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## About The Pull Request Completely refactored how client colors are handled. Now they're similar to traits, having a source associated with them. Instead of adding and removing by strict type (which makes client colors prone to getting duplicated and not cleaned up) you remove a filter associated with a specific source. Adding another client color with the same source as an already existing one will replace the existing one if its of a different type, or do nothing if they're the same (unless force is set to TRUE). Client colors can also force filter splitting, putting all colors that come before them, themselves, and all colors after them into separate filters - this is useful to prevent mixing in filters which are supposed to remove a certain color. <details> <summary>Example of how Perceptomatrix and nightmare vision goggles combined before this PR:</summary>  And this is after, as you can see nightmare vision effect's red is only slightly tinted by perceptomatix instead of being literally halved.  </details> Additionally, added support for custom filters (and not just colors) to client color code to allow us to work with more colorspaces. Also fixed weird blindness behavior, so this also Closes #89787 ## Why It's Good For The Game Makes code less ass to work with, fixes weird color mixing, etc. ## Changelog 🆑 fix: Fixed perceptomatix helmet allowing you to see even when unconscious refactor: Refactored how client colors are handled, ensuring that certain effects like nightmare goggles don't disappear when another vision-affecting piece of clothing is worn. /🆑
276 lines
8.9 KiB
Plaintext
276 lines
8.9 KiB
Plaintext
#define CLIENT_COLOR_VALUE_INDEX 1
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#define CLIENT_COLOR_PRIORITY_INDEX 2
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/datum/client_colour
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/// Color given to the client, can be a hex color, color matrix or a filter
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var/color
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/// The mob that owns this client_colour
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var/mob/owner
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/// Priority of this color, higher values are rendered above lower ones
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var/priority = CLIENT_COLOR_FILTER_PRIORITY
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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 set to TRUE, all colors below and above this one will be rendered in separate filters
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/// If color is a filter, forced to TRUE
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var/split_filters = 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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/// If non-zero, 'animate_client_colour(fade_out)' will be called instead of 'update_client_colour' when removed.
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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 color, then updates the owner's screen color.
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/datum/client_colour/proc/update_color(new_color, anim_time, easing = 0)
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color = new_color
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owner.animate_client_colour(anim_time, easing)
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/**
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* Add a color filter to the client
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* new_color - client_colour datum or typepath to be added
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* source - associated source for the client color
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* force - if TRUE, colors of the same source will be replaced even if it is of the same type
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*/
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/mob/proc/add_client_colour(datum/client_colour/new_color, source, force = FALSE)
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if (QDELING(src))
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return
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if (ispath(new_color))
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new_color = new new_color(src)
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if (!istype(new_color))
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CRASH("Invalid color type or datum for add_client_colour: [new_color ? "[new_color] ([new_color.type])" : "null"]")
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// Ensure that if a color with this source is already present, we either abort or get rid of it
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var/datum/client_colour/existing_color = get_client_colour(source)
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if (existing_color)
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if (existing_color.type == new_color.type && !force)
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return existing_color
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qdel(existing_color)
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client_colours[new_color] = source
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animate_client_colour(new_color.fade_in)
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return new_color
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/**
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* Removes a color type from a specific source from mob's client_colours list
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* source - color source to remove
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*/
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/mob/proc/remove_client_colour(source)
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var/datum/client_colour/existing_color = get_client_colour(source)
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if (!existing_color)
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return FALSE
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qdel(existing_color)
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return TRUE
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/mob/proc/get_client_colour(source)
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for(var/datum/client_colour/color as anything in client_colours)
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if (client_colours[color] == source)
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return color
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/mob/proc/get_client_colour_filters()
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. = list()
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// sortTim sorts the passed list instead of making the copy, and so does reverse_range
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var/list/used_colors = reverse_range(sortTim(client_colours.Copy(), GLOBAL_PROC_REF(cmp_client_colours)))
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var/current_color = null
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var/color_num = 0
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var/color_prio = 1
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for (var/datum/client_colour/client_color as anything in used_colors)
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color_num += 1
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var/list/filter_color = null
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if (islist(client_color.color))
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filter_color = client_color.color
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// If our list has "type" in it then its a filter
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if (!filter_color["type"])
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filter_color = null
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if (client_color.split_filters || filter_color)
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if (current_color)
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. += list(list(color_matrix_filter(current_color), color_prio))
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color_prio += 1
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current_color = null
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. += list(list(filter_color || color_matrix_filter(client_color.color), color_prio))
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color_prio += 1
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continue
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if (!current_color)
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current_color = client_color.color
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if (client_color.override)
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break
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continue
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var/list/color_list = current_color
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if (!islist(color_list))
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color_list = color_to_full_rgba_matrix(color_list)
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var/list/cur_list = color_to_full_rgba_matrix(client_color.color)
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for (var/i in 1 to 20)
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color_list[i] = (color_list[i] * (color_num - 1) + cur_list[i]) / color_num
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current_color = color_list
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if (client_color.override)
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break
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if (current_color)
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. += list(list(color_matrix_filter(current_color), color_prio))
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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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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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for (var/filter_id in color_filter_store)
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game_plane.remove_filter(filter_id)
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color_filter_store.Cut()
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var/list/applied_filters = get_client_colour_filters()
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for (var/list/color_filter as anything in applied_filters)
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var/added_color = color_filter[CLIENT_COLOR_VALUE_INDEX]
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var/filter_priority = color_filter[CLIENT_COLOR_PRIORITY_INDEX]
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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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var/filter_id = "client_colour_[filter_priority]"
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game_plane.add_filter(filter_id, filter_priority, added_color)
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color_filter_store |= filter_id
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/// Works similarly to 'update_client_colour', but animated.
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/mob/proc/animate_client_colour(anim_time = 1 SECONDS, anim_easing = NONE)
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if (isnull(hud_used))
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return
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if(anim_time <= -1)
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return update_client_colour()
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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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for (var/filter_id in color_filter_store)
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game_plane.remove_filter(filter_id)
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color_filter_store.Cut()
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var/list/applied_filters = get_client_colour_filters()
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for (var/list/color_filter as anything in applied_filters)
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var/added_color = color_filter[CLIENT_COLOR_VALUE_INDEX]
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var/filter_priority = color_filter[CLIENT_COLOR_PRIORITY_INDEX]
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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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var/filter_id = "client_colour_[filter_priority]"
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game_plane.add_filter(filter_id, filter_priority, color_matrix_filter())
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game_plane.transition_filter(filter_id, added_color, anim_time, anim_easing)
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color_filter_store |= filter_id
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// Color types
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///A client color that makes the screen look a bit more grungy, halloweenesque even.
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/datum/client_colour/halloween_helmet
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priority = CLIENT_COLOR_HELMET_PRIORITY
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color = list(/*R*/ 0.75,0.13,0.13,0, /*G*/ 0.13,0.7,0.13,0, /*B*/ 0.13,0.13,0.75,0, /*A*/ -0.06,-0.09,-0.08,1, /*C*/ 0,0,0,0)
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/datum/client_colour/flash_hood
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priority = CLIENT_COLOR_HELMET_PRIORITY
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color = COLOR_MATRIX_POLAROID
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/datum/client_colour/perceptomatrix
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priority = CLIENT_COLOR_HELMET_PRIORITY
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color = 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/rave
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priority = CLIENT_COLOR_HELMET_PRIORITY
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/datum/client_colour/malfunction
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priority = CLIENT_COLOR_ORGAN_PRIORITY
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color = 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/monochrome
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color = COLOR_MATRIX_GRAYSCALE
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priority = CLIENT_COLOR_FILTER_PRIORITY
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split_filters = TRUE
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fade_in = 2 SECONDS
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fade_out = 2 SECONDS
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/datum/client_colour/monochrome/glasses
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priority = CLIENT_COLOR_GLASSES_PRIORITY
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/datum/client_colour/bloodlust
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priority = CLIENT_COLOR_IMPORTANT_PRIORITY
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color = list(0,0,0,0,0,0,0,0,0,1,0,0) // pure red
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fade_out = 1 SECONDS
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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_color), list(/*R*/ 1,0,0, /*G*/ 0.8,0.2,0, /*B*/ 0.8,0,0.2, /*C*/ 0.1,0,0), 10, SINE_EASING|EASE_OUT), 0.1 SECONDS)
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/datum/client_colour/manual_heart_blood
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priority = CLIENT_COLOR_IMPORTANT_PRIORITY
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color = COLOR_RED
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/datum/client_colour/psyker
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priority = CLIENT_COLOR_OVERRIDE_PRIORITY
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color = 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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override = TRUE
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/datum/client_colour/temp
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priority = CLIENT_COLOR_TEMPORARY_PRIORITY
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/datum/client_colour/glass_colour
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priority = CLIENT_COLOR_GLASSES_PRIORITY
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/datum/client_colour/glass_colour/green
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color = "#aaffaa"
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/datum/client_colour/glass_colour/lightgreen
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color = "#ccffcc"
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/datum/client_colour/glass_colour/blue
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color = "#aaaaff"
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/datum/client_colour/glass_colour/lightblue
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color = "#ccccff"
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/datum/client_colour/glass_colour/yellow
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color = "#ffff66"
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/datum/client_colour/glass_colour/lightyellow
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color = "#ffffaa"
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/datum/client_colour/glass_colour/red
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color = "#ffaaaa"
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/datum/client_colour/glass_colour/lightred
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color = "#ffcccc"
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/datum/client_colour/glass_colour/darkred
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color = "#bb5555"
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/datum/client_colour/glass_colour/orange
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color = "#ffbb99"
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/datum/client_colour/glass_colour/lightorange
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color = "#ffddaa"
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/datum/client_colour/glass_colour/purple
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color = "#ff99ff"
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/datum/client_colour/glass_colour/lightpurple
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color = "#ffccff"
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/datum/client_colour/glass_colour/gray
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color = "#cccccc"
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/datum/client_colour/glass_colour/nightmare
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color = list(/*R*/ 255,0,0,0, /*G*/ 0,0,0,0, /*B*/ 0,0,0,0, /*A*/ 0,0,0,1, /*C*/ -130,0,0,0) //every color is either red or black
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split_filters = TRUE
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#undef CLIENT_COLOR_VALUE_INDEX
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#undef CLIENT_COLOR_PRIORITY_INDEX
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