Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a

This commit is contained in:
Waterpig
2025-04-08 18:58:45 +02:00
1089 changed files with 42417 additions and 34460 deletions
+216 -211
View File
@@ -1,35 +1,21 @@
#define PRIORITY_ABSOLUTE 1
#define PRIORITY_HIGH 10
#define PRIORITY_NORMAL 100
#define PRIORITY_LOW 1000
#define CLIENT_COLOR_VALUE_INDEX 1
#define CLIENT_COLOR_PRIORITY_INDEX 2
/**
* Client Colour Priority System By RemieRichards (then refactored by another contributor)
* A System that gives finer control over which client.colour value to display on screen
* so that the "highest priority" one is always displayed as opposed to the default of
* "whichever was set last is displayed".
*
* Refactored to allow multiple overlapping client colours
* (e.g. wearing blue glasses under a yellow visor, even though the result is a little unsatured.)
* As well as some support for animated colour transitions.
*
* Define subtypes of this datum
*/
/datum/client_colour
///The color we want to give to the client. This has to be either a hexadecimal color or a color matrix.
var/colour
///The mob that owns this client_colour.
/// Color given to the client, can be a hex color, color matrix or a filter
var/color
/// The mob that owns this client_colour
var/mob/owner
/**
* We prioritize colours with higher priority (lower numbers), so they don't get overriden by less important ones:
* eg: "Bloody screen" > "goggles colour" as the former is much more important
*/
var/priority = PRIORITY_NORMAL
///Will this client_colour prevent ones of lower priority from being applied?
/// Priority of this color, higher values are rendered above lower ones
var/priority = CLIENT_COLOR_FILTER_PRIORITY
/// Will this client_colour prevent ones of lower priority from being applied?
var/override = FALSE
///IF non-zero, 'animate_client_colour(fade_in)' will be called instead of 'update_client_colour' when added.
/// If set to TRUE, all colors below and above this one will be rendered in separate filters
/// If color is a filter, forced to TRUE
var/split_filters = FALSE
/// If non-zero, 'animate_client_colour(fade_in)' will be called instead of 'update_client_colour' when added.
var/fade_in = 0
///Same as above, but on removal.
/// If non-zero, 'animate_client_colour(fade_out)' will be called instead of 'update_client_colour' when removed.
var/fade_out = 0
/datum/client_colour/New(mob/owner)
@@ -42,229 +28,248 @@
owner = null
return ..()
///Sets a new colour, then updates the owner's screen colour.
/datum/client_colour/proc/update_colour(new_colour, anim_time, easing = 0)
colour = new_colour
///Sets a new color, then updates the owner's screen color.
/datum/client_colour/proc/update_color(new_color, anim_time, easing = 0)
color = new_color
owner.animate_client_colour(anim_time, easing)
/**
* Adds an instance of colour_type to the mob's client_colours list
* colour_type - a typepath (subtyped from /datum/client_colour)
* Add a color filter to the client
* new_color - client_colour datum or typepath to be added
* source - associated source for the client color
* force - if TRUE, colors of the same source will be replaced even if it is of the same type
*/
/mob/proc/add_client_colour(colour_type_or_datum)
if(QDELING(src))
/mob/proc/add_client_colour(datum/client_colour/new_color, source, force = FALSE)
if (QDELING(src))
return
var/datum/client_colour/colour
if(istype(colour_type_or_datum, /datum/client_colour))
colour = colour_type_or_datum
else if(ispath(colour_type_or_datum, /datum/client_colour))
colour = new colour_type_or_datum(src)
else
CRASH("Invalid colour type or datum for add_client_color: [colour_type_or_datum || "null"]")
BINARY_INSERT(colour, client_colours, /datum/client_colour, colour, priority, COMPARE_KEY)
animate_client_colour(colour.fade_in)
return colour
if (ispath(new_color))
new_color = new new_color(src)
if (!istype(new_color))
CRASH("Invalid color type or datum for add_client_colour: [new_color ? "[new_color] ([new_color.type])" : "null"]")
// Ensure that if a color with this source is already present, we either abort or get rid of it
var/datum/client_colour/existing_color = get_client_colour(source)
if (existing_color)
if (existing_color.type == new_color.type && !force)
return existing_color
qdel(existing_color)
client_colours[new_color] = source
animate_client_colour(new_color.fade_in)
return new_color
/**
* Removes an instance of colour_type from the mob's client_colours list
* colour_type - a typepath (subtyped from /datum/client_colour)
*/
/mob/proc/remove_client_colour(colour_type)
if(!ispath(colour_type, /datum/client_colour))
return
* Removes a color type from a specific source from mob's client_colours list
* source - color source to remove
*/
for(var/datum/client_colour/colour as anything in client_colours)
if(colour.type == colour_type)
qdel(colour)
/mob/proc/remove_client_colour(source)
var/datum/client_colour/existing_color = get_client_colour(source)
if (!existing_color)
return FALSE
qdel(existing_color)
return TRUE
/mob/proc/get_client_colour(source)
for(var/datum/client_colour/color as anything in client_colours)
if (client_colours[color] == source)
return color
/mob/proc/get_client_colour_filters()
. = list()
// sortTim sorts the passed list instead of making the copy, and so does reverse_range
var/list/used_colors = reverse_range(sortTim(client_colours.Copy(), GLOBAL_PROC_REF(cmp_client_colours)))
var/current_color = null
var/color_num = 0
var/color_prio = 1
for (var/datum/client_colour/client_color as anything in used_colors)
color_num += 1
var/list/filter_color = null
if (islist(client_color.color))
filter_color = client_color.color
// If our list has "type" in it then its a filter
if (!filter_color["type"])
filter_color = null
if (client_color.split_filters || filter_color)
if (current_color)
. += list(list(color_matrix_filter(current_color), color_prio))
color_prio += 1
current_color = null
. += list(list(filter_color || color_matrix_filter(client_color.color), color_prio))
color_prio += 1
continue
if (!current_color)
current_color = client_color.color
if (client_color.override)
break
continue
var/list/color_list = current_color
if (!islist(color_list))
color_list = color_to_full_rgba_matrix(color_list)
var/list/cur_list = color_to_full_rgba_matrix(client_color.color)
for (var/i in 1 to 20)
color_list[i] = (color_list[i] * (color_num - 1) + cur_list[i]) / color_num
current_color = color_list
if (client_color.override)
break
/**
* Gets the resulting colour/tone from client_colours.
* In the case of multiple colours, they'll be converted to RGBA matrices for compatibility,
* summed together, and then each element divided by the number of matrices. (except we do this with lists because byond)
* target is the target variable.
*/
#define MIX_CLIENT_COLOUR(target)\
var/_our_colour;\
var/_number_colours = 0;\
var/_pool_closed = INFINITY;\
for(var/_c in client_colours){\
var/datum/client_colour/_colour = _c;\
if(_pool_closed < _colour.priority){\
break\
};\
_number_colours++;\
if(_colour.override){\
_pool_closed = _colour.priority\
};\
if(!_our_colour){\
_our_colour = _colour.colour;\
continue\
};\
if(_number_colours == 2){\
_our_colour = color_to_full_rgba_matrix(_our_colour)\
};\
var/list/_colour_matrix = color_to_full_rgba_matrix(_colour.colour);\
var/list/_L = _our_colour;\
for(var/_i in 1 to 20){\
_L[_i] += _colour_matrix[_i]\
};\
};\
if(_number_colours > 1){\
var/list/_L = _our_colour;\
for(var/_i in 1 to 20){\
_L[_i] /= _number_colours\
};\
};\
target = _our_colour\
if (current_color)
. += list(list(color_matrix_filter(current_color), color_prio))
#define CLIENT_COLOR_FILTER_KEY "fake_client_color"
/**
* Resets the mob's client.color to null, and then reapplies a new color based
* on the client_colour datums it currently has.
*/
/mob/proc/update_client_colour()
if(isnull(hud_used))
if (isnull(hud_used))
return
var/new_color = ""
if(length(client_colours))
MIX_CLIENT_COLOUR(new_color)
for (var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
for (var/filter_id in color_filter_store)
game_plane.remove_filter(filter_id)
for(var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
if(new_color)
game_plane.add_filter(CLIENT_COLOR_FILTER_KEY, 2, color_matrix_filter(new_color))
else
game_plane.remove_filter(CLIENT_COLOR_FILTER_KEY)
color_filter_store.Cut()
var/list/applied_filters = get_client_colour_filters()
///Works similarly to 'update_client_colour', but animated.
/mob/proc/animate_client_colour(anim_time = 2 SECONDS, anim_easing = NONE)
if(anim_time <= 0)
for (var/list/color_filter as anything in applied_filters)
var/added_color = color_filter[CLIENT_COLOR_VALUE_INDEX]
var/filter_priority = color_filter[CLIENT_COLOR_PRIORITY_INDEX]
for (var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
var/filter_id = "client_colour_[filter_priority]"
game_plane.add_filter(filter_id, filter_priority, added_color)
color_filter_store |= filter_id
/// Works similarly to 'update_client_colour', but animated.
/mob/proc/animate_client_colour(anim_time = 1 SECONDS, anim_easing = NONE)
if (isnull(hud_used))
return
if(anim_time <= -1)
return update_client_colour()
if(isnull(hud_used))
return
var/anim_color = ""
if(length(client_colours))
MIX_CLIENT_COLOUR(anim_color)
for (var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
for (var/filter_id in color_filter_store)
game_plane.remove_filter(filter_id)
for(var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
if(anim_color)
game_plane.add_filter(CLIENT_COLOR_FILTER_KEY, 2, color_matrix_filter())
game_plane.transition_filter(CLIENT_COLOR_FILTER_KEY, color_matrix_filter(anim_color), anim_time, anim_easing)
else
game_plane.transition_filter(CLIENT_COLOR_FILTER_KEY, color_matrix_filter(), anim_time, anim_easing)
// This leaves a blank color filter on the hud which is, fine I guess?
color_filter_store.Cut()
var/list/applied_filters = get_client_colour_filters()
#undef MIX_CLIENT_COLOUR
for (var/list/color_filter as anything in applied_filters)
var/added_color = color_filter[CLIENT_COLOR_VALUE_INDEX]
var/filter_priority = color_filter[CLIENT_COLOR_PRIORITY_INDEX]
for (var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
var/filter_id = "client_colour_[filter_priority]"
game_plane.add_filter(filter_id, filter_priority, color_matrix_filter())
game_plane.transition_filter(filter_id, added_color, anim_time, anim_easing)
color_filter_store |= filter_id
#undef CLIENT_COLOR_FILTER_KEY
// Color types
/datum/client_colour/glass_colour
priority = PRIORITY_LOW
/datum/client_colour/glass_colour/green
colour = "#aaffaa"
/datum/client_colour/glass_colour/lightgreen
colour = "#ccffcc"
/datum/client_colour/glass_colour/blue
colour = "#aaaaff"
/datum/client_colour/glass_colour/lightblue
colour = "#ccccff"
/datum/client_colour/glass_colour/yellow
colour = "#ffff66"
/datum/client_colour/glass_colour/lightyellow
colour = "#ffffaa"
/datum/client_colour/glass_colour/red
colour = "#ffaaaa"
/datum/client_colour/glass_colour/lightred
colour = "#ffcccc"
/datum/client_colour/glass_colour/darkred
colour = "#bb5555"
/datum/client_colour/glass_colour/orange
colour = "#ffbb99"
/datum/client_colour/glass_colour/lightorange
colour = "#ffddaa"
/datum/client_colour/glass_colour/purple
colour = "#ff99ff"
/datum/client_colour/glass_colour/lightpurple
colour = "#ffccff"
/datum/client_colour/glass_colour/gray
colour = "#cccccc"
///A client colour that makes the screen look a bit more grungy, halloweenesque even.
///A client color that makes the screen look a bit more grungy, halloweenesque even.
/datum/client_colour/halloween_helmet
colour = list(0.75,0.13,0.13,0, 0.13,0.7,0.13,0, 0.13,0.13,0.75,0, -0.06,-0.09,-0.08,1, 0,0,0,0)
priority = CLIENT_COLOR_HELMET_PRIORITY
color = list(/*R*/ 0.75,0.13,0.13,0, /*G*/ 0.13,0.7,0.13,0, /*B*/ 0.13,0.13,0.75,0, /*A*/ -0.06,-0.09,-0.08,1, /*C*/ 0,0,0,0)
/datum/client_colour/flash_hood
colour = COLOR_MATRIX_POLAROID
/datum/client_colour/glass_colour/nightmare
colour = list(255,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, -130,0,0,0) //every color is either red or black
/datum/client_colour/malfunction
colour = list(/*R*/ 0,0,0,0, /*G*/ 0,175,0,0, /*B*/ 0,0,0,0, /*A*/ 0,0,0,1, /*C*/0,-130,0,0) // Matrix colors
priority = CLIENT_COLOR_HELMET_PRIORITY
color = COLOR_MATRIX_POLAROID
/datum/client_colour/perceptomatrix
colour = list(/*R*/ 1,0,0,0, /*G*/ 0,1,0,0, /*B*/ 0,0,1,0, /*A*/ 0,0,0,1, /*C*/0,-0.02,-0.02,0) // veeery slightly pink
priority = CLIENT_COLOR_HELMET_PRIORITY
color = list(/*R*/ 1,0,0,0, /*G*/ 0,1,0,0, /*B*/ 0,0,1,0, /*A*/ 0,0,0,1, /*C*/ 0,-0.02,-0.02,0) // veeery slightly pink
/datum/client_colour/rave
priority = CLIENT_COLOR_HELMET_PRIORITY
/datum/client_colour/malfunction
priority = CLIENT_COLOR_ORGAN_PRIORITY
color = list(/*R*/ 0,0,0,0, /*G*/ 0,175,0,0, /*B*/ 0,0,0,0, /*A*/ 0,0,0,1, /*C*/ 0,-130,0,0) // Matrix colors
/datum/client_colour/monochrome
colour = COLOR_MATRIX_GRAYSCALE
priority = PRIORITY_HIGH //we can't see colors anyway!
override = TRUE
fade_in = 20
fade_out = 20
color = COLOR_MATRIX_GRAYSCALE
priority = CLIENT_COLOR_FILTER_PRIORITY
split_filters = TRUE
fade_in = 2 SECONDS
fade_out = 2 SECONDS
/datum/client_colour/monochrome/colorblind
priority = PRIORITY_HIGH
/datum/client_colour/monochrome/trance
priority = PRIORITY_NORMAL
/datum/client_colour/monochrome/blind
priority = PRIORITY_NORMAL
/datum/client_colour/monochrome/glasses
priority = CLIENT_COLOR_GLASSES_PRIORITY
/datum/client_colour/bloodlust
priority = PRIORITY_ABSOLUTE // Only anger.
colour = list(0,0,0,0,0,0,0,0,0,1,0,0) //pure red.
fade_out = 10
priority = CLIENT_COLOR_IMPORTANT_PRIORITY
color = list(0,0,0,0,0,0,0,0,0,1,0,0) // pure red
fade_out = 1 SECONDS
/datum/client_colour/bloodlust/New(mob/owner)
..()
if(owner)
addtimer(CALLBACK(src, PROC_REF(update_colour), list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0), 10, SINE_EASING|EASE_OUT), 0.1 SECONDS)
/datum/client_colour/rave
priority = PRIORITY_LOW
/datum/client_colour/psyker
priority = PRIORITY_ABSOLUTE
override = TRUE
colour = list(0.8,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
addtimer(CALLBACK(src, PROC_REF(update_color), list(/*R*/ 1,0,0, /*G*/ 0.8,0.2,0, /*B*/ 0.8,0,0.2, /*C*/ 0.1,0,0), 10, SINE_EASING|EASE_OUT), 0.1 SECONDS)
/datum/client_colour/manual_heart_blood
priority = PRIORITY_ABSOLUTE
colour = COLOR_RED
priority = CLIENT_COLOR_IMPORTANT_PRIORITY
color = COLOR_RED
/datum/client_colour/psyker
priority = CLIENT_COLOR_OVERRIDE_PRIORITY
color = list(0.8,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
override = TRUE
/datum/client_colour/temp
priority = PRIORITY_HIGH
priority = CLIENT_COLOR_TEMPORARY_PRIORITY
#undef PRIORITY_ABSOLUTE
#undef PRIORITY_HIGH
#undef PRIORITY_NORMAL
#undef PRIORITY_LOW
/datum/client_colour/glass_colour
priority = CLIENT_COLOR_GLASSES_PRIORITY
/datum/client_colour/glass_colour/green
color = "#aaffaa"
/datum/client_colour/glass_colour/lightgreen
color = "#ccffcc"
/datum/client_colour/glass_colour/blue
color = "#aaaaff"
/datum/client_colour/glass_colour/lightblue
color = "#ccccff"
/datum/client_colour/glass_colour/yellow
color = "#ffff66"
/datum/client_colour/glass_colour/lightyellow
color = "#ffffaa"
/datum/client_colour/glass_colour/red
color = "#ffaaaa"
/datum/client_colour/glass_colour/lightred
color = "#ffcccc"
/datum/client_colour/glass_colour/darkred
color = "#bb5555"
/datum/client_colour/glass_colour/orange
color = "#ffbb99"
/datum/client_colour/glass_colour/lightorange
color = "#ffddaa"
/datum/client_colour/glass_colour/purple
color = "#ff99ff"
/datum/client_colour/glass_colour/lightpurple
color = "#ffccff"
/datum/client_colour/glass_colour/gray
color = "#cccccc"
/datum/client_colour/glass_colour/nightmare
color = list(/*R*/ 255,0,0,0, /*G*/ 0,0,0,0, /*B*/ 0,0,0,0, /*A*/ 0,0,0,1, /*C*/ -130,0,0,0) //every color is either red or black
split_filters = TRUE
#undef CLIENT_COLOR_VALUE_INDEX
#undef CLIENT_COLOR_PRIORITY_INDEX
@@ -333,7 +333,7 @@ GLOBAL_LIST_INIT(preference_entries_by_key, init_preference_entries_by_key())
/// Checks if this preference is relevant and thus visible to the passed preferences object.
/datum/preference/proc/has_relevant_feature(datum/preferences/preferences)
if(isnull(relevant_inherent_trait) && isnull(relevant_external_organ) && isnull(relevant_head_flag) && isnull(relevant_body_markings) && isnull(relevant_mutant_bodypart)) // BUBBER EDIT ADDITION - Original: if(isnull(relevant_inherent_trait) && isnull(relevant_external_organ) && isnull(relevant_head_flag) && isnull(relevant_body_markings))
if(isnull(relevant_inherent_trait) && isnull(relevant_external_organ) && isnull(relevant_head_flag) && isnull(relevant_body_markings && isnull(relevant_mutant_bodypart)) // BUBBER EDIT ADDITION
return TRUE
return current_species_has_savekey(preferences)
@@ -0,0 +1,11 @@
/datum/preference/toggle/rds_limit
category = PREFERENCE_CATEGORY_MANUALLY_RENDERED
savefile_key = "rds_limit"
savefile_identifier = PREFERENCE_CHARACTER
default_value = FALSE
/datum/preference/toggle/rds_limit/apply_to_human(mob/living/carbon/human/target, value)
return
/datum/preference/toggle/rds_limit/is_accessible(datum/preferences/preferences)
return ..() && (/datum/quirk/insanity::name in preferences.all_quirks)
+7 -3
View File
@@ -39,25 +39,29 @@
/// Changes layout in some UI's, like Vending, Smartfridge etc. Making it list or grid
/datum/preference/choiced/tgui_layout
category = PREFERENCE_CATEGORY_GAME_PREFERENCES
savefile_key = "tgui_layout"
savefile_identifier = PREFERENCE_PLAYER
/datum/preference/choiced/tgui_layout/init_possible_values()
return list(
TGUI_LAYOUT_DEFAULT,
TGUI_LAYOUT_GRID,
TGUI_LAYOUT_LIST,
)
/datum/preference/choiced/tgui_layout/create_default_value()
return TGUI_LAYOUT_DEFAULT
return TGUI_LAYOUT_LIST
/datum/preference/choiced/tgui_layout/apply_to_client(client/client, value)
for (var/datum/tgui/tgui as anything in client.mob?.tgui_open_uis)
// Force it to reload either way
tgui.update_static_data(client.mob)
/datum/preference/choiced/tgui_layout/smartfridge
savefile_key = "tgui_layout_smartfridge"
/datum/preference/choiced/tgui_layout/create_default_value()
return TGUI_LAYOUT_GRID
/datum/preference/toggle/tgui_lock
category = PREFERENCE_CATEGORY_GAME_PREFERENCES
savefile_key = "tgui_lock"