/*! * Base state and helpers for states. Just does some sanity checks, * implement a proper state for in-depth checks. * * Copyright (c) 2020 Aleksej Komarov * SPDX-License-Identifier: MIT */ /** * public * * Checks the UI state for a mob. * * required user mob The mob who opened/is using the UI. * required state datum/ui_state The state to check. * * return UI_state The state of the UI. */ /datum/proc/ui_status(mob/user, datum/ui_state/state) var/src_object = ui_host(user) . = UI_CLOSE if(!state) return if(isobserver(user)) // If they turn on ghost AI control, admins can always interact. if(isAdminGhost(user)) . = max(., UI_INTERACTIVE) // Regular ghosts can always at least view if in range. if(user.client) var/clientviewlist = getviewsize(user.client.view) if(get_dist(src_object, user) < max(clientviewlist[1], clientviewlist[2])) . = max(., UI_UPDATE) // Check if the state allows interaction var/result = state.can_use_topic(src_object, user) . = max(., result) /** * private * * Checks if a user can use src_object's UI, and returns the state. * Can call a mob proc, which allows overrides for each mob. * * required src_object datum The object/datum which owns the UI. * required user mob The mob who opened/is using the UI. * * return UI_state The state of the UI. */ /datum/ui_state/proc/can_use_topic(src_object, mob/user) // Don't allow interaction by default. return UI_CLOSE /** * public * * Standard interaction/sanity checks. Different mob types may have overrides. * * return UI_state The state of the UI. */ /mob/proc/shared_ui_interaction(src_object) // Close UIs if mindless. if(!client) return UI_CLOSE // Disable UIs if unconscious. else if(stat) return UI_DISABLED // Update UIs if incapicitated but conscious. else if(incapacitated()) return UI_UPDATE return UI_INTERACTIVE /mob/living/silicon/ai/shared_ui_interaction(src_object) // Disable UIs if the AI is unpowered. if(aiRestorePowerRoutine) return UI_DISABLED return ..() /mob/living/silicon/robot/shared_ui_interaction(src_object) // Disable UIs if the object isn't installed in the borg AND the borg is either locked, has a dead cell, or no cell. var/atom/device = src_object if((istype(device) && device.loc != src) && (!cell || cell.charge <= 0 || lockdown)) return UI_DISABLED return ..() /** * public * * Distance versus interaction check. * * required src_object atom/movable The object which owns the UI. * * return UI_state The state of the UI. */ /mob/living/proc/shared_living_ui_distance(atom/movable/src_object, viewcheck = TRUE, allow_tk = TRUE) /* Unimplemented : remote code var/obj/item/item_in_hand = get_active_held_item() if(istype(item_in_hand, /obj/item/machine_remote)) //snowflake, this lets you interact with all. var/obj/item/machine_remote/remote = item_in_hand if(remote.controlling_machine_or_bot == src_object) return UI_INTERACTIVE */ // If the object is obscured, close it. if(viewcheck && !(src_object in view(src))) return UI_CLOSE var/dist = get_dist(src_object, src) // Open and interact if 1-0 tiles away. if(dist <= 1) return UI_INTERACTIVE // View only if 2-3 tiles away. else if(dist <= 2) return UI_UPDATE // Disable if 5 tiles away. else if(dist <= 5) return UI_DISABLED // Otherwise, we got nothing. return UI_CLOSE /mob/living/carbon/human/shared_living_ui_distance(atom/movable/src_object, viewcheck = TRUE, allow_tk = TRUE) if(allow_tk && (M_TK in mutations)) return UI_INTERACTIVE return ..()