/
inventory.dm
321 lines (277 loc) · 9.46 KB
/
inventory.dm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
//These procs handle putting s tuff in your hand. It's probably best to use these rather than setting stuff manually
//as they handle all relevant stuff like adding it to the player's screen and such
//Returns the thing in our active hand (whatever is in our active module-slot, in this case)
/mob/living/silicon/robot/get_active_hand()
return module_active
/mob/living/silicon/robot/IsHolding(obj/item/item)
if (istype(item))
if (QDELING(item))
crash_with("Invalid instance supplied: The passed item has been QDEL'd.")
return
if (module_state_1 == item || module_state_2 == item || module_state_3 == item)
return item
return
if (ispath(item, /obj/item))
if (istype(module_state_1, item))
return module_state_1
if (istype(module_state_2, item))
return module_state_2
if (istype(module_state_3, item))
return module_state_3
return
crash_with("Invalid instance or path supplied: Not a valid subtype of `/obj/item` or was `null`.")
/mob/living/silicon/robot/HandsEmpty()
return isnull(module_state_1) && isnull(module_state_2) && isnull(module_state_3)
/mob/living/silicon/robot/HasFreeHand()
return isnull(module_state_1) || isnull(module_state_2) || isnull(module_state_3)
/mob/living/silicon/robot/GetAllHeld(item_path)
. = list()
if (HandsEmpty())
return
if (!item_path)
if (module_state_1)
. += module_state_1
if (module_state_2)
. += module_state_2
if (module_state_3)
. += module_state_3
return
if (ispath(item_path, /obj/item))
if (istype(module_state_1, item_path))
. += module_state_1
if (istype(module_state_2, item_path))
. += module_state_2
if (istype(module_state_3, item_path))
. += module_state_3
return
crash_with("Invalid path supplied: Not a valid subtype of `/obj/item`.")
/*-------TODOOOOOOOOOO--------*/
//Verbs used by hotkeys.
/mob/living/silicon/robot/verb/cmd_unequip_module()
set name = "unequip-module"
set hidden = 1
uneq_active()
/mob/living/silicon/robot/verb/cmd_toggle_module(module as num)
set name = "toggle-module"
set hidden = 1
toggle_module(module)
/mob/living/silicon/robot/hotkey_drop()
if (!module)
to_chat(src, SPAN_WARNING("You haven't selected a module yet."))
return
uneq_active()
hud_used.update_robot_modules_display()
/mob/living/silicon/robot/proc/uneq_active()
if(isnull(module_active))
return
GLOB.module_deactivated_event.raise_event(src, module_active)
if(module_state_1 == module_active)
if(istype(module_state_1,/obj/item/borg/sight))
sight_mode &= ~module_state_1:sight_mode
if (client)
client.screen -= module_state_1
module_state_1.forceMove(module)
module_active = null
module_state_1 = null
inv1.icon_state = "inv1"
else if(module_state_2 == module_active)
if(istype(module_state_2,/obj/item/borg/sight))
sight_mode &= ~module_state_2:sight_mode
if (client)
client.screen -= module_state_2
module_state_2.forceMove(module)
module_active = null
module_state_2 = null
inv2.icon_state = "inv2"
else if(module_state_3 == module_active)
if(istype(module_state_3,/obj/item/borg/sight))
sight_mode &= ~module_state_3:sight_mode
if (client)
client.screen -= module_state_3
module_state_3.forceMove(module)
module_active = null
module_state_3 = null
inv3.icon_state = "inv3"
update_icon()
hud_used.update_robot_modules_display()
/mob/living/silicon/robot/proc/uneq_all()
module_active = null
if(module_state_1)
GLOB.module_deactivated_event.raise_event(src, module_state_1)
if(istype(module_state_1,/obj/item/borg/sight))
sight_mode &= ~module_state_1:sight_mode
if (client)
client.screen -= module_state_1
module_state_1.forceMove(module)
module_state_1 = null
inv1.icon_state = "inv1"
if(module_state_2)
GLOB.module_deactivated_event.raise_event(src, module_state_2)
if(istype(module_state_2,/obj/item/borg/sight))
sight_mode &= ~module_state_2:sight_mode
if (client)
client.screen -= module_state_2
module_state_2.forceMove(module)
module_state_2 = null
inv2.icon_state = "inv2"
if(module_state_3)
GLOB.module_deactivated_event.raise_event(src, module_state_3)
if(istype(module_state_3,/obj/item/borg/sight))
sight_mode &= ~module_state_3:sight_mode
if (client)
client.screen -= module_state_3
module_state_3.forceMove(module)
module_state_3 = null
inv3.icon_state = "inv3"
update_icon()
hud_used.update_robot_modules_display()
//Helper procs for cyborg modules on the UI.
//These are hackish but they help clean up code elsewhere.
//module_selected(module) - Checks whether the module slot specified by "module" is currently selected.
/mob/living/silicon/robot/proc/module_selected(module) //Module is 1-3
return module == get_selected_module()
//module_active(module) - Checks whether there is a module active in the slot specified by "module".
/mob/living/silicon/robot/proc/module_active(module) //Module is 1-3
if(module < 1 || module > 3) return 0
switch(module)
if(1)
if(module_state_1)
return 1
if(2)
if(module_state_2)
return 1
if(3)
if(module_state_3)
return 1
return 0
//get_selected_module() - Returns the slot number of the currently selected module. Returns 0 if no modules are selected.
/mob/living/silicon/robot/proc/get_selected_module()
if(module_state_1 && module_active == module_state_1)
return 1
else if(module_state_2 && module_active == module_state_2)
return 2
else if(module_state_3 && module_active == module_state_3)
return 3
return 0
//select_module(module) - Selects the module slot specified by "module"
/mob/living/silicon/robot/proc/select_module(module) //Module is 1-3
if(module < 1 || module > 3) return
if(!module_active(module)) return
switch(module)
if(1)
if(module_active != module_state_1)
inv1.icon_state = "inv1 +a"
inv2.icon_state = "inv2"
inv3.icon_state = "inv3"
module_active = module_state_1
if(2)
if(module_active != module_state_2)
inv1.icon_state = "inv1"
inv2.icon_state = "inv2 +a"
inv3.icon_state = "inv3"
module_active = module_state_2
if(3)
if(module_active != module_state_3)
inv1.icon_state = "inv1"
inv2.icon_state = "inv2"
inv3.icon_state = "inv3 +a"
module_active = module_state_3
module_active.on_active_hand(src)
GLOB.module_selected_event.raise_event(src, module_active)
//deselect_module(module) - Deselects the module slot specified by "module"
/mob/living/silicon/robot/proc/deselect_module(module) //Module is 1-3
if(module < 1 || module > 3) return
GLOB.module_deselected_event.raise_event(src, module_active)
switch(module)
if(1)
if(module_active == module_state_1)
inv1.icon_state = "inv1"
module_active = null
if(2)
if(module_active == module_state_2)
inv2.icon_state = "inv2"
module_active = null
if(3)
if(module_active == module_state_3)
inv3.icon_state = "inv3"
module_active = null
//toggle_module(module) - Toggles the selection of the module slot specified by "module".
/mob/living/silicon/robot/proc/toggle_module(module) //Module is 1-3
if(module < 1 || module > 3) return
if(module_selected(module))
deselect_module(module)
else
if(module_active(module))
select_module(module)
else
deselect_module(get_selected_module()) //If we can't do select anything, at least deselect the current module.
return
//cycle_modules() - Cycles through the list of selected modules.
/mob/living/silicon/robot/proc/cycle_modules()
var/slot_start = get_selected_module()
if(slot_start) deselect_module(slot_start) //Only deselect if we have a selected slot.
var/slot_num
if(slot_start == 0)
slot_num = 1
slot_start = 2
else
slot_num = slot_start + 1
while(slot_start != slot_num) //If we wrap around without finding any free slots, just give up.
if(module_active(slot_num))
select_module(slot_num)
return
slot_num++
if(slot_num > 3) slot_num = 1 //Wrap around.
return
/mob/living/silicon/robot/proc/activate_module(obj/item/O)
if(!(locate(O) in module.equipment))
return
if (IsHolding(O))
to_chat(src, SPAN_NOTICE("Already activated"))
return
if (!HasFreeHand())
to_chat(src, SPAN_NOTICE("You need to disable a module first!"))
return
if(!module_state_1)
module_state_1 = O
O.hud_layerise()
O.screen_loc = inv1.screen_loc
O.forceMove(src)
if(istype(module_state_1,/obj/item/borg/sight))
sight_mode |= module_state_1:sight_mode
else if(!module_state_2)
module_state_2 = O
O.hud_layerise()
O.screen_loc = inv2.screen_loc
O.forceMove(src)
if(istype(module_state_2,/obj/item/borg/sight))
sight_mode |= module_state_2:sight_mode
else if(!module_state_3)
module_state_3 = O
O.hud_layerise()
O.screen_loc = inv3.screen_loc
O.forceMove(src)
if(istype(module_state_3,/obj/item/borg/sight))
sight_mode |= module_state_3:sight_mode
GLOB.module_activated_event.raise_event(src, O)
/mob/living/silicon/put_in_hands(obj/item/W) // No hands.
if(W.loc)
W.dropInto(W.loc)
else if(loc)
W.dropInto(loc)
return FALSE
/// Check if the thing being dropped is in a gripper and clear the gripper's reference to it if so
/mob/living/silicon/robot/remove_from_mob(obj/thing, atom/target)
. = ..()
if (.)
for (var/obj/item/gripper/gripper in module?.equipment)
if (gripper.wrapped == thing)
gripper.wrapped = null
gripper.update_icon()
//Robots don't use inventory slots, so we need to override this.
/mob/living/silicon/robot/canUnEquip(obj/item/I)
if(!I)
return 1
if((I in module) || (I in src)) //Includes all modules and installed components.
return I.canremove //Will be 0 for modules, but items held by grippers will also be checked here.
return 1