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## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
473 lines
16 KiB
Plaintext
473 lines
16 KiB
Plaintext
/obj/item/airlock_painter
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name = "airlock painter"
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desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob."
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desc_controls = "Alt-Click to remove the ink cartridge."
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icon = 'icons/obj/devices/tool.dmi'
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icon_state = "paint_sprayer"
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inhand_icon_state = "paint_sprayer"
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worn_icon_state = "painter"
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w_class = WEIGHT_CLASS_SMALL
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custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5)
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = NOBLUDGEON
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slot_flags = ITEM_SLOT_BELT
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usesound = 'sound/effects/spray2.ogg'
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/// The ink cartridge to pull charges from.
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var/obj/item/toner/ink = null
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/// The type path to instantiate for the ink cartridge the device initially comes with, eg. /obj/item/toner
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var/initial_ink_type = /obj/item/toner
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/// Associate list of all paint jobs the airlock painter can apply. The key is the name of the airlock the user will see. The value is the type path of the airlock
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var/list/available_paint_jobs = list(
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"Public" = /obj/machinery/door/airlock/public,
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"Engineering" = /obj/machinery/door/airlock/engineering,
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"Atmospherics" = /obj/machinery/door/airlock/atmos,
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"Security" = /obj/machinery/door/airlock/security,
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"Command" = /obj/machinery/door/airlock/command,
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"Medical" = /obj/machinery/door/airlock/medical,
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"Virology" = /obj/machinery/door/airlock/virology,
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"Research" = /obj/machinery/door/airlock/research,
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"Hydroponics" = /obj/machinery/door/airlock/hydroponics,
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"Freezer" = /obj/machinery/door/airlock/freezer,
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"Science" = /obj/machinery/door/airlock/science,
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"Mining" = /obj/machinery/door/airlock/mining,
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"Maintenance" = /obj/machinery/door/airlock/maintenance,
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"External" = /obj/machinery/door/airlock/external,
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"External Maintenance"= /obj/machinery/door/airlock/maintenance/external,
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"Standard" = /obj/machinery/door/airlock
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)
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/obj/item/airlock_painter/Initialize(mapload)
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. = ..()
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ink = new initial_ink_type(src)
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/obj/item/airlock_painter/Destroy(force)
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QDEL_NULL(ink)
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return ..()
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//This proc doesn't just check if the painter can be used, but also uses it.
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//Only call this if you are certain that the painter will be used right after this check!
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/obj/item/airlock_painter/proc/use_paint(mob/user)
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if(can_use(user))
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ink.charges--
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playsound(src.loc, 'sound/effects/spray2.ogg', 50, TRUE)
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return TRUE
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else
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return FALSE
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//This proc only checks if the painter can be used.
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//Call this if you don't want the painter to be used right after this check, for example
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//because you're expecting user input.
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/obj/item/airlock_painter/proc/can_use(mob/user)
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if(!ink)
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balloon_alert(user, "no cartridge!")
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return FALSE
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else if(ink.charges < 1)
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balloon_alert(user, "out of ink!")
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return FALSE
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else
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return TRUE
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/obj/item/airlock_painter/suicide_act(mob/living/user)
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var/obj/item/organ/internal/lungs/L = user.get_organ_slot(ORGAN_SLOT_LUNGS)
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if(can_use(user) && L)
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user.visible_message(span_suicide("[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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use(user)
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// Once you've inhaled the toner, you throw up your lungs
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// and then die.
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// Find out if there is an open turf in front of us,
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// and if not, pick the turf we are standing on.
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var/turf/T = get_step(get_turf(src), user.dir)
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if(!isopenturf(T))
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T = get_turf(src)
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// they managed to lose their lungs between then and
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// now. Good job.
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if(!L)
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return OXYLOSS
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L.Remove(user)
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// make some colorful reagent, and apply it to the lungs
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L.create_reagents(10)
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L.reagents.add_reagent(/datum/reagent/colorful_reagent, 10)
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L.reagents.expose(L, TOUCH, 1)
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// TODO maybe add some colorful vomit?
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user.visible_message(span_suicide("[user] vomits out [user.p_their()] [L]!"))
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playsound(user.loc, 'sound/effects/splat.ogg', 50, TRUE)
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L.forceMove(T)
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return (TOXLOSS|OXYLOSS)
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else if(can_use(user) && !L)
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user.visible_message(span_suicide("[user] is spraying toner on [user.p_them()]self from [src]! It looks like [user.p_theyre()] trying to commit suicide."))
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user.reagents.add_reagent(/datum/reagent/colorful_reagent, 1)
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user.reagents.expose(user, TOUCH, 1)
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return TOXLOSS
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else
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user.visible_message(span_suicide("[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner."))
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return SHAME
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/obj/item/airlock_painter/examine(mob/user)
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. = ..()
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if(!ink)
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. += span_notice("It doesn't have a toner cartridge installed.")
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return
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var/ink_level = "high"
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if(ink.charges < 1)
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ink_level = "empty"
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else if((ink.charges/ink.max_charges) <= 0.25) //25%
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ink_level = "low"
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else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit)
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ink_level = "dangerously high"
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. += span_notice("Its ink levels look [ink_level].")
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/obj/item/airlock_painter/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/toner))
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if(ink)
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to_chat(user, span_warning("[src] already contains \a [ink]!"))
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return
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if(!user.transferItemToLoc(W, src))
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return
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to_chat(user, span_notice("You install [W] into [src]."))
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ink = W
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playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
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else
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return ..()
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/obj/item/airlock_painter/click_alt(mob/user)
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if(!ink)
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return CLICK_ACTION_BLOCKING
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playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
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ink.forceMove(user.drop_location())
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user.put_in_hands(ink)
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to_chat(user, span_notice("You remove [ink] from [src]."))
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ink = null
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return CLICK_ACTION_SUCCESS
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/obj/item/airlock_painter/decal
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name = "decal painter"
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desc = "An airlock painter, reprogramed to use a different style of paint in order to apply decals for floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed."
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desc_controls = "Alt-Click to remove the ink cartridge."
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icon = 'icons/obj/devices/tool.dmi'
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icon_state = "decal_sprayer"
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inhand_icon_state = "decal_sprayer"
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custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5)
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initial_ink_type = /obj/item/toner/large
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/// The current direction of the decal being printed
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var/stored_dir = 2
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/// The current color of the decal being printed.
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var/stored_color = "yellow"
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/// The current base icon state of the decal being printed.
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var/stored_decal = "warningline"
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/// The full icon state of the decal being printed.
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var/stored_decal_total = "warningline"
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/// The type path of the spritesheet being used for the frontend.
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var/spritesheet_type = /datum/asset/spritesheet/decals // spritesheet containing previews
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/// Does this printer implementation support custom colors?
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var/supports_custom_color = FALSE
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/// Current custom color
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var/stored_custom_color
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/// List of color options as list(user-friendly label, color value to return)
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var/color_list = list(
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list("Yellow", "yellow"),
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list("Red", "red"),
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list("White", "white"),
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)
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/// List of direction options as list(user-friendly label, dir value to return)
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var/dir_list = list(
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list("North", NORTH),
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list("South", SOUTH),
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list("East", EAST),
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list("West", WEST),
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)
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/// List of decal options as list(user-friendly label, icon state base value to return)
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var/decal_list = list(
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list("Warning Line", "warningline"),
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list("Warning Line Corner", "warninglinecorner"),
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list("Caution Label", "caution"),
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list("Directional Arrows", "arrows"),
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list("Stand Clear Label", "stand_clear"),
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list("Bot", "bot"),
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list("Box", "box"),
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list("Box Corner", "box_corners"),
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list("Delivery Marker", "delivery"),
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list("Warning Box", "warn_full"),
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)
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// These decals only have a south sprite.
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var/nondirectional_decals = list(
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"bot",
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"box",
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"delivery",
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"warn_full",
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)
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/obj/item/airlock_painter/decal/Initialize(mapload)
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. = ..()
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stored_custom_color = stored_color
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/obj/item/airlock_painter/decal/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(isfloorturf(interacting_with) && use_paint(user))
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paint_floor(interacting_with)
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return ITEM_INTERACT_SUCCESS
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return NONE
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/**
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* Actually add current decal to the floor.
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*
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* Responsible for actually adding the element to the turf for maximum flexibility.area
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* Can be overriden for different decal behaviors.
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* Arguments:
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* * target - The turf being painted to
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*/
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/obj/item/airlock_painter/decal/proc/paint_floor(turf/open/floor/target)
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target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, stored_dir, null, null, alpha, color, null, FALSE, null)
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/**
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* Return the final icon_state for the given decal options
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*
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* Arguments:
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* * decal - the selected decal base icon state
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* * color - the selected color
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* * dir - the selected dir
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*/
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/obj/item/airlock_painter/decal/proc/get_decal_path(decal, color, dir)
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// Special case due to icon_state names
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if(color == "yellow")
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color = ""
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return "[decal][color ? "_" : ""][color]"
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/obj/item/airlock_painter/decal/proc/update_decal_path()
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stored_decal_total = get_decal_path(stored_decal, stored_color, stored_dir)
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/obj/item/airlock_painter/decal/ui_interact(mob/user, datum/tgui/ui)
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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, "DecalPainter", name)
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ui.open()
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/obj/item/airlock_painter/decal/ui_assets(mob/user)
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. = ..()
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. += get_asset_datum(spritesheet_type)
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/obj/item/airlock_painter/decal/ui_static_data(mob/user)
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. = ..()
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var/datum/asset/spritesheet/icon_assets = get_asset_datum(spritesheet_type)
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.["icon_prefix"] = "[icon_assets.name]32x32"
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.["supports_custom_color"] = supports_custom_color
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.["decal_list"] = list()
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.["color_list"] = list()
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.["dir_list"] = list()
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.["nondirectional_decals"] = nondirectional_decals
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for(var/decal in decal_list)
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.["decal_list"] += list(list(
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"name" = decal[1],
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"decal" = decal[2],
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))
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for(var/color in color_list)
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.["color_list"] += list(list(
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"name" = color[1],
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"color" = color[2],
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))
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for(var/dir in dir_list)
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.["dir_list"] += list(list(
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"name" = dir[1],
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"dir" = dir[2],
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))
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/obj/item/airlock_painter/decal/ui_data(mob/user)
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. = ..()
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.["current_decal"] = stored_decal
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.["current_color"] = stored_color
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.["current_dir"] = stored_dir
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.["current_custom_color"] = stored_custom_color
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/obj/item/airlock_painter/decal/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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//Lists of decals and designs
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if("select decal")
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var/selected_decal = params["decal"]
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var/selected_dir = text2num(params["dir"])
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stored_decal = selected_decal
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stored_dir = selected_dir
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if("select color")
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var/selected_color = params["color"]
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stored_color = selected_color
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if("pick custom color")
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if(supports_custom_color)
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pick_painting_tool_color(usr, stored_custom_color)
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update_decal_path()
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. = TRUE
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/obj/item/airlock_painter/decal/set_painting_tool_color(chosen_color)
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. = ..()
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stored_custom_color = chosen_color
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stored_color = chosen_color
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/datum/asset/spritesheet/decals
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name = "floor_decals"
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/// The floor icon used for blend_preview_floor()
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var/preview_floor_icon = 'icons/turf/floors.dmi'
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/// The floor icon state used for blend_preview_floor()
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var/preview_floor_state = "floor"
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/// The associated decal painter type to grab decals, colors, etc from.
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var/obj/item/airlock_painter/decal/painter_type = /obj/item/airlock_painter/decal
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/**
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* Underlay an example floor for preview purposes, and return the new icon.
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*
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* Arguments:
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* * decal - the decal to place over the example floor tile
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*/
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/datum/asset/spritesheet/decals/proc/blend_preview_floor(icon/decal)
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var/icon/final = icon(preview_floor_icon, preview_floor_state)
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final.Blend(decal, ICON_OVERLAY)
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return final
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/**
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* Insert a specific state into the spritesheet.
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*
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* Arguments:
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* * decal - the given decal base state.
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* * dir - the given direction.
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* * color - the given color.
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*/
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/datum/asset/spritesheet/decals/proc/insert_state(decal, dir, color)
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// Special case due to icon_state names
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var/icon_state_color = color == "yellow" ? "" : color
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var/icon/final = blend_preview_floor(icon('icons/turf/decals.dmi', "[decal][icon_state_color ? "_" : ""][icon_state_color]", dir))
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Insert("[decal]_[dir]_[color]", final)
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/datum/asset/spritesheet/decals/create_spritesheets()
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// Must actually create because initial(type) doesn't work for /lists for some reason.
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var/obj/item/airlock_painter/decal/painter = new painter_type()
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for(var/list/decal in painter.decal_list)
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for(var/list/dir in painter.dir_list)
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for(var/list/color in painter.color_list)
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insert_state(decal[2], dir[2], color[2])
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if(painter.supports_custom_color)
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insert_state(decal[2], dir[2], "custom")
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qdel(painter)
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/obj/item/airlock_painter/decal/debug
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name = "extreme decal painter"
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icon_state = "decal_sprayer_ex"
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initial_ink_type = /obj/item/toner/extreme
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/obj/item/airlock_painter/decal/tile
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name = "tile sprayer"
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desc = "An airlock painter, reprogramed to use a different style of paint in order to spray colors on floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed."
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desc_controls = "Alt-Click to remove the ink cartridge."
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icon_state = "tile_sprayer"
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stored_dir = 2
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stored_color = "#D4D4D432"
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stored_decal = "tile_corner"
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spritesheet_type = /datum/asset/spritesheet/decals/tiles
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supports_custom_color = TRUE
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// Colors can have a an alpha component as RGBA, or just be RGB and use default alpha
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color_list = list(
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list("Neutral", "#D4D4D432"),
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list("Dark", "#0e0f0f"),
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list("Bar Burgundy", "#79150082"),
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list("Sec Red", "#DE3A3A"),
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list("Cargo Brown", "#A46106"),
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list("Engi Yellow", "#EFB341"),
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list("Service Green", "#9FED58"),
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list("Med Blue", "#52B4E9"),
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list("R&D Purple", "#D381C9"),
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)
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decal_list = list(
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list("Corner", "tile_corner"),
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list("Half", "tile_half_contrasted"),
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list("Opposing Corners", "tile_opposing_corners"),
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list("3 Corners", "tile_anticorner_contrasted"),
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list("4 Corners", "tile_fourcorners"),
|
|
list("Trimline Corner", "trimline_corner_fill"),
|
|
list("Trimline Fill", "trimline_fill"),
|
|
list("Trimline Fill L", "trimline_fill__8"), // This is a hack that lives in the spritesheet builder and paint_floor
|
|
list("Trimline End", "trimline_end_fill"),
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|
list("Trimline Box", "trimline_box_fill"),
|
|
)
|
|
nondirectional_decals = list(
|
|
"tile_fourcorners",
|
|
"trimline_box_fill",
|
|
)
|
|
|
|
/// Regex to split alpha out.
|
|
var/static/regex/rgba_regex = new(@"(#[0-9a-fA-F]{6})([0-9a-fA-F]{2})")
|
|
|
|
/// Default alpha for /obj/effect/turf_decal/tile
|
|
var/default_alpha = 110
|
|
|
|
/obj/item/airlock_painter/decal/tile/paint_floor(turf/open/floor/target)
|
|
// Account for 8-sided decals.
|
|
var/source_decal = stored_decal
|
|
var/source_dir = stored_dir
|
|
if(copytext(stored_decal, -3) == "__8")
|
|
source_decal = splicetext(stored_decal, -3, 0, "")
|
|
source_dir = turn(stored_dir, 45)
|
|
|
|
var/decal_color = stored_color
|
|
var/decal_alpha = default_alpha
|
|
// Handle the RGBA case.
|
|
if(rgba_regex.Find(decal_color))
|
|
decal_color = rgba_regex.group[1]
|
|
decal_alpha = text2num(rgba_regex.group[2], 16)
|
|
|
|
target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', source_decal, source_dir, null, null, decal_alpha, decal_color, null, FALSE, null)
|
|
|
|
/datum/asset/spritesheet/decals/tiles
|
|
name = "floor_tile_decals"
|
|
painter_type = /obj/item/airlock_painter/decal/tile
|
|
|
|
/datum/asset/spritesheet/decals/tiles/insert_state(decal, dir, color)
|
|
// Account for 8-sided decals.
|
|
var/source_decal = decal
|
|
var/source_dir = dir
|
|
if(copytext(decal, -3) == "__8")
|
|
source_decal = splicetext(decal, -3, 0, "")
|
|
source_dir = turn(dir, 45)
|
|
|
|
// Handle the RGBA case.
|
|
var/obj/item/airlock_painter/decal/tile/tile_type = painter_type
|
|
var/render_color = color
|
|
var/render_alpha = initial(tile_type.default_alpha)
|
|
if(tile_type.rgba_regex.Find(color))
|
|
render_color = tile_type.rgba_regex.group[1]
|
|
render_alpha = text2num(tile_type.rgba_regex.group[2], 16)
|
|
|
|
var/icon/colored_icon = icon('icons/turf/decals.dmi', source_decal, dir=source_dir)
|
|
colored_icon.ChangeOpacity(render_alpha * 0.008)
|
|
if(color == "custom")
|
|
// Do a fun rainbow pattern to stand out while still being static.
|
|
colored_icon.Blend(icon('icons/effects/random_spawners.dmi', "rainbow"), ICON_MULTIPLY)
|
|
else
|
|
colored_icon.Blend(render_color, ICON_MULTIPLY)
|
|
|
|
colored_icon = blend_preview_floor(colored_icon)
|
|
Insert("[decal]_[dir]_[replacetext(color, "#", "")]", colored_icon)
|