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Paradise/code/datums/actions/action.dm
T

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/datum/action
var/name = "Generic Action"
var/desc = null
var/obj/target = null
var/check_flags = 0
/// Icon that our button screen object overlay and background
var/button_overlay_icon = 'icons/mob/actions/actions.dmi'
/// Icon state of screen object overlay
var/button_overlay_icon_state = ACTION_BUTTON_DEFAULT_OVERLAY
/// Icon that our button screen object background will have
var/button_background_icon = 'icons/mob/actions/actions.dmi'
/// Icon state of screen object background
var/button_background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
var/buttontooltipstyle = ""
var/transparent_when_unavailable = TRUE
var/mob/owner
/// Where any buttons we create should be by default. Accepts screen_loc and location defines
var/default_button_position = SCRN_OBJ_IN_LIST
/// Map of huds viewing a button with our action -> their button
var/list/viewers = list()
/// Whether or not this will be shown to observers
var/show_to_observers = TRUE
/datum/action/New(Target)
target = Target
/datum/action/proc/should_draw_cooldown()
return !IsAvailable()
/datum/action/proc/clear_ref(datum/ref)
SIGNAL_HANDLER
if(ref == owner)
Remove(owner)
if(ref == target)
qdel(src)
/datum/action/Destroy()
if(owner)
Remove(owner)
if(target)
target = null
QDEL_LIST_ASSOC_VAL(viewers) // Qdel the buttons in the viewers list **NOT THE HUDS**
return ..()
/datum/action/proc/Grant(mob/M)
if(!M)
Remove(owner)
return
if(owner)
if(owner == M)
return
Remove(owner)
owner = M
RegisterSignal(owner, COMSIG_PARENT_QDELETING, PROC_REF(clear_ref), override = TRUE)
SEND_SIGNAL(src, COMSIG_ACTION_GRANTED, owner)
SEND_SIGNAL(owner, COMSIG_MOB_GRANTED_ACTION, src)
GiveAction(M)
/datum/action/proc/Remove(mob/remove_from)
for(var/datum/hud/hud in viewers)
if(!hud.mymob)
continue
HideFrom(hud.mymob)
remove_from?.actions -= src // We aren't always properly inserted into the viewers list, gotta make sure that action's cleared
viewers = list()
// owner = null
if(isnull(owner))
return
SEND_SIGNAL(src, COMSIG_ACTION_REMOVED, owner)
SEND_SIGNAL(owner, COMSIG_MOB_REMOVED_ACTION, src)
if(target == owner)
RegisterSignal(target, COMSIG_PARENT_QDELETING, PROC_REF(clear_ref), override = TRUE)
if(owner == remove_from)
UnregisterSignal(owner, COMSIG_PARENT_QDELETING)
owner = null
/datum/action/proc/UpdateButtons(status_only, force)
for(var/datum/hud/hud in viewers)
var/atom/movable/screen/movable/button = viewers[hud]
UpdateButton(button, status_only, force)
/datum/action/proc/Trigger(left_click = TRUE)
if(!IsAvailable())
return FALSE
if(SEND_SIGNAL(src, COMSIG_ACTION_TRIGGER, src) & COMPONENT_ACTION_BLOCK_TRIGGER)
return FALSE
return TRUE
/datum/action/proc/AltTrigger()
Trigger()
return FALSE
/datum/action/proc/IsAvailable()// returns 1 if all checks pass
if(!owner)
return FALSE
if((check_flags & AB_CHECK_HANDS_BLOCKED) && HAS_TRAIT(owner, TRAIT_HANDS_BLOCKED))
return FALSE
if((check_flags & AB_CHECK_IMMOBILE) && HAS_TRAIT(owner, TRAIT_IMMOBILIZED))
return FALSE
if(check_flags & AB_CHECK_RESTRAINED)
if(owner.restrained())
return FALSE
if(check_flags & AB_CHECK_STUNNED)
if(isliving(owner))
var/mob/living/L = owner
if(L.IsStunned() || L.IsWeakened())
return FALSE
if(check_flags & AB_CHECK_LYING)
if(isliving(owner))
var/mob/living/L = owner
if(IS_HORIZONTAL(L))
return FALSE
if(check_flags & AB_CHECK_CONSCIOUS)
if(owner.stat)
return FALSE
if(check_flags & AB_CHECK_TURF)
if(!isturf(owner.loc))
return FALSE
return TRUE
/datum/action/proc/UpdateButton(atom/movable/screen/movable/action_button/button, status_only = FALSE, force = FALSE)
if(!button)
return
if(!status_only)
button.name = name
if(desc)
button.desc = "[desc] [initial(button.desc)]"
if(owner?.hud_used && button_background_icon_state == ACTION_BUTTON_DEFAULT_BACKGROUND)
var/list/settings = owner.hud_used.get_action_buttons_icons()
if(button.icon != settings["bg_icon"])
button.icon = settings["bg_icon"]
if(button.icon_state != settings["bg_state"])
button.icon_state = settings["bg_state"]
else
if(button.icon != button_background_icon)
button.icon = button_background_icon
if(button.icon_state != button_background_icon_state)
button.icon_state = button_background_icon_state
apply_button_overlay(button, force)
if(should_draw_cooldown())
apply_unavailable_effect(button)
else
return TRUE
//Give our action button to the player
/datum/action/proc/GiveAction(mob/viewer)
var/datum/hud/our_hud = viewer.hud_used
if(viewers[our_hud]) // Already have a copy of us? go away
return
viewer.actions |= src // Move this in
ShowTo(viewer)
//Adds our action button to the screen of a player
/datum/action/proc/ShowTo(mob/viewer)
var/datum/hud/our_hud = viewer.hud_used
if(!our_hud || viewers[our_hud]) // There's no point in this if you have no hud in the first place
return
var/atom/movable/screen/movable/action_button/button = CreateButton()
SetId(button, viewer)
button.our_hud = our_hud
viewers[our_hud] = button
if(viewer.client)
viewer.client.screen += button
button.load_position(viewer)
viewer.update_action_buttons()
//Removes our action button from the screen of a player
/datum/action/proc/HideFrom(mob/viewer)
var/datum/hud/our_hud = viewer.hud_used
var/atom/movable/screen/movable/action_button/button = viewers[our_hud]
viewer.actions -= src
if(button)
button.clean_up_keybinds(viewer)
qdel(button)
/datum/action/proc/CreateButton()
var/atom/movable/screen/movable/action_button/button = new()
button.linked_action = src
button.name = name
button.actiontooltipstyle = buttontooltipstyle
var/list/our_description = list()
our_description += desc
our_description += button.desc
button.desc = our_description.Join(" ")
return button
/datum/action/proc/SetId(atom/movable/screen/movable/action_button/our_button, mob/owner)
//button id generation
var/bitfield = 0
for(var/datum/action/action in owner.actions)
if(action == src) // This could be us, which is dumb
continue
var/atom/movable/screen/movable/action_button/button = action.viewers[owner.hud_used]
if(action.name == name && button?.id)
bitfield |= button.id
bitfield = ~bitfield // Flip our possible ids, so we can check if we've found a unique one
for(var/i in 0 to 23) // We get 24 possible bitflags in dm
var/bitflag = 1 << i // Shift us over one
if(bitfield & bitflag)
our_button.id = bitflag
return
/datum/action/proc/apply_unavailable_effect(atom/movable/screen/movable/action_button/B)
var/image/img = image('icons/mob/screen_white.dmi', icon_state = "template")
img.alpha = 200
img.appearance_flags = RESET_COLOR | RESET_ALPHA
img.color = "#000000"
img.plane = FLOAT_PLANE + 1
B.add_overlay(img)
/datum/action/proc/apply_button_overlay(atom/movable/screen/movable/action_button/current_button)
current_button.cut_overlays()
if(button_overlay_icon && button_overlay_icon_state)
var/image/img = image(button_overlay_icon, current_button, button_overlay_icon_state)
img.appearance_flags = RESET_COLOR | RESET_ALPHA
img.pixel_x = 0
img.pixel_y = 0
current_button.add_overlay(img)