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progressbar.dm
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#define PROGRESSBAR_HEIGHT 6
#define PROGRESSBAR_ANIMATION_TIME 5
#define SKILL_ICON_OFFSET_X -18
#define SKILL_ICON_OFFSET_Y -13
/datum/progressbar
///The progress bar visual element.
var/image/bar
///The icon for the skill used.
var/image/skill_icon
///The target where this progress bar is applied and where it is shown.
var/atom/bar_loc
///The mob whose client sees the progress bar.
var/mob/user
///The client seeing the progress bar.
var/client/user_client
///Extra checks for whether to stop the progress.
var/datum/callback/extra_checks
///Effectively the number of steps the progress bar will need to do before reaching completion.
var/goal = 1
///Control check to see if the progress was interrupted before reaching its goal.
var/last_progress = 0
///Variable to ensure smooth visual stacking on multiple progress bars.
var/listindex = 0
///Whether progress has already been ended.
var/progress_ended = FALSE
///Which skill this uses
var/skill_check
/datum/progressbar/New(mob/User, goal_number, atom/target, timed_action_flags = NONE, datum/callback/extra_checks, skill_check)
. = ..()
if (!istype(target))
stack_trace("Invalid target [target] passed in")
qdel(src)
return
if(QDELETED(User) || !istype(User))
stack_trace("/datum/progressbar created with [isnull(User) ? "null" : "invalid"] user")
qdel(src)
return
if(!isnum(goal_number))
stack_trace("/datum/progressbar created with [isnull(User) ? "null" : "invalid"] goal_number")
qdel(src)
return
goal = goal_number
bar_loc = target
bar = image('icons/effects/progessbar.dmi', bar_loc, "prog_bar_0")
SET_PLANE_EXPLICIT(bar, ABOVE_HUD_PLANE, User) //yogs change, increased so it draws ontop of ventcrawling overlays
bar.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
if(skill_check)
skill_icon = image('icons/mob/skills.dmi', bar_loc, "[skill_check]_small", pixel_x = SKILL_ICON_OFFSET_X)
SET_PLANE_EXPLICIT(skill_icon, ABOVE_HUD_PLANE, User)
skill_icon.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
src.skill_check = skill_check
user = User
src.extra_checks = extra_checks
LAZYADDASSOCLIST(user.progressbars, bar_loc, src)
var/list/bars = user.progressbars[bar_loc]
listindex = bars.len
if(user.client)
user_client = user.client
add_prog_bar_image_to_client()
RegisterSignal(user, COMSIG_QDELETING, PROC_REF(on_user_delete))
RegisterSignal(user, COMSIG_MOB_LOGOUT, PROC_REF(clean_user_client))
RegisterSignal(user, COMSIG_MOB_LOGIN, PROC_REF(on_user_login))
if(!(timed_action_flags & IGNORE_USER_LOC_CHANGE))
RegisterSignal(user, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
var/obj/mecha/mech = user.loc
if(ismecha(user.loc) && user == mech.occupant)
RegisterSignal(mech, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
if(!(timed_action_flags & IGNORE_TARGET_LOC_CHANGE) && target != user)
RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
if(!(timed_action_flags & IGNORE_HELD_ITEM))
var/obj/item/held = user.get_active_held_item()
if(held)
RegisterSignal(held, COMSIG_ITEM_EQUIPPED, PROC_REF(end_progress))
RegisterSignal(held, COMSIG_ITEM_DROPPED, PROC_REF(end_progress))
else
RegisterSignal(user, COMSIG_MOB_PICKUP_ITEM, PROC_REF(end_progress))
RegisterSignal(user, COMSIG_MOB_SWAPPING_HANDS, PROC_REF(end_progress))
if(!(timed_action_flags & IGNORE_INCAPACITATED))
if(HAS_TRAIT(user, TRAIT_INCAPACITATED))
end_progress()
return
RegisterSignal(user, SIGNAL_ADDTRAIT(TRAIT_INCAPACITATED), PROC_REF(end_progress))
/datum/progressbar/Destroy()
if(user)
for(var/pb in user.progressbars[bar_loc])
var/datum/progressbar/progress_bar = pb
if(progress_bar == src || progress_bar.listindex <= listindex)
continue
progress_bar.listindex--
var/dist_to_travel = 32 + (PROGRESSBAR_HEIGHT * progress_bar.listindex) - PROGRESSBAR_HEIGHT
animate(progress_bar.bar, pixel_y = dist_to_travel, time = PROGRESSBAR_ANIMATION_TIME, easing = SINE_EASING)
if(progress_bar.skill_icon)
animate(progress_bar.skill_icon, pixel_y = dist_to_travel + SKILL_ICON_OFFSET_Y, time = PROGRESSBAR_ANIMATION_TIME, easing = SINE_EASING)
LAZYREMOVEASSOC(user.progressbars, bar_loc, src)
user = null
if(user_client)
clean_user_client()
bar_loc = null
if(bar)
QDEL_NULL(bar)
if(skill_icon)
QDEL_NULL(skill_icon)
return ..()
///Called right before the user's Destroy()
/datum/progressbar/proc/on_user_delete(datum/source)
SIGNAL_HANDLER
user.progressbars = null //We can simply nuke the list and stop worrying about updating other prog bars if the user itself is gone.
user = null
qdel(src)
///Removes the progress bar image from the user_client and nulls the variable, if it exists.
/datum/progressbar/proc/clean_user_client(datum/source)
SIGNAL_HANDLER
if(!user_client) //Disconnected, already gone.
return
user_client.images -= bar
user_client.images -= skill_icon
user_client = null
///Called by user's Login(), it transfers the progress bar image to the new client.
/datum/progressbar/proc/on_user_login(datum/source)
SIGNAL_HANDLER
if(user_client)
if(user_client == user.client) //If this was not client handling I'd condemn this sanity check. But clients are fickle things.
return
clean_user_client()
if(!user.client) //Clients can vanish at any time, the bastards.
return
user_client = user.client
add_prog_bar_image_to_client()
///Adds a smoothly-appearing progress bar image to the player's screen.
/datum/progressbar/proc/add_prog_bar_image_to_client()
bar.pixel_y = 0
bar.alpha = 0
user_client.images += bar
if(skill_icon)
skill_icon.pixel_y = SKILL_ICON_OFFSET_Y
skill_icon.alpha = 0
user_client.images += skill_icon
animate(skill_icon, pixel_y = 32 + SKILL_ICON_OFFSET_Y + (PROGRESSBAR_HEIGHT * (listindex - 1)), alpha = 255, time = PROGRESSBAR_ANIMATION_TIME, easing = SINE_EASING)
animate(bar, pixel_y = 32 + (PROGRESSBAR_HEIGHT * (listindex - 1)), alpha = 255, time = PROGRESSBAR_ANIMATION_TIME, easing = SINE_EASING)
///Updates the progress bar image visually.
/datum/progressbar/proc/update(progress)
if(progress_ended)
return FALSE
progress = clamp(progress, 0, goal)
if(progress == last_progress)
return FALSE
last_progress = progress
if(extra_checks && !extra_checks.Invoke())
return FALSE
bar.icon_state = "prog_bar_[round(((progress / goal) * 100), 5)]"
return TRUE
///Called on progress end, be it successful or a failure. Wraps up things to delete the datum and bar.
/datum/progressbar/proc/end_progress()
if(progress_ended)
return
progress_ended = TRUE
if(last_progress != goal)
bar.icon_state = "[bar.icon_state]_fail"
else if(skill_check) // get better at things by practicing them
user.add_exp(skill_check, goal)
animate(bar, alpha = 0, time = PROGRESSBAR_ANIMATION_TIME)
if(skill_icon)
animate(skill_icon, alpha = 0, time = PROGRESSBAR_ANIMATION_TIME)
QDEL_IN(src, PROGRESSBAR_ANIMATION_TIME)
/datum/progressbar/proc/on_moved(atom/movable/mover, atom/old_loc, movement_dir, forced, list/old_locs, momentum_change, interrupting)
SIGNAL_HANDLER
if(!interrupting)
return
if(!mover.Process_Spacemove() && mover.inertia_dir)
return
INVOKE_ASYNC(src, PROC_REF(end_progress))
#undef SKILL_ICON_OFFSET_Y
#undef SKILL_ICON_OFFSET_X
#undef PROGRESSBAR_ANIMATION_TIME
#undef PROGRESSBAR_HEIGHT