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#define SHUTTER_MOVEMENT_DURATION 0.4 SECONDS
#define SHUTTER_WAIT_DURATION 0.2 SECONDS
/atom/movable/screen/lobby
plane = SPLASHSCREEN_PLANE
layer = LOBBY_MENU_LAYER
screen_loc = "TOP,CENTER"
/// Whether this HUD element can be hidden from the client's "screen" (moved off-screen) or not
var/always_shown = FALSE
/// If true we will create this button every time the HUD is generated
var/always_available = TRUE
///Set the HUD in New, as lobby screens are made before Atoms are Initialized.
/atom/movable/screen/lobby/New(loc, datum/hud/our_hud, ...)
set_new_hud(our_hud)
return ..()
///Run sleeping actions after initialize
/atom/movable/screen/lobby/proc/SlowInit()
return
///Animates moving the button off-screen
/atom/movable/screen/lobby/proc/collapse_button()
SIGNAL_HANDLER
//wait for the shutter to come down
animate(src, transform = transform, time = SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
//then pull the buttons up with the shutter
animate(transform = transform.Translate(x = 0, y = 146), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
///Animates moving the button back into place
/atom/movable/screen/lobby/proc/expand_button()
SIGNAL_HANDLER
//the buttons are off-screen, so we sync them up to come down with the shutter
animate(src, transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
/atom/movable/screen/lobby/background
icon = 'icons/hud/lobby/background.dmi'
icon_state = "background"
layer = LOBBY_BACKGROUND_LAYER
screen_loc = "TOP,CENTER:-61"
/atom/movable/screen/lobby/button
mouse_over_pointer = MOUSE_HAND_POINTER
///Is the button currently enabled?
VAR_PROTECTED/enabled = TRUE
///Is the button currently being hovered over with the mouse?
var/highlighted = FALSE
///Should this button play the select sound?
var/select_sound_play = TRUE
/atom/movable/screen/lobby/button/Click(location, control, params)
if(usr != get_mob())
return
if(!usr.client || usr.client.interviewee)
return
. = ..()
if(!enabled)
return
flick("[base_icon_state]_pressed", src)
if(select_sound_play)
var/sound/ui_select_sound = sound('sound/misc/menu/ui_select1.ogg')
ui_select_sound.frequency = get_rand_frequency_low_range()
SEND_SOUND(hud.mymob, ui_select_sound)
update_appearance(UPDATE_ICON)
return TRUE
/atom/movable/screen/lobby/button/MouseEntered(location,control,params)
if(usr != get_mob())
return
if(!usr.client || usr.client.interviewee)
return
. = ..()
highlighted = TRUE
update_appearance(UPDATE_ICON)
/atom/movable/screen/lobby/button/MouseExited()
if(usr != get_mob())
return
if(!usr.client || usr.client.interviewee)
return
. = ..()
highlighted = FALSE
update_appearance(UPDATE_ICON)
/atom/movable/screen/lobby/button/update_icon(updates)
. = ..()
if(!enabled)
icon_state = "[base_icon_state]_disabled"
return
if(highlighted)
icon_state = "[base_icon_state]_highlighted"
return
icon_state = base_icon_state
///Updates the button's status: TRUE to enable interaction with the button, FALSE to disable
/atom/movable/screen/lobby/button/proc/set_button_status(status)
if(status == enabled)
return FALSE
enabled = status
update_appearance(UPDATE_ICON)
mouse_over_pointer = enabled ? MOUSE_HAND_POINTER : MOUSE_INACTIVE_POINTER
return TRUE
///Prefs menu
/atom/movable/screen/lobby/button/character_setup
name = "View Character Setup"
screen_loc = "TOP:-70,CENTER:-54"
icon = 'icons/hud/lobby/character_setup.dmi'
icon_state = "character_setup_disabled"
base_icon_state = "character_setup"
enabled = FALSE
/atom/movable/screen/lobby/button/character_setup/Initialize(mapload, datum/hud/hud_owner)
. = ..()
// We need IconForge and the assets to be ready before allowing the menu to open
if(SSearly_assets.initialized == INITIALIZATION_INNEW_REGULAR || SSatoms.initialized == INITIALIZATION_INNEW_REGULAR)
flick("[base_icon_state]_enabled", src)
set_button_status(TRUE)
else
set_button_status(FALSE)
RegisterSignal(SSearly_assets, COMSIG_SUBSYSTEM_POST_INITIALIZE, PROC_REF(enable_character_setup))
RegisterSignal(SSatoms, COMSIG_SUBSYSTEM_POST_INITIALIZE, PROC_REF(enable_character_setup))
/atom/movable/screen/lobby/button/character_setup/Click(location, control, params)
. = ..()
if(!.)
return
var/datum/preferences/preferences = hud.mymob.canon_client.prefs
preferences.current_window = PREFERENCE_TAB_CHARACTER_PREFERENCES
preferences.update_static_data(usr)
preferences.ui_interact(usr)
/atom/movable/screen/lobby/button/character_setup/proc/enable_character_setup()
SIGNAL_HANDLER
flick("[base_icon_state]_enabled", src)
set_button_status(TRUE)
UnregisterSignal(SSearly_assets, COMSIG_SUBSYSTEM_POST_INITIALIZE)
UnregisterSignal(SSatoms, COMSIG_SUBSYSTEM_POST_INITIALIZE)
///Button that appears before the game has started
/atom/movable/screen/lobby/button/ready
name = "Toggle Readiness"
screen_loc = "TOP:-8,CENTER:-65"
icon = 'icons/hud/lobby/ready.dmi'
icon_state = "not_ready"
base_icon_state = "not_ready"
/atom/movable/screen/lobby/button/ready/Initialize(mapload, datum/hud/hud_owner)
. = ..()
switch(SSticker.current_state)
if(GAME_STATE_PREGAME, GAME_STATE_STARTUP)
RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, PROC_REF(hide_ready_button))
if(GAME_STATE_SETTING_UP)
set_button_status(FALSE)
RegisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP, PROC_REF(show_ready_button))
else
set_button_status(FALSE)
/atom/movable/screen/lobby/button/ready/proc/hide_ready_button()
SIGNAL_HANDLER
set_button_status(FALSE)
UnregisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP)
RegisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP, PROC_REF(show_ready_button))
/atom/movable/screen/lobby/button/ready/proc/show_ready_button()
SIGNAL_HANDLER
set_button_status(TRUE)
UnregisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP)
RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, PROC_REF(hide_ready_button))
/atom/movable/screen/lobby/button/ready/Click(location, control, params)
. = ..()
if(!.)
return
var/mob/dead/new_player/new_player = hud.mymob
// switch based on the user, if they aren't ready then we change them to ready, and vice versa
if(new_player.ready == PLAYER_NOT_READY)
new_player.auto_deadmin_on_ready_or_latejoin()
new_player.ready = PLAYER_READY_TO_PLAY
base_icon_state = "ready"
else
new_player.ready = PLAYER_NOT_READY
base_icon_state = "not_ready"
update_appearance(UPDATE_ICON)
SEND_SIGNAL(hud, COMSIG_HUD_PLAYER_READY_TOGGLE)
///Shown when the game has started
/atom/movable/screen/lobby/button/join
name = "Join Game"
screen_loc = "TOP:-13,CENTER:-58"
icon = 'icons/hud/lobby/join.dmi'
icon_state = "" //Default to not visible
base_icon_state = "join_game"
enabled = null // set in init
/atom/movable/screen/lobby/button/join/Initialize(mapload, datum/hud/hud_owner)
. = ..()
switch(SSticker.current_state)
if(GAME_STATE_PREGAME, GAME_STATE_STARTUP)
set_button_status(FALSE)
RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, PROC_REF(show_join_button))
if(GAME_STATE_SETTING_UP)
set_button_status(TRUE)
RegisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP, PROC_REF(hide_join_button))
else
set_button_status(TRUE)
/atom/movable/screen/lobby/button/join/Click(location, control, params)
. = ..()
if(!.)
return
if(!SSticker?.IsRoundInProgress())
to_chat(hud.mymob, span_boldwarning("The round is either not ready, or has already finished..."))
return
//Determines Relevent Population Cap
var/relevant_cap
var/hard_popcap = CONFIG_GET(number/hard_popcap)
var/extreme_popcap = CONFIG_GET(number/extreme_popcap)
if(hard_popcap && extreme_popcap)
relevant_cap = min(hard_popcap, extreme_popcap)
else
relevant_cap = max(hard_popcap, extreme_popcap)
var/mob/dead/new_player/new_player = hud.mymob
if(SSticker.queued_players.len || (relevant_cap && living_player_count() >= relevant_cap && !(ckey(new_player.key) in GLOB.admin_datums)))
to_chat(new_player, span_danger("[CONFIG_GET(string/hard_popcap_message)]"))
var/queue_position = SSticker.queued_players.Find(new_player)
if(queue_position == 1)
to_chat(new_player, span_notice("You are next in line to join the game. You will be notified when a slot opens up."))
else if(queue_position)
to_chat(new_player, span_notice("There are [queue_position-1] players in front of you in the queue to join the game."))
else
SSticker.queued_players += new_player
to_chat(new_player, span_notice("You have been added to the queue to join the game. Your position in queue is [SSticker.queued_players.len]."))
return
new_player.auto_deadmin_on_ready_or_latejoin()
if(!LAZYACCESS(params2list(params), CTRL_CLICK))
GLOB.latejoin_menu.ui_interact(new_player)
else
to_chat(new_player, span_warning("Opening emergency fallback late join menu! If THIS doesn't show, ahelp immediately!"))
GLOB.latejoin_menu.fallback_ui(new_player)
/atom/movable/screen/lobby/button/join/proc/show_join_button()
SIGNAL_HANDLER
set_button_status(TRUE)
UnregisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP)
RegisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP, PROC_REF(hide_join_button))
/atom/movable/screen/lobby/button/join/proc/hide_join_button()
SIGNAL_HANDLER
set_button_status(FALSE)
UnregisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP)
RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, PROC_REF(show_join_button))
/atom/movable/screen/lobby/button/observe
name = "Observe"
screen_loc = "TOP:-40,CENTER:-54"
icon = 'icons/hud/lobby/observe.dmi'
icon_state = "observe_disabled"
base_icon_state = "observe"
enabled = null // set in init
/atom/movable/screen/lobby/button/observe/Initialize(mapload, datum/hud/hud_owner)
. = ..()
if(SSticker.current_state > GAME_STATE_STARTUP)
set_button_status(TRUE)
else
set_button_status(FALSE)
RegisterSignal(SSticker, COMSIG_TICKER_ENTER_PREGAME, PROC_REF(enable_observing))
/atom/movable/screen/lobby/button/observe/Click(location, control, params)
. = ..()
if(!.)
return
var/mob/dead/new_player/new_player = hud.mymob
new_player.make_me_an_observer()
/atom/movable/screen/lobby/button/observe/proc/enable_observing()
SIGNAL_HANDLER
flick("[base_icon_state]_enabled", src)
set_button_status(TRUE)
UnregisterSignal(SSticker, COMSIG_TICKER_ENTER_PREGAME)
//Subtype the bottom buttons away so the collapse/expand shutter goes behind them
/atom/movable/screen/lobby/button/bottom
layer = LOBBY_BOTTOM_BUTTON_LAYER
icon = 'icons/hud/lobby/bottom_buttons.dmi'
/atom/movable/screen/lobby/button/bottom/settings
name = "View Game Preferences"
icon_state = "settings_disabled"
base_icon_state = "settings"
screen_loc = "TOP:-122,CENTER:+29"
enabled = FALSE
/atom/movable/screen/lobby/button/bottom/settings/Initialize(mapload, datum/hud/hud_owner)
. = ..()
// We need IconForge and the assets to be ready before allowing the menu to open
if(SSearly_assets.initialized == INITIALIZATION_INNEW_REGULAR || SSatoms.initialized == INITIALIZATION_INNEW_REGULAR)
set_button_status(TRUE)
else
set_button_status(FALSE)
RegisterSignal(SSearly_assets, COMSIG_SUBSYSTEM_POST_INITIALIZE, PROC_REF(enable_settings))
RegisterSignal(SSatoms, COMSIG_SUBSYSTEM_POST_INITIALIZE, PROC_REF(enable_settings))
/atom/movable/screen/lobby/button/bottom/settings/Click(location, control, params)
. = ..()
if(!.)
return
var/datum/preferences/preferences = hud.mymob.canon_client.prefs
preferences.current_window = PREFERENCE_TAB_GAME_PREFERENCES
preferences.update_static_data(usr)
preferences.ui_interact(usr)
/atom/movable/screen/lobby/button/bottom/settings/proc/enable_settings()
SIGNAL_HANDLER
set_button_status(TRUE)
UnregisterSignal(SSearly_assets, COMSIG_SUBSYSTEM_POST_INITIALIZE)
UnregisterSignal(SSatoms, COMSIG_SUBSYSTEM_POST_INITIALIZE)
/atom/movable/screen/lobby/button/bottom/changelog_button
name = "View Changelog"
icon_state = "changelog"
base_icon_state = "changelog"
screen_loc ="TOP:-122,CENTER:+57"
/atom/movable/screen/lobby/button/bottom/changelog_button/Click(location, control, params)
. = ..()
usr.client?.changelog()
/atom/movable/screen/lobby/button/bottom/crew_manifest
name = "View Crew Manifest"
icon_state = "crew_manifest"
base_icon_state = "crew_manifest"
screen_loc = "TOP:-122,CENTER:+2"
/atom/movable/screen/lobby/button/bottom/crew_manifest/Click(location, control, params)
. = ..()
if(!.)
return
var/mob/dead/new_player/new_player = hud.mymob
new_player.ViewManifest()
/atom/movable/screen/lobby/button/bottom/poll
name = "View Available Polls"
icon_state = "poll"
base_icon_state = "poll"
screen_loc = "TOP:-122,CENTER:-26"
///Whether the button should have a New Poll notification overlay
var/new_poll = FALSE
/atom/movable/screen/lobby/button/bottom/poll/SlowInit(mapload)
. = ..()
if(!usr)
return
var/mob/dead/new_player/new_player = usr
if(is_guest_key(new_player.key))
set_button_status(FALSE)
return
if(!SSdbcore.Connect())
set_button_status(FALSE)
return
var/isadmin = FALSE
if(new_player.client?.holder)
isadmin = TRUE
var/datum/db_query/query_get_new_polls = SSdbcore.NewQuery({"
SELECT id FROM [format_table_name("poll_question")]
WHERE (adminonly = 0 OR :isadmin = 1)
AND Now() BETWEEN starttime AND endtime
AND deleted = 0
AND id NOT IN (
SELECT pollid FROM [format_table_name("poll_vote")]
WHERE ckey = :ckey
AND deleted = 0
)
AND id NOT IN (
SELECT pollid FROM [format_table_name("poll_textreply")]
WHERE ckey = :ckey
AND deleted = 0
)
"}, list("isadmin" = isadmin, "ckey" = new_player.ckey))
if(!query_get_new_polls.Execute())
qdel(query_get_new_polls)
set_button_status(FALSE)
return
if(query_get_new_polls.NextRow())
new_poll = TRUE
else
new_poll = FALSE
update_appearance(UPDATE_OVERLAYS)
qdel(query_get_new_polls)
if(QDELETED(new_player))
set_button_status(FALSE)
return
/atom/movable/screen/lobby/button/bottom/poll/update_overlays()
. = ..()
if(new_poll)
. += mutable_appearance('icons/hud/lobby/poll_overlay.dmi', "new_poll")
/atom/movable/screen/lobby/button/bottom/poll/Click(location, control, params)
. = ..()
if(!.)
return
var/mob/dead/new_player/new_player = hud.mymob
new_player.handle_player_polling()
/// A generic "sign up" button used by station traits
/atom/movable/screen/lobby/button/sign_up
icon = 'icons/hud/lobby/signup_button.dmi'
icon_state = "signup"
base_icon_state = "signup"
always_available = FALSE
/atom/movable/screen/lobby/button/sign_up/MouseEntered(location, control, params)
. = ..()
if(QDELETED(src) || !desc)
return
openToolTip(usr, tip_src = src, params = params, title = name, content = desc,)
/atom/movable/screen/lobby/button/sign_up/MouseExited()
. = ..()
closeToolTip(usr)
/atom/movable/screen/lobby/button/collapse
name = "Collapse Lobby Menu"
icon = 'icons/hud/lobby/collapse_expand.dmi'
icon_state = "collapse"
base_icon_state = "collapse"
layer = LOBBY_BELOW_MENU_LAYER
screen_loc = "TOP:-82,CENTER:-54"
always_shown = TRUE
var/blip_enabled = TRUE
/atom/movable/screen/lobby/button/collapse/Initialize(mapload, datum/hud/hud_owner)
. = ..()
switch(SSticker.current_state)
if(GAME_STATE_PREGAME, GAME_STATE_STARTUP)
RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, PROC_REF(disable_blip))
RegisterSignal(hud, COMSIG_HUD_PLAYER_READY_TOGGLE, PROC_REF(on_player_ready_toggle))
if(GAME_STATE_SETTING_UP)
blip_enabled = FALSE
RegisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP, PROC_REF(enable_blip))
else
blip_enabled = FALSE
add_overlay(get_blip_overlay())
update_icon(UPDATE_OVERLAYS)
/atom/movable/screen/lobby/button/collapse/update_overlays()
. = ..()
. += get_blip_overlay()
/* BUBBER REMOVAL START - Custom HTML Lobby Screen
/atom/movable/screen/lobby/button/collapse/Click(location, control, params)
. = ..()
if(!.)
return
if(!istype(hud, /datum/hud/new_player))
return
var/datum/hud/new_player/our_hud = hud
base_icon_state = our_hud.menu_hud_status ? "expand" : "collapse"
name = "[our_hud.menu_hud_status ? "Expand" : "Collapse"] Lobby Menu"
set_button_status(FALSE)
//get the shutter object used by our hud
var/atom/movable/screen/lobby/shutter/menu_shutter = locate(/atom/movable/screen/lobby/shutter) in hud.screen_groups[HUD_GROUP_STATIC]
//animate the shutter
menu_shutter.setup_shutter_animation()
//animate bottom buttons' movement
if(our_hud.menu_hud_status)
collapse_menu()
else
expand_menu()
our_hud.menu_hud_status = !our_hud.menu_hud_status
//re-enable clicking the button when the shutter animation finishes
//we use sleep here so it can work during game setup, as addtimer would not work until the game would finish setting up
sleep(2 * SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
set_button_status(TRUE)
BUBBER REMOVAL END
*/
///Proc to update the ready blip state upon new player's ready status change
/atom/movable/screen/lobby/button/collapse/proc/on_player_ready_toggle()
SIGNAL_HANDLER
update_appearance(UPDATE_ICON)
///Returns a ready blip overlay depending on the player's ready state
/atom/movable/screen/lobby/button/collapse/proc/get_blip_overlay()
var/blip_icon_state = "ready_blip"
if(blip_enabled && hud)
var/mob/dead/new_player/new_player = hud.mymob
blip_icon_state += "_[new_player.is_ready_to_play() ? "" : "not_"]ready"
else
blip_icon_state += "_disabled"
var/mutable_appearance/ready_blip = mutable_appearance(icon, blip_icon_state)
return ready_blip
///Disables the ready blip; makes us listen for the setup error to re-enable the blip
/atom/movable/screen/lobby/button/collapse/proc/disable_blip()
SIGNAL_HANDLER
blip_enabled = FALSE
UnregisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP)
RegisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP, PROC_REF(enable_blip))
update_appearance(UPDATE_ICON)
///Enables the ready blip; makes us listen for the setup completion and game start to disable the blip
/atom/movable/screen/lobby/button/collapse/proc/enable_blip()
SIGNAL_HANDLER
blip_enabled = TRUE
UnregisterSignal(SSticker, COMSIG_TICKER_ERROR_SETTING_UP)
RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, PROC_REF(disable_blip))
update_appearance(UPDATE_ICON)
///Moves the button to the top of the screen, leaving only the screen part in view
///Sends a signal on the hud for the menu hud elements to listen to
/atom/movable/screen/lobby/button/collapse/proc/collapse_menu()
SEND_SIGNAL(hud, COMSIG_HUD_LOBBY_COLLAPSED)
//wait for the shutter to come down
animate(src, transform = transform, time = SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
//then pull the button up with the shutter and leave it on the edge of the screen
animate(transform = transform.Translate(x = 0, y = 134), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
SEND_SOUND(hud.mymob, sound('sound/misc/menu/menu_rollup1.ogg'))
///Extends the button back to its usual spot
///Sends a signal on the hud for the menu hud elements to listen to
/atom/movable/screen/lobby/button/collapse/proc/expand_menu()
SEND_SIGNAL(hud, COMSIG_HUD_LOBBY_EXPANDED)
animate(src, transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
SEND_SOUND(hud.mymob, sound('sound/misc/menu/menu_rolldown1.ogg'))
/atom/movable/screen/lobby/shutter
icon = 'icons/hud/lobby/shutter.dmi'
icon_state = "shutter"
base_icon_state = "shutter"
screen_loc = "TOP:+143,CENTER:-73" //"home" position is off-screen
layer = LOBBY_SHUTTER_LAYER
always_shown = TRUE
///Sets up the shutter pulling down and up. It's the same animation for both collapsing and expanding the menu.
/atom/movable/screen/lobby/shutter/proc/setup_shutter_animation()
//bring down the shutter
animate(src, transform = transform.Translate(x = 0, y = -143), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
//wait a little bit before bringing the shutter up
animate(transform = transform, time = SHUTTER_WAIT_DURATION)
//pull the shutter back off-screen
animate(transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
/// LOCALHOST ONLY - Start Now button
/atom/movable/screen/lobby/button/start_now
name = "Start Now (LOCALHOST ONLY)"
screen_loc = "TOP:-146,CENTER:-54"
icon = 'icons/hud/lobby/start_now.dmi'
icon_state = "start_now"
base_icon_state = "start_now"
always_available = FALSE
select_sound_play = FALSE
/atom/movable/screen/lobby/button/start_now/Click(location, control, params)
. = ..()
if(!. || !usr.client.is_localhost() || !check_rights_for(usr.client, R_SERVER))
return
SEND_SOUND(hud.mymob, sound('sound/effects/cartoon_sfx/cartoon_splat.ogg', volume = 50))
SSticker.start_immediately = TRUE
if(SSticker.current_state == GAME_STATE_STARTUP)
to_chat(usr, span_admin("The server is still setting up, but the round will be started as soon as possible."))
#define OVERLAY_X_DIFF 12
#define OVERLAY_Y_DIFF 5
///Lobby screen that appears before the game has started showing how many players there are and who is ready.
/atom/movable/screen/lobby/new_player_info
name = "New Player Info"
screen_loc = "EAST-3,CENTER:140"
icon = 'icons/hud/lobby/newplayer.dmi'
icon_state = null //we only show up when we get update appearance called, cause we need our overlay to not look bad.
base_icon_state = "newplayer"
maptext_height = 75
maptext_width = 80
maptext_x = OVERLAY_X_DIFF
maptext_y = OVERLAY_Y_DIFF
///Boolean on whether or not we should have our static overlay, so we 'turn' the TV off when collapsing.
var/show_static = TRUE
///Static mutable appearance of a job icon we're displaying on the TV for overflow job.
var/static/mutable_appearance/job_overlay
/atom/movable/screen/lobby/new_player_info/Initialize(mapload, datum/hud/hud_owner)
. = ..()
START_PROCESSING(SSnewplayer_info, src)
update_text()
//only go if the station trait is selected, otherwise it'll show "Assistant" every round.
var/datum/station_trait/overflow_job_bureaucracy/overflow_job = locate() in SSstation.station_traits
if(overflow_job && isnull(job_overlay))
var/icon/job_icon = get_job_hud_icon(SSjob.overflow_role)
if(isnull(job_icon))
stack_trace("[SSjob.overflow_role::title] was selected as the Job Overflow but has no icon!")
else
job_icon.Scale(ICON_SIZE_X / 2, ICON_SIZE_X / 2)
job_overlay = mutable_appearance(job_icon, offset_spokesman = src, alpha = 120, layer = src.layer+0.02)
var/matrix/job_matrix = matrix()
job_matrix.Translate(6, 14) //this is completely arbitruary just what I thought looked good.
job_overlay.transform = job_matrix
update_appearance(UPDATE_ICON)
/atom/movable/screen/lobby/new_player_info/Destroy()
STOP_PROCESSING(SSnewplayer_info, src)
return ..()
/atom/movable/screen/lobby/new_player_info/MouseEntered(location, control, params)
. = ..()
if(QDELETED(src) || isnull(job_overlay))
return
openToolTip(usr, src, params, title = "[SSjob.overflow_role::title] overflow", content = "The overflow for the round has been set as [SSjob.overflow_role::title].")
/atom/movable/screen/lobby/new_player_info/MouseExited()
closeToolTip(usr)
return ..()
/atom/movable/screen/lobby/new_player_info/update_icon_state()
. = ..()
icon_state = base_icon_state
/atom/movable/screen/lobby/new_player_info/update_overlays()
. = ..()
. += mutable_appearance(icon, "[base_icon_state]_overlay", layer = src.layer+0.01)
if(!show_static)
return .
if(job_overlay)
. += job_overlay
. += mutable_appearance(icon, "static_base", alpha = 20, layer = src.layer+0.03)
//we have this in a separate file because `generate_icon_alpha_mask` puts lighting even on non-existent pixels,
//giving the icon a weird background color.
var/mutable_appearance/scanline = mutable_appearance(generate_icon_alpha_mask('icons/hud/lobby/newplayer_scanline.dmi', "scanline"), alpha = 20, layer = src.layer+0.04)
scanline.pixel_y = OVERLAY_X_DIFF
scanline.pixel_x = OVERLAY_Y_DIFF
. += scanline
/atom/movable/screen/lobby/new_player_info/process(seconds_per_tick)
update_text()
/atom/movable/screen/lobby/new_player_info/collapse_button()
show_static = FALSE
update_text()
//to be in sync with parent, we'll turn the TV off in this time instead.
animate(src, appearance = update_appearance(UPDATE_ICON), time = SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
//we go to the right, not up
animate(transform = transform.Translate(x = 146, y = 0), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
/atom/movable/screen/lobby/new_player_info/expand_button()
. = ..()
show_static = TRUE
update_appearance(UPDATE_ICON)
update_text()
/atom/movable/screen/lobby/new_player_info/proc/update_text()
if(!hud || !show_static)
maptext = null
return
var/round_started = SSticker.HasRoundStarted()
if(!MC_RUNNING())
maptext = MAPTEXT("<span style='text-align: center; vertical-align: middle'>[(round_started ? null : "Starting in [time_remaining_str()]<br />")]Loading...</span>")
return
if(SSticker.IsPostgame())
maptext = MAPTEXT("<span style='text-align: center; vertical-align: middle'>Game ended, <br /> \
restart soon</span>")
return
var/new_maptext
if(round_started)
new_maptext = "<span style='text-align: center; vertical-align: middle'>[SSmapping.current_map.map_name]<br /> \
[LAZYLEN(GLOB.clients)] player\s online<br /> \
[round_timestamp()] in<br />"
new_maptext += "</span>"
else
if(hud.mymob.client?.holder)
new_maptext = "<span style='text-align: center; vertical-align: middle'>Starting in [time_remaining_str()]<br /> \
[LAZYLEN(GLOB.clients)] player\s<br /> \
[SSticker.totalPlayersReady] players ready<br /> \
[SSticker.total_admins_ready] / [length(GLOB.admins)] admins ready</span>"
else
new_maptext = "<span style='text-align: center; vertical-align: middle; font-size: 18px'>[time_remaining_str()]</span><br /> \
<span style='text-align: center; vertical-align: middle'>[LAZYLEN(GLOB.clients)] player\s</span>"
maptext = MAPTEXT(new_maptext)
/atom/movable/screen/lobby/new_player_info/proc/time_remaining_str()
var/time_remaining = SSticker.GetTimeLeft()
if(time_remaining > 0)
return "[round(time_remaining/10)]s"
if(time_remaining == -10)
return "DELAYED"
return "SOON"
#undef OVERLAY_X_DIFF
#undef OVERLAY_Y_DIFF
#undef SHUTTER_MOVEMENT_DURATION
#undef SHUTTER_WAIT_DURATION