Files
CHOMPStation2/code/_onclick/hud/robot.dm
mwerezak 611a42bb33 Gun cleanup and rewrite
Rewrites gun.dm. Reorganizes the firing procedure into logical procs and cleans up some unnecessary variables or demotes them to the subtypes that actually care. Energy weapons that create their own projectiles no longer care about in_chamber. Launcher support is much more natural now.

Cleans up duplicated cyborg energy weapon power supply code. Adds support for energy weapons to recharge from external power sources, unifying cyborg and hardsuit mounted weapons. Incorporates the cyborg taser recharging mechanism. Cleans up laser tag gun duplication

Changes path strings to actual paths. Changes relative paths to absolute paths.

Renamed several targeting vars to make their purposes more clear.

Fixed targeting not handling firing correctly for certain subtypes.
2015-02-11 15:46:09 -05:00

254 lines
7.2 KiB
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var/obj/screen/robot_inventory
/datum/hud/proc/robot_hud()
src.adding = list()
src.other = list()
var/obj/screen/using
//Radio
using = new /obj/screen()
using.name = "radio"
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "radio"
using.screen_loc = ui_movi
using.layer = 20
src.adding += using
//Module select
using = new /obj/screen()
using.name = "module1"
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "inv1"
using.screen_loc = ui_inv1
using.layer = 20
src.adding += using
mymob:inv1 = using
using = new /obj/screen()
using.name = "module2"
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "inv2"
using.screen_loc = ui_inv2
using.layer = 20
src.adding += using
mymob:inv2 = using
using = new /obj/screen()
using.name = "module3"
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "inv3"
using.screen_loc = ui_inv3
using.layer = 20
src.adding += using
mymob:inv3 = using
//End of module select
//Intent
using = new /obj/screen()
using.name = "act_intent"
using.set_dir(SOUTHWEST)
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = (mymob.a_intent == "hurt" ? "harm" : mymob.a_intent)
using.screen_loc = ui_acti
using.layer = 20
src.adding += using
action_intent = using
//Cell
mymob:cells = new /obj/screen()
mymob:cells.icon = 'icons/mob/screen1_robot.dmi'
mymob:cells.icon_state = "charge-empty"
mymob:cells.name = "cell"
mymob:cells.screen_loc = ui_toxin
//Health
mymob.healths = new /obj/screen()
mymob.healths.icon = 'icons/mob/screen1_robot.dmi'
mymob.healths.icon_state = "health0"
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_borg_health
//Installed Module
mymob.hands = new /obj/screen()
mymob.hands.icon = 'icons/mob/screen1_robot.dmi'
mymob.hands.icon_state = "nomod"
mymob.hands.name = "module"
mymob.hands.screen_loc = ui_borg_module
//Module Panel
using = new /obj/screen()
using.name = "panel"
using.icon = 'icons/mob/screen1_robot.dmi'
using.icon_state = "panel"
using.screen_loc = ui_borg_panel
using.layer = 19
src.adding += using
//Store
mymob.throw_icon = new /obj/screen()
mymob.throw_icon.icon = 'icons/mob/screen1_robot.dmi'
mymob.throw_icon.icon_state = "store"
mymob.throw_icon.name = "store"
mymob.throw_icon.screen_loc = ui_borg_store
//Inventory
robot_inventory = new /obj/screen()
robot_inventory.name = "inventory"
robot_inventory.icon = 'icons/mob/screen1_robot.dmi'
robot_inventory.icon_state = "inventory"
robot_inventory.screen_loc = ui_borg_inventory
//Temp
mymob.bodytemp = new /obj/screen()
mymob.bodytemp.icon_state = "temp0"
mymob.bodytemp.name = "body temperature"
mymob.bodytemp.screen_loc = ui_temp
mymob.oxygen = new /obj/screen()
mymob.oxygen.icon = 'icons/mob/screen1_robot.dmi'
mymob.oxygen.icon_state = "oxy0"
mymob.oxygen.name = "oxygen"
mymob.oxygen.screen_loc = ui_oxygen
mymob.fire = new /obj/screen()
mymob.fire.icon = 'icons/mob/screen1_robot.dmi'
mymob.fire.icon_state = "fire0"
mymob.fire.name = "fire"
mymob.fire.screen_loc = ui_fire
mymob.pullin = new /obj/screen()
mymob.pullin.icon = 'icons/mob/screen1_robot.dmi'
mymob.pullin.icon_state = "pull0"
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_borg_pull
mymob.blind = new /obj/screen()
mymob.blind.icon = 'icons/mob/screen1_full.dmi'
mymob.blind.icon_state = "blackimageoverlay"
mymob.blind.name = " "
mymob.blind.screen_loc = "1,1"
mymob.blind.layer = 0
mymob.flash = new /obj/screen()
mymob.flash.icon = 'icons/mob/screen1_robot.dmi'
mymob.flash.icon_state = "blank"
mymob.flash.name = "flash"
mymob.flash.screen_loc = "1,1 to 15,15"
mymob.flash.layer = 17
mymob.zone_sel = new /obj/screen/zone_sel()
mymob.zone_sel.icon = 'icons/mob/screen1_robot.dmi'
mymob.zone_sel.overlays.Cut()
mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
//Handle the gun settings buttons
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
if (mymob.client)
if (mymob.client.gun_mode) // If in aim mode, correct the sprite
mymob.gun_setting_icon.set_dir(2)
for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons
if (G.aim_targets)
mymob.item_use_icon = new /obj/screen/gun/item(null)
if (mymob.client.target_can_click)
mymob.item_use_icon.set_dir(1)
src.adding += mymob.item_use_icon
mymob.gun_move_icon = new /obj/screen/gun/move(null)
if (mymob.client.target_can_move)
mymob.gun_move_icon.set_dir(1)
mymob.gun_run_icon = new /obj/screen/gun/run(null)
if (mymob.client.target_can_run)
mymob.gun_run_icon.set_dir(1)
src.adding += mymob.gun_run_icon
src.adding += mymob.gun_move_icon
mymob.client.screen = null
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon, robot_inventory) //, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += src.adding + src.other
return
/datum/hud/proc/toggle_show_robot_modules()
if(!isrobot(mymob))
return
var/mob/living/silicon/robot/r = mymob
r.shown_robot_modules = !r.shown_robot_modules
update_robot_modules_display()
/datum/hud/proc/update_robot_modules_display()
if(!isrobot(mymob))
return
var/mob/living/silicon/robot/r = mymob
if(r.shown_robot_modules)
//Modules display is shown
//r.client.screen += robot_inventory //"store" icon
if(!r.module)
usr << "<span class='danger'>No module selected</span>"
return
if(!r.module.modules)
usr << "<span class='danger'>Selected module has no modules to select</span>"
return
if(!r.robot_modules_background)
return
var/display_rows = round((r.module.modules.len) / 8) +1 //+1 because round() returns floor of number
r.robot_modules_background.screen_loc = "CENTER-4:16,SOUTH+1:7 to CENTER+3:16,SOUTH+[display_rows]:7"
r.client.screen += r.robot_modules_background
var/x = -4 //Start at CENTER-4,SOUTH+1
var/y = 1
//Unfortunately adding the emag module to the list of modules has to be here. This is because a borg can
//be emagged before they actually select a module. - or some situation can cause them to get a new module
// - or some situation might cause them to get de-emagged or something.
if(r.emagged)
if(!(r.module.emag in r.module.modules))
r.module.modules.Add(r.module.emag)
else
if(r.module.emag in r.module.modules)
r.module.modules.Remove(r.module.emag)
for(var/atom/movable/A in r.module.modules)
if( (A != r.module_state_1) && (A != r.module_state_2) && (A != r.module_state_3) )
//Module is not currently active
r.client.screen += A
if(x < 0)
A.screen_loc = "CENTER[x]:16,SOUTH+[y]:7"
else
A.screen_loc = "CENTER+[x]:16,SOUTH+[y]:7"
A.layer = 20
x++
if(x == 4)
x = -4
y++
else
//Modules display is hidden
//r.client.screen -= robot_inventory //"store" icon
for(var/atom/A in r.module.modules)
if( (A != r.module_state_1) && (A != r.module_state_2) && (A != r.module_state_3) )
//Module is not currently active
r.client.screen -= A
r.shown_robot_modules = 0
r.client.screen -= r.robot_modules_background