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## About The Pull Request Changes the color of hallucination cores from red (?) to hot pink. Adds the Perceptomatrix Helm, a hallucination anomaly core item.  This helmet shields the user's brain from all external stimuli while creating a 1:1 replica of it, beamed straight into their mind. What this means in practice is that the user's perception is hypercharged and their brain shielded from psychic phenomena. The sprite is a resprited marine helmet. It's mid and I don't like it but I'm not a spriter. List of effects: Perception: - Flash/Weld Immunity - True Night Vision - Blindness and blurriness immunity - Expanded FOV Brain Shielding: - Perceptual Trauma Immunity - Hallucination Immunity Psyshield: - Conversion and Mindswap Immunity - Magical Mind Resistance (Much more limited than normal resistance) - Technically counts as casting clothes Additionally, you can an ability to invoke hallucinations on others on a 25-second cooldown.  ## Why It's Good For The Game I'm kinda tired of half the anomaly cores in the game having jack and shit going for them. I also think there's a moderate lack of psychic content in the game, so here we go. ### Yeah this is cool but like isn't it kinda fucking nuts? Holy shit dude Let's dissect this. > Perception: > - Flash/Weld Immunity > - True Night Vision > - Blindness and blurriness immunity > - Expanded FOV This part effectively amounts to nothing but night vision sunglasses. > Brain Shielding: > - Perceptual Trauma Immunity > - Hallucination Immunity This isn't all that impactful, either. Hallucination immunity is immensely irrelevant. Perceptual trauma immunity, which means you ignore effects like blindness or imaginary friends, is very, very niche. > Psyshield: > - Conversion and Mindswap Immunity > - Magical Mind Resistance (Much more limited than normal resistance) > - Technically counts as casting clothes Basically just having a mindshield, and that only if you don't get it taken off anyways. Mindswap immunity could be nice, that's really not something you can even get otherwise. Magical mind resistance isn't very good. It blocks mind reading, nullblade sneak attacks, eye of god, many forms of telepathy, psyker magic, the curse of madness, the curse of babel, and that's about it. It's nice, but it won't stop a fireball. A lot of this can in the end be duplicated with sunglasses & oculine/mesons and welding protection, and a tinfoil hat, which is partly why I added the ability. It staggers for a small duration and causes hallucinations, and it's pretty fun to use, despite its effects being rather understated.
271 lines
8.1 KiB
Plaintext
271 lines
8.1 KiB
Plaintext
#define PRIORITY_ABSOLUTE 1
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#define PRIORITY_HIGH 10
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#define PRIORITY_NORMAL 100
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#define PRIORITY_LOW 1000
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/**
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* Client Colour Priority System By RemieRichards (then refactored by another contributor)
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* A System that gives finer control over which client.colour value to display on screen
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* so that the "highest priority" one is always displayed as opposed to the default of
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* "whichever was set last is displayed".
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*
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* Refactored to allow multiple overlapping client colours
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* (e.g. wearing blue glasses under a yellow visor, even though the result is a little unsatured.)
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* As well as some support for animated colour transitions.
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*
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* Define subtypes of this datum
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*/
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/datum/client_colour
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///The color we want to give to the client. This has to be either a hexadecimal color or a color matrix.
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var/colour
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///The mob that owns this client_colour.
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var/mob/owner
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/**
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* We prioritize colours with higher priority (lower numbers), so they don't get overriden by less important ones:
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* eg: "Bloody screen" > "goggles colour" as the former is much more important
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*/
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var/priority = PRIORITY_NORMAL
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///Will this client_colour prevent ones of lower priority from being applied?
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var/override = FALSE
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///IF non-zero, 'animate_client_colour(fade_in)' will be called instead of 'update_client_colour' when added.
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var/fade_in = 0
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///Same as above, but on removal.
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var/fade_out = 0
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/datum/client_colour/New(mob/owner)
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src.owner = owner
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/datum/client_colour/Destroy()
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if(!QDELETED(owner))
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owner.client_colours -= src
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owner.animate_client_colour(fade_out)
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owner = null
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return ..()
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///Sets a new colour, then updates the owner's screen colour.
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/datum/client_colour/proc/update_colour(new_colour, anim_time, easing = 0)
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colour = new_colour
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owner.animate_client_colour(anim_time, easing)
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/**
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* Adds an instance of colour_type to the mob's client_colours list
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* colour_type - a typepath (subtyped from /datum/client_colour)
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*/
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/mob/proc/add_client_colour(colour_type_or_datum)
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if(QDELING(src))
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return
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var/datum/client_colour/colour
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if(istype(colour_type_or_datum, /datum/client_colour))
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colour = colour_type_or_datum
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else if(ispath(colour_type_or_datum, /datum/client_colour))
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colour = new colour_type_or_datum(src)
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else
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CRASH("Invalid colour type or datum for add_client_color: [colour_type_or_datum || "null"]")
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BINARY_INSERT(colour, client_colours, /datum/client_colour, colour, priority, COMPARE_KEY)
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animate_client_colour(colour.fade_in)
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return colour
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/**
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* Removes an instance of colour_type from the mob's client_colours list
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* colour_type - a typepath (subtyped from /datum/client_colour)
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*/
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/mob/proc/remove_client_colour(colour_type)
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if(!ispath(colour_type, /datum/client_colour))
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return
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for(var/datum/client_colour/colour as anything in client_colours)
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if(colour.type == colour_type)
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qdel(colour)
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break
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/**
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* Gets the resulting colour/tone from client_colours.
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* In the case of multiple colours, they'll be converted to RGBA matrices for compatibility,
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* summed together, and then each element divided by the number of matrices. (except we do this with lists because byond)
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* target is the target variable.
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*/
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#define MIX_CLIENT_COLOUR(target)\
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var/_our_colour;\
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var/_number_colours = 0;\
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var/_pool_closed = INFINITY;\
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for(var/_c in client_colours){\
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var/datum/client_colour/_colour = _c;\
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if(_pool_closed < _colour.priority){\
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break\
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};\
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_number_colours++;\
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if(_colour.override){\
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_pool_closed = _colour.priority\
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};\
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if(!_our_colour){\
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_our_colour = _colour.colour;\
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continue\
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};\
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if(_number_colours == 2){\
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_our_colour = color_to_full_rgba_matrix(_our_colour)\
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};\
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var/list/_colour_matrix = color_to_full_rgba_matrix(_colour.colour);\
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var/list/_L = _our_colour;\
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for(var/_i in 1 to 20){\
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_L[_i] += _colour_matrix[_i]\
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};\
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};\
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if(_number_colours > 1){\
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var/list/_L = _our_colour;\
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for(var/_i in 1 to 20){\
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_L[_i] /= _number_colours\
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};\
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};\
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target = _our_colour\
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#define CLIENT_COLOR_FILTER_KEY "fake_client_color"
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/**
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* Resets the mob's client.color to null, and then reapplies a new color based
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* on the client_colour datums it currently has.
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*/
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/mob/proc/update_client_colour()
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if(isnull(hud_used))
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return
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var/new_color = ""
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if(length(client_colours))
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MIX_CLIENT_COLOUR(new_color)
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for(var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
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if(new_color)
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game_plane.add_filter(CLIENT_COLOR_FILTER_KEY, 2, color_matrix_filter(new_color))
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else
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game_plane.remove_filter(CLIENT_COLOR_FILTER_KEY)
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///Works similarly to 'update_client_colour', but animated.
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/mob/proc/animate_client_colour(anim_time = 2 SECONDS, anim_easing = NONE)
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if(anim_time <= 0)
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return update_client_colour()
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if(isnull(hud_used))
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return
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var/anim_color = ""
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if(length(client_colours))
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MIX_CLIENT_COLOUR(anim_color)
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for(var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
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if(anim_color)
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game_plane.add_filter(CLIENT_COLOR_FILTER_KEY, 2, color_matrix_filter())
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game_plane.transition_filter(CLIENT_COLOR_FILTER_KEY, color_matrix_filter(anim_color), anim_time, anim_easing)
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else
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game_plane.transition_filter(CLIENT_COLOR_FILTER_KEY, color_matrix_filter(), anim_time, anim_easing)
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// This leaves a blank color filter on the hud which is, fine I guess?
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#undef MIX_CLIENT_COLOUR
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#undef CLIENT_COLOR_FILTER_KEY
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/datum/client_colour/glass_colour
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priority = PRIORITY_LOW
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/datum/client_colour/glass_colour/green
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colour = "#aaffaa"
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/datum/client_colour/glass_colour/lightgreen
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colour = "#ccffcc"
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/datum/client_colour/glass_colour/blue
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colour = "#aaaaff"
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/datum/client_colour/glass_colour/lightblue
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colour = "#ccccff"
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/datum/client_colour/glass_colour/yellow
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colour = "#ffff66"
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/datum/client_colour/glass_colour/lightyellow
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colour = "#ffffaa"
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/datum/client_colour/glass_colour/red
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colour = "#ffaaaa"
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/datum/client_colour/glass_colour/lightred
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colour = "#ffcccc"
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/datum/client_colour/glass_colour/darkred
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colour = "#bb5555"
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/datum/client_colour/glass_colour/orange
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colour = "#ffbb99"
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/datum/client_colour/glass_colour/lightorange
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colour = "#ffddaa"
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/datum/client_colour/glass_colour/purple
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colour = "#ff99ff"
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/datum/client_colour/glass_colour/lightpurple
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colour = "#ffccff"
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/datum/client_colour/glass_colour/gray
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colour = "#cccccc"
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///A client colour that makes the screen look a bit more grungy, halloweenesque even.
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/datum/client_colour/halloween_helmet
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colour = list(0.75,0.13,0.13,0, 0.13,0.7,0.13,0, 0.13,0.13,0.75,0, -0.06,-0.09,-0.08,1, 0,0,0,0)
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/datum/client_colour/flash_hood
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colour = COLOR_MATRIX_POLAROID
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/datum/client_colour/glass_colour/nightmare
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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
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/datum/client_colour/malfunction
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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
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/datum/client_colour/perceptomatrix
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colour = list(/*R*/ 1,0,0,0, /*G*/ 0,1,0,0, /*B*/ 0,0,1,0, /*A*/ 0,0,0,1, /*C*/0,-0.02,-0.02,0) // veeery slightly pink
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/datum/client_colour/monochrome
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colour = COLOR_MATRIX_GRAYSCALE
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priority = PRIORITY_HIGH //we can't see colors anyway!
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override = TRUE
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fade_in = 20
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fade_out = 20
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/datum/client_colour/monochrome/colorblind
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priority = PRIORITY_HIGH
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/datum/client_colour/monochrome/trance
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priority = PRIORITY_NORMAL
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/datum/client_colour/monochrome/blind
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priority = PRIORITY_NORMAL
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/datum/client_colour/bloodlust
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priority = PRIORITY_ABSOLUTE // Only anger.
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colour = list(0,0,0,0,0,0,0,0,0,1,0,0) //pure red.
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fade_out = 10
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/datum/client_colour/bloodlust/New(mob/owner)
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..()
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if(owner)
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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), 0.1 SECONDS)
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/datum/client_colour/rave
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priority = PRIORITY_LOW
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/datum/client_colour/psyker
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priority = PRIORITY_ABSOLUTE
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override = TRUE
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colour = list(0.8,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
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/datum/client_colour/manual_heart_blood
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priority = PRIORITY_ABSOLUTE
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colour = COLOR_RED
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/datum/client_colour/temp
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priority = PRIORITY_HIGH
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#undef PRIORITY_ABSOLUTE
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#undef PRIORITY_HIGH
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#undef PRIORITY_NORMAL
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#undef PRIORITY_LOW
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