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Bubberstation/code/modules/mod/mod_paint.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

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#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/map_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 SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(editing_mod)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
editing_mod = mod
proxy_view = new()
proxy_view.generate_view("color_matrix_proxy_[REF(user.client)]")
proxy_view.appearance = editing_mod.appearance
proxy_view.color = null
proxy_view.display_to(user)
ui_interact(user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/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_REF(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