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Bubberstation/code/modules/wiremod/components/atom/health_state.dm
tmyqlfpir 53518e043b Circuit editor QoL and new circuit components (#82969)
## About The Pull Request

This PR introduces a number of minor quality of life improvements to
already existing circuit components, and adds three new components.

<img width="600" alt="preview"
src="https://github.com/tgstation/tgstation/assets/80724828/85d39b6d-b055-430e-8996-0da088616887">

## Why It's Good For The Game

This improves the overall experience for circuits.

### UI changes

<img width="550" alt="grid aligned"
src="https://github.com/tgstation/tgstation/assets/80724828/cc7b43b5-292f-4643-beab-e01ae675fb19">

Grid align is now an option for circuit designers. It will round objects
to the nearest 10px units internally, and can be toggled on/off by the
new additional button beside the component menu button. This makes
circuits easier on the eyes as things are pixel perfect aligned.

<img width="814" alt="tooltips"
src="https://github.com/tgstation/tgstation/assets/80724828/0d31c98f-3be9-46e0-ab37-20bac3799112">

All three buttons have been given tool tips.

### Tweaked Components

<img width="136" alt="voice activator"
src="https://github.com/tgstation/tgstation/assets/80724828/21dd0f65-cb98-4bd5-aeb0-63315e842cb6">

* Adds a on/off flag to the voice activator component
-- This saves power for circuits as you're not forced to use a compare
flag check to turn off voice activation

<img width="136" alt="speech"
src="https://github.com/tgstation/tgstation/assets/80724828/9137b76c-3077-4597-8411-2d9694b39e9e">

* Adds a quiet mode flag to speech component
-- This is ideal when you want a device to speak, but don't want other
people to hear. A good example would be a handheld translator that you
only want to hear yourself.

### New Components

<img width="136" alt="ntnet list literal"
src="https://github.com/tgstation/tgstation/assets/80724828/657c851b-d442-4a63-8650-410cb8e76089">

* An NTNet Send component that allows everything to be input much like
the list literal component
-- This makes sending stuff over NTNet easier for the user, and use less
power as it won't require an additional list literal component

<img width="136" alt="compare health state"
src="https://github.com/tgstation/tgstation/assets/80724828/0bed076c-3aa1-4931-af90-2b9eb8e1ae9a">

* A health comparison component that checks the entity's health state,
and can return true or false depending if the entity is alive, sleeping,
unconscious, critical or dead
-- This could be achieved by using a health sensor and a compare
component, however it lacks the ability to know when a entity is
unconscious or sleeping

<img width="136" alt="toggle"
src="https://github.com/tgstation/tgstation/assets/80724828/7017b6bf-937a-42ad-87f3-4f1134853ac3">

* A quick toggle component to allow the switching between a true and
false state
-- This could be achieved by using a logic component and self linking,
however this makes it far easier for newcomers to make something as
simple as an on/off switch (such as a handheld translator which uses the
front button to turn on/off)

## Changelog
🆑
qol: Add tooltips to circuit editor buttons
qol: Add grid alignment mode to circuit editor
add: Added new compare health state component
add: Added new NTNet send list literal component
add: Added new toggle component
qol: Added activity toggle to voice activator component
qol: Added quiet mode to speech component
qol: NTNet send component will not use power/trigger if NTNet is offline
/🆑
2024-05-15 19:31:18 +00:00

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/**
* # Compare Health State Component
*
* Returns true when state matches entity.
*/
/obj/item/circuit_component/compare/health_state
display_name = "Compare Health State"
desc = "A component that compares the health state of an organism, and returns true or false."
category = "Entity"
/// The input port
var/datum/port/input/input_port
/// Compare state option
var/datum/port/input/option/state_option
var/max_range = 5
/obj/item/circuit_component/compare/health_state/get_ui_notices()
. = ..()
. += create_ui_notice("Maximum Range: [max_range] tiles", "orange", "info")
/obj/item/circuit_component/compare/health_state/populate_options()
input_port = add_input_port("Organism", PORT_TYPE_ATOM)
var/static/component_options = list(
"Alive",
"Asleep",
"Critical",
"Unconscious",
"Deceased",
)
state_option = add_option_port("Comparison Option", component_options)
/obj/item/circuit_component/compare/health_state/do_comparisons()
var/mob/living/organism = input_port.value
var/turf/current_turf = get_location()
if(!istype(organism) || current_turf.z != organism.z || get_dist(current_turf, organism) > max_range)
return FALSE
var/current_option = state_option.value
var/state = organism.stat
switch(current_option)
if("Alive")
return state != DEAD
if("Asleep")
return !!organism.IsSleeping() && !organism.IsUnconscious()
if("Critical")
return state == SOFT_CRIT || state == HARD_CRIT
if("Unconscious")
return state == UNCONSCIOUS || state == HARD_CRIT || !!organism.IsUnconscious()
if("Deceased")
return state == DEAD
//Unknown state, something fucked up really bad - just return false
return FALSE