Files
Bubberstation/code/_onclick/hud/alert.dm
John Willard 06ca7a4481 Hud screens now set hud owner in Initialize. (#76772)
## About The Pull Request

Adds an arg in huds' screens to add the hud owner in the Initialize,
instead of manually setting it every time we need to.
This is already done in ``New()`` for lobby screens, which I left intact
as lobby screens are used for new players, and are given out before
atoms are Initialized. Everything else, however, uses Initialize, so it
does not mess with any other args in their own Initializes (like the
Escape menu).
This also allows us to set the screens' HUDs as a private var, to ensure
this won't be messed with in the future.
Lastly I replaced instances of ``client`` with ``cannon_client`` to be
consistent with a lot of other parts of hud code.

## Why It's Good For The Game

Huds are easy to break when they do not have a hud owner, and for
something as important as that I believe it should be something you
opt-out of when you don't want it, rather than something you opt-into by
manually setting hud owner every time.
This cuts down on a lot of copy paste in hud code for humans, aliens,
etc.

## Changelog

🆑
refactor: Huds now have their hud owner set in Initialize
/🆑
2023-07-16 21:00:22 +02:00

928 lines
32 KiB
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//A system to manage and display alerts on screen without needing you to do it yourself
//PUBLIC - call these wherever you want
/**
*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.
*flicks are forwarded to master
*override makes it so the alert is not replaced until cleared by a clear_alert with clear_override, and it's used for hallucinations.
*/
/mob/proc/throw_alert(category, type, severity, obj/new_master, override = FALSE)
if(!category || QDELETED(src))
return
var/atom/movable/screen/alert/thealert
if(alerts[category])
thealert = alerts[category]
if(thealert.override_alerts)
return thealert
if(new_master && new_master != thealert.master)
WARNING("[src] threw alert [category] with new_master [new_master] while already having that alert with master [thealert.master]")
clear_alert(category)
return .()
else if(thealert.type != type)
clear_alert(category)
return .()
else if(!severity || severity == thealert.severity)
if(!thealert.timeout)
// No need to update existing alert
return thealert
// Reset timeout of existing alert
var/timeout = initial(thealert.timeout)
addtimer(CALLBACK(src, PROC_REF(alert_timeout), thealert, category), timeout)
thealert.timeout = world.time + timeout - world.tick_lag
return thealert
else
thealert = new type()
thealert.override_alerts = override
if(override)
thealert.timeout = null
thealert.owner = src
if(new_master)
var/old_layer = new_master.layer
var/old_plane = new_master.plane
new_master.layer = FLOAT_LAYER
new_master.plane = FLOAT_PLANE
thealert.add_overlay(new_master)
new_master.layer = old_layer
new_master.plane = old_plane
thealert.icon_state = "template" // We'll set the icon to the client's ui pref in reorganize_alerts()
thealert.master = new_master
else
thealert.icon_state = "[initial(thealert.icon_state)][severity]"
thealert.severity = severity
alerts[category] = thealert
if(client && hud_used)
hud_used.reorganize_alerts()
thealert.transform = matrix(32, 6, MATRIX_TRANSLATE)
animate(thealert, transform = matrix(), time = 2.5, easing = CUBIC_EASING)
if(thealert.timeout)
addtimer(CALLBACK(src, PROC_REF(alert_timeout), thealert, category), thealert.timeout)
thealert.timeout = world.time + thealert.timeout - world.tick_lag
return thealert
/mob/proc/alert_timeout(atom/movable/screen/alert/alert, category)
if(alert.timeout && alerts[category] == alert && world.time >= alert.timeout)
clear_alert(category)
// Proc to clear an existing alert.
/mob/proc/clear_alert(category, clear_override = FALSE)
var/atom/movable/screen/alert/alert = alerts[category]
if(!alert)
return 0
if(alert.override_alerts && !clear_override)
return 0
alerts -= category
if(client && hud_used)
hud_used.reorganize_alerts()
client.screen -= alert
qdel(alert)
// Proc to check for an alert
/mob/proc/has_alert(category)
return !isnull(alerts[category])
/atom/movable/screen/alert
icon = 'icons/hud/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 = MOUSE_OPACITY_ICON
var/timeout = 0 //If set to a number, this alert will clear itself after that many deciseconds
var/severity = 0
var/alerttooltipstyle = ""
var/override_alerts = FALSE //If it is overriding other alerts of the same type
var/mob/owner //Alert owner
/// Boolean. If TRUE, the Click() proc will attempt to Click() on the master first if there is a master.
var/click_master = TRUE
/atom/movable/screen/alert/MouseEntered(location,control,params)
. = ..()
if(!QDELETED(src))
openToolTip(usr,src,params,title = name,content = desc,theme = alerttooltipstyle)
/atom/movable/screen/alert/MouseExited()
closeToolTip(usr)
//Gas alerts
// Gas alerts are continuously thrown/cleared by:
// * /obj/item/organ/internal/lungs/proc/check_breath()
// * /mob/living/carbon/check_breath()
// * /mob/living/carbon/human/check_breath()
// * /datum/element/atmos_requirements/proc/on_non_stasis_life()
// * /mob/living/simple_animal/handle_environment()
/atom/movable/screen/alert/not_enough_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 = ALERT_NOT_ENOUGH_OXYGEN
/atom/movable/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 = ALERT_TOO_MUCH_OXYGEN
/atom/movable/screen/alert/not_enough_nitro
name = "Choking (No N2)"
desc = "You're not getting enough nitrogen. Find some good air before you pass out!"
icon_state = ALERT_NOT_ENOUGH_NITRO
/atom/movable/screen/alert/too_much_nitro
name = "Choking (N2)"
desc = "There's too much nitrogen in the air, and you're breathing it in! Find some good air before you pass out!"
icon_state = ALERT_TOO_MUCH_NITRO
/atom/movable/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 = ALERT_NOT_ENOUGH_CO2
/atom/movable/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 = ALERT_TOO_MUCH_CO2
/atom/movable/screen/alert/not_enough_plas
name = "Choking (No Plasma)"
desc = "You're not getting enough plasma. Find some good air before you pass out! The box in your backpack has a spare plasma tank."
icon_state = ALERT_NOT_ENOUGH_PLASMA
/atom/movable/screen/alert/too_much_plas
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 breath mask in it."
icon_state = ALERT_TOO_MUCH_PLASMA
/atom/movable/screen/alert/not_enough_n2o
name = "Choking (No N2O)"
desc = "You're not getting enough N2O. Find some good air before you pass out!"
icon_state = ALERT_NOT_ENOUGH_N2O
/atom/movable/screen/alert/too_much_n2o
name = "Choking (N2O)"
desc = "There's sleeping gas in the air and you're breathing it in. Find some fresh air. The box in your backpack has an oxygen tank and breath mask in it."
icon_state = ALERT_TOO_MUCH_N2O
//End gas alerts
/atom/movable/screen/alert/fat
name = "Fat"
desc = "You ate too much food, lardass. Run around the station and lose some weight."
icon_state = "fat"
/atom/movable/screen/alert/hungry
name = "Hungry"
desc = "Some food would be good right about now."
icon_state = "hungry"
/atom/movable/screen/alert/starving
name = "Starving"
desc = "You're severely malnourished. The hunger pains make moving around a chore."
icon_state = "starving"
/atom/movable/screen/alert/gross
name = "Grossed out."
desc = "That was kind of gross..."
icon_state = "gross"
/atom/movable/screen/alert/verygross
name = "Very grossed out."
desc = "You're not feeling very well..."
icon_state = "gross2"
/atom/movable/screen/alert/disgusted
name = "DISGUSTED"
desc = "ABSOLUTELY DISGUSTIN'"
icon_state = "gross3"
/atom/movable/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"
/atom/movable/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"
/atom/movable/screen/alert/lowpressure
name = "Low Pressure"
desc = "The air around you is hazardously thin. A space suit would protect you."
icon_state = "lowpressure"
/atom/movable/screen/alert/highpressure
name = "High Pressure"
desc = "The air around you is hazardously thick. A fire suit would protect you."
icon_state = "highpressure"
/atom/movable/screen/alert/hypnosis
name = "Hypnosis"
desc = "Something's hypnotizing you, but you're not really sure about what."
icon_state = ALERT_HYPNOSIS
var/phrase
/atom/movable/screen/alert/mind_control
name = "Mind Control"
desc = "Your mind has been hijacked! Click to view the mind control command."
icon_state = ALERT_MIND_CONTROL
var/command
/atom/movable/screen/alert/mind_control/Click()
. = ..()
if(!.)
return
to_chat(owner, span_mind_control("[command]"))
/atom/movable/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, examine yourself and click the underlined item to pull the object out."
icon_state = ALERT_EMBEDDED_OBJECT
/atom/movable/screen/alert/embeddedobject/Click()
. = ..()
if(!.)
return
var/mob/living/carbon/carbon_owner = owner
return carbon_owner.help_shake_act(carbon_owner)
/atom/movable/screen/alert/negative
name = "Negative Gravity"
desc = "You're getting pulled upwards. While you won't have to worry about falling down anymore, you may accidentally fall upwards!"
icon_state = "negative"
/atom/movable/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"
/atom/movable/screen/alert/highgravity
name = "High Gravity"
desc = "You're getting crushed by high gravity, picking up items and movement will be slowed."
icon_state = "paralysis"
/atom/movable/screen/alert/veryhighgravity
name = "Crushing Gravity"
desc = "You're getting crushed by high gravity, picking up items and movement will be slowed. You'll also accumulate brute damage!"
icon_state = "paralysis"
/atom/movable/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"
/atom/movable/screen/alert/fire/Click()
. = ..()
if(!.)
return
var/mob/living/living_owner = owner
living_owner.changeNext_move(CLICK_CD_RESIST)
if(living_owner.mobility_flags & MOBILITY_MOVE)
return living_owner.resist_fire()
/atom/movable/screen/alert/give // information set when the give alert is made
icon_state = "default"
/// The offer we're linked to, yes this is suspiciously like a status effect alert
var/datum/status_effect/offering/offer
/// Additional text displayed in the description of the alert.
var/additional_desc_text = "Click this alert to take it."
/atom/movable/screen/alert/give/Destroy()
offer = null
return ..()
/**
* Handles assigning most of the variables for the alert that pops up when an item is offered
*
* Handles setting the name, description and icon of the alert and tracking the person giving
* and the item being offered.
* Arguments:
* * taker - The person receiving the alert
* * offerer - The person giving the alert and item
* * receiving - The item being given by the offerer
*/
/atom/movable/screen/alert/give/proc/setup(mob/living/carbon/taker, datum/status_effect/offering/offer)
src.offer = offer
var/mob/living/offerer = offer.owner
var/obj/item/receiving = offer.offered_item
var/receiving_name = get_receiving_name(taker, offerer, receiving)
name = "[offerer] is offering [receiving_name]"
desc = "[offerer] is offering [receiving_name]. [additional_desc_text]"
icon_state = "template"
cut_overlays()
add_overlay(receiving)
/**
* Called right before `setup()`, to do any sort of logic to change the name of
* what's displayed as the name of what's being offered in the alert. Use this to
* add pronouns and the like, or to totally override the displayed name!
* Also the best place to make changes to `additional_desc_text` before `setup()`
* without having to override `setup()` entirely.
*
* Arguments:
* * taker - The person receiving the alert
* * offerer - The person giving the alert and item
* * receiving - The item being given by the offerer
*
* Returns a string that will be displayed in the alert, which is `receiving.name`
* by default.
*/
/atom/movable/screen/alert/give/proc/get_receiving_name(mob/living/carbon/taker, mob/living/carbon/offerer, obj/item/receiving)
return receiving.name
/atom/movable/screen/alert/give/Click(location, control, params)
. = ..()
if(!.)
return
if(!iscarbon(usr))
CRASH("User for [src] is of type \[[usr.type]\]. This should never happen.")
handle_transfer()
/// An overrideable proc used simply to hand over the item when claimed, this is a proc so that high-fives can override them since nothing is actually transferred
/atom/movable/screen/alert/give/proc/handle_transfer()
var/mob/living/carbon/taker = owner
var/mob/living/offerer = offer.owner
var/obj/item/receiving = offer.offered_item
taker.take(offerer, receiving)
SEND_SIGNAL(offerer, COMSIG_CARBON_ITEM_GIVEN, taker, receiving)
/atom/movable/screen/alert/give/highfive
additional_desc_text = "Click this alert to slap it."
/// Tracks active "to slow"ing so we can't spam click
var/too_slowing_this_guy = FALSE
/atom/movable/screen/alert/give/highfive/get_receiving_name(mob/living/carbon/taker, mob/living/carbon/offerer, obj/item/receiving)
return "a high-five"
/atom/movable/screen/alert/give/highfive/setup(mob/living/carbon/taker, datum/status_effect/offering/offer)
. = ..()
RegisterSignal(offer.owner, COMSIG_ATOM_EXAMINE_MORE, PROC_REF(check_fake_out))
/atom/movable/screen/alert/give/highfive/handle_transfer()
if(too_slowing_this_guy)
return
var/mob/living/carbon/taker = owner
var/mob/living/offerer = offer.owner
var/obj/item/receiving = offer.offered_item
if(!QDELETED(receiving) && offerer.is_holding(receiving))
receiving.on_offer_taken(offerer, taker)
return
too_slow_p1()
/// If the person who offered the high five no longer has it when we try to accept it, we get pranked hard
/atom/movable/screen/alert/give/highfive/proc/too_slow_p1()
var/mob/living/carbon/rube = owner
var/mob/living/offerer = offer?.owner
if(QDELETED(rube) || QDELETED(offerer))
qdel(src)
return
too_slowing_this_guy = TRUE
offerer.visible_message(span_notice("[rube] rushes in to high-five [offerer], but-"), span_nicegreen("[rube] falls for your trick just as planned, lunging for a high-five that no longer exists! Classic!"), ignored_mobs=rube)
to_chat(rube, span_nicegreen("You go in for [offerer]'s high-five, but-"))
addtimer(CALLBACK(src, PROC_REF(too_slow_p2), offerer, rube), 0.5 SECONDS)
/// Part two of the ultimate prank
/atom/movable/screen/alert/give/highfive/proc/too_slow_p2()
var/mob/living/carbon/rube = owner
var/mob/living/offerer = offer?.owner
if(!QDELETED(rube) && !QDELETED(offerer))
offerer.visible_message(span_danger("[offerer] pulls away from [rube]'s slap at the last second, dodging the high-five entirely!"), span_nicegreen("[rube] fails to make contact with your hand, making an utter fool of [rube.p_them()]self!"), span_hear("You hear a disappointing sound of flesh not hitting flesh!"), ignored_mobs=rube)
to_chat(rube, span_userdanger("[uppertext("NO! [offerer] PULLS [offerer.p_their()] HAND AWAY FROM YOURS! YOU'RE TOO SLOW!")]"))
playsound(offerer, 'sound/weapons/thudswoosh.ogg', 100, TRUE, 1)
rube.Knockdown(1 SECONDS)
offerer.add_mood_event("high_five", /datum/mood_event/down_low)
rube.add_mood_event("high_five", /datum/mood_event/too_slow)
offerer.remove_status_effect(/datum/status_effect/offering/no_item_received/high_five)
qdel(src)
/// If someone examine_more's the offerer while they're trying to pull a too-slow, it'll tip them off to the offerer's trickster ways
/atom/movable/screen/alert/give/highfive/proc/check_fake_out(mob/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(QDELETED(offer.offered_item))
examine_list += span_warning("[source]'s arm appears tensed up, as if [source.p_they()] plan on pulling it back suddenly...")
/atom/movable/screen/alert/give/hand/get_receiving_name(mob/living/carbon/taker, mob/living/carbon/offerer, obj/item/receiving)
additional_desc_text = "Click this alert to take it and let [offerer.p_them()] pull you around!"
return "[offerer.p_their()] [receiving.name]"
/atom/movable/screen/alert/give/hand/helping
/atom/movable/screen/alert/give/hand/helping/get_receiving_name(mob/living/carbon/taker, mob/living/carbon/offerer, obj/item/receiving)
. = ..()
additional_desc_text = "Click this alert to let them help you up!"
/// Gives the player the option to succumb while in critical condition
/atom/movable/screen/alert/succumb
name = "Succumb"
desc = "Shuffle off this mortal coil."
icon_state = ALERT_SUCCUMB
/atom/movable/screen/alert/succumb/Click()
. = ..()
if(!.)
return
var/mob/living/living_owner = owner
var/last_whisper
if(!HAS_TRAIT(living_owner, TRAIT_SUCCUMB_OVERRIDE))
last_whisper = tgui_input_text(usr, "Do you have any last words?", "Goodnight, Sweet Prince")
if(isnull(last_whisper))
if(!HAS_TRAIT(living_owner, TRAIT_SUCCUMB_OVERRIDE))
return
if(!CAN_SUCCUMB(living_owner) && !HAS_TRAIT(living_owner, TRAIT_SUCCUMB_OVERRIDE))
return
if(length(last_whisper))
living_owner.say("#[last_whisper]")
living_owner.succumb(whispered = length(last_whisper) > 0)
//ALIENS
/atom/movable/screen/alert/alien_plas
name = "Plasma"
desc = "There's flammable plasma in the air. If it lights up, you'll be toast."
icon_state = ALERT_XENO_PLASMA
alerttooltipstyle = "alien"
/atom/movable/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 = ALERT_XENO_FIRE
alerttooltipstyle = "alien"
/atom/movable/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 = ALERT_XENO_NOQUEEN
alerttooltipstyle = "alien"
//BLOBS
/atom/movable/screen/alert/nofactory
name = "No Factory"
desc = "You have no factory, and are slowly dying!"
icon_state = "blobbernaut_nofactory"
alerttooltipstyle = "blob"
// BLOODCULT
/atom/movable/screen/alert/bloodsense
name = "Blood Sense"
desc = "Allows you to sense blood that is manipulated by dark magicks."
icon_state = "cult_sense"
alerttooltipstyle = "cult"
var/static/image/narnar
var/angle = 0
var/mob/living/simple_animal/hostile/construct/Cviewer = null
/atom/movable/screen/alert/bloodsense/Initialize(mapload, datum/hud/hud_owner)
. = ..()
narnar = new('icons/hud/screen_alert.dmi', "mini_nar")
START_PROCESSING(SSprocessing, src)
/atom/movable/screen/alert/bloodsense/Destroy()
Cviewer = null
STOP_PROCESSING(SSprocessing, src)
return ..()
/atom/movable/screen/alert/bloodsense/process()
var/atom/blood_target
if(!owner.mind)
return
var/datum/antagonist/cult/antag = owner.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
if(!antag)
return
var/datum/objective/sacrifice/sac_objective = locate() in antag.cult_team.objectives
if(antag.cult_team.blood_target)
if(!get_turf(antag.cult_team.blood_target))
antag.cult_team.unset_blood_target()
else
blood_target = antag.cult_team.blood_target
if(Cviewer?.seeking && Cviewer.master)
blood_target = Cviewer.master
desc = "Your blood sense is leading you to [Cviewer.master]"
if(!blood_target)
if(sac_objective && !sac_objective.check_completion())
if(icon_state == "runed_sense0")
return
animate(src, transform = null, time = 1, loop = 0)
angle = 0
cut_overlays()
icon_state = "runed_sense0"
desc = "Nar'Sie demands that [sac_objective.target] be sacrificed before the summoning ritual can begin."
add_overlay(sac_objective.sac_image)
else
var/datum/objective/eldergod/summon_objective = locate() in antag.cult_team.objectives
if(!summon_objective)
return
var/list/location_list = list()
for(var/area/area_to_check in summon_objective.summon_spots)
location_list += area_to_check.get_original_area_name()
desc = "The sacrifice is complete, summon Nar'Sie! The summoning can only take place in [english_list(location_list)]!"
if(icon_state == "runed_sense1")
return
animate(src, transform = null, time = 1, loop = 0)
angle = 0
cut_overlays()
icon_state = "runed_sense1"
add_overlay(narnar)
return
var/turf/P = get_turf(blood_target)
var/turf/Q = get_turf(owner)
if(!P || !Q || (P.z != Q.z)) //The target is on a different Z level, we cannot sense that far.
icon_state = "runed_sense2"
desc = "You can no longer sense your target's presence."
return
if(isliving(blood_target))
var/mob/living/real_target = blood_target
desc = "You are currently tracking [real_target.real_name] in [get_area_name(blood_target)]."
else
desc = "You are currently tracking [blood_target] in [get_area_name(blood_target)]."
var/target_angle = get_angle(Q, P)
var/target_dist = get_dist(P, Q)
cut_overlays()
switch(target_dist)
if(0 to 1)
icon_state = "runed_sense2"
if(2 to 8)
icon_state = "arrow8"
if(9 to 15)
icon_state = "arrow7"
if(16 to 22)
icon_state = "arrow6"
if(23 to 29)
icon_state = "arrow5"
if(30 to 36)
icon_state = "arrow4"
if(37 to 43)
icon_state = "arrow3"
if(44 to 50)
icon_state = "arrow2"
if(51 to 57)
icon_state = "arrow1"
if(58 to 64)
icon_state = "arrow0"
if(65 to 400)
icon_state = "arrow"
var/difference = target_angle - angle
angle = target_angle
if(!difference)
return
var/matrix/final = matrix(transform)
final.Turn(difference)
animate(src, transform = final, time = 5, loop = 0)
//GUARDIANS
/atom/movable/screen/alert/cancharge
name = "Charge Ready"
desc = "You are ready to charge at a location!"
icon_state = "guardian_charge"
alerttooltipstyle = "parasite"
/atom/movable/screen/alert/canstealth
name = "Stealth Ready"
desc = "You are ready to enter stealth!"
icon_state = "guardian_canstealth"
alerttooltipstyle = "parasite"
/atom/movable/screen/alert/instealth
name = "In Stealth"
desc = "You are in stealth and your next attack will do bonus damage!"
icon_state = "guardian_instealth"
alerttooltipstyle = "parasite"
//SILICONS
/atom/movable/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 = "no_cell"
/atom/movable/screen/alert/emptycell
name = "Out of Power"
desc = "Unit's power cell has no charge remaining. No modules available until power cell is recharged."
icon_state = "empty_cell"
/atom/movable/screen/alert/emptycell/Initialize(mapload, datum/hud/hud_owner)
. = ..()
update_appearance(updates=UPDATE_DESC)
/atom/movable/screen/alert/emptycell/update_desc()
. = ..()
desc = initial(desc)
if(length(GLOB.roundstart_station_borgcharger_areas))
desc += " Recharging stations are available in [english_list(GLOB.roundstart_station_borgcharger_areas)]."
/atom/movable/screen/alert/lowcell
name = "Low Charge"
desc = "Unit's power cell is running low."
icon_state = "low_cell"
/atom/movable/screen/alert/lowcell/Initialize(mapload, datum/hud/hud_owner)
. = ..()
update_appearance(updates=UPDATE_DESC)
/atom/movable/screen/alert/lowcell/update_desc()
. = ..()
desc = initial(desc)
if(length(GLOB.roundstart_station_borgcharger_areas))
desc += " Recharging stations are available in [english_list(GLOB.roundstart_station_borgcharger_areas)]."
//MECH
/atom/movable/screen/alert/lowcell/mech/update_desc()
. = ..()
desc = initial(desc)
if(length(GLOB.roundstart_station_mechcharger_areas))
desc += " Power ports are available in [english_list(GLOB.roundstart_station_mechcharger_areas)]."
/atom/movable/screen/alert/emptycell/mech/update_desc()
. = ..()
desc = initial(desc)
if(length(GLOB.roundstart_station_mechcharger_areas))
desc += " Power ports are available in [english_list(GLOB.roundstart_station_mechcharger_areas)]."
//Ethereal
/atom/movable/screen/alert/lowcell/ethereal
name = "Low Blood Charge"
desc = "Your charge is running low, find a source of energy! Use a recharging station, eat some Ethereal-friendly food, or syphon some power from lights, a power cell, or an APC (done by right clicking on combat mode)."
/atom/movable/screen/alert/emptycell/ethereal
name = "No Blood Charge"
desc = "You are out of juice, find a source of energy! Use a recharging station, eat some Ethereal-friendly food, or syphon some power from lights, a power cell, or an APC (done by right clicking on combat mode)."
/atom/movable/screen/alert/ethereal_overcharge
name = "Blood Overcharge"
desc = "Your charge is running dangerously high, find an outlet for your energy! Right click an APC while not in combat mode."
icon_state = "cell_overcharge"
//MODsuit unique
/atom/movable/screen/alert/nocore
name = "Missing Core"
desc = "Unit has no core. No modules available until a core is reinstalled. Robotics may provide assistance."
icon_state = "no_cell"
/atom/movable/screen/alert/emptycell/plasma
name = "Out of Power"
desc = "Unit's plasma core has no charge remaining. No modules available until plasma core is recharged. \
Unit can be refilled through plasma fuel."
/atom/movable/screen/alert/emptycell/plasma/update_desc()
. = ..()
desc = initial(desc)
/atom/movable/screen/alert/lowcell/plasma
name = "Low Charge"
desc = "Unit's plasma core is running low. Unit can be refilled through plasma fuel."
/atom/movable/screen/alert/lowcell/plasma/update_desc()
. = ..()
desc = initial(desc)
//Need to cover all use cases - emag, illegal upgrade module, malf AI hack, traitor cyborg
/atom/movable/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 = ALERT_HACKED
/atom/movable/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 = ALERT_LOCKED
/atom/movable/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 = ALERT_NEW_LAW
timeout = 30 SECONDS
/atom/movable/screen/alert/hackingapc
name = "Hacking APC"
desc = "An Area Power Controller is being hacked. When the process is \
complete, you will have exclusive control of it, and you will gain \
additional processing time to unlock more malfunction abilities."
icon_state = ALERT_HACKING_APC
timeout = 60 SECONDS
var/atom/target = null
/atom/movable/screen/alert/hackingapc/Click()
. = ..()
if(!.)
return
var/mob/living/silicon/ai/ai_owner = owner
var/turf/target_turf = get_turf(target)
if(target_turf)
ai_owner.eyeobj.setLoc(target_turf)
//MECHS
/atom/movable/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
/atom/movable/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 = "template"
timeout = 300
/atom/movable/screen/alert/notify_cloning/Click()
. = ..()
if(!.)
return
var/mob/dead/observer/dead_owner = owner
dead_owner.reenter_corpse()
/atom/movable/screen/alert/notify_action
name = "Body created"
desc = "A body was created. You can enter it."
icon_state = "template"
timeout = 300
var/atom/target = null
var/action = NOTIFY_JUMP
/atom/movable/screen/alert/notify_action/Click()
. = ..()
if(!.)
return
if(!target)
return
var/mob/dead/observer/ghost_owner = owner
if(!istype(ghost_owner))
return
switch(action)
if(NOTIFY_ATTACK)
target.attack_ghost(ghost_owner)
if(NOTIFY_JUMP)
var/turf/target_turf = get_turf(target)
if(target_turf && isturf(target_turf))
ghost_owner.abstract_move(target_turf)
if(NOTIFY_ORBIT)
ghost_owner.ManualFollow(target)
//OBJECT-BASED
/atom/movable/screen/alert/buckled
name = "Buckled"
desc = "You've been buckled to something. Click the alert to unbuckle unless you're handcuffed."
icon_state = ALERT_BUCKLED
/atom/movable/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."
click_master = FALSE
/atom/movable/screen/alert/restrained/legcuffed
name = "Legcuffed"
desc = "You're legcuffed, which slows you down considerably. Click the alert to free yourself."
click_master = FALSE
/atom/movable/screen/alert/restrained/Click()
. = ..()
if(!.)
return
var/mob/living/living_owner = owner
if(!living_owner.can_resist())
return
living_owner.changeNext_move(CLICK_CD_RESIST)
if((living_owner.mobility_flags & MOBILITY_MOVE) && (living_owner.last_special <= world.time))
return living_owner.resist_restraints()
/atom/movable/screen/alert/buckled/Click()
. = ..()
if(!.)
return
var/mob/living/living_owner = owner
if(!living_owner.can_resist())
return
living_owner.changeNext_move(CLICK_CD_RESIST)
if(living_owner.last_special <= world.time)
return living_owner.resist_buckle()
/atom/movable/screen/alert/shoes/untied
name = "Untied Shoes"
desc = "Your shoes are untied! Click the alert or your shoes to tie them."
icon_state = ALERT_SHOES_KNOT
/atom/movable/screen/alert/shoes/knotted
name = "Knotted Shoes"
desc = "Someone tied your shoelaces together! Click the alert or your shoes to undo the knot."
icon_state = ALERT_SHOES_KNOT
/atom/movable/screen/alert/shoes/Click()
. = ..()
if(!.)
return
var/mob/living/carbon/carbon_owner = owner
if(!carbon_owner.can_resist() || !carbon_owner.shoes)
return
carbon_owner.changeNext_move(CLICK_CD_RESIST)
carbon_owner.shoes.handle_tying(carbon_owner)
// 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(mob/viewmob)
var/mob/screenmob = viewmob || mymob
if(!screenmob.client)
return
var/list/alerts = mymob.alerts
if(!hud_shown)
for(var/i in 1 to alerts.len)
screenmob.client.screen -= alerts[alerts[i]]
return 1
for(var/i in 1 to alerts.len)
var/atom/movable/screen/alert/alert = alerts[alerts[i]]
if(alert.icon_state == "template")
alert.icon = ui_style
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 = .
screenmob.client.screen |= alert
if(!viewmob)
for(var/M in mymob.observers)
reorganize_alerts(M)
return 1
/atom/movable/screen/alert/Click(location, control, params)
if(!usr || !usr.client)
return FALSE
if(usr != owner)
return FALSE
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, SHIFT_CLICK)) // screen objects don't do the normal Click() stuff so we'll cheat
to_chat(usr, span_boldnotice("[name]</span> - <span class='info'>[desc]"))
return FALSE
if(master && click_master)
return usr.client.Click(master, location, control, params)
return TRUE
/atom/movable/screen/alert/Destroy()
. = ..()
severity = 0
master = null
owner = null
screen_loc = ""