Files
Bubberstation/code/game/objects/items/airlock_painter.dm
LemonInTheDark 4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00

473 lines
16 KiB
Plaintext

/obj/item/airlock_painter
name = "airlock painter"
desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob."
desc_controls = "Alt-Click to remove the ink cartridge."
icon = 'icons/obj/devices/tool.dmi'
icon_state = "paint_sprayer"
inhand_icon_state = "paint_sprayer"
worn_icon_state = "painter"
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5)
obj_flags = CONDUCTS_ELECTRICITY
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
usesound = 'sound/effects/spray2.ogg'
/// The ink cartridge to pull charges from.
var/obj/item/toner/ink = null
/// The type path to instantiate for the ink cartridge the device initially comes with, eg. /obj/item/toner
var/initial_ink_type = /obj/item/toner
/// Associate list of all paint jobs the airlock painter can apply. The key is the name of the airlock the user will see. The value is the type path of the airlock
var/list/available_paint_jobs = list(
"Public" = /obj/machinery/door/airlock/public,
"Engineering" = /obj/machinery/door/airlock/engineering,
"Atmospherics" = /obj/machinery/door/airlock/atmos,
"Security" = /obj/machinery/door/airlock/security,
"Command" = /obj/machinery/door/airlock/command,
"Medical" = /obj/machinery/door/airlock/medical,
"Virology" = /obj/machinery/door/airlock/virology,
"Research" = /obj/machinery/door/airlock/research,
"Hydroponics" = /obj/machinery/door/airlock/hydroponics,
"Freezer" = /obj/machinery/door/airlock/freezer,
"Science" = /obj/machinery/door/airlock/science,
"Mining" = /obj/machinery/door/airlock/mining,
"Maintenance" = /obj/machinery/door/airlock/maintenance,
"External" = /obj/machinery/door/airlock/external,
"External Maintenance"= /obj/machinery/door/airlock/maintenance/external,
"Standard" = /obj/machinery/door/airlock
)
/obj/item/airlock_painter/Initialize(mapload)
. = ..()
ink = new initial_ink_type(src)
/obj/item/airlock_painter/Destroy(force)
QDEL_NULL(ink)
return ..()
//This proc doesn't just check if the painter can be used, but also uses it.
//Only call this if you are certain that the painter will be used right after this check!
/obj/item/airlock_painter/proc/use_paint(mob/user)
if(can_use(user))
ink.charges--
playsound(src.loc, 'sound/effects/spray2.ogg', 50, TRUE)
return TRUE
else
return FALSE
//This proc only checks if the painter can be used.
//Call this if you don't want the painter to be used right after this check, for example
//because you're expecting user input.
/obj/item/airlock_painter/proc/can_use(mob/user)
if(!ink)
balloon_alert(user, "no cartridge!")
return FALSE
else if(ink.charges < 1)
balloon_alert(user, "out of ink!")
return FALSE
else
return TRUE
/obj/item/airlock_painter/suicide_act(mob/living/user)
var/obj/item/organ/internal/lungs/L = user.get_organ_slot(ORGAN_SLOT_LUNGS)
if(can_use(user) && L)
user.visible_message(span_suicide("[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
use(user)
// Once you've inhaled the toner, you throw up your lungs
// and then die.
// Find out if there is an open turf in front of us,
// and if not, pick the turf we are standing on.
var/turf/T = get_step(get_turf(src), user.dir)
if(!isopenturf(T))
T = get_turf(src)
// they managed to lose their lungs between then and
// now. Good job.
if(!L)
return OXYLOSS
L.Remove(user)
// make some colorful reagent, and apply it to the lungs
L.create_reagents(10)
L.reagents.add_reagent(/datum/reagent/colorful_reagent, 10)
L.reagents.expose(L, TOUCH, 1)
// TODO maybe add some colorful vomit?
user.visible_message(span_suicide("[user] vomits out [user.p_their()] [L]!"))
playsound(user.loc, 'sound/effects/splat.ogg', 50, TRUE)
L.forceMove(T)
return (TOXLOSS|OXYLOSS)
else if(can_use(user) && !L)
user.visible_message(span_suicide("[user] is spraying toner on [user.p_them()]self from [src]! It looks like [user.p_theyre()] trying to commit suicide."))
user.reagents.add_reagent(/datum/reagent/colorful_reagent, 1)
user.reagents.expose(user, TOUCH, 1)
return TOXLOSS
else
user.visible_message(span_suicide("[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner."))
return SHAME
/obj/item/airlock_painter/examine(mob/user)
. = ..()
if(!ink)
. += span_notice("It doesn't have a toner cartridge installed.")
return
var/ink_level = "high"
if(ink.charges < 1)
ink_level = "empty"
else if((ink.charges/ink.max_charges) <= 0.25) //25%
ink_level = "low"
else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit)
ink_level = "dangerously high"
. += span_notice("Its ink levels look [ink_level].")
/obj/item/airlock_painter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/toner))
if(ink)
to_chat(user, span_warning("[src] already contains \a [ink]!"))
return
if(!user.transferItemToLoc(W, src))
return
to_chat(user, span_notice("You install [W] into [src]."))
ink = W
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
else
return ..()
/obj/item/airlock_painter/click_alt(mob/user)
if(!ink)
return CLICK_ACTION_BLOCKING
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
ink.forceMove(user.drop_location())
user.put_in_hands(ink)
to_chat(user, span_notice("You remove [ink] from [src]."))
ink = null
return CLICK_ACTION_SUCCESS
/obj/item/airlock_painter/decal
name = "decal painter"
desc = "An airlock painter, reprogramed to use a different style of paint in order to apply decals for floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed."
desc_controls = "Alt-Click to remove the ink cartridge."
icon = 'icons/obj/devices/tool.dmi'
icon_state = "decal_sprayer"
inhand_icon_state = "decal_sprayer"
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5)
initial_ink_type = /obj/item/toner/large
/// The current direction of the decal being printed
var/stored_dir = 2
/// The current color of the decal being printed.
var/stored_color = "yellow"
/// The current base icon state of the decal being printed.
var/stored_decal = "warningline"
/// The full icon state of the decal being printed.
var/stored_decal_total = "warningline"
/// The type path of the spritesheet being used for the frontend.
var/spritesheet_type = /datum/asset/spritesheet/decals // spritesheet containing previews
/// Does this printer implementation support custom colors?
var/supports_custom_color = FALSE
/// Current custom color
var/stored_custom_color
/// List of color options as list(user-friendly label, color value to return)
var/color_list = list(
list("Yellow", "yellow"),
list("Red", "red"),
list("White", "white"),
)
/// List of direction options as list(user-friendly label, dir value to return)
var/dir_list = list(
list("North", NORTH),
list("South", SOUTH),
list("East", EAST),
list("West", WEST),
)
/// List of decal options as list(user-friendly label, icon state base value to return)
var/decal_list = list(
list("Warning Line", "warningline"),
list("Warning Line Corner", "warninglinecorner"),
list("Caution Label", "caution"),
list("Directional Arrows", "arrows"),
list("Stand Clear Label", "stand_clear"),
list("Bot", "bot"),
list("Box", "box"),
list("Box Corner", "box_corners"),
list("Delivery Marker", "delivery"),
list("Warning Box", "warn_full"),
)
// These decals only have a south sprite.
var/nondirectional_decals = list(
"bot",
"box",
"delivery",
"warn_full",
)
/obj/item/airlock_painter/decal/Initialize(mapload)
. = ..()
stored_custom_color = stored_color
/obj/item/airlock_painter/decal/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(isfloorturf(interacting_with) && use_paint(user))
paint_floor(interacting_with)
return ITEM_INTERACT_SUCCESS
return NONE
/**
* Actually add current decal to the floor.
*
* Responsible for actually adding the element to the turf for maximum flexibility.area
* Can be overriden for different decal behaviors.
* Arguments:
* * target - The turf being painted to
*/
/obj/item/airlock_painter/decal/proc/paint_floor(turf/open/floor/target)
target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, stored_dir, null, null, alpha, color, null, null, null, FALSE, null)
/**
* Return the final icon_state for the given decal options
*
* Arguments:
* * decal - the selected decal base icon state
* * color - the selected color
* * dir - the selected dir
*/
/obj/item/airlock_painter/decal/proc/get_decal_path(decal, color, dir)
// Special case due to icon_state names
if(color == "yellow")
color = ""
return "[decal][color ? "_" : ""][color]"
/obj/item/airlock_painter/decal/proc/update_decal_path()
stored_decal_total = get_decal_path(stored_decal, stored_color, stored_dir)
/obj/item/airlock_painter/decal/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "DecalPainter", name)
ui.open()
/obj/item/airlock_painter/decal/ui_assets(mob/user)
. = ..()
. += get_asset_datum(spritesheet_type)
/obj/item/airlock_painter/decal/ui_static_data(mob/user)
. = ..()
var/datum/asset/spritesheet/icon_assets = get_asset_datum(spritesheet_type)
.["icon_prefix"] = "[icon_assets.name]32x32"
.["supports_custom_color"] = supports_custom_color
.["decal_list"] = list()
.["color_list"] = list()
.["dir_list"] = list()
.["nondirectional_decals"] = nondirectional_decals
for(var/decal in decal_list)
.["decal_list"] += list(list(
"name" = decal[1],
"decal" = decal[2],
))
for(var/color in color_list)
.["color_list"] += list(list(
"name" = color[1],
"color" = color[2],
))
for(var/dir in dir_list)
.["dir_list"] += list(list(
"name" = dir[1],
"dir" = dir[2],
))
/obj/item/airlock_painter/decal/ui_data(mob/user)
. = ..()
.["current_decal"] = stored_decal
.["current_color"] = stored_color
.["current_dir"] = stored_dir
.["current_custom_color"] = stored_custom_color
/obj/item/airlock_painter/decal/ui_act(action, list/params)
. = ..()
if(.)
return
switch(action)
//Lists of decals and designs
if("select decal")
var/selected_decal = params["decal"]
var/selected_dir = text2num(params["dir"])
stored_decal = selected_decal
stored_dir = selected_dir
if("select color")
var/selected_color = params["color"]
stored_color = selected_color
if("pick custom color")
if(supports_custom_color)
pick_painting_tool_color(usr, stored_custom_color)
update_decal_path()
. = TRUE
/obj/item/airlock_painter/decal/set_painting_tool_color(chosen_color)
. = ..()
stored_custom_color = chosen_color
stored_color = chosen_color
/datum/asset/spritesheet/decals
name = "floor_decals"
/// The floor icon used for blend_preview_floor()
var/preview_floor_icon = 'icons/turf/floors.dmi'
/// The floor icon state used for blend_preview_floor()
var/preview_floor_state = "floor"
/// The associated decal painter type to grab decals, colors, etc from.
var/obj/item/airlock_painter/decal/painter_type = /obj/item/airlock_painter/decal
/**
* Underlay an example floor for preview purposes, and return the new icon.
*
* Arguments:
* * decal - the decal to place over the example floor tile
*/
/datum/asset/spritesheet/decals/proc/blend_preview_floor(icon/decal)
var/icon/final = icon(preview_floor_icon, preview_floor_state)
final.Blend(decal, ICON_OVERLAY)
return final
/**
* Insert a specific state into the spritesheet.
*
* Arguments:
* * decal - the given decal base state.
* * dir - the given direction.
* * color - the given color.
*/
/datum/asset/spritesheet/decals/proc/insert_state(decal, dir, color)
// Special case due to icon_state names
var/icon_state_color = color == "yellow" ? "" : color
var/icon/final = blend_preview_floor(icon('icons/turf/decals.dmi', "[decal][icon_state_color ? "_" : ""][icon_state_color]", dir))
Insert("[decal]_[dir]_[color]", final)
/datum/asset/spritesheet/decals/create_spritesheets()
// Must actually create because initial(type) doesn't work for /lists for some reason.
var/obj/item/airlock_painter/decal/painter = new painter_type()
for(var/list/decal in painter.decal_list)
for(var/list/dir in painter.dir_list)
for(var/list/color in painter.color_list)
insert_state(decal[2], dir[2], color[2])
if(painter.supports_custom_color)
insert_state(decal[2], dir[2], "custom")
qdel(painter)
/obj/item/airlock_painter/decal/debug
name = "extreme decal painter"
icon_state = "decal_sprayer_ex"
initial_ink_type = /obj/item/toner/extreme
/obj/item/airlock_painter/decal/tile
name = "tile sprayer"
desc = "An airlock painter, reprogramed to use a different style of paint in order to spray colors on floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed."
desc_controls = "Alt-Click to remove the ink cartridge."
icon_state = "tile_sprayer"
stored_dir = 2
stored_color = "#D4D4D432"
stored_decal = "tile_corner"
spritesheet_type = /datum/asset/spritesheet/decals/tiles
supports_custom_color = TRUE
// Colors can have a an alpha component as RGBA, or just be RGB and use default alpha
color_list = list(
list("Neutral", "#D4D4D432"),
list("Dark", "#0e0f0f"),
list("Bar Burgundy", "#79150082"),
list("Sec Red", "#DE3A3A"),
list("Cargo Brown", "#A46106"),
list("Engi Yellow", "#EFB341"),
list("Service Green", "#9FED58"),
list("Med Blue", "#52B4E9"),
list("R&D Purple", "#D381C9"),
)
decal_list = list(
list("Corner", "tile_corner"),
list("Half", "tile_half_contrasted"),
list("Opposing Corners", "tile_opposing_corners"),
list("3 Corners", "tile_anticorner_contrasted"),
list("4 Corners", "tile_fourcorners"),
list("Trimline Corner", "trimline_corner_fill"),
list("Trimline Fill", "trimline_fill"),
list("Trimline Fill L", "trimline_fill__8"), // This is a hack that lives in the spritesheet builder and paint_floor
list("Trimline End", "trimline_end_fill"),
list("Trimline Box", "trimline_box_fill"),
)
nondirectional_decals = list(
"tile_fourcorners",
"trimline_box_fill",
)
/// Regex to split alpha out.
var/static/regex/rgba_regex = new(@"(#[0-9a-fA-F]{6})([0-9a-fA-F]{2})")
/// Default alpha for /obj/effect/turf_decal/tile
var/default_alpha = 110
/obj/item/airlock_painter/decal/tile/paint_floor(turf/open/floor/target)
// Account for 8-sided decals.
var/source_decal = stored_decal
var/source_dir = stored_dir
if(copytext(stored_decal, -3) == "__8")
source_decal = splicetext(stored_decal, -3, 0, "")
source_dir = turn(stored_dir, 45)
var/decal_color = stored_color
var/decal_alpha = default_alpha
// Handle the RGBA case.
if(rgba_regex.Find(decal_color))
decal_color = rgba_regex.group[1]
decal_alpha = text2num(rgba_regex.group[2], 16)
target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', source_decal, source_dir, null, null, decal_alpha, decal_color, null, null, null, FALSE, null)
/datum/asset/spritesheet/decals/tiles
name = "floor_tile_decals"
painter_type = /obj/item/airlock_painter/decal/tile
/datum/asset/spritesheet/decals/tiles/insert_state(decal, dir, color)
// Account for 8-sided decals.
var/source_decal = decal
var/source_dir = dir
if(copytext(decal, -3) == "__8")
source_decal = splicetext(decal, -3, 0, "")
source_dir = turn(dir, 45)
// Handle the RGBA case.
var/obj/item/airlock_painter/decal/tile/tile_type = painter_type
var/render_color = color
var/render_alpha = initial(tile_type.default_alpha)
if(tile_type.rgba_regex.Find(color))
render_color = tile_type.rgba_regex.group[1]
render_alpha = text2num(tile_type.rgba_regex.group[2], 16)
var/icon/colored_icon = icon('icons/turf/decals.dmi', source_decal, dir=source_dir)
colored_icon.ChangeOpacity(render_alpha * 0.008)
if(color == "custom")
// Do a fun rainbow pattern to stand out while still being static.
colored_icon.Blend(icon('icons/effects/random_spawners.dmi', "rainbow"), ICON_MULTIPLY)
else
colored_icon.Blend(render_color, ICON_MULTIPLY)
colored_icon = blend_preview_floor(colored_icon)
Insert("[decal]_[dir]_[replacetext(color, "#", "")]", colored_icon)