Partial commit for the cyborg UI upgrade, which gets rid of the pop-up window for module selection, instead displaying the available modules in storage-item like fashion.

Conflicts:
	code/_onclick/hud/_defines.dm
	code/_onclick/hud/robot.dm
	code/game/objects/items.dm
	code/modules/mob/living/silicon/robot/inventory.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/mob_defines.dm
This commit is contained in:
errorage
2014-01-06 04:25:28 +01:00
committed by ZomgPonies
parent eea98e632d
commit eeeb68638f
8 changed files with 165 additions and 38 deletions
+5 -4
View File
@@ -47,7 +47,9 @@
#define ui_inv1 "6:16,1:5" //borgs
#define ui_inv2 "7:16,1:5" //borgs
#define ui_inv3 "8:16,1:5" //borgs
#define ui_borg_store "9:16,1:5" //borgs
#define ui_borg_module "CENTER+1:16,SOUTH:5"
#define ui_borg_store "CENTER+2:16,SOUTH:5" //borgs
#define ui_monkey_mask "5:14,1:5" //monkey
#define ui_monkey_back "6:14,1:5" //monkey
@@ -61,9 +63,8 @@
#define ui_zonesel "14:28,1:5"
#define ui_acti_alt "14:28,1:5" //alternative intent switcher for when the interface is hidden (F12)
#define ui_borg_pull "12:24,2:7"
#define ui_borg_module "13:26,2:7"
#define ui_borg_panel "14:28,2:7"
#define ui_borg_pull "EAST-2:26,SOUTH+1:7"
#define ui_borg_panel "EAST-1:28,SOUTH+1:7"
//Gun buttons
#define ui_gun1 "13:26,3:7"
+63 -1
View File
@@ -164,7 +164,69 @@
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) //, mymob.rest, mymob.sleep, mymob.mach )
mymob.client.screen += list(mymob.zone_sel, mymob.oxygen, mymob.fire, mymob.hands, mymob.healths, mymob:cells, mymob.pullin, mymob.blind, mymob.flash, mymob.gun_setting_icon) //, 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 += r.throw_icon //"store" icon
if(!r.module)
usr << "\red No module selected"
return
if(!r.module.modules)
usr << "\red Selected module has no modules to select"
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
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 -= r.throw_icon //"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
+9 -5
View File
@@ -331,10 +331,12 @@
usr.drop_item_v()
if("module")
if(issilicon(usr))
if(usr:module)
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
if(R.module)
R.hud_used.toggle_show_robot_modules()
return 1
usr:pick_module()
R.pick_module()
if("radio")
if(issilicon(usr))
@@ -344,8 +346,10 @@
usr:installed_modules()
if("store")
if(issilicon(usr))
usr:uneq_active()
if(isrobot(usr))
var/mob/living/silicon/robot/R = usr
R.uneq_active()
R.hud_used.update_robot_modules_display()
if("module1")
if(istype(usr, /mob/living/silicon/robot))
+1 -1
View File
@@ -155,7 +155,7 @@
else
//world << "[D.name] not close enough | [get_dist(D, target)] | [dist]"
if(tobeopened)
switch(alert(G, "Do you want to open \the [tobeopened] for [target]?","Doorknob_v2a.exe","Yes","No"))
switch(alert(src, "Do you want to open \the [tobeopened] for [target]?","Doorknob_v2a.exe","Yes","No"))
if("Yes")
var/nhref = "src=\ref[tobeopened];aiEnable=7"
tobeopened.Topic(nhref, params2list(nhref), tobeopened, 1)
+21 -1
View File
@@ -119,6 +119,7 @@
return
if (istype(src.loc, /obj/item/weapon/storage))
//If the item is in a storage item, take it out
var/obj/item/weapon/storage/S = src.loc
S.remove_from_storage(src)
@@ -171,6 +172,25 @@
user.put_in_active_hand(src)
return
/obj/item/attack_alien(mob/user as mob)
var/mob/living/carbon/alien/A = user
if(!A.has_fine_manipulation || w_class >= 4)
if(src in A.contents) // To stop Aliens having items stuck in their pockets
A.drop_from_inventory(src)
user << "Your claws aren't capable of such fine manipulation."
return
attack_paw(A)
/obj/item/attack_ai(mob/user as mob)
if (istype(src.loc, /obj/item/weapon/robot_module))
//If the item is part of a cyborg module, equip it
if(!isrobot(user)) return
var/mob/living/silicon/robot/R = user
R.activate_module(src)
R.hud_used.update_robot_modules_display()
// Due to storage type consolidation this should get used more now.
// I have cleaned it up a little, but it could probably use more. -Sayu
/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -619,4 +639,4 @@
//not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made.
for(var/obj/item/A in world)
if(A.type == type && !A.blood_overlay)
A.blood_overlay = I
A.blood_overlay = I
@@ -15,6 +15,26 @@
if (client)
client.screen -= module_state_1
contents -= module_state_1
/mob/living/silicon/robot/proc/uneq_module(obj/item/O)
if(!O)
return 0
if(istype(O,/obj/item/borg/sight))
var/obj/item/borg/sight/S = O
sight_mode &= ~S.sight_mode
else if(istype(O, /obj/item/device/flashlight))
var/obj/item/device/flashlight/F = O
if(F.on)
F.on = 0
F.update_brightness(src)
if(client)
client.screen -= O
contents -= O
if(module)
O.loc = module //Return item to module so it appears in its contents, so it can be taken out again.
if(module_active == O)
module_active = null
module_state_1 = null
inv1.icon_state = "inv1"
@@ -37,6 +57,35 @@
module_state_3 = null
inv3.icon_state = "inv3"
updateicon()
return 1
/mob/living/silicon/robot/proc/activate_module(var/obj/item/O)
if(!(locate(O) in src.module.modules) && O != src.module.emag)
return
if(activated(O))
src << "Already activated"
return
if(!module_state_1)
module_state_1 = O
O.layer = 20
contents += O
if(istype(module_state_1,/obj/item/borg/sight))
sight_mode |= module_state_1:sight_mode
else if(!module_state_2)
module_state_2 = O
O.layer = 20
contents += O
if(istype(module_state_2,/obj/item/borg/sight))
sight_mode |= module_state_2:sight_mode
else if(!module_state_3)
module_state_3 = O
O.layer = 20
contents += O
if(istype(module_state_3,/obj/item/borg/sight))
sight_mode |= module_state_3:sight_mode
else
src << "You need to disable a module first!"
/mob/living/silicon/robot/proc/uneq_all()
module_active = null
+12 -26
View File
@@ -18,6 +18,9 @@
var/obj/screen/inv2 = null
var/obj/screen/inv3 = null
var/shown_robot_modules = 0 //Used to determine whether they have the module menu shown or not
var/obj/screen/robot_modules_background
//3 Modules can be activated at any one time.
var/obj/item/weapon/robot_module/module = null
var/module_active = null
@@ -71,6 +74,13 @@
spark_system.set_up(5, 0, src)
spark_system.attach(src)
// wires = new(src)
robot_modules_background = new()
robot_modules_background.icon_state = "block"
robot_modules_background.layer = 19 //Objects that appear on screen are on layer 20, UI should be just below it.
ident = rand(1, 999)
updatename("Default")
updateicon()
@@ -1111,31 +1121,7 @@
if (href_list["act"])
var/obj/item/O = locate(href_list["act"])
if(!(locate(O) in src.module.modules) && O != src.module.emag)
return
if(activated(O))
src << "Already activated"
return
if(!module_state_1)
module_state_1 = O
O.layer = 20
contents += O
if(istype(module_state_1,/obj/item/borg/sight))
sight_mode |= module_state_1:sight_mode
else if(!module_state_2)
module_state_2 = O
O.layer = 20
contents += O
if(istype(module_state_2,/obj/item/borg/sight))
sight_mode |= module_state_2:sight_mode
else if(!module_state_3)
module_state_3 = O
O.layer = 20
contents += O
if(istype(module_state_3,/obj/item/borg/sight))
sight_mode |= module_state_3:sight_mode
else
src << "You need to disable a module first!"
activate_module(O)
installed_modules()
if (href_list["deact"])
@@ -1286,4 +1272,4 @@
triesleft = 0
return
else
src << "Your icon has been set. You now require a module reset to change it."
src << "Your icon has been set. You now require a module reset to change it."
+5
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@@ -90,6 +90,11 @@
return 1
return 0
/proc/isAIEye(A)
if(istype(A, /mob/camera/aiEye))
return 1
return 0
/proc/ispAI(A)
if(istype(A, /mob/living/silicon/pai))
return 1