This commit is contained in:
izac112
2023-06-21 19:03:35 +02:00
346 changed files with 5621 additions and 4174 deletions
+1 -1
View File
@@ -445,7 +445,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
ENABLE_BITFIELD(options, SDQL2_OPTION_DO_NOT_AUTOGC)
/datum/SDQL2_query/proc/ARun()
INVOKE_ASYNC(src, .proc/Run)
INVOKE_ASYNC(src, PROC_REF(Run))
/datum/SDQL2_query/proc/Run()
if(SDQL2_IS_RUNNING)
+15 -1
View File
@@ -158,7 +158,9 @@
Left Mouse Button on AI mob = Select/Deselect mob<br>\
Left Mouse Button + alt on AI mob = Toggle hostility on mob<br>\
Left Mouse Button + shift on AI mob = Toggle AI (also resets)<br>\
Left Mouse Button + ctrl on AI mob = Copy mob faction<br>\
Left Mouse Button + ctrl on AI mob = Copy mob faction<br>\
Middle Mouse Button + shift on any = Set selected mob(s) to wander<br>\
Middle Mouse Button + shift on any = Set selected mob(s) to NOT wander<br>\
Right Mouse Button + ctrl on any mob = Paste mob faction copied with Left Mouse Button + shift<br>\
Right Mouse Button on enemy mob = Command selected mobs to attack mob<br>\
Right Mouse Button on allied mob = Command selected mobs to follow mob<br>\
@@ -545,6 +547,18 @@
for(var/mob/living/unit in holder.selected_mobs)
holder.deselect_AI_mob(user.client, unit)
if(pa.Find("middle"))
if(pa.Find("shift"))
to_chat(user, SPAN_NOTICE("All selected mobs set to wander"))
for(var/mob/living/unit in holder.selected_mobs)
var/datum/ai_holder/AI = unit.ai_holder
AI.wander = TRUE
if(pa.Find("ctrl"))
to_chat(user, SPAN_NOTICE("Setting mobs set to NOT wander"))
for(var/mob/living/unit in holder.selected_mobs)
var/datum/ai_holder/AI = unit.ai_holder
AI.wander = FALSE
if(pa.Find("right"))
// Paste faction
+316
View File
@@ -0,0 +1,316 @@
//Datum that's initialized on first calling the client procs. It's stored in /client
//We keep a distinct names/refs list in an effort to make things speedy, and for easy checking if something is on our list.
//We manually add to list element with procs to avoid dealing with clunky global lists that might not be relevant
//and for ability to narrate from long range.
/datum/entity_narrate
var/list/entity_names = list()
var/list/entity_refs = list()
//TGUI Helper Vars
var/tgui_id = "EntityNarrate"
var/tgui_selection_mode = 0 //0 for single entity, 1 for multi entity
var/tgui_selected_name = "" //String for single selection in-game name
var/tgui_selected_type = "" //String for single selection type
var/tgui_selected_id = "" //String to retrieve ref from entity_refs
var/tgui_selected_refs //object references
var/list/tgui_selected_id_multi = list() //List of strings containing mob ids for multi selection
var/tgui_narrate_mode = 0 //0 for speak, 1 for emote
var/tgui_narrate_privacy = 0 //0 for loud, 1 for subtle
var/tgui_last_message = 0 // int to avoid spam
//Appears as a right click verb on any obj and mob within view range.
//when not right clicking we get a list to pick from in aforementioned view range.
/client/proc/add_mob_for_narration(E as obj|mob|turf in orange(world.view))
set name = "Narrate Entity (Add ref)"
set desc = "Saves a reference of target mob to be called when narrating."
set category = "Fun"
if(!check_rights(R_FUN)) return
//Making sure we got the list datum on our client.
if(!entity_narrate_holder)
entity_narrate_holder = new /datum/entity_narrate()
if(!istype(entity_narrate_holder, /datum/entity_narrate))
return
var/datum/entity_narrate/holder = entity_narrate_holder
//Since we extended to include all atoms, we're shutting things down with a guard clause for ghosts
if(istype(E, /mob/observer))
to_chat(usr, SPAN_NOTICE("Ghosts shouldn't be narrated! If you want a ghost, make it a subtype of mob/living!"))
return
//We require a static mob/living type to check for .client and also later on, to use the unique .say mechanics for stuttering and language
if(istype(E, /mob/living))
var/mob/living/L = E
if(L.client)
to_chat(usr, SPAN_NOTICE("[L.name] is a player. All attempts to speak through them \
gets logged in case of abuse."))
log_and_message_admins("has added [L.ckey]'s mob to their entity narrate list", usr)
return
var/unique_name = sanitize(tgui_input_text(usr, "Please give the entity a unique name to track internally. \
This doesn't override how it appears in game", "tracker", L.name))
if(unique_name in holder.entity_names)
to_chat(usr, SPAN_NOTICE("[unique_name] is not unique! Pick another!"))
add_mob_for_narration(L) //Recursively calling ourselves until cancelled or a unique name is given.
return
holder.entity_names += unique_name
holder.entity_refs[unique_name] = L
log_and_message_admins("added [L.name] for their personal list to narrate", usr) //Logging here to avoid spam, while still safeguarding abuse
//Covering functionality for turfs and objs. We need static type to access the name var
else if(istype(E, /atom))
var/atom/A = E
var/unique_name = sanitize(tgui_input_text(usr, "Please give the entity a unique name to track internally. \
This doesn't override how it appears in game", "tracker", A.name))
if(unique_name in holder.entity_names)
to_chat(usr, SPAN_NOTICE("[unique_name] is not unique! Pick another!"))
add_mob_for_narration(A)
return
holder.entity_names += unique_name
holder.entity_refs[unique_name] = A
log_and_message_admins("added [A.name] for their personal list to narrate", usr) //Logging here to avoid spam, while still safeguarding abuse
//Proc for keeping our ref list relevant, deleting mobs that are no longer relevant for our event
/client/proc/remove_mob_for_narration()
set name = "Narrate Entity (Remove ref)"
set desc = "Remove mobs you're no longer narrating from your list for easier work."
set category = "Fun"
if(!check_rights(R_FUN)) return
if(!entity_narrate_holder)
entity_narrate_holder = new /datum/entity_narrate()
to_chat(usr, "No references were added yet! First add references!")
return
if(!istype(entity_narrate_holder, /datum/entity_narrate))
return
var/datum/entity_narrate/holder = entity_narrate_holder
var/options = holder.entity_names + "Clear All"
var/removekey = tgui_input_list(usr, "Choose which entity to remove", "remove reference", options, null)
if(removekey == "Clear All")
var/confirm = tgui_alert(usr, "Do you really want to clear your entity list?", "confirm", list("Yes", "No"), "No")
if(confirm == "Yes")
holder.entity_names = list()
holder.entity_refs = list()
else if(removekey)
holder.entity_refs -= removekey
holder.entity_names -= removekey
//Planned to have TGUI functionality
//For now brings up a list of all entities on our reference list and gives us the option to choose what we wanna do
//using TGUI/Byond list/alert inputs
//Does not actually interact with the game world, it passes user input to narrate_mob_args(name, mode, message) after sanitizing
/client/proc/narrate_mob()
set name = "Narrate Entity (Interface)"
set desc = "Send either a visible or audiable message through your chosen entities using an interface"
set category = "Fun"
if(!check_rights(R_FUN)) return
if(!entity_narrate_holder)
entity_narrate_holder = new /datum/entity_narrate()
to_chat(usr, "No references were added yet! First add references!")
return
if(!istype(entity_narrate_holder, /datum/entity_narrate))
return
var/datum/entity_narrate/holder = entity_narrate_holder
//Obtaining and sanitizing arguments for the actual proc
var/choices = holder.entity_names + "Open TGUI"
var/which_entity = tgui_input_list(usr, "Choose which mob to narrate", "Narrate mob", choices, null)
if(!which_entity) return
if(which_entity == "Open TGUI")
holder.tgui_interact(usr)
else
var/mode = tgui_alert(usr, "Speak or emote?", "mode", list("Speak", "Emote", "Cancel"))
if(mode == "Cancel") return
var/message = tgui_input_text(usr, "Input what you want [which_entity] to [mode]", "narrate",
null, multiline = TRUE, prevent_enter = TRUE)
if(message)
narrate_mob_args(which_entity, mode, message)
//The actual logic of the verb. Called by narrate_mob() when used.
/client/proc/narrate_mob_args(name as text, mode as text, message as text)
set name = "Narrate Entity"
set desc = "Narrate entities using positional arguments. Name should be as saved in ref list, mode should be Speak or Emote, follow with message"
set category = "Fun"
if(!check_rights(R_FUN)) return
if(!entity_narrate_holder)
entity_narrate_holder = new /datum/entity_narrate()
to_chat(usr, "No references were added yet! First add references!")
return
if(!istype(entity_narrate_holder, /datum/entity_narrate))
return
var/datum/entity_narrate/holder = entity_narrate_holder
//Sanitizing args
name = sanitize(name)
mode = sanitize(mode)
if(!(mode in list("Speak", "Emote")))
to_chat(usr, SPAN_NOTICE("Valid modes are 'Speak' and 'Emote'."))
return
if(!holder.entity_refs[name])
to_chat(usr, SPAN_NOTICE("[name] not in saved references!"))
//Separate definition for mob/living and /obj due to .say() code allowing us to engage with languages, stuttering etc
//We also need this so we can check for .client
if(istype(holder.entity_refs[name], /mob/living))
var/mob/living/our_entity = holder.entity_refs[name]
if(our_entity.client) //Making sure we can't speak for players
log_and_message_admins("used entity-narrate to speak through [our_entity.ckey]'s mob", usr)
if(!message)
message = tgui_input_text(usr, "Input what you want [our_entity] to [mode]", "narrate", null) //say/emote sanitize already
if(message && mode == "Speak")
our_entity.say(message)
else if(message && mode == "Emote")
our_entity.custom_emote(VISIBLE_MESSAGE, message)
else
return
//This does cost us some code duplication, but I think it's worth it.
//furthermore, objs/turfs require the usr to specify the verb when speaking, otherwise it looks like an emote.
else if(istype(holder.entity_refs[name], /atom))
var/atom/our_entity = holder.entity_refs[name]
if(!message)
message = tgui_input_text(usr, "Input what you want [our_entity] to [mode]", "narrate", null)
message = sanitize(message)
if(message && mode == "Speak")
our_entity.audible_message("<b>[our_entity.name]</b> [message]")
else if(message && mode == "Emote")
our_entity.visible_message("<b>[our_entity.name]</b> [message]")
else
return
/datum/entity_narrate/tgui_state(mob/user)
return GLOB.tgui_admin_state
/datum/entity_narrate/tgui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, tgui_id, "Entity Narration")
ui.open()
/datum/entity_narrate/tgui_data(mob/user)
var/list/data = list()
data["mode_select"] = tgui_narrate_mode
data["privacy_select"] = tgui_narrate_privacy
data["selected_id"] = tgui_selected_id
data["selected_name"] = tgui_selected_name
data["selected_type"] = tgui_selected_type
data["selection_mode"] = tgui_selection_mode
data["multi_id_selection"] = tgui_selected_id_multi
data["number_mob_selected"] = LAZYLEN(tgui_selected_id_multi)
data["entity_names"] = entity_names
return data
/datum/entity_narrate/tgui_act(action, list/params)
. = ..()
if(.) return
if(!check_rights_for(usr.client, R_FUN)) return
switch(action)
if("change_mode_multi")
tgui_selection_mode = !tgui_selection_mode
//Clearing selections after switching mode
tgui_selected_id_multi = list()
tgui_selected_id = ""
tgui_selected_type = ""
tgui_selected_name = ""
tgui_selected_refs = null
if("change_mode_privacy")
tgui_narrate_privacy = !tgui_narrate_privacy
if("change_mode_narration")
tgui_narrate_mode = !tgui_narrate_mode
if("select_entity")
if(tgui_selection_mode)
if(params["id_selected"] in tgui_selected_id_multi)
tgui_selected_id_multi -= params["id_selected"]
else
tgui_selected_id_multi += params["id_selected"]
else
if(params["id_selected"] in tgui_selected_id_multi)
tgui_selected_id_multi -= params["id_selected"]
tgui_selected_id = ""
tgui_selected_type = ""
tgui_selected_name = ""
tgui_selected_refs = null
else
tgui_selected_id_multi = list() //Using the same var for ease of implementation. Thus, we must reset to empty each time.
tgui_selected_id_multi += params["id_selected"]
tgui_selected_id = params["id_selected"]
tgui_selected_refs = entity_refs[tgui_selected_id]
if(istype(tgui_selected_refs, /mob/living))
var/mob/living/L = tgui_selected_refs
if(L.client)
tgui_selected_type = "!!!!PLAYER!!!!"
tgui_selected_name = L.name
else
tgui_selected_type = L.type
tgui_selected_name = L.name
else if(istype(tgui_selected_refs, /atom))
var/atom/A = tgui_selected_refs
tgui_selected_type = A.type
tgui_selected_name = A.name
if("narrate")
if(world.time < (tgui_last_message + 0.5 SECONDS))
to_chat(usr, SPAN_NOTICE("You can't messages that quickly! Wait at least half a second"))
else
to_chat(usr, SPAN_NOTICE("Message successfully sent!"))
tgui_last_message = world.time
var/message = params["message"] //Sanitizing before speaking it
if(tgui_selection_mode)
for(var/entity in tgui_selected_id_multi)
var/ref = entity_refs[entity]
if(istype(ref, /mob/living))
var/mob/living/L = ref
if(L.client)
log_and_message_admins("used entity-narrate to speak through [L.ckey]'s mob", usr)
narrate_tgui_mob(L, message)
else if(istype(ref, /atom))
var/atom/A = ref
narrate_tgui_atom(A, message)
else
var/ref = entity_refs[tgui_selected_id]
if(istype(ref, /mob/living))
var/mob/living/L = ref
if(L.client)
log_and_message_admins("used entity-narrate to speak through [L.ckey]'s mob", usr)
narrate_tgui_mob(L, message)
else if(istype(ref, /atom))
var/atom/A = ref
narrate_tgui_atom(A, message)
/datum/entity_narrate/proc/narrate_tgui_mob(mob/living/L, message as text)
//say and custom_emote sanitize it themselves, not sanitizing here to avoid double encoding.
if(tgui_narrate_mode && tgui_narrate_privacy)
L.custom_emote_vr(m_type = VISIBLE_MESSAGE, message = message)
else if(tgui_narrate_mode && !tgui_narrate_privacy)
L.custom_emote(VISIBLE_MESSAGE, message)
else if(!tgui_narrate_mode && tgui_narrate_privacy)
L.say(message, whispering = 1)
else if(!tgui_narrate_mode && !tgui_narrate_privacy)
L.say(message)
/datum/entity_narrate/proc/narrate_tgui_atom(atom/A, message as text)
message = sanitize(message)
if(tgui_narrate_mode && tgui_narrate_privacy)
A.visible_message("<i><b>[A.name]</b> [message]</i>", range = 1)
else if(tgui_narrate_mode && !tgui_narrate_privacy)
A.visible_message("<b>[A.name]</b> [message]",)
else if(!tgui_narrate_mode && tgui_narrate_privacy)
A.audible_message("<i><b>[A.name]</b> [message]</i>", hearing_distance = 1)
else if(!tgui_narrate_mode && !tgui_narrate_privacy)
A.audible_message("<b>[A.name]</b> [message]")
@@ -0,0 +1,44 @@
#define INACTIVITY_CAP 15 MINUTES //Creating a define for this for more straight forward finagling.
//TGUI functionality planned for easier readability, so creating a new file for this
//TGUI functionality will call a datum to handle things separately
/client/proc/getPlayerStatus()
set name = "Report Player Status"
set desc = "Get information on all active players in-game."
set category = "EventKit"
if(!check_rights(R_FUN)) return
var/player_list_local = player_list //Copying player list so we don't touch a global var all the time
var/list/area_list = list() //An associative list, where key is area name, value is a list of mob references
var/inactives = 0
var/players = 0
//Initializing our working list
for(var/player in player_list_local)
if(!istype(player, /mob/living)) continue //We only care for living players
var/mob/living/L = player
players += 1
if(L.client.inactivity > INACTIVITY_CAP)
inactives += 1
continue //Anyone who hasn't done anything in 15 minutes is likely too busy
var/area_name = get_area_name(L)
if(area_name in area_list)
area_list[area_name] += L // area_name:list(A,B,C); we add L to (A,B,C)
else
area_list[area_name] = list(L)
var/message = "#### The Following Players Are Likely Available #### \n"
for(var/cur_area in area_list)
var/area_players = area_list[cur_area]
message += "**** There are currently [LAZYLEN(area_players)] in [cur_area] **** \n"
for(var/mob/living/L in area_players)
message += "[L.name] ([L.key]) at ([L.x];[L.y]) has been inactive for [round(L.client.inactivity / (60 SECONDS))] minutes. \n"
message += "#### Over all, there are [players] eligible players, of which [inactives] were hidden due to inactivity. ####"
to_chat(usr, SPAN_NOTICE(message))