Files
Yogstation/code/_onclick/hud/screen_objects.dm
SapphicOverload 4cd2de93c2 Adds Skills (#22683)
* skill issue

to do:
-chemistry
-virology
-balance stuff
-??? i forgor

* this shouldn't be here

* more stuff

* bit of rebalancing

* i hate javascript!!!

* more balance

* stuff

* things

* fixed some stuff

* hacking

* ghost roles

* fix

* crafting skill requirements

* real menu button

* cyborg

* fixed IPC repair

* new skill icons

* fix + rebalancing

* skill icons 2

* exploit fixed

* chem dispenser fix

* fix again

* clockwork style

* genetics

* science fix

* progress bar indicators

* minor refactor + rebalance

* dna console fix

* exploit fix

* progress bar

* more like evilscript

* remove exploit

* fix

* why is round ID a string???

* another day, another exploit fixed
2024-12-30 12:51:12 -06:00

936 lines
25 KiB
Plaintext

/*
Screen objects
Todo: improve/re-implement
Screen objects are only used for the hud and should not appear anywhere "in-game".
They are used with the client/screen list and the screen_loc var.
For more information, see the byond documentation on the screen_loc and screen vars.
*/
/atom/movable/screen
name = ""
icon = 'icons/mob/screen_gen.dmi'
// NOTE: screen objects do NOT change their plane to match the z layer of their owner
// You shouldn't need this, but if you ever do and it's widespread, reconsider what you're doing.
plane = HUD_PLANE
animate_movement = SLIDE_STEPS
speech_span = SPAN_ROBOT
appearance_flags = APPEARANCE_UI
/// A reference to the object in the slot. Grabs or items, generally.
var/datum/weakref/master_ref = null
/// A reference to the owner HUD, if any.
VAR_PRIVATE/datum/hud/hud = null
/**
* Map name assigned to this object.
* Automatically set by /client/proc/add_obj_to_map.
*/
var/assigned_map
/**
* Mark this object as garbage-collectible after you clean the map
* it was registered on.
*
* This could probably be changed to be a proc, for conditional removal.
* But for now, this works.
*/
var/del_on_map_removal = TRUE
/// If FALSE, this will not be cleared when calling /client/clear_screen()
var/clear_with_screen = TRUE
/atom/movable/screen/New(datum/hud/new_hud)
. = ..()
if(istype(new_hud))
hud = new_hud
/atom/movable/screen/Destroy()
master_ref = null
hud = null
return ..()
/atom/movable/screen/examine(mob/user)
return list()
/atom/movable/screen/orbit()
return
/atom/movable/screen/proc/component_click(atom/movable/screen/component_button/component, params)
return
/// Returns the mob this is being displayed to, if any
/atom/movable/screen/proc/get_mob()
return hud?.mymob
/atom/movable/screen/text
icon = null
icon_state = null
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
screen_loc = "CENTER-7,CENTER-7"
maptext_height = 480
maptext_width = 480
/atom/movable/screen/swap_hand
plane = HUD_PLANE
name = "swap hand"
/atom/movable/screen/swap_hand/Click()
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
if(world.time <= usr.next_move)
return 1
if(usr.incapacitated())
return 1
if(ismob(usr))
var/mob/M = usr
M.swap_hand()
return 1
/atom/movable/screen/craft
name = "crafting menu"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "craft"
screen_loc = ui_crafting
/atom/movable/screen/area_creator
name = "create new area"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "area_edit"
screen_loc = ui_building
/atom/movable/screen/area_creator/Click()
if(usr.incapacitated() || (isobserver(usr) && !IsAdminGhost(usr)))
return TRUE
var/area/A = get_area(usr)
if(!A.outdoors)
to_chat(usr, span_warning("There is already a defined structure here."))
return TRUE
create_area(usr)
/atom/movable/screen/language_menu
name = "language menu"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "talk_wheel"
screen_loc = ui_language_menu
/atom/movable/screen/language_menu/Click()
var/mob/M = usr
var/datum/language_holder/H = M.get_language_holder()
H.open_language_menu(usr)
/atom/movable/screen/skill_menu
name = "skills menu"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "skill_menu"
screen_loc = ui_skill_menu
var/list/allocated_skills = list(
SKILL_PHYSIOLOGY = EXP_NONE,
SKILL_MECHANICAL = EXP_NONE,
SKILL_TECHNICAL = EXP_NONE,
SKILL_SCIENCE = EXP_NONE,
SKILL_FITNESS = EXP_NONE,
)
var/allocated_points = EXP_NONE
/atom/movable/screen/skill_menu/Click()
ui_interact(usr)
/atom/movable/screen/skill_menu/ui_interact(mob/user, datum/tgui/ui)
if(!user.mind)
CRASH("[user.type] ([user]) tried to use the skill menu without a mind!")
ui = SStgui.try_update_ui(user, src, ui)
if (!ui)
ui = new(user, src, "SkillMenu", "Allocate Skill Points")
ui.open()
/atom/movable/screen/skill_menu/ui_data(mob/user)
var/list/data = list()
var/list/skill_data = list()
for(var/skill in user.mind.skills)
skill_data.Add(list(list(
"base" = user.get_skill(skill),
"allocated" = allocated_skills[skill],
"exp_progress" = user.mind?.exp_progress[skill],
)))
data["skills"] = skill_data
data["skill_points"] = user.mind.skill_points
data["allocated_points"] = allocated_points
data["exceptional_skill"] = HAS_MIND_TRAIT(user, TRAIT_EXCEPTIONAL_SKILL)
return data
/atom/movable/screen/skill_menu/ui_static_data(mob/user)
var/static/list/data = list(
"exp_per_level" = EXPERIENCE_PER_LEVEL
)
return data
/atom/movable/screen/skill_menu/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
var/mob/user = usr
if(!user.mind)
CRASH("User ([user]) without a mind attempted to allocate skill points!")
switch(action)
if("confirm")
if(allocated_points > user.mind.skill_points)
stack_trace("[user] attempted to allocate [allocated_points] skill points when they only had [user.mind.skill_points] available!")
message_admins("[key_name_admin(user)] may have attempted an exploit to gain more skill points than intended!")
qdel(allocated_skills)
allocated_skills = list(
SKILL_PHYSIOLOGY = EXP_NONE,
SKILL_MECHANICAL = EXP_NONE,
SKILL_TECHNICAL = EXP_NONE,
SKILL_SCIENCE = EXP_NONE,
SKILL_FITNESS = EXP_NONE,
)
allocated_points = EXP_NONE
return TRUE
for(var/skill in user.mind.skills)
user.adjust_skill(skill, allocated_skills[skill], max_skill = EXP_GENIUS)
allocated_skills[skill] = EXP_NONE
user.mind.skill_points -= allocated_points
allocated_points = EXP_NONE
if(!user.mind.skill_points)
user.clear_alert("skill points")
return TRUE
if("allocate")
if(allocated_points + params["amount"] > user.mind.skill_points)
return TRUE
if(allocated_points + params["amount"] < 0)
return TRUE
if(allocated_skills[params["skill"]] + params["amount"] + user.get_skill(params["skill"]) > (4 + HAS_MIND_TRAIT(user, TRAIT_EXCEPTIONAL_SKILL)))
return TRUE
if(allocated_skills[params["skill"]] + params["amount"] < 0)
return TRUE
allocated_skills[params["skill"]] += params["amount"]
allocated_points += params["amount"]
return TRUE
/atom/movable/screen/skill_menu/ui_status(mob/user)
if(!user.mind)
return UI_CLOSE
return UI_INTERACTIVE
/atom/movable/screen/skill_menu/ui_state(mob/user)
return GLOB.always_state
/atom/movable/screen/skill_menu/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/crafting),
)
/atom/movable/screen/ghost/pai
name = "pAI Candidate"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "pai_setup"
screen_loc = ui_ghost_pai
/atom/movable/screen/ghost/pai/Click()
var/mob/dead/observer/G = usr
G.register_pai()
/atom/movable/screen/ghost/med_scan
name = "Toggle Medical Scan"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "med_scan"
screen_loc = ui_ghost_med
/atom/movable/screen/ghost/med_scan/Click()
var/mob/dead/observer/G = usr
G.toggle_health_scan()
/atom/movable/screen/ghost/chem_scan
name = "Toggle Chemical Scan"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "chem_scan"
screen_loc = ui_ghost_chem
/atom/movable/screen/ghost/chem_scan/Click()
var/mob/dead/observer/G = usr
G.toggle_chemical_scan()
/atom/movable/screen/ghost/nanite_scan
name = "Toggle Nanite Scan"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "nanite_scan"
screen_loc = ui_ghost_nanite
/atom/movable/screen/ghost/nanite_scan/Click()
var/mob/dead/observer/G = usr
G.toggle_nanite_scan()
/atom/movable/screen/ghost/wound_scan
name = "Toggle Wound Scan"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "wound_scan"
screen_loc = ui_ghost_wound
/atom/movable/screen/ghost/wound_scan/Click()
var/mob/dead/observer/G = usr
G.toggle_wound_scan()
/atom/movable/screen/language_menu/ghost
screen_loc = ui_ghost_language_menu
/atom/movable/screen/inventory
/// The identifier for the slot. It has nothing to do with ID cards.
var/slot_id
/// Icon when empty. For now used only by humans.
var/icon_empty
/// Icon when contains an item. For now used only by humans.
var/icon_full
/// The overlay when hovering over with an item in your hand
var/image/object_overlay
plane = HUD_PLANE
/atom/movable/screen/inventory/Click(location, control, params)
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
if(world.time <= usr.next_move)
return TRUE
if(usr.incapacitated())
return TRUE
if(ismecha(usr.loc)) // stops inventory actions in a mech
return TRUE
if(hud && hud.mymob && slot_id)
var/obj/item/inv_item = hud.mymob.get_item_by_slot(slot_id)
if(inv_item)
return inv_item.Click(location, control, params)
if(usr.attack_ui(slot_id, params))
usr.update_inv_hands()
return TRUE
/atom/movable/screen/inventory/MouseEntered()
..()
add_overlays()
/atom/movable/screen/inventory/MouseExited()
..()
cut_overlay(object_overlay)
QDEL_NULL(object_overlay)
/atom/movable/screen/inventory/update_icon_state()
if(!icon_empty)
icon_empty = icon_state
if(hud?.mymob && slot_id && icon_full)
icon_state = hud.mymob.get_item_by_slot(slot_id) ? icon_full : icon_empty
return ..()
/atom/movable/screen/inventory/proc/add_overlays()
var/mob/user = hud?.mymob
if(!user || !slot_id)
return
var/obj/item/holding = user.get_active_held_item()
if(!holding || user.get_item_by_slot(slot_id))
return
var/image/item_overlay = image(holding)
item_overlay.alpha = 92
if(!user.can_equip(holding, slot_id, TRUE))
item_overlay.color = "#FF0000"
else
item_overlay.color = "#00ff00"
cut_overlay(object_overlay)
object_overlay = item_overlay
add_overlay(object_overlay)
/atom/movable/screen/inventory/hand
var/mutable_appearance/handcuff_overlay
var/static/mutable_appearance/blocked_overlay = mutable_appearance('icons/mob/screen_gen.dmi', "blocked")
var/held_index = 0
/atom/movable/screen/inventory/hand/update_overlays()
. = ..()
if(!handcuff_overlay)
var/state = (!(held_index % 2)) ? "markus" : "gabrielle"
handcuff_overlay = mutable_appearance('icons/mob/screen_gen.dmi', state)
if(!hud?.mymob)
return
if(iscarbon(hud.mymob))
var/mob/living/carbon/C = hud.mymob
if(C.handcuffed)
. += handcuff_overlay
if(held_index)
if(!C.has_hand_for_held_index(held_index))
. += blocked_overlay
if(held_index == hud.mymob.active_hand_index)
. += (held_index % 2) ? "lhandactive" : "rhandactive"
/atom/movable/screen/inventory/hand/Click(location, control, params)
// At this point in client Click() code we have passed the 1/10 sec check and little else
// We don't even know if it's a middle click
if(world.time <= usr.next_move)
return 1
if(usr.incapacitated() || isobserver(usr))
return 1
if (ismecha(usr.loc)) // stops inventory actions in a mech
return 1
if(hud.mymob.active_hand_index == held_index)
var/obj/item/I = hud.mymob.get_active_held_item()
if(I)
I.Click(location, control, params)
else
hud.mymob.swap_hand(held_index)
return 1
/atom/movable/screen/close
name = "close"
plane = ABOVE_HUD_PLANE
icon_state = "backpack_close"
/atom/movable/screen/close/Initialize(mapload, new_master)
. = ..()
master_ref = WEAKREF(new_master)
/atom/movable/screen/close/Click()
var/datum/component/storage/storage = master_ref?.resolve()
if(!storage)
return
storage.hide_from(usr)
return TRUE
/atom/movable/screen/drop
name = "drop"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "act_drop"
plane = HUD_PLANE
/atom/movable/screen/drop/Click()
if(usr.stat == CONSCIOUS)
usr.dropItemToGround(usr.get_active_held_item())
/atom/movable/screen/combattoggle
name = "toggle combat mode"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "combat_off"
screen_loc = ui_combat_toggle
/atom/movable/screen/combattoggle/New(loc, ...)
. = ..()
update_appearance(UPDATE_ICON)
/atom/movable/screen/combattoggle/Click()
if(isliving(usr))
var/mob/living/owner = usr
owner.set_combat_mode(!owner.combat_mode, FALSE)
update_appearance(UPDATE_ICON)
/atom/movable/screen/combattoggle/update_icon_state()
. = ..()
var/mob/living/user = hud?.mymob
if(!istype(user) || !user.client)
return
if(user.grab_mode)
icon_state = "grab" // indicate that you're grabbing instead of whatever else
else
icon_state = user.combat_mode ? "combat" : "combat_off" //Treats the combat_mode
//Version of the combat toggle with the flashy overlay
/atom/movable/screen/combattoggle/flashy
///Mut appearance for flashy border
var/mutable_appearance/flashy
/atom/movable/screen/combattoggle/flashy/update_overlays()
. = ..()
var/mob/living/user = hud?.mymob
if(!istype(user) || !user.client)
return
if(user.combat_mode)
if(!flashy)
flashy = mutable_appearance('icons/mob/screen_gen.dmi', "togglefull_flash")
flashy.color = "#C62727"
. += flashy
/atom/movable/screen/combattoggle/robot
icon = 'icons/mob/screen_cyborg.dmi'
screen_loc = ui_borg_intents
/atom/movable/screen/mov_intent
name = "run/walk toggle"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "running"
/atom/movable/screen/mov_intent/Click()
toggle(usr)
/atom/movable/screen/mov_intent/update_icon_state()
switch(hud?.mymob?.m_intent)
if(MOVE_INTENT_WALK)
icon_state = "walking"
if(MOVE_INTENT_RUN)
icon_state = "running"
return ..()
/atom/movable/screen/mov_intent/proc/toggle(mob/user)
if(isobserver(user))
return
user.toggle_move_intent(user)
/atom/movable/screen/pull
name = "stop pulling"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "pull"
/atom/movable/screen/pull/Click()
if(isobserver(usr))
return
usr.stop_pulling()
/atom/movable/screen/pull/update_icon_state()
icon_state = "[initial(icon_state)][hud?.mymob?.pulling ? null : 0]"
return ..()
/atom/movable/screen/resist
name = "resist"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "act_resist"
plane = HUD_PLANE
/atom/movable/screen/resist/Click()
if(isliving(usr))
var/mob/living/L = usr
L.resist()
/atom/movable/screen/rest
name = "rest"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "act_rest"
plane = HUD_PLANE
/atom/movable/screen/rest/Click()
if(isliving(usr))
var/mob/living/L = usr
L.lay_down()
/atom/movable/screen/rest/update_icon_state()
var/mob/living/user = hud?.mymob
if(!istype(user))
return ..()
icon_state = "[initial(icon_state)][user.resting ? 0 : null]"
return ..()
/atom/movable/screen/storage
name = "storage"
icon_state = "block"
screen_loc = "7,7 to 10,8"
plane = HUD_PLANE
/atom/movable/screen/storage/Initialize(mapload, new_master)
. = ..()
master_ref = WEAKREF(new_master)
/atom/movable/screen/storage/Click(location, control, params)
var/datum/component/storage/storage_master = master_ref?.resolve()
if(!istype(storage_master))
return FALSE
if(world.time <= usr.next_move)
return TRUE
if(usr.incapacitated())
return TRUE
if (ismecha(usr.loc)) // stops inventory actions in a mech
return TRUE
var/obj/item/inserted = usr.get_active_held_item()
if(inserted)
storage_master.attackby(null, inserted, usr, params)
return TRUE
/atom/movable/screen/throw_catch
name = "throw/catch"
icon = 'icons/mob/screen_midnight.dmi'
icon_state = "act_throw_off"
/atom/movable/screen/throw_catch/Click()
if(iscarbon(usr))
var/mob/living/carbon/C = usr
C.toggle_throw_mode()
/atom/movable/screen/zone_sel
name = "damage zone"
icon_state = "zone_sel"
screen_loc = ui_zonesel
var/overlay_icon = 'icons/mob/screen_gen.dmi'
var/static/list/hover_overlays_cache = list()
var/hovering
/atom/movable/screen/zone_sel/Click(location, control,params)
if(isobserver(usr))
return
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/choice = get_zone_at(icon_x, icon_y)
if (!choice)
return 1
return set_selected_zone(choice, usr)
/atom/movable/screen/zone_sel/MouseEntered(location, control, params)
. = ..()
MouseMove(location, control, params)
/atom/movable/screen/zone_sel/MouseMove(location, control, params)
if(isobserver(usr))
return
var/list/PL = params2list(params)
var/icon_x = text2num(PL["icon-x"])
var/icon_y = text2num(PL["icon-y"])
var/choice = get_zone_at(icon_x, icon_y)
if(hovering == choice)
return
vis_contents -= hover_overlays_cache[hovering]
hovering = choice
var/obj/effect/overlay/zone_sel/overlay_object = hover_overlays_cache[choice]
if(!overlay_object)
overlay_object = new
overlay_object.icon_state = "[choice]"
hover_overlays_cache[choice] = overlay_object
vis_contents += overlay_object
/obj/effect/overlay/zone_sel
icon = 'icons/mob/screen_gen.dmi'
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
alpha = 128
anchored = TRUE
plane = ABOVE_HUD_PLANE
/atom/movable/screen/zone_sel/MouseExited(location, control, params)
if(!isobserver(usr) && hovering)
vis_contents -= hover_overlays_cache[hovering]
hovering = null
/atom/movable/screen/zone_sel/proc/get_zone_at(icon_x, icon_y)
switch(icon_y)
if(1 to 9) //Legs
switch(icon_x)
if(10 to 15)
return BODY_ZONE_R_LEG
if(17 to 22)
return BODY_ZONE_L_LEG
if(10 to 13) //Hands and groin
switch(icon_x)
if(8 to 11)
return BODY_ZONE_R_ARM
if(12 to 20)
return BODY_ZONE_PRECISE_GROIN
if(21 to 24)
return BODY_ZONE_L_ARM
if(14 to 22) //Chest and arms to shoulders
switch(icon_x)
if(8 to 11)
return BODY_ZONE_R_ARM
if(12 to 20)
return BODY_ZONE_CHEST
if(21 to 24)
return BODY_ZONE_L_ARM
if(23 to 30) //Head, but we need to check for eye or mouth
if(icon_x in 12 to 20)
switch(icon_y)
if(23 to 24)
if(icon_x in 15 to 17)
return BODY_ZONE_PRECISE_MOUTH
if(26) //Eyeline, eyes are on 15 and 17
if(icon_x in 14 to 18)
return BODY_ZONE_PRECISE_EYES
if(25 to 27)
if(icon_x in 15 to 17)
return BODY_ZONE_PRECISE_EYES
return BODY_ZONE_HEAD
/atom/movable/screen/zone_sel/proc/set_selected_zone(choice, mob/user)
if(user != hud?.mymob)
return
if(choice != hud.mymob.zone_selected)
hud.mymob.zone_selected = choice
update_appearance(UPDATE_ICON)
SEND_SIGNAL(user, COMSIG_MOB_SELECTED_ZONE_SET, choice)
return 1
/atom/movable/screen/zone_sel/update_overlays()
. = ..()
if(!hud?.mymob)
return
. += mutable_appearance(overlay_icon, "[hud.mymob.zone_selected]")
/atom/movable/screen/zone_sel/alien
icon = 'icons/mob/screen_alien.dmi'
overlay_icon = 'icons/mob/screen_alien.dmi'
/atom/movable/screen/zone_sel/robot
icon = 'icons/mob/screen_cyborg.dmi'
/atom/movable/screen/flash
name = "flash"
icon_state = "blank"
blend_mode = BLEND_ADD
screen_loc = "WEST,SOUTH to EAST,NORTH"
layer = FLASH_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/damageoverlay
icon = 'icons/mob/screen_full.dmi'
icon_state = "oxydamageoverlay0"
name = "dmg"
blend_mode = BLEND_MULTIPLY
screen_loc = "CENTER-7,CENTER-7"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
layer = UI_DAMAGE_LAYER
plane = FULLSCREEN_PLANE
/atom/movable/screen/healths
name = "health"
icon_state = "health0"
screen_loc = ui_health
/atom/movable/screen/healths/alien
icon = 'icons/mob/screen_alien.dmi'
screen_loc = ui_alien_health
/atom/movable/screen/healths/robot
icon = 'icons/mob/screen_cyborg.dmi'
screen_loc = ui_borg_health
/atom/movable/screen/healths/blob
name = "blob health"
icon_state = "block"
screen_loc = ui_internal
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/atom/movable/screen/healths/blob/overmind
name = "overmind health"
icon = 'icons/mob/blob.dmi'
screen_loc = ui_blobbernaut_overmind_health
icon_state = "corehealth"
/atom/movable/screen/healths/guardian
name = "summoner health"
icon = 'icons/mob/guardian.dmi'
icon_state = "base"
screen_loc = ui_health
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/atom/movable/screen/healths/clock
icon = 'icons/mob/actions.dmi'
icon_state = "bg_clock"
screen_loc = ui_living_health
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/atom/movable/screen/healths/clock/gear
icon = 'icons/mob/clockwork_mobs.dmi'
icon_state = "bg_gear"
screen_loc = ui_internal
/atom/movable/screen/healths/revenant
name = "essence"
icon = 'icons/mob/actions.dmi'
icon_state = "bg_revenant"
screen_loc = ui_health
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/atom/movable/screen/healths/construct
icon = 'icons/mob/screen_construct.dmi'
icon_state = "artificer_health0"
screen_loc = ui_construct_health
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/atom/movable/screen/healths/slime
icon = 'icons/mob/screen_slime.dmi'
icon_state = "slime_health0"
screen_loc = ui_slime_health
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/atom/movable/screen/healths/lavaland_elite
icon = 'icons/mob/screen_elite.dmi'
icon_state = "elite_health0"
screen_loc = ui_living_health
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/atom/movable/screen/healthdoll
name = "health doll"
screen_loc = ui_healthdoll
/atom/movable/screen/healthdoll/Click()
if (ishuman(usr))
var/mob/living/carbon/human/H = usr
H.check_self_for_injuries()
/atom/movable/screen/healthdoll/living
icon_state = "fullhealth0"
screen_loc = ui_living_healthdoll
var/filtered = FALSE //so we don't repeatedly create the mask of the mob every update
/atom/movable/screen/mood
name = "mood"
icon_state = "mood5"
screen_loc = ui_mood
/atom/movable/screen/sanity
name = "sanity"
icon_state = "sanity3"
screen_loc = ui_mood
/atom/movable/screen/splash
icon = 'icons/blanks/blank_title.png'
icon_state = ""
screen_loc = "1,1"
plane = SPLASHSCREEN_PLANE
var/client/holder
//INITIALIZE_IMMEDIATE(/atom/movable/screen/splash)
//We need to change this from /New to /Initialize but i really don't feel like changing the 200 instances of new(src) to new(null, src) in this already massive PR
/atom/movable/screen/splash/New(datum/hud/new_hud, client/C, visible, use_previous_title)
. = ..()
if(!istype(C))
return
holder = C
if(!visible)
alpha = 0
if(!use_previous_title)
if(SStitle.icon)
icon = SStitle.icon
else
if(!SStitle.previous_icon)
return INITIALIZE_HINT_QDEL
icon = SStitle.previous_icon
holder.screen += src
/atom/movable/screen/splash/proc/Fade(out, qdel_after = TRUE)
if(QDELETED(src))
return
if(out)
animate(src, alpha = 0, time = 3 SECONDS)
else
alpha = 0
animate(src, alpha = 255, time = 3 SECONDS)
if(qdel_after)
QDEL_IN(src, 30)
/atom/movable/screen/splash/Destroy()
if(holder)
holder.screen -= src
holder = null
return ..()
/atom/movable/screen/component_button
var/atom/movable/screen/parent
/atom/movable/screen/component_button/Initialize(mapload, atom/movable/screen/parent)
. = ..()
src.parent = parent
/atom/movable/screen/component_button/Click(params)
if(parent)
parent.component_click(src, params)
/atom/movable/screen/cooldown_overlay
name = ""
icon_state = "cooldown"
pixel_y = 4
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
appearance_flags = RESET_COLOR | PIXEL_SCALE | RESET_TRANSFORM | KEEP_TOGETHER | RESET_ALPHA
vis_flags = VIS_INHERIT_ID
var/end_time = 0
var/atom/movable/screen/parent_button
var/datum/callback/callback
var/timer
/atom/movable/screen/cooldown_overlay/Initialize(mapload, button)
. = ..(mapload)
parent_button = button
/atom/movable/screen/cooldown_overlay/Destroy()
stop_cooldown()
deltimer(timer)
return ..()
/atom/movable/screen/cooldown_overlay/proc/start_cooldown(end_time, need_timer = TRUE)
parent_button.color = "#8000007c"
parent_button.vis_contents += src
src.end_time = end_time
set_maptext("[round((end_time - world.time) / 10, 1)]")
if(need_timer)
timer = addtimer(CALLBACK(src, PROC_REF(tick)), 1 SECONDS, TIMER_STOPPABLE)
/atom/movable/screen/cooldown_overlay/proc/tick()
if(world.time >= end_time)
stop_cooldown()
return
set_maptext("[round((end_time - world.time) / 10, 1)]")
if(timer)
timer = addtimer(CALLBACK(src, PROC_REF(tick)), 1 SECONDS, TIMER_STOPPABLE)
/atom/movable/screen/cooldown_overlay/proc/stop_cooldown()
parent_button.color = "#ffffffff"
parent_button.vis_contents -= src
if(callback)
callback.Invoke()
/atom/movable/screen/cooldown_overlay/proc/set_maptext(time)
maptext = "<div style=\"font-size:6pt;font:'Arial Black';text-align:center;\">[time]</div>"
/proc/start_cooldown(atom/movable/screen/button, time, datum/callback/callback)
if(!time)
return
var/atom/movable/screen/cooldown_overlay/cooldown = new(button, button)
if(callback)
cooldown.callback = callback
cooldown.start_cooldown(time)
else
cooldown.start_cooldown(time, FALSE)
return cooldown
/atom/movable/screen/stamina
name = "stamina"
icon_state = "stamina0"
screen_loc = ui_stamina
/atom/movable/screen/move
name = "move up"
icon_state = "move_up"
screen_loc = ui_move_up
var/direction = UP
/atom/movable/screen/move/Click(location, control, params)
. = ..()
var/mob/M = usr
switch(direction)
if(UP)
M.up()
if(DOWN)
M.down()
/atom/movable/screen/move/down
name = "move down"
icon_state = "move_down"
screen_loc = ui_move_down
direction = DOWN