mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-20 07:12:55 +00:00
547 lines
13 KiB
Plaintext
547 lines
13 KiB
Plaintext
#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_CONSCIOUS 8
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/datum/action
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var/name = "Generic Action"
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var/desc = null
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var/obj/target = null
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var/check_flags = 0
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var/processing = 0
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var/obj/screen/movable/action_button/button = null
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var/button_icon = 'icons/mob/actions/actions.dmi'
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var/background_icon_state = "bg_default"
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var/icon_icon = 'icons/mob/actions/actions.dmi'
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var/button_icon_state = "default"
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var/mob/owner
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/datum/action/New(var/Target)
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target = Target
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button = new
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button.linked_action = src
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button.name = name
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if(desc)
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button.desc = desc
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/datum/action/Destroy()
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if(owner)
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Remove(owner)
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if(target)
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target = null
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QDEL_NULL(button)
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return ..()
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/datum/action/proc/Grant(mob/M)
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if(owner)
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if(owner == M)
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return
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Remove(owner)
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owner = M
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M.actions += src
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if(M.client)
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M.client.screen += button
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button.locked = TRUE
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M.update_action_buttons()
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/datum/action/proc/Remove(mob/M)
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owner = null
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if(!M)
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return
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if(M.client)
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M.client.screen -= button
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button.moved = FALSE //so the button appears in its normal position when given to another owner.
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button.locked = FALSE
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M.actions -= src
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M.update_action_buttons()
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/datum/action/proc/Trigger()
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if(!IsAvailable())
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return 0
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return 1
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/datum/action/proc/Process()
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return
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/datum/action/proc/IsAvailable()// 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 || owner.IsWeakened())
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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_CONSCIOUS)
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if(owner.stat)
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return 0
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return 1
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/datum/action/proc/UpdateButtonIcon()
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if(button)
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button.icon = button_icon
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button.icon_state = background_icon_state
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button.desc = desc
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ApplyIcon(button)
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if(!IsAvailable())
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button.color = rgb(128,0,0,128)
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else
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button.color = rgb(255,255,255,255)
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return 1
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/datum/action/proc/ApplyIcon(obj/screen/movable/action_button/current_button)
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current_button.overlays.Cut()
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if(icon_icon && button_icon_state)
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var/image/img
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img = image(icon_icon, current_button, button_icon_state)
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img.pixel_x = 0
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img.pixel_y = 0
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current_button.overlays += img
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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_CONSCIOUS
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var/use_itemicon = TRUE
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/datum/action/item_action/New(Target, custom_icon, custom_icon_state)
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..()
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var/obj/item/I = target
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I.actions += src
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if(custom_icon && custom_icon_state)
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use_itemicon = FALSE
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icon_icon = custom_icon
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button_icon_state = custom_icon_state
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/datum/action/item_action/Destroy()
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var/obj/item/I = target
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I.actions -= src
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return ..()
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/datum/action/item_action/Trigger(attack_self = TRUE) //Maybe we don't want to click the thing itself
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if(!..())
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return 0
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if(target && attack_self)
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var/obj/item/I = target
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I.ui_action_click(owner, type)
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return 1
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/datum/action/item_action/ApplyIcon(obj/screen/movable/action_button/current_button)
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if(use_itemicon)
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current_button.overlays.Cut()
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if(target)
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var/obj/item/I = target
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var/old_layer = I.layer
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var/old_plane = I.plane
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I.layer = FLOAT_LAYER //AAAH
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I.plane = FLOAT_PLANE //^ what that guy said
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current_button.cut_overlays()
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current_button.add_overlay(I)
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I.layer = old_layer
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I.plane = old_plane
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else
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..()
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/datum/action/item_action/toggle_light
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name = "Toggle Light"
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/datum/action/item_action/toggle_hood
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name = "Toggle Hood"
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/datum/action/item_action/toggle_firemode
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name = "Toggle Firemode"
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/datum/action/item_action/startchainsaw
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name = "Pull The Starting Cord"
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/datum/action/item_action/print_report
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name = "Print Report"
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/datum/action/item_action/toggle_gunlight
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name = "Toggle Gunlight"
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/datum/action/item_action/toggle_mode
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name = "Toggle Mode"
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/datum/action/item_action/toggle_barrier_spread
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name = "Toggle Barrier Spread"
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/datum/action/item_action/equip_unequip_TED_Gun
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name = "Equip/Unequip TED Gun"
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/datum/action/item_action/toggle_paddles
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name = "Toggle Paddles"
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/datum/action/item_action/set_internals
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name = "Set Internals"
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/datum/action/item_action/set_internals/UpdateButtonIcon()
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if(..()) //button available
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if(iscarbon(owner))
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var/mob/living/carbon/C = owner
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if(target == C.internal)
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button.icon_state = "bg_default_on"
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/datum/action/item_action/toggle_mister
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name = "Toggle Mister"
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/datum/action/item_action/toggle_headphones
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name = "Toggle Headphones"
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/datum/action/item_action/toggle_helmet_light
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name = "Toggle Helmet Light"
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/datum/action/item_action/toggle_welding_screen/plasmaman
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name = "Toggle Welding Screen"
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/datum/action/item_action/toggle_welding_screen/plasmaman/Trigger()
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var/obj/item/clothing/head/helmet/space/plasmaman/H = target
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if(istype(H))
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H.toggle_welding_screen(owner)
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/datum/action/item_action/toggle_helmet_mode
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name = "Toggle Helmet Mode"
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/datum/action/item_action/toggle_hardsuit_mode
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name = "Toggle Hardsuit Mode"
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/datum/action/item_action/toggle_unfriendly_fire
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name = "Toggle Friendly Fire \[ON\]"
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desc = "Toggles if the club's blasts cause friendly fire."
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button_icon_state = "vortex_ff_on"
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/datum/action/item_action/toggle_unfriendly_fire/Trigger()
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if(..())
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UpdateButtonIcon()
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/datum/action/item_action/toggle_unfriendly_fire/UpdateButtonIcon()
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if(istype(target, /obj/item/hierophant_club))
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var/obj/item/hierophant_club/H = target
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if(H.friendly_fire_check)
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button_icon_state = "vortex_ff_off"
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name = "Toggle Friendly Fire \[OFF\]"
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button.name = name
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else
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button_icon_state = "vortex_ff_on"
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name = "Toggle Friendly Fire \[ON\]"
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button.name = name
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..()
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/datum/action/item_action/synthswitch
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name = "Change Synthesizer Instrument"
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desc = "Change the type of instrument your synthesizer is playing as."
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/datum/action/item_action/synthswitch/Trigger()
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if(istype(target, /obj/item/instrument/piano_synth))
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var/obj/item/instrument/piano_synth/synth = target
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var/chosen = input("Choose the type of instrument you want to use", "Instrument Selection", "piano") as null|anything in synth.insTypes
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if(!synth.insTypes[chosen])
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return
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return synth.changeInstrument(chosen)
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return ..()
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/datum/action/item_action/vortex_recall
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name = "Vortex Recall"
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desc = "Recall yourself, and anyone nearby, to an attuned hierophant beacon at any time.<br>If the beacon is still attached, will detach it."
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button_icon_state = "vortex_recall"
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/datum/action/item_action/vortex_recall/IsAvailable()
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if(istype(target, /obj/item/hierophant_club))
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var/obj/item/hierophant_club/H = target
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if(H.teleporting)
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return 0
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return ..()
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/datum/action/item_action/toggle
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/datum/action/item_action/toggle/New(Target)
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..()
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name = "Toggle [target.name]"
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button.name = name
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/datum/action/item_action/openclose
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/datum/action/item_action/openclose/New(Target)
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..()
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name = "Open/Close [target.name]"
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button.name = name
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/datum/action/item_action/button
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/datum/action/item_action/button/New(Target)
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..()
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name = "Button/Unbutton [target.name]"
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button.name = name
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/datum/action/item_action/zipper
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/datum/action/item_action/zipper/New(Target)
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..()
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name = "Zip/Unzip [target.name]"
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button.name = name
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/datum/action/item_action/halt
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name = "HALT!"
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/datum/action/item_action/selectphrase
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name = "Change Phrase"
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/datum/action/item_action/hoot
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name = "Hoot"
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/datum/action/item_action/caw
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name = "Caw"
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/datum/action/item_action/toggle_voice_box
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name = "Toggle Voice Box"
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/datum/action/item_action/change
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name = "Change"
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/datum/action/item_action/noir
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name = "Noir"
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/datum/action/item_action/YEEEAAAAAHHHHHHHHHHHHH
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name = "YEAH!"
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/datum/action/item_action/adjust
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/datum/action/item_action/adjust/New(Target)
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..()
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name = "Adjust [target.name]"
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button.name = name
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/datum/action/item_action/pontificate
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name = "Pontificate Evilly"
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/datum/action/item_action/tip_fedora
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name = "Tip Fedora"
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/datum/action/item_action/flip_cap
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name = "Flip Cap"
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/datum/action/item_action/switch_hud
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name = "Switch HUD"
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/datum/action/item_action/toggle_wings
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name = "Toggle Wings"
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/datum/action/item_action/toggle_helmet
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name = "Toggle Helmet"
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/datum/action/item_action/remove_tape
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name = "Remove Duct Tape"
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/datum/action/item_action/remove_tape/Trigger(attack_self = FALSE)
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if(..())
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var/datum/component/ducttape/DT = target.GetComponent(/datum/component/ducttape)
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DT.remove_tape(target, usr)
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/datum/action/item_action/toggle_jetpack
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name = "Toggle Jetpack"
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/datum/action/item_action/jetpack_stabilization
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name = "Toggle Jetpack Stabilization"
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/datum/action/item_action/jetpack_stabilization/IsAvailable()
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var/obj/item/tank/jetpack/J = target
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if(!istype(J) || !J.on)
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return 0
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return ..()
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/datum/action/item_action/hands_free
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check_flags = AB_CHECK_CONSCIOUS
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/datum/action/item_action/hands_free/activate
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name = "Activate"
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/datum/action/item_action/toggle_research_scanner
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name = "Toggle Research Scanner"
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button_icon_state = "scan_mode"
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/datum/action/item_action/toggle_research_scanner/Trigger()
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if(IsAvailable())
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owner.research_scanner = !owner.research_scanner
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to_chat(owner, "<span class='notice'>Research analyzer is now [owner.research_scanner ? "active" : "deactivated"].</span>")
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return 1
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/datum/action/item_action/toggle_research_scanner/Remove(mob/living/L)
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if(owner)
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owner.research_scanner = 0
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..()
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/datum/action/item_action/toggle_research_scanner/ApplyIcon(obj/screen/movable/action_button/current_button)
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current_button.overlays.Cut()
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if(button_icon && button_icon_state)
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var/image/img = image(button_icon, current_button, "scan_mode")
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current_button.overlays += img
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/datum/action/item_action/instrument
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name = "Use Instrument"
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desc = "Use the instrument specified"
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/datum/action/item_action/instrument/Trigger()
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if(istype(target, /obj/item/instrument))
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var/obj/item/instrument/I = target
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I.interact(usr)
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return
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return ..()
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/datum/action/item_action/remove_badge
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name = "Remove Holobadge"
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// Jump boots
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/datum/action/item_action/bhop
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name = "Activate Jump Boots"
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desc = "Activates the jump boot's internal propulsion system, allowing the user to dash over 4-wide gaps."
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icon_icon = 'icons/mob/actions/actions.dmi'
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button_icon_state = "jetboot"
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///prset for organ actions
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/datum/action/item_action/organ_action
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check_flags = AB_CHECK_CONSCIOUS
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/datum/action/item_action/organ_action/IsAvailable()
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var/obj/item/organ/internal/I = target
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if(!I.owner)
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return 0
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return ..()
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/datum/action/item_action/organ_action/toggle
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/datum/action/item_action/organ_action/toggle/New(Target)
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..()
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name = "Toggle [target.name]"
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button.name = name
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/datum/action/item_action/organ_action/use/New(Target)
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..()
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name = "Use [target.name]"
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button.name = name
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/datum/action/item_action/voice_changer/toggle
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name = "Toggle Voice Changer"
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/datum/action/item_action/voice_changer/voice
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name = "Set Voice"
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/datum/action/item_action/voice_changer/voice/Trigger()
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if(!IsAvailable())
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return FALSE
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var/obj/item/voice_changer/V = target
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V.set_voice(usr)
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// for clothing accessories like holsters
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/datum/action/item_action/accessory
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check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING|AB_CHECK_CONSCIOUS
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/datum/action/item_action/accessory/IsAvailable()
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. = ..()
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if(!.)
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return 0
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if(target.loc == owner)
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return 1
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if(istype(target.loc, /obj/item/clothing/under) && target.loc.loc == owner)
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return 1
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return 0
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/datum/action/item_action/accessory/holster
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name = "Holster"
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/datum/action/item_action/accessory/storage
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name = "View Storage"
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//Preset for spells
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/datum/action/spell_action
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check_flags = 0
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background_icon_state = "bg_spell"
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/datum/action/spell_action/New(Target)
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..()
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var/obj/effect/proc_holder/spell/S = target
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S.action = src
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name = S.name
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desc = S.desc
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button_icon = S.action_icon
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button_icon_state = S.action_icon_state
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background_icon_state = S.action_background_icon_state
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button.name = name
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/datum/action/spell_action/Destroy()
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var/obj/effect/proc_holder/spell/S = target
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S.action = null
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return ..()
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/datum/action/spell_action/Trigger()
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if(!..())
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return 0
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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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return 1
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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(spell.special_availability_check)
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return 1
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if(owner)
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return spell.can_cast(owner)
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return 0
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/*
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/datum/action/spell_action/alien
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/datum/action/spell_action/alien/IsAvailable()
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if(!target)
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return 0
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var/obj/effect/proc_holder/alien/ab = target
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if(owner)
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return ab.cost_check(ab.check_turf, owner, 1)
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return 0
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*/
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//Preset for general and toggled actions
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/datum/action/innate
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check_flags = 0
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var/active = 0
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/datum/action/innate/Trigger()
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if(!..())
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return 0
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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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return 1
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/datum/action/innate/proc/Activate()
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return
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/datum/action/innate/proc/Deactivate()
|
|
return
|
|
|
|
//Preset for action that call specific procs (consider innate)
|
|
/datum/action/generic
|
|
check_flags = 0
|
|
var/procname
|
|
|
|
/datum/action/generic/Trigger()
|
|
if(!..())
|
|
return 0
|
|
if(target && procname)
|
|
call(target,procname)(usr)
|
|
return 1
|