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* The TGS thing * Revert the 516 revert * Further segment the world/New() proc * Fixes an issue here
124 lines
3.5 KiB
Plaintext
124 lines
3.5 KiB
Plaintext
/*!
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* Base state and helpers for states. Just does some sanity checks,
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* implement a proper 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(user.client)
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var/clientviewlist = getviewsize(user.client.view)
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if(get_dist(src_object, user) < max(clientviewlist[1], clientviewlist[2]))
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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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// Don't allow interaction by default.
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return UI_CLOSE
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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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// Close UIs if mindless.
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if(!client)
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return UI_CLOSE
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// Disable UIs if unconscious.
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else if(stat)
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return UI_DISABLED
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// Update UIs if incapicitated but conscious.
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else if(incapacitated())
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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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// Disable UIs if the AI is unpowered.
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if(aiRestorePowerRoutine)
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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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// Disable UIs if the object isn't installed in the borg AND the borg is either locked, has a dead cell, or no cell.
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var/atom/device = src_object
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if((istype(device) && device.loc != src) && (!cell || cell.charge <= 0 || lockdown))
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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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* 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, allow_tk = TRUE)
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/* Unimplemented : remote code
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var/obj/item/item_in_hand = get_active_held_item()
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if(istype(item_in_hand, /obj/item/machine_remote)) //snowflake, this lets you interact with all.
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var/obj/item/machine_remote/remote = item_in_hand
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if(remote.controlling_machine_or_bot == src_object)
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return UI_INTERACTIVE
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*/
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// If the object is obscured, close it.
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if(viewcheck && !(src_object in view(src)))
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return UI_CLOSE
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var/dist = get_dist(src_object, src)
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// Open and interact if 1-0 tiles away.
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if(dist <= 1)
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return UI_INTERACTIVE
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// View only if 2-3 tiles away.
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else if(dist <= 2)
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return UI_UPDATE
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// Disable if 5 tiles away.
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else if(dist <= 5)
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return UI_DISABLED
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// Otherwise, we got nothing.
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return UI_CLOSE
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/mob/living/carbon/human/shared_living_ui_distance(atom/movable/src_object, viewcheck = TRUE, allow_tk = TRUE)
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if(allow_tk && (M_TK in mutations))
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return UI_INTERACTIVE
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return ..()
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