mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 01:49:19 +00:00
* Does some code standardization/consistency. * fixes merge conflict generation * Missed a few, oops * Update pierrot_throat.dm
633 lines
20 KiB
Plaintext
633 lines
20 KiB
Plaintext
//A system to manage and display alerts on screen without needing you to do it yourself
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//PUBLIC - call these wherever you want
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/mob/proc/throw_alert(category, type, severity, obj/new_master, override = FALSE)
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/* Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already
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category is a text string. Each mob may only have one alert per category; the previous one will be replaced
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path is a type path of the actual alert type to throw
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severity is an optional number that will be placed at the end of the icon_state for this alert
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For example, high pressure's icon_state is "highpressure" and can be serverity 1 or 2 to get "highpressure1" or "highpressure2"
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new_master is optional and sets the alert's icon state to "template" in the ui_style icons with the master as an overlay.
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Clicks are forwarded to master
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Override makes it so the alert is not replaced until cleared by a clear_alert with clear_override, and it's used for hallucinations.
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*/
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if(!category)
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return
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var/obj/screen/alert/thealert
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if(alerts[category])
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thealert = alerts[category]
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if(thealert.override_alerts)
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return 0
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if(new_master && new_master != thealert.master)
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WARNING("[src] threw alert [category] with new_master [new_master] while already having that alert with master [thealert.master]")
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clear_alert(category)
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return .()
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else if(thealert.type != type)
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clear_alert(category)
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return .()
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else if(!severity || severity == thealert.severity)
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if(thealert.timeout)
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clear_alert(category)
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return .()
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else //no need to update
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return 0
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else
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thealert = new type()
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thealert.override_alerts = override
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if(override)
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thealert.timeout = null
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thealert.mob_viewer = src
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if(new_master)
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var/old_layer = new_master.layer
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var/old_plane = new_master.plane
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new_master.layer = FLOAT_LAYER
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new_master.plane = FLOAT_PLANE
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thealert.add_overlay(new_master)
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new_master.layer = old_layer
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new_master.plane = old_plane
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thealert.icon_state = "template" // We'll set the icon to the client's ui pref in reorganize_alerts()
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thealert.master = new_master
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else
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thealert.icon_state = "[initial(thealert.icon_state)][severity]"
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thealert.severity = severity
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alerts[category] = thealert
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if(client && hud_used)
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hud_used.reorganize_alerts()
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thealert.transform = matrix(32, 6, MATRIX_TRANSLATE)
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animate(thealert, transform = matrix(), time = 2.5, easing = CUBIC_EASING)
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if(thealert.timeout)
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addtimer(CALLBACK(src, .proc/alert_timeout, thealert, category), thealert.timeout)
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thealert.timeout = world.time + thealert.timeout - world.tick_lag
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return thealert
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/mob/proc/alert_timeout(obj/screen/alert/alert, category)
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if(alert.timeout && alerts[category] == alert && world.time >= alert.timeout)
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clear_alert(category)
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// Proc to clear an existing alert.
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/mob/proc/clear_alert(category, clear_override = FALSE)
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var/obj/screen/alert/alert = alerts[category]
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if(!alert)
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return 0
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if(alert.override_alerts && !clear_override)
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return 0
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alerts -= category
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if(client && hud_used)
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hud_used.reorganize_alerts()
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client.screen -= alert
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qdel(alert)
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/obj/screen/alert
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icon = 'icons/mob/screen_alert.dmi'
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icon_state = "default"
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name = "Alert"
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desc = "Something seems to have gone wrong with this alert, so report this bug please"
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mouse_opacity = MOUSE_OPACITY_ICON
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var/timeout = 0 //If set to a number, this alert will clear itself after that many deciseconds
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var/severity = 0
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var/alerttooltipstyle = ""
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var/override_alerts = FALSE //If it is overriding other alerts of the same type
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var/mob/mob_viewer //the mob viewing this alert
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/obj/screen/alert/MouseEntered(location,control,params)
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openToolTip(usr,src,params,title = name,content = desc,theme = alerttooltipstyle)
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/obj/screen/alert/MouseExited()
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closeToolTip(usr)
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//Gas alerts
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/obj/screen/alert/not_enough_oxy
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name = "Choking (No O2)"
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desc = "You're not getting enough oxygen. Find some good air before you pass out! The box in your backpack has an oxygen tank and breath mask in it."
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icon_state = "not_enough_oxy"
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/obj/screen/alert/too_much_oxy
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name = "Choking (O2)"
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desc = "There's too much oxygen in the air, and you're breathing it in! Find some good air before you pass out!"
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icon_state = "too_much_oxy"
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/obj/screen/alert/not_enough_nitro
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name = "Choking (No N2)"
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desc = "You're not getting enough nitrogen. Find some good air before you pass out!"
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icon_state = "not_enough_nitro"
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/obj/screen/alert/too_much_nitro
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name = "Choking (N2)"
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desc = "There's too much nitrogen in the air, and you're breathing it in! Find some good air before you pass out!"
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icon_state = "too_much_nitro"
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/obj/screen/alert/not_enough_co2
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name = "Choking (No CO2)"
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desc = "You're not getting enough carbon dioxide. Find some good air before you pass out!"
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icon_state = "not_enough_co2"
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/obj/screen/alert/too_much_co2
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name = "Choking (CO2)"
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desc = "There's too much carbon dioxide in the air, and you're breathing it in! Find some good air before you pass out!"
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icon_state = "too_much_co2"
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/obj/screen/alert/not_enough_tox
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name = "Choking (No Plasma)"
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desc = "You're not getting enough plasma. Find some good air before you pass out!"
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icon_state = "not_enough_tox"
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/obj/screen/alert/too_much_tox
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name = "Choking (Plasma)"
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desc = "There's highly flammable, toxic plasma in the air and you're breathing it in. Find some fresh air. The box in your backpack has an oxygen tank and gas mask in it."
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icon_state = "too_much_tox"
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//End gas alerts
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/obj/screen/alert/fat
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name = "Fat"
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desc = "You ate too much food, lardass. Run around the station and lose some weight."
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icon_state = "fat"
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/obj/screen/alert/hungry
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name = "Hungry"
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desc = "Some food would be good right about now."
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icon_state = "hungry"
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/obj/screen/alert/starving
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name = "Starving"
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desc = "You're severely malnourished. The hunger pains make moving around a chore."
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icon_state = "starving"
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/obj/screen/alert/gross
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name = "Grossed out."
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desc = "That was kind of gross..."
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icon_state = "gross"
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/obj/screen/alert/verygross
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name = "Very grossed out."
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desc = "I'm not feeling very well.."
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icon_state = "gross2"
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/obj/screen/alert/disgusted
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name = "DISGUSTED"
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desc = "ABSOLUTELY DISGUSTIN'"
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icon_state = "gross3"
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/obj/screen/alert/hot
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name = "Too Hot"
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desc = "You're flaming hot! Get somewhere cooler and take off any insulating clothing like a fire suit."
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icon_state = "hot"
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/obj/screen/alert/cold
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name = "Too Cold"
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desc = "You're freezing cold! Get somewhere warmer and take off any insulating clothing like a space suit."
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icon_state = "cold"
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/obj/screen/alert/lowpressure
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name = "Low Pressure"
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desc = "The air around you is hazardously thin. A space suit would protect you."
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icon_state = "lowpressure"
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/obj/screen/alert/highpressure
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name = "High Pressure"
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desc = "The air around you is hazardously thick. A fire suit would protect you."
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icon_state = "highpressure"
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/obj/screen/alert/blind
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name = "Blind"
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desc = "You can't see! This may be caused by a genetic defect, eye trauma, being unconscious, \
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or something covering your eyes."
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icon_state = "blind"
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/obj/screen/alert/high
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name = "High"
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desc = "Whoa man, you're tripping balls! Careful you don't get addicted... if you aren't already."
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icon_state = "high"
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/obj/screen/alert/drunk //Not implemented
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name = "Drunk"
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desc = "All that alcohol you've been drinking is impairing your speech, motor skills, and mental cognition. Make sure to act like it."
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icon_state = "drunk"
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/obj/screen/alert/embeddedobject
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name = "Embedded Object"
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desc = "Something got lodged into your flesh and is causing major bleeding. It might fall out with time, but surgery is the safest way. \
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If you're feeling frisky, examine yourself and click the underlined item to pull the object out."
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icon_state = "embeddedobject"
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/obj/screen/alert/embeddedobject/Click()
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if(isliving(usr))
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var/mob/living/carbon/human/M = usr
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return M.help_shake_act(M)
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/obj/screen/alert/weightless
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name = "Weightless"
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desc = "Gravity has ceased affecting you, and you're floating around aimlessly. You'll need something large and heavy, like a \
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wall or lattice, to push yourself off if you want to move. A jetpack would enable free range of motion. A pair of \
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magboots would let you walk around normally on the floor. Barring those, you can throw things, use a fire extinguisher, \
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or shoot a gun to move around via Newton's 3rd Law of Motion."
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icon_state = "weightless"
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/obj/screen/alert/fire
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name = "On Fire"
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desc = "You're on fire. Stop, drop and roll to put the fire out or move to a vacuum area."
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icon_state = "fire"
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/obj/screen/alert/fire/Click()
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var/mob/living/L = usr
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if(!istype(L) || !L.can_resist())
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return
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L.changeNext_move(CLICK_CD_RESIST)
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if(L.canmove)
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return L.resist_fire() //I just want to start a flame in your hearrrrrrtttttt.
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//ALIENS
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/obj/screen/alert/alien_tox
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name = "Plasma"
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desc = "There's flammable plasma in the air. If it lights up, you'll be toast."
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icon_state = "alien_tox"
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alerttooltipstyle = "alien"
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/obj/screen/alert/alien_fire
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// This alert is temporarily gonna be thrown for all hot air but one day it will be used for literally being on fire
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name = "Too Hot"
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desc = "It's too hot! Flee to space or at least away from the flames. Standing on weeds will heal you."
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icon_state = "alien_fire"
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alerttooltipstyle = "alien"
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/obj/screen/alert/alien_vulnerable
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name = "Severed Matriarchy"
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desc = "Your queen has been killed, you will suffer movement penalties and loss of hivemind. A new queen cannot be made until you recover."
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icon_state = "alien_noqueen"
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alerttooltipstyle = "alien"
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//BLOBS
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/obj/screen/alert/nofactory
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name = "No Factory"
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desc = "You have no factory, and are slowly dying!"
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icon_state = "blobbernaut_nofactory"
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alerttooltipstyle = "blob"
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// BLOODCULT
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/obj/screen/alert/bloodsense
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name = "Blood Sense"
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desc = "Allows you to sense blood that is manipulated by dark magicks."
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icon_state = "cult_sense"
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alerttooltipstyle = "cult"
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var/static/image/narnar
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var/angle = 0
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var/mob/living/simple_animal/hostile/construct/Cviewer = null
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/obj/screen/alert/bloodsense/Initialize()
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. = ..()
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narnar = new('icons/mob/screen_alert.dmi', "mini_nar")
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START_PROCESSING(SSprocessing, src)
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/obj/screen/alert/bloodsense/Destroy()
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Cviewer = null
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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/obj/screen/alert/bloodsense/process()
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var/atom/blood_target
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if(GLOB.blood_target)
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if(!get_turf(GLOB.blood_target))
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GLOB.blood_target = null
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else
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blood_target = GLOB.blood_target
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if(Cviewer && Cviewer.seeking && Cviewer.master)
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blood_target = Cviewer.master
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desc = "Your blood sense is leading you to [Cviewer.master]"
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if(!blood_target)
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if(!GLOB.sac_complete)
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if(icon_state == "runed_sense0")
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return
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animate(src, transform = null, time = 1, loop = 0)
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angle = 0
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cut_overlays()
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icon_state = "runed_sense0"
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desc = "Nar-Sie demands that [GLOB.sac_mind] be sacrificed before the summoning ritual can begin."
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add_overlay(GLOB.sac_image)
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else
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if(icon_state == "runed_sense1")
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return
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animate(src, transform = null, time = 1, loop = 0)
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angle = 0
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cut_overlays()
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icon_state = "runed_sense1"
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desc = "The sacrifice is complete, summon Nar-Sie! The summoning can only take place in [english_list(GLOB.summon_spots)]!"
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add_overlay(narnar)
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return
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var/turf/P = get_turf(blood_target)
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var/turf/Q = get_turf(mob_viewer)
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var/area/A = get_area(P)
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if(P.z != Q.z) //The target is on a different Z level, we cannot sense that far.
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icon_state = "runed_sense2"
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desc = "[blood_target] is no longer in your sector, you cannot sense its presence here."
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return
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desc = "You are currently tracking [blood_target] in [A.name]."
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var/target_angle = Get_Angle(Q, P)
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var/target_dist = get_dist(P, Q)
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cut_overlays()
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switch(target_dist)
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if(0 to 1)
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icon_state = "runed_sense2"
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if(2 to 8)
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icon_state = "arrow8"
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if(9 to 15)
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icon_state = "arrow7"
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if(16 to 22)
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icon_state = "arrow6"
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if(23 to 29)
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icon_state = "arrow5"
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if(30 to 36)
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icon_state = "arrow4"
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if(37 to 43)
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icon_state = "arrow3"
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if(44 to 50)
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icon_state = "arrow2"
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if(51 to 57)
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icon_state = "arrow1"
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if(58 to 64)
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icon_state = "arrow0"
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if(65 to 400)
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icon_state = "arrow"
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var/difference = target_angle - angle
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angle = target_angle
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if(!difference)
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return
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var/matrix/final = matrix(transform)
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final.Turn(difference)
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animate(src, transform = final, time = 5, loop = 0)
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// CLOCKCULT
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/obj/screen/alert/clockwork
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alerttooltipstyle = "clockcult"
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/obj/screen/alert/clockwork/infodump
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name = "Global Records"
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desc = "You shouldn't be seeing this description, because it should be dynamically generated."
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icon_state = "clockinfo"
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/obj/screen/alert/clockwork/infodump/MouseEntered(location,control,params)
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if(GLOB.ratvar_awakens)
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desc = "<font size=3><b>CHETR<br>NYY<br>HAGEHUGF-NAQ-UBABE<br>RATVAR.</b></font>"
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else
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var/servants = 0
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var/validservants = 0
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var/list/textlist
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for(var/mob/living/L in GLOB.living_mob_list)
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if(is_servant_of_ratvar(L))
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servants++
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if(ishuman(L) || issilicon(L))
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validservants++
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if(servants > 1)
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if(validservants > 1)
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textlist = list("<b>[servants]</b> Servants, <b>[validservants]</b> of which count towards scripture.<br>")
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else
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textlist = list("<b>[servants]</b> Servants, [validservants ? "<b>[validservants]</b> of which counts":"none of which count"] towards scripture.<br>")
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else
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textlist = list("<b>[servants]</b> Servant, who [validservants ? "counts":"does not count"] towards scripture.<br>")
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for(var/i in SSticker.scripture_states)
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if(i != SCRIPTURE_DRIVER) //ignore the always-unlocked stuff
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textlist += "[i] Scripture: <b>[SSticker.scripture_states[i] ? "UNLOCKED":"LOCKED"]</b><br>"
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var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar
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if(G)
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var/time_info
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var/time_name
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if(G.seconds_until_activation)
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time_info = G.seconds_until_activation
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time_name = "until the Ark activates"
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else if(G.grace_period)
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time_info = G.grace_period
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time_name = "of grace period remaining"
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else if(G.progress_in_seconds)
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time_info = GATEWAY_RATVAR_ARRIVAL - G.progress_in_seconds
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time_name = "until the Ark finishes summoning"
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if(time_info)
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textlist += "<b>[time_info / 60] minutes</b> [time_name].<br>"
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textlist += "<b>[DisplayPower(get_clockwork_power())]</b> power available for use."
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desc = textlist.Join()
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..()
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//GUARDIANS
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/obj/screen/alert/cancharge
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name = "Charge Ready"
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desc = "You are ready to charge at a location!"
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icon_state = "guardian_charge"
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alerttooltipstyle = "parasite"
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/obj/screen/alert/canstealth
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name = "Stealth Ready"
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desc = "You are ready to enter stealth!"
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icon_state = "guardian_canstealth"
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alerttooltipstyle = "parasite"
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/obj/screen/alert/instealth
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name = "In Stealth"
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desc = "You are in stealth and your next attack will do bonus damage!"
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icon_state = "guardian_instealth"
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alerttooltipstyle = "parasite"
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//SILICONS
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/obj/screen/alert/nocell
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name = "Missing Power Cell"
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desc = "Unit has no power cell. No modules available until a power cell is reinstalled. Robotics may provide assistance."
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icon_state = "nocell"
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/obj/screen/alert/emptycell
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name = "Out of Power"
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desc = "Unit's power cell has no charge remaining. No modules available until power cell is recharged. \
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Recharging stations are available in robotics, the dormitory bathrooms, and the AI satellite."
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icon_state = "emptycell"
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/obj/screen/alert/lowcell
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name = "Low Charge"
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desc = "Unit's power cell is running low. Recharging stations are available in robotics, the dormitory bathrooms, and the AI satellite."
|
|
icon_state = "lowcell"
|
|
|
|
//Need to cover all use cases - emag, illegal upgrade module, malf AI hack, traitor cyborg
|
|
/obj/screen/alert/hacked
|
|
name = "Hacked"
|
|
desc = "Hazardous non-standard equipment detected. Please ensure any usage of this equipment is in line with unit's laws, if any."
|
|
icon_state = "hacked"
|
|
|
|
/obj/screen/alert/locked
|
|
name = "Locked Down"
|
|
desc = "Unit has been remotely locked down. Usage of a Robotics Control Console like the one in the Research Director's \
|
|
office by your AI master or any qualified human may resolve this matter. Robotics may provide further assistance if necessary."
|
|
icon_state = "locked"
|
|
|
|
/obj/screen/alert/newlaw
|
|
name = "Law Update"
|
|
desc = "Laws have potentially been uploaded to or removed from this unit. Please be aware of any changes \
|
|
so as to remain in compliance with the most up-to-date laws."
|
|
icon_state = "newlaw"
|
|
timeout = 300
|
|
|
|
/obj/screen/alert/hackingapc
|
|
name = "Hacking APC"
|
|
desc = "An Area Power Controller is being hacked. When the process is \
|
|
complete, you will have exclusive control of it, and you will gain \
|
|
additional processing time to unlock more malfunction abilities."
|
|
icon_state = "hackingapc"
|
|
timeout = 600
|
|
var/atom/target = null
|
|
|
|
/obj/screen/alert/hackingapc/Click()
|
|
if(!usr || !usr.client)
|
|
return
|
|
if(!target)
|
|
return
|
|
var/mob/living/silicon/ai/AI = usr
|
|
var/turf/T = get_turf(target)
|
|
if(T)
|
|
AI.eyeobj.setLoc(T)
|
|
|
|
//MECHS
|
|
|
|
/obj/screen/alert/low_mech_integrity
|
|
name = "Mech Damaged"
|
|
desc = "Mech integrity is low."
|
|
icon_state = "low_mech_integrity"
|
|
|
|
|
|
//GHOSTS
|
|
//TODO: expand this system to replace the pollCandidates/CheckAntagonist/"choose quickly"/etc Yes/No messages
|
|
/obj/screen/alert/notify_cloning
|
|
name = "Revival"
|
|
desc = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!"
|
|
icon_state = "template"
|
|
timeout = 300
|
|
|
|
/obj/screen/alert/notify_cloning/Click()
|
|
if(!usr || !usr.client)
|
|
return
|
|
var/mob/dead/observer/G = usr
|
|
G.reenter_corpse()
|
|
|
|
/obj/screen/alert/notify_action
|
|
name = "Body created"
|
|
desc = "A body was created. You can enter it."
|
|
icon_state = "template"
|
|
timeout = 300
|
|
var/atom/target = null
|
|
var/action = NOTIFY_JUMP
|
|
|
|
/obj/screen/alert/notify_action/Click()
|
|
if(!usr || !usr.client)
|
|
return
|
|
if(!target)
|
|
return
|
|
var/mob/dead/observer/G = usr
|
|
if(!istype(G))
|
|
return
|
|
switch(action)
|
|
if(NOTIFY_ATTACK)
|
|
target.attack_ghost(G)
|
|
if(NOTIFY_JUMP)
|
|
var/turf/T = get_turf(target)
|
|
if(T && isturf(T))
|
|
G.forceMove(T)
|
|
if(NOTIFY_ORBIT)
|
|
G.ManualFollow(target)
|
|
|
|
//OBJECT-BASED
|
|
|
|
/obj/screen/alert/restrained/buckled
|
|
name = "Buckled"
|
|
desc = "You've been buckled to something. Click the alert to unbuckle unless you're handcuffed."
|
|
icon_state = "buckled"
|
|
|
|
/obj/screen/alert/restrained/handcuffed
|
|
name = "Handcuffed"
|
|
desc = "You're handcuffed and can't act. If anyone drags you, you won't be able to move. Click the alert to free yourself."
|
|
|
|
/obj/screen/alert/restrained/legcuffed
|
|
name = "Legcuffed"
|
|
desc = "You're legcuffed, which slows you down considerably. Click the alert to free yourself."
|
|
|
|
/obj/screen/alert/restrained/Click()
|
|
var/mob/living/L = usr
|
|
if(!istype(L) || !L.can_resist())
|
|
return
|
|
L.changeNext_move(CLICK_CD_RESIST)
|
|
if((L.canmove) && (L.last_special <= world.time))
|
|
return L.resist_restraints()
|
|
|
|
/obj/screen/alert/restrained/buckled/Click()
|
|
var/mob/living/L = usr
|
|
if(!istype(L) || !L.can_resist())
|
|
return
|
|
L.changeNext_move(CLICK_CD_RESIST)
|
|
if(L.last_special <= world.time)
|
|
return L.resist_buckle()
|
|
|
|
// PRIVATE = only edit, use, or override these if you're editing the system as a whole
|
|
|
|
// Re-render all alerts - also called in /datum/hud/show_hud() because it's needed there
|
|
/datum/hud/proc/reorganize_alerts()
|
|
var/list/alerts = mymob.alerts
|
|
var/icon_pref
|
|
if(!hud_shown)
|
|
for(var/i = 1, i <= alerts.len, i++)
|
|
mymob.client.screen -= alerts[alerts[i]]
|
|
return 1
|
|
for(var/i = 1, i <= alerts.len, i++)
|
|
var/obj/screen/alert/alert = alerts[alerts[i]]
|
|
if(alert.icon_state == "template")
|
|
if(!icon_pref)
|
|
icon_pref = ui_style2icon(mymob.client.prefs.UI_style)
|
|
alert.icon = icon_pref
|
|
switch(i)
|
|
if(1)
|
|
. = ui_alert1
|
|
if(2)
|
|
. = ui_alert2
|
|
if(3)
|
|
. = ui_alert3
|
|
if(4)
|
|
. = ui_alert4
|
|
if(5)
|
|
. = ui_alert5 // Right now there's 5 slots
|
|
else
|
|
. = ""
|
|
alert.screen_loc = .
|
|
mymob.client.screen |= alert
|
|
return 1
|
|
|
|
/mob
|
|
var/list/alerts = list() // contains /obj/screen/alert only // On /mob so clientless mobs will throw alerts properly
|
|
|
|
/obj/screen/alert/Click(location, control, params)
|
|
if(!usr || !usr.client)
|
|
return
|
|
var/paramslist = params2list(params)
|
|
if(paramslist["shift"]) // screen objects don't do the normal Click() stuff so we'll cheat
|
|
to_chat(usr, "<span class='boldnotice'>[name]</span> - <span class='info'>[desc]</span>")
|
|
return
|
|
if(master)
|
|
return usr.client.Click(master, location, control, params)
|
|
|
|
/obj/screen/alert/Destroy()
|
|
. = ..()
|
|
severity = 0
|
|
master = null
|
|
screen_loc = ""
|