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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
143 lines
4.4 KiB
Plaintext
143 lines
4.4 KiB
Plaintext
#define PROGRESSBAR_HEIGHT 6
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#define PROGRESSBAR_ANIMATION_TIME 5
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/datum/progressbar
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///The progress bar visual element.
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var/image/bar
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///The target where this progress bar is applied and where it is shown.
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var/atom/bar_loc
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///The mob whose client sees the progress bar.
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var/mob/user
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///The client seeing the progress bar.
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var/client/user_client
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///Effectively the number of steps the progress bar will need to do before reaching completion.
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var/goal = 1
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///Control check to see if the progress was interrupted before reaching its goal.
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var/last_progress = 0
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///Variable to ensure smooth visual stacking on multiple progress bars.
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var/listindex = 0
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/datum/progressbar/New(mob/User, goal_number, atom/target)
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. = ..()
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if (!istype(target))
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stack_trace("Invalid target [target] passed in")
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qdel(src)
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return
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if(QDELETED(User) || !istype(User))
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stack_trace("/datum/progressbar created with [isnull(User) ? "null" : "invalid"] user")
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qdel(src)
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return
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if(!isnum(goal_number))
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stack_trace("/datum/progressbar created with [isnull(User) ? "null" : "invalid"] goal_number")
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qdel(src)
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return
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goal = goal_number
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bar_loc = target
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bar = image('icons/effects/progessbar.dmi', bar_loc, "prog_bar_0")
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SET_PLANE_EXPLICIT(bar, ABOVE_HUD_PLANE, User) //yogs change, increased so it draws ontop of ventcrawling overlays
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bar.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
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user = User
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LAZYADDASSOCLIST(user.progressbars, bar_loc, src)
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var/list/bars = user.progressbars[bar_loc]
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listindex = bars.len
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if(user.client)
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user_client = user.client
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add_prog_bar_image_to_client()
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RegisterSignal(user, COMSIG_QDELETING, PROC_REF(on_user_delete))
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RegisterSignal(user, COMSIG_MOB_LOGOUT, PROC_REF(clean_user_client))
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RegisterSignal(user, COMSIG_MOB_LOGIN, PROC_REF(on_user_login))
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/datum/progressbar/Destroy()
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if(user)
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for(var/pb in user.progressbars[bar_loc])
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var/datum/progressbar/progress_bar = pb
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if(progress_bar == src || progress_bar.listindex <= listindex)
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continue
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progress_bar.listindex--
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progress_bar.bar.pixel_y = 32 + (PROGRESSBAR_HEIGHT * (progress_bar.listindex - 1))
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var/dist_to_travel = 32 + (PROGRESSBAR_HEIGHT * (progress_bar.listindex - 1)) - PROGRESSBAR_HEIGHT
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animate(progress_bar.bar, pixel_y = dist_to_travel, time = PROGRESSBAR_ANIMATION_TIME, easing = SINE_EASING)
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LAZYREMOVEASSOC(user.progressbars, bar_loc, src)
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user = null
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if(user_client)
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clean_user_client()
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bar_loc = null
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if(bar)
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QDEL_NULL(bar)
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return ..()
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///Called right before the user's Destroy()
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/datum/progressbar/proc/on_user_delete(datum/source)
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SIGNAL_HANDLER
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user.progressbars = null //We can simply nuke the list and stop worrying about updating other prog bars if the user itself is gone.
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user = null
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qdel(src)
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///Removes the progress bar image from the user_client and nulls the variable, if it exists.
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/datum/progressbar/proc/clean_user_client(datum/source)
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SIGNAL_HANDLER
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if(!user_client) //Disconnected, already gone.
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return
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user_client.images -= bar
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user_client = null
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///Called by user's Login(), it transfers the progress bar image to the new client.
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/datum/progressbar/proc/on_user_login(datum/source)
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SIGNAL_HANDLER
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if(user_client)
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if(user_client == user.client) //If this was not client handling I'd condemn this sanity check. But clients are fickle things.
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return
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clean_user_client()
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if(!user.client) //Clients can vanish at any time, the bastards.
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return
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user_client = user.client
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add_prog_bar_image_to_client()
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///Adds a smoothly-appearing progress bar image to the player's screen.
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/datum/progressbar/proc/add_prog_bar_image_to_client()
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bar.pixel_y = 0
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bar.alpha = 0
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user_client.images += bar
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animate(bar, pixel_y = 32 + (PROGRESSBAR_HEIGHT * (listindex - 1)), alpha = 255, time = PROGRESSBAR_ANIMATION_TIME, easing = SINE_EASING)
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///Updates the progress bar image visually.
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/datum/progressbar/proc/update(progress)
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progress = clamp(progress, 0, goal)
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if(progress == last_progress)
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return
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last_progress = progress
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bar.icon_state = "prog_bar_[round(((progress / goal) * 100), 5)]"
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///Called on progress end, be it successful or a failure. Wraps up things to delete the datum and bar.
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/datum/progressbar/proc/end_progress()
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if(last_progress != goal)
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bar.icon_state = "[bar.icon_state]_fail"
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animate(bar, alpha = 0, time = PROGRESSBAR_ANIMATION_TIME)
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QDEL_IN(src, PROGRESSBAR_ANIMATION_TIME)
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#undef PROGRESSBAR_ANIMATION_TIME
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#undef PROGRESSBAR_HEIGHT
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