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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
168 lines
6.0 KiB
Plaintext
168 lines
6.0 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/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, datum/ui_state/state)
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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, datum/tgui/ui, datum/ui_state/state)
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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.variants) <= 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_name in mod.theme.variants)
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var/list/mod_skin = mod.theme.variants[mod_skin_name]
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skins[mod_skin_name] = image(icon = mod_skin[MOD_ICON_OVERRIDE] || mod.icon, icon_state = "[mod_skin_name]-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.theme.set_skin(mod, 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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/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(!(skin in mod.theme.variants))
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balloon_alert(user, "incompatible theme!")
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return TRUE
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mod.theme.set_skin(mod, 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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