//A system to manage and display alerts on screen without needing you to do it yourself //PUBLIC - call these wherever you want /mob/proc/throw_alert(category, type, severity, obj/new_master) /* Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already category is a text string. Each mob may only have one alert per category; the previous one will be replaced path is a type path of the actual alert type to throw severity is an optional number that will be placed at the end of the icon_state for this alert For example, high pressure's icon_state is "highpressure" and can be serverity 1 or 2 to get "highpressure1" or "highpressure2" new_master is optional and sets the alert's icon state to "template" in the ui_style icons with the master as an overlay. Clicks are forwarded to master */ if(!category) return var/obj/screen/alert/alert if(alerts[category]) alert = alerts[category] if(new_master && new_master != alert.master) WARNING("[src] threw alert [category] with new_master [new_master] while already having that alert with master [alert.master]") clear_alert(category) return .() else if(alert.type != type) clear_alert(category) return .() else if(!severity || severity == alert.severity) if(alert.timeout) clear_alert(category) return .() else //no need to update return 0 else alert = PoolOrNew(type) if(new_master) var/old_layer = new_master.layer new_master.layer = FLOAT_LAYER alert.overlays += new_master new_master.layer = old_layer alert.icon_state = "template" // We'll set the icon to the client's ui pref in reorganize_alerts() alert.master = new_master else alert.icon_state = "[initial(alert.icon_state)][severity]" alert.severity = severity alerts[category] = alert if(client && hud_used) hud_used.reorganize_alerts() alert.transform = matrix(32, 6, MATRIX_TRANSLATE) animate(alert, transform = matrix(), time = 2.5, easing = CUBIC_EASING) if(alert.timeout) spawn(alert.timeout) if(alert.timeout && alerts[category] == alert && world.time >= alert.timeout) clear_alert(category) alert.timeout = world.time + alert.timeout - world.tick_lag return alert // Proc to clear an existing alert. /mob/proc/clear_alert(category) var/obj/screen/alert/alert = alerts[category] if(!alert) return 0 alerts -= category if(client && hud_used) hud_used.reorganize_alerts() client.screen -= alert qdel(alert) /obj/screen/alert icon = 'icons/mob/screen_alert.dmi' icon_state = "default" name = "Alert" desc = "Something seems to have gone wrong with this alert, so report this bug please" mouse_opacity = 1 var/timeout = 0 //If set to a number, this alert will clear itself after that many deciseconds var/severity = 0 /obj/screen/alert/MouseEntered(location,control,params) openToolTip(usr,src,params,title = name,content = desc) /obj/screen/alert/MouseExited() closeToolTip(usr) //Gas alerts /obj/screen/alert/oxy name = "Choking (No O2)" desc = "You're not getting enough oxygen. Find some good air before you pass out! \ The box in your backpack has an oxygen tank and breath mask in it." icon_state = "oxy" /obj/screen/alert/too_much_oxy name = "Choking (O2)" desc = "There's too much oxygen in the air, and you're breathing it in! Find some good air before you pass out!" icon_state = "too_much_oxy" /obj/screen/alert/not_enough_co2 name = "Choking (No CO2)" desc = "You're not getting enough carbon dioxide. Find some good air before you pass out!" icon_state = "not_enough_co2" /obj/screen/alert/too_much_co2 name = "Choking (CO2)" desc = "There's too much carbon dioxide in the air, and you're breathing it in! Find some good air before you pass out!" icon_state = "too_much_co2" /obj/screen/alert/not_enough_tox name = "Choking (No Plasma)" desc = "You're not getting enough plasma. Find some good air before you pass out!" icon_state = "not_enough_tox" /obj/screen/alert/tox_in_air name = "Choking (Plasma)" desc = "There's highly flammable, toxic plasma in the air and you're breathing it in. Find some fresh air. \ The box in your backpack has an oxygen tank and gas mask in it." icon_state = "tox_in_air" //End gas alerts /obj/screen/alert/fat name = "Fat" desc = "You ate too much food, lardass. Run around the station and lose some weight." icon_state = "fat" /obj/screen/alert/hungry name = "Hungry" desc = "Some food would be good right about now." icon_state = "hungry" /obj/screen/alert/starving name = "Starving" desc = "You're severely malnourished. The hunger pains make moving around a chore." icon_state = "starving" /obj/screen/alert/hot name = "Too Hot" desc = "You're flaming hot! Get somewhere cooler and take off any insulating clothing like a fire suit." icon_state = "hot" /obj/screen/alert/cold name = "Too Cold" desc = "You're freezing cold! Get somewhere warmer and take off any insulating clothing like a space suit." icon_state = "cold" /obj/screen/alert/lowpressure name = "Low Pressure" desc = "The air around you is hazardously thin. A space suit would protect you." icon_state = "lowpressure" /obj/screen/alert/highpressure name = "High Pressure" desc = "The air around you is hazardously thick. A fire suit would protect you." icon_state = "highpressure" /obj/screen/alert/blind name = "Blind" desc = "You can't see! This may be caused by a genetic defect, eye trauma, being unconscious, \ or something covering your eyes." icon_state = "blind" /obj/screen/alert/high name = "High" desc = "Whoa man, you're tripping balls! Careful you don't get addicted... if you aren't already." icon_state = "high" /obj/screen/alert/drunk //Not implemented name = "Drunk" desc = "All that alcohol you've been drinking is impairing your speech, motor skills, and mental cognition. Make sure to act like it." icon_state = "drunk" /obj/screen/alert/embeddedobject name = "Embedded Object" desc = "Something got lodged into your flesh and is causing major bleeding. It might fall out with time, but surgery is the safest way. \ If you're feeling frisky, click yourself in help intent to pull the object out." icon_state = "embeddedobject" /obj/screen/alert/embeddedobject/Click() if(isliving(usr)) var/mob/living/carbon/human/M = usr return M.help_shake_act(M) /obj/screen/alert/asleep name = "Asleep" desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are." icon_state = "asleep" /obj/screen/alert/weightless name = "Weightless" desc = "Gravity has ceased affecting you, and you're floating around aimlessly. You'll need something large and heavy, like a \ wall or lattice, to push yourself off if you want to move. A jetpack would enable free range of motion. A pair of \ magboots would let you walk around normally on the floor. Barring those, you can throw things, use a fire extinguisher, \ or shoot a gun to move around via Newton's 3rd Law of Motion." icon_state = "weightless" /obj/screen/alert/fire name = "On Fire" desc = "You're on fire. Stop, drop and roll to put the fire out or move to a vacuum area." icon_state = "fire" /obj/screen/alert/fire/Click() if(isliving(usr)) var/mob/living/L = usr return L.resist() //ALIENS /obj/screen/alert/alien_tox name = "Plasma" desc = "There's flammable plasma in the air. If it lights up, you'll be toast." icon_state = "alien_tox" /obj/screen/alert/alien_fire // This alert is temporarily gonna be thrown for all hot air but one day it will be used for literally being on fire name = "Too Hot" desc = "It's too hot! Flee to space or at least away from the flames. Standing on weeds will heal you." icon_state = "alien_fire" /obj/screen/alert/alien_vulnerable name = "Severed Matriarchy" desc = "Your queen has been killed, you will suffer movement penalties and loss of hivemind. A new queen cannot be made until you recover." icon_state = "alien_noqueen" //SILICONS /obj/screen/alert/nocell name = "Missing Power Cell" desc = "Unit has no power cell. No modules available until a power cell is reinstalled. Robotics may provide assistance." icon_state = "nocell" /obj/screen/alert/emptycell name = "Out of Power" desc = "Unit's power cell has no charge remaining. No modules available until power cell is recharged. \ Recharging stations are available in robotics, the dormitory bathrooms, and the AI satellite." icon_state = "emptycell" /obj/screen/alert/lowcell name = "Low Charge" desc = "Unit's power cell is running low. Recharging stations are available in robotics, the dormitory bathrooms, and the AI satellite." icon_state = "lowcell" //Need to cover all use cases - emag, illegal upgrade module, malf AI hack, traitor cyborg /obj/screen/alert/hacked name = "Hacked" desc = "Hazardous non-standard equipment detected. Please ensure any usage of this equipment is in line with unit's laws, if any." icon_state = "hacked" /obj/screen/alert/locked name = "Locked Down" desc = "Unit has been remotely locked down. Usage of a Robotics Control Console like the one in the Research Director's \ office by your AI master or any qualified human may resolve this matter. Robotics may provide further assistance if necessary." icon_state = "locked" /obj/screen/alert/newlaw name = "Law Update" desc = "Laws have potentially been uploaded to or removed from this unit. Please be aware of any changes \ so as to remain in compliance with the most up-to-date laws." icon_state = "newlaw" timeout = 300 //MECHS /obj/screen/alert/low_mech_integrity name = "Mech Damaged" desc = "Mech integrity is low." icon_state = "low_mech_integrity" //GHOSTS //TODO: expand this system to replace the pollCandidates/CheckAntagonist/"choose quickly"/etc Yes/No messages /obj/screen/alert/notify_cloning name = "Revival" desc = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!" icon_state = "ghost_frame" timeout = 300 /obj/screen/alert/notify_cloning/Click() if(!usr || !usr.client) return var/mob/dead/observer/G = usr G.reenter_corpse() /obj/screen/alert/notify_jump name = "Body created" desc = "A body was created. You can enter it." icon_state = "ghost_frame" timeout = 300 var/atom/jump_target = null var/attack_not_jump = null /obj/screen/alert/notify_jump/Click() if(!usr || !usr.client) return if(!jump_target) return var/mob/dead/observer/G = usr if(!istype(G)) return if(attack_not_jump) jump_target.attack_ghost(G) else var/turf/T = get_turf(jump_target) if(T && isturf(T)) G.loc = T //OBJECT-BASED /obj/screen/alert/restrained/buckled name = "Buckled" desc = "You've been buckled to something. Click the alert to unbuckle unless you're handcuffed." /obj/screen/alert/restrained/handcuffed name = "Handcuffed" desc = "You're handcuffed and can't act. If anyone drags you, you won't be able to move. Click the alert to free yourself." /obj/screen/alert/restrained/legcuffed name = "Legcuffed" desc = "You're legcuffed, which slows you down considerably. Click the alert to free yourself." /obj/screen/alert/restrained/Click() if(isliving(usr)) var/mob/living/L = usr return L.resist() // PRIVATE = only edit, use, or override these if you're editing the system as a whole // Re-render all alerts - also called in /datum/hud/show_hud() because it's needed there /datum/hud/proc/reorganize_alerts() var/list/alerts = mymob.alerts var/icon_pref if(!hud_shown) for(var/i = 1, i <= alerts.len, i++) mymob.client.screen -= alerts[alerts[i]] return 1 for(var/i = 1, i <= alerts.len, i++) var/obj/screen/alert/alert = alerts[alerts[i]] if(alert.icon_state == "template") if(!icon_pref) icon_pref = ui_style2icon(mymob.client.prefs.UI_style) alert.icon = icon_pref switch(i) if(1) . = ui_alert1 if(2) . = ui_alert2 if(3) . = ui_alert3 if(4) . = ui_alert4 if(5) . = ui_alert5 // Right now there's 5 slots else . = "" alert.screen_loc = . mymob.client.screen |= alert return 1 /mob var/list/alerts = list() // contains /obj/screen/alert only // On /mob so clientless mobs will throw alerts properly /obj/screen/alert/Click(location, control, params) if(!usr || !usr.client) return var/paramslist = params2list(params) if(paramslist["shift"]) // screen objects don't do the normal Click() stuff so we'll cheat usr << "[name] - [desc]" return if(master) return usr.client.Click(master, location, control, params) /obj/screen/alert/Destroy() ..() severity = 0 master = null screen_loc = "" return QDEL_HINT_PUTINPOOL //Don't destroy me, I have a family!