mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-12 18:51:53 +00:00
## About The Pull Request Most screen alerts that use the midnight hud style no longer have the button baked in their icon. Other screen alerts with their own background or shape (robot and mech alerts, atmos, heretic buffs or debuffs etc.) are not affected. Also updated a couple sprites but didn't spend too much time on them. Mostly reusing existing assets. Montage of how the alerts look on threee different hud styles (Operative, Trasen-Knox, Detective, ALSO I FIXED THE BUCKLED ALERT ALREADY): <img width="293" height="323" alt="image" src="https://github.com/user-attachments/assets/3a2b972b-aa5a-4c27-a454-c8c39acf6e20" /> It looks only a smidge iffy on the syndicate since the top and bottom borders aren't layered over all the overlays, but it isn't something to worry about in this PR. ## Why It's Good For The Game Screen alerts always had the midnight hud button baked in their icon states (now overlays), which completely disregard the player's hud setting, much unlike action alerts buttons. Melbert has also said that it'd be nice if the code for action buttons could also be used in screen alerts and viceversa, to slim things down. That's obviously not what I'm doing today, but having most of the screen alerts already without the baked background will surely help if we ever pursue that objective. ## Changelog 🆑 refactor: Refactored screen alerts a little. Most should now fit the player's hud style. Report any issue. imageadd: A few screen alerts have been polished/updated a little. /🆑
80 lines
3.1 KiB
Plaintext
80 lines
3.1 KiB
Plaintext
/// For directly applying to carbons to irradiate them, without pulses
|
|
/datum/component/radioactive_exposure
|
|
dupe_mode = COMPONENT_DUPE_ALLOWED
|
|
|
|
/// Base irradiation chance
|
|
var/irradiation_chance_base
|
|
/// Chance we have of applying irradiation
|
|
var/irradiation_chance
|
|
/// The amount the base chance is increased after every failed irradiation check
|
|
var/irradiation_chance_increment
|
|
/// Time till we attempt the next irradiation check
|
|
var/irradiation_interval
|
|
/// The source of irradiation, for logging
|
|
var/source
|
|
/// Area's where the component isnt removed if we cross to them
|
|
var/list/radioactive_areas
|
|
|
|
/datum/component/radioactive_exposure/Initialize(
|
|
minimum_exposure_time,
|
|
irradiation_chance_base,
|
|
irradiation_chance_increment,
|
|
irradiation_interval,
|
|
source,
|
|
radioactive_areas
|
|
)
|
|
|
|
if(!iscarbon(parent))
|
|
return COMPONENT_INCOMPATIBLE
|
|
|
|
src.irradiation_chance_base = irradiation_chance_base
|
|
src.irradiation_chance = irradiation_chance_base
|
|
src.irradiation_chance_increment = irradiation_chance_increment
|
|
src.irradiation_interval = irradiation_interval
|
|
src.source = source
|
|
src.radioactive_areas = radioactive_areas
|
|
|
|
// We use generally long times, so it's probably easier and more interpretable to just use a timer instead of processing the component
|
|
addtimer(CALLBACK(src, PROC_REF(attempt_irradiate)), minimum_exposure_time)
|
|
|
|
RegisterSignal(parent, COMSIG_MOVABLE_EXITED_AREA, PROC_REF(on_exited))
|
|
|
|
var/mob/living/living_parent = parent
|
|
living_parent.throw_alert(ALERT_RADIOACTIVE_AREA, /atom/movable/screen/alert/radioactive_area)
|
|
|
|
/// Try and irradiate them. If we chance fail, we come back harder
|
|
/datum/component/radioactive_exposure/proc/attempt_irradiate()
|
|
if(!SSradiation.wearing_rad_protected_clothing(parent) && SSradiation.can_irradiate_basic(parent))
|
|
if(prob(irradiation_chance))
|
|
SSradiation.irradiate(parent)
|
|
var/atom/atom = parent
|
|
atom.investigate_log("was irradiated by [source].", INVESTIGATE_RADIATION)
|
|
else
|
|
irradiation_chance += irradiation_chance_increment
|
|
else // we're immune, either through species, clothing, already being irradiated, etcetera
|
|
// we slowly decrease the prob chance untill we hit the base probability again
|
|
irradiation_chance = max(irradiation_chance - irradiation_chance_increment, irradiation_chance_base)
|
|
|
|
// Even if they are immune, or got irradiated plan a new check in-case they lose their protection or irradiation
|
|
addtimer(CALLBACK(src, PROC_REF(attempt_irradiate)), irradiation_interval)
|
|
|
|
/datum/component/radioactive_exposure/proc/on_exited(atom/movable/also_parent, area/old_area, direction)
|
|
SIGNAL_HANDLER
|
|
|
|
if(istype(get_area(parent), radioactive_areas)) //we left to another area that is also radioactive, so dont do anything
|
|
return
|
|
|
|
qdel(src)
|
|
|
|
/datum/component/radioactive_exposure/Destroy(force)
|
|
var/mob/living/carbon/human/human_parent = parent
|
|
human_parent.clear_alert(ALERT_RADIOACTIVE_AREA)
|
|
|
|
return ..()
|
|
|
|
/atom/movable/screen/alert/radioactive_area
|
|
name = "Radioactive Area"
|
|
desc = "This place is no good! We need to get some protection or get out fast!"
|
|
use_user_hud_icon = TRUE
|
|
overlay_state = "radioactive_area"
|