mirror of
https://github.com/evilew/GS13-Citadel.git
synced 2026-08-29 16:19:53 +01:00
All lists are LAZYINITLIST, cleaning code is preserved, examine is preserved. We should be back in buisness, but this is just a 'holy fuck finally' commit
224 lines
7.2 KiB
Plaintext
224 lines
7.2 KiB
Plaintext
/obj/effect/decal/cleanable/blood
|
|
name = "blood"
|
|
desc = "It's gooey. Perhaps it's the chef's cooking?"
|
|
icon = 'icons/effects/blood.dmi'
|
|
icon_state = "floor1"
|
|
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
|
|
blood_state = BLOOD_STATE_BLOOD
|
|
bloodiness = MAX_SHOE_BLOODINESS
|
|
color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
|
|
|
|
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
|
|
if (C.blood_DNA)
|
|
blood_DNA |= C.blood_DNA.Copy()
|
|
if (bloodiness)
|
|
if (C.bloodiness < MAX_SHOE_BLOODINESS)
|
|
C.bloodiness += bloodiness
|
|
update_icon()
|
|
return ..()
|
|
|
|
/obj/effect/decal/cleanable/blood/transfer_blood_dna()
|
|
..()
|
|
update_icon()
|
|
|
|
/obj/effect/decal/cleanable/blood/transfer_mob_blood_dna()
|
|
. = ..()
|
|
update_icon()
|
|
|
|
/obj/effect/decal/cleanable/blood/update_icon()
|
|
color = blood_DNA_to_color()
|
|
|
|
/obj/effect/decal/cleanable/blood/old
|
|
name = "dried blood"
|
|
desc = "Looks like it's been here a while. Eew."
|
|
bloodiness = 0
|
|
|
|
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
|
|
..()
|
|
icon_state += "-old"
|
|
add_blood_DNA(list("Non-human DNA" = "A+"))
|
|
|
|
/obj/effect/decal/cleanable/blood/splatter
|
|
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
|
|
|
|
/obj/effect/decal/cleanable/blood/tracks
|
|
icon_state = "tracks"
|
|
desc = "They look like tracks left by wheels."
|
|
random_icon_states = null
|
|
|
|
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose
|
|
name = "blood"
|
|
icon_state = "ltrails_1"
|
|
desc = "Your instincts say you shouldn't be following these."
|
|
random_icon_states = null
|
|
var/list/existing_dirs = list()
|
|
var/list/Blood_DNA = list()
|
|
|
|
/obj/effect/decal/cleanable/trail_holder/update_icon()
|
|
color = blood_DNA_to_color()
|
|
|
|
/obj/effect/cleanable/trail_holder/Initialize()
|
|
. = ..()
|
|
update_icon()
|
|
|
|
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
|
|
return TRUE
|
|
|
|
/obj/effect/decal/cleanable/trail_holder/transfer_blood_dna()
|
|
..()
|
|
update_icon()
|
|
|
|
/obj/effect/decal/cleanable/trail_holder/transfer_mob_blood_dna()
|
|
. = ..()
|
|
update_icon()
|
|
|
|
//BLOODY FOOTPRINTS
|
|
/obj/effect/decal/cleanable/blood/footprints
|
|
name = "footprints"
|
|
icon = 'icons/effects/footprints.dmi'
|
|
icon_state = "nothingwhatsoever"
|
|
desc = "WHOSE FOOTPRINTS ARE THESE?"
|
|
random_icon_states = null
|
|
var/entered_dirs = 0
|
|
var/exited_dirs = 0
|
|
blood_state = BLOOD_STATE_BLOOD //the icon state to load images from
|
|
var/list/shoe_types = list()
|
|
var/list/shoe_printer = list()
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O)
|
|
if(ishuman(O))
|
|
var/mob/living/carbon/human/H = O
|
|
var/obj/item/clothing/shoes/S = H.shoes
|
|
if(S && S.bloody_shoes[blood_state])
|
|
if(color != bloodtype_to_color(S.last_bloodtype))
|
|
return
|
|
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
|
shoe_types |= S.type
|
|
if (!(entered_dirs & H.dir))
|
|
entered_dirs |= H.dir
|
|
update_icon()
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/Uncrossed(atom/movable/O)
|
|
if(ishuman(O))
|
|
var/mob/living/carbon/human/H = O
|
|
var/obj/item/clothing/shoes/S = H.shoes
|
|
if(S && S.bloody_shoes[blood_state])
|
|
if(color != bloodtype_to_color(S.last_bloodtype))//last entry - we check its color
|
|
return
|
|
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
|
|
shoe_types |= S.type
|
|
if (!(exited_dirs & H.dir))
|
|
exited_dirs |= H.dir
|
|
update_icon()
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/update_icon()
|
|
..()
|
|
cut_overlays()
|
|
|
|
if(shoe_printer)
|
|
color = shoeblood_DNA_to_color(shoe_printer)
|
|
|
|
for(var/Ddir in GLOB.cardinals)
|
|
if(entered_dirs & Ddir)
|
|
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"]
|
|
if(!bloodstep_overlay)
|
|
GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]1", dir = Ddir)
|
|
add_overlay(bloodstep_overlay)
|
|
if(exited_dirs & Ddir)
|
|
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"]
|
|
if(!bloodstep_overlay)
|
|
GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir)
|
|
add_overlay(bloodstep_overlay)
|
|
|
|
alpha = BLOODY_FOOTPRINT_BASE_ALPHA + bloodiness
|
|
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/examine(mob/user)
|
|
. = ..()
|
|
if(shoe_types.len)
|
|
. += "You recognise the footprints as belonging to:\n"
|
|
for(var/shoe in shoe_types)
|
|
var/obj/item/clothing/shoes/S = shoe
|
|
. += "some <B>[initial(S.name)]</B> [icon2html(initial(S.icon), user)]\n"
|
|
|
|
to_chat(user, .)
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/C)
|
|
if(blood_state != C.blood_state) //We only replace footprints of the same type as us
|
|
return
|
|
if(color != C.color)
|
|
return
|
|
..()
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
|
|
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/proc/shoeblood_DNA_to_color(list/blood_dna) //handles RGB colorings of bloody shoes
|
|
var/list/colors = list()//first we make a list of all bloodtypes present
|
|
for(var/bloop in shoe_printer)
|
|
if(colors[shoe_printer[bloop]])
|
|
colors[shoe_printer[bloop]]++
|
|
else
|
|
colors[shoe_printer[bloop]] = 1
|
|
|
|
var/final_rgb = BLOOD_COLOR_HUMAN
|
|
|
|
if(colors.len)
|
|
var/sum = 0 //this is all shitcode, but it works; trust me
|
|
final_rgb = bloodtype_to_color(colors[1])
|
|
sum = colors[colors[1]]
|
|
if(colors.len > 1)
|
|
var/i = 2
|
|
while(i <= colors.len)
|
|
var/tmp = colors[colors[i]]
|
|
final_rgb = BlendRGB(final_rgb, bloodtype_to_color(colors[i]), tmp/(tmp+sum))
|
|
sum += tmp
|
|
i++
|
|
|
|
return final_rgb
|
|
/* Eventually TODO: make snowflake trails like baycode's
|
|
/obj/effect/decal/cleanable/blood/footprints/tracks/shoe
|
|
name = "footprints"
|
|
desc = "They look like tracks left by footwear."
|
|
icon_state = FOOTPRINT_SHOE
|
|
print_state = FOOTPRINT_SHOE
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/tracks/foot
|
|
name = "footprints"
|
|
desc = "They look like tracks left by a bare foot."
|
|
icon_state = FOOTPRINT_FOOT
|
|
print_state = FOOTPRINT_FOOT
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/tracks/snake
|
|
name = "tracks"
|
|
desc = "They look like tracks left by a giant snake."
|
|
icon_state = FOOTPRINT_SNAKE
|
|
print_state = FOOTPRINT_SNAKE
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/tracks/paw
|
|
name = "footprints"
|
|
desc = "They look like tracks left by paws."
|
|
icon_state = FOOTPRINT_PAW
|
|
print_state = FOOTPRINT_PAW
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/tracks/claw
|
|
name = "footprints"
|
|
desc = "They look like tracks left by claws."
|
|
icon_state = FOOTPRINT_CLAW
|
|
print_state = FOOTPRINT_CLAW
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/tracks/wheels
|
|
name = "tracks"
|
|
desc = "They look like tracks left by wheels."
|
|
gender = PLURAL
|
|
icon_state = FOOTPRINT_WHEEL
|
|
print_state = FOOTPRINT_WHEEL
|
|
|
|
/obj/effect/decal/cleanable/blood/footprints/tracks/body
|
|
name = "trails"
|
|
desc = "A trail left by something being dragged."
|
|
icon_state = FOOTPRINT_DRAG
|
|
print_state = FOOTPRINT_DRAG */
|