Files
Bubberstation/code/modules/mod/modules/modules_visor.dm
Useroth cca7f8ee4c Some missed mirrors (#13415)
* Refactors firestacks into status effects (#66573)

This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing

* Hud Image Culling By Z Level: Theft edition (#65189)

* makes hud images only apply by z level

* makes some of the atom_hud procs have better names

* fixes warning with the hud_user list and adds better documentation

* better docs for hud_images

* removes TODOs

* docs for hud_list

* adds support for linked z levels so mobs can see lower ones

* fixes merge conflict and shittily makes only shocked airlocks get added

* adds support for setting images in the hud as active and inactive

* gets rid of unatomic spatial grid change

* maybe i should actually try COMPILING my changes

* fixes merge skew and makes it compile again

* fixes huds refusing to remove from users who changed z level

* improves z level and registration logic

* fixes antag huds not appearing

* Fixes antag huds not properly setting. We now use hud_list in init, so it needs to be set before the new call, not after. Not sure why the use of appearance key was split like this, but none else knows either so none can stop me

* Ensures that hiding a basic appearance also hides the atom's active list too

* Fixes antag huds going poof

Ensures that remove_atom_from_hud will return false if the passed atom
isn't managed by it

This fixes antag huds disappearing randomly, since they assumed that if
the parent call of remove_atom_from_hud returned true, we should delete
ourselves. This is a safe assumption for them to make, since they should
only ever have one atom.

Does kinda bork if we call remove_atom_from_hud in a way that is unsure
if the passed atom is actually in that list. We were forced into doing
this by how atom huds use the qdeleting signal.

* makes basic alternate_appearance's only update themselves when setting their hud image to active and makes them not add themselves to the global huds_by_category list

* fixes mistake with hud_users list being set non associatively (bad)

* as anything in bot path loops

* Fixes merge skew problems

* Makes bot paths non global

This way they can show themselves to only the bot that "owns" them, ya
feel me?

* Fixes huds not showing up sometimes, cleans up some code

Post Kapu's limb refactor, we were calling prepare_huds twice in a human
init call chain. What was happening was this:

call prepare_huds() // Human
I gained a new hud image
I set active hud icons to mirror it
call prepare_huds() // Living
I overwrote the new hud image
I attempted to set active hud icons, which failed because it assumes
this can never happen

*cries*

* Renames add_hud_to_atom to show_to

My hope is this will make understanding hud code a bit easier, by tying
the behavior to a "verb" more closely. Also renamed a few vars

* remove_hud_from_mob -> hide_from

* Nitpicks a few comments

* Whoops/fuck/shit/damn it all/hhhhhhhhhhhh

* Moves check down, improves stack trace a bit

Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>

* small touch-up

* this should do it

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
2022-05-08 03:59:40 +01:00

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//Visor modules for MODsuits
///Base Visor - Adds a specific HUD and traits to you.
/obj/item/mod/module/visor
name = "MOD visor module"
desc = "A heads-up display installed into the visor of the suit. They say these also let you see behind you."
module_type = MODULE_TOGGLE
complexity = 2
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
incompatible_modules = list(/obj/item/mod/module/visor)
cooldown_time = 0.5 SECONDS
/// The HUD type given by the visor.
var/hud_type
/// The traits given by the visor.
var/list/visor_traits = list()
/obj/item/mod/module/visor/on_activation()
. = ..()
if(!.)
return
if(hud_type)
var/datum/atom_hud/hud = GLOB.huds[hud_type]
hud.show_to(mod.wearer)
for(var/trait in visor_traits)
ADD_TRAIT(mod.wearer, trait, MOD_TRAIT)
mod.wearer.update_sight()
/obj/item/mod/module/visor/on_deactivation(display_message = TRUE, deleting = FALSE)
. = ..()
if(!.)
return
if(hud_type)
var/datum/atom_hud/hud = GLOB.huds[hud_type]
hud.hide_from(mod.wearer)
for(var/trait in visor_traits)
REMOVE_TRAIT(mod.wearer, trait, MOD_TRAIT)
mod.wearer.update_sight()
//Medical Visor
/obj/item/mod/module/visor/medhud
name = "MOD medical visor module"
desc = "A heads-up display installed into the visor of the suit. This cross-references suit sensor data with a modern \
biological scanning suite, allowing the user to visualize the current health of organic lifeforms, as well as \
access data such as patient files in a convenient readout. They say these also let you see behind you."
icon_state = "medhud_visor"
hud_type = DATA_HUD_MEDICAL_ADVANCED
visor_traits = list(TRAIT_MEDICAL_HUD)
//Diagnostic Visor
/obj/item/mod/module/visor/diaghud
name = "MOD diagnostic visor module"
desc = "A heads-up display installed into the visor of the suit. This uses a series of advanced sensors to access data \
from advanced machinery, exosuits, and other devices, allowing the user to visualize current power levels \
and integrity of such. They say these also let you see behind you."
icon_state = "diaghud_visor"
hud_type = DATA_HUD_DIAGNOSTIC_ADVANCED
visor_traits = list(TRAIT_DIAGNOSTIC_HUD)
//Security Visor
/obj/item/mod/module/visor/sechud
name = "MOD security visor module"
desc = "A heads-up display installed into the visor of the suit. This module is a heavily-retrofitted targeting system, \
plugged into various criminal databases to be able to view arrest records, command simple security-oriented robots, \
and generally know who to shoot. They say these also let you see behind you."
icon_state = "sechud_visor"
hud_type = DATA_HUD_SECURITY_ADVANCED
visor_traits = list(TRAIT_SECURITY_HUD)
//Meson Visor
/obj/item/mod/module/visor/meson
name = "MOD meson visor module"
desc = "A heads-up display installed into the visor of the suit. This module is based off well-loved meson scanner \
technology, used by construction workers and miners across the galaxy to see basic structural and terrain layouts \
through walls, regardless of lighting conditions. They say these also let you see behind you."
icon_state = "meson_visor"
visor_traits = list(TRAIT_MESON_VISION, TRAIT_MADNESS_IMMUNE)
//Thermal Visor
/obj/item/mod/module/visor/thermal
name = "MOD thermal visor module"
desc = "A heads-up display installed into the visor of the suit. This uses a small IR scanner to detect and identify \
the thermal radiation output of objects near the user. While it can detect the heat output of even something as \
small as a rodent, it still produces irritating red overlay. They say these also let you see behind you."
icon_state = "thermal_visor"
visor_traits = list(TRAIT_THERMAL_VISION)
//Night Visor
/obj/item/mod/module/visor/night
name = "MOD night visor module"
desc = "A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, \
this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; \
yet brightening everything into a spooky green glow. They say these also let you see behind you."
icon_state = "night_visor"
visor_traits = list(TRAIT_TRUE_NIGHT_VISION)