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Paradise/code/game/data_huds.dm
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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/* Data HUDs have been rewritten in a more generic way.
* In short, they now use an observer-listener pattern.
* See code/datum/hud.dm for the generic hud datum.
* Update the HUD icons when needed with the appropriate hook. (see below)
*/
/* DATA HUD DATUMS */
/atom/proc/add_to_all_human_data_huds()
for(var/datum/atom_hud/data/human/hud in GLOB.huds) hud.add_to_hud(src)
/atom/proc/remove_from_all_data_huds()
for(var/datum/atom_hud/data/hud in GLOB.huds) hud.remove_from_hud(src)
/datum/atom_hud/data
/datum/atom_hud/data/human/medical
hud_icons = list(HEALTH_HUD, STATUS_HUD)
/datum/atom_hud/data/human/medical/basic
/datum/atom_hud/data/human/medical/basic/proc/check_sensors(mob/living/carbon/human/H)
if(!istype(H)) return
var/obj/item/clothing/under/U = H.w_uniform
if(!istype(U)) return
if(U.sensor_mode <= SENSOR_VITALS) return
return TRUE
/datum/atom_hud/data/human/medical/basic/add_to_single_hud(mob/M, mob/living/carbon/H)
if(check_sensors(H) || istype(M,/mob/dead/observer) )
..()
/datum/atom_hud/data/human/medical/basic/proc/update_suit_sensors(mob/living/carbon/H)
check_sensors(H) ? add_to_hud(H) : remove_from_hud(H)
/datum/atom_hud/data/human/medical/advanced
/datum/atom_hud/data/human/security
/datum/atom_hud/data/human/security/basic
hud_icons = list(ID_HUD)
/datum/atom_hud/data/human/security/advanced
hud_icons = list(ID_HUD, IMPTRACK_HUD, IMPMINDSHIELD_HUD, IMPCHEM_HUD, WANTED_HUD)
/datum/atom_hud/data/diagnostic
/datum/atom_hud/data/diagnostic/basic
hud_icons = list(DIAG_HUD, DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_MECH_HUD, DIAG_BOT_HUD, DIAG_TRACK_HUD, DIAG_AIRLOCK_HUD)
/datum/atom_hud/data/diagnostic/advanced
hud_icons = list(DIAG_HUD, DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_MECH_HUD, DIAG_BOT_HUD, DIAG_TRACK_HUD, DIAG_AIRLOCK_HUD, DIAG_PATH_HUD)
/datum/atom_hud/data/bot_path
hud_icons = list(DIAG_PATH_HUD)
/datum/atom_hud/abductor
hud_icons = list(GLAND_HUD)
/datum/atom_hud/data/hydroponic
hud_icons = list (PLANT_NUTRIENT_HUD, PLANT_WATER_HUD, PLANT_STATUS_HUD, PLANT_HEALTH_HUD, PLANT_TOXIN_HUD, PLANT_PEST_HUD, PLANT_WEED_HUD)
/* MED/SEC/DIAG HUD HOOKS */
/*
* THESE HOOKS SHOULD BE CALLED BY THE MOB SHOWING THE HUD
*/
/***********************************************
Medical HUD! Basic mode needs suit sensors on.
************************************************/
//HELPERS
/// Whether the carbon mob is currently in crit.
// Even though "crit" does not realistically happen for non-humans..
/mob/living/carbon/proc/is_in_crit()
for(var/thing in viruses)
var/datum/disease/D = thing
if(istype(D, /datum/disease/critical))
return TRUE
return FALSE
/mob/living/carbon/human/is_in_crit()
if(..())
return TRUE
if(undergoing_cardiac_arrest())
return TRUE
if(ismachineperson(src) && health < 0)
return TRUE
return FALSE
/// Whether a virus worthy displaying on the HUD is present.
/mob/living/carbon/proc/has_virus()
for(var/thing in viruses)
var/datum/disease/D = thing
if(!D.discovered) // Early-stage viruses should not show up on med HUD (though health analywers can still pick them up)
continue
if((!(D.visibility_flags & HIDDEN_SCANNER)) && (D.severity != NONTHREAT))
return TRUE
return FALSE
//helper for getting the appropriate health status
/proc/RoundHealth(mob/living/M)
if(M.stat == DEAD || (HAS_TRAIT(M, TRAIT_FAKEDEATH)))
return "health-100-dead" //what's our health? it doesn't matter, we're dead, or faking
var/maxi_health = M.maxHealth
if(iscarbon(M) && M.health < 0)
maxi_health = 100 //so crit shows up right for aliens and other high-health carbon mobs; noncarbons don't have crit.
var/resulthealth = (M.health / maxi_health) * 100
switch(resulthealth)
if(100 to INFINITY)
return "health100"
if(95 to 100)
return "health95"
if(90 to 95)
return "health90"
if(80 to 90)
return "health80"
if(70 to 80)
return "health70"
if(60 to 70)
return "health60"
if(50 to 60)
return "health50"
if(40 to 50)
return "health40"
if(30 to 40)
return "health30"
if(20 to 30)
return "health20"
if(10 to 20)
return "health10"
if(0 to 10)
return "health0"
if(-10 to 0)
return "health-0" //The health bar will turn a brilliant red and flash as usual, but deducted health will be black.
if(-20 to -10)
return "health-10"
if(-30 to -20)
return "health-20"
if(-40 to -30)
return "health-30"
if(-50 to -40)
return "health-40"
if(-60 to -50)
return "health-50"
if(-70 to -60)
return "health-60"
if(-80 to -70)
return "health-70"
if(-90 to -80)
return "health-80"
if(-100 to -90)
return "health-90"
else
return "health-100" //past this point, you're just in trouble
///HOOKS
//called when a human changes suit sensors
/mob/living/carbon/proc/update_suit_sensors()
var/datum/atom_hud/data/human/medical/basic/B = GLOB.huds[DATA_HUD_MEDICAL_BASIC]
B.update_suit_sensors(src)
//called when a living mob changes health
/mob/living/proc/med_hud_set_health()
var/image/holder = hud_list[HEALTH_HUD]
if(ismachineperson(src))
holder = hud_list[DIAG_HUD]
holder.icon_state = "hud[RoundHealth(src)]"
//called when a carbon changes stat, virus or XENO_HOST
/mob/living/proc/med_hud_set_status()
var/image/holder = hud_list[STATUS_HUD]
if(stat == DEAD)
holder.icon_state = "huddead"
else
holder.icon_state = "hudhealthy"
//called when a carbon changes stat, virus or XENO_HOST
/mob/living/carbon/med_hud_set_status()
var/image/holder = hud_list[STATUS_HUD]
if(ismachineperson(src))
holder = hud_list[DIAG_STAT_HUD]
// To the right of health bar
if(stat == DEAD || HAS_TRAIT(src, TRAIT_FAKEDEATH))
var/revivable
if(!ghost_can_reenter()) // DNR or AntagHUD
revivable = FALSE
else if(ismachineperson(src))
revivable = TRUE
else if(timeofdeath && (round(world.time - timeofdeath) < DEFIB_TIME_LIMIT))
revivable = TRUE
if(revivable)
holder.icon_state = "hudflatline"
else
holder.icon_state = "huddead"
else if(HAS_TRAIT(src, TRAIT_XENO_HOST))
holder.icon_state = "hudxeno"
else if(is_in_crit())
holder.icon_state = "huddefib"
else if(has_virus())
holder.icon_state = "hudill"
else
holder.icon_state = "hudhealthy"
/***********************************************
Security HUDs! Basic mode shows only the job.
************************************************/
//HOOKS
/mob/living/carbon/human/proc/sec_hud_set_ID()
var/image/holder = hud_list[ID_HUD]
holder.icon_state = "hudunknown"
if(wear_id)
holder.icon_state = "hud[ckey(wear_id.GetJobName())]"
sec_hud_set_security_status()
/mob/living/carbon/human/proc/sec_hud_set_implants()
var/image/holder
for(var/i in list(IMPTRACK_HUD, IMPMINDSHIELD_HUD, IMPCHEM_HUD))
holder = hud_list[i]
holder.icon_state = null
for(var/obj/item/implant/I in src)
if(I.implanted)
if(istype(I,/obj/item/implant/tracking))
holder = hud_list[IMPTRACK_HUD]
holder.icon_state = "hud_imp_tracking"
else if(istype(I,/obj/item/implant/mindshield))
holder = hud_list[IMPMINDSHIELD_HUD]
holder.icon_state = "hud_imp_loyal"
else if(istype(I,/obj/item/implant/chem))
holder = hud_list[IMPCHEM_HUD]
holder.icon_state = "hud_imp_chem"
/mob/living/carbon/human/proc/sec_hud_set_security_status()
var/image/holder = hud_list[WANTED_HUD]
var/perpname = get_visible_name(TRUE) //gets the name of the perp, works if they have an id or if their face is uncovered
if(!SSticker) return //wait till the game starts or the monkeys runtime....
if(perpname)
var/datum/data/record/R = find_record("name", perpname, GLOB.data_core.security)
if(R)
switch(R.fields["criminal"])
if(SEC_RECORD_STATUS_EXECUTE)
holder.icon_state = "hudexecute"
return
if(SEC_RECORD_STATUS_ARREST)
holder.icon_state = "hudwanted"
return
if(SEC_RECORD_STATUS_SEARCH)
holder.icon_state = "hudsearch"
return
if(SEC_RECORD_STATUS_MONITOR)
holder.icon_state = "hudmonitor"
return
if(SEC_RECORD_STATUS_DEMOTE)
holder.icon_state = "huddemote"
return
if(SEC_RECORD_STATUS_INCARCERATED)
holder.icon_state = "hudprisoner"
return
if(SEC_RECORD_STATUS_PAROLLED)
holder.icon_state = "hudparolled"
return
if(SEC_RECORD_STATUS_RELEASED)
holder.icon_state = "hudreleased"
return
holder.icon_state = null
/***********************************************
Diagnostic HUDs!
************************************************/
//For Diag health and cell bars!
/proc/RoundDiagBar(value)
switch(value * 100)
if(95 to INFINITY)
return "max"
if(80 to 100)
return "good"
if(60 to 80)
return "high"
if(40 to 60)
return "med"
if(20 to 40)
return "low"
if(1 to 20)
return "crit"
else
return "dead"
//Sillycone hooks
/mob/living/silicon/proc/diag_hud_set_health()
var/image/holder = hud_list[DIAG_HUD]
if(stat == DEAD)
holder.icon_state = "huddiagdead"
else
holder.icon_state = "huddiag[RoundDiagBar(health/maxHealth)]"
/mob/living/silicon/proc/diag_hud_set_status()
var/image/holder = hud_list[DIAG_STAT_HUD]
switch(stat)
if(CONSCIOUS)
holder.icon_state = "hudstat"
if(UNCONSCIOUS)
holder.icon_state = "hudoffline"
else
holder.icon_state = "huddead2"
//Borgie battery tracking!
/mob/living/silicon/robot/proc/diag_hud_set_borgcell()
var/image/holder = hud_list[DIAG_BATT_HUD]
if(cell)
var/chargelvl = (cell.charge/cell.maxcharge)
holder.icon_state = "hudbatt[RoundDiagBar(chargelvl)]"
else
holder.icon_state = "hudnobatt"
/*~~~~~~~~~~~~~~~~~~~~
BIG STOMPY MECHS
~~~~~~~~~~~~~~~~~~~~~*/
/obj/mecha/proc/diag_hud_set_mechhealth()
var/image/holder = hud_list[DIAG_MECH_HUD]
var/icon/I = icon(icon, icon_state, dir)
holder.pixel_y = I.Height() - world.icon_size
holder.icon_state = "huddiag[RoundDiagBar(obj_integrity/max_integrity)]"
/obj/mecha/proc/diag_hud_set_mechcell()
var/image/holder = hud_list[DIAG_BATT_HUD]
if(cell)
var/chargelvl = cell.charge/cell.maxcharge
holder.icon_state = "hudbatt[RoundDiagBar(chargelvl)]"
else
holder.icon_state = "hudnobatt"
/obj/mecha/proc/diag_hud_set_mechstat()
var/image/holder = hud_list[DIAG_STAT_HUD]
holder.icon_state = null
if(internal_damage)
holder.icon_state = "hudwarn"
/obj/mecha/proc/diag_hud_set_mechtracking() //Shows tracking beacons on the mech
var/image/holder = hud_list[DIAG_TRACK_HUD]
var/new_icon_state //This var exists so that the holder's icon state is set only once in the event of multiple mech beacons.
for(var/obj/item/mecha_parts/mecha_tracking/T in trackers)
if(T.ai_beacon) //Beacon with AI uplink
new_icon_state = "hudtrackingai"
break //Immediately terminate upon finding an AI beacon to ensure it is always shown over the normal one, as mechs can have several trackers.
else
new_icon_state = "hudtracking"
holder.icon_state = new_icon_state
/*~~~~~~~~~
Bots!
~~~~~~~~~~*/
/mob/living/simple_animal/bot/proc/diag_hud_set_bothealth()
var/image/holder = hud_list[DIAG_HUD]
if(stat == DEAD)
holder.icon_state = "huddiagdead"
else
holder.icon_state = "huddiag[RoundDiagBar(health/maxHealth)]"
/mob/living/simple_animal/bot/proc/diag_hud_set_botstat() //On (With wireless on or off), Off, EMP'ed
var/image/holder = hud_list[DIAG_STAT_HUD]
if(on)
holder.icon_state = "hudstat"
else if(stat) //Generally EMP causes this
holder.icon_state = "hudoffline"
else //Bot is off
holder.icon_state = "huddead2"
/mob/living/simple_animal/bot/proc/diag_hud_set_botmode() //Shows a bot's current operation
var/image/holder = hud_list[DIAG_BOT_HUD]
if(client) //If the bot is player controlled, it will not be following mode logic!
holder.icon_state = "hudsentient"
return
switch(mode)
if(BOT_SUMMON, BOT_RESPONDING) //Responding to PDA or AI summons
holder.icon_state = "hudcalled"
if(BOT_CLEANING, BOT_REPAIRING, BOT_HEALING) //Cleanbot cleaning, Floorbot fixing, or Medibot Healing
holder.icon_state = "hudworking"
if(BOT_PATROL, BOT_START_PATROL) //Patrol mode
holder.icon_state = "hudpatrol"
if(BOT_PREP_ARREST, BOT_ARREST, BOT_HUNT, BOT_BLOCKED, BOT_NO_ROUTE) //STOP RIGHT THERE, CRIMINAL SCUM!
holder.icon_state = "hudalert"
if(BOT_MOVING, BOT_DELIVER, BOT_GO_HOME, BOT_NAV, BOT_WAIT_FOR_NAV) //Moving to target for normal bots, moving to deliver or go home for MULES.
holder.icon_state = "hudmove"
else
holder.icon_state = ""
/*~~~~~~~~~~~~~~
PLANT HUD
~~~~~~~~~~~~~~~*/
/proc/RoundPlantBar(value)
switch(value * 100)
if(1 to 10)
return "10"
if(10 to 20)
return "20"
if(20 to 30)
return "30"
if(30 to 40)
return "40"
if(40 to 50)
return "50"
if(50 to 60)
return "60"
if(60 to 70)
return "70"
if(70 to 80)
return "80"
if(80 to 90)
return "90"
if(90 to INFINITY)
return "max"
else
return "zero"
/obj/machinery/hydroponics/proc/plant_hud_set_nutrient()
var/image/holder = hud_list[PLANT_NUTRIENT_HUD]
holder.icon_state = "hudnutrient[RoundPlantBar(nutrilevel/maxnutri)]"
/obj/machinery/hydroponics/proc/plant_hud_set_water()
var/image/holder = hud_list[PLANT_WATER_HUD]
holder.icon_state = "hudwater[RoundPlantBar(waterlevel/maxwater)]"
/obj/machinery/hydroponics/proc/plant_hud_set_status()
var/image/holder = hud_list[PLANT_STATUS_HUD]
if(!myseed)
holder.icon_state = ""
return
if(harvest)
holder.icon_state = "hudharvest"
return
if(dead)
holder.icon_state = "huddead"
return
holder.icon_state = ""
/obj/machinery/hydroponics/proc/plant_hud_set_health()
var/image/holder = hud_list[PLANT_HEALTH_HUD]
if(!myseed)
holder.icon_state = ""
return
holder.icon_state = "hudplanthealth[RoundPlantBar(plant_health/myseed.endurance)]"
/obj/machinery/hydroponics/proc/plant_hud_set_toxin()
var/image/holder = hud_list[PLANT_TOXIN_HUD]
if(toxic < 10) // You don't want to see these icons if the value is small
holder.icon_state = ""
return
holder.icon_state = "hudtoxin[RoundPlantBar(toxic/100)]"
/obj/machinery/hydroponics/proc/plant_hud_set_pest()
var/image/holder = hud_list[PLANT_PEST_HUD]
if(pestlevel < 1) // You don't want to see these icons if the value is small
holder.icon_state = ""
return
holder.icon_state = "hudpest[RoundPlantBar(pestlevel/10)]"
/obj/machinery/hydroponics/proc/plant_hud_set_weed()
var/image/holder = hud_list[PLANT_WEED_HUD]
if(weedlevel < 1) // You don't want to see these icons if the value is small
holder.icon_state = ""
return
holder.icon_state = "hudweed[RoundPlantBar(weedlevel/10)]"
/*~~~~~~~~~~~~
Airlocks!
~~~~~~~~~~~~~*/
/obj/machinery/door/airlock/proc/diag_hud_set_electrified()
var/image/holder = hud_list[DIAG_AIRLOCK_HUD]
if(isElectrified())
holder.icon_state = "electrified"
else
holder.icon_state = ""
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I'll just put this somewhere near the end...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
/// Helper function to add a "comment" to a data record. Used for medical or security records.
/mob/living/carbon/human/proc/add_comment(mob/commenter, comment_kind, comment_text)
var/perpname = get_visible_name(TRUE) //gets the name of the perp, works if they have an id or if their face is uncovered
if(!perpname)
return
var/datum/data/record/R
switch(comment_kind)
if("security")
R = find_record("name", perpname, GLOB.data_core.security)
if("medical")
R = find_record("name", perpname, GLOB.data_core.medical)
if(!R)
return
var/commenter_display = "Something(???)"
if(ishuman(commenter))
var/mob/living/carbon/human/U = commenter
commenter_display = "[U.get_authentification_name()] ([U.get_assignment()])"
else if(isrobot(commenter))
var/mob/living/silicon/robot/U = commenter
commenter_display = "[U.name] ([U.modtype] [U.braintype])"
else if(isAI(commenter))
var/mob/living/silicon/ai/U = commenter
commenter_display = "[U.name] (artificial intelligence)"
comment_text = "Made by [commenter_display] on [GLOB.current_date_string] [station_time_timestamp()]:<br>[comment_text]"
if(!R.fields["comments"])
R.fields["comments"] = list()
R.fields["comments"] += list(comment_text)