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space ninja candidates have a timed popup asking the player if they accept (using ShadowDarke's sd_Alert), minor formatting cleanups
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
@@ -397,6 +397,7 @@
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#include "code\defines\procs\icon_procs_readme.dm"
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#include "code\defines\procs\logging.dm"
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#include "code\defines\procs\religion_name.dm"
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#include "code\defines\procs\sd_Alert.dm"
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#include "code\defines\procs\station_name.dm"
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#include "code\defines\procs\statistics.dm"
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#include "code\defines\procs\syndicate_name.dm"
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168
code/defines/procs/sd_Alert.dm
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168
code/defines/procs/sd_Alert.dm
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@@ -0,0 +1,168 @@
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/* sd_Alert library
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by Shadowdarke (shadowdarke@byond.com)
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sd_Alert() is a powerful and flexible alternative to the built in BYOND
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alert() proc. sd_Alert offers timed popups, unlimited buttons, custom
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appearance, and even the option to popup without stealing keyboard focus
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from the map or command line.
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Please see demo.dm for detailed examples.
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FORMAT
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sd_Alert(who, message, title, buttons, default, duration, unfocus, \
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size, table, style, tag, select, flags)
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ARGUMENTS
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who - the client or mob to display the alert to.
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message - text message to display
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title - title of the alert box
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buttons - list of buttons
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Default Value: list("Ok")
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default - default button selestion
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Default Value: the first button in the list
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duration - the number of ticks before this alert expires. If not
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set, the alert lasts until a button is clicked.
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Default Value: 0 (unlimited)
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unfocus - if this value is set, the popup will not steal keyboard
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focus from the map or command line.
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Default Value: 1 (do not take focus)
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size - size of the popup window in px
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Default Value: "300x200"
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table - optional parameters for the HTML table in the alert
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Default Value: "width=100% height=100%" (fill the window)
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style - optional style sheet information
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tag - lets you specify a certain tag for this sd_Alert so you may manipulate it
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externally. (i.e. force the alert to close, change options and redisplay,
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reuse the same window, etc.)
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select - if set, the buttons will be replaced with a selection box with a number of
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lines displayed equal to this value.
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Default value: 0 (use buttons)
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flags - optional flags effecting the alert display. These flags may be ORed (|)
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together for multiple effects.
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SD_ALERT_SCROLL = display a scrollbar
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SD_ALERT_SELECT_MULTI = forces selection box display (instead of
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buttons) allows the user to select multiple
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choices.
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SD_ALERT_LINKS = display each choice as a plain text link.
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Any selection box style overrides this flag.
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SD_ALERT_NOVALIDATE = don't validate responses
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Default value: SD_ALERT_SCROLL
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(button display with scroll bar, validate responses)
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RETURNS
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The text of the selected button, or null if the alert duration expired
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without a button click.
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Version 1 changes (from version 0):
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* Added the tag, select, and flags arguments, thanks to several suggestions from Foomer.
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* Split the sd_Alert/Alert() proc into New(), Display(), and Response() to allow more
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customization by developers. Primarily developers would want to use Display() to change
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the display of active tagged windows
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*/
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#define SD_ALERT_SCROLL 1
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#define SD_ALERT_SELECT_MULTI 2
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#define SD_ALERT_LINKS 4
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#define SD_ALERT_NOVALIDATE 8
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proc/sd_Alert(client/who, message, title, buttons = list("Ok"),\
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default, duration = 0, unfocus = 1, size = "300x200", \
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table = "width=100% height=100%", style, tag, select, flags = SD_ALERT_SCROLL)
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if(ismob(who))
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var/mob/M = who
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who = M.client
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if(!istype(who)) CRASH("sd_Alert: Invalid target:[who] (\ref[who])")
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var/sd_alert/T = locate(tag)
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if(T)
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if(istype(T)) del(T)
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else CRASH("sd_Alert: tag \"[tag]\" is already in use by datum '[T]' (type: [T.type])")
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T = new(who, tag)
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if(duration)
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spawn(duration)
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if(T) del(T)
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return
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T.Display(message,title,buttons,default,unfocus,size,table,style,select,flags)
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. = T.Response()
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sd_alert
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var
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client/target
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response
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list/validation
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Del()
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target << browse(null,"window=\ref[src]")
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..()
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New(who, tag)
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..()
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target = who
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src.tag = tag
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Topic(href,params[])
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if(usr.client != target) return
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response = params["clk"]
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proc/Display(message,title,list/buttons,default,unfocus,size,table,style,select,flags)
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if(unfocus) spawn() target << browse(null,null)
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if(istext(buttons)) buttons = list(buttons)
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if(!default) default = buttons[1]
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if(!(flags & SD_ALERT_NOVALIDATE)) validation = buttons.Copy()
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var/html = {"<head><title>[title]</title>[style]<script>\
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function c(x) {document.location.href='BYOND://?src=\ref[src];'+x;}\
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</script></head><body onLoad="fcs.focus();"\
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[(flags&SD_ALERT_SCROLL)?"":" scroll=no"]><table [table]><tr>\
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<td>[message]</td></tr><tr><th>"}
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if(select || (flags & SD_ALERT_SELECT_MULTI)) // select style choices
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html += {"<FORM ID=fcs ACTION='BYOND://?' METHOD=GET>\
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<INPUT TYPE=HIDDEN NAME=src VALUE='\ref[src]'>
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<SELECT NAME=clk SIZE=[select]\
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[(flags & SD_ALERT_SELECT_MULTI)?" MULTIPLE":""]>"}
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for(var/b in buttons)
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html += "<OPTION[(b == default)?" SELECTED":""]>\
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[html_encode(b)]</OPTION>"
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html += "</SELECT><BR><INPUT TYPE=SUBMIT VALUE=Submit></FORM>"
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else if(flags & SD_ALERT_LINKS) // text link style
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for(var/b in buttons)
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var/list/L = list()
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L["clk"] = b
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var/html_string=list2params(L)
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var/focus
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if(b == default) focus = " ID=fcs"
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html += "<A[focus] href=# onClick=\"c('[html_string]')\">[html_encode(b)]</A>\
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<BR>"
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else // button style choices
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for(var/b in buttons)
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var/list/L = list()
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L["clk"] = b
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var/html_string=list2params(L)
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var/focus
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if(b == default) focus = " ID=fcs"
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html += "<INPUT[focus] TYPE=button VALUE='[html_encode(b)]' \
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onClick=\"c('[html_string]')\"> "
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html += "</th></tr></table></body>"
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target << browse(html,"window=\ref[src];size=[size];can_close=0")
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proc/Response()
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var/validated
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while(!validated)
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while(target && !response) // wait for a response
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sleep(2)
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if(response && validation)
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if(istype(response, /list))
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var/list/L = response - validation
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if(L.len) response = null
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else validated = 1
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else if(response in validation) validated = 1
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else response=null
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else validated = 1
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spawn(2) del(src)
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return response
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@@ -21,8 +21,11 @@
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/proc/event()
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event = 1
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if(!sent_ninja_to_station)
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choose_space_ninja()
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return
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var/eventNumbersToPickFrom = list(1,2,4,5,6,7,8,9,10,11,12,13,14, 15) //so ninjas don't cause "empty" events.
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var/eventNumbersToPickFrom = list(1,2,4,5,6,7,8,9,10,11,12,13,14,15) //so ninjas don't cause "empty" events.
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if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round.
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eventNumbersToPickFrom += 3
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@@ -36,7 +39,6 @@
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spawn(700)
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meteor_wave()
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spawn_meteors()
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/*if(2)
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command_alert("Gravitational anomalies detected on the station. There is no additional data.", "Anomaly Alert")
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world << sound('sound/AI/granomalies.ogg')
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@@ -44,8 +46,7 @@
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var/obj/effect/bhole/bh = new /obj/effect/bhole( T.loc, 30 )
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spawn(rand(50, 300))
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del(bh)*/
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/*
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if(3) //Leaving the code in so someone can try and delag it, but this event can no longer occur randomly, per SoS's request. --NEO
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/*if(3) //Leaving the code in so someone can try and delag it, but this event can no longer occur randomly, per SoS's request. --NEO
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command_alert("Space-time anomalies detected on the station. There is no additional data.", "Anomaly Alert")
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world << sound('sound/AI/spanomalies.ogg')
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var/list/turfs = new
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@@ -65,14 +66,12 @@
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P.icon_state = "anom"
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P.name = "wormhole"
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spawn(rand(300,600))
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del(P)
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*/
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/*if(3)
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if((world.time/10)>=3600 && toggle_space_ninja && !sent_ninja_to_station)//If an hour has passed, relatively speaking. Also, if ninjas are allowed to spawn and if there is not already a ninja for the round.
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space_ninja_arrival()//Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like.*/
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del(P)*/
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if(3)
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//Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like.
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choose_space_ninja()
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if(4)
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mini_blob_event()
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if(5)
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high_radiation_event()
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if(6)
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@@ -93,7 +93,33 @@ When I already created about 4 new objectives, this doesn't seem terribly import
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/var/global/toggle_space_ninja = 1//If ninjas can spawn or not.
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/var/global/sent_ninja_to_station = 0//If a ninja is already on the station.
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/proc/space_ninja_arrival()
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/proc/choose_space_ninja()
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var/list/candidates = list() //list of candidate keys
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for(var/mob/dead/observer/G in player_list)
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if(G.client && ((G.client.inactivity/10)/60) <= 5 && G.client.be_spaceninja)
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if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
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candidates += G
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if(!candidates.len) return
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candidates = shuffle(candidates)//Incorporating Donkie's list shuffle
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//loop over all viable candidates, giving them a popup asking if they want to be space ninja
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var/mob/dead/observer/accepted_ghost
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while(candidates.len && !accepted_ghost)
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//ask a different random candidate
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var/mob/dead/observer/G = pick(candidates)
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//give the popup a 30 second timeout in case the player is AFK
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if(sd_Alert(G, "A space ninja is about to spawn. Would you like to play as the ninja?", "Space Ninja", list("Yes","No"), "Yes", 300, 1, "350x125") == "Yes")
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accepted_ghost = G
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else
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candidates -= G
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if(accepted_ghost)
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//someone accepted
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space_ninja_arrival(accepted_ghost)
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/proc/space_ninja_arrival(var/mob/dead/observer/G)
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if(!G)
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return choose_space_ninja()
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var/datum/game_mode/current_mode = ticker.mode
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var/datum/mind/current_mind
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@@ -137,18 +163,9 @@ Malf AIs/silicons aren't added. Monkeys aren't added. Messes with objective comp
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if(L.name == "carpspawn")
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spawn_list.Add(L)
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var/list/candidates = list() //list of candidate keys
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for(var/mob/dead/observer/G in player_list)
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if(G.client && !G.client.holder && ((G.client.inactivity/10)/60) <= 5 && G.client.be_spaceninja)
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if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
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candidates += G.key
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if(!candidates.len) return
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candidates = shuffle(candidates)//Incorporating Donkie's list shuffle
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//The ninja will be created on the right spawn point or at late join.
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var/mob/living/carbon/human/new_ninja = create_space_ninja(pick(spawn_list.len ? spawn_list : latejoin ))
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new_ninja.key = pick(candidates)
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new_ninja.key = G.ckey
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new_ninja.wear_suit:randomize_param()//Give them a random set of suit parameters.
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new_ninja.internal = new_ninja.s_store //So the poor ninja has something to breath when they spawn in spess.
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new_ninja.internals.icon_state = "internal1"
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