The final action buttons PR (#16514)

* Make action button target datum

* Initial working action palette

* Action related refactors

* tgstation/tgstation/pull/71339
This commit is contained in:
ShadowLarkens
2024-10-26 13:20:54 +02:00
committed by GitHub
parent ed3bcd746c
commit dc3fd79427
46 changed files with 1374 additions and 453 deletions
+13
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@@ -2,3 +2,16 @@
#define AB_CHECK_STUNNED 2
#define AB_CHECK_LYING 4
#define AB_CHECK_CONSCIOUS 8
///Action button triggered with right click
#define TRIGGER_SECONDARY_ACTION (1<<0)
///Action triggered to ignore any availability checks
#define TRIGGER_FORCE_AVAILABLE (1<<1)
#define ACTION_BUTTON_DEFAULT_BACKGROUND "_use_ui_default_background"
#define UPDATE_BUTTON_NAME (1<<0)
#define UPDATE_BUTTON_ICON (1<<1)
#define UPDATE_BUTTON_BACKGROUND (1<<2)
#define UPDATE_BUTTON_OVERLAY (1<<3)
#define UPDATE_BUTTON_STATUS (1<<4)
+12
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@@ -191,6 +191,8 @@
#define COMSIG_ENTER_AREA "enter_area"
///from base of area/Exited(): (/area)
#define COMSIG_EXIT_AREA "exit_area"
///from base of client/Click(): (atom/target, atom/location, control, params, mob/user)
#define COMSIG_CLIENT_CLICK "atom_client_click"
///from base of atom/Click(): (location, control, params, mob/user)
#define COMSIG_CLICK "atom_click"
///from base of atom/ShiftClick(): (/mob)
@@ -714,6 +716,16 @@
///from base of datum/action/proc/Trigger(): (datum/action)
#define COMSIG_ACTION_TRIGGER "action_trigger"
#define COMPONENT_ACTION_BLOCK_TRIGGER (1<<0)
/// From /datum/action/Grant(): (mob/grant_to)
#define COMSIG_ACTION_GRANTED "action_grant"
/// From /datum/action/Remove(): (mob/removed_from)
#define COMSIG_ACTION_REMOVED "action_removed"
/// From /datum/action/Grant(): (datum/action)
#define COMSIG_MOB_GRANTED_ACTION "mob_action_grant"
/// From /datum/action/Remove(): (datum/action)
#define COMSIG_MOB_REMOVED_ACTION "mob_action_removed"
/// From /datum/action/apply_button_overlay()
#define COMSIG_ACTION_OVERLAY_APPLY "action_overlay_applied"
//Xenobio hotkeys
+16
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@@ -56,3 +56,19 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
#define TASK_TARGET_EXCLUSIVE (1<<1)
#define TASK_USER_EXCLUSIVE (1<<2)
#define TASK_ALL_EXCLUSIVE TASK_TARGET_EXCLUSIVE | TASK_USER_EXCLUSIVE
// Update flags for [/atom/proc/update_appearance]
/// Update the atom's name
#define UPDATE_NAME (1<<0)
/// Update the atom's desc
#define UPDATE_DESC (1<<1)
/// Update the atom's icon state
#define UPDATE_ICON_STATE (1<<2)
/// Update the atom's overlays
#define UPDATE_OVERLAYS (1<<3)
/// Update the atom's greyscaling
#define UPDATE_GREYSCALE (1<<4)
/// Update the atom's smoothing. (More accurately, queue it for an update)
#define UPDATE_SMOOTHING (1<<5)
/// Update the atom's icon
#define UPDATE_ICON (UPDATE_ICON_STATE|UPDATE_OVERLAYS)
@@ -200,3 +200,14 @@
#define ui_mech_deco2_f "WEST+2:-7, SOUTH+9"
#define ui_smallquad "EAST-4:22,SOUTH:5"
//Upper left (action buttons)
#define ui_action_palette "WEST+0:23,NORTH-1:5"
#define ui_action_palette_offset(north_offset) ("WEST+0:23,NORTH-[1+north_offset]:5")
#define ui_palette_scroll "WEST+1:8,NORTH-6:28"
#define ui_palette_scroll_offset(north_offset) ("WEST+1:8,NORTH-[6+north_offset]:28")
#define ui_shadekin_display "EAST-1:28,CENTER-3:15"
#define ui_lleill_display "EAST-1:28,CENTER-3:15"
#define ui_xenochimera_danger_display "EAST-1:28,CENTER-3:15"
+1
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@@ -25,6 +25,7 @@
#define SIGN(x) ( (x)!=0 ? (x) / abs(x) : 0 )
#define ROUND_UP(x) ( -round(-(x)))
#define CEILING(x, y) ( -round(-(x) / (y)) * (y) )
// round() acts like floor(x, 1) by default but can't handle other values
+2
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@@ -0,0 +1,2 @@
/// Checks if potential_weakref is a weakref of thing.
#define IS_WEAKREF_OF(thing, potential_weakref) (isdatum(thing) && !isnull(potential_weakref) && thing.weak_reference == potential_weakref)
-3
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@@ -1,3 +0,0 @@
#define ui_shadekin_display "EAST-1:28,CENTER-3:15"
#define ui_lleill_display "EAST-1:28,CENTER-3:15"
#define ui_xenochimera_danger_display "EAST-1:28,CENTER-3:15"
+291 -197
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@@ -1,96 +1,130 @@
/**
* # Action system
*
* A simple base for an modular behavior attached to atom or datum.
*/
/datum/action
/// The name of the action
var/name = "Generic Action"
var/desc = null
var/atom/movable/target = null
/// The description of what the action does, shown in button tooltips
var/desc
/// The target the action is attached to. If the target datum is deleted, the action is as well.
/// Set in New() via the proc link_to(). PLEASE set a target if you're making an action
var/datum/target
/// Where any buttons we create should be by default. Accepts screen_loc and location defines
var/default_button_position = SCRN_OBJ_IN_LIST
/// This is who currently owns the action, and most often, this is who is using the action if it is triggered
/// This can be the same as "target" but is not ALWAYS the same - this is set and unset with Grant() and Remove()
var/mob/owner
/// Flags that will determine of the owner / user of the action can... use the action
var/check_flags = NONE
var/processing = FALSE
var/obj/screen/movable/action_button/button = null
var/button_icon = 'icons/mob/actions.dmi'
var/background_icon_state = "bg_default"
var/buttontooltipstyle = ""
/// Whether the button becomes transparent when it can't be used or just reddened
var/transparent_when_unavailable = TRUE
/// List of all mobs that are viewing our action button -> A unique movable for them to view.
var/list/viewers = list()
/// If TRUE, this action button will be shown to observers / other mobs who view from this action's owner's eyes.
/// Used in [/mob/proc/show_other_mob_action_buttons]
/// (Not really, this behavior is unimplemented)
var/show_to_observers = TRUE
var/icon_icon = 'icons/mob/actions.dmi'
/// The style the button's tooltips appear to be
var/buttontooltipstyle = ""
/// This is the file for the BACKGROUND underlay icon of the button
var/background_icon = 'icons/mob/actions/backgrounds.dmi'
/// This is the icon state state for the BACKGROUND underlay icon of the button
/// (If set to ACTION_BUTTON_DEFAULT_BACKGROUND, uses the hud's default background)
var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
/// This is the file for the icon that appears on the button
var/button_icon = 'icons/mob/actions.dmi'
/// This is the icon state for the icon that appears on the button
var/button_icon_state = "default"
var/mob/owner
/// This is the file for any FOREGROUND overlay icons on the button (such as borders)
var/overlay_icon = 'icons/mob/actions/backgrounds.dmi'
/// This is the icon state for any FOREGROUND overlay icons on the button (such as borders)
var/overlay_icon_state
/datum/action/New(Target)
link_to(Target)
button = new
button.linked_action = src
button.name = name
button.actiontooltipstyle = buttontooltipstyle
if(desc)
button.desc = desc
/// Links the passed target to our action, registering any relevant signals
/datum/action/proc/link_to(Target)
target = Target
RegisterSignal(Target, COMSIG_ATOM_UPDATED_ICON, .proc/OnUpdatedIcon)
RegisterSignal(target, COMSIG_PARENT_QDELETING, PROC_REF(clear_ref), override = TRUE)
if(isatom(target))
RegisterSignal(target, COMSIG_ATOM_UPDATED_ICON, PROC_REF(on_target_icon_update))
// if(istype(target, /datum/mind))
// RegisterSignal(target, COMSIG_MIND_TRANSFERRED, .proc/on_target_mind_swapped)
/datum/action/Destroy()
if(owner)
Remove(owner)
target = null
QDEL_NULL(button)
QDEL_LIST_ASSOC_VAL(viewers)
return ..()
/datum/action/proc/Grant(mob/M)
if(M)
if(owner)
if(owner == M)
return
Remove(owner)
owner = M
/// Signal proc that clears any references based on the owner or target deleting
/// If the owner's deleted, we will simply remove from them, but if the target's deleted, we will self-delete
/datum/action/proc/clear_ref(datum/ref)
SIGNAL_HANDLER
if(ref == owner)
Remove(owner)
if(ref == target)
qdel(src)
// button id generation
var/counter = 0
var/bitfield = 0
for(var/datum/action/A as anything in M.actions)
if(A.name == name && A.button.id)
counter += 1
bitfield |= A.button.id
bitfield = !bitfield
var/bitflag = 1
for(var/i in 1 to (counter + 1))
if(bitfield & bitflag)
button.id = bitflag
break
bitflag *= 2
LAZYADD(M.actions, src)
if(M.client)
M.client.screen += button
button.locked = /* M.client.prefs.buttons_locked || */ button.id ? LAZYACCESS(M.client.prefs.action_button_screen_locs, "[name]_[button.id]") : FALSE //even if its not defaultly locked we should remember we locked it before
button.moved = button.id ? LAZYACCESS(M.client.prefs.action_button_screen_locs, "[name]_[button.id]") : FALSE
M.update_action_buttons(TRUE)
else
/// Grants the action to the passed mob, making it the owner
/datum/action/proc/Grant(mob/grant_to)
if(!grant_to)
Remove(owner)
return
if(owner)
if(owner == grant_to)
return
Remove(owner)
/datum/action/proc/Remove(mob/M)
if(M)
if(M.client)
M.client.screen -= button
button.moved = FALSE
LAZYREMOVE(M.actions, src)
M.update_action_buttons(TRUE)
owner = null
button.moved = FALSE //so the button appears in its normal position when given to another owner.
button.locked = FALSE
button.id = null
SEND_SIGNAL(src, COMSIG_ACTION_GRANTED, grant_to)
SEND_SIGNAL(grant_to, COMSIG_MOB_GRANTED_ACTION, src)
owner = grant_to
RegisterSignal(owner, COMSIG_PARENT_QDELETING, PROC_REF(clear_ref), override = TRUE)
/datum/action/proc/Trigger()
GiveAction(grant_to)
/// Remove the passed mob from being owner of our action
/datum/action/proc/Remove(mob/remove_from)
SHOULD_CALL_PARENT(TRUE)
for(var/datum/hud/hud in viewers)
if(!hud.mymob)
continue
HideFrom(hud.mymob)
LAZYREMOVE(remove_from.actions, src) // We aren't always properly inserted into the viewers list, gotta make sure that action's cleared
viewers = list()
if(owner)
SEND_SIGNAL(src, COMSIG_ACTION_REMOVED, owner)
SEND_SIGNAL(owner, COMSIG_MOB_REMOVED_ACTION, src)
UnregisterSignal(owner, COMSIG_PARENT_QDELETING)
if(target == owner)
RegisterSignal(target, COMSIG_PARENT_QDELETING, PROC_REF(clear_ref))
owner = null
/// Actually triggers the effects of the action.
/// Called when the on-screen button is clicked, for example.
/datum/action/proc/Trigger(trigger_flags)
if(!IsAvailable())
return FALSE
if(SEND_SIGNAL(src, COMSIG_ACTION_TRIGGER, src) & COMPONENT_ACTION_BLOCK_TRIGGER)
return FALSE
return TRUE
/// Whether our action is currently available to use or not
/datum/action/proc/IsAvailable()
if(!owner)
return FALSE
@@ -108,147 +142,207 @@
return FALSE
return TRUE
/datum/action/proc/UpdateButtonIcon(status_only = FALSE, force = FALSE)
/// Builds / updates all buttons we have shared or given out
/datum/action/proc/build_all_button_icons(update_flags = ALL, force)
for(var/datum/hud/hud as anything in viewers)
build_button_icon(viewers[hud], update_flags, force)
/**
* Builds the icon of the button.
*
* Concept:
* - Underlay (Background icon)
* - Icon (button icon)
* - Maptext
* - Overlay (Background border)
*
* button - which button we are modifying the icon of
* force - whether we're forcing a full update
*/
/datum/action/proc/build_button_icon(obj/screen/movable/action_button/button, update_flags = ALL, force = FALSE)
if(!button)
return
if(update_flags & UPDATE_BUTTON_NAME)
update_button_name(button, force)
if(update_flags & UPDATE_BUTTON_BACKGROUND)
apply_button_background(button, force)
if(update_flags & UPDATE_BUTTON_ICON)
apply_button_icon(button, force)
if(update_flags & UPDATE_BUTTON_OVERLAY)
apply_button_overlay(button, force)
if(update_flags & UPDATE_BUTTON_STATUS)
update_button_status(button, force)
/**
* Updates the name and description of the button to match our action name and discription.
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/update_button_name(obj/screen/movable/action_button/button, force = FALSE)
button.name = name
if(desc)
button.desc = desc
/**
* Creates the background underlay for the button
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/apply_button_background(obj/screen/movable/action_button/current_button, force = FALSE)
if(!background_icon || !background_icon_state || (current_button.active_underlay_icon_state == background_icon_state && !force))
return
// What icons we use for our background
var/list/icon_settings = list(
// The icon file
"bg_icon" = background_icon,
// The icon state, if is_action_active() returns FALSE
"bg_state" = background_icon_state,
// The icon state, if is_action_active() returns TRUE
"bg_state_active" = background_icon_state,
)
// If background_icon_state is ACTION_BUTTON_DEFAULT_BACKGROUND instead use our hud's action button scheme
if(background_icon_state == ACTION_BUTTON_DEFAULT_BACKGROUND && owner?.hud_used)
icon_settings = owner.hud_used.get_action_buttons_icons()
// Determine which icon to use
var/used_icon_key = is_action_active(current_button) ? "bg_state_active" : "bg_state"
// Make the underlay
current_button.underlays.Cut()
current_button.underlays += image(icon = icon_settings["bg_icon"], icon_state = icon_settings[used_icon_key])
current_button.active_underlay_icon_state = icon_settings[used_icon_key]
/**
* Applies our button icon and icon state to the button
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/apply_button_icon(obj/screen/movable/action_button/current_button, force = FALSE)
if(!button_icon || !button_icon_state || (current_button.icon_state == button_icon_state && !force))
return
current_button.icon = button_icon
current_button.icon_state = button_icon_state
/**
* Applies any overlays to our button
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/apply_button_overlay(obj/screen/movable/action_button/current_button, force = FALSE)
SEND_SIGNAL(src, COMSIG_ACTION_OVERLAY_APPLY, current_button, force)
if(!overlay_icon || !overlay_icon_state || (current_button.active_overlay_icon_state == overlay_icon_state && !force))
return
current_button.cut_overlay(current_button.button_overlay)
current_button.button_overlay = mutable_appearance(icon = overlay_icon, icon_state = overlay_icon_state)
current_button.add_overlay(current_button.button_overlay)
current_button.active_overlay_icon_state = overlay_icon_state
/**
* Any other miscellaneous "status" updates within the action button is handled here,
* such as redding out when unavailable or modifying maptext.
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/update_button_status(obj/screen/movable/action_button/current_button, force = FALSE)
if(IsAvailable())
current_button.color = rgb(255,255,255,255)
else
current_button.color = transparent_when_unavailable ? rgb(128,0,0,128) : rgb(128,0,0)
/// Gives our action to the passed viewer.
/// Puts our action in their actions list and shows them the button.
/datum/action/proc/GiveAction(mob/viewer)
var/datum/hud/our_hud = viewer.hud_used
if(viewers[our_hud]) // Already have a copy of us? go away
return
LAZYOR(viewer.actions, src) // Move this in
ShowTo(viewer)
/// Adds our action button to the screen of the passed viewer.
/datum/action/proc/ShowTo(mob/viewer)
var/datum/hud/our_hud = viewer.hud_used
if(!our_hud || viewers[our_hud]) // There's no point in this if you have no hud in the first place
return
var/obj/screen/movable/action_button/button = create_button()
SetId(button, viewer)
button.our_hud = our_hud
viewers[our_hud] = button
if(viewer.client)
viewer.client.screen += button
button.load_position(viewer)
viewer.update_action_buttons()
/// Removes our action from the passed viewer.
/datum/action/proc/HideFrom(mob/viewer)
var/datum/hud/our_hud = viewer.hud_used
var/obj/screen/movable/action_button/button = viewers[our_hud]
LAZYREMOVE(viewer.actions, src)
if(button)
if(!status_only)
button.name = name
button.desc = desc
qdel(button)
// if(owner && owner.hud_used && background_icon_state == ACTION_BUTTON_DEFAULT_BACKGROUND)
// var/list/settings = owner.hud_used.get_action_buttons_icons()
// if(button.icon != settings["bg_icon"])
// button.icon = settings["bg_icon"]
// if(button.icon_state != settings["bg_state"])
// button.icon_state = settings["bg_state"]
// else
/// Creates an action button movable for the passed mob, and returns it.
/datum/action/proc/create_button()
var/obj/screen/movable/action_button/button = new()
button.linked_action = src
build_button_icon(button, ALL, TRUE)
return button
if(button.icon != button_icon)
button.icon = button_icon
if(button.icon_state != background_icon_state)
button.icon_state = background_icon_state
/datum/action/proc/SetId(obj/screen/movable/action_button/our_button, mob/owner)
//button id generation
var/bitfield = 0
for(var/datum/action/action in owner.actions)
if(action == src) // This could be us, which is dumb
continue
var/obj/screen/movable/action_button/button = action.viewers[owner.hud_used]
if(action.name == name && button.id)
bitfield |= button.id
ApplyIcon(button, force)
bitfield = ~bitfield // Flip our possible ids, so we can check if we've found a unique one
for(var/i in 0 to 23) // We get 24 possible bitflags in dm
var/bitflag = 1 << i // Shift us over one
if(bitfield & bitflag)
our_button.id = bitflag
return
if(!IsAvailable())
button.color = transparent_when_unavailable ? rgb(128, 0, 0, 128) : rgb(128, 0, 0)
else
button.color = rgb(255, 255, 255, 255)
return TRUE
/datum/action/proc/ApplyIcon(obj/screen/movable/action_button/current_button, force = FALSE)
if(icon_icon && button_icon_state && ((current_button.button_icon_state != button_icon_state) || force))
current_button.cut_overlays(TRUE)
current_button.add_overlay(mutable_appearance(icon_icon, button_icon_state))
current_button.button_icon_state = button_icon_state
// Currently never triggered
/datum/action/proc/OnUpdatedIcon()
/// Updates our buttons if our target's icon was updated
/// Still never triggered lmao
/datum/action/proc/on_target_icon_update(datum/source, updates, updated)
SIGNAL_HANDLER
UpdateButtonIcon()
//Presets for item actions
/datum/action/item_action
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING|AB_CHECK_CONSCIOUS
button_icon_state = null
// If you want to override the normal icon being the item
// then change this to an icon state
var/update_flag = NONE
var/forced = FALSE
if(updates & UPDATE_ICON_STATE)
update_flag |= UPDATE_BUTTON_ICON
forced = TRUE
if(updates & UPDATE_OVERLAYS)
update_flag |= UPDATE_BUTTON_OVERLAY
forced = TRUE
if(updates & (UPDATE_NAME|UPDATE_DESC))
update_flag |= UPDATE_BUTTON_NAME
// Status is not relevant, and background is not relevant. Neither will change
/datum/action/item_action/New(Target)
. = ..()
var/obj/item/I = target
LAZYADD(I.actions, src)
// Force the update if an icon state or overlay change was done
build_all_button_icons(update_flag, forced)
/datum/action/item_action/Destroy()
var/obj/item/I = target
LAZYREMOVE(I.actions, src)
return ..()
/datum/action/item_action/Trigger()
if(!..())
return 0
if(target)
var/obj/item/I = target
I.ui_action_click(owner, src.type)
return 1
/datum/action/item_action/ApplyIcon(obj/screen/movable/action_button/current_button, force)
if(button_icon && button_icon_state)
// If set, use the custom icon that we set instead
// of the item appearence
return ..()
else if(target && ((current_button.appearance_cache != target.appearance) || force))
var/mutable_appearance/ma = new(target.appearance)
ma.plane = FLOAT_PLANE
ma.layer = FLOAT_LAYER
ma.pixel_x = 0
ma.pixel_y = 0
current_button.cut_overlays()
current_button.add_overlay(ma)
current_button.appearance_cache = target.appearance
/datum/action/item_action/hands_free
check_flags = AB_CHECK_CONSCIOUS
/datum/action/innate
check_flags = NONE
var/active = 0
/datum/action/innate/Trigger()
if(!..())
return 0
if(!active)
Activate()
else
Deactivate()
return 1
/datum/action/innate/proc/Activate()
return
/datum/action/innate/proc/Deactivate()
return
//Preset for an action with a cooldown
/datum/action/cooldown
check_flags = NONE
transparent_when_unavailable = FALSE
var/cooldown_time = 0
var/next_use_time = 0
/datum/action/cooldown/New()
..()
button.maptext = ""
button.maptext_x = 8
button.maptext_y = 0
button.maptext_width = 24
button.maptext_height = 12
/datum/action/cooldown/IsAvailable()
return next_use_time <= world.time
/datum/action/cooldown/proc/StartCooldown()
next_use_time = world.time + cooldown_time
button.maptext = span_maptext(span_bold("[round(cooldown_time/10, 0.1)]"))
UpdateButtonIcon()
START_PROCESSING(SSfastprocess, src)
/datum/action/cooldown/process()
if(!owner)
button.maptext = ""
STOP_PROCESSING(SSfastprocess, src)
var/timeleft = max(next_use_time - world.time, 0)
if(timeleft == 0)
button.maptext = ""
UpdateButtonIcon()
STOP_PROCESSING(SSfastprocess, src)
else
button.maptext = span_maptext(span_bold("[round(timeleft/10, 0.1)]"))
/datum/action/cooldown/Grant(mob/M)
..()
if(owner)
UpdateButtonIcon()
if(next_use_time > world.time)
START_PROCESSING(SSfastprocess, src)
/// Checks if our action is actively selected. Used for selecting icons primarily.
/datum/action/proc/is_action_active(obj/screen/movable/action_button/current_button)
return FALSE
+212
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@@ -0,0 +1,212 @@
/datum/action_group
/// The hud we're owned by
var/datum/hud/owner
/// The actions we're managing
var/list/obj/screen/movable/action_button/actions
/// The initial vertical offset of our action buttons
var/north_offset = 0
/// The pixel vertical offset of our action buttons
var/pixel_north_offset = 0
/// Max amount of buttons we can have per row
/// Indexes at 1
var/column_max = 0
/// How far "ahead" of the first row we start. Lets us "scroll" our rows
/// Indexes at 1
var/row_offset = 0
/// How many rows of actions we can have at max before we just stop hiding
/// Indexes at 1
var/max_rows = INFINITY
/// The screen location we go by
var/location
/// Our landing screen object
var/obj/screen/action_landing/landing
/datum/action_group/New(datum/hud/owner)
..()
actions = list()
src.owner = owner
/datum/action_group/Destroy()
owner = null
QDEL_NULL(landing)
QDEL_LIST(actions)
return ..()
/datum/action_group/proc/insert_action(obj/screen/action, index)
if(action in actions)
if(actions[index] == action)
return
actions -= action // Don't dupe, come on
if(!index)
index = length(actions) + 1
index = min(length(actions) + 1, index)
actions.Insert(index, action)
refresh_actions()
/datum/action_group/proc/remove_action(obj/screen/action)
actions -= action
if(!QDELING(src))
refresh_actions()
/datum/action_group/proc/refresh_actions()
// We don't use size() here because landings are not canon
var/total_rows = ROUND_UP(length(actions) / column_max)
total_rows -= max_rows // Lets get the amount of rows we're off from our max
row_offset = clamp(row_offset, 0, total_rows) // You're not allowed to offset so far that we have a row of blank space
var/button_number = 0
for(var/obj/screen/button as anything in actions)
var/postion = ButtonNumberToScreenCoords(button_number )
button.screen_loc = postion
button_number++
if(landing)
var/postion = ButtonNumberToScreenCoords(button_number, landing = TRUE) // Need a good way to count buttons off screen, but allow this to display in the right place if it's being placed with no concern for dropdown
landing.screen_loc = postion
button_number++
/// Accepts a number represeting our position in the group, indexes at 0 to make the math nicer
/datum/action_group/proc/ButtonNumberToScreenCoords(number, landing = FALSE)
var/row = round(number / column_max)
row -= row_offset // If you're less then 0, you don't get to render, this lets us "scroll" rows ya feel?
if(row < 0)
return null
// Could use >= here, but I think it's worth noting that the two start at different places, since row is based on number here
if(row > max_rows - 1)
if(!landing) // If you're not a landing, go away please. thx
return null
// We always want to render landings, even if their action button can't be displayed.
// So we set a row equal to the max amount of rows + 1. Willing to overrun that max slightly to properly display the landing spot
row = max_rows // Remembering that max_rows indexes at 1, and row indexes at 0
// We're going to need to set our column to match the first item in the last row, so let's set number properly now
number = row * column_max
var/visual_row = row + north_offset
var/coord_row = visual_row ? "-[visual_row]" : "+0"
var/visual_column = number % column_max
var/coord_col = "+[visual_column]"
var/coord_col_offset = 4 + 2 * (visual_column + 1)
return "WEST[coord_col]:[coord_col_offset],NORTH[coord_row]:-[pixel_north_offset]"
/datum/action_group/proc/check_against_view()
var/owner_view = owner?.mymob?.client?.view
if(!owner_view)
return
// Unlikey as it is, we may have been changed. Want to start from our target position and fail down
column_max = initial(column_max)
// Convert our viewer's view var into a workable offset
var/list/view_size = view_to_pixels(owner_view)
// We're primarially concerned about width here, if someone makes us 1x2000 I wish them a swift and watery death
var/furthest_screen_loc = ButtonNumberToScreenCoords(column_max - 1)
var/list/offsets = screen_loc_to_offset(furthest_screen_loc, owner_view)
if(offsets[1] > world.icon_size && offsets[1] < view_size[1] && offsets[2] > world.icon_size && offsets[2] < view_size[2]) // We're all good
return
for(column_max in column_max - 1 to 1 step -1) // Yes I could do this by unwrapping ButtonNumberToScreenCoords, but I don't feel like it
var/tested_screen_loc = ButtonNumberToScreenCoords(column_max)
offsets = screen_loc_to_offset(tested_screen_loc, owner_view)
// We've found a valid max length, pack it in
if(offsets[1] > world.icon_size && offsets[1] < view_size[1] && offsets[2] > world.icon_size && offsets[2] < view_size[2])
break
// Use our newly resized column max
refresh_actions()
/// Returns the amount of objects we're storing at the moment
/datum/action_group/proc/size()
var/amount = length(actions)
if(landing)
amount += 1
return amount
/datum/action_group/proc/index_of(obj/screen/get_location)
return actions.Find(get_location)
/// Generates a landing object that can be dropped on to join this group
/datum/action_group/proc/generate_landing()
if(landing)
return
landing = new()
landing.set_owner(src)
refresh_actions()
/// Clears any landing objects we may currently have
/datum/action_group/proc/clear_landing()
QDEL_NULL(landing)
/datum/action_group/proc/update_landing()
if(!landing)
return
landing.refresh_owner()
/datum/action_group/proc/scroll(amount)
row_offset += amount
refresh_actions()
/datum/action_group/palette
north_offset = 2
column_max = 3
max_rows = 3
location = SCRN_OBJ_IN_PALETTE
/datum/action_group/palette/insert_action(obj/screen/action, index)
. = ..()
var/obj/screen/button_palette/palette = owner.toggle_palette
palette.play_item_added()
/datum/action_group/palette/remove_action(obj/screen/action)
. = ..()
var/obj/screen/button_palette/palette = owner.toggle_palette
palette.play_item_removed()
if(!length(actions))
palette.set_expanded(FALSE)
/datum/action_group/palette/refresh_actions()
var/obj/screen/button_palette/palette = owner.toggle_palette
var/obj/screen/palette_scroll/scroll_down = owner.palette_down
var/obj/screen/palette_scroll/scroll_up = owner.palette_up
if(!palette || !scroll_down || !scroll_up)
return
var/actions_above = round((owner.listed_actions.size() - 1) / owner.listed_actions.column_max)
north_offset = initial(north_offset) + actions_above
palette.screen_loc = ui_action_palette_offset(actions_above)
var/action_count = length(owner?.mymob?.actions)
var/our_row_count = round((length(actions) - 1) / column_max)
if(!action_count)
palette.screen_loc = null
if(palette.expanded && action_count && our_row_count >= max_rows)
scroll_down.screen_loc = ui_palette_scroll_offset(actions_above)
scroll_up.screen_loc = ui_palette_scroll_offset(actions_above)
else
scroll_down.screen_loc = null
scroll_up.screen_loc = null
return ..()
/datum/action_group/palette/ButtonNumberToScreenCoords(number, landing)
var/obj/screen/button_palette/palette = owner.toggle_palette
if(palette.expanded)
return ..()
if(!landing)
return null
// We only render the landing in this case, so we force it to be the second item displayed (Second rather then first since it looks nicer)
// Remember the number var indexes at 0
return ..(1 + (row_offset * column_max), landing)
/datum/action_group/listed
pixel_north_offset = 6
column_max = 10
location = SCRN_OBJ_IN_LIST
/datum/action_group/listed/refresh_actions()
. = ..()
owner?.palette_actions.refresh_actions() // We effect them, so we gotta refresh em
@@ -0,0 +1,41 @@
/// Generates visual landings for all groups that the button is not a memeber of
/datum/hud/proc/generate_landings(obj/screen/movable/action_button/button)
listed_actions.generate_landing()
palette_actions.generate_landing()
/// Clears all currently visible landings
/datum/hud/proc/hide_landings()
listed_actions.clear_landing()
palette_actions.clear_landing()
// Updates any existing "owned" visuals, ensures they continue to be visible
/datum/hud/proc/update_our_owner()
toggle_palette.refresh_owner()
palette_down.refresh_owner()
palette_up.refresh_owner()
listed_actions.update_landing()
palette_actions.update_landing()
/// Ensures all of our buttons are properly within the bounds of our client's view, moves them if they're not
/datum/hud/proc/view_audit_buttons()
var/our_view = mymob?.client?.view
if(!our_view)
return
listed_actions.check_against_view()
palette_actions.check_against_view()
for(var/obj/screen/movable/action_button/floating_button as anything in floating_actions)
var/list/current_offsets = screen_loc_to_offset(floating_button.screen_loc)
// We set the view arg here, so the output will be properly hemm'd in by our new view
floating_button.screen_loc = offset_to_screen_loc(current_offsets[1], current_offsets[2], view = our_view)
/// Generates and fills new action groups with our mob's current actions
/datum/hud/proc/build_action_groups()
listed_actions = new(src)
palette_actions = new(src)
floating_actions = list()
for(var/datum/action/action as anything in mymob.actions)
var/obj/screen/movable/action_button/button = action.viewers[src]
if(!button)
action.ShowTo(mymob)
button = action.viewers[src]
position_action(button, button.location)
@@ -0,0 +1,73 @@
/**
* Apply to an action to allow it to take an item
* and apply it as an overlay of the action button
*/
/datum/component/action_item_overlay
/// Weakref to what item the component uses to apply as an overlay.
var/datum/weakref/item_ref
/// Callback that dictates what item the component uses to apply as an overlay.
var/datum/callback/item_callback
/// The appearance of the item we've applied
var/mutable_appearance/item_appearance
/datum/component/action_item_overlay/Initialize(atom/movable/item, datum/callback/item_callback)
if(!istype(parent, /datum/action))
return COMPONENT_INCOMPATIBLE
if(!item && !item_callback)
stack_trace("[type] created without a reference item or an item callback - one or the other is required.")
return COMPONENT_INCOMPATIBLE
src.item_ref = WEAKREF(item)
src.item_callback = item_callback
/datum/component/action_item_overlay/Destroy(force, silent)
item_ref = null
QDEL_NULL(item_callback)
item_appearance = null
return ..()
/datum/component/action_item_overlay/RegisterWithParent()
RegisterSignal(parent, COMSIG_ACTION_OVERLAY_APPLY, PROC_REF(on_overlays_applied))
var/datum/action/parent_action = parent
parent_action.build_all_button_icons(UPDATE_BUTTON_OVERLAY)
/datum/component/action_item_overlay/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_ACTION_OVERLAY_APPLY)
// If we're being unregistered / deleted but our parent is sticking around,
// force an overlay update to get rid of our item appearance
if(!QDELING(parent))
var/datum/action/parent_action = parent
parent_action.build_all_button_icons(UPDATE_BUTTON_OVERLAY)
/// Signal proc for [COMSIG_ACTION_OVERLAY_APPLY], applies the item appearance if possible.
/datum/component/action_item_overlay/proc/on_overlays_applied(datum/action/source, obj/screen/movable/action_button/current_button, force)
SIGNAL_HANDLER
// We're in the middle of being removed / deleted, remove our associated overlay
if(QDELING(src) && item_appearance)
current_button.cut_overlay(item_appearance)
item_appearance = null
return
var/atom/movable/muse = item_callback?.Invoke() || item_ref?.resolve()
if(!istype(muse))
return
if(item_appearance)
// For caching purposes, we will try not to update if we don't need to
if(!force && item_appearance.icon == muse.icon && item_appearance.icon_state == muse.icon_state)
return
current_button.cut_overlay(item_appearance)
var/mutable_appearance/muse_appearance = new(muse.appearance)
muse_appearance.plane = FLOAT_PLANE
muse_appearance.layer = FLOAT_LAYER
muse_appearance.pixel_x = 0
muse_appearance.pixel_y = 0
current_button.add_overlay(muse_appearance)
item_appearance = muse_appearance
+428 -185
View File
@@ -1,39 +1,48 @@
/obj/screen/movable/action_button
var/datum/action/linked_action
var/datum/hud/our_hud
var/actiontooltipstyle = ""
screen_loc = null
icon = null // we don't use the base icon at all, just underlays and overlays
var/button_icon_state
var/appearance_cache
/// The icon state of our active overlay, used to prevent re-applying identical overlays
var/active_overlay_icon_state
/// The icon state of our active underlay, used to prevent re-applying identical underlays
var/active_underlay_icon_state
/// The overlay we have overtop our button
var/mutable_appearance/button_overlay
/// Where we are currently placed on the hud. SCRN_OBJ_DEFAULT asks the linked action what it thinks
var/location = SCRN_OBJ_DEFAULT
/// A unique bitflag, combined with the name of our linked action this lets us persistently remember any user changes to our position
var/id
/// A weakref of the last thing we hovered over
/// God I hate how dragging works
var/datum/weakref/last_hovored_ref
/obj/screen/movable/action_button/Destroy()
if(our_hud)
var/mob/viewer = our_hud.mymob
our_hud.hide_action(src)
viewer?.client?.screen -= src
linked_action.viewers -= our_hud
viewer.update_action_buttons()
our_hud = null
linked_action = null
return ..()
/obj/screen/movable/action_button/proc/can_use(mob/user)
if(linked_action)
return linked_action.owner == user
else if(isobserver(user))
// var/mob/dead/observer/O = user
// return !O.observetarget
return TRUE
else
return TRUE
// if(isobserver(user))
// var/mob/dead/observer/dead_mob = user
// if(dead_mob.observetarget) // Observers can only click on action buttons if they're not observing something
// return FALSE
/obj/screen/movable/action_button/MouseDrop(over_object)
if(!can_use(usr))
return
if((istype(over_object, /obj/screen/movable/action_button) && !istype(over_object, /obj/screen/movable/action_button/hide_toggle)))
if(locked)
to_chat(usr, span_warning("Action button \"[name]\" is locked, unlock it first."))
return
var/obj/screen/movable/action_button/B = over_object
var/list/actions = usr.actions
actions.Swap(actions.Find(src.linked_action), actions.Find(B.linked_action))
moved = FALSE
B.moved = FALSE
usr.update_action_buttons()
else
return ..()
if(linked_action)
if(linked_action.viewers[user.hud_used])
return TRUE
return FALSE
return TRUE
/obj/screen/movable/action_button/Click(location,control,params)
if(!can_use(usr))
@@ -41,108 +50,40 @@
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, SHIFT_CLICK))
if(locked)
to_chat(usr, span_warning("Action button \"[name]\" is locked, unlock it first."))
return TRUE
moved = FALSE
usr.update_action_buttons()
return TRUE
if(LAZYACCESS(modifiers, CTRL_CLICK))
locked = !locked
to_chat(usr, span_notice("Action button \"[name]\" [locked ? "" : "un"]locked."))
if(id && usr?.client?.prefs) // try to (un)remember position
LAZYSET(usr.client.prefs.action_button_screen_locs, "[name]_[id]", locked ? moved : null)
var/datum/hud/our_hud = usr.hud_used
our_hud.position_action(src, SCRN_OBJ_DEFAULT)
return TRUE
if(!usr.checkClickCooldown())
return
usr.setClickCooldown(1)
linked_action.Trigger()
var/trigger_flags
if(LAZYACCESS(modifiers, RIGHT_CLICK))
trigger_flags |= TRIGGER_SECONDARY_ACTION
linked_action.Trigger(trigger_flags = trigger_flags)
return TRUE
//Hide/Show Action Buttons ... Button
/obj/screen/movable/action_button/hide_toggle
name = "Hide Buttons"
desc = "Shift-click any button to reset its position, and Control-click it to lock it in place. Alt-click this button reset all buttons to their default positions."
icon = 'icons/mob/actions.dmi'
icon_state = "bg_default"
var/hidden = FALSE
// /obj/screen/movable/action_button/hide_toggle/Initialize()
// . = ..()
// var/static/list/icon_cache = list()
// var/cache_key = "[hide_icon][hide_state]"
// hide_appearance = icon_cache[cache_key]
// if(!hide_appearance)
// hide_appearance = icon_cache[cache_key] = mutable_appearance(hide_icon, hide_state)
// cache_key = "[hide_icon][show_state]"
// show_appearance = icon_cache[cache_key]
// if(!show_appearance)
// show_appearance = icon_cache[cache_key] = mutable_appearance(hide_icon, show_state)
/obj/screen/movable/action_button/hide_toggle/Click(location, control, params)
// Entered and Exited won't fire while you're dragging something, because you're still "holding" it
// Very much byond logic, but I want nice behavior, so we fake it with drag
/obj/screen/movable/action_button/MouseDrag(atom/over_object, src_location, over_location, src_control, over_control, params)
. = ..()
if(!can_use(usr))
return FALSE
return
if(IS_WEAKREF_OF(over_object, last_hovored_ref))
return
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, SHIFT_CLICK))
if(locked)
to_chat(usr, span_warning("Action button \"[name]\" is locked, unlock it first."))
return TRUE
moved = FALSE
usr.update_action_buttons(TRUE)
return TRUE
if(LAZYACCESS(modifiers, CTRL_CLICK))
locked = !locked
to_chat(usr, span_notice("Action button \"[name]\" [locked ? "" : "un"]locked."))
if(id && usr?.client?.prefs) // try to (un)remember position
LAZYSET(usr.client.prefs.action_button_screen_locs, "[name]_[id]", locked ? moved : null)
return TRUE
if(LAZYACCESS(modifiers, ALT_CLICK))
AltClick(usr)
return TRUE
var/atom/old_object
if(last_hovored_ref)
old_object = last_hovored_ref.resolve()
else // If there is no current ref, we assume it was us. We also treat this as our "first go" location.
old_object = src
var/datum/hud/our_hud = usr.hud_used
our_hud?.generate_landings(src)
usr.hud_used.action_buttons_hidden = !usr.hud_used.action_buttons_hidden
if(old_object)
old_object.MouseExited(over_location, over_control, params)
hidden = usr.hud_used.action_buttons_hidden
if(hidden)
name = "Show Buttons"
else
name = "Hide Buttons"
update_icon()
usr.update_action_buttons()
/obj/screen/movable/action_button/hide_toggle/AltClick(mob/user)
for(var/datum/action/A as anything in user.actions)
var/obj/screen/movable/action_button/B = A.button
B.moved = FALSE
if(B.id && usr?.client?.prefs)
LAZYSET(usr.client.prefs.action_button_screen_locs, "[name]_[B.id]", null)
// B.locked = usr.client.prefs.buttons_locked
// locked = usr.client.prefs.buttons_locked
if(id && usr?.client?.prefs)
LAZYSET(usr.client.prefs.action_button_screen_locs, "[name]_[id]", null)
moved = FALSE
user.update_action_buttons(TRUE)
to_chat(user, span_notice("Action button positions have been reset."))
/obj/screen/movable/action_button/hide_toggle/proc/InitialiseIcon(mob/user)
// var/settings = owner_hud.get_action_buttons_icons()
// icon = settings["bg_icon"]
// icon_state = settings["bg_state"]
// hide_icon = settings["toggle_icon"]
// hide_state = settings["toggle_hide"]
// show_state = settings["toggle_show"]
if(isalien(user))
icon_state = "bg_alien"
else
icon_state = "bg_default"
update_icon()
/obj/screen/movable/action_button/hide_toggle/update_icon()
cut_overlays()
add_overlay(mutable_appearance(icon, hidden ? "show" : "hide"))
// add_overlay(mutable_appearance(hide_icon, hidden ? show_state : hide_state))
last_hovored_ref = WEAKREF(over_object)
over_object?.MouseEntered(over_location, over_control, params)
/obj/screen/movable/action_button/MouseEntered(location, control, params)
. = ..()
@@ -151,89 +92,391 @@
/obj/screen/movable/action_button/MouseExited(location, control, params)
closeToolTip(usr)
return ..()
// /datum/hud/proc/get_action_buttons_icons()
// . = list()
// .["bg_icon"] = ui_style_icon
// .["bg_state"] = "template"
/obj/screen/movable/action_button/MouseDrop(over_object)
last_hovored_ref = null
if(!can_use(usr))
return
var/datum/hud/our_hud = usr.hud_used
if(over_object == src)
our_hud.hide_landings()
return
if(istype(over_object, /obj/screen/action_landing))
var/obj/screen/action_landing/reserve = over_object
reserve.hit_by(src)
our_hud.hide_landings()
save_position()
return
// //TODO : Make these fit theme
// .["toggle_icon"] = 'icons/mob/actions.dmi'
// .["toggle_hide"] = "hide"
// .["toggle_show"] = "show"
our_hud.hide_landings()
if(istype(over_object, /obj/screen/button_palette) || istype(over_object, /obj/screen/palette_scroll))
our_hud.position_action(src, SCRN_OBJ_IN_PALETTE)
save_position()
return
if(istype(over_object, /obj/screen/movable/action_button))
var/obj/screen/movable/action_button/button = over_object
our_hud.position_action_relative(src, button)
save_position()
return
. = ..()
our_hud.position_action(src, screen_loc)
save_position()
//used to update the buttons icon.
/mob/proc/update_action_buttons_icon(status_only = FALSE)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon(status_only)
/obj/screen/movable/action_button/proc/save_position()
var/mob/user = our_hud.mymob
if(!user?.client)
return
var/position_info = ""
switch(location)
if(SCRN_OBJ_FLOATING)
position_info = screen_loc
if(SCRN_OBJ_IN_LIST)
position_info = SCRN_OBJ_IN_LIST
if(SCRN_OBJ_IN_PALETTE)
position_info = SCRN_OBJ_IN_PALETTE
//This is the proc used to update all the action buttons.
/mob/proc/update_action_buttons(reload_screen)
LAZYSET(user.client.prefs.action_button_screen_locs, "[name]_[id]", position_info)
/obj/screen/movable/action_button/proc/load_position()
var/mob/user = our_hud.mymob
if(!user)
return
var/position_info = LAZYACCESS(user.client?.prefs?.action_button_screen_locs, "[name]_[id]") || SCRN_OBJ_DEFAULT
user.hud_used.position_action(src, position_info)
/obj/screen/movable/action_button/proc/dump_save()
var/mob/user = our_hud.mymob
if(!user?.client)
return
LAZYREMOVE(user.client.prefs.action_button_screen_locs, "[name]_[id]")
/**
* This is a silly proc used in hud code code to determine what icon and icon state we should be using
* for hud elements (such as action buttons) that don't have their own icon and icon state set.
*
* It returns a list, which is pretty much just a struct of info
*/
/datum/hud/proc/get_action_buttons_icons()
. = list()
.["bg_icon"] = 'icons/mob/actions/backgrounds.dmi' // ui_style // TODO: Implement hud-specific icon stuff
.["bg_state"] = "bg_default"
.["bg_state_active"] = "bg_default_on"
/**
* Updates all action buttons this mob has.
*
* Arguments:
* * update_flags - Which flags of the action should we update
* * force - Force buttons update even if the given button icon state has not changed
*/
/mob/proc/update_mob_action_buttons(update_flags = ALL, force = FALSE)
for(var/datum/action/current_action as anything in actions)
current_action.build_all_button_icons(update_flags, force)
/**
* This proc handles adding all of the mob's actions to their screen
*
* If you just need to update existing buttons, use [/mob/proc/update_mob_action_buttons]!
*
* Arguments:
* * update_flags - reload_screen - bool, if TRUE, this proc will add the button to the screen of the passed mob as well
*/
/mob/proc/update_action_buttons(reload_screen = FALSE)
if(!hud_used || !client)
return
if(!hud_used.hud_shown) //Hud toggled to minimal
return
var/button_number = 0
if(hud_used.action_buttons_hidden)
for(var/datum/action/A in actions)
A.button.screen_loc = null
if(reload_screen)
client.screen += A.button
else
for(var/datum/action/A in actions)
button_number++
A.UpdateButtonIcon()
var/obj/screen/movable/action_button/B = A.button
if(!B.moved)
B.screen_loc = hud_used.ButtonNumberToScreenCoords(button_number)
else
B.screen_loc = B.moved
if(reload_screen)
client.screen += B
if(!button_number)
hud_used.hide_actions_toggle?.screen_loc = null
return
// not exactly sure how this happens but it does
if(hud_used.hide_actions_toggle)
if(!hud_used.hide_actions_toggle.moved)
hud_used.hide_actions_toggle.screen_loc = hud_used.ButtonNumberToScreenCoords(button_number+1)
else
hud_used.hide_actions_toggle.screen_loc = hud_used.hide_actions_toggle.moved
for(var/datum/action/action as anything in actions)
var/obj/screen/movable/action_button/button = action.viewers[hud_used]
action.build_all_button_icons()
if(reload_screen)
client.screen += hud_used.hide_actions_toggle
client.screen += button
#define AB_WEST_OFFSET 4
#define AB_NORTH_OFFSET 26
#define AB_MAX_COLUMNS 10
if(reload_screen)
hud_used.update_our_owner()
// This holds the logic for the palette buttons
hud_used?.palette_actions?.refresh_actions()
/datum/hud/proc/ButtonNumberToScreenCoords(var/number) // TODO : Make this zero-indexed for readabilty
var/row = round((number-1)/AB_MAX_COLUMNS)
var/col = ((number - 1)%(AB_MAX_COLUMNS)) + 1
/**
* Show (most) of the another mob's action buttons to this mob
*
* Used for observers viewing another mob's screen
*/
/mob/proc/show_other_mob_action_buttons(mob/take_from)
if(!hud_used || !client)
return
var/coord_col = "+[col-1]"
var/coord_col_offset = AB_WEST_OFFSET+2*col
for(var/datum/action/action as anything in take_from.actions)
if(!action.show_to_observers)
continue
action.GiveAction(src)
RegisterSignal(take_from, COMSIG_MOB_GRANTED_ACTION, PROC_REF(on_observing_action_granted))
RegisterSignal(take_from, COMSIG_MOB_REMOVED_ACTION, PROC_REF(on_observing_action_removed))
var/coord_row = "[-1 - row]"
var/coord_row_offset = AB_NORTH_OFFSET
/**
* Hide another mob's action buttons from this mob
*
* Used for observers viewing another mob's screen
*/
/mob/proc/hide_other_mob_action_buttons(mob/take_from)
for(var/datum/action/action as anything in take_from.actions)
action.HideFrom(src)
UnregisterSignal(take_from, list(COMSIG_MOB_GRANTED_ACTION, COMSIG_MOB_REMOVED_ACTION))
return "WEST[coord_col]:[coord_col_offset],NORTH[coord_row]:[coord_row_offset]"
/// Signal proc for [COMSIG_MOB_GRANTED_ACTION] - If we're viewing another mob's action buttons,
/// we need to update with any newly added buttons granted to the mob.
/mob/proc/on_observing_action_granted(mob/living/source, datum/action/action)
SIGNAL_HANDLER
/datum/hud/proc/SetButtonCoords(var/obj/screen/button,var/number)
var/row = round((number-1)/AB_MAX_COLUMNS)
var/col = ((number - 1)%(AB_MAX_COLUMNS)) + 1
var/x_offset = 32*(col-1) + AB_WEST_OFFSET + 2*col
var/y_offset = -32*(row+1) + AB_NORTH_OFFSET
if(!action.show_to_observers)
return
action.GiveAction(src)
var/matrix/M = matrix()
M.Translate(x_offset,y_offset)
button.transform = M
/// Signal proc for [COMSIG_MOB_REMOVED_ACTION] - If we're viewing another mob's action buttons,
/// we need to update with any removed buttons from the mob.
/mob/proc/on_observing_action_removed(mob/living/source, datum/action/action)
SIGNAL_HANDLER
#undef AB_WEST_OFFSET
#undef AB_NORTH_OFFSET
#undef AB_MAX_COLUMNS
action.HideFrom(src)
// Button Palette
// A new way to interact with actions
/obj/screen/button_palette
desc = "<b>Drag</b> buttons to move them<br><b>Shift-click</b> any button to reset it<br><b>Alt-click</b> this to reset all buttons"
icon = 'icons/hud/64x16_actions.dmi'
icon_state = "screen_gen_palette"
screen_loc = ui_action_palette
var/datum/hud/our_hud
var/expanded = FALSE
/// Id of any currently running timers that set our color matrix
var/color_timer_id
/obj/screen/button_palette/Destroy()
if(our_hud)
our_hud.mymob?.client?.screen -= src
our_hud.toggle_palette = null
our_hud = null
return ..()
/obj/screen/button_palette/Initialize(mapload)
. = ..()
// update_appearance()
update_name()
/obj/screen/button_palette/proc/set_hud(datum/hud/our_hud)
src.our_hud = our_hud
refresh_owner()
// /obj/screen/button_palette/update_name(updates)
/obj/screen/button_palette/proc/update_name()
// . = ..()
if(expanded)
name = "Hide Buttons"
else
name = "Show Buttons"
/obj/screen/button_palette/proc/refresh_owner()
var/mob/viewer = our_hud.mymob
if(viewer.client)
viewer.client.screen |= src
// var/list/settings = our_hud.get_action_buttons_icons()
// var/ui_icon = "[settings["bg_icon"]]"
// var/list/ui_segments = splittext(ui_icon, ".")
// var/list/ui_paths = splittext(ui_segments[1], "/")
// var/ui_name = ui_paths[length(ui_paths)]
// icon_state = "[ui_name]_palette"
/obj/screen/button_palette/MouseEntered(location, control, params)
. = ..()
if(QDELETED(src))
return
show_tooltip(params)
/obj/screen/button_palette/MouseExited()
closeToolTip(usr)
return ..()
/obj/screen/button_palette/proc/show_tooltip(params)
openToolTip(usr, src, params, title = name, content = desc)
GLOBAL_LIST_INIT(palette_added_matrix, list(0.4,0.5,0.2,0, 0,1.4,0,0, 0,0.4,0.6,0, 0,0,0,1, 0,0,0,0))
GLOBAL_LIST_INIT(palette_removed_matrix, list(1.4,0,0,0, 0.7,0.4,0,0, 0.4,0,0.6,0, 0,0,0,1, 0,0,0,0))
/obj/screen/button_palette/proc/play_item_added()
color_for_now(GLOB.palette_added_matrix)
/obj/screen/button_palette/proc/play_item_removed()
color_for_now(GLOB.palette_removed_matrix)
/obj/screen/button_palette/proc/color_for_now(list/color)
if(color_timer_id)
return
add_atom_colour(color, TEMPORARY_COLOUR_PRIORITY) //We unfortunately cannot animate matrix colors. Curse you lummy it would be ~~non~~trivial to interpolate between the two valuessssssssss
color_timer_id = addtimer(CALLBACK(src, PROC_REF(remove_color), color), 2 SECONDS)
/obj/screen/button_palette/proc/remove_color(list/to_remove)
color_timer_id = null
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, to_remove)
/obj/screen/button_palette/proc/can_use(mob/user)
if(isobserver(user))
// var/mob/dead/observer/O = user
// return !O.observetarget
return TRUE
return TRUE
/obj/screen/button_palette/Click(location, control, params)
if(!can_use(usr))
return
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, ALT_CLICK))
for(var/datum/action/action as anything in usr.actions) // Reset action positions to default
for(var/datum/hud/hud as anything in action.viewers)
var/obj/screen/movable/action_button/button = action.viewers[hud]
hud.position_action(button, SCRN_OBJ_DEFAULT)
to_chat(usr, span_notice("Action button positions have been reset."))
return TRUE
set_expanded(!expanded)
/obj/screen/button_palette/proc/clicked_while_open(datum/source, atom/target, atom/location, control, params, mob/user)
if(istype(target, /obj/screen/movable/action_button) || istype(target, /obj/screen/palette_scroll) || target == src) // If you're clicking on an action button, or us, you can live
return
set_expanded(FALSE)
if(source)
UnregisterSignal(source, COMSIG_CLIENT_CLICK)
/obj/screen/button_palette/proc/set_expanded(new_expanded)
var/datum/action_group/our_group = our_hud.palette_actions
if(!length(our_group.actions)) //Looks dumb, trust me lad
new_expanded = FALSE
if(expanded == new_expanded)
return
expanded = new_expanded
our_group.refresh_actions()
// update_appearance()
update_name()
if(!usr.client)
return
if(expanded)
RegisterSignal(usr.client, COMSIG_CLIENT_CLICK, PROC_REF(clicked_while_open))
else
UnregisterSignal(usr.client, COMSIG_CLIENT_CLICK)
closeToolTip(usr) //Our tooltips are now invalid, can't seem to update them in one frame, so here, just close them
/obj/screen/palette_scroll
icon = 'icons/hud/screen_gen.dmi'
screen_loc = ui_palette_scroll
/// How should we move the palette's actions?
/// Positive scrolls down the list, negative scrolls back
var/scroll_direction = 0
var/datum/hud/our_hud
/obj/screen/palette_scroll/proc/can_use(mob/user)
if(isobserver(user))
// var/mob/dead/observer/O = user
// return !O.observetarget
return TRUE
return TRUE
/obj/screen/palette_scroll/proc/set_hud(datum/hud/our_hud)
src.our_hud = our_hud
refresh_owner()
/obj/screen/palette_scroll/proc/refresh_owner()
var/mob/viewer = our_hud.mymob
if(viewer.client)
viewer.client.screen |= src
// var/list/settings = our_hud.get_action_buttons_icons()
// icon = settings["bg_icon"]
/obj/screen/palette_scroll/Click(location, control, params)
if(!can_use(usr))
return
our_hud.palette_actions.scroll(scroll_direction)
/obj/screen/palette_scroll/MouseEntered(location, control, params)
. = ..()
if(QDELETED(src))
return
openToolTip(usr, src, params, title = name, content = desc)
/obj/screen/palette_scroll/MouseExited()
closeToolTip(usr)
return ..()
/obj/screen/palette_scroll/down
name = "Scroll Down"
desc = "<b>Click</b> on this to scroll the actions above down"
icon_state = "scroll_down"
scroll_direction = 1
/obj/screen/palette_scroll/down/Destroy()
if(our_hud)
our_hud.mymob?.client?.screen -= src
our_hud.palette_down = null
our_hud = null
return ..()
/obj/screen/palette_scroll/up
name = "Scroll Up"
desc = "<b>Click</b> on this to scroll the actions above up"
icon_state = "scroll_up"
scroll_direction = -1
/obj/screen/palette_scroll/up/Destroy()
if(our_hud)
our_hud.mymob?.client?.screen -= src
our_hud.palette_up = null
our_hud = null
return ..()
/// Exists so you have a place to put your buttons when you move them around
/obj/screen/action_landing
name = "Button Space"
desc = "<b>Drag and drop</b> a button into this spot<br>to add it to the group"
icon = 'icons/hud/screen_gen.dmi'
icon_state = "reserved"
// We want our whole 32x32 space to be clickable, so dropping's forgiving
mouse_opacity = MOUSE_OPACITY_OPAQUE
var/datum/action_group/owner
/obj/screen/action_landing/Destroy()
if(owner)
owner.landing = null
owner?.owner?.mymob?.client?.screen -= src
owner.refresh_actions()
owner = null
return ..()
/obj/screen/action_landing/proc/set_owner(datum/action_group/owner)
src.owner = owner
refresh_owner()
/obj/screen/action_landing/proc/refresh_owner()
var/datum/hud/our_hud = owner.owner
var/mob/viewer = our_hud.mymob
if(viewer.client)
viewer.client.screen |= src
// var/list/settings = our_hud.get_action_buttons_icons()
// icon = settings["bg_icon"]
/// Reacts to having a button dropped on it
/obj/screen/action_landing/proc/hit_by(obj/screen/movable/action_button/button)
var/datum/hud/our_hud = owner.owner
our_hud.position_action(button, owner.location)
+20
View File
@@ -0,0 +1,20 @@
//Preset for general and toggled actions
/datum/action/innate
check_flags = NONE
/// Whether we're active or not, if we're a innate - toggle action.
var/active = 0
/datum/action/innate/Trigger(trigger_flags)
if(!..())
return 0
if(!active)
Activate()
else
Deactivate()
return 1
/datum/action/innate/proc/Activate()
return
/datum/action/innate/proc/Deactivate()
return
+37
View File
@@ -0,0 +1,37 @@
//Presets for item actions
/datum/action/item_action
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING|AB_CHECK_CONSCIOUS
// If you want to override the normal icon being the item
// then change this to an icon state
button_icon_state = null
/datum/action/item_action/New(Target)
. = ..()
// If our button state is null, use the target's icon instead
if(target && isnull(button_icon_state))
AddComponent(/datum/component/action_item_overlay, target)
/datum/action/item_action/vv_edit_var(var_name, var_value)
. = ..()
if(!. || !target)
return
if(var_name == NAMEOF(src, button_icon_state))
// If someone vv's our icon either add or remove the component
if(isnull(var_name))
AddComponent(/datum/component/action_item_overlay, target)
else
qdel(GetComponent(/datum/component/action_item_overlay))
/datum/action/item_action/Trigger(trigger_flags)
if(!..())
return 0
if(target)
var/obj/item/item_target = target
item_target.ui_action_click(owner, src.type)
return 1
/datum/action/item_action/hands_free
check_flags = AB_CHECK_CONSCIOUS
+49
View File
@@ -0,0 +1,49 @@
/datum/hud/proc/position_action(obj/screen/movable/action_button/button, position)
if(button.location != SCRN_OBJ_DEFAULT)
hide_action(button)
switch(position)
if(SCRN_OBJ_DEFAULT) // Reset to the default
button.dump_save() // Nuke any existing saves
position_action(button, button.linked_action.default_button_position)
return
if(SCRN_OBJ_IN_LIST)
listed_actions.insert_action(button)
if(SCRN_OBJ_IN_PALETTE)
palette_actions.insert_action(button)
else // If we don't have it as a define, this is a screen_loc, and we should be floating
floating_actions += button
button.screen_loc = position
position = SCRN_OBJ_FLOATING
button.location = position
/datum/hud/proc/position_action_relative(obj/screen/movable/action_button/button, obj/screen/movable/action_button/relative_to)
if(button.location != SCRN_OBJ_DEFAULT)
hide_action(button)
switch(relative_to.location)
if(SCRN_OBJ_IN_LIST)
listed_actions.insert_action(button, listed_actions.index_of(relative_to))
if(SCRN_OBJ_IN_PALETTE)
palette_actions.insert_action(button, palette_actions.index_of(relative_to))
if(SCRN_OBJ_FLOATING) // If we don't have it as a define, this is a screen_loc, and we should be floating
floating_actions += button
var/client/our_client = mymob.client
if(!our_client)
position_action(button, button.linked_action.default_button_position)
return
button.screen_loc = get_valid_screen_location(relative_to.screen_loc, world.icon_size, our_client.view) // Asks for a location adjacent to our button that won't overflow the map
button.location = relative_to.location
/// Removes the passed in action from its current position on the screen
/datum/hud/proc/hide_action(obj/screen/movable/action_button/button)
switch(button.location)
if(SCRN_OBJ_DEFAULT) // Invalid
CRASH("We just tried to hide an action buttion that somehow has the default position as its location, you done fucked up")
if(SCRN_OBJ_FLOATING)
floating_actions -= button
if(SCRN_OBJ_IN_LIST)
listed_actions.remove_action(button)
if(SCRN_OBJ_IN_PALETTE)
palette_actions.remove_action(button)
button.screen_loc = null
-1
View File
@@ -4,7 +4,6 @@
/datum/action/item_action/activate/New(Target, name)
. = ..()
src.name = name
button.name = name
// Specific names
/datum/action/item_action/toggle_grippers
+38 -9
View File
@@ -186,8 +186,15 @@ var/list/global_huds = list(
var/list/miniobjs
var/list/obj/screen/hotkeybuttons
var/obj/screen/movable/action_button/hide_toggle/hide_actions_toggle
var/action_buttons_hidden = 0
var/obj/screen/button_palette/toggle_palette
var/obj/screen/palette_scroll/down/palette_down
var/obj/screen/palette_scroll/up/palette_up
var/datum/action_group/palette/palette_actions
var/datum/action_group/listed/listed_actions
var/list/floating_actions
var/list/slot_info
var/icon/ui_style
@@ -205,9 +212,19 @@ var/list/global_huds = list(
..()
/datum/hud/Destroy()
. = ..()
if(mymob.hud_used == src)
mymob.hud_used = null
QDEL_NULL_LIST(minihuds)
QDEL_NULL(hide_actions_toggle)
// Actions
QDEL_NULL(toggle_palette)
QDEL_NULL(palette_down)
QDEL_NULL(palette_up)
QDEL_NULL(palette_actions)
QDEL_NULL(listed_actions)
QDEL_LIST(floating_actions)
grab_intent = null
hurt_intent = null
disarm_intent = null
@@ -232,6 +249,8 @@ var/list/global_huds = list(
ammo_hud_list = null
mymob = null
return ..()
/datum/hud/proc/hidden_inventory_update()
if(!mymob) return
if(ishuman(mymob))
@@ -323,10 +342,15 @@ var/list/global_huds = list(
return 0
mymob.create_mob_hud(src)
hide_actions_toggle = new()
hide_actions_toggle.InitialiseIcon(mymob)
// if(mymob.client)
// hide_actions_toggle.locked = mymob.client.prefs.buttons_locked
// Past this point, mymob.hud_used is set
toggle_palette = new()
toggle_palette.set_hud(src)
palette_down = new()
palette_down.set_hud(src)
palette_up = new()
palette_up.set_hud(src)
persistant_inventory_update()
mymob.reload_fullscreen() // Reload any fullscreen overlays this mob has.
@@ -340,6 +364,11 @@ var/list/global_huds = list(
HUD.ui_style = ui_style2icon(client?.prefs?.UI_style)
HUD.ui_color = client?.prefs?.UI_style_color
HUD.ui_alpha = client?.prefs?.UI_style_alpha
set_hud_used(HUD)
/mob/proc/set_hud_used(datum/hud/new_hud)
hud_used = new_hud
new_hud.build_action_groups()
/datum/hud/proc/apply_minihud(var/datum/mini_hud/MH)
if(MH in minihuds)
@@ -409,7 +438,7 @@ var/list/global_huds = list(
hud_used?.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
client.screen += zone_sel //This one is a special snowflake
client.screen += hud_used.hide_actions_toggle
client.screen += hud_used.toggle_palette
hud_used.hidden_inventory_update()
hud_used.persistant_inventory_update()
@@ -11,6 +11,7 @@
/obj/screen/movable
mouse_drag_pointer = 'icons/effects/mouse_pointers/screen_drag.dmi'
var/snap2grid = FALSE
// TODO: Check if these can safely be deleted
var/moved = FALSE
var/locked = FALSE
var/x_off = -16
@@ -78,7 +78,7 @@
to_chat(user, span_notice("You [active ? "" : "de"]activate \the [src]."))
update_icon()
user.update_inv_wear_suit()
user.update_action_buttons_icon()
user.update_mob_action_buttons()
/obj/item/clothing/suit/armor/shield/update_icon()
icon_state = "shield_armor_[active]"
@@ -57,7 +57,7 @@
to_chat(user, span_notice("You [active ? "" : "de"]activate \the [src]."))
update_icon()
user.update_inv_wear_suit()
user.update_action_buttons_icon()
user.update_mob_action_buttons()
/obj/item/clothing/suit/armor/tesla/update_icon()
if(active && ready)
@@ -72,7 +72,7 @@
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.update_inv_wear_suit(0)
H.update_action_buttons_icon()
H.update_mob_action_buttons()
..()
/obj/item/clothing/suit/armor/tesla/proc/shoot_lightning(mob/target, power)
+15 -14
View File
@@ -63,8 +63,9 @@
/datum/action/innate/mecha
check_flags = AB_CHECK_RESTRAINED | AB_CHECK_STUNNED | AB_CHECK_CONSCIOUS
background_icon = 'icons/effects/actions_mecha.dmi'
button_icon = 'icons/effects/actions_mecha.dmi'
icon_icon = 'icons/effects/actions_mecha.dmi'
overlay_icon = 'icons/effects/actions_mecha.dmi'
var/obj/mecha/chassis
/datum/action/innate/mecha/Destroy()
@@ -83,7 +84,7 @@
/datum/action/innate/mecha/mech_toggle_lights/Activate()
button_icon_state = "mech_lights_[chassis.lights ? "off" : "on"]"
UpdateButtonIcon()
build_all_button_icons()
chassis.lights()
@@ -94,7 +95,7 @@
/datum/action/innate/mecha/mech_toggle_internals/Activate()
button_icon_state = "mech_internals_[chassis.use_internal_tank ? "off" : "on"]"
UpdateButtonIcon()
build_all_button_icons()
chassis.internal_tank()
@@ -123,7 +124,7 @@
/datum/action/innate/mecha/strafe/Activate()
button_icon_state = "mech_strafe_[chassis.strafing ? "off" : "on"]"
UpdateButtonIcon()
build_all_button_icons()
chassis.strafing()
@@ -134,7 +135,7 @@
/datum/action/innate/mecha/mech_defence_mode/Activate()
button_icon_state = "mech_defense_mode_[chassis.defence_mode ? "off" : "on"]"
UpdateButtonIcon()
build_all_button_icons()
chassis.defence_mode()
@@ -145,7 +146,7 @@
/datum/action/innate/mecha/mech_overload_mode/Activate()
button_icon_state = "mech_overload_[chassis.overload ? "off" : "on"]"
UpdateButtonIcon()
build_all_button_icons()
chassis.overload()
@@ -156,7 +157,7 @@
/datum/action/innate/mecha/mech_smoke/Activate()
//button_icon_state = "mech_smoke_[chassis.smoke ? "off" : "on"]"
//UpdateButtonIcon() //Dual colors notneeded ATM
//build_all_button_icons() //Dual colors notneeded ATM
chassis.smoke()
@@ -167,7 +168,7 @@
/datum/action/innate/mecha/mech_zoom/Activate()
button_icon_state = "mech_zoom_[chassis.zoom ? "off" : "on"]"
UpdateButtonIcon()
build_all_button_icons()
chassis.zoom()
@@ -178,7 +179,7 @@
/datum/action/innate/mecha/mech_toggle_thrusters/Activate()
button_icon_state = "mech_thrusters_[chassis.thrusters ? "off" : "on"]"
UpdateButtonIcon()
build_all_button_icons()
chassis.thrusters()
@@ -203,7 +204,7 @@
chassis.occupant_message("You select [chassis.selected]")
send_byjax(chassis.occupant,"exosuit.browser","eq_list",chassis.get_equipment_list())
button_icon_state = "mech_cycle_equip_on"
UpdateButtonIcon()
build_all_button_icons()
return
var/number = 0
for(var/A in available_equipment)
@@ -218,7 +219,7 @@
chassis.occupant_message("You switch to [chassis.selected]")
button_icon_state = "mech_cycle_equip_on"
send_byjax(chassis.occupant,"exosuit.browser","eq_list",chassis.get_equipment_list())
UpdateButtonIcon()
build_all_button_icons()
return
@@ -233,7 +234,7 @@
button_icon_state = "mech_damtype_[chassis.damtype]"
playsound(src, 'sound/mecha/mechmove01.ogg', 50, 1)
UpdateButtonIcon()
build_all_button_icons()
chassis.query_damtype()
@@ -244,7 +245,7 @@
/datum/action/innate/mecha/mech_toggle_phasing/Activate()
button_icon_state = "mech_phasing_[chassis.phasing ? "off" : "on"]"
UpdateButtonIcon()
build_all_button_icons()
chassis.phasing()
@@ -255,7 +256,7 @@
/datum/action/innate/mecha/mech_toggle_cloaking/Activate()
button_icon_state = "mech_phasing_[chassis.cloaked ? "off" : "on"]"
UpdateButtonIcon()
build_all_button_icons()
chassis.toggle_cloaking()
+68 -9
View File
@@ -115,8 +115,10 @@
/obj/item/New()
..()
for(var/path in actions_types)
new path(src)
add_item_action(path)
if(embed_chance < 0)
if(sharp)
embed_chance = max(5, round(force/w_class))
@@ -137,10 +139,55 @@
m.update_inv_r_hand()
m.update_inv_l_hand()
src.loc = null
for(var/X in actions)
qdel(X)
// Handle celaning up our actions list
for(var/datum/action/action as anything in actions)
remove_item_action(action)
return ..()
/// Called when an action associated with our item is deleted
/obj/item/proc/on_action_deleted(datum/source)
SIGNAL_HANDLER
if(!(source in actions))
CRASH("An action ([source.type]) was deleted that was associated with an item ([src]), but was not found in the item's actions list.")
LAZYREMOVE(actions, source)
/// Adds an item action to our list of item actions.
/// Item actions are actions linked to our item, that are granted to mobs who equip us.
/// This also ensures that the actions are properly tracked in the actions list and removed if they're deleted.
/// Can be be passed a typepath of an action or an instance of an action.
/obj/item/proc/add_item_action(action_or_action_type)
var/datum/action/action
if(ispath(action_or_action_type, /datum/action))
action = new action_or_action_type(src)
else if(istype(action_or_action_type, /datum/action))
action = action_or_action_type
else
CRASH("item add_item_action got a type or instance of something that wasn't an action.")
LAZYADD(actions, action)
RegisterSignal(action, COMSIG_PARENT_QDELETING, PROC_REF(on_action_deleted))
if(ismob(loc))
// We're being held or are equipped by someone while adding an action?
// Then they should also probably be granted the action, given it's in a correct slot
var/mob/holder = loc
give_item_action(action, holder, holder.get_inventory_slot(src))
return action
/// Removes an instance of an action from our list of item actions.
/obj/item/proc/remove_item_action(datum/action/action)
if(!action)
return
UnregisterSignal(action, COMSIG_PARENT_QDELETING)
LAZYREMOVE(actions, action)
qdel(action)
// Check if target is reasonable for us to operate on.
/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self)
if(((src in target) && !target_self) || ((!istype(target.loc, /turf)) && (!istype(target, /turf)) && (not_inside)))
@@ -335,8 +382,9 @@
if(zoom)
zoom() //binoculars, scope, etc
appearance_flags &= ~NO_CLIENT_COLOR
for(var/datum/action/A as anything in actions)
A.Remove(user)
// Remove any item actions we temporary gave out.
for(var/datum/action/action_item_has as anything in actions)
action_item_has.Remove(user)
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
@@ -362,10 +410,9 @@
// for items that can be placed in multiple slots
// note this isn't called during the initial dressing of a player
/obj/item/proc/equipped(var/mob/user, var/slot)
for(var/X in actions)
var/datum/action/A = X
if(item_action_slot_check(slot, user)) //some items only give their actions buttons when in a specific slot.
A.Grant(user)
// Give out actions our item has to people who equip it.
for(var/datum/action/action as anything in actions)
give_item_action(action, user, slot)
hud_layerise()
user.position_hud_item(src,slot)
if(user.client) user.client.screen |= src
@@ -379,6 +426,18 @@
playsound(src, pickup_sound, 20, preference = /datum/preference/toggle/pickup_sounds)
return
/// Gives one of our item actions to a mob, when equipped to a certain slot
/obj/item/proc/give_item_action(datum/action/action, mob/to_who, slot)
// Some items only give their actions buttons when in a specific slot.
if(!item_action_slot_check(slot, to_who))
// There is a chance we still have our item action currently,
// and are moving it from a "valid slot" to an "invalid slot".
// So call Remove() here regardless, even if excessive.
action.Remove(to_who)
return
action.Grant(to_who)
//sometimes we only want to grant the item's action if it's equipped in a specific slot.
/obj/item/proc/item_action_slot_check(slot, mob/user)
if(slot == SLOT_BACK || slot == LEGS) //these aren't true slots, so avoid granting actions there
@@ -102,7 +102,7 @@
STOP_PROCESSING(SSobj, src)
playsound(src, 'sound/weapons/empty.ogg', 15, 1, -3) // VOREStation Edit
update_brightness()
user.update_action_buttons_icon()
user.update_mob_action_buttons()
return 1
/obj/item/flashlight/emp_act(severity)
@@ -64,7 +64,7 @@
set_light(0)
light_applied = 0
update_icon(user)
user.update_action_buttons_icon()
user.update_mob_action_buttons()
playsound(src, 'sound/weapons/empty.ogg', 15, 1, -3)
/obj/item/shield/riot/explorer/update_icon()
@@ -55,7 +55,7 @@
if (ismob(usr))
var/mob/M = usr
M.update_inv_back()
M.update_action_buttons_icon()
M.update_mob_action_buttons()
to_chat(usr, "You toggle the thrusters [on? "on":"off"].")
+1 -2
View File
@@ -52,8 +52,7 @@
return
if(istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
H.hud_used = new /datum/hud(H)
H.create_mob_hud(H.hud_used)
new /datum/hud(H)
/datum/ai_holder
var/mob/living/holder = null // The mob this datum is going to control.
+1 -1
View File
@@ -368,7 +368,7 @@ GLOBAL_LIST_EMPTY(all_cataloguers)
if (ismob(usr))
var/mob/M = usr
M.update_action_buttons_icon()
M.update_mob_action_buttons()
/obj/item/cataloguer/compact/afterattack(atom/target, mob/user, proximity_flag)
if(!deployed)
+6
View File
@@ -706,3 +706,9 @@
if("Set-Tab")
stat_tab = payload["tab"]
SSstatpanels.immediate_send_stat_data(src)
// Mouse stuff
/client/Click(atom/object, atom/location, control, params)
SEND_SIGNAL(src, COMSIG_CLIENT_CLICK, object, location, control, params, usr)
. = ..()
+1 -2
View File
@@ -485,8 +485,7 @@
update_light()
update_icon(user)
spawn(10) // FIXME: Remove when SSoverlays stops queueing overlay changes
user.update_action_buttons_icon()
user.update_mob_action_buttons()
/obj/item/clothing/head/attack_ai(var/mob/user)
if(!mob_wear_hat(user))
+4 -4
View File
@@ -71,7 +71,7 @@ BLIND // can't see anything
tint = initial(tint)
enables_planes = away_planes
away_planes = null
user.update_action_buttons_icon()
user.update_mob_action_buttons()
user.recalculate_vis()
/obj/item/clothing/glasses/attack_self(mob/user)
@@ -408,7 +408,7 @@ BLIND // can't see anything
tint = TINT_NONE
to_chat(usr, "You push \the [src] up out of your face.")
update_clothing_icon()
usr.update_action_buttons_icon()
usr.update_mob_action_buttons()
/obj/item/clothing/glasses/welding/superior
name = "superior welding goggles"
@@ -503,7 +503,7 @@ BLIND // can't see anything
user << activation_sound
user.recalculate_vis()
user.update_inv_glasses()
user.update_action_buttons_icon()
user.update_mob_action_buttons()
/obj/item/clothing/glasses/sunglasses/sechud/aviator/update_icon()
if(on)
@@ -623,4 +623,4 @@ BLIND // can't see anything
icon_state = "[initial(icon_state)]up"
to_chat(usr, "You push \the [src] up from in front of your eyes.")
update_clothing_icon()
usr.update_action_buttons_icon()
usr.update_mob_action_buttons()
+1 -1
View File
@@ -106,7 +106,7 @@
if(src && choice && !user.incapacitated() && in_range(user,src))
icon_state = options[choice]
user.update_inv_glasses()
user.update_action_buttons_icon()
user.update_mob_action_buttons()
to_chat(user, span_notice("Your [src] now displays [choice] ."))
return 1
+2 -2
View File
@@ -141,7 +141,7 @@
away_planes = null
to_chat(usr, span_notice("You enabled the Augmented Reality HUD of your [src.name]."))
ar_toggled = !ar_toggled
usr.update_action_buttons_icon()
usr.update_mob_action_buttons()
usr.recalculate_vis()
@@ -249,7 +249,7 @@
item_state = initial(item_state)
usr.update_inv_glasses()
to_chat(usr, "You activate the retinal projector on the [src].")
usr.update_action_buttons_icon()
usr.update_mob_action_buttons()
/obj/item/clothing/glasses/omnihud/all
name = "\improper AR-B glasses"
+2 -2
View File
@@ -83,7 +83,7 @@
if (ismob(src.loc)) //should allow masks to update when it is opened/closed
var/mob/M = src.loc
M.update_inv_wear_mask()
usr.update_action_buttons_icon()
usr.update_mob_action_buttons()
// Costume Versions Here
/obj/item/clothing/head/helmet/combat/crusader_costume
@@ -140,4 +140,4 @@
if (ismob(src.loc)) //should allow masks to update when it is opened/closed
var/mob/M = src.loc
M.update_inv_wear_mask()
usr.update_action_buttons_icon()
usr.update_mob_action_buttons()
+1 -1
View File
@@ -65,7 +65,7 @@
if (ismob(src.loc)) //should allow masks to update when it is opened/closed
var/mob/M = src.loc
M.update_inv_wear_mask()
usr.update_action_buttons_icon()
usr.update_mob_action_buttons()
/obj/item/clothing/head/welding/demon
name = "demonic welding helmet"
+2 -2
View File
@@ -373,7 +373,7 @@
if(src && choice && !user.incapacitated() && in_range(user,src))
icon_state = options[choice]
user.update_inv_wear_mask()
user.update_action_buttons_icon()
user.update_mob_action_buttons()
to_chat(user, span_notice("Your paper mask now is now [choice]."))
return 1
@@ -408,7 +408,7 @@
if(src && choice && !user.incapacitated() && in_range(user,src))
icon_state = options[choice]
user.update_inv_wear_mask()
user.update_action_buttons_icon()
user.update_mob_action_buttons()
to_chat(user, span_notice("Your [src] now displays a [choice] emotion."))
return 1
+2 -2
View File
@@ -41,7 +41,7 @@
playsound(src, 'sound/effects/magnetclamp.ogg', 20)
to_chat(user, "You enable the mag-pulse traction system.")
user.update_inv_shoes() //so our mob-overlays update
user.update_action_buttons_icon()
user.update_mob_action_buttons()
/obj/item/clothing/shoes/magboots/mob_can_equip(mob/user, slot, disable_warning = FALSE)
var/mob/living/carbon/human/H = user
@@ -111,7 +111,7 @@
magpulse = 1
canremove = FALSE //kinda hard to take off magclaws when you are gripping them tightly.
to_chat(user, "You dig your claws deeply into the flooring, bracing yourself.")
user.update_action_buttons_icon()
user.update_mob_action_buttons()
//In case they somehow come off while enabled.
/obj/item/clothing/shoes/magboots/vox/dropped(mob/user as mob)
+1 -1
View File
@@ -455,7 +455,7 @@
throw_alert("handcuffed", /obj/screen/alert/restrained/handcuffed, new_master = handcuffed)
else
clear_alert("handcuffed")
update_action_buttons_icon() //some of our action buttons might be unusable when we're handcuffed.
update_mob_action_buttons() //some of our action buttons might be unusable when we're handcuffed.
update_inv_handcuffed()
// Clears blood overlays
+1 -1
View File
@@ -1,6 +1,6 @@
/mob/living/death(gibbed)
clear_fullscreens()
update_action_buttons_icon()
update_mob_action_buttons()
if(ai_holder)
ai_holder.go_sleep()
+1 -1
View File
@@ -973,7 +973,7 @@
if(lying != lying_prev)
lying_prev = lying
update_transform()
update_action_buttons_icon(status_only = TRUE)
update_mob_action_buttons()
//VOREStation Add
if(lying && LAZYLEN(buckled_mobs))
for(var/mob/living/L as anything in buckled_mobs)
+3 -2
View File
@@ -32,8 +32,9 @@
client.images = null //remove the images such as AIs being unable to see runes
client.screen = list() //remove hud items just in case
if(hud_used) qdel(hud_used) //remove the hud objects
hud_used = new /datum/hud(src)
if(hud_used)
qdel(hud_used) //remove the hud objects
new /datum/hud(src)
if(client.prefs && client.prefs.client_fps)
client.fps = client.prefs.client_fps
@@ -69,7 +69,7 @@
H.update_inv_r_hand()
playsound(src, 'sound/weapons/targeton.ogg', 50, 1)
user.update_action_buttons_icon()
user.update_mob_action_buttons()
/obj/item/gun/projectile/shotgun/compact/verb/verb_toggle_stock(mob/user as mob)
set category = "Object"
@@ -1129,7 +1129,7 @@
if (ismob(loc)) //should allow masks to update when it is opened/closed
var/mob/M = loc
M.update_inv_wear_mask()
usr.update_action_buttons_icon()
usr.update_mob_action_buttons()
//Vorrarkul: Theodora Lindt
/obj/item/clothing/suit/chococoat
@@ -2635,7 +2635,7 @@ Departamental Swimsuits, for general use
if (ismob(loc)) //should allow masks to update when it is opened/closed
var/mob/M = loc
M.update_inv_wear_mask()
usr.update_action_buttons_icon()
usr.update_mob_action_buttons()
/obj/item/clothing/suit/storage/toggle/labcoat/fluff/zeracloak
name = "Grand Purple Cloak"
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+8 -2
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@@ -65,6 +65,7 @@
#include "code\__defines\holder.dm"
#include "code\__defines\holomap.dm"
#include "code\__defines\hoses.dm"
#include "code\__defines\hud.dm"
#include "code\__defines\implant.dm"
#include "code\__defines\input.dm"
#include "code\__defines\instruments.dm"
@@ -207,6 +208,7 @@
#include "code\_helpers\verbs.dm"
#include "code\_helpers\view.dm"
#include "code\_helpers\visual_filters.dm"
#include "code\_helpers\weakref.dm"
#include "code\_helpers\icons\flatten.dm"
#include "code\_helpers\logging\debug.dm"
#include "code\_helpers\logging\ui.dm"
@@ -224,8 +226,6 @@
#include "code\_onclick\other_mobs.dm"
#include "code\_onclick\rig.dm"
#include "code\_onclick\telekinesis.dm"
#include "code\_onclick\hud\_defines.dm"
#include "code\_onclick\hud\_defines_vr.dm"
#include "code\_onclick\hud\ability_screen_objects.dm"
#include "code\_onclick\hud\ai.dm"
#include "code\_onclick\hud\alert.dm"
@@ -254,7 +254,13 @@
#include "code\_onclick\hud\soulcatcher_guest.dm"
#include "code\_onclick\hud\spell_screen_objects.dm"
#include "code\_onclick\hud\action\action.dm"
#include "code\_onclick\hud\action\action_group.dm"
#include "code\_onclick\hud\action\action_group_helpers.dm"
#include "code\_onclick\hud\action\action_item_overlay.dm"
#include "code\_onclick\hud\action\action_screen_objects.dm"
#include "code\_onclick\hud\action\innate_action.dm"
#include "code\_onclick\hud\action\item_action.dm"
#include "code\_onclick\hud\action\positioning.dm"
#include "code\_onclick\hud\action\types\item.dm"
#include "code\ATMOSPHERICS\_atmos_setup.dm"
#include "code\ATMOSPHERICS\_atmospherics_helpers.dm"