mirror of
https://github.com/Bubberstation/Bubberstation.git
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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`.proc/whatever` format is no longer valid, so we're replacing it with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>
197 lines
6.9 KiB
Plaintext
197 lines
6.9 KiB
Plaintext
#define MODPAINT_MAX_COLOR_VALUE 1.25
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#define MODPAINT_MIN_COLOR_VALUE 0
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#define MODPAINT_MAX_SECTION_COLORS 2
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#define MODPAINT_MIN_SECTION_COLORS 0.25
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#define MODPAINT_MAX_OVERALL_COLORS 4
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#define MODPAINT_MIN_OVERALL_COLORS 1.5
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/obj/item/mod/paint
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name = "MOD paint kit"
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desc = "This kit will repaint your MODsuit to something unique."
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icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
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icon_state = "paintkit"
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var/obj/item/mod/control/editing_mod
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var/atom/movable/screen/map_view/proxy_view
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var/list/current_color
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/obj/item/mod/paint/Initialize(mapload)
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. = ..()
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current_color = color_matrix_identity()
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/obj/item/mod/paint/examine(mob/user)
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. = ..()
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. += span_notice("<b>Left-click</b> a MODsuit to change skin.")
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. += span_notice("<b>Right-click</b> a MODsuit to recolor.")
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/obj/item/mod/paint/pre_attack(atom/attacked_atom, mob/living/user, params)
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if(!istype(attacked_atom, /obj/item/mod/control))
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return ..()
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var/obj/item/mod/control/mod = attacked_atom
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if(mod.active || mod.activating)
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balloon_alert(user, "suit is active!")
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return TRUE
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paint_skin(mod, user)
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/obj/item/mod/paint/pre_attack_secondary(atom/attacked_atom, mob/living/user, params)
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if(!istype(attacked_atom, /obj/item/mod/control))
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return ..()
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var/obj/item/mod/control/mod = attacked_atom
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if(mod.active || mod.activating)
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balloon_alert(user, "suit is active!")
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(editing_mod)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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editing_mod = mod
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proxy_view = new()
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proxy_view.generate_view("color_matrix_proxy_[REF(user.client)]")
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proxy_view.appearance = editing_mod.appearance
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proxy_view.color = null
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proxy_view.display_to(user)
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ui_interact(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/item/mod/paint/ui_interact(mob/user, datum/tgui/ui)
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if(!editing_mod)
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return
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "MODpaint", name)
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ui.open()
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/obj/item/mod/paint/ui_host()
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return editing_mod
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/obj/item/mod/paint/ui_close(mob/user)
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. = ..()
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editing_mod = null
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QDEL_NULL(proxy_view)
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current_color = color_matrix_identity()
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/obj/item/mod/paint/ui_status(mob/user)
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if(check_menu(editing_mod, user))
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return ..()
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return UI_CLOSE
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/obj/item/mod/paint/ui_static_data(mob/user)
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var/list/data = list()
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data["mapRef"] = proxy_view.assigned_map
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return data
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/obj/item/mod/paint/ui_data(mob/user)
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var/list/data = list()
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data["currentColor"] = current_color
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return data
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/obj/item/mod/paint/ui_act(action, list/params)
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. = ..()
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if(.)
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return
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switch(action)
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if("transition_color")
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current_color = params["color"]
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animate(proxy_view, time = 0.5 SECONDS, color = current_color)
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if("confirm")
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if(length(current_color) != 20) //20 is the length of a matrix identity list
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return
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for(var/color_value in current_color)
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if(isnum(color_value))
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continue
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return
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var/total_color_value = 0
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var/list/total_colors = current_color.Copy()
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total_colors.Cut(13, length(total_colors)) // 13 to 20 are just a and c, dont want to count them
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var/red_value = current_color[1] + current_color[5] + current_color[9] //rr + gr + br
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var/green_value = current_color[2] + current_color[6] + current_color[10] //rg + gg + bg
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var/blue_value = current_color[3] + current_color[7] + current_color[11] //rb + gb + bb
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if(red_value > MODPAINT_MAX_SECTION_COLORS)
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balloon_alert(usr, "total red too high! ([red_value*100]%/[MODPAINT_MAX_SECTION_COLORS*100]%)")
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return
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else if(red_value < MODPAINT_MIN_SECTION_COLORS)
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balloon_alert(usr, "total red too low! ([red_value*100]%/[MODPAINT_MIN_SECTION_COLORS*100]%)")
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return
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if(green_value > MODPAINT_MAX_SECTION_COLORS)
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balloon_alert(usr, "total green too high! ([green_value*100]%/[MODPAINT_MAX_SECTION_COLORS*100]%)")
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return
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else if(green_value < MODPAINT_MIN_SECTION_COLORS)
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balloon_alert(usr, "total green too low! ([green_value*100]%/[MODPAINT_MIN_SECTION_COLORS*100]%)")
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return
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if(blue_value > MODPAINT_MAX_SECTION_COLORS)
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balloon_alert(usr, "total blue too high! ([blue_value*100]%/[MODPAINT_MAX_SECTION_COLORS*100]%)")
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return
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else if(blue_value < MODPAINT_MIN_SECTION_COLORS)
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balloon_alert(usr, "total blue too low! ([blue_value*100]%/[MODPAINT_MIN_SECTION_COLORS*100]%)")
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return
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for(var/color_value in total_colors)
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total_color_value += color_value
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if(color_value > MODPAINT_MAX_COLOR_VALUE)
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balloon_alert(usr, "one of colors too high! ([color_value*100]%/[MODPAINT_MAX_COLOR_VALUE*100]%")
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return
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else if(color_value < MODPAINT_MIN_COLOR_VALUE)
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balloon_alert(usr, "one of colors too low! ([color_value*100]%/[MODPAINT_MIN_COLOR_VALUE*100]%")
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return
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if(total_color_value > MODPAINT_MAX_OVERALL_COLORS)
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balloon_alert(usr, "total colors too high! ([total_color_value*100]%/[MODPAINT_MAX_OVERALL_COLORS*100]%)")
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return
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else if(total_color_value < MODPAINT_MIN_OVERALL_COLORS)
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balloon_alert(usr, "total colors too low! ([total_color_value*100]%/[MODPAINT_MIN_OVERALL_COLORS*100]%)")
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return
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editing_mod.set_mod_color(current_color)
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SStgui.close_uis(src)
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/obj/item/mod/paint/proc/paint_skin(obj/item/mod/control/mod, mob/user)
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if(length(mod.theme.skins) <= 1)
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balloon_alert(user, "no alternate skins!")
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return
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var/list/skins = list()
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for(var/mod_skin in mod.theme.skins)
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skins[mod_skin] = image(icon = mod.icon, icon_state = "[mod_skin]-control")
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var/pick = show_radial_menu(user, mod, skins, custom_check = CALLBACK(src, PROC_REF(check_menu), mod, user), require_near = TRUE)
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if(!pick)
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balloon_alert(user, "no skin picked!")
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return
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mod.set_mod_skin(pick)
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/obj/item/mod/paint/proc/check_menu(obj/item/mod/control/mod, mob/user)
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if(user.incapacitated() || !user.is_holding(src) || !mod || mod.active || mod.activating)
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return FALSE
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return TRUE
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#undef MODPAINT_MAX_COLOR_VALUE
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#undef MODPAINT_MIN_COLOR_VALUE
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#undef MODPAINT_MAX_SECTION_COLORS
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#undef MODPAINT_MIN_SECTION_COLORS
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#undef MODPAINT_MAX_OVERALL_COLORS
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#undef MODPAINT_MIN_OVERALL_COLORS
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/obj/item/mod/skin_applier
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name = "MOD skin applier"
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desc = "This one-use skin applier will add a skin to MODsuits of a specific type."
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icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
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icon_state = "skinapplier"
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var/skin = "civilian"
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var/compatible_theme = /datum/mod_theme
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/obj/item/mod/skin_applier/Initialize(mapload)
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. = ..()
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name = "MOD [skin] skin applier"
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/obj/item/mod/skin_applier/pre_attack(atom/attacked_atom, mob/living/user, params)
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if(!istype(attacked_atom, /obj/item/mod/control))
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return ..()
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var/obj/item/mod/control/mod = attacked_atom
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if(mod.active || mod.activating)
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balloon_alert(user, "suit is active!")
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return TRUE
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if(!istype(mod.theme, compatible_theme))
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balloon_alert(user, "incompatible theme!")
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return TRUE
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mod.set_mod_skin(skin)
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balloon_alert(user, "skin applied")
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qdel(src)
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return TRUE
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/obj/item/mod/skin_applier/honkerative
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skin = "honkerative"
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compatible_theme = /datum/mod_theme/syndicate
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