453 lines
15 KiB
Plaintext
453 lines
15 KiB
Plaintext
#define SHUTTER_MOVEMENT_DURATION 0.4 SECONDS
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#define SHUTTER_WAIT_DURATION 0.2 SECONDS
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/datum/hud/new_player
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///Whether the menu is currently on the client's screen or not
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var/menu_hud_status = TRUE
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/datum/hud/new_player/New(mob/dead/new_player/owner)
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. = ..()
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if(!owner.age_verify())
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return
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populate_buttons(owner)
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/datum/hud/new_player/proc/populate_buttons(mob/dead/new_player/owner)
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var/list/buttons = subtypesof(/atom/movable/screen/lobby)
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for(var/button_type in buttons)
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var/atom/movable/screen/lobby/lobbyscreen = new button_type(our_hud = src)
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lobbyscreen.SlowInit()
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lobbyscreen.hud = src
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static_inventory += lobbyscreen
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if(!lobbyscreen.always_shown)
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lobbyscreen.RegisterSignal(src, COMSIG_HUD_LOBBY_COLLAPSED, TYPE_PROC_REF(/atom/movable/screen/lobby, collapse_button))
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lobbyscreen.RegisterSignal(src, COMSIG_HUD_LOBBY_EXPANDED, TYPE_PROC_REF(/atom/movable/screen/lobby, expand_button))
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if(istype(lobbyscreen, /atom/movable/screen/lobby/button))
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var/atom/movable/screen/lobby/button/lobby_button = lobbyscreen
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lobby_button.owner = REF(owner)
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show_hud(hud_version)
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/atom/movable/screen/lobby
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plane = SPLASHSCREEN_PLANE
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layer = LOBBY_MENU_LAYER
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screen_loc = "TOP,CENTER"
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///Whether this HUD element can be hidden from the client's "screen" (moved off-screen) or not
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var/always_shown = FALSE
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/atom/movable/screen/lobby/New(loc, datum/hud/our_hud, ...)
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if(our_hud)
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hud = our_hud
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return ..()
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/// Run sleeping actions after initialize
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/atom/movable/screen/lobby/proc/SlowInit()
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return
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///Animates moving the button off-screen
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/atom/movable/screen/lobby/proc/collapse_button()
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SIGNAL_HANDLER
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//wait for the shutter to come down
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animate(src, transform = transform, time = SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
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//then pull the buttons up with the shutter
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animate(transform = transform.Translate(x = 0, y = 146), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
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///Animates moving the button back into place
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/atom/movable/screen/lobby/proc/expand_button()
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SIGNAL_HANDLER
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//the buttons are off-screen, so we sync them up to come down with the shutter
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animate(src, transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
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/atom/movable/screen/lobby/background
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icon = 'icons/hud/lobby/background.dmi'
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icon_state = "background"
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screen_loc = "TOP,CENTER:-61"
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/atom/movable/screen/lobby/button
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///Is the button currently enabled?
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var/enabled = TRUE
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///Is the button currently being hovered over with the mouse?
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var/highlighted = FALSE
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/// The ref of the mob that owns this button. Only the owner can click on it.
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var/owner
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/atom/movable/screen/lobby/button/Click(location, control, params)
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if(owner != REF(usr))
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return
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. = ..()
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if(!enabled)
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return
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flick("[base_icon_state]_pressed", src)
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update_appearance(UPDATE_ICON)
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return TRUE
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/atom/movable/screen/lobby/button/MouseEntered(location,control,params)
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if(owner != REF(usr))
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return
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. = ..()
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highlighted = TRUE
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update_appearance(UPDATE_ICON)
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/atom/movable/screen/lobby/button/MouseExited()
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if(owner != REF(usr))
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return
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. = ..()
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highlighted = FALSE
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update_appearance(UPDATE_ICON)
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/atom/movable/screen/lobby/button/update_icon(updates)
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. = ..()
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if(!enabled)
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icon_state = "[base_icon_state]_disabled"
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return
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else if(highlighted)
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icon_state = "[base_icon_state]_highlighted"
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return
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icon_state = base_icon_state
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///Updates the button's status: TRUE to enable interaction with the button, FALSE to disable
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/atom/movable/screen/lobby/button/proc/set_button_status(status)
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if(status == enabled)
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return FALSE
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enabled = status
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update_appearance(UPDATE_ICON)
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return TRUE
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///Prefs menu
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/atom/movable/screen/lobby/button/character_setup
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name = "View Character Setup"
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screen_loc = "TOP:-70,CENTER:-54"
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icon = 'icons/hud/lobby/character_setup.dmi'
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icon_state = "character_setup"
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base_icon_state = "character_setup"
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/atom/movable/screen/lobby/button/character_setup/Click(location, control, params)
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. = ..()
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if(!.)
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return
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hud.mymob.client.prefs.current_tab = SETTINGS_TAB
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hud.mymob.client.prefs.ShowChoices(hud.mymob)
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///Button that appears before the game has started
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/atom/movable/screen/lobby/button/ready
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name = "Toggle Readiness"
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screen_loc = "TOP:-8,CENTER:-65"
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icon = 'icons/hud/lobby/ready.dmi'
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icon_state = "not_ready"
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base_icon_state = "not_ready"
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///Whether we are readied up for the round or not
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var/ready = FALSE
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/atom/movable/screen/lobby/button/ready/Initialize(mapload)
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. = ..()
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switch(SSticker.current_state)
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if(GAME_STATE_PREGAME, GAME_STATE_STARTUP)
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RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, PROC_REF(hide_ready_button))
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if(GAME_STATE_SETTING_UP)
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set_button_status(FALSE)
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RegisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP, PROC_REF(show_ready_button))
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else
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set_button_status(FALSE)
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/atom/movable/screen/lobby/button/ready/proc/hide_ready_button()
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SIGNAL_HANDLER
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set_button_status(FALSE)
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UnregisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP)
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RegisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP, PROC_REF(show_ready_button))
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/atom/movable/screen/lobby/button/ready/proc/show_ready_button()
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SIGNAL_HANDLER
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set_button_status(TRUE)
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UnregisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP)
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RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, PROC_REF(hide_ready_button))
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/atom/movable/screen/lobby/button/ready/Click(location, control, params)
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. = ..()
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if(!.)
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return
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var/mob/dead/new_player/new_player = hud.mymob
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ready = !ready
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if(ready)
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new_player.ready = PLAYER_READY_TO_PLAY
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base_icon_state = "ready"
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else
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new_player.ready = PLAYER_NOT_READY
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base_icon_state = "not_ready"
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update_appearance(UPDATE_ICON)
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///Shown when the game has started
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/atom/movable/screen/lobby/button/join
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name = "Join Game"
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screen_loc = "TOP:-13,CENTER:-58"
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icon = 'icons/hud/lobby/join.dmi'
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icon_state = "" //Default to not visible
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base_icon_state = "join_game"
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enabled = FALSE
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/atom/movable/screen/lobby/button/join/Initialize(mapload)
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. = ..()
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switch(SSticker.current_state)
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if(GAME_STATE_PREGAME, GAME_STATE_STARTUP)
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RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, PROC_REF(show_join_button))
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if(GAME_STATE_SETTING_UP)
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set_button_status(TRUE)
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RegisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP, PROC_REF(hide_join_button))
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else
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set_button_status(TRUE)
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/atom/movable/screen/lobby/button/join/Click(location, control, params)
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. = ..()
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if(!.)
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return
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if(!SSticker?.IsRoundInProgress())
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to_chat(hud.mymob, span_boldwarning("The round is either not ready, or has already finished..."))
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return
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//Determines Relevent Population Cap
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var/relevant_cap
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var/hpc = CONFIG_GET(number/hard_popcap)
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var/epc = CONFIG_GET(number/extreme_popcap)
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if(hpc && epc)
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relevant_cap = min(hpc, epc)
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else
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relevant_cap = max(hpc, epc)
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var/mob/dead/new_player/new_player = hud.mymob
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if(SSticker.queued_players.len || (relevant_cap && living_player_count() >= relevant_cap && !(ckey(new_player.key) in GLOB.admin_datums)))
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to_chat(new_player, span_danger("[CONFIG_GET(string/hard_popcap_message)]"))
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var/queue_position = SSticker.queued_players.Find(new_player)
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if(queue_position == 1)
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to_chat(new_player, span_notice("You are next in line to join the game. You will be notified when a slot opens up."))
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else if(queue_position)
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to_chat(new_player, span_notice("There are [queue_position-1] players in front of you in the queue to join the game."))
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else
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SSticker.queued_players += new_player
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to_chat(new_player, span_notice("You have been added to the queue to join the game. Your position in queue is [SSticker.queued_players.len]."))
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return
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new_player.LateChoices()
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/atom/movable/screen/lobby/button/join/proc/show_join_button()
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SIGNAL_HANDLER
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set_button_status(TRUE)
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UnregisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP)
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RegisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP, PROC_REF(hide_join_button))
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/atom/movable/screen/lobby/button/join/proc/hide_join_button()
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SIGNAL_HANDLER
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set_button_status(FALSE)
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UnregisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP)
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RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, PROC_REF(show_join_button))
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/atom/movable/screen/lobby/button/observe
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name = "Observe"
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screen_loc = "TOP:-40,CENTER:-54"
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icon = 'icons/hud/lobby/observe.dmi'
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icon_state = "observe_disabled"
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base_icon_state = "observe"
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enabled = FALSE
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/atom/movable/screen/lobby/button/observe/Initialize(mapload)
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. = ..()
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if(SSticker.current_state > GAME_STATE_STARTUP)
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set_button_status(TRUE)
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else
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RegisterSignal(SSticker, COMSIG_TICKER_ENTER_PREGAME, PROC_REF(enable_observing))
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/atom/movable/screen/lobby/button/observe/Click(location, control, params)
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. = ..()
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if(!.)
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return
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var/mob/dead/new_player/new_player = hud.mymob
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new_player.make_me_an_observer()
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/atom/movable/screen/lobby/button/observe/proc/enable_observing()
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SIGNAL_HANDLER
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flick("[base_icon_state]_enabled", src)
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set_button_status(TRUE)
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UnregisterSignal(SSticker, COMSIG_TICKER_ENTER_PREGAME, PROC_REF(enable_observing))
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//Subtype the bottom buttons away so the collapse/expand shutter goes behind them
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/atom/movable/screen/lobby/button/bottom
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layer = LOBBY_BOTTOM_BUTTON_LAYER
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icon = 'icons/hud/lobby/bottom_buttons.dmi'
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/atom/movable/screen/lobby/button/bottom/settings
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name = "View Game Preferences"
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icon_state = "settings"
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base_icon_state = "settings"
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screen_loc = "TOP:-122,CENTER:+29"
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/atom/movable/screen/lobby/button/bottom/settings/Click(location, control, params)
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. = ..()
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if(!.)
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return
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hud.mymob.client.prefs.current_tab = PREFERENCES_TAB
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hud.mymob.client.prefs.ShowChoices(hud.mymob)
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/atom/movable/screen/lobby/button/bottom/changelog_button
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name = "View Changelog"
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icon_state = "changelog"
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base_icon_state = "changelog"
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screen_loc ="TOP:-122,CENTER:+57"
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/atom/movable/screen/lobby/button/bottom/changelog_button/Click(location, control, params)
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. = ..()
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usr.client?.changelog()
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/atom/movable/screen/lobby/button/bottom/crew_manifest
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name = "View Crew Manifest"
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icon_state = "crew_manifest"
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base_icon_state = "crew_manifest"
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screen_loc = "TOP:-122,CENTER:+2"
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/atom/movable/screen/lobby/button/bottom/crew_manifest/Click(location, control, params)
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. = ..()
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if(!.)
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return
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var/mob/dead/new_player/new_player = hud.mymob
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new_player.ViewManifest()
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/atom/movable/screen/lobby/button/bottom/poll
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name = "View Available Polls"
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icon_state = "poll"
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base_icon_state = "poll"
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screen_loc = "TOP:-122,CENTER:-26"
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///Whether the button should have a New Poll notification overlay
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var/new_poll = FALSE
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/atom/movable/screen/lobby/button/bottom/poll/SlowInit(mapload)
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. = ..()
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if(!usr)
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return
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var/mob/dead/new_player/new_player = usr
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if(is_guest_key(new_player.key))
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set_button_status(FALSE)
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return
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if(!SSdbcore.Connect())
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set_button_status(FALSE)
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return
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var/isadmin = FALSE
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if(new_player.client?.holder)
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isadmin = TRUE
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var/datum/db_query/query_get_new_polls = SSdbcore.NewQuery({"
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SELECT id FROM [format_table_name("poll_question")]
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WHERE (adminonly = 0 OR :isadmin = 1)
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AND Now() BETWEEN starttime AND endtime
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AND deleted = 0
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AND id NOT IN (
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SELECT pollid FROM [format_table_name("poll_vote")]
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WHERE ckey = :ckey
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AND deleted = 0
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)
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AND id NOT IN (
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SELECT pollid FROM [format_table_name("poll_textreply")]
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WHERE ckey = :ckey
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AND deleted = 0
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)
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"}, list("isadmin" = isadmin, "ckey" = new_player.ckey))
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if(!query_get_new_polls.Execute())
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qdel(query_get_new_polls)
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set_button_status(FALSE)
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return
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if(query_get_new_polls.NextRow())
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new_poll = TRUE
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else
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new_poll = FALSE
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update_appearance(UPDATE_OVERLAYS)
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qdel(query_get_new_polls)
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if(QDELETED(new_player))
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set_button_status(FALSE)
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return
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/atom/movable/screen/lobby/button/bottom/poll/update_overlays()
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. = ..()
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if(new_poll)
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. += mutable_appearance('icons/hud/lobby/poll_overlay.dmi', "new_poll")
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/atom/movable/screen/lobby/button/bottom/poll/Click(location, control, params)
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. = ..()
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if(!.)
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return
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var/mob/dead/new_player/new_player = hud.mymob
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new_player.handle_player_polling()
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/atom/movable/screen/lobby/button/collapse
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name = "Collapse Lobby Menu"
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icon = 'icons/hud/lobby/collapse_expand.dmi'
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icon_state = "collapse"
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base_icon_state = "collapse"
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layer = LOBBY_BELOW_MENU_LAYER
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screen_loc = "TOP:-82,CENTER:-54"
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always_shown = TRUE
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/atom/movable/screen/lobby/button/collapse/Click(location, control, params)
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. = ..()
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if(!.)
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return
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if(!istype(hud, /datum/hud/new_player))
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return
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var/datum/hud/new_player/our_hud = hud
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base_icon_state = our_hud.menu_hud_status ? "expand" : "collapse"
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name = "[our_hud.menu_hud_status ? "Expand" : "Collapse"] Lobby Menu"
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set_button_status(FALSE)
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//get the shutter object used by our hud
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var/atom/movable/screen/lobby/shutter/menu_shutter = locate(/atom/movable/screen/lobby/shutter) in hud.static_inventory
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//animate the shutter
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menu_shutter.setup_shutter_animation()
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//animate bottom buttons' movement
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if(our_hud.menu_hud_status)
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collapse_menu()
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else
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expand_menu()
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our_hud.menu_hud_status = !our_hud.menu_hud_status
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//re-enable clicking the button when the shutter animation finishes
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//we use sleep here so it can work during game setup, as addtimer would not work until the game would finish setting up
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sleep(2 * SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
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set_button_status(TRUE)
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///Moves the button to the top of the screen, leaving only the screen part in view
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///Sends a signal on the hud for the menu hud elements to listen to
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/atom/movable/screen/lobby/button/collapse/proc/collapse_menu()
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SEND_SIGNAL(hud, COMSIG_HUD_LOBBY_COLLAPSED)
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//wait for the shutter to come down
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animate(src, transform = transform, time = SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
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//then pull the button up with the shutter and leave it on the edge of the screen
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animate(transform = transform.Translate(x = 0, y = 134), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
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///Extends the button back to its usual spot
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///Sends a signal on the hud for the menu hud elements to listen to
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/atom/movable/screen/lobby/button/collapse/proc/expand_menu()
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SEND_SIGNAL(hud, COMSIG_HUD_LOBBY_EXPANDED)
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animate(src, transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
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/atom/movable/screen/lobby/shutter
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icon = 'icons/hud/lobby/shutter.dmi'
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icon_state = "shutter"
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base_icon_state = "shutter"
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screen_loc = "TOP:+143,CENTER:-73" //"home" position is off-screen
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layer = LOBBY_SHUTTER_LAYER
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always_shown = TRUE
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///Sets up the shutter pulling down and up. It's the same animation for both collapsing and expanding the menu.
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/atom/movable/screen/lobby/shutter/proc/setup_shutter_animation()
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//bring down the shutter
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animate(src, transform = transform.Translate(x = 0, y = -143), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
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//wait a little bit before bringing the shutter up
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animate(transform = transform, time = SHUTTER_WAIT_DURATION)
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//pull the shutter back off-screen
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animate(transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
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#undef SHUTTER_MOVEMENT_DURATION
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#undef SHUTTER_WAIT_DURATION
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