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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-22 20:43:10 +01:00
Human icon tweaks (#3131)
Mostly efficiency changes to human icons, little bit of code deduplication in head icons. The human overlay list has been changed to accept /list so that multiple items can be added to a layer without having to resort to adding overlays to an intermediary object like an /image. changes: Human skin color (not tone) is now stored as a hex string instead of a 3-value list. Human body hair color (resomi only) is now stored as a hex string instead of a 3-value list. Body markings now play nice with the human icon cache (Fixes #3110) Hair properly uses its cache now in all cases. Merged head organs and human icon's implementations of hair icon gen into a proc on human. Replaced the individual hair and beard caches with a shared composited hair cache used by both head icon and mob icons. Lists in the human overlay list are now flattened out onto the human, allowing for multiple objects within a single human icon layer without using an intermediary image. Removed some unused caching lists. Damage overlays no longer utilize overlays on a blank image for drawing, instead using a list in the human overlay list. Shoe overlays no longer utilize overlays on the shoe image, instead using a list in the human overlay list. Surgery overlays no longer utilize overlays on a blank image, instead using a list in the human overlay list.
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@@ -1,5 +1,3 @@
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var/list/organ_cache = list()
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/obj/item/organ
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name = "organ"
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icon = 'icons/obj/surgery.dmi'
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@@ -34,8 +34,8 @@
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var/cannot_amputate
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var/cannot_break
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var/s_tone
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var/list/s_col
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var/list/h_col
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var/skin_color
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var/hair_color
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var/list/wounds = list()
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var/number_wounds = 0 // cache the number of wounds, which is NOT wounds.len!
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var/perma_injury = 0
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@@ -13,8 +13,8 @@
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/obj/item/organ/external/proc/sync_colour_to_human(var/mob/living/carbon/human/human)
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s_tone = null
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s_col = null
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h_col = null
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skin_color = null
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hair_color = null
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if(status & ORGAN_ROBOT && !(isipc(human)))
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return
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if(species && human.species && species.name != human.species.name)
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@@ -22,20 +22,20 @@
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if(!isnull(human.s_tone) && (human.species.appearance_flags & HAS_SKIN_TONE))
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s_tone = human.s_tone
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if(human.species.appearance_flags & HAS_SKIN_COLOR)
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s_col = list(human.r_skin, human.g_skin, human.b_skin)
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h_col = list(human.r_hair, human.g_hair, human.b_hair)
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skin_color = rgb(human.r_skin, human.g_skin, human.b_skin)
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hair_color = rgb(human.r_hair, human.g_hair, human.b_hair)
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/obj/item/organ/external/proc/sync_colour_to_dna()
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s_tone = null
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s_col = null
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h_col = null
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skin_color = null
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hair_color = null
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if(status & ORGAN_ROBOT && !force_skintone)
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return
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if(!isnull(dna.GetUIValue(DNA_UI_SKIN_TONE)) && (species.appearance_flags & HAS_SKIN_TONE))
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s_tone = dna.GetUIValue(DNA_UI_SKIN_TONE)
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if(species.appearance_flags & HAS_SKIN_COLOR)
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s_col = list(dna.GetUIValue(DNA_UI_SKIN_R), dna.GetUIValue(DNA_UI_SKIN_G), dna.GetUIValue(DNA_UI_SKIN_B))
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h_col = list(dna.GetUIValue(DNA_UI_HAIR_R),dna.GetUIValue(DNA_UI_HAIR_G),dna.GetUIValue(DNA_UI_HAIR_B))
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skin_color = rgb(dna.GetUIValue(DNA_UI_SKIN_R), dna.GetUIValue(DNA_UI_SKIN_G), dna.GetUIValue(DNA_UI_SKIN_B))
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hair_color = rgb(dna.GetUIValue(DNA_UI_HAIR_R),dna.GetUIValue(DNA_UI_HAIR_G),dna.GetUIValue(DNA_UI_HAIR_B))
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/obj/item/organ/external/head/sync_colour_to_human(var/mob/living/carbon/human/human)
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..()
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@@ -102,41 +102,7 @@
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add_overlay(finished_icon) //So when it's not on your body, it has icons
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mob_icon.Blend(finished_icon, ICON_OVERLAY) //So when it's on your body, it has icons
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if(owner.f_style)
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var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[owner.f_style]
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if(facial_hair_style && facial_hair_style.species_allowed && (species.get_bodytype() in facial_hair_style.species_allowed))
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var/facialcolor
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if (facial_hair_style.do_colouration)
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facialcolor = rgb(owner.r_facial, owner.g_facial, owner.b_facial)
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var/cache_key = "[facial_hair_style.icon]_[facial_hair_style.icon_state]_[facialcolor || "nocolor"]"
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var/icon/facial_s = SSicon_cache.human_beard_cache[cache_key]
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if (!facial_s)
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facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
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if(facial_hair_style.do_colouration)
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facial_s.Blend(facialcolor, ICON_ADD)
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SSicon_cache.human_beard_cache[cache_key] = facial_s
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add_overlay(facial_s)
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if(owner.h_style && !(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR)))
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var/datum/sprite_accessory/hair_style = hair_styles_list[owner.h_style]
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if(hair_style && (species.get_bodytype() in hair_style.species_allowed))
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var/haircolor
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if (hair_style.do_colouration && istype(h_col) && h_col.len >= 3)
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haircolor = rgb(h_col[1], h_col[2], h_col[3])
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var/cache_key = "[hair_style.icon]_[hair_style.icon_state]_[haircolor || "nocolor"]"
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var/icon/hair_s = SSicon_cache.human_hair_cache[cache_key]
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if (!hair_s)
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hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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if(hair_style.do_colouration && islist(h_col) && h_col.len >= 3)
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hair_s.Blend(haircolor, ICON_ADD)
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SSicon_cache.human_hair_cache[cache_key] = hair_s
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add_overlay(hair_s)
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add_overlay(owner.generate_hair_icon())
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compile_overlays()
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@@ -150,14 +116,12 @@
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if(force_icon)
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mob_icon = new /icon(force_icon, "[icon_name][gendered_icon ? "_[gender]" : ""]")
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if(painted)
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if(s_col && s_col.len >= 3)
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mob_icon.Blend(rgb(s_col[1], s_col[2], s_col[3]), ICON_ADD)
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if(painted && skin_color)
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mob_icon.Blend(skin_color, ICON_ADD)
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else
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if(!dna)
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mob_icon = new /icon('icons/mob/human_races/r_human.dmi', "[icon_name][gendered_icon ? "_[gender]" : ""]")
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else
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if(!gendered_icon)
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gender = null
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else
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@@ -185,8 +149,8 @@
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mob_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
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else
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mob_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
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else if(s_col && s_col.len >= 3)
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mob_icon.Blend(rgb(s_col[1], s_col[2], s_col[3]), ICON_ADD)
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else if(skin_color)
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mob_icon.Blend(skin_color, ICON_ADD)
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//Body markings, does not include head, duplicated (sadly) above.
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for(var/M in markings)
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@@ -203,12 +167,12 @@
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add_overlay(finished_icon) //So when it's not on your body, it has icons
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mob_icon.Blend(finished_icon, ICON_OVERLAY) //So when it's on your body, it has icons
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if(body_hair && islist(h_col) && h_col.len >= 3)
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if(body_hair && hair_color)
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var/list/limb_icon_cache = SSicon_cache.body_hair_cache
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var/cache_key = "[body_hair]-[icon_name]-[h_col[1]][h_col[2]][h_col[3]]"
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var/cache_key = "[body_hair]-[icon_name]-[hair_color]"
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if(!limb_icon_cache[cache_key])
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var/icon/I = icon(species.icobase, "[icon_name]_[body_hair]")
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I.Blend(rgb(h_col[1],h_col[2],h_col[3]), ICON_ADD)
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I.Blend(hair_color, ICON_ADD)
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limb_icon_cache[cache_key] = I
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mob_icon.Blend(limb_icon_cache[cache_key], ICON_OVERLAY)
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