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CHOMPStation2/code/game/machinery/painter_vr.dm
CHOMPStation2StaffMirrorBot 129ea8078a [MIRROR] Painting materials (#10882)
Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com>
2025-05-15 19:50:00 +02:00

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/obj/machinery/gear_painter
name = "Color Mate"
desc = "A machine to give your apparel a fresh new color!"
icon = 'icons/obj/vending_vr.dmi'
icon_state = "colormate"
density = TRUE
anchored = TRUE
var/atom/movable/inserted
var/activecolor = "#FFFFFF"
var/list/color_matrix_last
var/active_mode = COLORMATE_HSV
var/build_hue = 0
var/build_sat = 1
var/build_val = 1
/// Allow holder'd mobs
var/allow_mobs = TRUE
/// Minimum lightness for normal mode
var/minimum_normal_lightness = 50
/// Minimum lightness for matrix mode, tested using 4 test colors of full red, green, blue, white.
var/minimum_matrix_lightness = 75
/// Minimum matrix tests that must pass for something to be considered a valid color (see above)
var/minimum_matrix_tests = 2
/// Temporary messages
var/temp
var/list/allowed_types = list(
/obj/item/clothing,
/obj/item/storage/backpack,
/obj/item/storage/belt,
/obj/item/toy,
/obj/item/stack/material
)
/obj/machinery/gear_painter/Initialize(mapload)
. = ..()
color_matrix_last = list(
1, 0, 0,
0, 1, 0,
0, 0, 1,
0, 0, 0,
)
/obj/machinery/gear_painter/update_icon()
if(panel_open)
icon_state = "colormate_open"
else if(inoperable())
icon_state = "colormate_off"
else if(inserted)
icon_state = "colormate_active"
else
icon_state = "colormate"
/obj/machinery/gear_painter/Destroy()
if(inserted) //please i beg you do not drop nulls
inserted.forceMove(drop_location())
return ..()
/obj/machinery/gear_painter/attackby(obj/item/I, mob/living/user)
if(inserted)
to_chat(user, span_warning("The machine is already loaded."))
return
if(default_deconstruction_screwdriver(user, I))
return
if(default_deconstruction_crowbar(user, I))
return
if(default_unfasten_wrench(user, I, 40))
return
if(is_type_in_list(I, allowed_types) && !inoperable())
if(istype(I,/obj/item/stack/material/cyborg)) //Needs an exception for borg materials to avoid glitches.
return
user.visible_message(span_notice("[user] inserts \the [I] into the Color Mate receptable."))
user.drop_from_inventory(I)
I.forceMove(src)
inserted = I
SStgui.update_uis(src)
else
return ..()
/obj/machinery/gear_painter/attack_hand(mob/user)
if(..())
return
tgui_interact(user)
/obj/machinery/gear_painter/tgui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ColorMate", name)
ui.open()
/obj/machinery/gear_painter/proc/insert_mob(mob/victim, mob/user)
if(inserted)
return
if(user)
visible_message(span_warning("[user] stuffs [victim] into [src]!"))
inserted = victim
inserted.forceMove(src)
/obj/machinery/gear_painter/AllowDrop()
return FALSE
// /obj/machinery/gear_painter/handle_atom_del(atom/movable/AM)
// if(AM == inserted)
// inserted = null
// return ..()
/obj/machinery/gear_painter/AltClick(mob/user)
. = ..()
drop_item(user)
/obj/machinery/gear_painter/proc/drop_item(var/mob/user)
if(!oview(1,src))
return
if(!inserted)
return
to_chat(user, span_notice("You remove [inserted] from [src]"))
inserted.forceMove(drop_location())
if(isliving(user))
user.put_in_hands(inserted)
inserted = null
update_icon()
SStgui.update_uis(src)
/obj/machinery/gear_painter/tgui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ColorMate", src.name)
ui.set_autoupdate(FALSE) //This might be a bit intensive, better to not update it every few ticks
ui.open()
/obj/machinery/gear_painter/tgui_data(mob/user)
. = list()
.["activemode"] = active_mode
.["matrixcolors"] = list(
"rr" = color_matrix_last[1],
"rg" = color_matrix_last[2],
"rb" = color_matrix_last[3],
"gr" = color_matrix_last[4],
"gg" = color_matrix_last[5],
"gb" = color_matrix_last[6],
"br" = color_matrix_last[7],
"bg" = color_matrix_last[8],
"bb" = color_matrix_last[9],
"cr" = color_matrix_last[10],
"cg" = color_matrix_last[11],
"cb" = color_matrix_last[12],
)
.["buildhue"] = build_hue
.["buildsat"] = build_sat
.["buildval"] = build_val
if(temp)
.["temp"] = temp
if(inserted)
.["item"] = list()
.["item"]["name"] = inserted.name
.["item"]["sprite"] = icon2base64(get_flat_icon(inserted,dir=SOUTH,no_anim=TRUE))
.["item"]["preview"] = icon2base64(build_preview(user))
else
.["item"] = null
/obj/machinery/gear_painter/tgui_act(action, params, datum/tgui/ui)
. = ..()
if(.)
return
if(inserted)
switch(action)
if("switch_modes")
active_mode = text2num(params["mode"])
return TRUE
if("choose_color")
var/chosen_color = tgui_color_picker(ui.user, "Choose a color: ", "ColorMate colour picking", activecolor)
if(chosen_color)
activecolor = chosen_color
return TRUE
if("paint")
do_paint(ui.user)
temp = "Painted Successfully!"
return TRUE
if("drop")
temp = ""
drop_item(ui.user)
return TRUE
if("clear")
inserted.remove_atom_colour(FIXED_COLOUR_PRIORITY)
playsound(src, 'sound/effects/spray3.ogg', 50, 1)
temp = "Cleared Successfully!"
return TRUE
if("set_matrix_color")
color_matrix_last[params["color"]] = params["value"]
return TRUE
if("set_matrix_string")
if(params["value"])
var/list/colours = splittext(params["value"], ",")
if(colours.len > 12)
colours.Cut(13)
for(var/i = 1, i <= colours.len, i++)
var/number = text2num(colours[i])
if(isnum(number))
color_matrix_last[i] = clamp(number, -10, 10)
return TRUE
if("set_hue")
build_hue = clamp(text2num(params["buildhue"]), 0, 360)
return TRUE
if("set_sat")
build_sat = clamp(text2num(params["buildsat"]), -10, 10)
return TRUE
if("set_val")
build_val = clamp(text2num(params["buildval"]), -10, 10)
return TRUE
/obj/machinery/gear_painter/proc/do_paint(mob/user)
var/color_to_use
switch(active_mode)
if(COLORMATE_TINT)
color_to_use = activecolor
if(COLORMATE_MATRIX)
color_to_use = rgb_construct_color_matrix(
text2num(color_matrix_last[1]),
text2num(color_matrix_last[2]),
text2num(color_matrix_last[3]),
text2num(color_matrix_last[4]),
text2num(color_matrix_last[5]),
text2num(color_matrix_last[6]),
text2num(color_matrix_last[7]),
text2num(color_matrix_last[8]),
text2num(color_matrix_last[9]),
text2num(color_matrix_last[10]),
text2num(color_matrix_last[11]),
text2num(color_matrix_last[12]),
)
if(COLORMATE_HSV)
color_to_use = color_matrix_hsv(build_hue, build_sat, build_val)
color_matrix_last = color_to_use
if(!color_to_use || !check_valid_color(color_to_use, user))
to_chat(user, span_notice("Invalid color."))
return FALSE
inserted.add_atom_colour(color_to_use, FIXED_COLOUR_PRIORITY)
playsound(src, 'sound/effects/spray3.ogg', 50, 1)
return TRUE
/// Produces the preview image of the item, used in the UI, the way the color is not stacking is a sin.
/obj/machinery/gear_painter/proc/build_preview(mob/user)
if(inserted) //sanity
var/list/cm
switch(active_mode)
if(COLORMATE_MATRIX)
cm = rgb_construct_color_matrix(
text2num(color_matrix_last[1]),
text2num(color_matrix_last[2]),
text2num(color_matrix_last[3]),
text2num(color_matrix_last[4]),
text2num(color_matrix_last[5]),
text2num(color_matrix_last[6]),
text2num(color_matrix_last[7]),
text2num(color_matrix_last[8]),
text2num(color_matrix_last[9]),
text2num(color_matrix_last[10]),
text2num(color_matrix_last[11]),
text2num(color_matrix_last[12]),
)
if(!check_valid_color(cm, user))
return get_flat_icon(inserted, dir=SOUTH, no_anim=TRUE)
if(COLORMATE_TINT)
if(!check_valid_color(activecolor, user))
return get_flat_icon(inserted, dir=SOUTH, no_anim=TRUE)
if(COLORMATE_HSV)
cm = color_matrix_hsv(build_hue, build_sat, build_val)
color_matrix_last = cm
if(!check_valid_color(cm, user))
return get_flat_icon(inserted, dir=SOUTH, no_anim=TRUE)
var/cur_color = inserted.color
inserted.color = null
inserted.color = (active_mode == COLORMATE_TINT ? activecolor : cm)
var/icon/preview = get_flat_icon(inserted, dir=SOUTH, no_anim=TRUE)
inserted.color = cur_color
temp = ""
. = preview
/obj/machinery/gear_painter/proc/check_valid_color(list/cm, mob/user)
if(!islist(cm)) // normal
var/list/HSV = ReadHSV(RGBtoHSV(cm))
if(HSV[3] < minimum_normal_lightness)
temp = "[cm] is too dark (Minimum lightness: [minimum_normal_lightness])"
return FALSE
return TRUE
else // matrix
// We test using full red, green, blue, and white
// A predefined number of them must pass to be considered valid
var/passed = 0
#define COLORTEST(thestring, thematrix) passed += (ReadHSV(RGBtoHSV(RGBMatrixTransform(thestring, thematrix)))[3] >= minimum_matrix_lightness)
COLORTEST("FF0000", cm)
COLORTEST("00FF00", cm)
COLORTEST("0000FF", cm)
COLORTEST("FFFFFF", cm)
#undef COLORTEST
if(passed < minimum_matrix_tests)
temp = "Matrix is too dark. (passed [passed] out of [minimum_matrix_tests] required tests. Minimum lightness: [minimum_matrix_lightness])."
return FALSE
return TRUE