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* lol * FUCK YEAH * the rest of the bundle * Update code/modules/asset_cache/assets/asset_orbit_icons.dm Co-authored-by: warriorstar-orion <orion@snowfrost.garden> * little tgui thang --------- Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
174 lines
5.5 KiB
Plaintext
174 lines
5.5 KiB
Plaintext
/datum/orbit_menu
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var/mob/dead/observer/owner
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/datum/orbit_menu/New(mob/dead/observer/new_owner)
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if(!istype(new_owner))
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qdel(src)
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owner = new_owner
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/datum/orbit_menu/ui_state(mob/user)
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return GLOB.observer_state
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/datum/orbit_menu/ui_interact(mob/user, datum/tgui/ui = null)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "Orbit", "Orbit")
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ui.open()
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/datum/orbit_menu/ui_assets(mob/user)
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return list(
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get_asset_datum(/datum/asset/spritesheet/orbit_job)
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)
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/datum/orbit_menu/ui_act(action, list/params, datum/tgui/ui)
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. = ..()
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if(.)
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return
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switch(action)
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if("orbit")
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var/ref = params["ref"]
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var/atom/movable/poi = (locate(ref) in GLOB.mob_list) || (locate(ref) in GLOB.poi_list)
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if(poi == null)
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. = TRUE
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return
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owner.ManualFollow(poi)
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. = TRUE
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if("refresh")
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update_static_data(owner, ui)
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. = TRUE
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/datum/orbit_menu/ui_static_data(mob/user)
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var/list/data = list()
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var/list/alive = list()
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var/list/highlights = list()
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var/list/response_teams = list()
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var/list/antagonists = list()
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var/list/dead = list()
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var/list/ghosts = list()
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var/list/misc = list()
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var/list/npcs = list()
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var/length_of_ghosts = length(get_observers())
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var/list/pois = getpois(mobs_only = FALSE, skip_mindless = FALSE)
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for(var/name in pois)
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var/mob/M = pois[name]
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if(name == null)
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if(pois[name] && M.type)
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stack_trace("getpois returned something under a null name. Type: [M.type]")
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else
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stack_trace("getpois returned a null value")
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continue
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var/list/serialized = list()
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serialized["name"] = "[name]" // stringify it; If it's null or something - we'd like to know it and fix getpois()
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if(serialized["name"] != name)
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stack_trace("getpois returned something under a non-string name [name] - [pois[name]] - [M.type]")
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continue
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serialized["ref"] = "\ref[M]"
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var/list/orbiters = M.get_orbiters_recursive()
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if(length(orbiters) > 0)
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serialized["orbiters"] = length(orbiters)
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if(istype(M))
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if(isnewplayer(M)) // People in the lobby screen; only have their ckey as a name.
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continue
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if(isobserver(M) && M.client)
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ghosts += list(serialized)
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else if(M.mind == null)
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npcs += list(serialized)
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else if(M.stat == DEAD)
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dead += list(serialized)
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else
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if(length(orbiters) >= 0.2 * length_of_ghosts) // They're important if 20% of observers are watching them
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highlights += list(serialized)
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alive += list(serialized)
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var/datum/mind/mind = M.mind
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if(mind.special_role in list(SPECIAL_ROLE_ERT, SPECIAL_ROLE_DEATHSQUAD, SPECIAL_ROLE_SYNDICATE_DEATHSQUAD))
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response_teams += list(serialized)
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if(user.antagHUD)
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/*
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If a mind is many antags at once, we'll display all of them, each
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under their own antag sub-section.
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This is arguably better, than picking one of the antag datums at random.
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list of antags that are datumised:
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- traitor
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- mindslaves/vampire thralls
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- vampire
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- changelings
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- revolutionaries/headrevs
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*/
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for(var/_A in mind.antag_datums)
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var/datum/antagonist/A = _A
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var/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = A.name
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antagonists += list(antag_serialized)
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// Not-very-datumized antags follow
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// Associative list of antag name => whether this mind is this antag
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var/list/other_antags = list()
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if(SSticker && SSticker.mode)
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other_antags += list(
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"Blob" = (mind.special_role == SPECIAL_ROLE_BLOB),
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"Nuclear Operative" = (mind in SSticker.mode.syndicates),
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"Abductor" = (mind in SSticker.mode.abductors)
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)
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for(var/antag_name in other_antags)
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var/is_antag = other_antags[antag_name]
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if(!is_antag)
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continue
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var/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = antag_name
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antagonists += list(antag_serialized)
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// Antaghud? Let them see everyone's role
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if(isliving(M))
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var/mob/living/L = M
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if(L.mind?.has_normal_assigned_role())
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serialized["assigned_role"] = L.mind.assigned_role
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serialized["assigned_role_sprite"] = ckey(L.mind.get_assigned_role_asset())
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// Player terror spiders (and other hostile player-controlled event mobs) have their own category to help see how much there are.
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// Not in the above block because terrors can be known whether AHUD is on or not.
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if(isterrorspider(M))
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var/list/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = "Terror Spider"
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antagonists += list(antag_serialized)
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else if(istype(M, /mob/living/simple_animal/revenant))
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var/list/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = "Revenant"
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antagonists += list(antag_serialized)
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else if(isalien(M))
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var/list/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = "Xenomorph"
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antagonists += list(antag_serialized)
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else if(isdemon(M))
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var/list/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = "Demon"
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antagonists += list(antag_serialized)
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else if(ismorph(M))
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var/list/antag_serialized = serialized.Copy()
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antag_serialized["antag"] = "Morph"
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antagonists += list(antag_serialized)
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else
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if(length(orbiters) >= 0.2 * length_of_ghosts) // If a bunch of people are orbiting an object, like the nuke disk.
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highlights += list(serialized)
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misc += list(serialized)
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data["antagonists"] = antagonists
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data["highlights"] = highlights
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data["response_teams"] = response_teams
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data["alive"] = alive
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data["dead"] = dead
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data["ghosts"] = ghosts
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data["misc"] = misc
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data["npcs"] = npcs
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return data
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