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* tgui * removed converting-old-tgui-interfaces.md * added sqlite migration, removed tgui_lock (seems unused??) * added MIT header to SStgui * updated link in tgui.html * update README.md * change license in README.md * SS_PRIORITY_TGUI * Bind KitchenSkin to CTRL+ALT+0 because my keyboard requires shift to enter equals sign * Converted GPS to tgui, removed getviewsize * remove intellicard.js, revert aicard.dm, remove unused scss * removed hands.dm, added license and copyright to adjacent.dm and Gps.js * fix .dme * removed references to interface scss files
121 lines
3.4 KiB
Plaintext
121 lines
3.4 KiB
Plaintext
/**
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* tgui states
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*
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* Base state and helpers for states. Just does some sanity checks, implement
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* a state for in-depth checks.
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*
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* Copyright (c) 2020 Aleksej Komarov
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* SPDX-License-Identifier: MIT
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*/
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/**
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* public
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*
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* Checks the UI state for a mob.
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*
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* required user mob The mob who opened/is using the UI.
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* required state datum/ui_state The state to check.
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*
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* return UI_state The state of the UI.
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*/
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/datum/proc/ui_status(mob/user, datum/ui_state/state)
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var/src_object = ui_host(user)
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. = UI_CLOSE
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if(!state)
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return
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if(isobserver(user))
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// If they turn on ghost AI control, admins can always interact.
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if(isAdminGhost(user))
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. = max(., UI_INTERACTIVE)
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// Regular ghosts can always at least view if in range.
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if(get_dist(src_object, user) < user.client.view)
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. = max(., UI_UPDATE)
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// Check if the state allows interaction
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var/result = state.can_use_topic(src_object, user)
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. = max(., result)
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/**
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* private
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*
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* Checks if a user can use src_object's UI, and returns the state.
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* Can call a mob proc, which allows overrides for each mob.
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*
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* required src_object datum The object/datum which owns the UI.
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* required user mob The mob who opened/is using the UI.
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*
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* return UI_state The state of the UI.
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*/
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/datum/ui_state/proc/can_use_topic(src_object, mob/user)
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return UI_CLOSE // Don't allow interaction by default.
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/**
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* public
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*
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* Standard interaction/sanity checks. Different mob types may have overrides.
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*
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* return UI_state The state of the UI.
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*/
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/mob/proc/shared_ui_interaction(src_object)
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if(!client) // Close UIs if mindless.
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return UI_CLOSE
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else if(stat) // Disable UIs if unconcious.
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return UI_DISABLED
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else if(incapacitated()) // Update UIs if incapicitated but concious.
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return UI_UPDATE
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return UI_INTERACTIVE
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/mob/living/silicon/ai/shared_ui_interaction(src_object)
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if(aiRestorePowerRoutine) // Disable UIs if the AI is unpowered.
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return UI_DISABLED
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return ..()
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/mob/living/silicon/robot/shared_ui_interaction(src_object)
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if(!cell || cell.charge <= 0 || lockcharge) // Disable UIs if the Borg is unpowered or locked.
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return UI_DISABLED
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return ..()
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/**
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* public
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*
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* Check the distance for a living mob.
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* Really only used for checks outside the context of a mob.
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* Otherwise, use shared_living_ui_distance().
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*
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* required src_object The object which owns the UI.
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* required user mob The mob who opened/is using the UI.
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*
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* return UI_state The state of the UI.
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*/
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/atom/proc/contents_ui_distance(src_object, mob/living/user)
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return user.shared_living_ui_distance(src_object) // Just call this mob's check.
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/**
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* public
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*
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* Distance versus interaction check.
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*
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* required src_object atom/movable The object which owns the UI.
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*
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* return UI_state The state of the UI.
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*/
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/mob/living/proc/shared_living_ui_distance(atom/movable/src_object, viewcheck = TRUE)
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if(viewcheck && !(src_object in view(src))) // If the object is obscured, close it.
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return UI_CLOSE
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var/dist = get_dist(src_object, src)
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if(dist <= 1) // Open and interact if 1-0 tiles away.
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return UI_INTERACTIVE
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else if(dist <= 2) // View only if 2-3 tiles away.
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return UI_UPDATE
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else if(dist <= 5) // Disable if 5 tiles away.
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return UI_DISABLED
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return UI_CLOSE // Otherwise, we got nothing.
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/mob/living/carbon/human/shared_living_ui_distance(atom/movable/src_object, viewcheck = TRUE)
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if(M_TK in mutations)
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return UI_INTERACTIVE
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return ..()
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