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alert.dm
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alert.dm
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//A system to manage and display alerts on screen without needing you to do it yourself
//PUBLIC - call these wherever you want
/mob/proc/throw_alert(category, type, severity, obj/new_master, override = FALSE, timeout_override, no_anim)
/*
Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already
category is a text string. Each mob may only have one alert per category; the previous one will be replaced
path is a type path of the actual alert type to throw
severity is an optional number that will be placed at the end of the icon_state for this alert
For example, high pressure's icon_state is "highpressure" and can be serverity 1 or 2 to get "highpressure1" or "highpressure2"
new_master is optional and sets the alert's icon state to "template" in the ui_style icons with the master as an overlay.
Clicks are forwarded to master
Override makes it so the alert is not replaced until cleared by a clear_alert with clear_override, and it's used for hallucinations.
*/
if(!category)
return
var/obj/screen/alert/alert = LAZYACCESS(alerts, category)
if(alert)
if(alert.override_alerts)
return 0
if(new_master && new_master != alert.master)
WARNING("[src] threw alert [category] with new_master [new_master] while already having that alert with master [alert.master]")
clear_alert(category)
return .()
else if(alert.type != type)
clear_alert(category)
return .()
else if(!severity || severity == alert.severity)
if(alert.timeout)
clear_alert(category)
return .()
else //no need to update
return 0
else
alert = new type()
alert.override_alerts = override
if(override)
alert.timeout = null
if(new_master)
var/old_layer = new_master.layer
var/old_plane = new_master.plane
new_master.layer = FLOAT_LAYER
new_master.plane = FLOAT_PLANE
alert.overlays += new_master
new_master.layer = old_layer
new_master.plane = old_plane
alert.icon_state = "template" // We'll set the icon to the client's ui pref in reorganize_alerts()
alert.master = new_master
else
alert.icon_state = "[initial(alert.icon_state)][severity]"
alert.severity = severity
LAZYSET(alerts, category, alert) // This also creates the list if it doesn't exist
if(client && hud_used)
hud_used.reorganize_alerts()
if(!no_anim)
alert.transform = matrix(32, 6, MATRIX_TRANSLATE)
animate(alert, transform = matrix(), time = 2.5, easing = CUBIC_EASING)
var/timeout = timeout_override || alert.timeout
if(timeout)
addtimer(CALLBACK(alert, /obj/screen/alert/.proc/do_timeout, src, category), timeout)
alert.timeout = world.time + timeout - world.tick_lag
return alert
// Proc to clear an existing alert.
/mob/proc/clear_alert(category, clear_override = FALSE)
var/obj/screen/alert/alert = LAZYACCESS(alerts, category)
if(!alert)
return 0
if(alert.override_alerts && !clear_override)
return 0
alerts -= category
if(client && hud_used)
hud_used.reorganize_alerts()
client.screen -= alert
qdel(alert)
/obj/screen/alert
icon = 'icons/mob/screen_alert.dmi'
icon_state = "default"
name = "Alert"
desc = "Something seems to have gone wrong with this alert, so report this bug please"
mouse_opacity = MOUSE_OPACITY_ICON
var/timeout = 0 //If set to a number, this alert will clear itself after that many deciseconds
var/severity = 0
var/alerttooltipstyle = ""
var/override_alerts = FALSE //If it is overriding other alerts of the same type
/obj/screen/alert/MouseEntered(location,control,params)
openToolTip(usr, src, params, title = name, content = desc, theme = alerttooltipstyle)
/obj/screen/alert/MouseExited()
closeToolTip(usr)
/obj/screen/alert/proc/do_timeout(mob/M, category)
if(!M || !M.alerts)
return
if(timeout && M.alerts[category] == src && world.time >= timeout)
M.clear_alert(category)
//Gas alerts
/obj/screen/alert/not_enough_oxy
name = "Choking (No O2)"
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."
icon_state = "not_enough_oxy"
/obj/screen/alert/too_much_oxy
name = "Choking (O2)"
desc = "There's too much oxygen in the air, and you're breathing it in! Find some good air before you pass out!"
icon_state = "too_much_oxy"
/obj/screen/alert/not_enough_nitro
name = "Choking (No N2)"
desc = "You're not getting enough nitrogen. Find some good air before you pass out!"
icon_state = "not_enough_nitro"
/obj/screen/alert/too_much_nitro
name = "Choking (N2)"
desc = "There's too much nitrogen in the air, and you're breathing it in! Find some good air before you pass out!"
icon_state = "too_much_nitro"
/obj/screen/alert/not_enough_co2
name = "Choking (No CO2)"
desc = "You're not getting enough carbon dioxide. Find some good air before you pass out!"
icon_state = "not_enough_co2"
/obj/screen/alert/too_much_co2
name = "Choking (CO2)"
desc = "There's too much carbon dioxide in the air, and you're breathing it in! Find some good air before you pass out!"
icon_state = "too_much_co2"
/obj/screen/alert/not_enough_tox
name = "Choking (No Plasma)"
desc = "You're not getting enough plasma. Find some good air before you pass out!"
icon_state = "not_enough_tox"
/obj/screen/alert/too_much_tox
name = "Choking (Plasma)"
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."
icon_state = "too_much_tox"
//End gas alerts
/obj/screen/alert/fat
name = "Fat"
desc = "You ate too much food, lardass. Run around the station and lose some weight."
icon_state = "fat"
/obj/screen/alert/full
name = "Full"
desc = "You feel full and satisfied, but you shouldn't eat much more."
icon_state = "full"
/obj/screen/alert/well_fed
name = "Well Fed"
desc = "You feel quite satisfied, but you may be able to eat a bit more."
icon_state = "well_fed"
/obj/screen/alert/fed
name = "Fed"
desc = "You feel moderately satisfied, but a bit more food may not hurt."
icon_state = "fed"
/obj/screen/alert/hungry
name = "Hungry"
desc = "Some food would be good right about now."
icon_state = "hungry"
/obj/screen/alert/starving
name = "Starving"
desc = "You're severely malnourished. The hunger pains make moving around a chore."
icon_state = "starving"
///Vampire "hunger"
/obj/screen/alert/fat/vampire
name = "Fat"
desc = "You somehow drank too much blood, lardass. Run around the station and lose some weight."
icon_state = "v_fat"
/obj/screen/alert/full/vampire
name = "Full"
desc = "You feel full and satisfied, but you know you will thirst for more blood soon..."
icon_state = "v_full"
/obj/screen/alert/well_fed/vampire
name = "Well Fed"
desc = "You feel quite satisfied, but you could do with a bit more blood."
icon_state = "v_well_fed"
/obj/screen/alert/fed/vampire
name = "Fed"
desc = "You feel moderately satisfied, but a bit more blood wouldn't hurt."
icon_state = "v_fed"
/obj/screen/alert/hungry/vampire
name = "Hungry"
desc = "You currently thirst for blood."
icon_state = "v_hungry"
/obj/screen/alert/starving/vampire
name = "Starving"
desc = "You're severely thirsty. The thirst pains make moving around a chore."
icon_state = "v_starving"
//End of Vampire "hunger"
/obj/screen/alert/hot
name = "Too Hot"
desc = "You're flaming hot! Get somewhere cooler and take off any insulating clothing like a fire suit."
icon_state = "hot"
/obj/screen/alert/hot/robot
desc = "The air around you is too hot for a humanoid. Be careful to avoid exposing them to this enviroment."
/obj/screen/alert/cold
name = "Too Cold"
desc = "You're freezing cold! Get somewhere warmer and take off any insulating clothing like a space suit."
icon_state = "cold"
/obj/screen/alert/cold/drask
name = "Cold"
desc = "You're breathing supercooled gas! It's stimulating your metabolism to regenerate damaged tissue."
/obj/screen/alert/cold/robot
desc = "The air around you is too cold for a humanoid. Be careful to avoid exposing them to this enviroment."
/obj/screen/alert/lowpressure
name = "Low Pressure"
desc = "The air around you is hazardously thin. A space suit would protect you."
icon_state = "lowpressure"
/obj/screen/alert/highpressure
name = "High Pressure"
desc = "The air around you is hazardously thick. A fire suit would protect you."
icon_state = "highpressure"
/obj/screen/alert/lightexposure
name = "Light Exposure"
desc = "You're exposed to light."
icon_state = "lightexposure"
/obj/screen/alert/nolight
name = "No Light"
desc = "You're not exposed to any light."
icon_state = "nolight"
/obj/screen/alert/blind
name = "Blind"
desc = "You can't see! This may be caused by a genetic defect, eye trauma, being unconscious, \
or something covering your eyes."
icon_state = "blind"
/obj/screen/alert/high
name = "High"
desc = "Whoa man, you're tripping balls! Careful you don't get addicted... if you aren't already."
icon_state = "high"
/obj/screen/alert/drunk
name = "Drunk"
desc = "All that alcohol you've been drinking is impairing your speech, motor skills, and mental cognition."
icon_state = "drunk"
/obj/screen/alert/embeddedobject
name = "Embedded Object"
desc = "Something got lodged into your flesh and is causing major bleeding. It might fall out with time, but surgery is the safest way. \
If you're feeling frisky, click yourself in help intent to pull the object out."
icon_state = "embeddedobject"
/obj/screen/alert/embeddedobject/Click()
if(isliving(usr))
var/mob/living/carbon/human/M = usr
return M.help_shake_act(M)
/obj/screen/alert/asleep
name = "Asleep"
desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are."
icon_state = "asleep"
/obj/screen/alert/weightless
name = "Weightless"
desc = "Gravity has ceased affecting you, and you're floating around aimlessly. You'll need something large and heavy, like a \
wall or lattice, to push yourself off if you want to move. A jetpack would enable free range of motion. A pair of \
magboots would let you walk around normally on the floor. Barring those, you can throw things, use a fire extinguisher, \
or shoot a gun to move around via Newton's 3rd Law of Motion."
icon_state = "weightless"
/obj/screen/alert/fire
name = "On Fire"
desc = "You're on fire. Stop, drop and roll to put the fire out or move to a vacuum area."
icon_state = "fire"
/obj/screen/alert/fire/Click()
if(isliving(usr))
var/mob/living/L = usr
return L.resist()
//Constructs
/obj/screen/alert/holy_fire
name = "Holy Fire"
desc = "Your body is crumbling from the holy energies. Get out."
icon_state = "fire"
//ALIENS
/obj/screen/alert/alien_tox
name = "Plasma"
desc = "There's flammable plasma in the air. If it lights up, you'll be toast."
icon_state = "alien_tox"
alerttooltipstyle = "alien"
/obj/screen/alert/alien_fire
// This alert is temporarily gonna be thrown for all hot air but one day it will be used for literally being on fire
name = "Too Hot"
desc = "It's too hot! Flee to space or at least away from the flames. Standing on weeds will heal you."
icon_state = "alien_fire"
alerttooltipstyle = "alien"
/obj/screen/alert/alien_vulnerable
name = "Severed Matriarchy"
desc = "Your queen has been killed, you will suffer movement penalties and loss of hivemind. A new queen cannot be made until you recover."
icon_state = "alien_noqueen"
alerttooltipstyle = "alien"
//BLOBS
/obj/screen/alert/nofactory
name = "No Factory"
desc = "You have no factory, and are slowly dying!"
icon_state = "blobbernaut_nofactory"
alerttooltipstyle = "blob"
//SILICONS
/obj/screen/alert/nocell
name = "Missing Power Cell"
desc = "Unit has no power cell. No modules available until a power cell is reinstalled. Robotics may provide assistance."
icon_state = "nocell"
/obj/screen/alert/emptycell
name = "Out of Power"
desc = "Unit's power cell has no charge remaining. No modules available until power cell is recharged. \
Recharging stations are available in robotics, the dormitory bathrooms, and the AI satellite."
icon_state = "emptycell"
/obj/screen/alert/lowcell
name = "Low Charge"
desc = "Unit's power cell is running low. Recharging stations are available in robotics, the dormitory bathrooms, and the AI satellite."
icon_state = "lowcell"
//Diona Nymph
/obj/screen/alert/nymph
name = "Gestalt merge"
desc = "You have merged with a diona gestalt and are now part of it's biomass. You can still wiggle yourself free though."
/obj/screen/alert/nymph/Click()
if(!usr || !usr.client)
return
if(isnymph(usr))
var/mob/living/simple_animal/diona/D = usr
return D.resist()
//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/Destroy()
target = null
return ..()
/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"
/obj/screen/alert/mech_port_available
name = "Connect to Port"
desc = "Click here to connect to an air port and refill your oxygen!"
icon_state = "mech_port"
var/obj/machinery/atmospherics/unary/portables_connector/target = null
/obj/screen/alert/mech_port_available/Destroy()
target = null
return ..()
/obj/screen/alert/mech_port_available/Click()
if(!usr || !usr.client)
return
if(!istype(usr.loc, /obj/mecha) || !target)
return
var/obj/mecha/M = usr.loc
if(M.connect(target))
to_chat(usr, "<span class='notice'>[M] connects to the port.</span>")
else
to_chat(usr, "<span class='notice'>[M] failed to connect to the port.</span>")
/obj/screen/alert/mech_port_disconnect
name = "Disconnect from Port"
desc = "Click here to disconnect from your air port."
icon_state = "mech_port_x"
/obj/screen/alert/mech_port_disconnect/Click()
if(!usr || !usr.client)
return
if(!istype(usr.loc, /obj/mecha))
return
var/obj/mecha/M = usr.loc
if(M.disconnect())
to_chat(usr, "<span class='notice'>[M] disconnects from the port.</span>")
else
to_chat(usr, "<span class='notice'>[M] is not connected to a port at the moment.</span>")
/obj/screen/alert/mech_nocell
name = "Missing Power Cell"
desc = "Mech has no power cell."
icon_state = "nocell"
/obj/screen/alert/mech_emptycell
name = "Out of Power"
desc = "Mech is out of power."
icon_state = "emptycell"
/obj/screen/alert/mech_lowcell
name = "Low Charge"
desc = "Mech is running out of power."
icon_state = "lowcell"
/obj/screen/alert/mech_maintenance
name = "Maintenance Protocols"
desc = "Maintenance protocols are currently in effect, most actions disabled."
icon_state = "locked"
//GUARDIANS
/obj/screen/alert/cancharge
name = "Charge Ready"
desc = "You are ready to charge at a location!"
icon_state = "guardian_charge"
alerttooltipstyle = "parasite"
/obj/screen/alert/canstealth
name = "Stealth Ready"
desc = "You are ready to enter stealth!"
icon_state = "guardian_canstealth"
alerttooltipstyle = "parasite"
/obj/screen/alert/instealth
name = "In Stealth"
desc = "You are in stealth and your next attack will do bonus damage!"
icon_state = "guardian_instealth"
alerttooltipstyle = "parasite"
//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
var/show_time_left = FALSE // If true you need to call START_PROCESSING manually
var/image/time_left_overlay // The last image showing the time left
var/datum/candidate_poll/poll // If set, on Click() it'll register the player as a candidate
/obj/screen/alert/notify_action/process()
if(show_time_left)
var/timeleft = timeout - world.time
if(timeleft <= 0)
return PROCESS_KILL
if(time_left_overlay)
overlays -= time_left_overlay
var/obj/O = new
O.maptext = "<span style='font-family: \"Small Fonts\"; font-weight: bold; font-size: 32px; color: [(timeleft <= 10 SECONDS) ? "red" : "white"];'>[CEILING(timeleft / 10, 1)]</span>"
O.maptext_width = O.maptext_height = 128
var/matrix/M = new
M.Translate(4, 16)
O.transform = M
var/image/I = image(O)
I.layer = FLOAT_LAYER
I.plane = FLOAT_PLANE + 1
overlays += I
time_left_overlay = I
qdel(O)
..()
/obj/screen/alert/notify_action/Destroy()
target = null
return ..()
/obj/screen/alert/notify_action/Click()
if(!usr || !usr.client)
return
var/mob/dead/observer/G = usr
if(!istype(G))
return
if(poll)
if(poll.sign_up(G))
// Add a small overlay to indicate we've signed up
display_signed_up()
else if(target)
switch(action)
if(NOTIFY_ATTACK)
target.attack_ghost(G)
if(NOTIFY_JUMP)
var/turf/T = get_turf(target)
if(T && isturf(T))
G.loc = T
if(NOTIFY_FOLLOW)
G.ManualFollow(target)
/obj/screen/alert/notify_action/Topic(href, href_list)
if(href_list["signup"] && poll?.sign_up(usr))
display_signed_up()
/obj/screen/alert/notify_action/proc/display_signed_up()
var/image/I = image('icons/mob/screen_gen.dmi', icon_state = "selector")
I.layer = FLOAT_LAYER
I.plane = FLOAT_PLANE + 2
overlays += I
/obj/screen/alert/notify_action/proc/display_stacks(stacks = 1)
if(stacks <= 1)
return
var/obj/O = new
O.maptext = "<span style='font-family: \"Small Fonts\"; font-size: 32px; color: yellow;'>[stacks]x</span>"
O.maptext_width = O.maptext_height = 128
var/matrix/M = new
M.Translate(4, 2)
O.transform = M
var/image/I = image(O)
I.layer = FLOAT_LAYER
I.plane = FLOAT_PLANE + 1
overlays += I
qdel(O)
/obj/screen/alert/notify_soulstone
name = "Soul Stone"
desc = "Someone is trying to capture your soul in a soul stone. Click to allow it."
icon_state = "template"
timeout = 10 SECONDS
var/obj/item/soulstone/stone = null
var/stoner = null
/obj/screen/alert/notify_soulstone/Click()
if(!usr || !usr.client)
return
if(stone)
if(alert(usr, "Do you want to be captured by [stoner]'s soul stone? This will destroy your corpse and make it \
impossible for you to get back into the game as your regular character.",, "No", "Yes") == "Yes")
stone?.opt_in = TRUE
/obj/screen/alert/notify_soulstone/Destroy()
stone = null
return ..()
//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()
if(isliving(usr))
var/mob/living/L = usr
return L.resist()
/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
if(!alerts)
return FALSE
var/icon_pref
if(!hud_shown)
for(var/i in 1 to alerts.len)
mymob.client.screen -= alerts[alerts[i]]
return TRUE
for(var/i in 1 to alerts.len)
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 TRUE
/mob
var/list/alerts // lazy 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 = ""
return ..()