Files
Bubberstation/code/_onclick/hud/screen_objects.dm
MrMelbert aec6324344 Refactors health doll, replaces "wounded" screen alert (#87011)
## About The Pull Request

The screen alert for being wounded is deleted

Instead, your health doll will now glow red on any (and all) wounded
limbs


https://github.com/user-attachments/assets/83565684-3e19-4753-8034-d8de6574e2b8

To accomplish this, the doll was refactored a bit. No longer operates
off of overlays, now uses vis contents across every limb, and just
updates the icon state of all those vis contents

## Why It's Good For The Game

Wounds really spam the hell out of you with screen alerts and it often
blocks you from seeing more relevant alerts that you care about

The mere presence of a minor dislocation on your leg prevents you from
noticing that you are no longer breathing. This is a bit troublesome

This can be resolved in other ways, of course - adding a priority value
to alerts? - but instead, I think we can just make better use of our
existing hud elements

I find this decently intuitive, at a glance. 
- The old screen alert gave you a tooltip saying you could click the
alert to examine yourself.
- Clicking on the health doll examines yourself the exact same way.
- So, players may see their doll glowing red, and click on it to self
examine, to see the report of them having a wound on their leg or chest
or whatever.

## Changelog

🆑 Melbert
del: Having any wounds no longer gives you an alert in the top right
qol: Having any wounds now make the corresponding bodypart on your
health doll (the lil dude on the right side of the screen) glow red.
refactor: Refactored how the hud's health doll shows up for humans.
Report any oddities
/🆑
2024-11-11 00:43:38 -08:00

1007 lines
28 KiB
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/*
Screen objects
Todo: improve/re-implement
Screen objects are only used for the hud and should not appear anywhere "in-game".
They are used with the client/screen list and the screen_loc var.
For more information, see the byond documentation on the screen_loc and screen vars.
*/
/atom/movable/screen
name = ""
icon = 'icons/hud/screen_gen.dmi'
// NOTE: screen objects do NOT change their plane to match the z layer of their owner
// You shouldn't need this, but if you ever do and it's widespread, reconsider what you're doing.
plane = HUD_PLANE
animate_movement = SLIDE_STEPS
speech_span = SPAN_ROBOT
appearance_flags = APPEARANCE_UI
interaction_flags_atom = parent_type::interaction_flags_atom | INTERACT_ATOM_MOUSEDROP_IGNORE_CHECKS
/// A reference to the object in the slot. Grabs or items, generally, but any datum will do.
var/datum/weakref/master_ref = null
/// A reference to the owner HUD, if any.
var/datum/hud/hud = null // BUBBER EDIT - Originally private, adjusted for hot editing.
/**
* Map name assigned to this object.
* Automatically set by /client/proc/add_obj_to_map.
*/
var/assigned_map
/**
* Mark this object as garbage-collectible after you clean the map
* it was registered on.
*
* This could probably be changed to be a proc, for conditional removal.
* But for now, this works.
*/
var/del_on_map_removal = TRUE
/// If FALSE, this will not be cleared when calling /client/clear_screen()
var/clear_with_screen = TRUE
/// If TRUE, clicking the screen element will fall through and perform a default "Click" call
/// Obviously this requires your Click override, if any, to call parent on their own.
/// This is set to FALSE to default to dissade you from doing this.
/// Generally we don't want default Click stuff, which results in bugs like using Telekinesis on a screen element
/// or trying to point your gun at your screen.
var/default_click = FALSE
/atom/movable/screen/Initialize(mapload, datum/hud/hud_owner)
. = ..()
if(isnull(hud_owner)) //some screens set their hud owners on /new, this prevents overriding them with null post atoms init
return
set_new_hud(hud_owner)
/atom/movable/screen/Destroy()
master_ref = null
hud = null
return ..()
/atom/movable/screen/Click(location, control, params)
if(flags_1 & INITIALIZED_1)
SEND_SIGNAL(src, COMSIG_SCREEN_ELEMENT_CLICK, location, control, params, usr)
if(default_click)
return ..()
///Screen elements are always on top of the players screen and don't move so yes they are adjacent
/atom/movable/screen/Adjacent(atom/neighbor, atom/target, atom/movable/mover)
return TRUE
/atom/movable/screen/examine(mob/user)
return list()
/atom/movable/screen/orbit()
return
/atom/movable/screen/proc/component_click(atom/movable/screen/component_button/component, params)
return
///setter used to set our new hud
/atom/movable/screen/proc/set_new_hud(datum/hud/hud_owner)
if(hud)
UnregisterSignal(hud, COMSIG_QDELETING)
if(isnull(hud_owner))
hud = null
return
hud = hud_owner
RegisterSignal(hud, COMSIG_QDELETING, PROC_REF(on_hud_delete))
/// Returns the mob this is being displayed to, if any
/atom/movable/screen/proc/get_mob()
return hud?.mymob
/atom/movable/screen/proc/on_hud_delete(datum/source)
SIGNAL_HANDLER
set_new_hud(hud_owner = null)
/atom/movable/screen/text
icon = null
icon_state = null
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
screen_loc = "CENTER-7,CENTER-7"
maptext_height = 480
maptext_width = 480
/atom/movable/screen/swap_hand
plane = HUD_PLANE
name = "swap hand"
/atom/movable/screen/swap_hand/Click()
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
if(world.time <= usr.next_move)
return 1
if(usr.incapacitated)
return 1
if(ismob(usr))
var/mob/M = usr
M.swap_hand()
return 1
/atom/movable/screen/navigate
name = "navigate"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "navigate"
screen_loc = ui_navigate_menu
/atom/movable/screen/navigate/Click()
if(!isliving(usr))
return TRUE
var/mob/living/navigator = usr
navigator.navigate()
/atom/movable/screen/craft
name = "crafting menu"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "craft"
screen_loc = ui_crafting
/atom/movable/screen/area_creator
name = "create new area"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "area_edit"
screen_loc = ui_building
/atom/movable/screen/area_creator/Click()
if(usr.incapacitated || (isobserver(usr) && !isAdminGhostAI(usr)))
return TRUE
var/area/A = get_area(usr)
if(!A.outdoors)
to_chat(usr, span_warning("There is already a defined structure here."))
return TRUE
create_area(usr)
/atom/movable/screen/language_menu
name = "language menu"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "talk_wheel"
screen_loc = ui_language_menu
/atom/movable/screen/language_menu/Click()
usr.get_language_holder().open_language_menu(usr)
/atom/movable/screen/inventory
/// The identifier for the slot. It has nothing to do with ID cards.
var/slot_id
/// Icon when empty. For now used only by humans.
var/icon_empty
/// Icon when contains an item. For now used only by humans.
var/icon_full
/// The overlay when hovering over with an item in your hand
var/image/object_overlay
plane = HUD_PLANE
/atom/movable/screen/inventory/Click(location, control, params)
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
if(world.time <= usr.next_move)
return TRUE
if(INCAPACITATED_IGNORING(usr, INCAPABLE_STASIS))
return TRUE
if(ismecha(usr.loc)) // stops inventory actions in a mech
return TRUE
if(hud?.mymob && slot_id)
var/obj/item/inv_item = hud.mymob.get_item_by_slot(slot_id)
if(inv_item)
return inv_item.Click(location, control, params)
if(usr.attack_ui(slot_id, params))
usr.update_held_items()
return TRUE
/atom/movable/screen/inventory/MouseEntered(location, control, params)
. = ..()
add_overlays()
/atom/movable/screen/inventory/MouseExited()
..()
cut_overlay(object_overlay)
QDEL_NULL(object_overlay)
/atom/movable/screen/inventory/update_icon_state()
if(!icon_empty)
icon_empty = icon_state
if(hud?.mymob && slot_id && icon_full)
icon_state = hud.mymob.get_item_by_slot(slot_id) ? icon_full : icon_empty
return ..()
/atom/movable/screen/inventory/proc/add_overlays()
var/mob/user = hud?.mymob
if(!user || !slot_id)
return
var/obj/item/holding = user.get_active_held_item()
if(!holding || user.get_item_by_slot(slot_id))
return
var/image/item_overlay = image(holding)
item_overlay.alpha = 92
if(!holding.mob_can_equip(user, slot_id, disable_warning = TRUE, bypass_equip_delay_self = TRUE))
item_overlay.color = COLOR_RED
else
item_overlay.color = "#00ff00"
cut_overlay(object_overlay)
object_overlay = item_overlay
add_overlay(object_overlay)
/atom/movable/screen/inventory/hand
var/mutable_appearance/handcuff_overlay
var/static/mutable_appearance/blocked_overlay = mutable_appearance('icons/hud/screen_gen.dmi', "blocked")
var/held_index = 0
interaction_flags_atom = NONE //so dragging objects into hands icon don't skip adjacency & other checks
/atom/movable/screen/inventory/hand/update_overlays()
. = ..()
if(!handcuff_overlay)
var/state = (!(held_index % 2)) ? "markus" : "gabrielle"
handcuff_overlay = mutable_appearance('icons/hud/screen_gen.dmi', state)
if(!hud?.mymob)
return
if(iscarbon(hud.mymob))
var/mob/living/carbon/C = hud.mymob
if(C.handcuffed)
. += handcuff_overlay
if(held_index)
if(!C.has_hand_for_held_index(held_index))
. += blocked_overlay
if(held_index == hud.mymob.active_hand_index)
. += (held_index % 2) ? "lhandactive" : "rhandactive"
/atom/movable/screen/inventory/hand/Click(location, control, params)
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
var/mob/user = hud?.mymob
if(usr != user)
return TRUE
if(world.time <= user.next_move)
return TRUE
if(user.incapacitated)
return TRUE
if (ismecha(user.loc)) // stops inventory actions in a mech
return TRUE
if(user.active_hand_index == held_index)
var/obj/item/I = user.get_active_held_item()
if(I)
I.Click(location, control, params)
else
user.swap_hand(held_index)
return TRUE
/atom/movable/screen/close
name = "close"
plane = ABOVE_HUD_PLANE
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "storage_close"
/atom/movable/screen/close/Initialize(mapload, datum/hud/hud_owner, new_master)
. = ..()
master_ref = WEAKREF(new_master)
/atom/movable/screen/close/Click()
var/datum/storage/storage = master_ref?.resolve()
if(!storage)
return
storage.hide_contents(usr)
return TRUE
/atom/movable/screen/drop
name = "drop"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "act_drop"
plane = HUD_PLANE
/atom/movable/screen/drop/Click()
if(usr.stat == CONSCIOUS)
usr.dropItemToGround(usr.get_active_held_item())
/atom/movable/screen/combattoggle
name = "toggle combat mode"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "combat_off"
screen_loc = ui_combat_toggle
/atom/movable/screen/combattoggle/Initialize(mapload, datum/hud/hud_owner)
. = ..()
update_appearance()
/atom/movable/screen/combattoggle/Click()
if(isliving(usr))
var/mob/living/owner = usr
owner.set_combat_mode(!owner.combat_mode, FALSE)
update_appearance()
/atom/movable/screen/combattoggle/update_icon_state()
var/mob/living/user = hud?.mymob
if(!istype(user) || !user.client)
return ..()
icon_state = user.combat_mode ? "combat" : "combat_off" //Treats the combat_mode
return ..()
//Version of the combat toggle with the flashy overlay
/atom/movable/screen/combattoggle/flashy
///Mut appearance for flashy border
var/mutable_appearance/flashy
/atom/movable/screen/combattoggle/flashy/update_overlays()
. = ..()
var/mob/living/user = hud?.mymob
if(!istype(user) || !user.client)
return
if(!user.combat_mode)
return
if(!flashy)
flashy = mutable_appearance('icons/hud/screen_gen.dmi', "togglefull_flash")
flashy.color = "#C62727"
. += flashy
/atom/movable/screen/combattoggle/robot
icon = 'icons/hud/screen_cyborg.dmi'
screen_loc = ui_borg_intents
/atom/movable/screen/floor_changer
name = "change floor"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "floor_change"
screen_loc = ui_floor_changer
var/vertical = FALSE
/atom/movable/screen/floor_changer/Click(location,control,params)
var/list/modifiers = params2list(params)
var/mouse_position
if(vertical)
mouse_position = text2num(LAZYACCESS(modifiers, ICON_Y))
else
mouse_position = text2num(LAZYACCESS(modifiers, ICON_X))
if(mouse_position > 16)
usr.up()
return
usr.down()
return
/atom/movable/screen/floor_changer/vertical
icon_state = "floor_change_v"
vertical = TRUE
/atom/movable/screen/spacesuit
name = "Space suit cell status"
icon_state = "spacesuit_0"
screen_loc = ui_spacesuit
/atom/movable/screen/mov_intent
name = "run/walk toggle"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "running"
/atom/movable/screen/mov_intent/Click()
toggle(usr)
/atom/movable/screen/mov_intent/update_icon_state()
if(!hud || !hud.mymob || !isliving(hud.mymob))
return
var/mob/living/living_hud_owner = hud.mymob
switch(living_hud_owner.move_intent)
if(MOVE_INTENT_WALK)
icon_state = "walking"
if(MOVE_INTENT_RUN)
icon_state = "running"
return ..()
/atom/movable/screen/mov_intent/proc/toggle(mob/living/user)
if(!istype(user))
return
user.toggle_move_intent()
/atom/movable/screen/pull
name = "stop pulling"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "pull"
base_icon_state = "pull"
/atom/movable/screen/pull/Click()
if(isobserver(usr))
return
usr.stop_pulling()
/atom/movable/screen/pull/update_icon_state()
icon_state = "[base_icon_state][hud?.mymob?.pulling ? null : 0]"
return ..()
/atom/movable/screen/resist
name = "resist"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "act_resist"
plane = HUD_PLANE
/atom/movable/screen/resist/Click()
if(isliving(usr))
var/mob/living/L = usr
L.resist()
/atom/movable/screen/rest
name = "rest"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "act_rest"
base_icon_state = "act_rest"
plane = HUD_PLANE
/atom/movable/screen/rest/Click()
if(isliving(usr))
var/mob/living/L = usr
L.toggle_resting()
/atom/movable/screen/rest/update_icon_state()
var/mob/living/user = hud?.mymob
if(!istype(user))
return ..()
icon_state = "[base_icon_state][user.resting ? 0 : null]"
return ..()
/atom/movable/screen/storage
name = "storage"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "storage_cell"
plane = HUD_PLANE
/atom/movable/screen/storage/Initialize(mapload, datum/hud/hud_owner, new_master)
. = ..()
master_ref = WEAKREF(new_master)
/atom/movable/screen/storage/Click(location, control, params)
var/datum/storage/storage_master = master_ref?.resolve()
if(!istype(storage_master))
return FALSE
if(world.time <= usr.next_move)
return TRUE
if(usr.incapacitated)
return TRUE
if(ismecha(usr.loc)) // stops inventory actions in a mech
return TRUE
var/obj/item/inserted = usr.get_active_held_item()
if(inserted)
storage_master.attempt_insert(inserted, usr)
return TRUE
/atom/movable/screen/storage/cell
/atom/movable/screen/storage/cell/mouse_drop_receive(atom/target, mob/living/user, params)
var/datum/storage/storage = master_ref?.resolve()
if (isnull(storage) || !istype(user) || storage != user.active_storage)
return
if (!user.can_perform_action(storage.parent, FORBID_TELEKINESIS_REACH))
return
if (target.loc != storage.real_location)
return
/// Due to items in storage ignoring transparency for click hitboxes, this only can happen if we drag onto a free cell - aka after all current contents
storage.real_location.contents -= target
storage.real_location.contents += target
storage.refresh_views()
/atom/movable/screen/storage/corner
icon_state = "storage_corner_topleft"
/atom/movable/screen/storage/corner/top_right
icon_state = "storage_corner_topright"
/atom/movable/screen/storage/corner/bottom_left
icon_state = "storage_corner_bottomleft"
/atom/movable/screen/storage/corner/bottom_right
icon_state = "storage_corner_bottomright"
/atom/movable/screen/storage/rowjoin
name = "storage"
icon_state = "storage_rowjoin_left"
alpha = 0
/atom/movable/screen/storage/rowjoin/right
icon_state = "storage_rowjoin_right"
/atom/movable/screen/throw_catch
name = "throw/catch"
icon = 'icons/hud/screen_midnight.dmi'
icon_state = "act_throw_off"
/atom/movable/screen/throw_catch/Click()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.toggle_throw_mode()
/atom/movable/screen/zone_sel
name = "damage zone"
icon_state = "zone_sel"
screen_loc = ui_zonesel
var/overlay_icon = 'icons/hud/screen_gen.dmi'
var/static/list/hover_overlays_cache = list()
var/hovering
/atom/movable/screen/zone_sel/Click(location, control,params)
if(isobserver(usr))
return
var/list/modifiers = params2list(params)
var/icon_x = text2num(LAZYACCESS(modifiers, ICON_X))
var/icon_y = text2num(LAZYACCESS(modifiers, ICON_Y))
var/choice = get_zone_at(icon_x, icon_y)
if (!choice)
return 1
return set_selected_zone(choice, usr)
/atom/movable/screen/zone_sel/MouseEntered(location, control, params)
. = ..()
MouseMove(location, control, params)
/atom/movable/screen/zone_sel/MouseMove(location, control, params)
if(isobserver(usr))
return
var/list/modifiers = params2list(params)
var/icon_x = text2num(LAZYACCESS(modifiers, ICON_X))
var/icon_y = text2num(LAZYACCESS(modifiers, ICON_Y))
var/choice = get_zone_at(icon_x, icon_y)
if(hovering == choice)
return
vis_contents -= hover_overlays_cache[hovering]
hovering = choice
// Don't need to account for turf cause we're on the hud babyyy
var/obj/effect/overlay/zone_sel/overlay_object = hover_overlays_cache[choice]
if(!overlay_object)
overlay_object = new
overlay_object.icon_state = "[choice]"
hover_overlays_cache[choice] = overlay_object
vis_contents += overlay_object
/obj/effect/overlay/zone_sel
icon = 'icons/hud/screen_gen.dmi'
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
alpha = 128
anchored = TRUE
plane = ABOVE_HUD_PLANE
/atom/movable/screen/zone_sel/MouseExited(location, control, params)
if(!isobserver(usr) && hovering)
vis_contents -= hover_overlays_cache[hovering]
hovering = null
/atom/movable/screen/zone_sel/proc/get_zone_at(icon_x, icon_y)
switch(icon_y)
if(1 to 9) //Legs
switch(icon_x)
if(10 to 15)
return BODY_ZONE_R_LEG
if(17 to 22)
return BODY_ZONE_L_LEG
if(10 to 13) //Hands and groin
switch(icon_x)
if(8 to 11)
return BODY_ZONE_R_ARM
if(12 to 20)
return BODY_ZONE_PRECISE_GROIN
if(21 to 24)
return BODY_ZONE_L_ARM
if(14 to 22) //Chest and arms to shoulders
switch(icon_x)
if(8 to 11)
return BODY_ZONE_R_ARM
if(12 to 20)
return BODY_ZONE_CHEST
if(21 to 24)
return BODY_ZONE_L_ARM
if(23 to 30) //Head, but we need to check for eye or mouth
if(icon_x in 12 to 20)
switch(icon_y)
if(23 to 24)
if(icon_x in 15 to 17)
return BODY_ZONE_PRECISE_MOUTH
if(26) //Eyeline, eyes are on 15 and 17
if(icon_x in 14 to 18)
return BODY_ZONE_PRECISE_EYES
if(25 to 27)
if(icon_x in 15 to 17)
return BODY_ZONE_PRECISE_EYES
return BODY_ZONE_HEAD
/atom/movable/screen/zone_sel/proc/set_selected_zone(choice, mob/user, should_log = TRUE)
if(user != hud?.mymob)
return
if(choice != hud.mymob.zone_selected)
if(should_log)
hud.mymob.log_manual_zone_selected_update("screen_hud", new_target = choice)
hud.mymob.zone_selected = choice
update_appearance()
SEND_SIGNAL(user, COMSIG_MOB_SELECTED_ZONE_SET, choice)
return TRUE
/atom/movable/screen/zone_sel/update_overlays()
. = ..()
if(!hud?.mymob)
return
. += mutable_appearance(overlay_icon, "[hud.mymob.zone_selected]")
/atom/movable/screen/zone_sel/alien
icon = 'icons/hud/screen_alien.dmi'
overlay_icon = 'icons/hud/screen_alien.dmi'
/atom/movable/screen/zone_sel/robot
icon = 'icons/hud/screen_cyborg.dmi'
/atom/movable/screen/flash
name = "flash"
icon_state = "blank"
blend_mode = BLEND_ADD
screen_loc = "WEST,SOUTH to EAST,NORTH"
layer = FLASH_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/damageoverlay
icon = 'icons/hud/screen_full.dmi'
icon_state = "oxydamageoverlay0"
name = "dmg"
blend_mode = BLEND_MULTIPLY
screen_loc = "CENTER-7,CENTER-7"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
layer = UI_DAMAGE_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/healths
name = "health"
icon_state = "health0"
screen_loc = ui_health
/atom/movable/screen/healths/alien
icon = 'icons/hud/screen_alien.dmi'
screen_loc = ui_alien_health
/atom/movable/screen/healths/robot
icon = 'icons/hud/screen_cyborg.dmi'
screen_loc = ui_borg_health
/atom/movable/screen/healths/blob
name = "blob health"
icon_state = "block"
screen_loc = ui_internal
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/atom/movable/screen/healths/blob/overmind
name = "overmind health"
icon = 'icons/hud/blob.dmi'
icon_state = "corehealth"
screen_loc = ui_blobbernaut_overmind_health
/atom/movable/screen/healths/guardian
name = "summoner health"
icon = 'icons/hud/guardian.dmi'
icon_state = "base"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/atom/movable/screen/healths/revenant
name = "essence"
icon = 'icons/mob/actions/backgrounds.dmi'
icon_state = "bg_revenant"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/atom/movable/screen/healthdoll
name = "health doll"
screen_loc = ui_healthdoll
/atom/movable/screen/healthdoll/Click()
if (iscarbon(usr))
var/mob/living/carbon/C = usr
C.check_self_for_injuries()
/atom/movable/screen/healthdoll/living
icon_state = "fullhealth0"
screen_loc = ui_living_healthdoll
var/filtered = FALSE //so we don't repeatedly create the mask of the mob every update
/atom/movable/screen/healthdoll/human
/// Tracks components of our doll, each limb is a separate atom in our vis_contents
VAR_PRIVATE/list/atom/movable/screen/limbs
/// Lazylist, tracks all body zones that are wounded currently
/// Used so we can sync animations should the list be updated
VAR_PRIVATE/list/animated_zones
/atom/movable/screen/healthdoll/human/Initialize(mapload, datum/hud/hud_owner)
. = ..()
limbs = list()
for(var/i in GLOB.all_body_zones)
var/atom/movable/screen/healthdoll_limb/limb = new(src, null)
// layer chest above other limbs, it's the center after all
limb.layer = i == BODY_ZONE_CHEST ? layer + 0.05 : layer
limbs[i] = limb
// why viscontents? why not overlays? - because i want to animate filters
vis_contents += limb
update_appearance()
/atom/movable/screen/healthdoll/human/Destroy()
QDEL_LIST_ASSOC_VAL(limbs)
vis_contents.Cut()
return ..()
/atom/movable/screen/healthdoll/human/update_icon_state()
. = ..()
var/mob/living/carbon/human/owner = hud?.mymob
if(isnull(owner))
return
if(owner.stat == DEAD)
for(var/limb in limbs)
limbs[limb].icon_state = "[limb]DEAD"
return
var/list/current_animated = LAZYLISTDUPLICATE(animated_zones)
for(var/obj/item/bodypart/body_part as anything in owner.bodyparts)
var/icon_key = 0
var/part_zone = body_part.body_zone
var/list/overridable_key = list(icon_key)
if(body_part.bodypart_disabled)
icon_key = 7
else if(owner.stat == DEAD)
icon_key = "DEAD"
else if(SEND_SIGNAL(body_part, COMSIG_BODYPART_UPDATING_HEALTH_HUD, owner, overridable_key) & OVERRIDE_BODYPART_HEALTH_HUD)
icon_key = overridable_key[1] // thanks i hate it
else if(!owner.has_status_effect(/datum/status_effect/grouped/screwy_hud/fake_healthy))
var/damage = body_part.get_damage() / body_part.max_damage
// calculate what icon state (1-5, or 0 if undamaged) to use based on damage
icon_key = clamp(ceil(damage * 5), 0, 5)
if(length(body_part.wounds))
LAZYSET(animated_zones, part_zone, TRUE)
else
LAZYREMOVE(animated_zones, part_zone)
limbs[part_zone].icon_state = "[part_zone][icon_key]"
// handle leftovers
for(var/missing_zone in owner.get_missing_limbs())
limbs[missing_zone].icon_state = "[missing_zone]6"
LAZYREMOVE(animated_zones, missing_zone)
// time to re-sync animations, something changed
if(animated_zones ~! current_animated)
for(var/animated_zone in animated_zones)
var/atom/wounded_zone = limbs[animated_zone]
var/existing_filter = wounded_zone.get_filter("wound_outline")
if(existing_filter)
animate(existing_filter) // stop animation so we can resync
else
wounded_zone.add_filter("wound_outline", 1, list("type" = "outline", "color" = "#FF0033", "alpha" = 0, "size" = 1.2))
existing_filter = wounded_zone.get_filter("wound_outline")
animate(existing_filter, alpha = 200, time = 1.5 SECONDS, loop = -1)
animate(alpha = 0, time = 1.5 SECONDS)
if(LAZYLEN(current_animated)) // avoid null - list() runtimes please
for(var/lost_zone in current_animated - animated_zones)
limbs[lost_zone].remove_filter("wound_outline")
// Basically just holds an icon we can put a filter on
/atom/movable/screen/healthdoll_limb
screen_loc = ui_living_healthdoll
vis_flags = VIS_INHERIT_ID | VIS_INHERIT_PLANE
/atom/movable/screen/mood
name = "mood"
icon_state = "mood5"
screen_loc = ui_mood
/atom/movable/screen/splash
icon = 'icons/blanks/blank_title.png'
icon_state = ""
screen_loc = "1,1"
plane = SPLASHSCREEN_PLANE
var/client/holder
INITIALIZE_IMMEDIATE(/atom/movable/screen/splash)
/* SKYRAT EDIT REMOVAL
/atom/movable/screen/splash/Initialize(mapload, datum/hud/hud_owner, client/C, visible, use_previous_title)
. = ..()
if(!istype(C))
return
holder = C
if(!visible)
alpha = 0
if(!use_previous_title)
if(SStitle.icon)
icon = SStitle.icon
else
if(!SStitle.previous_icon)
return INITIALIZE_HINT_QDEL
icon = SStitle.previous_icon
holder.screen += src
*/ // SKYRAT EDIT END
/atom/movable/screen/splash/proc/Fade(out, qdel_after = TRUE)
if(QDELETED(src))
return
if(out)
animate(src, alpha = 0, time = 30)
else
alpha = 0
animate(src, alpha = 255, time = 30)
if(qdel_after)
QDEL_IN(src, 30)
/atom/movable/screen/splash/Destroy()
if(holder)
holder.screen -= src
holder = null
return ..()
/atom/movable/screen/component_button
var/atom/movable/screen/parent
/atom/movable/screen/component_button/Initialize(mapload, atom/movable/screen/parent)
. = ..()
src.parent = parent
/atom/movable/screen/component_button/Click(params)
if(parent)
parent.component_click(src, params)
/atom/movable/screen/combo
icon_state = ""
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
screen_loc = ui_combo
plane = ABOVE_HUD_PLANE
var/timerid
/atom/movable/screen/combo/proc/clear_streak()
animate(src, alpha = 0, 2 SECONDS, SINE_EASING)
timerid = addtimer(CALLBACK(src, PROC_REF(reset_icons)), 2 SECONDS, TIMER_UNIQUE | TIMER_STOPPABLE)
/atom/movable/screen/combo/proc/reset_icons()
cut_overlays()
icon_state = ""
/atom/movable/screen/combo/update_icon_state(streak = "", time = 2 SECONDS)
reset_icons()
if(timerid)
deltimer(timerid)
alpha = 255
if(!streak)
return ..()
timerid = addtimer(CALLBACK(src, PROC_REF(clear_streak)), time, TIMER_UNIQUE | TIMER_STOPPABLE)
icon_state = "combo"
for(var/i = 1; i <= length(streak); ++i)
var/intent_text = copytext(streak, i, i + 1)
var/image/intent_icon = image(icon,src,"combo_[intent_text]")
intent_icon.pixel_x = 16 * (i - 1) - 8 * length(streak)
add_overlay(intent_icon)
return ..()
/atom/movable/screen/stamina
name = "stamina"
icon_state = "stamina0"
screen_loc = ui_stamina
#define HUNGER_STATE_FAT 2
#define HUNGER_STATE_FULL 1
#define HUNGER_STATE_FINE 0
#define HUNGER_STATE_HUNGRY -1
#define HUNGER_STATE_STARVING -2
/atom/movable/screen/hunger
name = "hunger"
icon_state = "hungerbar"
base_icon_state = "hungerbar"
screen_loc = ui_hunger
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/// What state of hunger are we in?
VAR_PRIVATE/state = HUNGER_STATE_FINE
/// What food icon do we show by the bar
var/food_icon = 'icons/obj/food/burgerbread.dmi'
/// What food icon state do we show by the bar
var/food_icon_state = "hburger"
/// The image shown by the bar.
VAR_PRIVATE/image/food_image
/atom/movable/screen/hunger/Initialize(mapload, datum/hud/hud_owner)
. = ..()
var/mob/living/hungry = hud_owner?.mymob
if(!istype(hungry))
return
if(!ishuman(hungry) || CONFIG_GET(flag/disable_human_mood))
screen_loc = ui_mood // Slot in where mood normally is if mood is disabled
food_image = image(icon = food_icon, icon_state = food_icon_state, pixel_x = -5)
food_image.plane = plane
food_image.appearance_flags |= KEEP_APART // To be unaffected by filters applied to src
food_image.add_filter("simple_outline", 2, outline_filter(1, COLOR_BLACK, OUTLINE_SHARP))
underlays += food_image // To be below filters applied to src
SetInvisibility(INVISIBILITY_ABSTRACT, name) // Start invisible, update later
update_appearance()
/atom/movable/screen/hunger/proc/update_hunger_state()
var/mob/living/hungry = hud?.mymob
if(!istype(hungry))
return
if(HAS_TRAIT(hungry, TRAIT_NOHUNGER) || !hungry.get_organ_slot(ORGAN_SLOT_STOMACH))
state = HUNGER_STATE_FINE
return
if(HAS_TRAIT(hungry, TRAIT_FAT))
state = HUNGER_STATE_FAT
return
switch(hungry.nutrition)
if(NUTRITION_LEVEL_FULL to INFINITY)
state = HUNGER_STATE_FULL
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FULL)
state = HUNGER_STATE_FINE
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
state = HUNGER_STATE_HUNGRY
if(0 to NUTRITION_LEVEL_STARVING)
state = HUNGER_STATE_STARVING
/atom/movable/screen/hunger/update_appearance(updates)
var/old_state = state
update_hunger_state() // Do this before we call all the other update procs
if(state == old_state) // Let's not be wasteful
return
. = ..()
if(state == HUNGER_STATE_FINE)
SetInvisibility(INVISIBILITY_ABSTRACT, name)
return
else if(invisibility)
RemoveInvisibility(name)
if(state == HUNGER_STATE_STARVING)
if(!get_filter("hunger_outline"))
add_filter("hunger_outline", 1, list("type" = "outline", "color" = "#FF0033", "alpha" = 0, "size" = 2))
animate(get_filter("hunger_outline"), alpha = 200, time = 1.5 SECONDS, loop = -1)
animate(alpha = 0, time = 1.5 SECONDS)
else
remove_filter("hunger_outline")
// Update color of the food
if((state == HUNGER_STATE_FAT) != (old_state == HUNGER_STATE_FAT))
underlays -= food_image
food_image.color = state == HUNGER_STATE_FAT ? COLOR_DARK : null
underlays += food_image
/atom/movable/screen/hunger/update_icon_state()
. = ..()
icon_state = "[base_icon_state][state]"
#undef HUNGER_STATE_FAT
#undef HUNGER_STATE_FULL
#undef HUNGER_STATE_FINE
#undef HUNGER_STATE_HUNGRY
#undef HUNGER_STATE_STARVING