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Port tg statpanel #13546
Port tg statpanel #13546
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Not a fan of the "modern" stat panel personally but it is better code.
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Can we get a look at it? What's so good about it? I don't play TG |
Mentors can see the MC tab apparently |
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Also game panel is missing |
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if(SSticker.mode) | ||
var/rulerless_countdown = SSticker.mode.get_hivemind_collapse_countdown() | ||
if(rulerless_countdown) | ||
. += "Orphan hivemind collapse timer: [rulerless_countdown]" | ||
if(GLOB.respawn_allowed) | ||
status_value = (GLOB.key_to_time_of_role_death[key] + SSticker.mode?.respawn_time - world.time) * 0.1 | ||
if(status_value <= 0) | ||
. += "Respawn timer: READY" | ||
else | ||
. += "Respawn timer: [(status_value / 60) % 60]:[add_leading(num2text(status_value % 60), 2, "0")]" | ||
if(SSticker.mode?.flags_round_type & MODE_INFESTATION) | ||
if(larva_position) | ||
. += "Position in larva candidate queue: [larva_position]" | ||
var/datum/job/xeno_job = SSjob.GetJobType(/datum/job/xenomorph) | ||
var/stored_larva = xeno_job.total_positions - xeno_job.current_positions | ||
if(stored_larva) | ||
. += "Burrowed larva: [stored_larva]" | ||
//game end timer for patrol and sensor capture | ||
var/patrol_end_countdown = SSticker.mode?.game_end_countdown() | ||
if(patrol_end_countdown) | ||
. += "Round End timer: [patrol_end_countdown]" | ||
//respawn wave timer | ||
var/patrol_wave_countdown = SSticker.mode?.wave_countdown() | ||
if(patrol_wave_countdown) | ||
. += "Respawn wave timer: [patrol_wave_countdown]" | ||
var/datum/game_mode/combat_patrol/sensor_capture/sensor_mode = SSticker.mode | ||
if(issensorcapturegamemode(SSticker.mode)) | ||
. += "Activated Sensor Towers: [sensor_mode.sensors_activated]" |
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A lot of this stuff in get_status_tab_items() should all probably be in a game mode proc now that we are free from Stat().
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are you sure a bunch of istypes in a gamemode proc will be cleaner than this
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make it a gamemode proc so there is no istypes?
var/datum/game_mode/combat_patrol/sensor_capture/sensor_mode = SSticker.mode | ||
if(issensorcapturegamemode(SSticker.mode)) | ||
. += "Activated Sensor Towers: [sensor_mode.sensors_activated]" |
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you did it for observers but not living mobs?
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also what is actually with the image issue? Because yeah its not ideal, I'd rather not merge something that is clearly broken.
var/patrol_end_countdown = game_end_countdown() | ||
if(patrol_end_countdown) | ||
items += "Round End timer: [patrol_end_countdown]" | ||
var/patrol_wave_countdown = wave_countdown() | ||
if(patrol_wave_countdown) | ||
items += "Respawn wave timer: [patrol_wave_countdown]" |
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this should be in the combat patrol child proc.
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but it's a var on gamemode
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I guess its fine for now since the wording is generic.
But the countdowns are procs not vars. While the procs exist in the base gamemode, they don't do anything (but could be used in other gamemodes in the future of course) so this part of the stat should be where its actually used. i.e. combat patrol gamemode. But yeah, fine for now.
i think its something related to byond not sending the images in time, its supposed to retry when that happens but it doesnt work at all. broken upstream too i think |
About The Pull Request
Port tg statpanel
Changelog
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add: ported tg statpanel
/:cl: