Files
Bubberstation/code/modules/client/client_colour.dm
SkyratBot 42f6f57dc0 [MIRROR] Replaces even more deciseconds with SECONDS (#27205)
Replaces even more deciseconds with SECONDS

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
2024-04-16 12:58:35 +02:00

252 lines
7.5 KiB
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#define PRIORITY_ABSOLUTE 1
#define PRIORITY_HIGH 10
#define PRIORITY_NORMAL 100
#define PRIORITY_LOW 1000
/**
* Client Colour Priority System By RemieRichards (then refactored by another contributor)
* A System that gives finer control over which client.colour value to display on screen
* so that the "highest priority" one is always displayed as opposed to the default of
* "whichever was set last is displayed".
*
* Refactored to allow multiple overlapping client colours
* (e.g. wearing blue glasses under a yellow visor, even though the result is a little unsatured.)
* As well as some support for animated colour transitions.
*
* Define subtypes of this datum
*/
/datum/client_colour
///The color we want to give to the client. This has to be either a hexadecimal color or a color matrix.
var/colour
///The mob that owns this client_colour.
var/mob/owner
/**
* We prioritize colours with higher priority (lower numbers), so they don't get overriden by less important ones:
* eg: "Bloody screen" > "goggles colour" as the former is much more important
*/
var/priority = PRIORITY_NORMAL
///Will this client_colour prevent ones of lower priority from being applied?
var/override = FALSE
///IF non-zero, 'animate_client_colour(fade_in)' will be called instead of 'update_client_colour' when added.
var/fade_in = 0
///Same as above, but on removal.
var/fade_out = 0
/datum/client_colour/New(mob/owner)
src.owner = owner
/datum/client_colour/Destroy()
if(!QDELETED(owner))
owner.client_colours -= src
owner.animate_client_colour(fade_out)
owner = null
return ..()
///Sets a new colour, then updates the owner's screen colour.
/datum/client_colour/proc/update_colour(new_colour, anim_time, easing = 0)
colour = new_colour
owner.animate_client_colour(anim_time, easing)
/**
* Adds an instance of colour_type to the mob's client_colours list
* colour_type - a typepath (subtyped from /datum/client_colour)
*/
/mob/proc/add_client_colour(colour_type_or_datum)
if(QDELING(src))
return
var/datum/client_colour/colour
if(istype(colour_type_or_datum, /datum/client_colour))
colour = colour_type_or_datum
else if(ispath(colour_type_or_datum, /datum/client_colour))
colour = new colour_type_or_datum(src)
else
CRASH("Invalid colour type or datum for add_client_color: [colour_type_or_datum || "null"]")
BINARY_INSERT(colour, client_colours, /datum/client_colour, colour, priority, COMPARE_KEY)
animate_client_colour(colour.fade_in)
return colour
/**
* Removes an instance of colour_type from the mob's client_colours list
* colour_type - a typepath (subtyped from /datum/client_colour)
*/
/mob/proc/remove_client_colour(colour_type)
if(!ispath(colour_type, /datum/client_colour))
return
for(var/datum/client_colour/colour as anything in client_colours)
if(colour.type == colour_type)
qdel(colour)
break
/**
* Gets the resulting colour/tone from client_colours.
* In the case of multiple colours, they'll be converted to RGBA matrices for compatibility,
* summed together, and then each element divided by the number of matrices. (except we do this with lists because byond)
* target is the target variable.
*/
#define MIX_CLIENT_COLOUR(target)\
var/_our_colour;\
var/_number_colours = 0;\
var/_pool_closed = INFINITY;\
for(var/_c in client_colours){\
var/datum/client_colour/_colour = _c;\
if(_pool_closed < _colour.priority){\
break\
};\
_number_colours++;\
if(_colour.override){\
_pool_closed = _colour.priority\
};\
if(!_our_colour){\
_our_colour = _colour.colour;\
continue\
};\
if(_number_colours == 2){\
_our_colour = color_to_full_rgba_matrix(_our_colour)\
};\
var/list/_colour_matrix = color_to_full_rgba_matrix(_colour.colour);\
var/list/_L = _our_colour;\
for(var/_i in 1 to 20){\
_L[_i] += _colour_matrix[_i]\
};\
};\
if(_number_colours > 1){\
var/list/_L = _our_colour;\
for(var/_i in 1 to 20){\
_L[_i] /= _number_colours\
};\
};\
target = _our_colour\
#define CLIENT_COLOR_FILTER_KEY "fake_client_color"
/**
* Resets the mob's client.color to null, and then reapplies a new color based
* on the client_colour datums it currently has.
*/
/mob/proc/update_client_colour()
if(isnull(hud_used))
return
var/new_color = ""
if(length(client_colours))
MIX_CLIENT_COLOUR(new_color)
for(var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
if(new_color)
game_plane.add_filter(CLIENT_COLOR_FILTER_KEY, 2, color_matrix_filter(new_color))
else
game_plane.remove_filter(CLIENT_COLOR_FILTER_KEY)
///Works similarly to 'update_client_colour', but animated.
/mob/proc/animate_client_colour(anim_time = 2 SECONDS, anim_easing = NONE)
if(anim_time <= 0)
return update_client_colour()
if(isnull(hud_used))
return
var/anim_color = ""
if(length(client_colours))
MIX_CLIENT_COLOUR(anim_color)
for(var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
if(anim_color)
game_plane.add_filter(CLIENT_COLOR_FILTER_KEY, 2, color_matrix_filter())
game_plane.transition_filter(CLIENT_COLOR_FILTER_KEY, color_matrix_filter(anim_color), anim_time, anim_easing)
else
game_plane.transition_filter(CLIENT_COLOR_FILTER_KEY, color_matrix_filter(), anim_time, anim_easing)
// This leaves a blank color filter on the hud which is, fine I guess?
#undef MIX_CLIENT_COLOUR
#undef CLIENT_COLOR_FILTER_KEY
/datum/client_colour/glass_colour
priority = PRIORITY_LOW
/datum/client_colour/glass_colour/green
colour = "#aaffaa"
/datum/client_colour/glass_colour/lightgreen
colour = "#ccffcc"
/datum/client_colour/glass_colour/blue
colour = "#aaaaff"
/datum/client_colour/glass_colour/lightblue
colour = "#ccccff"
/datum/client_colour/glass_colour/yellow
colour = "#ffff66"
/datum/client_colour/glass_colour/red
colour = "#ffaaaa"
/datum/client_colour/glass_colour/darkred
colour = "#bb5555"
/datum/client_colour/glass_colour/orange
colour = "#ffbb99"
/datum/client_colour/glass_colour/lightorange
colour = "#ffddaa"
/datum/client_colour/glass_colour/purple
colour = "#ff99ff"
/datum/client_colour/glass_colour/gray
colour = "#cccccc"
/datum/client_colour/glass_colour/nightmare
colour = list(255,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, -130,0,0,0) //every color is either red or black
/datum/client_colour/malfunction
colour = list(/*R*/ 0,0,0,0, /*G*/ 0,175,0,0, /*B*/ 0,0,0,0, /*A*/ 0,0,0,1, /*C*/0,-130,0,0) // Matrix colors
/datum/client_colour/monochrome
colour = COLOR_MATRIX_GRAYSCALE
priority = PRIORITY_HIGH //we can't see colors anyway!
override = TRUE
fade_in = 20
fade_out = 20
/datum/client_colour/monochrome/colorblind
priority = PRIORITY_HIGH
/datum/client_colour/monochrome/trance
priority = PRIORITY_NORMAL
/datum/client_colour/monochrome/blind
priority = PRIORITY_NORMAL
/datum/client_colour/bloodlust
priority = PRIORITY_ABSOLUTE // Only anger.
colour = list(0,0,0,0,0,0,0,0,0,1,0,0) //pure red.
fade_out = 10
/datum/client_colour/bloodlust/New(mob/owner)
..()
if(owner)
addtimer(CALLBACK(src, PROC_REF(update_colour), list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0), 10, SINE_EASING|EASE_OUT), 0.1 SECONDS)
/datum/client_colour/rave
priority = PRIORITY_LOW
/datum/client_colour/psyker
priority = PRIORITY_ABSOLUTE
override = TRUE
colour = list(0.8,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
/datum/client_colour/manual_heart_blood
priority = PRIORITY_ABSOLUTE
colour = COLOR_RED
/datum/client_colour/temp
priority = PRIORITY_HIGH
#undef PRIORITY_ABSOLUTE
#undef PRIORITY_HIGH
#undef PRIORITY_NORMAL
#undef PRIORITY_LOW