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Bubberstation/code/modules/client/client_colour.dm
SmArtKar 845ed7459e Bravo Six, Going Dark: Refactors client colors to fix dupe issues and support filters (#89843)
## 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>


![dreamseeker_fBOse2i0jq](https://github.com/user-attachments/assets/fb164e1f-ce8b-4a8c-8820-5db25e710056)

And this is after, as you can see nightmare vision effect's red is only
slightly tinted by perceptomatix instead of being literally halved.


![dreamseeker_U6A24fetK8](https://github.com/user-attachments/assets/8d8b3eb5-9f53-4646-bc56-0f5897013c6f)

</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.
/🆑
2025-03-17 11:35:11 +00:00

276 lines
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#define CLIENT_COLOR_VALUE_INDEX 1
#define CLIENT_COLOR_PRIORITY_INDEX 2
/datum/client_colour
/// Color given to the client, can be a hex color, color matrix or a filter
var/color
/// The mob that owns this client_colour
var/mob/owner
/// Priority of this color, higher values are rendered above lower ones
var/priority = CLIENT_COLOR_FILTER_PRIORITY
/// Will this client_colour prevent ones of lower priority from being applied?
var/override = FALSE
/// If set to TRUE, all colors below and above this one will be rendered in separate filters
/// If color is a filter, forced to TRUE
var/split_filters = FALSE
/// If non-zero, 'animate_client_colour(fade_in)' will be called instead of 'update_client_colour' when added.
var/fade_in = 0
/// If non-zero, 'animate_client_colour(fade_out)' will be called instead of 'update_client_colour' when removed.
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 color, then updates the owner's screen color.
/datum/client_colour/proc/update_color(new_color, anim_time, easing = 0)
color = new_color
owner.animate_client_colour(anim_time, easing)
/**
* Add a color filter to the client
* new_color - client_colour datum or typepath to be added
* source - associated source for the client color
* force - if TRUE, colors of the same source will be replaced even if it is of the same type
*/
/mob/proc/add_client_colour(datum/client_colour/new_color, source, force = FALSE)
if (QDELING(src))
return
if (ispath(new_color))
new_color = new new_color(src)
if (!istype(new_color))
CRASH("Invalid color type or datum for add_client_colour: [new_color ? "[new_color] ([new_color.type])" : "null"]")
// Ensure that if a color with this source is already present, we either abort or get rid of it
var/datum/client_colour/existing_color = get_client_colour(source)
if (existing_color)
if (existing_color.type == new_color.type && !force)
return existing_color
qdel(existing_color)
client_colours[new_color] = source
animate_client_colour(new_color.fade_in)
return new_color
/**
* Removes a color type from a specific source from mob's client_colours list
* source - color source to remove
*/
/mob/proc/remove_client_colour(source)
var/datum/client_colour/existing_color = get_client_colour(source)
if (!existing_color)
return FALSE
qdel(existing_color)
return TRUE
/mob/proc/get_client_colour(source)
for(var/datum/client_colour/color as anything in client_colours)
if (client_colours[color] == source)
return color
/mob/proc/get_client_colour_filters()
. = list()
// sortTim sorts the passed list instead of making the copy, and so does reverse_range
var/list/used_colors = reverse_range(sortTim(client_colours.Copy(), GLOBAL_PROC_REF(cmp_client_colours)))
var/current_color = null
var/color_num = 0
var/color_prio = 1
for (var/datum/client_colour/client_color as anything in used_colors)
color_num += 1
var/list/filter_color = null
if (islist(client_color.color))
filter_color = client_color.color
// If our list has "type" in it then its a filter
if (!filter_color["type"])
filter_color = null
if (client_color.split_filters || filter_color)
if (current_color)
. += list(list(color_matrix_filter(current_color), color_prio))
color_prio += 1
current_color = null
. += list(list(filter_color || color_matrix_filter(client_color.color), color_prio))
color_prio += 1
continue
if (!current_color)
current_color = client_color.color
if (client_color.override)
break
continue
var/list/color_list = current_color
if (!islist(color_list))
color_list = color_to_full_rgba_matrix(color_list)
var/list/cur_list = color_to_full_rgba_matrix(client_color.color)
for (var/i in 1 to 20)
color_list[i] = (color_list[i] * (color_num - 1) + cur_list[i]) / color_num
current_color = color_list
if (client_color.override)
break
if (current_color)
. += list(list(color_matrix_filter(current_color), color_prio))
/mob/proc/update_client_colour()
if (isnull(hud_used))
return
for (var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
for (var/filter_id in color_filter_store)
game_plane.remove_filter(filter_id)
color_filter_store.Cut()
var/list/applied_filters = get_client_colour_filters()
for (var/list/color_filter as anything in applied_filters)
var/added_color = color_filter[CLIENT_COLOR_VALUE_INDEX]
var/filter_priority = color_filter[CLIENT_COLOR_PRIORITY_INDEX]
for (var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
var/filter_id = "client_colour_[filter_priority]"
game_plane.add_filter(filter_id, filter_priority, added_color)
color_filter_store |= filter_id
/// Works similarly to 'update_client_colour', but animated.
/mob/proc/animate_client_colour(anim_time = 1 SECONDS, anim_easing = NONE)
if (isnull(hud_used))
return
if(anim_time <= -1)
return update_client_colour()
for (var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
for (var/filter_id in color_filter_store)
game_plane.remove_filter(filter_id)
color_filter_store.Cut()
var/list/applied_filters = get_client_colour_filters()
for (var/list/color_filter as anything in applied_filters)
var/added_color = color_filter[CLIENT_COLOR_VALUE_INDEX]
var/filter_priority = color_filter[CLIENT_COLOR_PRIORITY_INDEX]
for (var/atom/movable/screen/plane_master/game_plane as anything in hud_used.get_true_plane_masters(RENDER_PLANE_GAME))
var/filter_id = "client_colour_[filter_priority]"
game_plane.add_filter(filter_id, filter_priority, color_matrix_filter())
game_plane.transition_filter(filter_id, added_color, anim_time, anim_easing)
color_filter_store |= filter_id
// Color types
///A client color that makes the screen look a bit more grungy, halloweenesque even.
/datum/client_colour/halloween_helmet
priority = CLIENT_COLOR_HELMET_PRIORITY
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)
/datum/client_colour/flash_hood
priority = CLIENT_COLOR_HELMET_PRIORITY
color = COLOR_MATRIX_POLAROID
/datum/client_colour/perceptomatrix
priority = CLIENT_COLOR_HELMET_PRIORITY
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
/datum/client_colour/rave
priority = CLIENT_COLOR_HELMET_PRIORITY
/datum/client_colour/malfunction
priority = CLIENT_COLOR_ORGAN_PRIORITY
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
/datum/client_colour/monochrome
color = COLOR_MATRIX_GRAYSCALE
priority = CLIENT_COLOR_FILTER_PRIORITY
split_filters = TRUE
fade_in = 2 SECONDS
fade_out = 2 SECONDS
/datum/client_colour/monochrome/glasses
priority = CLIENT_COLOR_GLASSES_PRIORITY
/datum/client_colour/bloodlust
priority = CLIENT_COLOR_IMPORTANT_PRIORITY
color = list(0,0,0,0,0,0,0,0,0,1,0,0) // pure red
fade_out = 1 SECONDS
/datum/client_colour/bloodlust/New(mob/owner)
..()
if(owner)
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)
/datum/client_colour/manual_heart_blood
priority = CLIENT_COLOR_IMPORTANT_PRIORITY
color = COLOR_RED
/datum/client_colour/psyker
priority = CLIENT_COLOR_OVERRIDE_PRIORITY
color = list(0.8,0,0,0, 0,0,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
override = TRUE
/datum/client_colour/temp
priority = CLIENT_COLOR_TEMPORARY_PRIORITY
/datum/client_colour/glass_colour
priority = CLIENT_COLOR_GLASSES_PRIORITY
/datum/client_colour/glass_colour/green
color = "#aaffaa"
/datum/client_colour/glass_colour/lightgreen
color = "#ccffcc"
/datum/client_colour/glass_colour/blue
color = "#aaaaff"
/datum/client_colour/glass_colour/lightblue
color = "#ccccff"
/datum/client_colour/glass_colour/yellow
color = "#ffff66"
/datum/client_colour/glass_colour/lightyellow
color = "#ffffaa"
/datum/client_colour/glass_colour/red
color = "#ffaaaa"
/datum/client_colour/glass_colour/lightred
color = "#ffcccc"
/datum/client_colour/glass_colour/darkred
color = "#bb5555"
/datum/client_colour/glass_colour/orange
color = "#ffbb99"
/datum/client_colour/glass_colour/lightorange
color = "#ffddaa"
/datum/client_colour/glass_colour/purple
color = "#ff99ff"
/datum/client_colour/glass_colour/lightpurple
color = "#ffccff"
/datum/client_colour/glass_colour/gray
color = "#cccccc"
/datum/client_colour/glass_colour/nightmare
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
split_filters = TRUE
#undef CLIENT_COLOR_VALUE_INDEX
#undef CLIENT_COLOR_PRIORITY_INDEX