Files
GS13NG/code/_onclick/hud/new_player.dm

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