Alerts System and UI (#2529)
* #272 add bordered panel for effects bar * #272 avoid mouse overlapping tooltip when near edges, change tooltip colors to match mockups * #272 WIP defining status effect states as YML and sending them as encoded integers * #272 refactor to use new alert system * #272 refactor to use new alert system * #272 fix various bugs with new alert system and update alerts to have color * #272 WIP * #272 rename status effects to alerts * #272 WIP reworking alert internals to avoid code dup and eliminate enum * #272 refactor alerts to use categories and fix various bugs * #272 more alert bugfixes * #272 alert ordering * #272 callback-based approach for alert clicks * #272 add debug commands for alerts * #272 utilize new GridContainer capabilities for sizing of alerts tab * #272 scale alerts height based on window size * #272 fix tooltip flicker * #272 transparent alert panel * #272 adjust styles to match injazz mockups more, add cooldown info in tooltip * #272 adjust styles to match injazz mockups more, add cooldown info in tooltip * #272 alert prototype tests * #272 alert manager tests * #272 alert order tests * #272 simple unit test for alerts component * #272 integration test for alerts * #272 rework alerts to use enums instead of id / category * #272 various cleanups for PR * #272 use byte for more compact alert messages * #272 rename StatusEffects folder to Alerts, add missing NetSerializable
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Resources/Prototypes/Alerts/alerts.yml
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Resources/Prototypes/Alerts/alerts.yml
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- type: alertOrder
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# Defines ordering in alert tab, higher up = higher in tab.
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# List below can contain alert type or category, if both are present the id will take precedence.
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# If item is not in list it will go at the bottom (ties broken by alert type enum value)
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order:
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- category: Health
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- alertType: Fire
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- alertType: Handcuffed
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- category: Buckled
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- alertType: Pulling
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- category: Piloting
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- alertType: Stun
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- category: Pressure
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- category: Temperature
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- category: Hunger
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- category: Thirst
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- type: alert
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alertType: LowPressure
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category: Pressure
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icon: /Textures/Interface/Alerts/Pressure/lowpressure.png
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maxSeverity: 2
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name: "[color=red]Low Pressure[/color]"
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description: "The air around you is [color=red]hazardously thin[/color]. A [color=green]space suit[/color] would protect you."
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- type: alert
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alertType: HighPressure
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category: Pressure
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icon: /Textures/Interface/Alerts/Pressure/highpressure.png
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maxSeverity: 2
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name: "[color=red]High Pressure[/color]"
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description: "The air around you is [color=red]hazardously thick[/color]. A [color=green]fire suit[/color] would protect you."
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- type: alert
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alertType: Fire
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icon: /Textures/Interface/Alerts/Fire/fire.png
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name: "[color=red]On Fire[/color]"
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description: "You're [color=red]on fire[/color]. Click the alert to stop, drop and roll to put the fire out or move to a vacuum area."
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- type: alert
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alertType: Cold
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category: Temperature
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icon: /Textures/Interface/Alerts/Temperature/cold.png
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maxSeverity: 3
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name: "[color=cyan]Too Cold[/color]"
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description: "You're [color=cyan]freezing cold![/color] Get somewhere warmer and take off any insulating clothing like a space suit."
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- type: alert
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alertType: Hot
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category: Temperature
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icon: /Textures/Interface/Alerts/Temperature/hot.png
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maxSeverity: 3
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name: "[color=red]Too Hot[/color]"
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description: "It's [color=red]too hot![/color] Flee to space or at least away from the flames. Standing on weeds will heal you."
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- type: alert
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alertType: Weightless
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icon: /Textures/Interface/Alerts/Weightless/weightless.png
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name: Weightless
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description: >-
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Gravity has ceased affecting you, and you're floating around aimlessly. You'll need something large and heavy, like a
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wall or lattice, to push yourself off if you want to move. A jetpack would enable free range of motion. A pair of
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magboots would let you walk around normally on the floor. Barring those, you can throw things, use a fire extinguisher,
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or shoot a gun to move around via Newton's 3rd Law of Motion.
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- type: alert
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alertType: Stun
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icon: /Textures/Objects/Weapons/Melee/stunbaton.rsi/stunbaton_off.png
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name: "[color=yellow]Stunned[/color]"
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description: "You're [color=yellow]stunned[/color]! Wait for it to wear off."
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- type: alert
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alertType: Handcuffed
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icon: /Textures/Interface/Alerts/Handcuffed/Handcuffed.png
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name: "[color=yellow]Handcuffed[/color]"
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description: "You're [color=yellow]handcuffed[/color] and can't act. If anyone drags you, you won't be able to move.."
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- type: alert
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alertType: Buckled
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category: Buckled
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icon: /Textures/Interface/Alerts/Buckle/buckled.png
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name: "[color=yellow]Buckled[/color]"
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description: "You've been [color=yellow]buckled[/color] to something. Click the alert to unbuckle unless you're [color=yellow]handcuffed.[/color]"
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- type: alert
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alertType: HumanCrit
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category: Health
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icon: /Textures/Interface/Alerts/Human/humancrit-0.png
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name: "[color=red]Critical Condition[/color]"
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description: "You're severely injured and unconscious."
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- type: alert
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alertType: HumanDead
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category: Health
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icon: /Textures/Interface/Alerts/Human/humandead.png
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name: Dead
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description: You're dead.
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- type: alert
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alertType: HumanHealth
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category: Health
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icon: /Textures/Interface/Alerts/Human/human.png
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name: Health
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description: "[color=green]Green[/color] good. [color=red]Red[/color] bad."
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minSeverity: 0
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maxSeverity: 6
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- type: alert
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alertType: PilotingShuttle
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category: Piloting
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icon: /Textures/Interface/Alerts/Buckle/buckled.png
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name: Piloting Shuttle
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description: You are piloting a shuttle. Click the alert to stop.
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- type: alert
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alertType: Overfed
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category: Hunger
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icon: /Textures/Interface/Alerts/Hunger/Overfed.png
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name: "[color=yellow]Overfed[/color]"
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description: You ate too much food, lardass. Run around the station and lose some weight.
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- type: alert
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alertType: Peckish
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category: Hunger
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icon: /Textures/Interface/Alerts/Hunger/Peckish.png
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name: "[color=yellow]Peckish[/color]"
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description: Some food would be good right about now.
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- type: alert
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alertType: Starving
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category: Hunger
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icon: /Textures/Interface/Alerts/Hunger/Starving.png
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name: "[color=red]Starving[/color]"
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description: You're severely malnourished. The hunger pains make moving around a chore.
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- type: alert
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alertType: Overhydrated
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category: Thirst
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icon: /Textures/Interface/Alerts/Thirst/OverHydrated.png
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name: "[color=yellow]Overhydrated[/color]"
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description: You drank too much.
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- type: alert
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alertType: Thirsty
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category: Thirst
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icon: /Textures/Interface/Alerts/Thirst/Thirsty.png
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name: "[color=yellow]Thirsty[/color]"
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description: Something to drink would be good right about now.
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- type: alert
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alertType: Parched
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category: Thirst
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icon: /Textures/Interface/Alerts/Thirst/Parched.png
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name: "[color=red]Parched[/color]"
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description: You're severely thirsty. The thirst makes moving around a chore.
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- type: alert
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alertType: Pulled
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icon: /Textures/Interface/Alerts/Pull/pulled.png
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name: Pulled
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description: You're being pulled. Move to break free.
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- type: alert
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alertType: Pulling
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icon: /Textures/Interface/Alerts/Pull/pulling.png
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name: Pulling
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description: You're pulling something. Click the alert to stop.
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- type: alert
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alertType: Debug1
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icon: /Textures/Interface/Alerts/Human/human1.png
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name: Debug
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description: Debug
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- type: alert
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alertType: Debug2
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icon: /Textures/Interface/Alerts/Human/human2.png
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name: Debug
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description: Debug
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- type: alert
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alertType: Debug3
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icon: /Textures/Interface/Alerts/Human/human3.png
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name: Debug
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description: Debug
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- type: alert
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alertType: Debug4
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icon: /Textures/Interface/Alerts/Human/human4.png
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name: Debug
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description: Debug
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- type: alert
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alertType: Debug5
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icon: /Textures/Interface/Alerts/Human/human5.png
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name: Debug
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description: Debug
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- type: alert
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alertType: Debug6
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icon: /Textures/Interface/Alerts/Human/human6.png
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name: Debug
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description: Debug
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