/**
* Generates a list of numbered_display datums for the numerical display system.
*/
/datum/component/storage/proc/_process_numerical_display()
. = list()
for(var/obj/item/I in accessible_items())
if(QDELETED(I))
continue
if(!.[I.type])
.[I.type] = new /datum/numbered_display(I, 1)
else
var/datum/numbered_display/ND = .[I.type]
ND.number++
. = sortTim(., /proc/cmp_numbered_displays_name_asc, associative = TRUE)
/**
* Orients all objects in legacy mode, and returns the objects to show to the user.
*/
/datum/component/storage/proc/orient2hud_legacy(mob/user, maxcolumns)
. = list()
var/list/accessible_contents = accessible_items()
var/adjusted_contents = length(accessible_contents)
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_numerical_stacking)
numbered_contents = _process_numerical_display()
adjusted_contents = numbered_contents.len
var/columns = clamp(max_items, 1, maxcolumns ? maxcolumns : screen_max_columns)
var/rows = clamp(CEILING(adjusted_contents / columns, 1), 1, screen_max_rows)
// First, boxes.
ui_boxes = get_ui_boxes()
ui_boxes.screen_loc = "[screen_start_x]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x+columns-1]:[screen_pixel_x],[screen_start_y+rows-1]:[screen_pixel_y]"
. += ui_boxes
// Then, closer.
ui_close = get_ui_close()
ui_close.screen_loc = "[screen_start_x + columns]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y]"
. += ui_close
// Then orient the actual items.
var/cx = screen_start_x
var/cy = screen_start_y
if(islist(numbered_contents))
for(var/type in numbered_contents)
var/datum/numbered_display/ND = numbered_contents[type]
ND.sample_object.mouse_opacity = MOUSE_OPACITY_OPAQUE
ND.sample_object.screen_loc = "[cx]:[screen_pixel_x],[cy]:[screen_pixel_y]"
ND.sample_object.maptext = "[(ND.number > 1)? "[ND.number]" : ""]"
ND.sample_object.layer = ABOVE_HUD_LAYER
ND.sample_object.plane = ABOVE_HUD_PLANE
. += ND.sample_object
cx++
if(cx - screen_start_x >= columns)
cx = screen_start_x
cy++
if(cy - screen_start_y >= rows)
break
else
for(var/obj/O in accessible_items())
if(QDELETED(O))
continue
O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
O.screen_loc = "[cx]:[screen_pixel_x],[cy]:[screen_pixel_y]"
O.maptext = ""
O.layer = ABOVE_HUD_LAYER
O.plane = ABOVE_HUD_PLANE
. += O
cx++
if(cx - screen_start_x >= columns)
cx = screen_start_x
cy++
if(cy - screen_start_y >= rows)
break
/**
* Orients all objects in .. volumetric mode. Does not support numerical display!
*/
/datum/component/storage/proc/orient2hud_volumetric(mob/user, maxcolumns)
. = list()
// Generate ui_item_blocks for missing ones and render+orient.
var/list/atom/contents = accessible_items()
// our volume
var/our_volume = get_max_volume()
var/horizontal_pixels = (maxcolumns * world.icon_size) - (VOLUMETRIC_STORAGE_EDGE_PADDING * 2)
var/max_horizontal_pixels = horizontal_pixels * screen_max_rows
// sigh loopmania time
var/used = 0
// define outside for performance
var/volume
var/list/volume_by_item = list()
var/list/percentage_by_item = list()
for(var/obj/item/I in contents)
if(QDELETED(I))
continue
volume = I.get_w_volume()
used += volume
volume_by_item[I] = volume
percentage_by_item[I] = volume / get_max_volume()
var/padding_pixels = ((length(percentage_by_item) - 1) * VOLUMETRIC_STORAGE_ITEM_PADDING) + VOLUMETRIC_STORAGE_EDGE_PADDING * 2
var/min_pixels = (MINIMUM_PIXELS_PER_ITEM * length(percentage_by_item)) + padding_pixels
// do the check for fallback for when someone has too much gamer gear
if((min_pixels) > (max_horizontal_pixels + 4)) // 4 pixel grace zone
to_chat(user, "[parent] was showed to you in legacy mode due to your items overrunning the three row limit! Consider not carrying too much or bugging a maintainer to raise this limit!")
return orient2hud_legacy(user, maxcolumns)
// after this point we are sure we can somehow fit all items into our max number of rows.
// determine rows
var/rows = clamp(CEILING(min_pixels / horizontal_pixels, 1), 1, screen_max_rows)
var/overrun = FALSE
if(used > our_volume)
// congratulations we are now in overrun mode. everything will be crammed to minimum storage pixels.
to_chat(user, "[parent] rendered in overrun mode due to more items inside than the maximum volume supports.")
overrun = TRUE
// how much we are using
var/using_horizontal_pixels = horizontal_pixels * rows
// item padding
using_horizontal_pixels -= padding_pixels
// define outside for marginal performance boost
var/obj/item/I
// start at this pixel from screen_start_x.
var/current_pixel = VOLUMETRIC_STORAGE_EDGE_PADDING
var/first = TRUE
var/row = 1
LAZYINITLIST(ui_item_blocks)
for(var/i in percentage_by_item)
I = i
var/percent = percentage_by_item[I]
if(!ui_item_blocks[I])
ui_item_blocks[I] = new /obj/screen/storage/volumetric_box/center(null, src, I)
var/obj/screen/storage/volumetric_box/center/B = ui_item_blocks[I]
var/pixels_to_use = overrun? MINIMUM_PIXELS_PER_ITEM : max(using_horizontal_pixels * percent, MINIMUM_PIXELS_PER_ITEM)
var/addrow = FALSE
if(CEILING(pixels_to_use, 1) >= FLOOR(horizontal_pixels - current_pixel - VOLUMETRIC_STORAGE_EDGE_PADDING, 1))
pixels_to_use = horizontal_pixels - current_pixel - VOLUMETRIC_STORAGE_EDGE_PADDING
addrow = TRUE
// now that we have pixels_to_use, place our thing and add it to the returned list.
B.screen_loc = I.screen_loc = "[screen_start_x]:[round(current_pixel + (pixels_to_use * 0.5) + (first? 0 : VOLUMETRIC_STORAGE_ITEM_PADDING), 1)],[screen_start_y+row-1]:[screen_pixel_y]"
// add the used pixels to pixel after we place the object
current_pixel += pixels_to_use + (first? 0 : VOLUMETRIC_STORAGE_ITEM_PADDING)
first = FALSE //apply padding to everything after this
// set various things
B.set_pixel_size(pixels_to_use)
B.layer = VOLUMETRIC_STORAGE_BOX_LAYER
B.plane = VOLUMETRIC_STORAGE_BOX_PLANE
B.name = I.name
I.mouse_opacity = MOUSE_OPACITY_ICON
I.maptext = ""
I.layer = VOLUMETRIC_STORAGE_ITEM_LAYER
I.plane = VOLUMETRIC_STORAGE_ITEM_PLANE
// finally add our things.
. += B.on_screen_objects()
. += I
// go up a row if needed
if(addrow)
row++
first = TRUE //first in the row, don't apply between-item padding.
current_pixel = VOLUMETRIC_STORAGE_EDGE_PADDING
// Then, continuous section.
ui_continuous = get_ui_continuous()
ui_continuous.screen_loc = "[screen_start_x]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x+maxcolumns-1]:[screen_pixel_x],[screen_start_y+rows-1]:[screen_pixel_y]"
. += ui_continuous
// Then, left.
ui_left = get_ui_left()
ui_left.screen_loc = "[screen_start_x]:[screen_pixel_x - 2],[screen_start_y]:[screen_pixel_y] to [screen_start_x]:[screen_pixel_x - 2],[screen_start_y+rows-1]:[screen_pixel_y]"
. += ui_left
// Then, closer, which is also our right element.
ui_close = get_ui_close()
ui_close.screen_loc = "[screen_start_x + maxcolumns]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x + maxcolumns]:[screen_pixel_x],[screen_start_y+rows-1]:[screen_pixel_y]"
. += ui_close
/**
* Shows our UI to a mob.
*/
/datum/component/storage/proc/ui_show(mob/M, set_screen_size = TRUE)
if(!M.client)
return FALSE
var/list/cview = getviewsize(M.client.view)
// in tiles
var/maxallowedscreensize = cview[1]-8
if(set_screen_size)
current_maxscreensize = maxallowedscreensize
else if(current_maxscreensize)
maxallowedscreensize = current_maxscreensize
// we got screen size, register signal
RegisterSignal(M, COMSIG_MOB_CLIENT_LOGOUT, .proc/on_logout, override = TRUE)
if(M.active_storage != src)
if(M.active_storage)
M.active_storage.ui_hide(M)
M.active_storage = src
LAZYOR(is_using, M)
if(!M.client?.prefs?.no_tetris_storage && volumetric_ui())
//new volumetric ui bay-style
M.client.screen |= orient2hud_volumetric(M, maxallowedscreensize)
else
//old ui
M.client.screen |= orient2hud_legacy(M, maxallowedscreensize)
return TRUE
/**
* VV hooked to ensure no lingering screen objects.
*/
/datum/component/storage/vv_edit_var(var_name, var_value)
var/list/old
if(var_name == NAMEOF(src, storage_flags))
old = is_using.Copy()
for(var/i in is_using)
ui_hide(i)
. = ..()
if(old)
for(var/i in old)
ui_show(i)
/**
* Proc triggered by signal to ensure logging out clients don't linger.
*/
/datum/component/storage/proc/on_logout(datum/source, client/C)
ui_hide(source)
/**
* Hides our UI from a mob
*/
/datum/component/storage/proc/ui_hide(mob/M)
if(!M.client)
return TRUE
UnregisterSignal(M, COMSIG_MOB_CLIENT_LOGOUT)
M.client.screen -= list(ui_boxes, ui_close, ui_left, ui_continuous) + get_ui_item_objects_hide(M)
if(M.active_storage == src)
M.active_storage = null
LAZYREMOVE(is_using, M)
return TRUE
/**
* Returns TRUE if we are using volumetric UI instead of box UI
*/
/datum/component/storage/proc/volumetric_ui()
var/atom/real_location = real_location()
return (storage_flags & STORAGE_LIMIT_VOLUME) && (length(real_location.contents) <= MAXIMUM_VOLUMETRIC_ITEMS) && !display_numerical_stacking
/**
* Gets the ui item objects to ui_hide.
*/
/datum/component/storage/proc/get_ui_item_objects_hide(mob/M)
if(!volumetric_ui() || M.client?.prefs?.no_tetris_storage)
var/atom/real_location = real_location()
return real_location.contents
else
. = list()
for(var/i in ui_item_blocks)
// get both the box and the item
. += ui_item_blocks[i]
. += i
/**
* Gets our ui_boxes, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_boxes()
if(!ui_boxes)
ui_boxes = new(null, src)
return ui_boxes
/**
* Gets our ui_left, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_left()
if(!ui_left)
ui_left = new(null, src)
return ui_left
/**
* Gets our ui_close, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_close()
if(!ui_close)
ui_close = new(null, src)
return ui_close
/**
* Gets our ui_continuous, making it if it doesn't exist.
*/
/datum/component/storage/proc/get_ui_continuous()
if(!ui_continuous)
ui_continuous = new(null, src)
return ui_continuous