mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-13 11:12:14 +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. /🆑
225 lines
7.6 KiB
Plaintext
225 lines
7.6 KiB
Plaintext
|
|
// The shattered remnants of your broken limbs fill you with determination!
|
|
/atom/movable/screen/alert/status_effect/determined
|
|
name = "Determined"
|
|
desc = "The serious wounds you've sustained have put your body into fight-or-flight mode! Now's the time to look for an exit!"
|
|
use_user_hud_icon = TRUE
|
|
overlay_state = "wounded"
|
|
|
|
/datum/status_effect/determined
|
|
id = "determined"
|
|
alert_type = /atom/movable/screen/alert/status_effect/determined
|
|
remove_on_fullheal = TRUE
|
|
|
|
/datum/status_effect/determined/on_apply()
|
|
. = ..()
|
|
owner.visible_message(span_danger("[owner]'s body tenses up noticeably, gritting against [owner.p_their()] pain!"), span_notice("<b>Your senses sharpen as your body tenses up from the wounds you've sustained!</b>"), \
|
|
vision_distance=COMBAT_MESSAGE_RANGE)
|
|
if(ishuman(owner))
|
|
var/mob/living/carbon/human/human_owner = owner
|
|
human_owner.physiology.bleed_mod *= WOUND_DETERMINATION_BLEED_MOD
|
|
|
|
/datum/status_effect/determined/on_remove()
|
|
owner.visible_message(span_danger("[owner]'s body slackens noticeably!"), span_warning("<b>Your adrenaline rush dies off, and the pain from your wounds come aching back in...</b>"), vision_distance=COMBAT_MESSAGE_RANGE)
|
|
if(ishuman(owner))
|
|
var/mob/living/carbon/human/human_owner = owner
|
|
human_owner.physiology.bleed_mod /= WOUND_DETERMINATION_BLEED_MOD
|
|
return ..()
|
|
|
|
/datum/status_effect/limp
|
|
id = "limp"
|
|
status_type = STATUS_EFFECT_REPLACE
|
|
tick_interval = STATUS_EFFECT_NO_TICK
|
|
alert_type = /atom/movable/screen/alert/status_effect/limp
|
|
on_remove_on_mob_delete = TRUE
|
|
var/msg_stage = 0//so you dont get the most intense messages immediately
|
|
/// The left leg of the limping person
|
|
var/obj/item/bodypart/leg/left/left
|
|
/// The right leg of the limping person
|
|
var/obj/item/bodypart/leg/right/right
|
|
/// Which leg we're limping with next
|
|
var/obj/item/bodypart/next_leg
|
|
/// How many deciseconds we limp for on the left leg
|
|
var/slowdown_left = 0
|
|
/// How many deciseconds we limp for on the right leg
|
|
var/slowdown_right = 0
|
|
/// The chance we limp with the left leg each step it takes
|
|
var/limp_chance_left = 0
|
|
/// The chance we limp with the right leg each step it takes
|
|
var/limp_chance_right = 0
|
|
|
|
/datum/status_effect/limp/on_apply()
|
|
if(!iscarbon(owner))
|
|
return FALSE
|
|
var/mob/living/carbon/carbon_owner = owner
|
|
left = carbon_owner.get_bodypart(BODY_ZONE_L_LEG)
|
|
right = carbon_owner.get_bodypart(BODY_ZONE_R_LEG)
|
|
update_limp(src)
|
|
RegisterSignal(carbon_owner, COMSIG_MOVABLE_MOVED, PROC_REF(check_step))
|
|
RegisterSignal(carbon_owner, COMSIG_CARBON_REMOVE_LIMB, PROC_REF(on_limb_removed))
|
|
RegisterSignals(carbon_owner, list(COMSIG_CARBON_GAIN_WOUND, COMSIG_CARBON_POST_LOSE_WOUND, COMSIG_CARBON_ATTACH_LIMB), PROC_REF(update_limp))
|
|
return TRUE
|
|
|
|
/datum/status_effect/limp/on_remove()
|
|
UnregisterSignal(owner, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_GAIN_WOUND, COMSIG_CARBON_POST_LOSE_WOUND, COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB))
|
|
left = null
|
|
right = null
|
|
|
|
/atom/movable/screen/alert/status_effect/limp
|
|
name = "Limping"
|
|
desc = "One or more of your legs has been wounded, slowing down steps with that leg! Get it fixed, or at least in a sling of gauze!"
|
|
icon_state = "injury"
|
|
|
|
/datum/status_effect/limp/proc/check_step(mob/whocares, OldLoc, Dir, forced)
|
|
SIGNAL_HANDLER
|
|
|
|
if(!owner.client || owner.body_position == LYING_DOWN || !owner.has_gravity() || (owner.movement_type & (FLYING|FLOATING)) || forced || owner.buckled)
|
|
return
|
|
|
|
// less limping while we have determination still
|
|
var/determined_mod = owner.has_status_effect(/datum/status_effect/determined) ? 0.5 : 1
|
|
|
|
if(SEND_SIGNAL(owner, COMSIG_CARBON_LIMPING) & COMPONENT_CANCEL_LIMP)
|
|
return
|
|
|
|
if(next_leg == left)
|
|
if(prob(limp_chance_left * determined_mod))
|
|
owner.client.move_delay += slowdown_left * determined_mod
|
|
next_leg = right
|
|
else
|
|
if(prob(limp_chance_right * determined_mod))
|
|
owner.client.move_delay += slowdown_right * determined_mod
|
|
next_leg = left
|
|
|
|
/// We need to make sure that we properly clear these refs if one of the owner's limbs gets deleted
|
|
/datum/status_effect/limp/proc/on_limb_removed(datum/source, obj/item/bodypart/limb_lost, special, dismembered)
|
|
SIGNAL_HANDLER
|
|
|
|
if(limb_lost == left)
|
|
left = null
|
|
if(limb_lost == right)
|
|
right = null
|
|
|
|
update_limp() // calling this with no arg so we know it's coming from here and not a signal
|
|
|
|
/datum/status_effect/limp/proc/update_limp(datum/source)
|
|
SIGNAL_HANDLER
|
|
|
|
var/mob/living/carbon/carbon_mob = owner
|
|
if(source) // if we don't have a source, that means we are calling it from on_limb_removed. In that case we do not want to reassign these to the about-to-be-removed limbs (which can cause hanging refs)
|
|
left = carbon_mob.get_bodypart(BODY_ZONE_L_LEG)
|
|
right = carbon_mob.get_bodypart(BODY_ZONE_R_LEG)
|
|
|
|
if(!left && !right)
|
|
carbon_mob.remove_status_effect(src)
|
|
return
|
|
|
|
slowdown_left = 0
|
|
slowdown_right = 0
|
|
limp_chance_left = 0
|
|
limp_chance_right = 0
|
|
|
|
// technically you can have multiple wounds causing limps on the same limb, even if practically only bone wounds cause it in normal gameplay
|
|
if(left)
|
|
for(var/thing in left.wounds)
|
|
var/datum/wound/wound = thing
|
|
slowdown_left += wound.limp_slowdown
|
|
limp_chance_left = max(limp_chance_left, wound.limp_chance)
|
|
|
|
if(right)
|
|
for(var/thing in right.wounds)
|
|
var/datum/wound/wound = thing
|
|
slowdown_right += wound.limp_slowdown
|
|
limp_chance_right = max(limp_chance_right, wound.limp_chance)
|
|
|
|
// this handles losing your leg with the limp and the other one being in good shape as well
|
|
if(!slowdown_left && !slowdown_right)
|
|
carbon_mob.remove_status_effect(src)
|
|
return
|
|
|
|
/////////////////////////
|
|
//////// WOUNDS /////////
|
|
/////////////////////////
|
|
|
|
// wound status effect base
|
|
/datum/status_effect/wound
|
|
id = "wound"
|
|
status_type = STATUS_EFFECT_MULTIPLE
|
|
var/obj/item/bodypart/linked_limb
|
|
var/datum/wound/linked_wound
|
|
alert_type = NONE
|
|
|
|
/datum/status_effect/wound/on_creation(mob/living/new_owner, incoming_wound)
|
|
linked_wound = incoming_wound
|
|
linked_limb = linked_wound.limb
|
|
return ..()
|
|
|
|
/datum/status_effect/wound/on_remove()
|
|
linked_wound = null
|
|
linked_limb = null
|
|
UnregisterSignal(owner, COMSIG_CARBON_LOSE_WOUND)
|
|
|
|
/datum/status_effect/wound/on_apply()
|
|
if(!iscarbon(owner))
|
|
return FALSE
|
|
RegisterSignal(owner, COMSIG_CARBON_LOSE_WOUND, PROC_REF(check_remove))
|
|
return TRUE
|
|
|
|
/// check if the wound getting removed is the wound we're tied to
|
|
/datum/status_effect/wound/proc/check_remove(mob/living/L, datum/wound/W)
|
|
SIGNAL_HANDLER
|
|
|
|
if(W == linked_wound)
|
|
qdel(src)
|
|
|
|
/datum/status_effect/wound/nextmove_modifier()
|
|
var/mob/living/carbon/C = owner
|
|
|
|
if(C.get_active_hand() == linked_limb)
|
|
return linked_wound.get_action_delay_mult()
|
|
|
|
return ..()
|
|
|
|
/datum/status_effect/wound/nextmove_adjust()
|
|
var/mob/living/carbon/C = owner
|
|
|
|
if(C.get_active_hand() == linked_limb)
|
|
return linked_wound.get_action_delay_increment()
|
|
|
|
return ..()
|
|
|
|
|
|
// bones
|
|
/datum/status_effect/wound/blunt/bone
|
|
|
|
// blunt
|
|
/datum/status_effect/wound/blunt/bone/moderate
|
|
id = "disjoint"
|
|
/datum/status_effect/wound/blunt/bone/severe
|
|
id = "hairline"
|
|
/datum/status_effect/wound/blunt/bone/critical
|
|
id = "compound"
|
|
|
|
// slash
|
|
|
|
/datum/status_effect/wound/slash/flesh/moderate
|
|
id = "abrasion"
|
|
/datum/status_effect/wound/slash/flesh/severe
|
|
id = "laceration"
|
|
/datum/status_effect/wound/slash/flesh/critical
|
|
id = "avulsion"
|
|
// pierce
|
|
/datum/status_effect/wound/pierce/moderate
|
|
id = "breakage"
|
|
/datum/status_effect/wound/pierce/severe
|
|
id = "puncture"
|
|
/datum/status_effect/wound/pierce/critical
|
|
id = "rupture"
|
|
// burns
|
|
/datum/status_effect/wound/burn/flesh/moderate
|
|
id = "seconddeg"
|
|
/datum/status_effect/wound/burn/flesh/severe
|
|
id = "thirddeg"
|
|
/datum/status_effect/wound/burn/flesh/critical
|
|
id = "fourthdeg"
|