Decal Painter refactor + merge with tile sprayer + more decals to paint (#91915)

1. Decal painter has been refactored. Decals to paint are now datums.

2. Tile sprayer has been deleted, and merged with the decal painter.

3. A bunch of map decals previously un-paintable are now paintable.

4. Some preset map colors are now available for selection

Including:

- All sidings (Colored, Plating, Wood)
- Missing tile decals (Full tile, checkered tile)
   - And the missing tile decal colors (Dark colors)
- Missing warning decals (Loading area)

![image](https://github.com/user-attachments/assets/dc67f913-1e3e-42a4-8bec-1cf65381b5fb)

1. Makes it drastically easier to add more decals in the future.

2. The split always felt needless to me. I always printed one, ran to my
construction site, opened up the UI - only to realize I printed the
wrong one.

3. Allows for much greater potential while building

4. Makes it easier to match mapped in decals

(This code is commissioned, but I also wanted it, soooo)

🆑 Melbert
refactor: Refactored the decal painter, report any missing decals or
ones that come out weird.
del: Tile sprayer is dead. Its functionality has been merged with the
decal painter.
qol: A bunch of decals have been added to the decal painter. Style to
your heart's content.
/🆑
This commit is contained in:
MrMelbert
2025-07-19 20:29:22 -04:00
committed by Roxy
parent 9992246ac4
commit b5a53845d9
14 changed files with 1008 additions and 577 deletions
@@ -377,7 +377,7 @@
/turf/open/floor/plating/airless,
/area/ruin/space/has_grav/derelictconstruction)
"SK" = (
/obj/item/airlock_painter/decal/tile,
/obj/item/airlock_painter/decal,
/turf/open/floor/iron/airless,
/area/ruin/space/has_grav/derelictconstruction)
"SX" = (
@@ -4586,7 +4586,7 @@
/turf/open/floor/plating,
/area/station/maintenance/starboard/aft)
"bvH" = (
/obj/item/airlock_painter/decal/tile,
/obj/item/airlock_painter/decal,
/obj/item/poster/random_official,
/obj/structure/disposalpipe/segment{
dir = 4
@@ -46546,9 +46546,6 @@
pixel_y = 5
},
/obj/item/airlock_painter/decal,
/obj/item/airlock_painter/decal/tile{
pixel_y = -6
},
/obj/effect/turf_decal/trimline/dark/line,
/obj/machinery/atmospherics/pipe/smart/manifold4w/scrubbers/hidden/layer2,
/turf/open/floor/iron/dark,
+10
View File
@@ -52,3 +52,13 @@
* This is only used explicitly because some interactions may not want to ever be skipped.
*/
#define SHOULD_SKIP_INTERACTION(target, item, user) (HAS_TRAIT(target, TRAIT_COMBAT_MODE_SKIP_INTERACTION) && user.combat_mode)
// Used by the decal painter to get information about the decal being painted
/// Icon state to paint
#define DECAL_INFO_ICON_STATE "icon_state"
/// Color to paint the decal with
#define DECAL_INFO_COLOR "color"
/// Dir of the decal sprite
#define DECAL_INFO_DIR "dir"
/// Alpha of the decal
#define DECAL_INFO_ALPHA "alpha"
+1 -2
View File
@@ -52,8 +52,7 @@ GLOBAL_LIST_INIT(trash_loot, list(//junk: useless, very easy to get, or ghetto c
/obj/item/reagent_containers/cup/glass/drinkingglass = 1,
/obj/item/airlock_painter = 1,
/obj/item/airlock_painter/decal = 1,
/obj/item/airlock_painter/decal/tile = 1,
/obj/item/airlock_painter/decal = 2,
/obj/item/clothing/mask/breath = 1,
/obj/item/rack_parts = 1,
/obj/item/shard = 1,
-501
View File
@@ -1,501 +0,0 @@
/obj/item/airlock_painter
name = "airlock painter"
desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob."
desc_controls = "Alt-Click to remove the ink cartridge."
icon = 'icons/obj/devices/tool.dmi'
icon_state = "paint_sprayer"
inhand_icon_state = "paint_sprayer"
worn_icon_state = "painter"
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5)
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
usesound = 'sound/effects/spray2.ogg'
/// The ink cartridge to pull charges from.
var/obj/item/toner/ink = null
/// The type path to instantiate for the ink cartridge the device initially comes with, eg. /obj/item/toner
var/initial_ink_type = /obj/item/toner
/// Associate list of all paint jobs the airlock painter can apply. The key is the name of the airlock the user will see. The value is the type path of the airlock
var/list/available_paint_jobs = list(
"Public" = /obj/machinery/door/airlock/public,
"Engineering" = /obj/machinery/door/airlock/engineering,
"Atmospherics" = /obj/machinery/door/airlock/atmos,
"Security" = /obj/machinery/door/airlock/security,
"Command" = /obj/machinery/door/airlock/command,
"Medical" = /obj/machinery/door/airlock/medical,
"Virology" = /obj/machinery/door/airlock/virology,
"Research" = /obj/machinery/door/airlock/research,
"Hydroponics" = /obj/machinery/door/airlock/hydroponics,
"Freezer" = /obj/machinery/door/airlock/freezer,
"Science" = /obj/machinery/door/airlock/science,
"Mining" = /obj/machinery/door/airlock/mining,
"Maintenance" = /obj/machinery/door/airlock/maintenance,
"External" = /obj/machinery/door/airlock/external,
"External Maintenance"= /obj/machinery/door/airlock/maintenance/external,
"Standard" = /obj/machinery/door/airlock
)
/obj/item/airlock_painter/Initialize(mapload)
. = ..()
ink = new initial_ink_type(src)
/obj/item/airlock_painter/Destroy(force)
QDEL_NULL(ink)
return ..()
//This proc doesn't just check if the painter can be used, but also uses it.
//Only call this if you are certain that the painter will be used right after this check!
/obj/item/airlock_painter/proc/use_paint(mob/user)
if(can_use(user))
ink.charges--
playsound(src.loc, 'sound/effects/spray2.ogg', 50, TRUE)
return TRUE
else
return FALSE
//This proc only checks if the painter can be used.
//Call this if you don't want the painter to be used right after this check, for example
//because you're expecting user input.
/obj/item/airlock_painter/proc/can_use(mob/user)
if(!ink)
balloon_alert(user, "no cartridge!")
return FALSE
else if(ink.charges < 1)
balloon_alert(user, "out of ink!")
return FALSE
else
return TRUE
/obj/item/airlock_painter/suicide_act(mob/living/user)
var/obj/item/organ/lungs/L = user.get_organ_slot(ORGAN_SLOT_LUNGS)
if(can_use(user) && L)
user.visible_message(span_suicide("[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
use(user)
// Once you've inhaled the toner, you throw up your lungs
// and then die.
// Find out if there is an open turf in front of us,
// and if not, pick the turf we are standing on.
var/turf/T = get_step(get_turf(src), user.dir)
if(!isopenturf(T))
T = get_turf(src)
// they managed to lose their lungs between then and
// now. Good job.
if(!L)
return OXYLOSS
L.Remove(user)
// make some colorful reagent, and apply it to the lungs
L.create_reagents(10)
L.reagents.add_reagent(/datum/reagent/colorful_reagent, 10)
L.reagents.expose(L, TOUCH, 1)
// TODO maybe add some colorful vomit?
user.visible_message(span_suicide("[user] vomits out [user.p_their()] [L]!"))
playsound(user.loc, 'sound/effects/splat.ogg', 50, TRUE)
L.forceMove(T)
return (TOXLOSS|OXYLOSS)
else if(can_use(user) && !L)
user.visible_message(span_suicide("[user] is spraying toner on [user.p_them()]self from [src]! It looks like [user.p_theyre()] trying to commit suicide."))
user.reagents.add_reagent(/datum/reagent/colorful_reagent, 1)
user.reagents.expose(user, TOUCH, 1)
return TOXLOSS
else
user.visible_message(span_suicide("[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner."))
return SHAME
/obj/item/airlock_painter/examine(mob/user)
. = ..()
if(!ink)
. += span_notice("It doesn't have a toner cartridge installed.")
return
var/ink_level = "high"
if(ink.charges < 1)
ink_level = "empty"
else if((ink.charges/ink.max_charges) <= 0.25) //25%
ink_level = "low"
else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit)
ink_level = "dangerously high"
. += span_notice("Its ink levels look [ink_level].")
/obj/item/airlock_painter/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
if(istype(W, /obj/item/toner))
if(ink)
to_chat(user, span_warning("[src] already contains \a [ink]!"))
return
if(!user.transferItemToLoc(W, src))
return
to_chat(user, span_notice("You install [W] into [src]."))
ink = W
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
else
return ..()
/obj/item/airlock_painter/click_alt(mob/user)
if(!ink)
return CLICK_ACTION_BLOCKING
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
ink.forceMove(user.drop_location())
user.put_in_hands(ink)
to_chat(user, span_notice("You remove [ink] from [src]."))
ink = null
return CLICK_ACTION_SUCCESS
/obj/item/airlock_painter/decal
name = "decal painter"
desc = "An airlock painter, reprogrammed to use a different style of paint in order to apply decals for floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed."
desc_controls = "Alt-Click to remove the ink cartridge."
icon = 'icons/obj/devices/tool.dmi'
icon_state = "decal_sprayer"
inhand_icon_state = "decal_sprayer"
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5)
initial_ink_type = /obj/item/toner/large
/// The current direction of the decal being printed
var/stored_dir = 2
/// The current color of the decal being printed.
var/stored_color = "yellow"
/// The current base icon state of the decal being printed.
var/stored_decal = "warningline"
/// The full icon state of the decal being printed.
var/stored_decal_total = "warningline"
/// The type path of the spritesheet being used for the frontend.
var/spritesheet_type = /datum/asset/spritesheet_batched/decals // spritesheet containing previews
/// Does this printer implementation support custom colors?
var/supports_custom_color = FALSE
/// Current custom color
var/stored_custom_color
/// List of color options as list(user-friendly label, color value to return)
var/color_list = list(
list("Yellow", "yellow"),
list("Red", "red"),
list("White", "white"),
)
/// List of direction options as list(user-friendly label, dir value to return)
var/dir_list = list(
list("North", NORTH),
list("South", SOUTH),
list("East", EAST),
list("West", WEST),
)
/// List of decal options as list(user-friendly label, icon state base value to return)
var/decal_list = list(
list("Warning Line", "warningline"),
list("Warning Line Corner", "warninglinecorner"),
list("Caution Label", "caution"),
list("Directional Arrows", "arrows"),
list("Stand Clear Label", "stand_clear"),
list("Bot", "bot"),
list("Box", "box"),
list("Box Corner", "box_corners"),
list("Delivery Marker", "delivery"),
list("Warning Box", "warn_full"),
)
// These decals only have a south sprite.
var/nondirectional_decals = list(
"bot",
"box",
"delivery",
"warn_full",
)
/obj/item/airlock_painter/decal/Initialize(mapload)
. = ..()
stored_custom_color = stored_color
/obj/item/airlock_painter/decal/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(isfloorturf(interacting_with) && use_paint(user))
paint_floor(interacting_with)
return ITEM_INTERACT_SUCCESS
return NONE
/**
* Actually add current decal to the floor.
*
* Responsible for actually adding the element to the turf for maximum flexibility.area
* Can be overridden for different decal behaviors.
* Arguments:
* * target - The turf being painted to
*/
/obj/item/airlock_painter/decal/proc/paint_floor(turf/open/floor/target)
target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, stored_dir, null, null, alpha, color, null, FALSE, null)
/**
* Return the final icon_state for the given decal options
*
* Arguments:
* * decal - the selected decal base icon state
* * color - the selected color
* * dir - the selected dir
*/
/obj/item/airlock_painter/decal/proc/get_decal_path(decal, color, dir)
// Special case due to icon_state names
if(color == "yellow")
color = ""
return "[decal][color ? "_" : ""][color]"
/obj/item/airlock_painter/decal/proc/update_decal_path()
stored_decal_total = get_decal_path(stored_decal, stored_color, stored_dir)
/obj/item/airlock_painter/decal/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "DecalPainter", name)
ui.open()
/obj/item/airlock_painter/decal/ui_assets(mob/user)
. = ..()
. += get_asset_datum(spritesheet_type)
/obj/item/airlock_painter/decal/ui_static_data(mob/user)
. = ..()
var/datum/asset/spritesheet_batched/icon_assets = get_asset_datum(spritesheet_type)
.["icon_prefix"] = "[icon_assets.name]32x32"
.["supports_custom_color"] = supports_custom_color
.["decal_list"] = list()
.["color_list"] = list()
.["dir_list"] = list()
.["nondirectional_decals"] = nondirectional_decals
for(var/decal in decal_list)
.["decal_list"] += list(list(
"name" = decal[1],
"decal" = decal[2],
))
for(var/color in color_list)
.["color_list"] += list(list(
"name" = color[1],
"color" = color[2],
))
for(var/dir in dir_list)
.["dir_list"] += list(list(
"name" = dir[1],
"dir" = dir[2],
))
/obj/item/airlock_painter/decal/ui_data(mob/user)
. = ..()
.["current_decal"] = stored_decal
.["current_color"] = stored_color
.["current_dir"] = stored_dir
.["current_custom_color"] = stored_custom_color
/obj/item/airlock_painter/decal/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
//Lists of decals and designs
if("select decal")
. = TRUE
for(var/decal_set in decal_list)
if(decal_set[2] == params["decal"])
stored_decal = params["decal"]
break
for(var/dir_set in dir_list)
if(dir_set[2] == text2num(params["dir"]))
stored_dir = text2num(params["dir"])
break
if("select color")
. = TRUE
stored_color = params["color"]
if("pick custom color")
if(supports_custom_color)
pick_painting_tool_color(usr, stored_custom_color)
update_decal_path()
. = TRUE
/obj/item/airlock_painter/decal/set_painting_tool_color(chosen_color)
. = ..()
stored_custom_color = chosen_color
stored_color = chosen_color
/datum/asset/spritesheet_batched/decals
name = "floor_decals"
ignore_dir_errors = TRUE
/// The floor icon used for previews
var/preview_floor_icon = 'icons/turf/floors.dmi'
/// The floor icon state used for previews
var/preview_floor_state = "floor"
/// The associated decal painter type to grab decals, colors, etc from.
var/obj/item/airlock_painter/decal/painter_type = /obj/item/airlock_painter/decal
/**
* Insert a specific state into the spritesheet.
*
* Arguments:
* * decal - the given decal base state.
* * dir - the given direction.
* * color - the given color.
*/
/datum/asset/spritesheet_batched/decals/proc/insert_state(decal, dir, color)
// Special case due to icon_state names
var/icon_state_color = color == "yellow" ? "" : color
var/datum/universal_icon/floor = uni_icon(preview_floor_icon, preview_floor_state)
floor.blend_icon(uni_icon('icons/turf/decals.dmi', "[decal][icon_state_color ? "_" : ""][icon_state_color]", dir), ICON_OVERLAY)
insert_icon("[decal]_[dir]_[color]", floor)
/datum/asset/spritesheet_batched/decals/create_spritesheets()
// Must actually create because initial(type) doesn't work for /lists for some reason.
var/obj/item/airlock_painter/decal/painter = new painter_type()
for(var/list/decal in painter.decal_list)
for(var/list/dir in painter.dir_list)
for(var/list/color in painter.color_list)
insert_state(decal[2], dir[2], color[2])
if(painter.supports_custom_color)
insert_state(decal[2], dir[2], "custom")
qdel(painter)
/obj/item/airlock_painter/decal/debug
name = "extreme decal painter"
icon_state = "decal_sprayer_ex"
initial_ink_type = /obj/item/toner/extreme
/obj/item/airlock_painter/decal/tile
name = "tile sprayer"
desc = "An airlock painter, reprogrammed to use a different style of paint in order to spray colors on floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed."
desc_controls = "Alt-Click to remove the ink cartridge."
icon_state = "tile_sprayer"
stored_dir = 2
stored_color = "#D4D4D432"
stored_decal = "tile_corner"
spritesheet_type = /datum/asset/spritesheet_batched/decals/tiles
supports_custom_color = TRUE
// Colors can have a an alpha component as RGBA, or just be RGB and use default alpha
color_list = list(
list("Neutral", "#D4D4D432"),
list("Dark", "#0e0f0f"),
list("Bar Burgundy", "#79150082"),
list("Sec Blue", "#486091"), // SKYRAT EDIT CHANGE
list("Sec Red", "#DE3A3A"),
list("Cargo Brown", "#A46106"),
list("Engi Yellow", "#EFB341"),
list("Service Green", "#9FED58"),
list("Med Blue", "#52B4E9"),
list("R&D Purple", "#D381C9"),
)
decal_list = list(
//Primary Category
list("4 Corners", "tile_fourcorners"),
list("Corner", "tile_corner"),
list("Half", "tile_half_contrasted"),
list("Opposing Corners", "tile_opposing_corners"),
list("3 Corners", "tile_anticorner_contrasted"),
//Trimlines Category
list("Trimline Filled Box", "trimline_box_fill"),
list("Trimline Filled Corner", "trimline_corner_fill"),
list("Trimline Filled", "trimline_fill"),
list("Trimline Filled L ", "trimline_fill__8"), // This is a hack that lives in the spritesheet builder and paint_floor
list("Trimline Filled End", "trimline_end_fill"),
list("Trimline Box", "trimline_box"),
list("Trimline Corner", "trimline_corner"),
list("Trimline", "trimline"),
list("Trimline L ", "trimline__8"),
list("Trimline End", "trimline_end"),
//A few misc decals to break up the UI a touch
list("Diagonal Centre", "diagonal_centre"),
list("Diagonal Edge", "diagonal_edge"),
list("Full Tile", "tile_full"),
list("Full Half", "tile_half"),
list("Full Anticorner", "tile_anticorner"),
//Decorative Trimlines Category
list("Trimline Connector L", "trimline_shrink_cw"),
list("Trimline Connector R", "trimline_shrink_ccw"),
list("Trimline Arrow L Filled", "trimline_arrow_cw_fill"),
list("Trimline Arrow R Filled", "trimline_arrow_ccw_fill"),
list("Trimline Warn Filled", "trimline_warn_fill"),
list("Trimline Warn Filled L", "trimline_warn_fill__8"),
list("Trimline Warn", "trimline_warn"),
list("Trimline Warn L", "trimline_warn__8"),
list("Trimline Arrow L", "trimline_arrow_cw"),
list("Trimline Arrow R", "trimline_arrow_ccw"),
)
nondirectional_decals = list(
"tile_fourcorners",
"trimline_box_fill",
"trimline_box",
"diagonal_centre",
"diagonal_edge",
"tile_full",
)
/// Regex to split alpha out.
var/static/regex/rgba_regex = new(@"(#[0-9a-fA-F]{6})([0-9a-fA-F]{2})")
/// Default alpha for /obj/effect/turf_decal/tile
var/default_alpha = 110
/obj/item/airlock_painter/decal/tile/paint_floor(turf/open/floor/target)
// Account for 8-sided decals.
var/source_decal = stored_decal
var/source_dir = stored_dir
if(copytext(stored_decal, -3) == "__8")
source_decal = splicetext(stored_decal, -3, 0, "")
source_dir = turn(stored_dir, 45)
var/decal_color = stored_color
var/decal_alpha = default_alpha
// Handle the RGBA case.
if(rgba_regex.Find(decal_color))
decal_color = rgba_regex.group[1]
decal_alpha = text2num(rgba_regex.group[2], 16)
target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', source_decal, source_dir, null, null, decal_alpha, decal_color, null, FALSE, null)
/datum/asset/spritesheet_batched/decals/tiles
name = "floor_tile_decals"
ignore_dir_errors = TRUE
painter_type = /obj/item/airlock_painter/decal/tile
/datum/asset/spritesheet_batched/decals/tiles/insert_state(decal, dir, color)
// Account for 8-sided decals.
var/source_decal = decal
var/source_dir = dir
if(copytext(decal, -3) == "__8")
source_decal = splicetext(decal, -3, 0, "")
source_dir = turn(dir, 45)
// Handle the RGBA case.
var/obj/item/airlock_painter/decal/tile/tile_type = painter_type
var/render_color = color
var/render_alpha = initial(tile_type.default_alpha)
if(tile_type.rgba_regex.Find(color))
render_color = tile_type.rgba_regex.group[1]
render_alpha = text2num(tile_type.rgba_regex.group[2], 16)
var/datum/universal_icon/colored_icon = uni_icon('icons/turf/decals.dmi', source_decal, dir=source_dir)
colored_icon.change_opacity(render_alpha / 255)
if(color == "custom")
// Do a fun rainbow pattern to stand out while still being static.
colored_icon.blend_icon(uni_icon('icons/effects/random_spawners.dmi', "rainbow"), ICON_MULTIPLY)
else
colored_icon.blend_color(render_color, ICON_MULTIPLY)
var/datum/universal_icon/floor = uni_icon(preview_floor_icon, preview_floor_state)
floor.blend_icon(colored_icon, ICON_OVERLAY)
insert_icon("[decal]_[dir]_[replacetext(color, "#", "")]", floor)
@@ -0,0 +1,156 @@
/obj/item/airlock_painter
name = "airlock painter"
desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob."
desc_controls = "Alt-Click to remove the ink cartridge."
icon = 'icons/obj/devices/tool.dmi'
icon_state = "paint_sprayer"
inhand_icon_state = "paint_sprayer"
worn_icon_state = "painter"
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5)
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
usesound = 'sound/effects/spray2.ogg'
/// The ink cartridge to pull charges from.
var/obj/item/toner/ink = null
/// The type path to instantiate for the ink cartridge the device initially comes with, eg. /obj/item/toner
var/initial_ink_type = /obj/item/toner
/// Associate list of all paint jobs the airlock painter can apply. The key is the name of the airlock the user will see. The value is the type path of the airlock
var/list/available_paint_jobs = list(
"Public" = /obj/machinery/door/airlock/public,
"Engineering" = /obj/machinery/door/airlock/engineering,
"Atmospherics" = /obj/machinery/door/airlock/atmos,
"Security" = /obj/machinery/door/airlock/security,
"Command" = /obj/machinery/door/airlock/command,
"Medical" = /obj/machinery/door/airlock/medical,
"Virology" = /obj/machinery/door/airlock/virology,
"Research" = /obj/machinery/door/airlock/research,
"Hydroponics" = /obj/machinery/door/airlock/hydroponics,
"Freezer" = /obj/machinery/door/airlock/freezer,
"Science" = /obj/machinery/door/airlock/science,
"Mining" = /obj/machinery/door/airlock/mining,
"Maintenance" = /obj/machinery/door/airlock/maintenance,
"External" = /obj/machinery/door/airlock/external,
"External Maintenance"= /obj/machinery/door/airlock/maintenance/external,
"Standard" = /obj/machinery/door/airlock
)
/obj/item/airlock_painter/Initialize(mapload)
. = ..()
ink = new initial_ink_type(src)
/obj/item/airlock_painter/Destroy(force)
QDEL_NULL(ink)
return ..()
//This proc doesn't just check if the painter can be used, but also uses it.
//Only call this if you are certain that the painter will be used right after this check!
/obj/item/airlock_painter/proc/use_paint(mob/user)
if(can_use(user))
ink.charges--
playsound(src.loc, 'sound/effects/spray2.ogg', 50, TRUE)
return TRUE
else
return FALSE
//This proc only checks if the painter can be used.
//Call this if you don't want the painter to be used right after this check, for example
//because you're expecting user input.
/obj/item/airlock_painter/proc/can_use(mob/user)
if(!ink)
balloon_alert(user, "no cartridge!")
return FALSE
else if(ink.charges < 1)
balloon_alert(user, "out of ink!")
return FALSE
else
return TRUE
/obj/item/airlock_painter/suicide_act(mob/living/user)
var/obj/item/organ/lungs/L = user.get_organ_slot(ORGAN_SLOT_LUNGS)
if(can_use(user) && L)
user.visible_message(span_suicide("[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
use(user)
// Once you've inhaled the toner, you throw up your lungs
// and then die.
// Find out if there is an open turf in front of us,
// and if not, pick the turf we are standing on.
var/turf/T = get_step(get_turf(src), user.dir)
if(!isopenturf(T))
T = get_turf(src)
// they managed to lose their lungs between then and
// now. Good job.
if(!L)
return OXYLOSS
L.Remove(user)
// make some colorful reagent, and apply it to the lungs
L.create_reagents(10)
L.reagents.add_reagent(/datum/reagent/colorful_reagent, 10)
L.reagents.expose(L, TOUCH, 1)
// TODO maybe add some colorful vomit?
user.visible_message(span_suicide("[user] vomits out [user.p_their()] [L]!"))
playsound(user.loc, 'sound/effects/splat.ogg', 50, TRUE)
L.forceMove(T)
return (TOXLOSS|OXYLOSS)
else if(can_use(user) && !L)
user.visible_message(span_suicide("[user] is spraying toner on [user.p_them()]self from [src]! It looks like [user.p_theyre()] trying to commit suicide."))
user.reagents.add_reagent(/datum/reagent/colorful_reagent, 1)
user.reagents.expose(user, TOUCH, 1)
return TOXLOSS
else
user.visible_message(span_suicide("[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner."))
return SHAME
/obj/item/airlock_painter/examine(mob/user)
. = ..()
if(!ink)
. += span_notice("It doesn't have a toner cartridge installed.")
return
var/ink_level = "high"
if(ink.charges < 1)
ink_level = "empty"
else if((ink.charges/ink.max_charges) <= 0.25) //25%
ink_level = "low"
else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit)
ink_level = "dangerously high"
. += span_notice("Its ink levels look [ink_level].")
/obj/item/airlock_painter/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
if(istype(W, /obj/item/toner))
if(ink)
to_chat(user, span_warning("[src] already contains \a [ink]!"))
return
if(!user.transferItemToLoc(W, src))
return
to_chat(user, span_notice("You install [W] into [src]."))
ink = W
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
else
return ..()
/obj/item/airlock_painter/click_alt(mob/user)
if(!ink)
return CLICK_ACTION_BLOCKING
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
ink.forceMove(user.drop_location())
user.put_in_hands(ink)
to_chat(user, span_notice("You remove [ink] from [src]."))
ink = null
return CLICK_ACTION_SUCCESS
@@ -0,0 +1,143 @@
/obj/item/airlock_painter/decal
name = "decal painter"
desc = "An airlock painter, reprogrammed to use a different style of paint in order to apply decals for floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed."
desc_controls = "Alt-Click to remove the ink cartridge."
icon = 'icons/obj/devices/tool.dmi'
icon_state = "decal_sprayer"
inhand_icon_state = "decal_sprayer"
custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.5)
initial_ink_type = /obj/item/toner/large
/// The current direction of the decal being printed
VAR_PRIVATE/selected_dir = SOUTH
/// The current color of the decal being printed.
VAR_PRIVATE/selected_color = "yellow"
/// The current base icon state of the decal being printed.
VAR_PRIVATE/selected_decal_icon_state = "warningline"
/// Current custom color
VAR_PRIVATE/selected_custom_color
/// Current active decal category. Reference to a global singleton
VAR_PRIVATE/datum/paintable_decal_category/current_category
/obj/item/airlock_painter/decal/Initialize(mapload)
. = ..()
set_category(GLOB.paintable_decals[1])
/obj/item/airlock_painter/decal/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(isfloorturf(interacting_with) && use_paint(user))
paint_floor(interacting_with)
return ITEM_INTERACT_SUCCESS
return NONE
/**
* Actually add current decal to the floor.
*
* Responsible for actually adding the element to the turf for maximum flexibility.area
* Can be overridden for different decal behaviors.
* Arguments:
* * target - The turf being painted to
*/
/obj/item/airlock_painter/decal/proc/paint_floor(turf/open/floor/target)
var/list/decal_data = current_category.get_decal_info(
state = selected_decal_icon_state,
color = selected_color,
dir = selected_dir,
)
target.AddElement( \
/datum/element/decal, \
_icon = 'icons/turf/decals.dmi', \
_icon_state = decal_data[DECAL_INFO_ICON_STATE], \
_dir = decal_data[DECAL_INFO_DIR], \
_alpha = decal_data[DECAL_INFO_ALPHA], \
_color = decal_data[DECAL_INFO_COLOR], \
_cleanable = FALSE, \
)
/obj/item/airlock_painter/decal/proc/set_category(datum/paintable_decal_category/category)
current_category = category
selected_color = category.possible_colors?[category.possible_colors[1]]
selected_decal_icon_state = category.get_ui_data()["decal_list"][1]["icon_state"]
return TRUE
/obj/item/airlock_painter/decal/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "DecalPainter", name)
ui.open()
/obj/item/airlock_painter/decal/ui_assets(mob/user)
. = ..()
. += get_asset_datum(/datum/asset/spritesheet_batched/decals)
/obj/item/airlock_painter/decal/ui_static_data(mob/user)
var/list/data = list()
data["categories"] = list()
for(var/datum/paintable_decal_category/category as anything in GLOB.paintable_decals)
var/list/category_data = category.get_ui_data()
data["categories"] += list(list(
"category" = category.category,
"decal_list" = category_data["decal_list"],
"color_list" = category_data["color_list"],
"dir_list" = category_data["dir_list"],
))
var/datum/asset/spritesheet_batched/icon_assets = get_asset_datum(/datum/asset/spritesheet_batched/decals)
data["icon_prefix"] = "[icon_assets.name]32x32"
return data
/obj/item/airlock_painter/decal/ui_data(mob/user)
var/list/data = list()
data["current_decal"] = selected_decal_icon_state
data["current_color"] = selected_color
data["current_dir"] = selected_dir
data["current_custom_color"] = selected_custom_color
data["active_category"] = current_category.category
return data
/obj/item/airlock_painter/decal/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("select_category")
var/new_category = params["category"]
for(var/datum/paintable_decal_category/category as anything in GLOB.paintable_decals)
if(category.category != new_category)
continue
set_category(category)
return TRUE
if("select_decal")
var/new_state = params["decal"]
var/new_dir = text2num(params["dir"])
if(current_category.is_state_valid(new_state))
selected_decal_icon_state = new_state
if(current_category.is_dir_valid(new_dir))
selected_dir = new_dir
return TRUE
if("select_color")
var/new_color = params["color"]
if(current_category.is_color_valid(new_color))
selected_color = new_color
return TRUE
if("pick_custom_color")
if("Custom" in current_category.possible_colors)
pick_painting_tool_color(usr, selected_custom_color)
return TRUE
/obj/item/airlock_painter/decal/set_painting_tool_color(chosen_color)
. = ..()
selected_custom_color = chosen_color
selected_color = chosen_color
/obj/item/airlock_painter/decal/debug
name = "extreme decal painter"
icon_state = "decal_sprayer_ex"
initial_ink_type = /obj/item/toner/extreme
@@ -0,0 +1,605 @@
/**
* ## Paintable Decal Category
*
* Holds a bunch of information the decal painter uses to determine what it can and can't paint, and how to paint it.
*/
/datum/paintable_decal_category
/// Human readable category name
var/category = "Generic"
/// The type of paintable decal this category contains - should be a subtype of /datum/paintable_decal
var/paintable_decal_type
/// Color options for this category - formatted as readable label - color value
var/list/possible_colors
/// Direction options for this category - formatted as readable label - dir value to return
var/list/dir_list = list(
"North" = NORTH,
"South" = SOUTH,
"East" = EAST,
"West" = WEST,
)
/// Alpha for decals painted from this category (assuming no custom color is used)
var/default_alpha = 255
/// Icon used for previews
var/preview_floor_icon = 'icons/turf/floors.dmi'
/// Icon state used for previews
var/preview_floor_state = "floor"
/// Caches UI data to avoid regenerating it every time. It doesn't change anyways
VAR_PRIVATE/list/cached_category_data
/// Returns a key for the spritesheet icon, used to avoid duplicates
/datum/paintable_decal_category/proc/spritesheet_key(dir, state, color)
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
return "[state]_[dir]_[replacetext(color, "#", "")]"
/// Returns a list of preview icons for every single variety of every decal in this category for use in a spritesheet
/datum/paintable_decal_category/proc/generate_all_spritesheet_icons()
SHOULD_NOT_OVERRIDE(TRUE)
. = list()
for(var/datum/paintable_decal/decal_type as anything in subtypesof(paintable_decal_type))
var/state = decal_type::icon_state
if(!state)
continue
if(decal_type::directional)
for(var/dirname in dir_list)
. += generate_independent_decal_spritesheet_icons(dir_list[dirname], state)
else
. += generate_independent_decal_spritesheet_icons(SOUTH, state)
/// Returns a list of preview icon for a specific decal state and direction
/datum/paintable_decal_category/proc/generate_independent_decal_spritesheet_icons(dir, state)
SHOULD_NOT_OVERRIDE(TRUE)
PRIVATE_PROC(TRUE)
. = list()
for(var/colorname in possible_colors)
.[spritesheet_key(dir, state, possible_colors[colorname])] = generate_colored_decal_spritesheet_icon(state, dir, possible_colors[colorname])
/// Actually generates the preview icon for a specific decal state, direction, and color
/datum/paintable_decal_category/proc/generate_colored_decal_spritesheet_icon(state, dir, color)
PROTECTED_PROC(TRUE)
var/list/decal_data = get_decal_info(state, color, dir)
var/datum/universal_icon/colored_decal = uni_icon('icons/turf/decals.dmi', decal_data[DECAL_INFO_ICON_STATE], dir = decal_data[DECAL_INFO_DIR])
colored_decal.change_opacity(decal_data[DECAL_INFO_ALPHA] / 255)
if(color == "custom")
// Do a fun rainbow pattern to stand out while still being static.
colored_decal.blend_icon(uni_icon('icons/effects/random_spawners.dmi', "rainbow"), ICON_MULTIPLY)
else if(decal_data[DECAL_INFO_COLOR])
colored_decal.blend_color(decal_data[DECAL_INFO_COLOR], ICON_MULTIPLY)
var/datum/universal_icon/floor = uni_icon(preview_floor_icon, preview_floor_state)
floor.blend_icon(colored_decal, ICON_OVERLAY)
return floor
/// Constructs and returns this category's UI data
/datum/paintable_decal_category/proc/get_ui_data() as /list
SHOULD_NOT_OVERRIDE(TRUE)
if(cached_category_data)
return cached_category_data.Copy()
cached_category_data = list()
cached_category_data["decal_list"] = list()
cached_category_data["color_list"] = list()
cached_category_data["dir_list"] = list()
for(var/datum/paintable_decal/decal_type as anything in subtypesof(paintable_decal_type))
var/name = decal_type::name
var/state = decal_type::icon_state
if(!name || !state)
continue
cached_category_data["decal_list"] += list(list(
"name" = name,
"icon_state" = state,
"directional" = decal_type::directional,
))
for(var/color in possible_colors)
cached_category_data["color_list"] += list(list(
"name" = color,
"color" = possible_colors[color],
))
for(var/dirname in dir_list)
cached_category_data["dir_list"] += list(list(
"name" = dirname,
"dir" = dir_list[dirname],
))
return cached_category_data.Copy()
/// Checks if the passed icon state is one of this category's decals
/datum/paintable_decal_category/proc/is_state_valid(state)
SHOULD_NOT_OVERRIDE(TRUE)
// Ui data has all icon states so let's just piggyback off of that
for(var/list/decal_data as anything in get_ui_data()["decal_list"])
if(decal_data["icon_state"] == state)
return TRUE
return FALSE
/// Checks if the passed direction is one of this category's directions
/datum/paintable_decal_category/proc/is_dir_valid(dir)
SHOULD_NOT_OVERRIDE(TRUE)
for(var/dirname in dir_list)
if(dir_list[dirname] == dir)
return TRUE
return FALSE
/// Checks if the passed color is one of this category's colors
/datum/paintable_decal_category/proc/is_color_valid(color)
SHOULD_NOT_OVERRIDE(TRUE)
for(var/colorname in possible_colors)
if(possible_colors[colorname] == color)
return TRUE
return FALSE
/**
* Used by the decal painter to modify the state of the decal based on the... state.
*/
/datum/paintable_decal_category/proc/get_decal_info(state, color, dir)
// Special case for 8-dir sprites. Rather than add support for both 4-dir and 8-dir,
// 8-dir are affixed with "__8" at the end of the icon state. Then we handle it in this proc.
if(copytext(state, -3) == "__8")
state = splicetext(state, -3, 0, "")
dir = turn(dir, 45)
var/static/regex/rgba_regex = new(@"(#[0-9a-fA-F]{6})([0-9a-fA-F]{2})")
var/alpha = default_alpha
// Special case for RGBA colors
if(rgba_regex.Find(color))
color = rgba_regex.group[1]
alpha = text2num(rgba_regex.group[2], 16)
return list(
"[DECAL_INFO_ICON_STATE]" = state,
"[DECAL_INFO_DIR]" = dir,
"[DECAL_INFO_COLOR]" = color,
"[DECAL_INFO_ALPHA]" = alpha,
)
// Basic tile decals
/datum/paintable_decal_category/tile
paintable_decal_type = /datum/paintable_decal/tile
category = "Tiles"
default_alpha = /obj/effect/turf_decal/tile::alpha
possible_colors = list(
"Neutral" = /obj/effect/turf_decal/tile/neutral::color,
"White" = "#FFFFFF",
"Dark" = /obj/effect/turf_decal/tile/dark::color,
"Bar Burgundy" = /obj/effect/turf_decal/tile/bar::color,
"Cargo Brown" = /obj/effect/turf_decal/tile/brown::color,
"Dark Blue" = /obj/effect/turf_decal/tile/dark_blue::color,
"Dark Green" = /obj/effect/turf_decal/tile/dark_green::color,
"Dark Red" = /obj/effect/turf_decal/tile/dark_red::color,
"Engi Yellow" = /obj/effect/turf_decal/tile/yellow::color,
"Med Blue" = /obj/effect/turf_decal/tile/blue::color,
"R&D Purple" = /obj/effect/turf_decal/tile/purple::color,
"Sec Blue" = "#486091", // BUBBER EDIT CHANGE
"Sec Red" = /obj/effect/turf_decal/tile/red::color,
"Service Green" = /obj/effect/turf_decal/tile/green::color,
"Custom" = "custom",
)
// Tile trimlines
/datum/paintable_decal_category/tile/trimline
category = "Trimlines"
paintable_decal_type = /datum/paintable_decal/trimline
// Generic warning stripes
/datum/paintable_decal_category/warning
paintable_decal_type = /datum/paintable_decal/warning
category = "Warning Stripes"
possible_colors = list(
"Yellow" = "yellow",
"Red" = "red",
"White" = "white",
)
/datum/paintable_decal_category/warning/generate_colored_decal_spritesheet_icon(state, dir, color)
var/list/decal_data = get_decal_info(state, color, dir)
var/datum/universal_icon/floor = uni_icon(preview_floor_icon, preview_floor_state)
var/datum/universal_icon/decal = uni_icon('icons/turf/decals.dmi', decal_data[DECAL_INFO_ICON_STATE], dir = decal_data[DECAL_INFO_DIR])
floor.blend_icon(decal, ICON_OVERLAY)
return floor
/datum/paintable_decal_category/warning/get_decal_info(state, color, dir)
// Special case. Default warning stripes are yellow, so don't append anything if passed yellow
if(color == "yellow")
color = ""
return list(
"[DECAL_INFO_ICON_STATE]" = "[state][color ? "_" : ""][color]",
"[DECAL_INFO_DIR]" = dir,
"[DECAL_INFO_COLOR]" = color,
"[DECAL_INFO_ALPHA]" = default_alpha,
)
// Plain colored siding
/datum/paintable_decal_category/siding
paintable_decal_type = /datum/paintable_decal/colored_siding
category = "Colored Sidings"
possible_colors = list(
"Dim White" = /obj/effect/turf_decal/siding/white::color,
"White" = "#FFFFFF",
"Black" = /obj/effect/turf_decal/siding/dark::color,
"Cargo Brown" = /obj/effect/turf_decal/siding/brown::color,
"Dark Blue" = /obj/effect/turf_decal/siding/dark_blue::color,
"Dark Green" = /obj/effect/turf_decal/siding/dark_green::color,
"Dark Red" = /obj/effect/turf_decal/siding/dark_red::color,
"Engi Yellow" = /obj/effect/turf_decal/siding/yellow::color,
"Med Blue" = /obj/effect/turf_decal/siding/blue::color,
"R&D Purple" = /obj/effect/turf_decal/siding/purple::color,
"Sec Blue" = "#486091", // BUBBER EDIT CHANGE
"Sec Red" = /obj/effect/turf_decal/siding/red::color,
"Service Green" = /obj/effect/turf_decal/siding/green::color,
"Custom" = "custom",
)
// Sidings which are not colored / have a specific pattern, texture, etc
/datum/paintable_decal_category/normal_siding
paintable_decal_type = /datum/paintable_decal/siding
category = "Normal Sidings"
possible_colors = list(
"Default" = /obj/effect/turf_decal/siding/wood::color,
)
// Plating sidings and all color variations
/datum/paintable_decal_category/plating
paintable_decal_type = /datum/paintable_decal/plating
category = "Plating Sidings"
possible_colors = list(
"Default" = "#949494",
"White" = "#FFFFFF",
"Terracotta" = "#b84221",
"Dark" = "#36373a",
"Light" = "#e2e2e2",
)
/// Global list of all paintable decal categories singletons
GLOBAL_LIST_INIT(paintable_decals, init_subtypes(/datum/paintable_decal_category))
// Spritesheet used by the decal painter
/datum/asset/spritesheet_batched/decals
name = "paintable_decals"
ignore_dir_errors = TRUE
/datum/asset/spritesheet_batched/decals/create_spritesheets()
for(var/datum/paintable_decal_category/category as anything in GLOB.paintable_decals)
var/list/generated_icons = category.generate_all_spritesheet_icons()
for(var/sprite_key in generated_icons)
insert_icon(sprite_key, generated_icons[sprite_key])
/**
* ## Paintable Decal
*
* Basically just holds a bunch of info pertaining to each decal for the decal painter to use.
*/
/datum/paintable_decal
/// Human readable name of the decal
var/name
/// Icon state of the decal in decals.dmi
var/icon_state
/// If TRUE, the decal's sprite changes depending on its dir
var/directional = TRUE
// Basic tile decals
/datum/paintable_decal/tile
/datum/paintable_decal/tile/four_corners
name = "4 Corners"
icon_state = "tile_fourcorners"
directional = FALSE
/datum/paintable_decal/tile/full
name = "Full Tile"
icon_state = "tile_full"
directional = FALSE
/datum/paintable_decal/tile/corner
name = "Corner"
icon_state = "tile_corner"
/datum/paintable_decal/tile/half
name = "Half"
icon_state = "tile_half_contrasted"
/datum/paintable_decal/tile/half_full
name = "Full Half"
icon_state = "tile_half"
/datum/paintable_decal/tile/opposing_corners
name = "Opposing Corners"
icon_state = "tile_opposing_corners"
/datum/paintable_decal/tile/anticorner
name = "3 Corners"
icon_state = "tile_anticorner_contrasted"
/datum/paintable_decal/tile/tram
name = "Tram"
icon_state = "tile_tram"
/datum/paintable_decal/tile/diagonal_centre
name = "Diagonal Centre"
icon_state = "diagonal_centre"
directional = FALSE
/datum/paintable_decal/tile/diagonal_edge
name = "Diagonal Edge"
icon_state = "diagonal_edge"
directional = FALSE
// Tile trimlines
/datum/paintable_decal/trimline
/datum/paintable_decal/trimline/filled_box
name = "Trimline Filled Box"
icon_state = "trimline_box_fill"
directional = FALSE
/datum/paintable_decal/trimline/filled_corner
name = "Trimline Filled Corner"
icon_state = "trimline_corner_fill"
/datum/paintable_decal/trimline/filled
name = "Trimline Filled"
icon_state = "trimline_fill"
/datum/paintable_decal/trimline/filled_l
name = "Trimline Filled L"
icon_state = "trimline_fill__8" // 8 dir sprite
/datum/paintable_decal/trimline/filled_end
name = "Trimline Filled End"
icon_state = "trimline_end_fill"
/datum/paintable_decal/trimline/box
name = "Trimline Box"
icon_state = "trimline_box"
directional = FALSE
/datum/paintable_decal/trimline/corner
name = "Trimline Corner"
icon_state = "trimline_corner"
/datum/paintable_decal/trimline/circle
name = "Trimline Circle"
icon_state = "trimline"
/datum/paintable_decal/trimline/l
name = "Trimline L"
icon_state = "trimline__8" // 8 dir sprite
/datum/paintable_decal/trimline/end
name = "Trimline End"
icon_state = "trimline_end"
/datum/paintable_decal/trimline/connector_l
name = "Trimline Connector L"
icon_state = "trimline_shrink_cw"
/datum/paintable_decal/trimline/connector_r
name = "Trimline Connector R"
icon_state = "trimline_shrink_ccw"
/datum/paintable_decal/trimline/arrow_l_filled
name = "Trimline Arrow L Filled"
icon_state = "trimline_arrow_cw_fill"
/datum/paintable_decal/trimline/arrow_r_filled
name = "Trimline Arrow R Filled"
icon_state = "trimline_arrow_ccw_fill"
/datum/paintable_decal/trimline/warn_filled
name = "Trimline Warn Filled"
icon_state = "trimline_warn_fill"
/datum/paintable_decal/trimline/warn_filled_l
name = "Trimline Warn Filled L"
icon_state = "trimline_warn_fill__8" // 8 dir sprite
/datum/paintable_decal/trimline/warn_filled_corner
name = "Trimline Warn Filled Corner"
icon_state = "trimline_corner_warn_fill"
/datum/paintable_decal/trimline/warn
name = "Trimline Warn"
icon_state = "trimline_warn"
/datum/paintable_decal/trimline/warn_l
name = "Trimline Warn L"
icon_state = "trimline_warn__8" // 8 dir sprite
/datum/paintable_decal/trimline/arrow_l
name = "Trimline Arrow L"
icon_state = "trimline_arrow_cw"
/datum/paintable_decal/trimline/arrow_r
name = "Trimline Arrow R"
icon_state = "trimline_arrow_ccw"
/datum/paintable_decal/trimline/mid_joiner
name = "Trimline Mid Joiner"
icon_state = "trimline_mid"
/datum/paintable_decal/trimline/mid_joiner_filled
name = "Trimline Mid Joiner Filled"
icon_state = "trimline_mid_fill"
/datum/paintable_decal/trimline/tram
name = "Trimline Tram"
icon_state = "trimline_tram"
// Generic warning decals of each color
/datum/paintable_decal/warning
/datum/paintable_decal/warning/line
name = "Warning Line"
icon_state = "warningline"
/datum/paintable_decal/warning/line_corner
name = "Warning Line Corner"
icon_state = "warninglinecorner"
/datum/paintable_decal/warning/caution
name = "Caution Label"
icon_state = "caution"
/datum/paintable_decal/warning/arrows
name = "Directional Arrows"
icon_state = "arrows"
/datum/paintable_decal/warning/stand_clear
name = "Stand Clear Label"
icon_state = "stand_clear"
/datum/paintable_decal/warning/bot
name = "Bot"
icon_state = "bot"
directional = FALSE
/datum/paintable_decal/warning/loading
name = "Loading Zone"
icon_state = "loadingarea"
/datum/paintable_decal/warning/box
name = "Box"
icon_state = "box"
directional = FALSE
/datum/paintable_decal/warning/box_corners
name = "Box Corner"
icon_state = "box_corners"
/datum/paintable_decal/warning/delivery
name = "Delivery Marker"
icon_state = "delivery"
directional = FALSE
/datum/paintable_decal/warning/warn_full
name = "Warning Box"
icon_state = "warn_full"
directional = FALSE
// Plain colored siding
/datum/paintable_decal/colored_siding
/datum/paintable_decal/colored_siding/line
name = "Siding"
icon_state = "siding_plain"
/datum/paintable_decal/colored_siding/line_corner
name = "Siding Corner"
icon_state = "siding_plain_corner"
/datum/paintable_decal/colored_siding/line_end
name = "Siding End"
icon_state = "siding_plain_end"
/datum/paintable_decal/colored_siding/line_inner_corner
name = "Siding Inner Corner"
icon_state = "siding_plain_corner_inner"
// Sidings which are not colored / have a specific pattern, texture, etc
/datum/paintable_decal/siding
/datum/paintable_decal/siding/wood
/datum/paintable_decal/siding/wood/line
name = "Wood Siding"
icon_state = "siding_wood"
/datum/paintable_decal/siding/wood/line_corner
name = "Wood Siding Corner"
icon_state = "siding_wood_corner"
/datum/paintable_decal/siding/wood/line_end
name = "Wood Siding End"
icon_state = "siding_wood_end"
/datum/paintable_decal/siding/wood/line_inner_corner
name = "Wood Siding Inner Corner"
icon_state = "siding_wood__8" // 8 dir sprite
// Thin plating sidings and all color variations
/datum/paintable_decal/plating/thinplating
/datum/paintable_decal/plating/thinplating/line
name = "Thin Plating Siding"
icon_state = "siding_thinplating"
/datum/paintable_decal/plating/thinplating/line_corner
name = "Thin Plating Siding Corner"
icon_state = "siding_thinplating_corner"
/datum/paintable_decal/plating/thinplating/line_end
name = "Thin Plating Siding End"
icon_state = "siding_thinplating_end"
/datum/paintable_decal/plating/thinplating/line_inner_corner
name = "Thin Plating Siding Inner Corner"
icon_state = "siding_thinplating__8" // 8 dir sprite
// Alt / new thin plating sidings and all color variations
/datum/paintable_decal/plating/thinplatingalt
/datum/paintable_decal/plating/thinplatingalt/line
name = "Thin Plating Alt Siding"
icon_state = "siding_thinplating_new"
/datum/paintable_decal/plating/thinplatingalt/line_corner
name = "Thin Plating Alt Siding Corner"
icon_state = "siding_thinplating_new_corner"
/datum/paintable_decal/plating/thinplatingalt/line_end
name = "Thin Plating Alt Siding End"
icon_state = "siding_thinplating_new_end"
/datum/paintable_decal/plating/thinplatingalt/line_inner_corner
name = "Thin Plating Alt Siding Inner Corner"
icon_state = "siding_thinplating_new__8" // 8 dir sprite
// Wide plating sidings and all color variations
/datum/paintable_decal/plating/wideplating
/datum/paintable_decal/plating/wideplating/line
name = "Wide Plating Siding"
icon_state = "siding_wideplating"
/datum/paintable_decal/plating/wideplating/line_corner
name = "Wide Plating Siding Corner"
icon_state = "siding_wideplating_corner"
/datum/paintable_decal/plating/wideplating/line_end
name = "Wide Plating Siding End"
icon_state = "siding_wideplating_end"
/datum/paintable_decal/plating/wideplating/line_inner_corner
name = "Wide Plating Siding Inner Corner"
icon_state = "siding_wideplating__8" // 8 dir sprite
// Alt / new wide plating sidings and all color variations
/datum/paintable_decal/plating/wideplatingalt
/datum/paintable_decal/plating/wideplatingalt/line
name = "Wide Plating Alt Siding"
icon_state = "siding_wideplating_new"
/datum/paintable_decal/plating/wideplatingalt/line_corner
name = "Wide Plating Alt Siding Corner"
icon_state = "siding_wideplating_new_corner"
/datum/paintable_decal/plating/wideplatingalt/line_end
name = "Wide Plating Alt Siding End"
icon_state = "siding_wideplating_new_end"
/datum/paintable_decal/plating/wideplatingalt/line_inner_corner
name = "Wide Plating Alt Siding Inner Corner"
icon_state = "siding_wideplating_new__8" // 8 dir sprite
@@ -143,18 +143,6 @@
)
departmental_flags = DEPARTMENT_BITFLAG_ENGINEERING
/datum/design/airlock_painter/decal/tile
name = "Tile Sprayer"
id = "tile_sprayer"
build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*0.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*0.5)
build_path = /obj/item/airlock_painter/decal/tile
category = list(
RND_CATEGORY_INITIAL,
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_ENGINEERING,
)
departmental_flags = DEPARTMENT_BITFLAG_ENGINEERING
/datum/design/apc_board
name = "APC Module"
id = "power_control"
@@ -131,7 +131,6 @@
"blast",
"ignition",
"big_manipulator",
"tile_sprayer",
"airlock_painter",
"decal_painter",
"rwd",
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+3 -1
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@@ -2577,7 +2577,6 @@
#include "code\game\objects\effects\temporary_visuals\projectiles\muzzle.dm"
#include "code\game\objects\effects\temporary_visuals\projectiles\projectile_effects.dm"
#include "code\game\objects\effects\temporary_visuals\projectiles\tracer.dm"
#include "code\game\objects\items\airlock_painter.dm"
#include "code\game\objects\items\apc_frame.dm"
#include "code\game\objects\items\bear_armor.dm"
#include "code\game\objects\items\binoculars.dm"
@@ -2947,6 +2946,9 @@
#include "code\game\objects\items\tools\wirebrush.dm"
#include "code\game\objects\items\tools\wirecutters.dm"
#include "code\game\objects\items\tools\wrench.dm"
#include "code\game\objects\items\tools\painter\airlock_painter.dm"
#include "code\game\objects\items\tools\painter\decal_painter.dm"
#include "code\game\objects\items\tools\painter\paintable_decals.dm"
#include "code\game\objects\structures\ai_core.dm"
#include "code\game\objects\structures\aliens.dm"
#include "code\game\objects\structures\bedsheet_bin.dm"
+88 -55
View File
@@ -1,11 +1,13 @@
import { Button, ColorBox, Flex, Section, Stack } from 'tgui-core/components';
import { BooleanLike } from 'tgui-core/react';
import { useBackend } from '../backend';
import { Window } from '../layouts';
type DecalInfo = {
name: string;
decal: string;
icon_state: string;
directional: BooleanLike;
};
type ColorInfo = {
@@ -18,17 +20,22 @@ type DirInfo = {
dir: number;
};
type DecalPainterData = {
icon_prefix: string;
type Category = {
category: string;
decal_list: DecalInfo[];
color_list: ColorInfo[];
dir_list: DirInfo[];
nondirectional_decals: string[];
supports_custom_color: number;
};
type DecalPainterData = {
icon_prefix: string;
categories: Category[];
// decal painter state
current_decal: string;
current_color: string;
current_dir: number;
current_custom_color: string;
active_category: string;
};
const filterBoxColor = (color: string) => {
@@ -43,87 +50,113 @@ const filterBoxColor = (color: string) => {
export const DecalPainter = (props) => {
const { act, data } = useBackend<DecalPainterData>();
const custom_color_selected = !data.color_list.some(
(color) => color.color === data.current_color,
);
const supports_custom_color = !!data.supports_custom_color;
// Handle custom color icon correctly
const preview_color = custom_color_selected ? 'custom' : data.current_color;
const {
color_list,
current_custom_color,
categories,
active_category,
current_color,
current_custom_color,
current_decal,
current_dir,
decal_list,
dir_list,
} = data;
const active_category_info = categories.find(
(category) => category.category === active_category,
);
const decal_list = active_category_info?.decal_list || [];
const color_list = active_category_info?.color_list || [];
const dir_list = active_category_info?.dir_list || [];
const custom_color_selected = !color_list.some(
(color) => color.color === current_color,
);
// Handle custom color icon correctly
const preview_color = custom_color_selected ? 'custom' : current_color;
return (
<Window width={525} height={400}>
<Window width={650} height={455}>
<Window.Content>
<Stack fill vertical>
<Stack.Item>
<Section title="Decal Color">
{color_list.map((color) => {
return (
<Button
key={color.color}
selected={color.color === current_color}
onClick={() =>
act('select color', {
color: color.color,
})
}
>
<ColorBox color={filterBoxColor(color.color)} mr={0.5} />
{color.name}
</Button>
);
})}
{supports_custom_color && (
<Section title="Category">
{categories.map((category) => (
<Button
selected={custom_color_selected}
onClick={() => act('pick custom color')}
align="center"
key={category.category}
selected={category === active_category_info}
onClick={() =>
act('select_category', {
category: category.category,
})
}
>
<ColorBox color={current_custom_color} mr={0.5} />
Custom
{category.category}
</Button>
)}
))}
</Section>
</Stack.Item>
{color_list.length > 1 && (
<Stack.Item>
<Section title="Color">
{color_list.map((color) => {
if (color.color === 'custom') {
return (
<Button
key={color.name}
selected={custom_color_selected}
onClick={() => act('pick_custom_color')}
>
<ColorBox color={current_custom_color} mr={0.5} />
Custom
</Button>
);
}
return (
<Button
key={color.name}
selected={color.color === current_color}
onClick={() =>
act('select_color', {
color: color.color,
})
}
>
<ColorBox color={filterBoxColor(color.color)} mr={0.5} />
{color.name}
</Button>
);
})}
</Section>
</Stack.Item>
)}
<Stack.Item grow>
<Section title="Decal Style" fill scrollable>
<Section title="Style" fill scrollable>
<Flex wrap="wrap">
{decal_list.map((decal) => {
const nondirectional = data.nondirectional_decals.includes(
decal.decal,
);
const nondirectional = decal.directional === 0;
return nondirectional ? (
// Tallll button for nondirectional
<IconButton
key={decal.decal}
decal={decal.decal}
key={decal.icon_state}
icon_state={decal.icon_state}
dir={2}
color={preview_color}
label={decal.name}
selected={decal.decal === current_decal}
selected={decal.icon_state === current_decal}
/>
) : (
// 4 buttons for directional
<Flex key={decal.decal} direction="column">
<Flex key={decal.icon_state} direction="column">
{dir_list.map((dir) => {
const selected =
decal.decal === current_decal &&
decal.icon_state === current_decal &&
dir.dir === current_dir;
return (
<IconButton
key={dir.dir}
decal={decal.decal}
icon_state={decal.icon_state}
dir={dir.dir}
color={preview_color}
label={`${dir.name} ${decal.name}`}
@@ -144,7 +177,7 @@ export const DecalPainter = (props) => {
};
type IconButtonParams = {
decal: string;
icon_state: string;
dir: number;
color: string;
label: string;
@@ -157,7 +190,7 @@ const IconButton = (props: IconButtonParams) => {
const generateIconKey = (decal: string, dir: number, color: string) =>
`${data.icon_prefix} ${decal}_${dir}_${color.replace('#', '')}`;
const icon = generateIconKey(props.decal, props.dir, props.color);
const icon = generateIconKey(props.icon_state, props.dir, props.color);
return (
<Button
@@ -167,8 +200,8 @@ const IconButton = (props: IconButtonParams) => {
m={'2px'}
p={1}
onClick={() =>
act('select decal', {
decal: props.decal,
act('select_decal', {
decal: props.icon_state,
dir: props.dir,
})
}