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Bubberstation/code/modules/art/paintings.dm
SkyratBot 71b5f92eda [MIRROR] [MDB IGNORE] dir sanity, primarily on WALLITEMs [MDB IGNORE] (#9315)
* [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)

About The Pull Request

Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.

This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.

Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.

Some implications of this setup were:

    You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
    You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.

Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:

endless-stack-of-intercoms

Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!

Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used

Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.

Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.

tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game

fml
Changelog

cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl

* [MDB IGNORE] dir sanity, primarily on WALLITEMs

* apc directionals

* bluespace vendor fix

* defib fix

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-10 17:17:26 -05:00

454 lines
14 KiB
Plaintext

///////////
// EASEL //
///////////
/obj/structure/easel
name = "easel"
desc = "Only for the finest of art!"
icon = 'icons/obj/artstuff.dmi'
icon_state = "easel"
density = TRUE
resistance_flags = FLAMMABLE
max_integrity = 60
var/obj/item/canvas/painting = null
//Adding canvases
/obj/structure/easel/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/canvas))
var/obj/item/canvas/canvas = I
user.dropItemToGround(canvas)
painting = canvas
canvas.forceMove(get_turf(src))
canvas.layer = layer+0.1
user.visible_message(span_notice("[user] puts \the [canvas] on \the [src]."),span_notice("You place \the [canvas] on \the [src]."))
else
return ..()
//Stick to the easel like glue
/obj/structure/easel/Move()
var/turf/T = get_turf(src)
. = ..()
if(painting && painting.loc == T) //Only move if it's near us.
painting.forceMove(get_turf(src))
else
painting = null
/obj/item/canvas
name = "canvas"
desc = "Draw out your soul on this canvas!"
icon = 'icons/obj/artstuff.dmi'
icon_state = "11x11"
flags_1 = UNPAINTABLE_1
resistance_flags = FLAMMABLE
var/width = 11
var/height = 11
var/list/grid
var/canvas_color = "#ffffff" //empty canvas color
var/used = FALSE
var/painting_name = "Untitled Artwork" //Painting name, this is set after framing.
var/finalized = FALSE //Blocks edits
var/author_ckey
var/icon_generated = FALSE
var/icon/generated_icon
///boolean that blocks persistence from saving it. enabled from printing copies, because we do not want to save copies.
var/no_save = FALSE
// Painting overlay offset when framed
var/framed_offset_x = 11
var/framed_offset_y = 10
pixel_x = 10
pixel_y = 9
/obj/item/canvas/Initialize(mapload)
. = ..()
reset_grid()
/obj/item/canvas/proc/reset_grid()
grid = new/list(width,height)
for(var/x in 1 to width)
for(var/y in 1 to height)
grid[x][y] = canvas_color
/obj/item/canvas/attack_self(mob/user)
. = ..()
ui_interact(user)
/obj/item/canvas/ui_state(mob/user)
if(finalized)
return GLOB.physical_obscured_state
else
return GLOB.default_state
/obj/item/canvas/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Canvas", name)
ui.set_autoupdate(FALSE)
ui.open()
/obj/item/canvas/attackby(obj/item/I, mob/living/user, params)
if(!user.combat_mode)
ui_interact(user)
else
return ..()
/obj/item/canvas/ui_data(mob/user)
. = ..()
.["grid"] = grid
.["name"] = painting_name
.["finalized"] = finalized
/obj/item/canvas/examine(mob/user)
. = ..()
ui_interact(user)
/obj/item/canvas/ui_act(action, params)
. = ..()
if(. || finalized)
return
var/mob/user = usr
switch(action)
if("paint")
var/obj/item/I = user.get_active_held_item()
var/color = get_paint_tool_color(I)
if(!color)
return FALSE
var/x = text2num(params["x"])
var/y = text2num(params["y"])
grid[x][y] = color
used = TRUE
update_appearance()
. = TRUE
if("finalize")
. = TRUE
if(!finalized)
finalize(user)
/obj/item/canvas/proc/finalize(mob/user)
finalized = TRUE
author_ckey = user.ckey
generate_proper_overlay()
try_rename(user)
/obj/item/canvas/update_overlays()
. = ..()
if(icon_generated)
var/mutable_appearance/detail = mutable_appearance(generated_icon)
detail.pixel_x = 1
detail.pixel_y = 1
. += detail
return
if(!used)
return
var/mutable_appearance/detail = mutable_appearance(icon, "[icon_state]wip")
detail.pixel_x = 1
detail.pixel_y = 1
. += detail
/obj/item/canvas/proc/generate_proper_overlay()
if(icon_generated)
return
var/png_filename = "data/paintings/temp_painting.png"
var/result = rustg_dmi_create_png(png_filename,"[width]","[height]",get_data_string())
if(result)
CRASH("Error generating painting png : [result]")
generated_icon = new(png_filename)
icon_generated = TRUE
update_appearance()
/obj/item/canvas/proc/get_data_string()
var/list/data = list()
for(var/y in 1 to height)
for(var/x in 1 to width)
data += grid[x][y]
return data.Join("")
//Todo make this element ?
/obj/item/canvas/proc/get_paint_tool_color(obj/item/I)
if(!I)
return
if(istype(I, /obj/item/toy/crayon))
var/obj/item/toy/crayon/crayon = I
return crayon.paint_color
else if(istype(I, /obj/item/pen))
var/obj/item/pen/P = I
switch(P.colour)
if("black")
return "#000000"
if("blue")
return "#0000ff"
if("red")
return "#ff0000"
return P.colour
else if(istype(I, /obj/item/soap) || istype(I, /obj/item/reagent_containers/glass/rag))
return canvas_color
/obj/item/canvas/proc/try_rename(mob/user)
var/new_name = stripped_input(user,"What do you want to name the painting?")
if(new_name != painting_name && new_name && user.canUseTopic(src,BE_CLOSE))
painting_name = new_name
SStgui.update_uis(src)
/obj/item/canvas/nineteen_nineteen
name = "canvas (19x19)"
icon_state = "19x19"
width = 19
height = 19
pixel_x = 6
pixel_y = 9
framed_offset_x = 8
framed_offset_y = 9
/obj/item/canvas/twentythree_nineteen
name = "canvas (23x19)"
icon_state = "23x19"
width = 23
height = 19
pixel_x = 4
pixel_y = 10
framed_offset_x = 6
framed_offset_y = 8
/obj/item/canvas/twentythree_twentythree
name = "canvas (23x23)"
icon_state = "23x23"
width = 23
height = 23
pixel_x = 5
pixel_y = 9
framed_offset_x = 5
framed_offset_y = 6
/obj/item/canvas/twentyfour_twentyfour
name = "canvas (AI Universal Standard)"
desc = "Besides being very large, the AI can accept these as a display from their internal database after you've hung it up."
icon_state = "24x24"
width = 24
height = 24
pixel_x = 2
pixel_y = 1
framed_offset_x = 4
framed_offset_y = 5
/obj/item/wallframe/painting
name = "painting frame"
desc = "The perfect showcase for your favorite deathtrap memories."
icon = 'icons/obj/decals.dmi'
custom_materials = list(/datum/material/wood = 2000)
flags_1 = NONE
icon_state = "frame-empty"
result_path = /obj/structure/sign/painting
pixel_shift = 30
/obj/structure/sign/painting
name = "Painting"
desc = "Art or \"Art\"? You decide."
icon = 'icons/obj/decals.dmi'
icon_state = "frame-empty"
base_icon_state = "frame"
custom_materials = list(/datum/material/wood = 2000)
buildable_sign = FALSE
///Canvas we're currently displaying.
var/obj/item/canvas/current_canvas
///Description set when canvas is added.
var/desc_with_canvas
var/persistence_id
/obj/structure/sign/painting/Initialize(mapload, dir, building)
. = ..()
SSpersistent_paintings.painting_frames += src
if(dir)
setDir(dir)
/obj/structure/sign/painting/Destroy()
. = ..()
SSpersistent_paintings.painting_frames -= src
/obj/structure/sign/painting/attackby(obj/item/I, mob/user, params)
if(!current_canvas && istype(I, /obj/item/canvas))
frame_canvas(user,I)
else if(current_canvas && current_canvas.painting_name == initial(current_canvas.painting_name) && istype(I,/obj/item/pen))
try_rename(user)
else
return ..()
/obj/structure/sign/painting/examine(mob/user)
. = ..()
if(persistence_id)
. += span_notice("Any painting placed here will be archived at the end of the shift.")
if(current_canvas)
current_canvas.ui_interact(user)
. += span_notice("Use wirecutters to remove the painting.")
/obj/structure/sign/painting/wirecutter_act(mob/living/user, obj/item/I)
. = ..()
if(current_canvas)
current_canvas.forceMove(drop_location())
current_canvas = null
to_chat(user, span_notice("You remove the painting from the frame."))
update_appearance()
return TRUE
/obj/structure/sign/painting/proc/frame_canvas(mob/user,obj/item/canvas/new_canvas)
if(user.transferItemToLoc(new_canvas,src))
current_canvas = new_canvas
if(!current_canvas.finalized)
current_canvas.finalize(user)
to_chat(user,span_notice("You frame [current_canvas]."))
update_appearance()
/obj/structure/sign/painting/proc/try_rename(mob/user)
if(current_canvas.painting_name == initial(current_canvas.painting_name))
current_canvas.try_rename(user)
/obj/structure/sign/painting/update_name(updates)
name = current_canvas ? "painting - [current_canvas.painting_name]" : initial(name)
return ..()
/obj/structure/sign/painting/update_desc(updates)
desc = current_canvas ? desc_with_canvas : initial(desc)
return ..()
/obj/structure/sign/painting/update_icon_state()
icon_state = "[base_icon_state]-[current_canvas?.generated_icon ? "overlay" : "empty"]"
return ..()
/obj/structure/sign/painting/update_overlays()
. = ..()
if(!current_canvas?.generated_icon)
return
var/mutable_appearance/MA = mutable_appearance(current_canvas.generated_icon)
MA.pixel_x = current_canvas.framed_offset_x
MA.pixel_y = current_canvas.framed_offset_y
. += MA
var/mutable_appearance/frame = mutable_appearance(current_canvas.icon,"[current_canvas.icon_state]frame")
frame.pixel_x = current_canvas.framed_offset_x - 1
frame.pixel_y = current_canvas.framed_offset_y - 1
. += frame
/**
* Loads a painting from SSpersistence. Called globally by said subsystem when it inits
*
* Deleting paintings leaves their json, so this proc will remove the json and try again if it finds one of those.
*/
/obj/structure/sign/painting/proc/load_persistent()
if(!persistence_id || !SSpersistent_paintings.paintings[persistence_id])
return
var/list/painting_category = SSpersistent_paintings.paintings[persistence_id]
var/list/painting
while(!painting)
if(!length(SSpersistent_paintings.paintings[persistence_id]))
return //aborts loading anything this category has no usable paintings
var/list/chosen = pick(painting_category)
if(!fexists("data/paintings/[persistence_id]/[chosen["md5"]].png")) //shitmin deleted this art, lets remove json entry to avoid errors
painting_category -= list(chosen)
continue //and try again
painting = chosen
var/title = painting["title"]
var/author = painting["ckey"]
var/png = "data/paintings/[persistence_id]/[painting["md5"]].png"
if(!title)
title = "Untitled Artwork" //legacy artwork allowed null names which was bad for the json, lets fix that
painting["title"] = title
var/icon/I = new(png)
var/obj/item/canvas/new_canvas
var/w = I.Width()
var/h = I.Height()
for(var/T in typesof(/obj/item/canvas))
new_canvas = T
if(initial(new_canvas.width) == w && initial(new_canvas.height) == h)
new_canvas = new T(src)
break
new_canvas.fill_grid_from_icon(I)
new_canvas.generated_icon = I
new_canvas.icon_generated = TRUE
new_canvas.finalized = TRUE
new_canvas.painting_name = title
new_canvas.author_ckey = author
new_canvas.name = "painting - [title]"
current_canvas = new_canvas
update_appearance()
/obj/structure/sign/painting/proc/save_persistent()
if(!persistence_id || !current_canvas || current_canvas.no_save)
return
if(SANITIZE_FILENAME(persistence_id) != persistence_id)
stack_trace("Invalid persistence_id - [persistence_id]")
return
if(!current_canvas.painting_name)
current_canvas.painting_name = "Untitled Artwork"
var/data = current_canvas.get_data_string()
var/md5 = md5(lowertext(data))
var/list/current = SSpersistent_paintings.paintings[persistence_id]
if(!current)
current = list()
for(var/list/entry in current)
if(entry["md5"] == md5)
return
var/png_directory = "data/paintings/[persistence_id]/"
var/png_path = png_directory + "[md5].png"
var/result = rustg_dmi_create_png(png_path,"[current_canvas.width]","[current_canvas.height]",data)
if(result)
CRASH("Error saving persistent painting: [result]")
current += list(list("title" = current_canvas.painting_name , "md5" = md5, "ckey" = current_canvas.author_ckey))
SSpersistent_paintings.paintings[persistence_id] = current
/obj/item/canvas/proc/fill_grid_from_icon(icon/I)
var/h = I.Height() + 1
for(var/x in 1 to width)
for(var/y in 1 to height)
grid[x][y] = I.GetPixel(x,h-y)
//Presets for art gallery mapping, for paintings to be shared across stations
/obj/structure/sign/painting/library
name = "\improper Public Painting Exhibit mounting"
desc = "For art pieces hung by the public."
desc_with_canvas = "A piece of art (or \"art\"). Anyone could've hung it."
persistence_id = "library"
/obj/structure/sign/painting/library_secure
name = "\improper Curated Painting Exhibit mounting"
desc = "For masterpieces hand-picked by the curator."
desc_with_canvas = "A masterpiece hand-picked by the curator, supposedly."
persistence_id = "library_secure"
/obj/structure/sign/painting/library_private // keep your smut away from prying eyes, or non-librarians at least
name = "\improper Private Painting Exhibit mounting"
desc = "For art pieces deemed too subversive or too illegal to be shared outside of curators."
desc_with_canvas = "A painting hung away from lesser minds."
persistence_id = "library_private"
/obj/structure/sign/painting/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION(VV_HK_REMOVE_PAINTING, "Remove Persistent Painting")
/obj/structure/sign/painting/vv_do_topic(list/href_list)
. = ..()
if(href_list[VV_HK_REMOVE_PAINTING])
if(!check_rights(NONE))
return
var/mob/user = usr
if(!persistence_id || !current_canvas)
to_chat(user,span_warning("This is not a persistent painting."))
return
var/md5 = md5(lowertext(current_canvas.get_data_string()))
var/author = current_canvas.author_ckey
var/list/current = SSpersistent_paintings.paintings[persistence_id]
if(current)
for(var/list/entry in current)
if(entry["md5"] == md5)
current -= entry
var/png = "data/paintings/[persistence_id]/[md5].png"
fdel(png)
for(var/obj/structure/sign/painting/painting as anything in SSpersistent_paintings.painting_frames)
if(painting.current_canvas && md5(painting.current_canvas.get_data_string()) == md5)
QDEL_NULL(painting.current_canvas)
painting.update_appearance()
log_admin("[key_name(user)] has deleted a persistent painting made by [author].")
message_admins(span_notice("[key_name_admin(user)] has deleted persistent painting made by [author]."))