// Representative icons for each research design /datum/asset/spritesheet_batched/research_designs name = "design" /datum/asset/spritesheet_batched/research_designs/create_spritesheets() for (var/datum/design/path as anything in subtypesof(/datum/design)) if(initial(path.id) == DESIGN_ID_IGNORE) continue var/icon_file var/icon_state var/datum/icon_transformer/transform = null if(initial(path.research_icon) && initial(path.research_icon_state)) //If the design has an icon replacement skip the rest icon_file = path::research_icon icon_state = path::research_icon_state if (PERFORM_ALL_TESTS(focus_only/invalid_research_designs)) if(!icon_exists(icon_file, icon_state)) stack_trace("design [path] with icon '[icon_file]' missing state '[icon_state]'") continue else // construct the icon and slap it into the resource cache var/atom/item = initial(path.build_path) if (!ispath(item, /atom)) // biogenerator reagent designs display their default container if(initial(path.make_reagent)) var/datum/reagent/reagent = initial(path.make_reagent) item = initial(reagent.default_container) else continue // shouldn't happen, but just in case // circuit boards become their resulting machines or computers if (ispath(item, /obj/item/circuitboard)) var/obj/item/circuitboard/C = item var/machine = initial(C.build_path) if (machine) item = machine // GAGS icon short-circuit the rest of the checks if (item::greyscale_config && item::greyscale_colors) insert_icon(path::id, gags_to_universal_icon(item)) continue else icon_file = item::icon icon_state = item::icon_state if(item::color) transform = color_transform(item::color) if (PERFORM_ALL_TESTS(focus_only/invalid_research_designs)) if(!icon_exists(icon_file, icon_state)) stack_trace("design [path] with icon '[icon_file]' missing state '[icon_state]'") continue // computers (and snowflakes) get their screen and keyboard sprites if (ispath(item, /obj/machinery/computer) || ispath(item, /obj/machinery/power/solar_control)) if(!transform) transform = new() var/obj/machinery/computer/C = item var/screen = initial(C.icon_screen) var/keyboard = initial(C.icon_keyboard) var/all_states = icon_states(icon_file) if (screen && (screen in all_states)) transform.blend_icon(uni_icon(icon_file, screen), ICON_OVERLAY) if (keyboard && (keyboard in all_states)) transform.blend_icon(uni_icon(icon_file, keyboard), ICON_OVERLAY) insert_icon(initial(path.id), uni_icon(icon_file, icon_state, transform=transform))