Files
CHOMPStation2/code/_onclick/hud/robot.dm
ShadowLarkens f905cfc020 Ported /tg/ style screen alerts, replacing the hunger icon with them
This adds throw_alert() and /obj/screen/alert, a system that allows you
to do custom hud alerts for any variety of things from "You're too
cold!" to mecha status indicators for the pilot.

There's quite a few things that actually got replaced; the
fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. The
xenochimera feral indicator would probably be a good candidate for
conversion, but I didn't touch it in this PR. There's also a number of
new alerts, such as blindness, highness, legcuffed, buckled, handcuffed,
and probably some more I missed; read code/_onclick/hud/alert.dm and see
for yourself!

Additionally, a number of tweaks have been done to resisting code, to
make it so that there's an indicator when you're buckled or handcuffed,
and can just click the alert to start resisting. This includes a
refactor that combines the logic for lockers, holders, micros
escaping from shoes, and struggling in a gut all into one proc, called
container_resist(). This means that vore bellies actually no longer need
the resist override, but it's been left in place just in case someone
finds something else they want to use it for.

Also, the health and internals indicator got moved down one tile each.
Needed room for the alerts. If we add the oxygen tank action buttons
from /tg/ and remove the internals indicator, the health indicator can
go back where it was originally.
2020-05-13 19:36:01 -07:00

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var/obj/screen/robot_inventory
/*
/mob/living/silicon/robot/instantiate_hud(var/datum/hud/HUD, var/ui_style, var/ui_color, var/ui_alpha)
HUD.robot_hud(ui_style, ui_color, ui_alpha, src)*/
/datum/hud/proc/robot_hud(ui_style='icons/mob/screen1_robot.dmi', var/ui_color = "#ffffff", var/ui_alpha = 255, var/mob/living/silicon/robot/target)
/* var/datum/hud_data/hud_data
if(!istype(target))
hud_data = new()
if(hud_data.icon)
ui_style = hud_data.icon*/
if(ui_style == 'icons/mob/screen/minimalist.dmi')
ui_style = 'icons/mob/screen1_robot_minimalist.dmi'
else
ui_style = 'icons/mob/screen1_robot.dmi'
src.adding = list()
src.other = list()
var/obj/screen/using
//Radio
using = new /obj/screen()
using.name = "radio"
using.set_dir(SOUTHWEST)
using.icon = ui_style
using.color = ui_color
using.alpha = ui_alpha
using.icon_state = "radio"
using.screen_loc = ui_movi
using.layer = HUD_LAYER
src.adding += using
//Module select
using = new /obj/screen()
using.name = "module1"
using.set_dir(SOUTHWEST)
using.icon = ui_style
using.color = ui_color
using.alpha = ui_alpha
using.icon_state = "inv1"
using.screen_loc = ui_inv1
using.layer = HUD_LAYER
src.adding += using
mymob:inv1 = using
using = new /obj/screen()
using.name = "module2"
using.set_dir(SOUTHWEST)
using.icon = ui_style
using.color = ui_color
using.alpha = ui_alpha
using.icon_state = "inv2"
using.screen_loc = ui_inv2
using.layer = HUD_LAYER
src.adding += using
mymob:inv2 = using
using = new /obj/screen()
using.name = "module3"
using.set_dir(SOUTHWEST)
using.icon = ui_style
using.color = ui_color
using.alpha = ui_alpha
using.icon_state = "inv3"
using.screen_loc = ui_inv3
using.layer = HUD_LAYER
src.adding += using
mymob:inv3 = using
//End of module select
//Intent
using = new /obj/screen()
using.name = "act_intent"
using.set_dir(SOUTHWEST)
using.icon = ui_style
using.alpha = ui_alpha
using.icon_state = mymob.a_intent
using.screen_loc = ui_acti
using.layer = HUD_LAYER
src.adding += using
action_intent = using
//Health
mymob.healths = new /obj/screen()
mymob.healths.icon = ui_style
mymob.healths.icon_state = "health0"
mymob.healths.alpha = ui_alpha
mymob.healths.name = "health"
mymob.healths.screen_loc = ui_borg_health
src.other += mymob.healths
//Installed Module
mymob.hands = new /obj/screen()
mymob.hands.icon = ui_style
mymob.hands.icon_state = "nomod"
mymob.hands.alpha = ui_alpha
mymob.hands.name = "module"
mymob.hands.screen_loc = ui_borg_module
src.other += mymob.hands
//Module Panel
using = new /obj/screen()
using.name = "panel"
using.icon = ui_style
using.icon_state = "panel"
using.alpha = ui_alpha
using.screen_loc = ui_borg_panel
using.layer = HUD_LAYER-0.01
src.adding += using
//Store
mymob.throw_icon = new /obj/screen()
mymob.throw_icon.icon = ui_style
mymob.throw_icon.icon_state = "store"
mymob.throw_icon.alpha = ui_alpha
mymob.throw_icon.color = ui_color
mymob.throw_icon.name = "store"
mymob.throw_icon.screen_loc = ui_borg_store
src.other += mymob.throw_icon
//Inventory
robot_inventory = new /obj/screen()
robot_inventory.name = "inventory"
robot_inventory.icon = ui_style
robot_inventory.icon_state = "inventory"
robot_inventory.alpha = ui_alpha
robot_inventory.color = ui_color
robot_inventory.screen_loc = ui_borg_inventory
src.other += robot_inventory
mymob.pullin = new /obj/screen()
mymob.pullin.icon = ui_style
mymob.pullin.icon_state = "pull0"
mymob.pullin.alpha = ui_alpha
mymob.pullin.color = ui_color
mymob.pullin.name = "pull"
mymob.pullin.screen_loc = ui_borg_pull
src.other += mymob.pullin
mymob.zone_sel = new /obj/screen/zone_sel()
mymob.zone_sel.icon = ui_style
mymob.zone_sel.alpha = ui_alpha
mymob.zone_sel.overlays.Cut()
mymob.zone_sel.overlays += image('icons/mob/zone_sel.dmi', "[mymob.zone_sel.selecting]")
//Handle the gun settings buttons
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
mymob.gun_setting_icon.icon = ui_style
mymob.gun_setting_icon.alpha = ui_alpha
mymob.item_use_icon = new /obj/screen/gun/item(null)
mymob.item_use_icon.icon = ui_style
mymob.item_use_icon.alpha = ui_alpha
mymob.gun_move_icon = new /obj/screen/gun/move(null)
mymob.gun_move_icon.icon = ui_style
mymob.gun_move_icon.alpha = ui_alpha
mymob.radio_use_icon = new /obj/screen/gun/radio(null)
mymob.radio_use_icon.icon = ui_style
mymob.radio_use_icon.alpha = ui_alpha
mymob.client.screen = list()
mymob.client.screen += list( mymob.throw_icon, mymob.zone_sel, mymob.hands, mymob.healths, mymob.pullin, robot_inventory, mymob.gun_setting_icon)
mymob.client.screen += src.adding + src.other
mymob.client.screen += mymob.client.void
return
/datum/hud/proc/toggle_show_robot_modules()
if(!isrobot(mymob))
return
var/mob/living/silicon/robot/r = mymob
r.shown_robot_modules = !r.shown_robot_modules
update_robot_modules_display()
/datum/hud/proc/update_robot_modules_display()
if(!isrobot(mymob))
return
var/mob/living/silicon/robot/r = mymob
if(r.shown_robot_modules)
//Modules display is shown
//r.client.screen += robot_inventory //"store" icon
if(!r.module)
to_chat(usr, "<span class='danger'>No module selected</span>")
return
if(!r.module.modules)
to_chat(usr, "<span class='danger'>Selected module has no modules to select</span>")
return
if(!r.robot_modules_background)
return
var/display_rows = -round(-(r.module.modules.len) / 8)
r.robot_modules_background.screen_loc = "CENTER-4:16,SOUTH+1:7 to CENTER+3:16,SOUTH+[display_rows]:7"
r.client.screen += r.robot_modules_background
var/x = -4 //Start at CENTER-4,SOUTH+1
var/y = 1
//Unfortunately adding the emag module to the list of modules has to be here. This is because a borg can
//be emagged before they actually select a module. - or some situation can cause them to get a new module
// - or some situation might cause them to get de-emagged or something.
if(r.emagged || r.emag_items)
if(!(r.module.emag in r.module.modules))
r.module.modules.Add(r.module.emag)
else
if(r.module.emag in r.module.modules)
r.module.modules.Remove(r.module.emag)
for(var/atom/movable/A in r.module.modules)
if( (A != r.module_state_1) && (A != r.module_state_2) && (A != r.module_state_3) )
//Module is not currently active
r.client.screen += A
if(x < 0)
A.screen_loc = "CENTER[x]:16,SOUTH+[y]:7"
else
A.screen_loc = "CENTER+[x]:16,SOUTH+[y]:7"
A.hud_layerise()
x++
if(x == 4)
x = -4
y++
else
//Modules display is hidden
//r.client.screen -= robot_inventory //"store" icon
for(var/atom/A in r.module.modules)
if( (A != r.module_state_1) && (A != r.module_state_2) && (A != r.module_state_3) )
//Module is not currently active
r.client.screen -= A
r.shown_robot_modules = 0
r.client.screen -= r.robot_modules_background
/mob/living/silicon/robot/update_hud()
if(modtype)
hands.icon_state = lowertext(modtype)
..()