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https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
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Merge branch 'master' into wound-port
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165
code/_onclick/hud/map_popups.dm
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165
code/_onclick/hud/map_popups.dm
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/client
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/**
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* Assoc list with all the active maps - when a screen obj is added to
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* a map, it's put in here as well.
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*
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* Format: list(<mapname> = list(/obj/screen))
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*/
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var/list/screen_maps = list()
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/**
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* A screen object, which acts as a container for turfs and other things
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* you want to show on the map, which you usually attach to "vis_contents".
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*/
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/obj/screen
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/**
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* Map name assigned to this object.
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* Automatically set by /client/proc/add_obj_to_map.
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*/
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var/assigned_map
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/**
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* Mark this object as garbage-collectible after you clean the map
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* it was registered on.
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*
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* This could probably be changed to be a proc, for conditional removal.
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* But for now, this works.
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*/
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var/del_on_map_removal = TRUE
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/**
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* A generic background object.
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* It is also implicitly used to allocate a rectangle on the map, which will
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* be used for auto-scaling the map.
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*/
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/obj/screen/background
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name = "background"
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icon = 'icons/mob/map_backgrounds.dmi'
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icon_state = "clear"
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layer = GAME_PLANE
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plane = GAME_PLANE
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/**
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* Sets screen_loc of this screen object, in form of point coordinates,
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* with optional pixel offset (px, py).
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*
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* If applicable, "assigned_map" has to be assigned before this proc call.
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*/
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/obj/screen/proc/set_position(x, y, px = 0, py = 0)
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if(assigned_map)
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screen_loc = "[assigned_map]:[x]:[px],[y]:[py]"
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else
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screen_loc = "[x]:[px],[y]:[py]"
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/**
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* Sets screen_loc to fill a rectangular area of the map.
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*
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* If applicable, "assigned_map" has to be assigned before this proc call.
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*/
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/obj/screen/proc/fill_rect(x1, y1, x2, y2)
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if(assigned_map)
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screen_loc = "[assigned_map]:[x1],[y1] to [x2],[y2]"
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else
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screen_loc = "[x1],[y1] to [x2],[y2]"
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/**
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* Registers screen obj with the client, which makes it visible on the
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* assigned map, and becomes a part of the assigned map's lifecycle.
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*/
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/client/proc/register_map_obj(obj/screen/screen_obj)
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if(!screen_obj.assigned_map)
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CRASH("Can't register [screen_obj] without 'assigned_map' property.")
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if(!screen_maps[screen_obj.assigned_map])
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screen_maps[screen_obj.assigned_map] = list()
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// NOTE: Possibly an expensive operation
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var/list/screen_map = screen_maps[screen_obj.assigned_map]
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if(!screen_map.Find(screen_obj))
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screen_map += screen_obj
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if(!screen.Find(screen_obj))
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screen += screen_obj
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/**
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* Clears the map of registered screen objects.
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*
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* Not really needed most of the time, as the client's screen list gets reset
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* on relog. any of the buttons are going to get caught by garbage collection
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* anyway. they're effectively qdel'd.
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*/
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/client/proc/clear_map(map_name)
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if(!map_name || !(map_name in screen_maps))
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return FALSE
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for(var/obj/screen/screen_obj in screen_maps[map_name])
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screen_maps[map_name] -= screen_obj
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if(screen_obj.del_on_map_removal)
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qdel(screen_obj)
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screen_maps -= map_name
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/**
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* Clears all the maps of registered screen objects.
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*/
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/client/proc/clear_all_maps()
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for(var/map_name in screen_maps)
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clear_map(map_name)
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/**
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* Creates a popup window with a basic map element in it, without any
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* further initialization.
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*
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* Ratio is how many pixels by how many pixels (keep it simple).
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*
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* Returns a map name.
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*/
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/client/proc/create_popup(name, ratiox = 100, ratioy = 100)
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winclone(src, "popupwindow", name)
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var/list/winparams = list()
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winparams["size"] = "[ratiox]x[ratioy]"
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winparams["on-close"] = "handle-popup-close [name]"
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winset(src, "[name]", list2params(winparams))
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winshow(src, "[name]", 1)
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var/list/params = list()
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params["parent"] = "[name]"
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params["type"] = "map"
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params["size"] = "[ratiox]x[ratioy]"
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params["anchor1"] = "0,0"
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params["anchor2"] = "[ratiox],[ratioy]"
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winset(src, "[name]_map", list2params(params))
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return "[name]_map"
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/**
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* Create the popup, and get it ready for generic use by giving
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* it a background.
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*
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* Width and height are multiplied by 64 by default.
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*/
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/client/proc/setup_popup(popup_name, width = 9, height = 9, \
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tilesize = 2, bg_icon)
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if(!popup_name)
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return
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clear_map("[popup_name]_map")
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var/x_value = world.icon_size * tilesize * width
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var/y_value = world.icon_size * tilesize * height
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var/map_name = create_popup(popup_name, x_value, y_value)
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var/obj/screen/background/background = new
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background.assigned_map = map_name
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background.fill_rect(1, 1, width, height)
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if(bg_icon)
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background.icon_state = bg_icon
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register_map_obj(background)
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return map_name
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/**
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* Closes a popup.
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*/
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/client/proc/close_popup(popup)
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winshow(src, popup, 0)
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handle_popup_close(popup)
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/**
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* When the popup closes in any way (player or proc call) it calls this.
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*/
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/client/verb/handle_popup_close(window_id as text)
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set hidden = TRUE
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clear_map("[window_id]_map")
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@@ -63,18 +63,9 @@
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// And here are some good things for free:
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// Now you can click through portals, wormholes, gateways, and teleporters while observing. -Sayu
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/obj/machinery/gateway/centerstation/attack_ghost(mob/user)
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if(awaygate)
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user.forceMove(awaygate.loc)
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else
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to_chat(user, "[src] has no destination.")
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return ..()
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/obj/machinery/gateway/centeraway/attack_ghost(mob/user)
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if(stationgate)
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user.forceMove(stationgate.loc)
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else
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to_chat(user, "[src] has no destination.")
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/obj/effect/gateway_portal_bumper/attack_ghost(mob/user)
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if(gateway)
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gateway.Transfer(user)
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return ..()
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/obj/machinery/teleport/hub/attack_ghost(mob/user)
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