mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-01 21:12:27 +00:00
189 lines
4.8 KiB
Plaintext
189 lines
4.8 KiB
Plaintext
// Stolen en masse from N3X15 of /vg/station with much gratitude.
|
|
|
|
// The idea is to have 4 bits for coming and 4 for going.
|
|
#define TRACKS_COMING_NORTH 1
|
|
#define TRACKS_COMING_SOUTH 2
|
|
#define TRACKS_COMING_EAST 4
|
|
#define TRACKS_COMING_WEST 8
|
|
#define TRACKS_GOING_NORTH 16
|
|
#define TRACKS_GOING_SOUTH 32
|
|
#define TRACKS_GOING_EAST 64
|
|
#define TRACKS_GOING_WEST 128
|
|
|
|
// 5 seconds
|
|
#define TRACKS_CRUSTIFY_TIME 50
|
|
|
|
/datum/fluidtrack
|
|
var/direction = 0
|
|
var/basecolor = COLOR_HUMAN_BLOOD
|
|
var/wet = FALSE
|
|
var/fresh = TRUE
|
|
var/crusty = FALSE
|
|
var/image/overlay
|
|
|
|
/datum/fluidtrack/New(_direction, _color, _wet)
|
|
src.direction = _direction
|
|
src.basecolor = _color
|
|
src.wet = _wet
|
|
|
|
// Footprints, tire trails...
|
|
/obj/effect/decal/cleanable/blood/tracks
|
|
amount = 0
|
|
random_icon_states = null
|
|
var/dirs=0
|
|
icon = 'icons/effects/fluidtracks.dmi'
|
|
icon_state = ""
|
|
var/coming_state = "blood1"
|
|
var/going_state = "blood2"
|
|
var/updated_tracks = 0
|
|
|
|
// dir = id in stack
|
|
var/list/setdirs = list(
|
|
"1" = 0,
|
|
"2" = 0,
|
|
"4" = 0,
|
|
"8" = 0,
|
|
"16" = 0,
|
|
"32" = 0,
|
|
"64" = 0,
|
|
"128" = 0
|
|
)
|
|
|
|
// List of laid tracks and their colors.
|
|
var/list/datum/fluidtrack/stack = list()
|
|
|
|
/obj/effect/decal/cleanable/blood/tracks/reveal_blood()
|
|
if(!fluorescent)
|
|
if(stack?.len)
|
|
for(var/datum/fluidtrack/track in stack)
|
|
track.basecolor = COLOR_LUMINOL
|
|
..()
|
|
|
|
/**
|
|
* Add tracks to an existing trail.
|
|
*
|
|
* @param DNA bloodDNA to add to collection.
|
|
* @param comingdir Direction tracks come from, or 0.
|
|
* @param goingdir Direction tracks are going to (or 0).
|
|
* @param footprint_color Color of the blood when wet.
|
|
*/
|
|
/obj/effect/decal/cleanable/blood/tracks/proc/add_tracks(var/list/DNA, var/comingdir, var/goingdir, var/footprint_color = COLOR_HUMAN_BLOOD)
|
|
var/updated = 0
|
|
// Shift our goingdir 4 spaces to the left so it's in the GOING bitblock.
|
|
var/realgoing = goingdir << 4
|
|
|
|
// Current bit
|
|
var/b=0
|
|
|
|
// When tracks will start to dry out
|
|
var/t = world.time + TRACKS_CRUSTIFY_TIME
|
|
|
|
var/datum/fluidtrack/track
|
|
|
|
// Process 4 bits
|
|
for(var/bi = 0; bi < 4; bi++)
|
|
b = 1 << bi
|
|
// COMING BIT
|
|
// If setting
|
|
if(comingdir & b)
|
|
// If not wet or not set
|
|
if(dirs & b)
|
|
var/sid = setdirs["[b]"]
|
|
track = stack[sid]
|
|
if(track.wet == t && track.basecolor == footprint_color)
|
|
continue
|
|
// Remove existing stack entry
|
|
stack.Remove(track)
|
|
track = new /datum/fluidtrack(b, footprint_color, t)
|
|
stack.Add(track)
|
|
setdirs["[b]"] = stack.Find(track)
|
|
updated_tracks |= b
|
|
updated=1
|
|
|
|
// GOING BIT (shift up 4)
|
|
b = b << 4
|
|
if(realgoing & b)
|
|
// If not wet or not set
|
|
if(dirs & b)
|
|
var/sid = setdirs["[b]"]
|
|
track = stack[sid]
|
|
if(track.wet == t && track.basecolor == footprint_color)
|
|
continue
|
|
// Remove existing stack entry
|
|
stack.Remove(track)
|
|
track= new /datum/fluidtrack(b, footprint_color, t)
|
|
stack.Add(track)
|
|
setdirs["[b]"] = stack.Find(track)
|
|
updated_tracks |= b
|
|
updated = 1
|
|
|
|
dirs |= comingdir|realgoing
|
|
if(islist(blood_DNA) && length(DNA))
|
|
blood_DNA |= DNA.Copy()
|
|
if(updated)
|
|
update_icon()
|
|
|
|
/obj/effect/decal/cleanable/blood/tracks/update_icon()
|
|
cut_overlays()
|
|
color = "#FFFFFF"
|
|
var/truedir = 0
|
|
|
|
// Update ONLY the overlays that have changed.
|
|
for(var/datum/fluidtrack/track in stack)
|
|
var/stack_idx = setdirs["[track.direction]"]
|
|
var/state = coming_state
|
|
truedir = track.direction
|
|
if(truedir & 240) // Check if we're in the GOING block
|
|
state = going_state
|
|
truedir = truedir >> 4
|
|
|
|
if(track.overlay)
|
|
track.overlay = null
|
|
var/image/I = image(icon, icon_state = state, dir = num2dir(truedir))
|
|
I.color = track.basecolor
|
|
|
|
track.fresh = 0
|
|
track.overlay = I
|
|
stack[stack_idx] = track
|
|
add_overlay(I)
|
|
updated_tracks = 0 // Clear our memory of updated tracks.
|
|
|
|
/obj/effect/decal/cleanable/blood/tracks/footprints
|
|
name = "wet footprints"
|
|
dryname = "dried footprints"
|
|
desc = "They look like still wet tracks left by footwear."
|
|
drydesc = "They look like dried tracks left by footwear."
|
|
coming_state = "human1"
|
|
going_state = "human2"
|
|
amount = 0
|
|
|
|
/obj/effect/decal/cleanable/blood/tracks/wheels
|
|
name = "wet tracks"
|
|
dryname = "dried tracks"
|
|
desc = "They look like still wet tracks left by wheels."
|
|
drydesc = "They look like dried tracks left by wheels."
|
|
coming_state = "wheels"
|
|
going_state = ""
|
|
gender = PLURAL
|
|
random_icon_states = null
|
|
amount = 0
|
|
|
|
/obj/effect/decal/cleanable/blood/tracks/paw
|
|
name = "wet tracks"
|
|
dryname = "dried tracks"
|
|
desc = "They look like still wet tracks left by paws."
|
|
drydesc = "They look like dried tracks left by paws."
|
|
coming_state = "paw1"
|
|
going_state = "paw2"
|
|
random_icon_states = null
|
|
amount = 0
|
|
|
|
/obj/effect/decal/cleanable/blood/tracks/claw
|
|
name = "wet tracks"
|
|
dryname = "dried tracks"
|
|
desc = "They look like still wet tracks left by claws."
|
|
drydesc = "They look like dried tracks left by claws."
|
|
coming_state = "claw1"
|
|
going_state = "claw2"
|
|
random_icon_states = null
|
|
amount = 0 |