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Bubberstation/code/modules/client/client_colour.dm
Ghom 43428545b2 Adds a unit test for client colours. (#77484)
## About The Pull Request
I'm adding a unit test for the sanity of client colours, ancient datums
which I had refactored a long time ago. This also affects the
`color_to_full_rgba_matrix()` proc, which I had also worked on.

## Why It's Good For The Game
Ever since that aforementioned years old refactor, there have always
been a few issues with client colours.
The most annoying one being the monochromacy client color lingering even
after the blindness status effect is ok.
It's unlikely this will fix that. However, this should clear a few other
runtimes with the feature.

## Changelog
N/A.
2023-08-12 09:31:48 -04:00

231 lines
6.5 KiB
Plaintext

#define PRIORITY_ABSOLUTE 1
#define PRIORITY_HIGH 10
#define PRIORITY_NORMAL 100
#define PRIORITY_LOW 1000
/**
* Client Colour Priority System By RemieRichards (then refactored by another contributor)
* A System that gives finer control over which client.colour value to display on screen
* so that the "highest priority" one is always displayed as opposed to the default of
* "whichever was set last is displayed".
*
* Refactored to allow multiple overlapping client colours
* (e.g. wearing blue glasses under a yellow visor, even though the result is a little unsatured.)
* As well as some support for animated colour transitions.
*
* Define subtypes of this datum
*/
/datum/client_colour
///The color we want to give to the client. This has to be either a hexadecimal color or a color matrix.
var/colour
///The mob that owns this client_colour.
var/mob/owner
/**
* We prioritize colours with higher priority (lower numbers), so they don't get overriden by less important ones:
* eg: "Bloody screen" > "goggles colour" as the former is much more important
*/
var/priority = PRIORITY_NORMAL
///Will this client_colour prevent ones of lower priority from being applied?
var/override = FALSE
///IF non-zero, 'animate_client_colour(fade_in)' will be called instead of 'update_client_colour' when added.
var/fade_in = 0
///Same as above, but on removal.
var/fade_out = 0
/datum/client_colour/New(mob/owner)
src.owner = owner
/datum/client_colour/Destroy()
if(!QDELETED(owner))
owner.client_colours -= src
if(fade_out)
owner.animate_client_colour(fade_out)
else
owner.update_client_colour()
owner = null
return ..()
///Sets a new colour, then updates the owner's screen colour.
/datum/client_colour/proc/update_colour(new_colour, anim_time, easing = 0)
colour = new_colour
if(anim_time)
owner.animate_client_colour(anim_time, easing)
else
owner.update_client_colour()
/**
* Adds an instance of colour_type to the mob's client_colours list
* colour_type - a typepath (subtyped from /datum/client_colour)
*/
/mob/proc/add_client_colour(colour_type)
if(!ispath(colour_type, /datum/client_colour) || QDELING(src))
return
var/datum/client_colour/colour = new colour_type(src)
BINARY_INSERT(colour, client_colours, /datum/client_colour, colour, priority, COMPARE_KEY)
if(colour.fade_in)
animate_client_colour(colour.fade_in)
else
update_client_colour()
return colour
/**
* Removes an instance of colour_type from the mob's client_colours list
* colour_type - a typepath (subtyped from /datum/client_colour)
*/
/mob/proc/remove_client_colour(colour_type)
if(!ispath(colour_type, /datum/client_colour))
return
for(var/cc in client_colours)
var/datum/client_colour/colour = cc
if(colour.type == colour_type)
qdel(colour)
break
/**
* Gets the resulting colour/tone from client_colours.
* In the case of multiple colours, they'll be converted to RGBA matrices for compatibility,
* summed together, and then each element divided by the number of matrices. (except we do this with lists because byond)
* target is the target variable.
*/
#define MIX_CLIENT_COLOUR(target)\
var/_our_colour;\
var/_number_colours = 0;\
var/_pool_closed = INFINITY;\
for(var/_c in client_colours){\
var/datum/client_colour/_colour = _c;\
if(_pool_closed < _colour.priority){\
break\
};\
_number_colours++;\
if(_colour.override){\
_pool_closed = _colour.priority\
};\
if(!_our_colour){\
_our_colour = _colour.colour;\
continue\
};\
if(_number_colours == 2){\
_our_colour = color_to_full_rgba_matrix(_our_colour)\
};\
var/list/_colour_matrix = color_to_full_rgba_matrix(_colour.colour);\
var/list/_L = _our_colour;\
for(var/_i in 1 to 20){\
_L[_i] += _colour_matrix[_i]\
};\
};\
if(_number_colours > 1){\
var/list/_L = _our_colour;\
for(var/_i in 1 to 20){\
_L[_i] /= _number_colours\
};\
};\
target = _our_colour\
/**
* Resets the mob's client.color to null, and then reapplies a new color based
* on the client_colour datums it currently has.
*/
/mob/proc/update_client_colour()
if(!client)
return
client.color = ""
if(!client_colours.len)
return
MIX_CLIENT_COLOUR(client.color)
///Works similarly to 'update_client_colour', but animated.
/mob/proc/animate_client_colour(anim_time = 20, anim_easing = 0)
if(!client)
return
if(!client_colours.len)
animate(client, color = "", time = anim_time, easing = anim_easing)
return
MIX_CLIENT_COLOUR(var/anim_colour)
animate(client, color = anim_colour, time = anim_time, easing = anim_easing)
#undef MIX_CLIENT_COLOUR
/datum/client_colour/glass_colour
priority = PRIORITY_LOW
/datum/client_colour/glass_colour/green
colour = "#aaffaa"
/datum/client_colour/glass_colour/lightgreen
colour = "#ccffcc"
/datum/client_colour/glass_colour/blue
colour = "#aaaaff"
/datum/client_colour/glass_colour/lightblue
colour = "#ccccff"
/datum/client_colour/glass_colour/yellow
colour = "#ffff66"
/datum/client_colour/glass_colour/red
colour = "#ffaaaa"
/datum/client_colour/glass_colour/darkred
colour = "#bb5555"
/datum/client_colour/glass_colour/orange
colour = "#ffbb99"
/datum/client_colour/glass_colour/lightorange
colour = "#ffddaa"
/datum/client_colour/glass_colour/purple
colour = "#ff99ff"
/datum/client_colour/glass_colour/gray
colour = "#cccccc"
/datum/client_colour/glass_colour/nightmare
colour = list(255,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, -130,0,0,0) //every color is either red or black
/datum/client_colour/malfunction
colour = list(/*R*/ 0,0,0,0, /*G*/ 0,175,0,0, /*B*/ 0,0,0,0, /*A*/ 0,0,0,1, /*C*/0,-130,0,0) // Matrix colors
/datum/client_colour/monochrome
colour = list(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
priority = PRIORITY_HIGH //we can't see colors anyway!
override = TRUE
fade_in = 20
fade_out = 20
/datum/client_colour/monochrome/colorblind
priority = PRIORITY_HIGH
/datum/client_colour/monochrome/trance
priority = PRIORITY_NORMAL
/datum/client_colour/monochrome/blind
priority = PRIORITY_NORMAL
/datum/client_colour/bloodlust
priority = PRIORITY_ABSOLUTE // Only anger.
colour = list(0,0,0,0,0,0,0,0,0,1,0,0) //pure red.
fade_out = 10
/datum/client_colour/bloodlust/New(mob/owner)
..()
if(owner)
addtimer(CALLBACK(src, PROC_REF(update_colour), list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0), 10, SINE_EASING|EASE_OUT), 1)
/datum/client_colour/rave
priority = PRIORITY_LOW
/datum/client_colour/psyker
priority = PRIORITY_ABSOLUTE
override = TRUE
colour = list(0.8,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
#undef PRIORITY_ABSOLUTE
#undef PRIORITY_HIGH
#undef PRIORITY_NORMAL
#undef PRIORITY_LOW