversion time is 5 + (0.5 for each valid servant above 5) seconds up to a maximum of 10 seconds at 15 servants.
2016-10-29 18:16:21 +13:00

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#define AB_CHECK_RESTRAINED 1
#define AB_CHECK_STUNNED 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 = 0
var/processing = 0
var/obj/screen/movable/action_button/button = null
var/button_icon = 'icons/mob/actions.dmi'
var/background_icon_state = "bg_default"
var/buttontooltipstyle = ""
var/icon_icon = 'icons/mob/actions.dmi'
var/button_icon_state = "default"
var/mob/owner
/datum/action/New(Target)
target = Target
button = new
button.linked_action = src
button.name = name
button.actiontooltipstyle = buttontooltipstyle
if(desc)
button.desc = desc
/datum/action/Destroy()
if(owner)
Remove(owner)
target = null
qdel(button)
button = null
return ..()
/datum/action/proc/Grant(mob/M)
if(owner)
if(owner == M)
return
Remove(owner)
owner = M
M.actions += src
if(M.client)
M.client.screen += button
M.update_action_buttons()
/datum/action/proc/Remove(mob/M)
if(M.client)
M.client.screen -= button
button.moved = FALSE //so the button appears in its normal position when given to another owner.
M.actions -= src
M.update_action_buttons()
owner = null
/datum/action/proc/Trigger()
if(!IsAvailable())
return 0
return 1
/datum/action/proc/Process()
return
/datum/action/proc/IsAvailable()
if(!owner)
return 0
if(check_flags & AB_CHECK_RESTRAINED)
if(owner.restrained())
return 0
if(check_flags & AB_CHECK_STUNNED)
if(owner.stunned || owner.weakened)
return 0
if(check_flags & AB_CHECK_LYING)
if(owner.lying)
return 0
if(check_flags & AB_CHECK_CONSCIOUS)
if(owner.stat)
return 0
return 1
/datum/action/proc/UpdateButtonIcon()
if(button)
button.icon = button_icon
button.icon_state = background_icon_state
ApplyIcon(button)
if(!IsAvailable())
button.color = rgb(128,0,0,128)
else
button.color = rgb(255,255,255,255)
return 1
/datum/action/proc/ApplyIcon(obj/screen/movable/action_button/current_button)
current_button.cut_overlays()
if(icon_icon && button_icon_state)
var/image/img
img = image(icon_icon, current_button, button_icon_state)
img.pixel_x = 0
img.pixel_y = 0
current_button.add_overlay(img)
//Presets for item actions
/datum/action/item_action
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|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
I.actions += src
/datum/action/item_action/Destroy()
var/obj/item/I = target
I.actions -= src
return ..()
/datum/action/item_action/Trigger()
if(!..())
return 0
if(target)
var/obj/item/I = target
I.ui_action_click(owner, src.type)
return 1
/datum/action/item_action/ApplyIcon(obj/screen/movable/action_button/current_button)
current_button.cut_overlays()
if(button_icon && button_icon_state)
// If set, use the custom icon that we set instead
// of the item appearence
..(current_button)
else if(target)
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.add_overlay(I)
I.layer = old_layer
I.plane = old_plane
/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/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()
if(..()) //button available
if(iscarbon(owner))
var/mob/living/carbon/C = owner
if(target == C.internal)
button.icon_state = "bg_default_on"
/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_unfriendly_fire
name = "Toggle Friendly Fire \[ON\]"
desc = "Toggles if the staff causes friendly fire."
button_icon_state = "vortex_ff_on"
/datum/action/item_action/toggle_unfriendly_fire/Trigger()
if(..())
UpdateButtonIcon()
/datum/action/item_action/toggle_unfriendly_fire/UpdateButtonIcon()
if(istype(target, /obj/item/weapon/hierophant_staff))
var/obj/item/weapon/hierophant_staff/H = target
if(H.friendly_fire_check)
button_icon_state = "vortex_ff_off"
name = "Toggle Friendly Fire \[OFF\]"
button.name = name
else
button_icon_state = "vortex_ff_on"
name = "Toggle Friendly Fire \[ON\]"
button.name = name
..()
/datum/action/item_action/vortex_recall
name = "Vortex Recall"
desc = "Recall yourself, and anyone nearby, to an attuned hierophant rune at any time.<br>If no such rune exists, will produce a rune at your location."
button_icon_state = "vortex_recall"
/datum/action/item_action/vortex_recall/IsAvailable()
if(istype(target, /obj/item/weapon/hierophant_staff))
var/obj/item/weapon/hierophant_staff/H = target
if(H.teleporting)
return 0
return ..()
/datum/action/item_action/clock
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 = "Allows you to communicate with other Servants."
button_icon_state = "hierophant_slab"
/datum/action/item_action/clock/guvax
name = "Guvax"
desc = "Allows you to convert an adjacent target nonservant. Click your slab to disable."
button_icon_state = "guvax_capacitor"
/datum/action/item_action/clock/vanguard
name = "Vanguard"
desc = "Allows you to temporarily absorb stuns. All stuns absorbed will affect you when disabled."
button_icon_state = "vanguard_cogwheel"
/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/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/weapon/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/toggle_research_scanner
name = "Toggle Research Scanner"
button_icon_state = "scan_mode"
/datum/action/item_action/toggle_research_scanner/Trigger()
if(IsAvailable())
owner.research_scanner = !owner.research_scanner
owner << "<span class='notice'>Research analyzer is now [owner.research_scanner ? "active" : "deactivated"].</span>"
return 1
/datum/action/item_action/toggle_research_scanner/Remove(mob/M)
if(owner)
owner.research_scanner = 0
..()
/datum/action/item_action/toggle_research_scanner/ApplyIcon(obj/screen/movable/action_button/current_button)
current_button.cut_overlays()
if(button_icon && button_icon_state)
var/image/img = image(button_icon, current_button, "scan_mode")
current_button.add_overlay(img)
/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
//Preset for spells
/datum/action/spell_action
check_flags = 0
background_icon_state = "bg_spell"
/datum/action/spell_action/New(Target)
..()
var/obj/effect/proc_holder/spell/S = target
S.action = src
name = S.name
button_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/spell/S = target
S.action = null
return ..()
/datum/action/spell_action/Trigger()
if(!..())
return 0
if(target)
var/obj/effect/proc_holder/spell = target
spell.Click()
return 1
/datum/action/spell_action/IsAvailable()
if(!target)
return 0
var/obj/effect/proc_holder/spell/spell = target
if(owner)
return spell.can_cast(owner)
return 0
/datum/action/spell_action/alien
/datum/action/spell_action/alien/IsAvailable()
if(!target)
return 0
var/obj/effect/proc_holder/alien/ab = target
if(owner)
return ab.cost_check(ab.check_turf,owner,1)
return 0
//Preset for general and toggled actions
/datum/action/innate
check_flags = 0
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 action that call specific procs (consider innate).
/datum/action/generic
check_flags = 0
var/procname
/datum/action/generic/Trigger()
if(!..())
return 0
if(target && procname)
call(target, procname)(usr)
return 1
//Stickmemes
/datum/action/item_action/stickmen
name = "Summon Stick Minions"
desc = "Allows you to summon faithful stickmen allies to aide you in battle."
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."
button_icon_state = "jetboot"