mirror of
https://github.com/Bubberstation/Bubberstation.git
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## 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?       ## 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>
473 lines
16 KiB
Plaintext
473 lines
16 KiB
Plaintext
/obj/item/airlock_painter
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name = "airlock painter"
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desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob."
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desc_controls = "Alt-Click to remove the ink cartridge."
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icon = 'icons/obj/devices/tool.dmi'
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icon_state = "paint_sprayer"
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inhand_icon_state = "paint_sprayer"
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worn_icon_state = "painter"
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w_class = WEIGHT_CLASS_SMALL
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custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5)
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obj_flags = CONDUCTS_ELECTRICITY
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item_flags = NOBLUDGEON
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slot_flags = ITEM_SLOT_BELT
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usesound = 'sound/effects/spray2.ogg'
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/// The ink cartridge to pull charges from.
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var/obj/item/toner/ink = null
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/// The type path to instantiate for the ink cartridge the device initially comes with, eg. /obj/item/toner
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var/initial_ink_type = /obj/item/toner
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/// 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
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var/list/available_paint_jobs = list(
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"Public" = /obj/machinery/door/airlock/public,
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"Engineering" = /obj/machinery/door/airlock/engineering,
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"Atmospherics" = /obj/machinery/door/airlock/atmos,
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"Security" = /obj/machinery/door/airlock/security,
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"Command" = /obj/machinery/door/airlock/command,
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"Medical" = /obj/machinery/door/airlock/medical,
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"Virology" = /obj/machinery/door/airlock/virology,
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"Research" = /obj/machinery/door/airlock/research,
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"Hydroponics" = /obj/machinery/door/airlock/hydroponics,
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"Freezer" = /obj/machinery/door/airlock/freezer,
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"Science" = /obj/machinery/door/airlock/science,
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"Mining" = /obj/machinery/door/airlock/mining,
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"Maintenance" = /obj/machinery/door/airlock/maintenance,
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"External" = /obj/machinery/door/airlock/external,
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"External Maintenance"= /obj/machinery/door/airlock/maintenance/external,
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"Standard" = /obj/machinery/door/airlock
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)
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/obj/item/airlock_painter/Initialize(mapload)
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. = ..()
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ink = new initial_ink_type(src)
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/obj/item/airlock_painter/Destroy(force)
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QDEL_NULL(ink)
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return ..()
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//This proc doesn't just check if the painter can be used, but also uses it.
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//Only call this if you are certain that the painter will be used right after this check!
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/obj/item/airlock_painter/proc/use_paint(mob/user)
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if(can_use(user))
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ink.charges--
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playsound(src.loc, 'sound/effects/spray2.ogg', 50, TRUE)
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return TRUE
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else
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return FALSE
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//This proc only checks if the painter can be used.
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//Call this if you don't want the painter to be used right after this check, for example
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//because you're expecting user input.
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/obj/item/airlock_painter/proc/can_use(mob/user)
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if(!ink)
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balloon_alert(user, "no cartridge!")
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return FALSE
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else if(ink.charges < 1)
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balloon_alert(user, "out of ink!")
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return FALSE
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else
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return TRUE
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/obj/item/airlock_painter/suicide_act(mob/living/user)
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var/obj/item/organ/internal/lungs/L = user.get_organ_slot(ORGAN_SLOT_LUNGS)
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if(can_use(user) && L)
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user.visible_message(span_suicide("[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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use(user)
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// Once you've inhaled the toner, you throw up your lungs
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// and then die.
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// Find out if there is an open turf in front of us,
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// and if not, pick the turf we are standing on.
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var/turf/T = get_step(get_turf(src), user.dir)
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if(!isopenturf(T))
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T = get_turf(src)
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// they managed to lose their lungs between then and
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// now. Good job.
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if(!L)
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return OXYLOSS
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L.Remove(user)
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// make some colorful reagent, and apply it to the lungs
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L.create_reagents(10)
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L.reagents.add_reagent(/datum/reagent/colorful_reagent, 10)
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L.reagents.expose(L, TOUCH, 1)
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// TODO maybe add some colorful vomit?
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user.visible_message(span_suicide("[user] vomits out [user.p_their()] [L]!"))
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playsound(user.loc, 'sound/effects/splat.ogg', 50, TRUE)
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L.forceMove(T)
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return (TOXLOSS|OXYLOSS)
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else if(can_use(user) && !L)
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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."))
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user.reagents.add_reagent(/datum/reagent/colorful_reagent, 1)
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user.reagents.expose(user, TOUCH, 1)
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return TOXLOSS
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else
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user.visible_message(span_suicide("[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner."))
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return SHAME
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/obj/item/airlock_painter/examine(mob/user)
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. = ..()
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if(!ink)
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. += span_notice("It doesn't have a toner cartridge installed.")
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return
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var/ink_level = "high"
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if(ink.charges < 1)
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ink_level = "empty"
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else if((ink.charges/ink.max_charges) <= 0.25) //25%
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ink_level = "low"
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else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit)
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ink_level = "dangerously high"
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. += span_notice("Its ink levels look [ink_level].")
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/obj/item/airlock_painter/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/toner))
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if(ink)
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to_chat(user, span_warning("[src] already contains \a [ink]!"))
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return
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if(!user.transferItemToLoc(W, src))
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return
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to_chat(user, span_notice("You install [W] into [src]."))
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ink = W
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playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
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else
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return ..()
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/obj/item/airlock_painter/click_alt(mob/user)
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if(!ink)
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return CLICK_ACTION_BLOCKING
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playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
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ink.forceMove(user.drop_location())
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user.put_in_hands(ink)
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to_chat(user, span_notice("You remove [ink] from [src]."))
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ink = null
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return CLICK_ACTION_SUCCESS
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/obj/item/airlock_painter/decal
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name = "decal painter"
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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."
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desc_controls = "Alt-Click to remove the ink cartridge."
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icon = 'icons/obj/devices/tool.dmi'
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icon_state = "decal_sprayer"
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inhand_icon_state = "decal_sprayer"
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custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.5)
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initial_ink_type = /obj/item/toner/large
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/// The current direction of the decal being printed
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var/stored_dir = 2
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/// The current color of the decal being printed.
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var/stored_color = "yellow"
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/// The current base icon state of the decal being printed.
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var/stored_decal = "warningline"
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/// The full icon state of the decal being printed.
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var/stored_decal_total = "warningline"
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/// The type path of the spritesheet being used for the frontend.
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var/spritesheet_type = /datum/asset/spritesheet/decals // spritesheet containing previews
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/// Does this printer implementation support custom colors?
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var/supports_custom_color = FALSE
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/// Current custom color
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var/stored_custom_color
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/// List of color options as list(user-friendly label, color value to return)
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var/color_list = list(
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list("Yellow", "yellow"),
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list("Red", "red"),
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list("White", "white"),
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)
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/// List of direction options as list(user-friendly label, dir value to return)
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var/dir_list = list(
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list("North", NORTH),
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list("South", SOUTH),
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list("East", EAST),
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list("West", WEST),
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)
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/// List of decal options as list(user-friendly label, icon state base value to return)
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var/decal_list = list(
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list("Warning Line", "warningline"),
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list("Warning Line Corner", "warninglinecorner"),
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list("Caution Label", "caution"),
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list("Directional Arrows", "arrows"),
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list("Stand Clear Label", "stand_clear"),
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list("Bot", "bot"),
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list("Box", "box"),
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list("Box Corner", "box_corners"),
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list("Delivery Marker", "delivery"),
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list("Warning Box", "warn_full"),
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)
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// These decals only have a south sprite.
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var/nondirectional_decals = list(
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"bot",
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"box",
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"delivery",
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"warn_full",
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)
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/obj/item/airlock_painter/decal/Initialize(mapload)
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. = ..()
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stored_custom_color = stored_color
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/obj/item/airlock_painter/decal/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(isfloorturf(interacting_with) && use_paint(user))
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paint_floor(interacting_with)
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return ITEM_INTERACT_SUCCESS
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return NONE
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/**
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* Actually add current decal to the floor.
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*
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* Responsible for actually adding the element to the turf for maximum flexibility.area
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* Can be overriden for different decal behaviors.
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* Arguments:
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* * target - The turf being painted to
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*/
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/obj/item/airlock_painter/decal/proc/paint_floor(turf/open/floor/target)
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target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, stored_dir, null, null, alpha, color, null, null, null, FALSE, null)
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/**
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* Return the final icon_state for the given decal options
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*
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* Arguments:
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* * decal - the selected decal base icon state
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* * color - the selected color
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* * dir - the selected dir
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*/
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/obj/item/airlock_painter/decal/proc/get_decal_path(decal, color, dir)
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// Special case due to icon_state names
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if(color == "yellow")
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color = ""
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return "[decal][color ? "_" : ""][color]"
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/obj/item/airlock_painter/decal/proc/update_decal_path()
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stored_decal_total = get_decal_path(stored_decal, stored_color, stored_dir)
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/obj/item/airlock_painter/decal/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "DecalPainter", name)
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ui.open()
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/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)
|