Standardised reagent colour mixing a little bit. Fixes issue 785.

Changed the path of large beakers, so they're actually a subtype of beaker (wtf)

Moved new_year.dm to unused.
Updated Carn's sequential master controller to not have tension stuff, for potential live testing.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4444 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
petethegoat@gmail.com
2012-08-16 18:33:34 +00:00
parent bdee209b43
commit 0970e6c55d
18 changed files with 358 additions and 505 deletions

View File

@@ -47,7 +47,6 @@ datum/controller/game_controller/New()
world << "\red \b Job setup complete"
job_master.LoadJobs("config/jobs.txt")
if(!tension_master) tension_master = new /datum/tension()
if(!syndicate_code_phrase) syndicate_code_phrase = generate_code_phrase()
if(!syndicate_code_response) syndicate_code_response = generate_code_phrase()
if(!ticker) ticker = new /datum/controller/gameticker()
@@ -108,9 +107,6 @@ datum/controller/game_controller/proc/process()
air_master.process()
sleep(breather_ticks)
tension_master.process()
sleep(breather_ticks)
sun.calc_position()
sleep(breather_ticks)

View File

@@ -27,7 +27,7 @@ var/global/list/autolathe_recipes = list( \
new /obj/item/weapon/retractor(),\
new /obj/item/weapon/cautery(),\
new /obj/item/weapon/reagent_containers/glass/beaker(), \
new /obj/item/weapon/reagent_containers/glass/large(), \
new /obj/item/weapon/reagent_containers/glass/beaker/large(), \
new /obj/item/ammo_casing/shotgun/blank(), \
new /obj/item/ammo_casing/shotgun/beanbag(), \
new /obj/item/ammo_magazine/c38(), \

View File

@@ -17,7 +17,7 @@
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
beaker = new /obj/item/weapon/reagent_containers/glass/large(src)
beaker = new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
on_reagent_change() //When the reagents change, change the icon as well.
update_icon()

View File

@@ -24,7 +24,7 @@
)
/obj/machinery/juicer/New()
beaker = new /obj/item/weapon/reagent_containers/glass/large(src)
beaker = new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
/obj/machinery/juicer/update_icon()
icon_state = "juicer"+num2text(!isnull(beaker))

View File

@@ -464,27 +464,7 @@ steam.start() -- spawns the effect
start()
var/i = 0
// Calculate the smokes' color
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in chemholder.reagents.reagent_list)
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
if(finalcolor)
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3]) // slightly darker color
var/color = mix_color_from_reagents(chemholder.reagents.reagent_list)
for(i=0, i<src.number, i++)
if(src.total_smoke > 20)
@@ -504,8 +484,8 @@ steam.start() -- spawns the effect
if(chemholder.reagents.total_volume != 1) // can't split 1 very well
chemholder.reagents.copy_to(smoke, chemholder.reagents.total_volume / number) // copy reagents to each smoke, divide evenly
if(finalcolor)
smoke.icon += finalcolor // give the smoke color, if it has any to begin with
if(color)
smoke.icon += color // give the smoke color, if it has any to begin with
else
// if no color, just use the old smoke icon
smoke.icon = 'icons/effects/96x96.dmi'

View File

@@ -72,7 +72,7 @@
/obj/item/weapon/grenade/proc/prime()
playsound(loc, 'Welder2.ogg', 25, 1)
// playsound(loc, 'Welder2.ogg', 25, 1)
var/turf/T = get_turf(src)
if(T)
T.hotspot_expose(700,125)
@@ -82,12 +82,15 @@
if(isscrewdriver(W))
switch(det_time)
if ("1")
det_time = 10
user << "<span class='notice'>You set the [name] for 1 second detonation time.</span>"
if ("10")
det_time = 30
user << "<span class='notice'>You set the [name] for 3 second detonation time.</span>"
if ("30")
det_time = 100
user << "<span class='notice'>You set the [name] for 10 second detonation time.</span>"
if ("100")
det_time = 50
user << "<span class='notice'>You set the [name] for 5 second detonation time.</span>"
if ("50")
det_time = 1
user << "<span class='notice'>You set the [name] for instant detonation.</span>"
add_fingerprint(user)

View File

@@ -64,27 +64,6 @@ obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
/*
* Hope it's okay to stick this shit here: it basically just turns a hexadecimal color into rgb
*/
/proc/GetColors(hex)
hex = uppertext(hex)
var/hi1 = text2ascii(hex, 2)
var/lo1 = text2ascii(hex, 3)
var/hi2 = text2ascii(hex, 4)
var/lo2 = text2ascii(hex, 5)
var/hi3 = text2ascii(hex, 6)
var/lo3 = text2ascii(hex, 7)
return list(((hi1>= 65 ? hi1-55 : hi1-48)<<4) | (lo1 >= 65 ? lo1-55 : lo1-48),
((hi2 >= 65 ? hi2-55 : hi2-48)<<4) | (lo2 >= 65 ? lo2-55 : lo2-48),
((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48))

View File

@@ -44,32 +44,10 @@
D.create_reagents(amount_per_transfer_from_this)
reagents.trans_to(D, amount_per_transfer_from_this)
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in D.reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.
D.name = "chemicals"
D.icon = 'icons/obj/chempuff.dmi'
D.icon += finalcolor
D.icon += mix_color_from_reagents(D.reagents.reagent_list)
spawn(0)
for(var/i=0, i<3, i++)
@@ -97,8 +75,6 @@
/obj/item/weapon/reagent_containers/spray/examine()
set src in usr
..()
// usr << "\icon[src] This is \the [src]!"
// usr << desc
for(var/datum/reagent/R in reagents.reagent_list)
usr << "[round(R.volume)] units of [R.name] left."
return
@@ -178,25 +154,7 @@
D.create_reagents(amount_per_transfer_from_this)
src.reagents.trans_to(D, amount_per_transfer_from_this)
var/rgbcolor[3]
var/finalcolor
for(var/datum/reagent/re in D.reagents.reagent_list)
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
D.icon += finalcolor
D.icon += mix_color_from_reagents(D.reagents.reagent_list)
Sprays[i] = D

View File

@@ -0,0 +1,39 @@
/proc/GetColors(hex)
hex = uppertext(hex)
var/hi1 = text2ascii(hex, 2)
var/lo1 = text2ascii(hex, 3)
var/hi2 = text2ascii(hex, 4)
var/lo2 = text2ascii(hex, 5)
var/hi3 = text2ascii(hex, 6)
var/lo3 = text2ascii(hex, 7)
return list(((hi1>= 65 ? hi1-55 : hi1-48)<<4) | (lo1 >= 65 ? lo1-55 : lo1-48),
((hi2 >= 65 ? hi2-55 : hi2-48)<<4) | (lo2 >= 65 ? lo2-55 : lo2-48),
((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48))
/proc/mix_color_from_reagents(var/list/reagent_list)
if(!reagent_list || !reagent_list.len) return 0
var/list/rgbcolor = list(0,0,0)
var/finalcolor = 0
for(var/datum/reagent/re in reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
return finalcolor
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.

View File

@@ -724,7 +724,7 @@
/obj/machinery/reagentgrinder/New()
..()
beaker = new /obj/item/weapon/reagent_containers/glass/large(src)
beaker = new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
return
/obj/machinery/reagentgrinder/update_icon()

View File

@@ -975,35 +975,17 @@
overlays += injoverlay
icon_state = "[rounded_vol]"
item_state = "syringe_[rounded_vol]"
if(reagents.total_volume)
var/obj/effect/overlay = new/obj
overlay.icon = 'icons/obj/syringefilling.dmi'
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "syringe10", src.layer)
switch(rounded_vol)
if(5) overlay.icon_state = "5"
if(10) overlay.icon_state = "10"
if(15) overlay.icon_state = "15"
if(5) filling.icon_state = "syringe5"
if(10) filling.icon_state = "syringe10"
if(15) filling.icon_state = "syringe15"
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
overlay.icon += finalcolor
if(!istype(src.loc, /turf)) overlay.layer = 17
overlays += overlay
filling.icon += mix_color_from_reagents(reagents.reagent_list)
overlays += filling
/obj/item/weapon/reagent_containers/ld50_syringe
@@ -1029,13 +1011,6 @@
update_icon()
attack_self(mob/user as mob)
/*
switch(mode)
if(SYRINGE_DRAW)
mode = SYRINGE_INJECT
if(SYRINGE_INJECT)
mode = SYRINGE_DRAW
*/
mode = !mode
update_icon()
@@ -1760,61 +1735,49 @@
m_amt = 0
g_amt = 500
on_reagent_change()
update_icon()
pickup(mob/user)
on_reagent_change(user)
..()
update_icon()
dropped(mob/user)
on_reagent_change()
..()
update_icon()
on_reagent_change(var/mob/user)
/*
if(reagents.total_volume)
icon_state = "beaker1"
else
icon_state = "beaker0"
*/
attack_hand()
..()
update_icon()
update_icon()
overlays = null
if(reagents.total_volume)
var/obj/effect/overlay = new/obj
overlay.icon = 'icons/obj/beaker1.dmi'
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10", src.layer)
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) overlay.icon_state = "-10"
if(10 to 24) overlay.icon_state = "10"
if(25 to 49) overlay.icon_state = "25"
if(50 to 74) overlay.icon_state = "50"
if(75 to 79) overlay.icon_state = "75"
if(80 to 90) overlay.icon_state = "80"
if(91 to 100) overlay.icon_state = "100"
if(0 to 9) filling.icon_state = "[icon_state]-10"
if(10 to 24) filling.icon_state = "[icon_state]10"
if(25 to 49) filling.icon_state = "[icon_state]25"
if(50 to 74) filling.icon_state = "[icon_state]50"
if(75 to 79) filling.icon_state = "[icon_state]75"
if(80 to 90) filling.icon_state = "[icon_state]80"
if(91 to INFINITY) filling.icon_state = "[icon_state]100"
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.
overlay.icon += finalcolor
if(user || !istype(src.loc, /turf))
overlay.layer = 30
overlays += overlay
filling.icon += mix_color_from_reagents(reagents.reagent_list)
overlays += filling
/obj/item/weapon/reagent_containers/glass/beaker/large
name = "large beaker"
desc = "A large beaker. Can hold up to 100 units."
icon_state = "beakerlarge"
g_amt = 5000
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/blender_jug
name = "Blender Jug"
@@ -1832,70 +1795,6 @@
if(76 to 100)
icon_state = "blender_jug_f"
/obj/item/weapon/reagent_containers/glass/large
name = "large reagent glass"
desc = "A large reagent glass. Can hold up to 100 units."
icon = 'icons/obj/chemical.dmi'
icon_state = "beakerlarge"
item_state = "beaker"
m_amt = 0
g_amt = 5000
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
flags = FPRINT | TABLEPASS | OPENCONTAINER
pickup(mob/user)
on_reagent_change(user)
dropped(mob/user)
on_reagent_change()
on_reagent_change(var/mob/user)
overlays = null
if(reagents.total_volume)
var/obj/effect/overlay = new/obj
overlay.icon = 'icons/obj/beaker2.dmi'
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) overlay.icon_state = "-10"
if(10 to 24) overlay.icon_state = "10"
if(25 to 49) overlay.icon_state = "25"
if(50 to 74) overlay.icon_state = "50"
if(75 to 79) overlay.icon_state = "75"
if(80 to 90) overlay.icon_state = "80"
if(91 to 100) overlay.icon_state = "100"
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.
overlay.icon += finalcolor
if(user || !istype(src.loc, /turf))
overlay.layer = 30
overlays += overlay
/obj/item/weapon/reagent_containers/glass/bottle
name = "bottle"
desc = "A small bottle."

View File

@@ -61,7 +61,7 @@
src.modules += new /obj/item/borg/sight/hud/med(src)
src.modules += new /obj/item/device/healthanalyzer(src)
src.modules += new /obj/item/weapon/reagent_containers/borghypo(src)
src.modules += new /obj/item/weapon/reagent_containers/glass/large(src)
src.modules += new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
src.modules += new /obj/item/weapon/reagent_containers/robodropper(src)
src.modules += new /obj/item/weapon/reagent_containers/syringe(src)
src.modules += new /obj/item/weapon/extinguisher/mini(src)

View File

@@ -43,7 +43,7 @@
I.pixel_x = x
I.pixel_y = y
overlays += I
/*
/obj/item/weapon/firbang
desc = "It is set to detonate in 10 seconds."
name = "firbang"