MODsuit painting (#65445)

Adds modsuit painting.
This commit is contained in:
Fikou
2022-03-27 13:50:07 +02:00
committed by GitHub
parent 7dfed38c1a
commit db0c8a039c
10 changed files with 391 additions and 51 deletions
-6
View File
@@ -79,12 +79,6 @@
/obj/item/mod/construction/plating/cosmohonk
theme = /datum/mod_theme/cosmohonk
/obj/item/mod/paint
name = "MOD paint kit"
desc = "This kit will repaint your MODsuit to something unique."
icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
icon_state = "paintkit"
#define START_STEP "start"
#define CORE_STEP "core"
#define SCREWED_CORE_STEP "screwed_core"
+20 -33
View File
@@ -371,14 +371,6 @@
else if(is_wire_tool(attacking_item) && open)
wires.interact(user)
return TRUE
else if(istype(attacking_item, /obj/item/mod/paint))
if(active || activating)
balloon_alert(user, "suit is active!")
else if(paint(user, attacking_item))
balloon_alert(user, "suit painted")
else
balloon_alert(user, "not painted!")
return TRUE
else if(open && attacking_item.GetID())
update_access(user, attacking_item.GetID())
return TRUE
@@ -515,23 +507,6 @@
return
picked_module.on_select()
/obj/item/mod/control/proc/paint(mob/user, obj/item/paint)
if(length(theme.skins) <= 1)
return FALSE
var/list/skins = list()
for(var/mod_skin in theme.skins)
skins[mod_skin] = image(icon = icon, icon_state = "[mod_skin]-control")
var/pick = show_radial_menu(user, src, skins, custom_check = FALSE, require_near = TRUE)
if(!pick || !user.is_holding(paint))
return FALSE
skin = pick
var/list/skin_updating = mod_parts.Copy() + src
for(var/obj/item/piece as anything in skin_updating)
piece.icon_state = "[skin]-[initial(piece.icon_state)]"
update_flags()
wearer?.regenerate_icons()
return TRUE
/obj/item/mod/control/proc/shock(mob/living/user)
if(!istype(user) || get_charge() < 1)
return FALSE
@@ -633,6 +608,21 @@
balloon_alert(wearer, "no power!")
toggle_activate(wearer, force_deactivate = TRUE)
/obj/item/mod/control/proc/set_mod_color(new_color)
var/list/all_parts = mod_parts.Copy() + src
for(var/obj/item/part as anything in all_parts)
part.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
part.add_atom_colour(new_color, FIXED_COLOUR_PRIORITY)
wearer?.regenerate_icons()
/obj/item/mod/control/proc/set_mod_skin(new_skin)
skin = new_skin
var/list/skin_updating = mod_parts.Copy() + src
for(var/obj/item/piece as anything in skin_updating)
piece.icon_state = "[skin]-[initial(piece.icon_state)]"
update_flags()
wearer?.regenerate_icons()
/obj/item/mod/control/proc/on_exit(datum/source, atom/movable/part, direction)
SIGNAL_HANDLER
@@ -644,10 +634,10 @@
return
if(part.loc == wearer)
return
if(modules.Find(part))
if(part in modules)
uninstall(part)
return
if(mod_parts.Find(part))
if(part in mod_parts)
conceal(wearer, part)
if(active)
INVOKE_ASYNC(src, .proc/toggle_activate, wearer, TRUE)
@@ -659,14 +649,11 @@
if(slowdown_inactive <= 0)
to_chat(user, span_warning("[src] has already been coated with red, that's as fast as it'll go!"))
return SPEED_POTION_STOP
if(wearer)
to_chat(user, span_warning("It's too dangerous to smear [speed_potion] on [src] while it's on someone!"))
if(active)
to_chat(user, span_warning("It's too dangerous to smear [speed_potion] on [src] while it's active!"))
return SPEED_POTION_STOP
to_chat(user, span_notice("You slather the red gunk over [src], making it faster."))
var/list/all_parts = mod_parts.Copy() + src
for(var/obj/item/part as anything in all_parts)
part.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
part.add_atom_colour("#FF0000", FIXED_COLOUR_PRIORITY)
set_mod_color("#FF0000")
slowdown_inactive = 0
slowdown_active = 0
update_speed()
+194
View File
@@ -0,0 +1,194 @@
#define MODPAINT_MAX_COLOR_VALUE 1.25
#define MODPAINT_MIN_COLOR_VALUE 0
#define MODPAINT_MAX_SECTION_COLORS 2
#define MODPAINT_MIN_SECTION_COLORS 0.25
#define MODPAINT_MAX_OVERALL_COLORS 4
#define MODPAINT_MIN_OVERALL_COLORS 1.5
/obj/item/mod/paint
name = "MOD paint kit"
desc = "This kit will repaint your MODsuit to something unique."
icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
icon_state = "paintkit"
var/obj/item/mod/control/editing_mod
var/atom/movable/screen/color_matrix_proxy_view/proxy_view
var/list/current_color
/obj/item/mod/paint/Initialize(mapload)
. = ..()
current_color = color_matrix_identity()
/obj/item/mod/paint/examine(mob/user)
. = ..()
. += span_notice("<b>Left-click</b> a MODsuit to change skin.")
. += span_notice("<b>Right-click</b> a MODsuit to recolor.")
/obj/item/mod/paint/pre_attack(atom/attacked_atom, mob/living/user, params)
if(!istype(attacked_atom, /obj/item/mod/control))
return ..()
var/obj/item/mod/control/mod = attacked_atom
if(mod.active || mod.activating)
balloon_alert(user, "suit is active!")
return TRUE
paint_skin(mod, user)
/obj/item/mod/paint/pre_attack_secondary(atom/attacked_atom, mob/living/user, params)
if(!istype(attacked_atom, /obj/item/mod/control))
return ..()
var/obj/item/mod/control/mod = attacked_atom
if(mod.active || mod.activating)
balloon_alert(user, "suit is active!")
return TRUE
if(editing_mod)
return TRUE
editing_mod = mod
proxy_view = new()
proxy_view.appearance = editing_mod.appearance
proxy_view.color = null
proxy_view.register_to_client(user.client)
ui_interact(user)
return TRUE
/obj/item/mod/paint/ui_interact(mob/user, datum/tgui/ui)
if(!editing_mod)
return
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "MODpaint", name)
ui.open()
/obj/item/mod/paint/ui_host()
return editing_mod
/obj/item/mod/paint/ui_close(mob/user)
. = ..()
editing_mod = null
QDEL_NULL(proxy_view)
current_color = color_matrix_identity()
/obj/item/mod/paint/ui_status(mob/user)
if(check_menu(editing_mod, user))
return ..()
return UI_CLOSE
/obj/item/mod/paint/ui_static_data(mob/user)
var/list/data = list()
data["mapRef"] = proxy_view.assigned_map
return data
/obj/item/mod/paint/ui_data(mob/user)
var/list/data = list()
data["currentColor"] = current_color
return data
/obj/item/mod/paint/ui_act(action, list/params)
. = ..()
if(.)
return
switch(action)
if("transition_color")
current_color = params["color"]
animate(proxy_view, time = 0.5 SECONDS, color = current_color)
if("confirm")
if(length(current_color) != 20) //20 is the length of a matrix identity list
return
for(var/color_value in current_color)
if(isnum(color_value))
continue
return
var/total_color_value = 0
var/list/total_colors = current_color.Copy()
total_colors.Cut(13, length(total_colors)) // 13 to 20 are just a and c, dont want to count them
var/red_value = current_color[1] + current_color[5] + current_color[9] //rr + gr + br
var/green_value = current_color[2] + current_color[6] + current_color[10] //rg + gg + bg
var/blue_value = current_color[3] + current_color[7] + current_color[11] //rb + gb + bb
if(red_value > MODPAINT_MAX_SECTION_COLORS)
balloon_alert(usr, "total red too high! ([red_value*100]%/[MODPAINT_MAX_SECTION_COLORS*100]%)")
return
else if(red_value < MODPAINT_MIN_SECTION_COLORS)
balloon_alert(usr, "total red too low! ([red_value*100]%/[MODPAINT_MIN_SECTION_COLORS*100]%)")
return
if(green_value > MODPAINT_MAX_SECTION_COLORS)
balloon_alert(usr, "total green too high! ([green_value*100]%/[MODPAINT_MAX_SECTION_COLORS*100]%)")
return
else if(green_value < MODPAINT_MIN_SECTION_COLORS)
balloon_alert(usr, "total green too low! ([green_value*100]%/[MODPAINT_MIN_SECTION_COLORS*100]%)")
return
if(blue_value > MODPAINT_MAX_SECTION_COLORS)
balloon_alert(usr, "total blue too high! ([blue_value*100]%/[MODPAINT_MAX_SECTION_COLORS*100]%)")
return
else if(blue_value < MODPAINT_MIN_SECTION_COLORS)
balloon_alert(usr, "total blue too low! ([blue_value*100]%/[MODPAINT_MIN_SECTION_COLORS*100]%)")
return
for(var/color_value in total_colors)
total_color_value += color_value
if(color_value > MODPAINT_MAX_COLOR_VALUE)
balloon_alert(usr, "one of colors too high! ([color_value*100]%/[MODPAINT_MAX_COLOR_VALUE*100]%")
return
else if(color_value < MODPAINT_MIN_COLOR_VALUE)
balloon_alert(usr, "one of colors too low! ([color_value*100]%/[MODPAINT_MIN_COLOR_VALUE*100]%")
return
if(total_color_value > MODPAINT_MAX_OVERALL_COLORS)
balloon_alert(usr, "total colors too high! ([total_color_value*100]%/[MODPAINT_MAX_OVERALL_COLORS*100]%)")
return
else if(total_color_value < MODPAINT_MIN_OVERALL_COLORS)
balloon_alert(usr, "total colors too low! ([total_color_value*100]%/[MODPAINT_MIN_OVERALL_COLORS*100]%)")
return
editing_mod.set_mod_color(current_color)
SStgui.close_uis(src)
/obj/item/mod/paint/proc/paint_skin(obj/item/mod/control/mod, mob/user)
if(length(mod.theme.skins) <= 1)
balloon_alert(user, "no alternate skins!")
return
var/list/skins = list()
for(var/mod_skin in mod.theme.skins)
skins[mod_skin] = image(icon = mod.icon, icon_state = "[mod_skin]-control")
var/pick = show_radial_menu(user, mod, skins, custom_check = CALLBACK(src, .proc/check_menu, mod, user), require_near = TRUE)
if(!pick)
balloon_alert(user, "no skin picked!")
return
mod.set_mod_skin(pick)
/obj/item/mod/paint/proc/check_menu(obj/item/mod/control/mod, mob/user)
if(user.incapacitated() || !user.is_holding(src) || !mod || mod.active || mod.activating)
return FALSE
return TRUE
#undef MODPAINT_MAX_COLOR_VALUE
#undef MODPAINT_MIN_COLOR_VALUE
#undef MODPAINT_MAX_SECTION_COLORS
#undef MODPAINT_MIN_SECTION_COLORS
#undef MODPAINT_MAX_OVERALL_COLORS
#undef MODPAINT_MIN_OVERALL_COLORS
/obj/item/mod/skin_applier
name = "MOD skin applier"
desc = "This one-use skin applier will add a skin to MODsuits of a specific type."
icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
icon_state = "skinapplier"
var/skin = "civilian"
var/compatible_theme = /datum/mod_theme
/obj/item/mod/skin_applier/Initialize(mapload)
. = ..()
name = "MOD [skin] skin applier"
/obj/item/mod/skin_applier/pre_attack(atom/attacked_atom, mob/living/user, params)
if(!istype(attacked_atom, /obj/item/mod/control))
return ..()
var/obj/item/mod/control/mod = attacked_atom
if(mod.active || mod.activating)
balloon_alert(user, "suit is active!")
return TRUE
if(!istype(mod.theme, compatible_theme))
balloon_alert(user, "incompatible theme!")
return TRUE
mod.set_mod_skin(skin)
balloon_alert(user, "skin applied")
qdel(src)
return TRUE
/obj/item/mod/skin_applier/honkerative
skin = "honkerative"
compatible_theme = /datum/mod_theme/syndicate
+1 -2
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@@ -59,8 +59,7 @@
HELMET_FLAGS = list(
UNSEALED_CLOTHING = SNUG_FIT,
SEALED_CLOTHING = THICKMATERIAL|STOPSPRESSUREDAMAGE,
UNSEALED_INVISIBILITY = HIDEFACIALHAIR,
SEALED_INVISIBILITY = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT,
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
),
CHESTPLATE_FLAGS = list(
+1
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@@ -274,6 +274,7 @@
else
return
var/mutable_appearance/module_icon = mutable_appearance('icons/mob/clothing/mod.dmi', used_overlay, layer = standing.layer + 0.1)
module_icon.appearance_flags |= RESET_COLOR
. += module_icon
/// Updates the signal used by active modules to be activated