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https://github.com/ParadiseSS13/Paradise.git
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d20298e996
This commit first and foremost ports the -tg- atom pooling system, and removes the old experimental system entirely. Secondly, this PR modifies the qdel system to use a -tg- lookalike "destroy hint" system, which means that individual objects can tell qdel what to do with them beyond taking care of things they need to delete. This ties into the atom pooling system via a new hint define, QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of deleting it as per standard. Emitter beams are now fully pooled. Qdel now has semi-compatibility with all datum types, however it is not the same as -tg-'s "Queue everything!" system. It simply passes it through the GC immediately and adds it to the "hard del" lists. This means that reagents can be qdel'ed, but there is no purpose as of yet, as it is more or less the same as just deleting them, with the added effect of adding logs of them being deleted to the garbage collector.
248 lines
5.6 KiB
Plaintext
248 lines
5.6 KiB
Plaintext
#define AB_ITEM 1
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#define AB_SPELL 2
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#define AB_INNATE 3
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#define AB_GENERIC 4
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#define AB_CHECK_RESTRAINED 1
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#define AB_CHECK_STUNNED 2
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#define AB_CHECK_LYING 4
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#define AB_CHECK_ALIVE 8
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#define AB_CHECK_INSIDE 16
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/datum/action
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var/name = "Generic Action"
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var/action_type = AB_ITEM
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var/procname = null
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var/atom/movable/target = null
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var/check_flags = 0
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var/processing = 0
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var/active = 0
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var/obj/screen/movable/action_button/button = null
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var/button_icon = 'icons/mob/actions.dmi'
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var/button_icon_state = "default"
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var/background_icon_state = "bg_default"
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var/mob/living/owner
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/datum/action/New(var/Target)
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target = Target
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/datum/action/Destroy()
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if(owner)
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Remove(owner)
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return ..()
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/datum/action/proc/Grant(mob/living/T)
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if(owner)
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if(owner == T)
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return
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Remove(owner)
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owner = T
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owner.actions.Add(src)
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owner.update_action_buttons()
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return
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/datum/action/proc/Remove(mob/living/T)
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if(button)
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if(T.client)
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T.client.screen -= button
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del(button)
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T.actions.Remove(src)
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T.update_action_buttons()
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owner = null
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return
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/datum/action/proc/Trigger()
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if(!Checks())
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return
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switch(action_type)
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if(AB_ITEM)
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if(target)
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var/obj/item/item = target
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item.ui_action_click()
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if(AB_SPELL)
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if(target)
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var/obj/effect/proc_holder/spell = target
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spell.Click()
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if(AB_INNATE)
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if(!active)
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Activate()
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else
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Deactivate()
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if(AB_GENERIC)
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if(target && procname)
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call(target,procname)(usr)
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return
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/datum/action/proc/Activate()
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return
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/datum/action/proc/Deactivate()
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return
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/datum/action/proc/Process()
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return
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/datum/action/proc/CheckRemoval(mob/living/user) // 1 if action is no longer valid for this mob and should be removed
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return 0
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/datum/action/proc/IsAvailable()
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return Checks()
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/datum/action/proc/Checks()// returns 1 if all checks pass
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if(!owner)
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return 0
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if(check_flags & AB_CHECK_RESTRAINED)
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if(owner.restrained())
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return 0
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if(check_flags & AB_CHECK_STUNNED)
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if(owner.stunned)
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return 0
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if(check_flags & AB_CHECK_LYING)
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if(owner.lying)
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return 0
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if(check_flags & AB_CHECK_ALIVE)
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if(owner.stat)
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return 0
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if(check_flags & AB_CHECK_INSIDE)
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if(!(target in owner))
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return 0
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return 1
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/datum/action/proc/UpdateName()
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return name
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/obj/screen/movable/action_button
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var/datum/action/owner
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screen_loc = "WEST,NORTH"
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/obj/screen/movable/action_button/Click(location,control,params)
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var/list/modifiers = params2list(params)
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if(modifiers["shift"])
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moved = 0
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return 1
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if(usr.next_move >= world.time) // Is this needed ?
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return
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owner.Trigger()
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return 1
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/obj/screen/movable/action_button/proc/UpdateIcon()
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if(!owner)
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return
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icon = owner.button_icon
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icon_state = owner.background_icon_state
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overlays.Cut()
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var/image/img
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if(owner.action_type == AB_ITEM && owner.target)
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var/obj/item/I = owner.target
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img = image(I.icon, src , I.icon_state)
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else if(owner.button_icon && owner.button_icon_state)
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img = image(owner.button_icon,src,owner.button_icon_state)
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img.pixel_x = 0
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img.pixel_y = 0
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overlays += img
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if(!owner.IsAvailable())
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color = rgb(128,0,0,128)
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else
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color = rgb(255,255,255,255)
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//Hide/Show Action Buttons ... Button
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/obj/screen/movable/action_button/hide_toggle
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name = "Hide Buttons"
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icon = 'icons/mob/actions.dmi'
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icon_state = "bg_default"
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var/hidden = 0
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/obj/screen/movable/action_button/hide_toggle/Click()
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usr.hud_used.action_buttons_hidden = !usr.hud_used.action_buttons_hidden
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hidden = usr.hud_used.action_buttons_hidden
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if(hidden)
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name = "Show Buttons"
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else
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name = "Hide Buttons"
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UpdateIcon()
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usr.update_action_buttons()
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/obj/screen/movable/action_button/hide_toggle/proc/InitialiseIcon(var/mob/living/user)
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if(isalien(user))
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icon_state = "bg_alien"
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else
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icon_state = "bg_default"
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UpdateIcon()
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return
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/obj/screen/movable/action_button/hide_toggle/UpdateIcon()
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overlays.Cut()
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var/image/img = image(icon,src,hidden?"show":"hide")
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overlays += img
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return
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//This is the proc used to update all the action buttons. Properly defined in /mob/living/
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/mob/proc/update_action_buttons()
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return
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#define AB_WEST_OFFSET 4
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#define AB_NORTH_OFFSET 26
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#define AB_MAX_COLUMNS 10
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/datum/hud/proc/ButtonNumberToScreenCoords(var/number) // TODO : Make this zero-indexed for readabilty
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var/row = round((number-1)/AB_MAX_COLUMNS)
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var/col = ((number - 1)%(AB_MAX_COLUMNS)) + 1
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var/coord_col = "+[col-1]"
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var/coord_col_offset = 4+2*col
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var/coord_row = "[-1 - row]"
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var/coord_row_offset = 26
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return "WEST[coord_col]:[coord_col_offset],NORTH[coord_row]:[coord_row_offset]"
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/datum/hud/proc/SetButtonCoords(var/obj/screen/button,var/number)
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var/row = round((number-1)/AB_MAX_COLUMNS)
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var/col = ((number - 1)%(AB_MAX_COLUMNS)) + 1
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var/x_offset = 32*(col-1) + 4 + 2*col
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var/y_offset = -32*(row+1) + 26
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var/matrix/M = matrix()
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M.Translate(x_offset,y_offset)
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button.transform = M
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//Presets for item actions
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/datum/action/item_action
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check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING|AB_CHECK_ALIVE|AB_CHECK_INSIDE
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/datum/action/item_action/CheckRemoval(mob/living/user)
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return !(target in user)
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/datum/action/item_action/hands_free
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check_flags = AB_CHECK_ALIVE|AB_CHECK_INSIDE
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//Preset for spells
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/datum/action/spell_action
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action_type = AB_SPELL
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check_flags = 0
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background_icon_state = "bg_spell"
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/datum/action/spell_action/UpdateName()
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var/obj/effect/proc_holder/spell/spell = target
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return spell.name
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/datum/action/spell_action/IsAvailable()
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if(!target)
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return 0
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var/obj/effect/proc_holder/spell/spell = target
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if(usr)
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return spell.can_cast(usr)
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else
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if(owner)
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return spell.can_cast(owner)
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return 1
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/datum/action/spell_action/CheckRemoval()
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if(owner.mind)
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if(target in owner.mind.spell_list)
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return 0
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return !(target in owner.spell_list) |