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Summer Thaw: The Unused Ideas 1: Progress Bar for interaction and do_after() #9921

Merged
merged 11 commits into from Jun 23, 2015
Merged

Summer Thaw: The Unused Ideas 1: Progress Bar for interaction and do_after() #9921

merged 11 commits into from Jun 23, 2015

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Iamgoofball
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WITH THE NEW UPDATE, IT IS NOW CLIENTSIDE. OTHER PEOPLE CANNOT SEE YOUR PROGRESS BAR.

animationfinal

a variant upon https://tgstation13.org/phpBB/viewtopic.php?f=5&t=3771#p93276
basically if you do any action where you gotta stand still for a bit, this makes a progress bar show up

every other multiplayer game has something like this if it has interaction of this kind

since animations of the player are out of the question, this works best for the situation

this way if you're welding off a wall, people know not to bump into you.

@Dorsisdwarf
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Sprite could be reworked to be in HUD colors, perhaps?

@Fox-McCloud
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Goon has this, as well, but it ONLY appears for the plaeyr doing the action---in part to allow for a bit more stealthy approaches to thing.

Either case It's...an interesting feature, so I have mixed feelings about it.

@Jalleo
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Jalleo commented Jun 12, 2015

could do it for actions when in non harm modes only

@MrPerson
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Down the line it would be nice to have the image set per-action or at least per-object, but for now this is an ok framework to expand on.

Should prob be changelog'd.

@Iamgoofball
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@Fox-McCloud odd, usually I can see it when others do it

kinda kills the point of it if only you can see it

@MrPerson yeah that could be done, i put the base for the icon in the dmi so that people can make ones for actions

right now I need to figure out the intense math for a progress bar tho

@Fox-McCloud
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@Iamgoofball

I think there's a lot of inconsistency---intentionally, in a lot of cases.

RIP stealth-emagging APCs and stealth removing cuffs in a dark corner.

@Iamgoofball
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@Fox-McCloud
APCs taking time to emag is rather dumb

removing cuffs in front of anyone is a bad idea, find somewhere to hide to do that

@Iamgoofball
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@xxalpha why

provide reasoning

@Iamgoofball
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new sprites in OP btw

@Iamgoofball Iamgoofball changed the title Action Bubble for interaction and do_after() Summer Thaw: The Unused Ideas 1: Action Bubble for interaction and do_after() Jun 12, 2015
@samis
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samis commented Jun 12, 2015

This looks nice, but wouldn't it work best if it was only visible to the player doing the action?

@optimumtact
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This should be visible to the player only, other players do not need to see when you are doing actions

@ChangelingRain
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Definitely make it visible to the player only, or it'll get annoying real fast.
Also, it should probably appear on the object that you're doing the work on instead of just near it.

@Iamgoofball
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I've got a thing I'm working on to make it much much much less intrusive and obnoxious.

@Iamgoofball
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Also, the thing is, one of the main reasons I'm adding this is so that you can tell if another player is sitting there idling or if he's unwrenching something/welding down a wall/screwing in a dong and how long it's gonna take them to finish. I want to keep it visible for everyone around.

The new version is much less intrusive, I'll put up a gif soon.

@Iamgoofball
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Wait till you see the new version. Also, explain why my reasoning is bad then.

@Iamgoofball
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Explain why it shouldn't be visible to everyone. I can't understand what you don't explain.

@Iamgoofball
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visual clutter

Wait for the next gif to go up.

stealth

If we want certain interactions to be stealthy, I can just add a var to do_after() that if you enable it, it becomes stealthy.

looks out of place

Wait for the next gif to go up.

@Iamgoofball
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New GIFs uploaded, check the OP

@ike709
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ike709 commented Jun 13, 2015

I do like this alot, but I also think preferences for this should exist. Show Everyone's, Show Yours, or Hide All. Not disabling any for other people, just keeping certain ones invisible to you specifically, based on the selected preference, if that's possible without speshul snowflakes and whatnot. I also very much agree with the stealth var you suggested. Overall: 👍

@Fox-McCloud
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This is pretty much like Goon's, at this stage, minus the icons to indicate what's going on---it's also a lot nicer looking progress bar and far far less intrusive.

Do agree there should be a stealth var for "just in case" (can't think of anything that would need it at the moment though).

@Iamgoofball
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I've done all I can to it at this point.

Someone else will need to make it visible only to the owner, I guess.

Or make a preference or something

@PKPenguin321
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Goon has this, as well, but it ONLY appears for the plaeyr doing the action---in part to allow for a bit more stealthy approaches to thing.

This
I've had moments as antag when I was locked to a chair in the brig and was barely able to slip out of my cuffs and make a mad dash out without the guards noticing. One moment in particular was highly memorable when I not only did this, but hid under another person on a pod to hide from security afterwords. This would not have happened if the guards had a BIG FLASHY PROGRESS BAR to check if I was breaking out or not. Have it just appear to you instead of to everyone (or make it only appear on help intent) so you can still do stealthy things.

Edit: Without these changes though, 👎 from me, a lot of actions in this game would need this bar and many of those actions are also done stealthily or in secret. This is a huge nerf to stealth globally.

@ghost
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ghost commented Jun 13, 2015

👎 not using smooth animations

@SconesC
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SconesC commented Jun 13, 2015

Should be visible to the player only

@Iamgoofball
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@hoaxit there is literally no way to do a smooth bar animation here. I can only update the bar every tick.

@Iamgoofball Iamgoofball changed the title Summer Thaw: The Unused Ideas 1: Action Bubble for interaction and do_after() Summer Thaw: The Unused Ideas 1: Progress Bar for interaction and do_after() Jun 13, 2015
@Jordie0608
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An alternative display could be to change mouse icon into a spinning timer or whatever by fiddling with the pointer icon; however it'd be only visible to the user of course.

@Razharas
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Whats the difference between do_mob() and do_after()?

@Iamgoofball
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One tracks the locations of 2 mobs, 1 tracks the location of 1 mob

@RemieRichards
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@Iamgoofball Except do_after() has a /atom/target argument now, and what are mobs? /atom/movable, One of the two is clearly obsolete now (hint, it's do_mob!)

@optimumtact
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If I recall I did intend to merge the two when I added the target argument, but there was something that stopped me, although of course I cannot remember what it is now!

Anyway yeah, do_mob could just call and return do_after with the right parameters.

@RemieRichards
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@optimumtact or we could just not be lazy, update all calls of do_mob to do_after and avoid having do_mob give us double overhead, k?

@optimumtact
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I don't think a double function call should be very much overhead

If you want to go through and update every single call to do_mob be my guest, it's unfair to expect goof to do that however.

@RemieRichards
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@optimumtact I'm not expecting goof too at all, I never stated that anywhere and if it came across as such it was not my intention.

Yet the topic of "why do we have two procs that used to be fairly similair which one of the two now completely encompasses the other's functionality" was brought up, and I offered what I know on said topic.

@optimumtact
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Fair enough.

@Fox-McCloud
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..Still think this needs to be a user preference option.

@TheVekter
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I don't think anyone is gonna say "I really don't want to know exactly when
I'm going to finish wrenching this wall".
On Jun 16, 2015 4:42 PM, "Fox-McCloud" notifications@github.com wrote:

..Still think this needs to be a user preference option.


Reply to this email directly or view it on GitHub
#9921 (comment)
.

@Niknakflak
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I really don't want to know exactly when I'm going to finish wrenching this wall.

@TheVekter
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May I ask why? Seems like a pretty universally desired addition.
On Jun 19, 2015 9:27 PM, "NikNakFlak" notifications@github.com wrote:

I really don't want to know exactly when I'm going to finish wrenching
this wall.


Reply to this email directly or view it on GitHub
#9921 (comment)
.

@Dorsisdwarf
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Why does this need a preference option to fill up the already pointlessly bloated preferences screen, filled by people bleating that they don't want any QOL features at all?

@Iamgoofball
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I'm not gonna do a preference option then I guess

…o graphics

Conflicts:
	code/ATMOSPHERICS/atmospherics.dm
	code/game/machinery/computer/computer.dm
	code/game/objects/items/weapons/explosives.dm
	code/game/objects/structures/crates_lockers/closets/fireaxe.dm
	code/game/objects/structures/musician.dm
	code/game/objects/structures/tables_racks.dm
	code/game/objects/structures/window.dm
@Razharas Razharas removed the Merge Conflict Adding upstream files to your repo via drag and drop won't resolve conflicts label Jun 23, 2015
Razharas added a commit that referenced this pull request Jun 23, 2015
Summer Thaw: The Unused Ideas 1: Progress Bar for interaction and do_after()
@Razharas Razharas merged commit 3f00f72 into tgstation:master Jun 23, 2015
@Iamgoofball
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@orelbon

ss13
atmosphere

@orelbon
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orelbon commented Jul 2, 2015

lol i actualy like ze atmoshpere. even if shit hits the fat i have to have my EHMURSIONS

@Iamgoofball
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regardless this PR has been merged and live on the server for 8 days

@orelbon
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orelbon commented Jul 2, 2015

honestly i dont hate it i just dont like the idea of having progress bars on an RP server. yes i know paradise! RP?

@Fox-McCloud
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@orelbon

This is TG Station, son.

@Iamgoofball
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@orelbon

gameplay > RP

always

@optimumtact
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tgstation

@orelbon
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orelbon commented Jul 2, 2015

actually i just saw the client side part...so now since only we can see our bars i'm good with it. deleting the 👎 comment and 👍 this.

tigercat2000 added a commit to tigercat2000/Paradise that referenced this pull request Aug 31, 2015
This commit does the following:
 - Ports progress bars from -tg- (tgstation/tgstation#9921)
 - Refactors wall attackby code to make it 100% less insane; Instead of
   manually checking every little thing, it uses do_after,
   consequentially, making the new progress bars affect dealing with walls
   as well.

Wall code makes a tiger sad.
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