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Adds Radial Menus to Cyborg Module and Sprite selection

Open PacifistDalek opened this issue 2 years ago • 4 comments

What Does This PR Do

Resurrects PR #16769 by @SabreML

Replaces the jank-as-hell "Does this look good to you?" module/sprite selector with a lovely new radial menu. Plus you can back out of selection after you select your module but before you select your sprite if you change your mind purely based on aesthetics. The name of the module and sprite still show up as mouseover pop-up text for those who are new.

Also renames "Miner" to "Mining" in the module selection, so that it grammatically matches the other modules. This required renaming Miner to Mining on the custom borg sprites, and i cleaned up one unused duplicate sprite state in custom borg sprites as per SabreML's original PR.

Created new module selection sprites (as that was the last thing left on the original PR) to represent each job.

Why It's Good For The Game

borg drip (part 1)

Images of changes

Module Selection: Screenshot 2022-10-01 121432 Sprite Selection: Screenshot 2022-10-01 121453 Screenshot 2022-10-01 121534 Module Selection Sprites: image

Testing

Tried choosing various modules and sprites, tested xeno borg, combat borg, and custom sprites as well.

Changelog

:cl: SabreML, PacifistDalek add: Added a radial menu system for cyborg module selection. tweak: Renamed the "Miner" cyborg module to "Mining" /:cl:

PacifistDalek avatar Oct 01 '22 17:10 PacifistDalek

Will sec module use the same as the combat module? While currently only available to be picked if VV'd by admins, it still requires you to actually choose the module rather than just making you a secborg straight away

Edit: you can also choose it if enabled for red ERTs

Christasmurf avatar Oct 02 '22 03:10 Christasmurf

Will sec module use the same as the combat module? While currently only available to be picked if VV'd by admins, it still requires you to actually choose the module rather than just making you a secborg straight away

Edit: you can also choose it if enabled for red ERTs

that’s a very good question! it should but i haven’t tested that, i’ll make sure to do that

PacifistDalek avatar Oct 03 '22 13:10 PacifistDalek

I’m not sure how to test the sec module because i don’t know how admins VV them in, if anyone does, please share!

PacifistDalek avatar Oct 06 '22 19:10 PacifistDalek

I’m not sure how to test the sec module because i don’t know how admins VV them in, if anyone does, please share!

I'm unsure how admins would do it. But I know how to do it in code. image Go there and add "Security" to the list. It is in the code\modules\mob\living\silicon\robot\robot.dm file.

I'm converting this PR to a draft for now. Feel free to convert it back over when you've finished/tested the security module

farie82 avatar Oct 10 '22 18:10 farie82

Aaaand we're back.

Got it working great with Red ERTs, tested with both secborgs allowed and not and it worked correctly. Also tested deathsquad combat borg, that module worked fine too! I thiiiiiink we're ready to go, though possibly there are bits of code in the ERT code that might be able to be deleted as to avoid duplicating anything in the robots file? I don't think so, but it's possible.

PacifistDalek avatar Oct 26 '22 16:10 PacifistDalek