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Silicon Medical and Security HUDs! #4525
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- The AI can now access both Security and Medical HUDs via a new button on its UI. The Medical HUD is exactly equal to all others. The AI's Security HUD cannot detect implants. - Cyborg HUD modules have been removed in favor of an inbuilt command, to make it less of a hassle to access them. - HUD code has been given its own file such that it can be used by any mob. In addition, HUD users are placed into a list instead of searching for only humans and checking them for a HUD item. This is to make it easier to expand. - Security HUD messages can now be received by any mob using a SecHUD.
What if the medical HUD only worked to the extent of the person's sensors (nothing/alive or dead icon/healthbar) |
I agree with Alek as far as medihuds are concerned. AI not being able to
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I'd be more inclined to agree if the AI had examine() or something similar, but the AI having to play guessing games with things it should normally be able to just see (bodily harm is usually pretty visible) is kinda silly. |
if("Sensor Augmentation") | ||
if(isAI(usr)) | ||
var/mob/living/silicon/ai/AI = usr | ||
AI.sensor_mode() |
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Is sensor_mode() not a Silicon proc? because if it is, there's no need to individually typecast for AI and Borgs.
Makes the sensor augmentation check for silicon instead of one for both the AI and Borgs, since they are not actually different procs. Reverts an accidental removal of the borg camera function, thinking it came from NT's code.
- AI Medical HUDs require that the person's suit sensors be enabled (any active mode) in order to view status data. - AI Security HUDs display only the person's job as given by their ID, no security status or implant detection.
As required, the AI's HUD is nerfed such that the Medical version requires that suit sensors must be EDIT: in vitals or vitals + tracking mode in order to view patient data. The Security version displays only the job given by the worn ID, no implants or wanted status. |
May I have a review for this? I dislike the restrictions for the AI's HUDs, but other than that, it should be good to go. There are changes in here I need as a part of another PR. |
T = get_turf(eye) | ||
else | ||
T = get_turf(M) | ||
for(var/mob/living/carbon/human/patient in range(T)) |
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Don't use range, it would be faster to loop through the mob list and then compare the distance with get_dist().
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For the distance to check, use the client's view range.
- Both HUD procs broken in to several smaller procs. - Added defines so the arguments to process_data_hud() are clear. - Several other tweaks to data_huds.dm - Made the sensor mode defines match the data hud ones. - Gave borgies a HUD button for sensor modes instead a verb, to be in line with the AI.
I hope this is a bit more satisfactory. I would like to make one important change though. I wish to make it such that the AI's Security HUD has Warrant Status. The whole point of the AI's HUDs is to consolidate data found on the suit sensors and security database. Its use is terribly limited without it, and does nothing to reduce the need of having a security records console window open when playing as the AI. I hereby request permission to give the AI's Security HUD Warrant Status data. |
No, sorry. |
Silicon Medical and Security HUDs!
Silicon Medical and Security HUDs!
on its UI. The Medical HUD requires that the person's suit sensors be set either vitals or vitals + GPS mode. The AI's Security HUD only detects jobs.
to make it less of a hassle to access them.
mob. In addition, HUD users are placed into a list instead of searching
for only humans and checking them for a HUD item. This is to make it
easier to expand.
New AI button and Sec HUD message:
HUD button for Borgies!
I plan to expand the HUD broadcast feature to Medibots as part of another PR, as bot code is outside the scope of this one.