Replaces some of the hardcoded HUD icons defined at mob level with a pair of mob procs throw_alert() and clear_alert(). Alerts will appear on the top-right side of the screen.
You can shift-click alerts to get a description of what's wrong and sometimes a tip on how to solve the alert.
Alerts can be given a master, which overlays the master on top of a box and forwards clicks of the alert to that master. Getting buckled will put an alert of what you're buckled to, for example. If it's a chair, you just click the alert and you're unbuckled. The idea I'm shooting for is to replace resist entirely with this kind of stuff.
Making a new alert and using it is a little complicated. This explanation will suck, but this is simpler than I'm making it sound, I promise. Throw_alert() has 4 args, category, id, severity, and obj/new_master. If you don't supply an id, category will be used as id. Only 1 alert per category is allowed; any duplicate will be replaced. Additionally clear_alert() clears alerts by category. Id MUST match a type path of /obj/screen/alert/[id]. That type path is where the alert's name and desc come from. The icon_state of the alert will either be "template" if new_master is set or [id][severity] otherwise. new_master is totally optional.
Examples:
throw_alert("oxy") -- takes name/desc of obj/screen/alert/oxy, icon_state = "oxy" -- clear_alert("oxy")
throw_alert("nutrition","fat") -- takes name/desc of obj/screen/alert/fat, icon_state = "fat" -- clear_alert("nutrition")
throw_alert("nutrition","starving") -- takes name/desc of obj/screen/alert/starving, icon_state = "starving" -- clear_alert("nutrition")
throw_alert("temp","cold",1) -- takes name/desc of obj/screen/alert/cold, icon_state = "cold1" -- clear_alert("temp")
throw_alert("temp","cold",3) -- takes name/desc of obj/screen/alert/cold, icon_state = "cold3" -- clear_alert("temp")
If you pass a new_master, id is only used to get name/desc and still must match a path, but the icon_state is "template" and icon is from the mob's ui preference instead of icons/mob/screen_alert.dmi.
Several unused icons removed, like borg oxygen and temperature alerts. Also some icons were used but now are not and were removed, like the nutrition icon for being well-fed and cyborg charge icon for being fully charged.
* Silicons are now immuned to ear damages/deafness
* Only living mobs can now take ear damages/be deafened
* Simple animals are now healing ear damages/deafness at the same rate as other living mobs
* Fixes being able to hear AI announcements when deaf
Adding a changelog.
Snack vending machine's chef compartment is locked with kitchen access but can be emagged or hacked.
Adding feedback message for the user when its metabolism_efficiency changes.
Negative satiety can make you jitter a little bit at times. (probability linked to your satiety)
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
high satiety+fed = higher metabolism_efficiency, lower if starving. Sugar digested drains satiety and vitamin raises satiety. Negative satiety means faster nutrition drop. Positive high satiety means lower chance to spread viruses. metabolism efficiency affect metabolization speed of healing and damaging reagents and the efficiency of bodytemp stabilization via calory use.
- Gives drones the ability to interact with APCs and air alarms without requiring them to have an ID card. Fixes#5565.
- Drones have to be adjacent to the APC/alarm when using it, for balance.
Makes hud_list associative, and introduces the /atom list hud_possible,
which lists all the possible hud images a certain atom can provide.
Replaces all the awful procs in the gamemodes with their new
/datum/atom_hud versions, which are much shorter, simpler and faster.
Removes a version of atom/movable/Move() that was in mob_movement.dm.
New proc called newtonian_move() that's called as a result of things like shooting a gun or spraying a fire extinguisher and as part of atom/movable/Move().
It pushes src if it's not under gravity and gives the object a chance to stop itself.
As a result, inertial_drift() is kill.
Moved Process_Spacemove() out to atom/movable. It does the same thing, it's called whenever a drift is attempted and stops the drift if it returns 1. Default check is to look for nearby lattices to make dragging shit around the station less annoying. Mobs still call it in Client/Move()
The mob version of Process_Spacemove() will shove non-anchored nearby objects out of the way if you try to move like that. For example if you're free-floating in space next to a closet and try to move right, the closet will drift off to the left.
Mechs call their occupant's version of Process_Spacemove() so mining with a mech isn't retarded. The pussy wagon does the same thing and thus no longer works like a jetpack. Will it be making a comeback?!?! (no)
Any move will attempt to keep dragging your pulled object, not just ones initiated by the client. Should make space wind a little less annoying. Was needed to make drifting not break your drags.
Mechs drift correctly without any special snowflake crap.
Spaceslipping is gone because fuck that shit
Space movement is now slow instead of fast. Having a jetpack helps go faster but even that's slower than current. Hopefully means nuke ops can see each other as they move to the station instead of losing sight of each other instantly. Having your hands full makes spacemovement even slower.
You can drift in office chairs and drag mobs in beds or the bed itself. Currently drifting diagonally while in an office chair is bugged and I need help to solve it. It winds up in cardinal movement instead of a diagonal one.
Changes up the jetpacking effects system to cause fewer errant ion trails but it's still awful code. In hindsight I shouldn't have bothered but here we go.
Also changes trees and space bats to "hostile" faction because they were copypasta'd carp before that, as well as changing goats to "neutral" and attack_self 1 so that the great mining drone / goat wars end