Painter Item Refactor (#15828)

* Modular Painter V1

* Improved Suicide

* Type & Text

Also `item_state` just goes from `icon_state` so it's not needed.

* Modular Painter V2

Big refactor of everything to use datums rather than separate objects.

* Steel airlock stuff

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* Vile Heresy

Co-authored-by: Sean Williams <12197162+S34NW@users.noreply.github.com>

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: Sean Williams <12197162+S34NW@users.noreply.github.com>
This commit is contained in:
SabreML
2021-07-20 15:25:45 +01:00
committed by GitHub
co-authored by SteelSlayer Sean Williams
parent aa7f3d882f
commit 150e7e3f60
22 changed files with 342 additions and 255 deletions
@@ -1,81 +0,0 @@
// Airlock painter
/obj/item/airlock_painter
name = "airlock painter"
desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on a completed airlock to change its paintjob."
icon = 'icons/obj/device.dmi'
icon_state = "airlock_painter"
item_state = "airlock_painter"
flags = CONDUCT | NOBLUDGEON
usesound = 'sound/effects/spray2.ogg'
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
materials = list(MAT_METAL = 3000, MAT_GLASS = 1000)
var/paint_setting
// All the different paint jobs that an airlock painter can apply.
// If the airlock you're using it on is glass, the new paint job will also be glass
var/list/available_paint_jobs = list(
"Atmospherics" = /obj/machinery/door/airlock/atmos,
"Command" = /obj/machinery/door/airlock/command,
"Engineering" = /obj/machinery/door/airlock/engineering,
"External" = /obj/machinery/door/airlock/external,
"External Maintenance"= /obj/machinery/door/airlock/maintenance/external,
"Freezer" = /obj/machinery/door/airlock/freezer,
"Maintenance" = /obj/machinery/door/airlock/maintenance,
"Medical" = /obj/machinery/door/airlock/medical,
"Mining" = /obj/machinery/door/airlock/mining,
"Public" = /obj/machinery/door/airlock/public,
"Research" = /obj/machinery/door/airlock/research,
"Science" = /obj/machinery/door/airlock/science,
"Security" = /obj/machinery/door/airlock/security,
"Standard" = /obj/machinery/door/airlock,
)
//Only call this if you are certain that the painter will be used right after this check!
/obj/item/airlock_painter/proc/paint(mob/user)
playsound(loc, usesound, 30, TRUE)
return TRUE
/obj/item/airlock_painter/attack_self(mob/user)
paint_setting = input(user, "Please select a paintjob for this airlock.") as null|anything in available_paint_jobs
if(!paint_setting)
return
to_chat(user, "<span class='notice'>The [paint_setting] paint setting has been selected.</span>")
/obj/item/airlock_painter/suicide_act(mob/user)
var/obj/item/organ/internal/lungs/L = user.get_organ_slot("lungs")
var/lungs_name = "\improper[L.name]"
if(L)
user.visible_message("<span class='suicide'>[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
// Once you've inhaled the toner, you throw up your lungs
// and then die.
// they managed to lose their lungs between then and now. Good job.
if(!L)
return FALSE
L.remove(user)
// make some colorful reagent, and apply it to the lungs
L.create_reagents(10)
L.reagents.add_reagent("colorful_reagent", 10)
L.reagents.reaction(L, REAGENT_TOUCH, 1)
user.emote("scream")
user.visible_message("<span class='suicide'>[user] vomits out [user.p_their()] [lungs_name]!</span>")
playsound(user.loc, 'sound/effects/splat.ogg', 50, TRUE)
// make some vomit under the player, and apply colorful reagent
var/obj/effect/decal/cleanable/vomit/V = new(get_turf(user))
V.create_reagents(10)
V.reagents.add_reagent("colorful_reagent", 10)
V.reagents.reaction(V, REAGENT_TOUCH, 1)
L.forceMove(get_turf(user))
return OXYLOSS
else
return SHAME
@@ -0,0 +1,61 @@
/datum/painter/airlock
module_name = "airlock painter"
module_desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on a completed airlock to change its paintjob."
module_state = "airlock_painter"
// All the different paint jobs that an airlock painter can apply.
// If the airlock you're using it on is glass, the new paint job will also be glass
var/list/available_paint_jobs = list(
"Atmospherics" = /obj/machinery/door/airlock/atmos,
"Command" = /obj/machinery/door/airlock/command,
"Engineering" = /obj/machinery/door/airlock/engineering,
"External" = /obj/machinery/door/airlock/external,
"External Maintenance"= /obj/machinery/door/airlock/maintenance/external,
"Freezer" = /obj/machinery/door/airlock/freezer,
"Maintenance" = /obj/machinery/door/airlock/maintenance,
"Medical" = /obj/machinery/door/airlock/medical,
"Mining" = /obj/machinery/door/airlock/mining,
"Public" = /obj/machinery/door/airlock/public,
"Research" = /obj/machinery/door/airlock/research,
"Science" = /obj/machinery/door/airlock/science,
"Security" = /obj/machinery/door/airlock/security,
"Standard" = /obj/machinery/door/airlock)
/datum/painter/airlock/pick_color(mob/user)
var/choice = input(user, "Please select a paintjob.") as null|anything in available_paint_jobs
if(!choice)
return
paint_setting = choice
to_chat(user, "<span class='notice'>The [paint_setting] paint setting has been selected.</span>")
/datum/painter/airlock/paint_atom(atom/target, mob/user)
if(!istype(target, /obj/machinery/door/airlock))
return
var/obj/machinery/door/airlock/A = target
if(!paint_setting)
to_chat(user, "<span class='warning'>You need to select a paintjob first.</span>")
return
if(!A.paintable)
to_chat(user, "<span class='warning'>This type of airlock cannot be painted.</span>")
return
var/obj/machinery/door/airlock/airlock = available_paint_jobs["[paint_setting]"] // get the airlock type path associated with the airlock name the user just chose
var/obj/structure/door_assembly/assembly = initial(airlock.assemblytype)
if(A.assemblytype == assembly)
to_chat(user, "<span class='notice'>This airlock is already painted with the \"[paint_setting]\" color scheme!</span>")
return
if(A.airlock_material == "glass" && initial(assembly.noglass)) // prevents painting glass airlocks with a paint job that doesn't have a glass version, such as the freezer
to_chat(user, "<span class='warning'>This paint job can only be applied to non-glass airlocks.</span>")
return
if(do_after(user, 2 SECONDS, FALSE, A))
// applies the user-chosen airlock's icon, overlays and assemblytype to the target airlock
A.icon = initial(airlock.icon)
A.overlays_file = initial(airlock.overlays_file)
A.assemblytype = initial(airlock.assemblytype)
A.update_icon()
return TRUE
@@ -1,20 +1,13 @@
// Floor painter
/obj/item/floor_painter
name = "floor painter"
icon = 'icons/obj/device.dmi'
icon_state = "floor_painter"
item_state = "floor_painter"
usesound = 'sound/effects/spray2.ogg'
/datum/painter/floor
module_name = "floor painter"
module_state = "floor_painter"
var/floor_icon
var/floor_state = "floor"
var/floor_dir = SOUTH
w_class = WEIGHT_CLASS_TINY
flags = CONDUCT
slot_flags = SLOT_BELT
var/static/list/allowed_states = list("arrival", "arrivalcorner", "bar", "barber", "bcircuit", "blackcorner", "blue", "bluecorner",
"bluefull", "bluered", "blueyellow", "blueyellowfull", "bot", "brown", "browncorner", "browncornerold", "brownold",
"cafeteria", "caution", "cautioncorner", "chapel", "cmo", "dark", "delivery", "escape", "escapecorner", "floor",
@@ -27,43 +20,36 @@
"whitered", "whiteredcorner", "whiteredfull", "whiteyellow", "whiteyellowcorner", "whiteyellowfull", "yellow",
"yellowcorner", "yellowcornersiding", "yellowsiding")
/obj/item/floor_painter/afterattack(atom/A, mob/user, proximity, params)
if(!proximity)
return
var/turf/simulated/floor/plasteel/F = A
/datum/painter/floor/paint_atom(atom/target, mob/user)
if(!istype(target, /turf/simulated/floor/plasteel))
to_chat(user, "<span class='warning'>[holder] can only be used on station flooring.</span>")
var/turf/simulated/floor/plasteel/F = target
if(F.icon_state == floor_state && F.dir == floor_dir)
to_chat(user, "<span class='notice'>This is already painted [floor_state] [dir2text(floor_dir)]!</span>")
return
if(!istype(F))
to_chat(user, "<span class='warning'>\The [src] can only be used on station flooring.</span>")
return
playsound(loc, usesound, 30, TRUE)
F.icon_state = floor_state
F.icon_regular_floor = floor_state
F.dir = floor_dir
return TRUE
/obj/item/floor_painter/attack_self(mob/user)
/datum/painter/floor/pick_color(mob/user)
if(!user)
return 0
user.set_machine(src)
return
ui_interact(user)
return 1
/obj/item/floor_painter/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
/datum/painter/floor/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.inventory_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "FloorPainter", name, 405, 470, master_ui, state)
ui = new(user, src, ui_key, "FloorPainter", module_name, 405, 470, master_ui, state)
// Disable automatic updates, because:
// 1) we are the only user of the item, and don't expect to observe external changes
// 2) generating and sending the icon each tick is a bit expensive, and creates small but noticeable lag
ui.set_autoupdate(FALSE)
ui.open()
/obj/item/floor_painter/ui_data(mob/user)
/datum/painter/floor/ui_data(mob/user)
var/list/data = list()
data["availableStyles"] = allowed_states
data["selectedStyle"] = floor_state
@@ -77,23 +63,22 @@
return data
/obj/item/floor_painter/ui_static_data(mob/user)
/datum/painter/floor/ui_static_data(mob/user)
var/list/data = list()
data["allStylesPreview"] = list()
for (var/style in allowed_states)
for(var/style in allowed_states)
var/icon/floor_icon = icon('icons/turf/floors.dmi', style, SOUTH)
data["allStylesPreview"][style] = icon2base64(floor_icon)
return data
/obj/item/floor_painter/ui_act(action, params)
/datum/painter/floor/ui_act(action, params)
if(..())
return
if(action == "select_style")
var/new_style = params["style"]
if (allowed_states.Find(new_style) != 0)
if(allowed_states.Find(new_style) != 0)
floor_state = new_style
if(action == "cycle_style")
@@ -107,7 +92,7 @@
if(action == "select_direction")
var/dir = text2dir(params["direction"])
if (dir != 0)
if(dir != 0)
floor_dir = dir
SStgui.update_uis(src)
@@ -0,0 +1,188 @@
/obj/item/painter
name = "modular painter"
icon = 'icons/obj/painting.dmi'
usesound = 'sound/effects/spray2.ogg'
flags = CONDUCT | NOBLUDGEON
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
materials = list(MAT_METAL = 5000, MAT_GLASS = 2000)
/// Associative list of painter types, with the value being the datum. (For use in the radial menu)
var/static/list/painter_type_list = list(
"Floor Painter" = /datum/painter/floor,
"Pipe Painter" = /datum/painter/pipe,
"Window Painter" = /datum/painter/pipe/window,
"Airlock Painter" = /datum/painter/airlock)
/// Associative list of painter types, with the value being the icon. (For use in the radial menu)
var/static/list/painter_icon_list = list(
"Floor Painter" = image(icon = 'icons/obj/painting.dmi', icon_state = "floor_painter"),
"Pipe Painter" = image(icon = 'icons/obj/painting.dmi', icon_state = "pipe_painter"),
"Window Painter" = image(icon = 'icons/obj/painting.dmi', icon_state = "window_painter"),
"Airlock Painter" = image(icon = 'icons/obj/painting.dmi', icon_state = "airlock_painter"))
/// The [/datum/painter] which is currently active.
var/datum/painter/selected_module = null
/// List of any instanced [/datum/painter]'s, to avoid spawning more than one of each.
var/list/module_list = list()
/obj/item/painter/Initialize(mapload, datum/painter/default_module = /datum/painter/floor) // Defaults to a floor painter
. = ..()
change_module(default_module)
/obj/item/painter/Destroy()
selected_module = null
for(var/I in module_list)
qdel(I)
module_list = list()
return ..()
/obj/item/painter/examine(mob/user)
. = ..()
. += "<span class='notice'>Ctrl+click it in your hand to change the type!</span>"
/**
* Changes the `selected_module` variable to `new_module`, and updates the painter to reflect the new type.
*
* If `new_module` is already present in `module_list`, then that will be used instead.
* Otherwise a new datum will be spawned and added to `module_list`.
* The Name, Description, Icon State, and Item State of the painter will be updated using variables from the `new_module` datum.
*
* Arguments:
* * datum/painter/new_module - The new painter datum which will be used.
* * mob/user - The user interacting with the painter.
*/
/obj/item/painter/proc/change_module(datum/painter/new_module, mob/user)
if(!new_module)
return
selected_module = null
for(var/I in module_list)
var/datum/painter/P = I
if(P.type == new_module)
selected_module = I
break
if(!selected_module)
var/datum/painter/P = new new_module(src, src)
module_list += P
selected_module = P
name = selected_module.module_name
desc = selected_module.module_desc
icon_state = selected_module.module_state
item_state = selected_module.module_state
if(user)
user.update_inv_l_hand()
user.update_inv_r_hand()
/**
* Calls `pick_color()` on the `selected_module`.
*/
/obj/item/painter/attack_self(mob/user)
selected_module.pick_color(user)
/**
* If adjacent, calls `paint_atom()` on the `selected_module`, then plays the `usesound`.
*/
/obj/item/painter/afterattack(atom/target, mob/user, proximity, params)
if(!proximity)
return
if(selected_module.paint_atom(target, user))
playsound(src, usesound, 30, TRUE)
/**
* Displays a radial menu for choosing a new painter module.
*/
/obj/item/painter/CtrlClick(mob/user)
. = ..()
if(!ishuman(user)) // Only want human players doing this
return
if(loc != user) // Not being held
return
playsound(src, 'sound/effects/pop.ogg', 50, TRUE)
var/choice = show_radial_menu(user, src, painter_icon_list, require_near = TRUE)
var/choice_path = painter_type_list[choice]
if(!choice_path || (selected_module.type == choice_path))
return
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
do_sparks(1, FALSE, src)
change_module(choice_path, user)
/obj/item/painter/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(src, usesound, 50, TRUE)
var/obj/item/organ/internal/lungs/L = user.get_organ_slot("lungs")
var/turf/T = get_turf(user)
if(!do_mob(user, user, 3 SECONDS) || !L)
return SHAME
// Once you've inhaled the toner, you throw up your lungs
// and then die.
L.remove(user)
L.create_reagents(10)
L.reagents.add_reagent("colorful_reagent", 10)
L.reagents.reaction(L, REAGENT_TOUCH, 1)
L.forceMove(T)
user.emote("scream")
user.visible_message("<span class='suicide'>[user] vomits out [user.p_their()] [L.name]!</span>")
playsound(T, 'sound/effects/splat.ogg', 50, TRUE)
// make some vomit under the player, and apply colorful reagent
var/obj/effect/decal/cleanable/vomit/V = new(T)
V.create_reagents(10)
V.reagents.add_reagent("colorful_reagent", 10)
V.reagents.reaction(V, REAGENT_TOUCH, 1)
return OXYLOSS
/**
* # Painter Datum
*
* Contains variables for updating `holder`, as well as procs for choosing a colour and painting an atom.
*
* The `parent_painter` argument is REQUIRED when spawning this in order to link the datum to an [/obj/item/painter].
*/
/datum/painter
/// Name of the `holder` when using this module.
var/module_name = null
/// Desc of the `holder` when using this module.
var/module_desc = null
/// Icon and Item state of the `holder` when using this module.
var/module_state = null
/// The parent [/obj/item/painter] which this datum is linked to.
var/obj/item/painter/holder
/// The current colour or icon state setting.
var/paint_setting = null
/datum/painter/New(obj/item/painter/parent_painter)
..()
ASSERT(parent_painter)
holder = parent_painter
/datum/painter/ui_host() // For TGUI things.
return holder
/**
* Contains code to choose a new colour or icon state for the `paint_setting` variable.
*
* Called by `attack_self()` on the `holder` object.
*/
/datum/painter/proc/pick_color(mob/user)
return
/**
* Contains code to apply the `paint_setting` variable onto the target atom.
*
* Called by `afterattack()` on the `holder` object.
*/
/datum/painter/proc/paint_atom(atom/target, mob/user)
return
@@ -0,0 +1,35 @@
/datum/painter/pipe
module_name = "pipe painter"
module_state = "pipe_painter"
var/static/list/blacklisted_pipes = list(/obj/machinery/atmospherics/pipe/simple/heat_exchanging, /obj/machinery/atmospherics/pipe/simple/insulated)
var/static/list/modes = list()
/datum/painter/pipe/New()
..()
if(!length(modes))
for(var/C in GLOB.pipe_colors)
modes += "[C]"
paint_setting = pick(modes)
/datum/painter/pipe/pick_color(mob/user)
paint_setting = input("Which color do you want to use?", null, paint_setting) in modes
/datum/painter/pipe/paint_atom(atom/target, mob/user)
if(!istype(target, /obj/machinery/atmospherics/pipe))
return
var/obj/machinery/atmospherics/pipe/P = target
if(is_type_in_list(P, blacklisted_pipes))
return
if(P.pipe_color == GLOB.pipe_colors[paint_setting])
to_chat(user, "<span class='notice'>This pipe is aready painted [paint_setting]!</span>")
return
var/turf/T = get_turf(P)
if(P.level < 2 && T.level == 1 && T.intact)
to_chat(user, "<span class='warning'>You must remove the plating first.</span>")
return
P.change_color(GLOB.pipe_colors[paint_setting])
return TRUE
@@ -0,0 +1,21 @@
/datum/painter/pipe/window // Yes, this is a pipe painter subtype.
module_name = "window painter"
module_state = "window_painter"
var/static/list/paintable_windows = list(
/obj/structure/window/reinforced,
/obj/structure/window/basic,
/obj/structure/window/full/reinforced,
/obj/structure/window/full/basic,
/obj/machinery/door/window)
/datum/painter/pipe/window/paint_atom(atom/target, mob/user)
if(!is_type_in_list(target, paintable_windows))
return
var/obj/structure/window/W = target
if(W.color == GLOB.pipe_colors[paint_setting])
to_chat(user, "<span class='notice'>This window is aready painted [paint_setting]!</span>")
return
W.color = GLOB.pipe_colors[paint_setting]
return TRUE
@@ -1,40 +0,0 @@
/obj/item/pipe_painter
name = "pipe painter"
icon = 'icons/obj/device.dmi'
icon_state = "pipe_painter"
item_state = "pipe_painter"
usesound = 'sound/effects/spray2.ogg'
var/list/modes
var/mode
/obj/item/pipe_painter/New()
..()
modes = new()
for(var/C in GLOB.pipe_colors)
modes += "[C]"
mode = pick(modes)
/obj/item/pipe_painter/afterattack(atom/A, mob/user as mob)
if(!istype(A,/obj/machinery/atmospherics/pipe) || istype(A,/obj/machinery/atmospherics/pipe/simple/heat_exchanging) || istype(A,/obj/machinery/atmospherics/pipe/simple/insulated) || !in_range(user, A))
return
var/obj/machinery/atmospherics/pipe/P = A
if(P.pipe_color == "[GLOB.pipe_colors[mode]]")
to_chat(user, "<span class='notice'>This pipe is aready painted [mode]!</span>")
return
var/turf/T = P.loc
if(P.level < 2 && T.level==1 && isturf(T) && T.intact)
to_chat(user, "<span class='warning'>You must remove the plating first.</span>")
return
playsound(loc, usesound, 30, TRUE)
P.change_color(GLOB.pipe_colors[mode])
/obj/item/pipe_painter/attack_self(mob/user as mob)
mode = input("Which colour do you want to use?", name, mode) in modes
/obj/item/pipe_painter/examine(mob/user)
. = ..()
. += "<span class='notice'>It is in [mode] mode.</span>"
@@ -1,22 +0,0 @@
/obj/item/pipe_painter/window_painter
name = "window painter"
icon_state = "window_painter"
var/list/paintable_windows = list(
/obj/structure/window/reinforced,
/obj/structure/window/basic,
/obj/structure/window/full/reinforced,
/obj/structure/window/full/basic,
/obj/machinery/door/window)
/obj/item/pipe_painter/window_painter/afterattack(atom/A, mob/user as mob)
if(!is_type_in_list(A, paintable_windows) || !in_range(user, A))
return
var/obj/structure/window/W = A
if(W.color == GLOB.pipe_colors[mode])
to_chat(user, "<span class='notice'>This window is aready painted [mode]!</span>")
return
playsound(loc, usesound, 30, TRUE)
W.color = GLOB.pipe_colors[mode]