Files
Bubberstation/code/datums/greyscale
Time-Green 8788e48378 Shuttle events (#76008)
## About The Pull Request


https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21

Adds shuttle events! Stuff can now start to happen outside the shuttle,
either benign or spicy (but usually just fun to watch)!
## Why It's Good For The Game

The shuttle escape sequence is an important part of the game, uniting
about every player surviving player. Recently, #71906 has made the
escape sequence more forgiving as well as more interesting by
conditionally doubling the playing field. The area outside the shuttle
is still mostly empty though, except for the few people being spaced,
daredevils and the occasional epic space fight.

This PR adds adds some space events to spice up the outside of the
shuttle! This both gives people something too look at, making the escape
sequence feel less static and more lively, as well as give people a
reason to go outside and get the full experience of ~being decapitated
by a meteor~ swimming with the fishes!

<details>
  <summary>Shuttle Events</summary>

**Friendly carp swarm**
Spawns a group of carp that flies past the shuttle, completely friendly
unless provoked.

**Friendly meteors**
Spawns a lot of strong meteors, but they all miss the shuttle.
Completely safe as long as you don't go EVA

**Maintenance debris**
Picks random stuff from the maintenance spawn pool and throws it at the
shuttle. Completely benign, unless you get hit in the head by a toolbox.
Could get you some cool stuff though!

**Dust storm**
Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle,
doing minimal damage but can damage windows and might need inflight
maintenance

**Alien queen**
One in every 250 escapes. Spawns a player controlled alien queen and a
ripley mech. RIP AND TEAR!! Really not that dangerous when you realize
the entire crew is on the shuttle and the queen is fat as fuck, but can
still be fun to throw people around a bit before being torn to shreds.

**ANGRY CARP**
Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who
may just decide to go through the shuttle or try and bust through the
window if you look at them wrong. Somewhat dangerous, you could stay
away from the windows and try to hide, or more likely shoot at them and
weld the windows

**Fake TTV**
Lol

**Italian Storm**
Once in every 2000 rounds. Throws pasta, pizza and meatballs at the
shuttle. Definitely not me going off the rails with a testing event

**Player controlled carp trio**
Once in every 100 escapes. Spawns three player controlled carp to harass
the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't
honestly see them do anything other than be annoying for 3 seconds and
die

There are some other admin only ones: a group of passive carps going
directly through the shuttle and just being little shits, and a magic
carp swarm
</details>

Events are selected seperately, there isn't a crazy weighting system,
each just has a chance to run, and multiple could run at once. They also
don't immediately trigger, so people can get settled a bit, and to make
sure just waiting out the more dangerous ones is still a valid strategy.

## Changelog
🆑
add: Adds shuttle events! If shuttle escapes weren't exciting before
(doubtful), they definitely are now! I'm joking it's mostly an
atmosphere thing.
admin: Adds an admin panel to interact with shuttle events, under the
Events tab: Change Shuttle Events
fix: Objects spawned in hyperspace will properly catch hyperspace drift
/🆑

There's a few things I'd like to do later (another PR) (honestly anyone
can do them because I suck at follow-ups), because this is too big as
is:
- Hijack triggered shuttle events
- More events (got a lot of cool suggestions, but I'm putting most of
them on hold)
- Maybe stration announcements if some more dangerous ones get added
- Structures appearing next to the escape shuttle???

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-06-18 08:14:05 -04:00
..
2023-06-18 08:14:05 -04:00
2023-06-18 08:14:05 -04:00

Greyscale Auto-Generated Sprites (GAGS)

If you're wanting to add easy recolors for your sprite then this is the system for you. Features include:

  • Multiple color layers so your sprite can be generated from more than one color.
  • Mixed greyscale and colored sprite layers; You can choose to only greyscale a part of the sprite or have premade filters applied to layers.
  • Blend modes; Instead of just putting layers of sprites on top of eachother you can use the more advanced blend modes.
  • Reusable configurations; You can reference greyscale sprites from within the configuration of another, allowing you to have a bunch of styles with minimal additional configuration.

Other Documents

Broad overview

There are three main parts to GAGS that you'll need to be aware of when adding a new greyscale sprite:

  • The json configuration

All configuration files can be found in code/datums/greyscale/json_configs and is where you control how your icons are combined together along with the colors specified from in code.

  • The dmi file

It contains the sprites that will be used as the basis for the rest of the generation process. You can only have one dmi file specified per configuration but if you want to split up your sprites you can reference other configurations instead.

  • The configuration type

This is simply some pointers in the code linking together your dmi and the json configuration.

Json Configuration File

The json is made up of some metadata and a list of layers used while creating the sprite. Inner lists are processed as their own chunk before being applied elsewhere, this is useful when you start using more advanced blend modes. Most of the time though you're just going to want a list of icons overlaid on top of eachother.

{
	"icon_state_name": [
		{
			"type": "reference",
			"reference_type": "/datum/greyscale_config/some_other_config",
			"blend_mode": "overlay",
			"color_ids": [ 1 ]
		},
		[
			{
				"type": "icon_state",
				"icon_state": "highlights",
				"blend_mode": "overlay",
				"color_ids": [ 2 ]
			},
			{
				"type": "reference",
				"reference_type": "/datum/greyscale_config/sparkle_effect",
				"blend_mode": "add"
			}
		]
	]
}

In this example, we start off by creating a sprite specified by a different configuration. The "type" key is required to specify the kind of layer you defining. Once that is done, the next two layers are grouped together, so they will be generated into one sprite before being applied to any sprites outside their group. You can think of it as an order of operations.

The first of the two in the inner group is an "icon_state", this means that the icon will be retrieved from the associated dmi file using the "icon_state" key.

Note that you don't need to give colors to every layer if the layer does not need any colors applied to it, such as if it's a pre-colored component. In this example, the last layer is one such example, referencing a separately colored config.

"blend_mode" and "color_ids" are special, all layer types have them. The blend mode is what controls how that layer's finished product gets merged together with the rest of the sprite. The color ids control what colors are passed in to the layer.

Once it is done generating it will be placed in an icon file with the icon state of "icon_state_name". You can use any name you like here.

Most commonly, we'll only use the "icon_state" type... Thus, this will be the most common layout:

{
	"full_icon_state_name": [
		{
			"type": "icon_state",
			"icon_state": "component_state_1",
			"blend_mode": "overlay",
			"color_ids": [ 1 ]
		},
		{
			"type": "icon_state",
			"icon_state": "component_state_2",
			"blend_mode": "overlay",
			"color_ids": [ 2 ]
		},
		{
			"type": "icon_state",
			"icon_state": "non_colorable_component_state",
			"blend_mode": "overlay",
		}
	]
}

Dmi File

There are no special requirements from the dmi file to work with this system. You just need to specify the icon file in code and the icon_state in the json configuration. Additionally, for the sake of mappers, it's appreciated if there's a pre-made obj icon of the same name as the item's icon_state; this way, the item will appear in mapping software.

Dm Code

While the amount of dm code required to make a greyscale sprite was minimized as much as possible, some small amount is required anyway if you want anything to use it.

As an example:

/datum/greyscale_config/canister
	name = "Canister" //Required for debugging, will runtime without one!
	icon_file = 'icons/obj/atmospherics/canisters/default.dmi'
	json_config = 'code/datums/greyscale/json_configs/canister_default.json'

And that's all you need to make it usable by other code:

/obj/machinery/portable_atmospherics/canister
	...
	greyscale_config = /datum/greyscale_config/canister
	greyscale_colors = "#ee4242"

More configurations can be found in the greyscale_configs folder [code/datums/greyscale/config_types/greyscale_configs/greyscale_unsorted.dm] (./config_types/greyscale_configs/greyscale_unsorted.dm)

While creating a greyscale config, be sure to take subtypes into account! Rather than create several unique configs that all link to the same icon file, you can make the variants all a subtype of one base config:

/datum/greyscale_config/tablet
	name = "PDA"
	icon_file = 'icons/obj/modular_pda.dmi'
	json_config = 'code/datums/greyscale/json_configs/pda.json'

/datum/greyscale_config/tablet/chaplain
	name = "Chaplain PDA"
	json_config = 'code/datums/greyscale/json_configs/pda_chaplain.json'

Building on this, if your obj and worn sprites have the same amount of component states, then instead of making separate .json configs for obj and worn, link to two separate .dmi's while still using the same .json config! For example:

/datum/greyscale_config/trek
	name = "Trek Uniform"
	icon_file = 'icons/obj/clothing/under/trek.dmi'
	json_config = 'code/datums/greyscale/json_configs/trek.json'

/datum/greyscale_config/trek/worn
	name = "Worn Trek Uniform"
	icon_file = 'icons/mob/clothing/under/trek.dmi'
	//The worn json is exactly the same, and both icon files use identically-named component states; so, we can just inherit the json!

If you want your item to be colorable in a vending machine (or other places if there's ever any support added for that), you should do it like this:

/obj/item/clothing/head/beret
	...
	flags_1 = IS_PLAYER_COLORABLE_1

However, be extremely careful, as this requires that you put all of the object's flags_1 flags in that statement all over again. It's ugly, I know, but there's no better way to do this with BYOND just yet. You can put multiple flags like this (not real flags):

/obj/item/clothing/head/beret
	...
	flags_1 = IS_PLAYER_COLORABLE_1 | THIS_IS_A_FAKE_FLAG | THIS_IS_ANOTHER_FAKE_FLAG

Debugging

If you're making a new greyscale sprite you sometimes want to be able to see how layers got generated or maybe you're just tweaking some colors. Rather than rebooting the server with every change there is a greyscale modification menu that can be found in the vv dropdown menu for the greyscale object. Here you can change colors, preview the results, and reload everything from their files.