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states.dm
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/**
* Base state and helpers for states. Just does some sanity checks,
* implement a proper state for in-depth checks.
*
* Copyright (c) 2020 Aleksej Komarov
* SPDX-License-Identifier: MIT
*/
/**
* public
*
* Checks the UI state for a mob.
*
* required user mob The mob who opened/is using the UI.
* required state datum/ui_state The state to check.
*
* return UI_state The state of the UI.
*/
/datum/proc/ui_status(mob/user, datum/ui_state/state)
var/src_object = ui_host(user)
. = UI_CLOSE
if(!state)
return
if(isobserver(user))
// If they turn on ghost AI control, admins can always interact.
if(IsAdminGhost(user))
. = max(., UI_INTERACTIVE)
// Regular ghosts can always at least view if in range.
if(user.client)
var/clientviewlist = getviewsize(user.client.view)
if(get_dist(src_object, user) < max(clientviewlist[1], clientviewlist[2]))
. = max(., UI_UPDATE)
// Check if the state allows interaction
var/result = state.can_use_topic(src_object, user)
. = max(., result)
/**
* private
*
* Checks if a user can use src_object's UI, and returns the state.
* Can call a mob proc, which allows overrides for each mob.
*
* required src_object datum The object/datum which owns the UI.
* required user mob The mob who opened/is using the UI.
*
* return UI_state The state of the UI.
*/
/datum/ui_state/proc/can_use_topic(src_object, mob/user)
// Don't allow interaction by default.
return UI_CLOSE
/**
* public
*
* Standard interaction/sanity checks. Different mob types may have overrides.
*
* return UI_state The state of the UI.
*/
/mob/proc/shared_ui_interaction(src_object)
// Close UIs if mindless.
if(!client)
return UI_CLOSE
// Disable UIs if unconscious.
else if(stat)
return UI_DISABLED
// Update UIs if incapicitated but conscious.
else if(incapacitated())
return UI_UPDATE
return UI_INTERACTIVE
/mob/living/shared_ui_interaction(src_object)
. = ..()
if(!(mobility_flags & MOBILITY_UI) && . == UI_INTERACTIVE)
return UI_UPDATE
/mob/living/silicon/ai/shared_ui_interaction(src_object)
// Disable UIs if the AI is unpowered.
if(apc_override == src_object) //allows AI to (eventually) use the interface for their own APC even when out of power
return UI_INTERACTIVE
if(lacks_power())
return UI_DISABLED
return ..()
/mob/living/silicon/robot/shared_ui_interaction(src_object)
// Disable UIs if the object isn't installed in the borg AND the borg is either locked, has a dead cell, or no cell.
var/atom/device = src_object
if((istype(device) && device.loc != src) && (!cell || cell.charge <= 0 || lockcharge))
return UI_DISABLED
return ..()
/**
* public
*
* Check the distance for a living mob.
* Really only used for checks outside the context of a mob.
* Otherwise, use shared_living_ui_distance().
*
* required src_object The object which owns the UI.
* required user mob The mob who opened/is using the UI.
*
* return UI_state The state of the UI.
*/
/atom/proc/contents_ui_distance(src_object, mob/living/user)
// Just call this mob's check.
return user.shared_living_ui_distance(src_object)
/**
* public
*
* Distance versus interaction check.
*
* required src_object atom/movable The object which owns the UI.
*
* return UI_state The state of the UI.
*/
/mob/living/proc/shared_living_ui_distance(atom/movable/src_object, viewcheck = TRUE, allow_tk = TRUE)
// If the object is obscured, close it.
if(viewcheck && !(src_object in view(src)))
return UI_CLOSE
var/dist = get_dist(src_object, src)
// Open and interact if 1-0 tiles away.
if(dist <= 1)
return UI_INTERACTIVE
// View only if 2-3 tiles away.
else if(dist <= 2)
return UI_UPDATE
// Disable if 5 tiles away.
else if(dist <= 5)
return UI_DISABLED
// Otherwise, we got nothing.
return UI_CLOSE
/mob/living/carbon/human/shared_living_ui_distance(atom/movable/src_object, viewcheck = TRUE, allow_tk = TRUE)
if(allow_tk && dna.check_mutation(TK) && tkMaxRangeCheck(src, src_object))
return UI_INTERACTIVE
return ..()