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655b66bdd0
Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt No more error icons in SDMM and loadout. 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
68 lines
2.6 KiB
Plaintext
68 lines
2.6 KiB
Plaintext
// Representative icons for each research design
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/datum/asset/spritesheet_batched/research_designs
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name = "design"
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/datum/asset/spritesheet_batched/research_designs/create_spritesheets()
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for (var/datum/design/path as anything in subtypesof(/datum/design))
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if(initial(path.id) == DESIGN_ID_IGNORE)
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continue
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var/icon_file
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var/icon_state
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var/datum/icon_transformer/transform = null
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if(initial(path.research_icon) && initial(path.research_icon_state)) //If the design has an icon replacement skip the rest
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icon_file = path::research_icon
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icon_state = path::research_icon_state
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if (PERFORM_ALL_TESTS(focus_only/invalid_research_designs))
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if(!icon_exists(icon_file, icon_state))
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stack_trace("design [path] with icon '[icon_file]' missing state '[icon_state]'")
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continue
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else
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// construct the icon and slap it into the resource cache
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var/atom/item = initial(path.build_path)
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if (!ispath(item, /atom))
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// biogenerator reagent designs display their default container
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if(initial(path.make_reagent))
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var/datum/reagent/reagent = initial(path.make_reagent)
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item = initial(reagent.default_container)
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else
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continue // shouldn't happen, but just in case
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// circuit boards become their resulting machines or computers
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if (ispath(item, /obj/item/circuitboard))
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var/obj/item/circuitboard/C = item
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var/machine = initial(C.build_path)
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if (machine)
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item = machine
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// GAGS icon short-circuit the rest of the checks
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if (item::greyscale_config && item::greyscale_colors)
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insert_icon(path::id, gags_to_universal_icon(item))
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continue
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else
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icon_file = item::icon
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icon_state = item::icon_state
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if(item::color)
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transform = color_transform(item::color)
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if (PERFORM_ALL_TESTS(focus_only/invalid_research_designs))
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if(!icon_exists(icon_file, icon_state))
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stack_trace("design [path] with icon '[icon_file]' missing state '[icon_state]'")
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continue
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// computers (and snowflakes) get their screen and keyboard sprites
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if (ispath(item, /obj/machinery/computer) || ispath(item, /obj/machinery/power/solar_control))
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if(!transform)
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transform = new()
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var/obj/machinery/computer/C = item
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var/screen = initial(C.icon_screen)
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var/keyboard = initial(C.icon_keyboard)
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var/all_states = icon_states(icon_file)
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if (screen && (screen in all_states))
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transform.blend_icon(uni_icon(icon_file, screen), ICON_OVERLAY)
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if (keyboard && (keyboard in all_states))
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transform.blend_icon(uni_icon(icon_file, keyboard), ICON_OVERLAY)
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insert_icon(initial(path.id), uni_icon(icon_file, icon_state, transform=transform))
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