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## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑
65 lines
3.2 KiB
Plaintext
65 lines
3.2 KiB
Plaintext
#define UPDATE_EYES_LEFT 1
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#define UPDATE_EYES_RIGHT 2
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/// Tests to make sure no punks have broken high luminosity eyes
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/datum/unit_test/screenshot_high_luminosity_eyes
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var/mob/living/carbon/human/test_subject
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var/obj/item/organ/eyes/robotic/glow/test_eyes
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/datum/unit_test/screenshot_high_luminosity_eyes/Run()
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// Create a mob with red and blue eyes. This is to test that high luminosity eyes properly default to the old eye color.
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test_subject = allocate(/mob/living/carbon/human/consistent)
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test_subject.equipOutfit(/datum/outfit/job/assistant/consistent)
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test_subject.eye_color_left = COLOR_RED
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test_subject.eye_color_right = COLOR_BLUE
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// Create our eyes, and insert them into the mob
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test_eyes = allocate(/obj/item/organ/eyes/robotic/glow)
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test_eyes.Insert(test_subject)
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// This should be 4, but just in case it ever changes in the future
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var/default_light_range = test_eyes.eye.light_range
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// Test the normal light on appearance
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test_eyes.toggle_active()
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var/icon/flat_icon = create_icon()
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test_screenshot("light_on", flat_icon)
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// Change the eye color to pink and green
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test_eyes.set_beam_color(COLOR_SCIENCE_PINK, to_update = UPDATE_EYES_LEFT)
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test_eyes.set_beam_color(COLOR_SLIME_GREEN, to_update = UPDATE_EYES_RIGHT)
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// Make sure the light overlay goes away (but not the emissive overlays) when we go to light range 0 while still turned on
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test_eyes.set_beam_range(0)
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TEST_ASSERT_EQUAL(test_eyes.eye.light_on, TRUE, "[src]'s 'eye.light_on' is FALSE after setting range to 0 while on. 'eye.light_on' should = TRUE!")
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flat_icon = create_icon()
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test_screenshot("light_emissive", flat_icon)
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// turn it on and off again, it should look the same afterwards
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test_eyes.toggle_active()
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TEST_ASSERT_EQUAL(test_eyes.eye.light_on, FALSE, "[src]'s 'eye.light_on' is TRUE after being toggled off at range 0. 'eye.light_on' should = FALSE!")
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test_eyes.toggle_active()
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TEST_ASSERT_EQUAL(test_eyes.eye.light_on, TRUE, "[src]'s 'eye.light_on' is FALSE after being toggled on at range 0. 'eye.light_on' should = TRUE!")
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flat_icon = create_icon()
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test_screenshot("light_emissive", flat_icon)
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// Make sure the light comes back on when we go from range 0 to 1
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// Change left/right eye color back to red/blue. It should match the original screenshot
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test_eyes.set_beam_range(default_light_range)
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test_eyes.set_beam_color(COLOR_RED, to_update = UPDATE_EYES_LEFT)
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test_eyes.set_beam_color(COLOR_BLUE, to_update = UPDATE_EYES_RIGHT)
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flat_icon = create_icon()
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test_screenshot("light_on", flat_icon)
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/// Create the mob icon with light cone underlay
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/datum/unit_test/screenshot_high_luminosity_eyes/proc/create_icon()
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var/icon/final_icon = get_flat_icon_for_all_directions(test_subject, no_anim = FALSE)
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for(var/mutable_appearance/light_underlay as anything in test_subject.underlays)
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if(light_underlay.icon == 'icons/effects/light_overlays/light_cone.dmi')
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// The light cone icon is 96x96, so we have to shift it over to have it match our sprites. x = 1, y = 1 is the lower left corner so we shift 32 pixels opposite to that.
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final_icon.Blend(get_flat_icon_for_all_directions(light_underlay, no_anim = FALSE), ICON_UNDERLAY, -ICON_SIZE_X + 1, -ICON_SIZE_Y + 1)
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return final_icon
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#undef UPDATE_EYES_LEFT
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#undef UPDATE_EYES_RIGHT
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