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* Part 1: fix tgui * Fix overdark layering * Vector code rework * misc. tgui things * final DM side fixes * TGUI try to fix #1 * Nuclear option. Bring all TGUI files. Will begin UNTGification in later commits. * Untgify: callback * untgify : config flags & config datums * Fixes GLOBAL_VAR_INIT * Purge HASTRAIT * .dme cleanup * file by file: status_alert.dm * file by file : preference datums + remove unused content * file by file : tgui_input/text.dm * file by file : fixes asset_cache_client.dm * file by file : tgui_panel / external.dm * file by file : tgui / external.dm * file by file : tgui / states.dm * file by file : subsystems/assets.dm [unused return type] * file by file : subsystems/tgui.dm [tg-macro for process()] * file by file : asset_cache_item.dm [minor proc call fix] * file by file : fixes a mistype for datum/asset_cache_item * file by file : removes bugs and unimplemented features in asset_list.dm * multifile : some more work on asset manager * File deleted : spirtesheet tg_assets. Don't need them * Remove unused TG content, fix asset_list.dm * Fixes a few issues with wrong type paths. * remove tgui_panel : this is for tgchat/stat2, which we don't use * fix thing * misc changes to tgui.dm. Defining QDELETED macro * final TGui fix * TGUI file convert : camera console and religion screen * Works * GPS fixed + fontAwesome fixed * Mecha console control * Fixes blurry icons * fixes iconbase64 regression * Misc bug/runtimes fixes * Fixes runtime funtime * Add merch computer TGUI * Fixes TGUI ticking interfaces + MSGS * PCMC * Power Monitor working * Power monitor * Bugfixes + robot console * Fixes mecha messages * Spess dot TV * TEG * Syndicate Uplink * Bump defines and connection warning * fix? * Fucking highscores * Fixes mistakes --------- Co-authored-by: west3436 <66280799+west3436@users.noreply.github.com>
121 lines
4.6 KiB
Plaintext
121 lines
4.6 KiB
Plaintext
/// The sane defaults for a UI such as a computer or a machine.
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/proc/default_ui_state(mob/user, atom/source)
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return min(
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ui_status_user_is_abled(user, source),
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ui_status_user_has_free_hands(user, source),
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ui_status_user_is_advanced_tool_user(user),
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ui_status_only_living(user),
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max(
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ui_status_user_is_adjacent(user, source),
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ui_status_silicon_has_access(user, source),
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)
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)
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/// Returns a UI status such that users adjacent to source will be able to interact,
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/// far away users will be able to see, and anyone farther won't see anything.
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/// Dead users will receive updates no matter what, though you likely want to add
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/// a [`ui_status_only_living`] check for finer observer interactions.
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/proc/ui_status_user_is_adjacent(mob/user, atom/source, allow_tk = TRUE)
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if (isliving(user))
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var/mob/living/living_user = user
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return living_user.shared_living_ui_distance(source, allow_tk = allow_tk)
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else
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return UI_UPDATE
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/// Returns a UI status such that the dead will be able to watch, but not interact.
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/proc/ui_status_only_living(mob/user, source)
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if (isliving(user))
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return UI_INTERACTIVE
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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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return UI_INTERACTIVE
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// Regular ghosts can always at least view if in range.
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if(user.client)
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var/clientviewlist = getviewsize(user.client.view)
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if(get_dist(source, user) < max(clientviewlist[1], clientviewlist[2]))
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return UI_UPDATE
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return UI_CLOSE
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/// Returns a UI status such that users with debilitating conditions, such as
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/// being dead or not having power for silicons, will not be able to interact.
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/// Being dead will disable UI, being incapacitated will continue updating it,
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/// and anything else will make it interactive.
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/proc/ui_status_user_is_abled(mob/user, atom/source)
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return user.shared_ui_interaction(source)
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/// Returns a UI status such that those without blocked hands will be able to interact,
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/// but everyone else can only watch.
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/// TODO: implement (allowed source)
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/proc/ui_status_user_has_free_hands(mob/user, atom/source, allowed_source)
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return user.find_empty_hand_index() ? UI_UPDATE : UI_INTERACTIVE
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/// Returns a UI status such that advanced tool users will be able to interact,
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/// but everyone else can only watch.
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/proc/ui_status_user_is_advanced_tool_user(mob/user)
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return user.dexterity_check() ? UI_INTERACTIVE : UI_UPDATE
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/// Returns a UI status such that silicons will be able to interact with whatever
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/// they would have access to if this was a machine. For example, AIs can
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/// interact if there's cameras with wireless control is enabled.
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/proc/ui_status_silicon_has_access(mob/user, atom/source)
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if (!issilicon(user))
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return UI_CLOSE
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var/mob/living/silicon/silicon_user = user
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return silicon_user.get_ui_access(source)
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/// Returns a UI status representing this silicon's capability to access
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/// the given source. Called by `ui_status_silicon_has_access`.
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/mob/living/silicon/proc/get_ui_access(atom/source)
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return UI_CLOSE
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/mob/living/silicon/robot/get_ui_access(atom/source)
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// Robots can interact with anything they can see.
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var/list/clientviewlist = getviewsize(client.view)
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if(get_dist(src, source) <= min(clientviewlist[1],clientviewlist[2]))
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return UI_INTERACTIVE
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return UI_DISABLED // Otherwise they can keep the UI open.
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/mob/living/silicon/ai/get_ui_access(atom/source)
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// The AI can interact with anything it can see nearby, or with cameras while wireless control is enabled.
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if(!control_disabled && can_see(source))
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return UI_INTERACTIVE
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return UI_CLOSE
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/mob/living/silicon/pai/get_ui_access(atom/source)
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// pAIs can only use themselves and the owner's radio.
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if((source == src || source == radio) && !stat)
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return UI_INTERACTIVE
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else
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return UI_CLOSE
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/// Returns UI_INTERACTIVE if the user is conscious and lying down.
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/// Returns UI_UPDATE otherwise.
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/proc/ui_status_user_is_conscious_and_lying_down(mob/user)
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if (!isliving(user))
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return UI_UPDATE
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var/mob/living/living_user = user
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return ((living_user.resting > 0) && living_user.stat == CONSCIOUS) \
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? UI_INTERACTIVE \
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: UI_UPDATE
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/// Return UI_INTERACTIVE if the user is strictly adjacent to the target atom, whether they can see it or not.
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/// Return UI_CLOSE otherwise.
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/proc/ui_status_user_strictly_adjacent(mob/user, atom/target)
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if(get_dist(target, user) > 1)
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return UI_CLOSE
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return UI_INTERACTIVE
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/// Return UI_INTERACTIVE if the user is inside the target atom, whether they can see it or not.
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/// Return UI_CLOSE otherwise.
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/proc/ui_status_user_inside(mob/user, atom/target)
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if(target.contains(user))
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return UI_INTERACTIVE
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return UI_CLOSE
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