I figured there was a better way to do this.

Refactors eyecon generation and eye-shine.

Synthetic eyes and cyber-eye implants will now trigger eye-shine.
This commit is contained in:
KasparoVy
2018-02-09 23:52:50 -05:00
parent 541b4f7275
commit 8ef309eb87
7 changed files with 54 additions and 29 deletions
+25 -3
View File
@@ -1668,16 +1668,38 @@
G.icon_state = "grabbed1"
G.synch()
/mob/living/carbon/human/proc/get_eyecon()
var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
var/obj/item/organ/internal/cyberimp/eyes/eye_implant = get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
if(istype(species) && species.eyes)
var/icon/eyes_icon = new/icon('icons/mob/human_face.dmi', species.eyes)
if(eye_implant) //Eye implants override native DNA eye colo(u)r
eyes_icon = eye_implant.generate_icon()
else if(eyes)
eyes_icon = eyes.generate_icon()
else
eyes_icon.Blend("#800000", ICON_ADD)
return eyes_icon
/mob/living/carbon/human/proc/get_eye_shine() //Referenced cult constructs for shining in the dark. Needs to be above lighting effects such as shading.
var/obj/item/organ/external/head/head_organ = get_organ("head")
var/datum/sprite_accessory/hair/hair_style = hair_styles_full_list[head_organ.h_style]
var/icon/hair = new /icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
return image(get_icon_difference(get_eyecon(), hair), layer = LIGHTING_LAYER + 1) //Cut the hair's pixels from the eyes icon so eyes covered by bangs stay hidden even while on a higher layer.
/*Used to check if eyes should shine in the dark. Returns the image of the eyes on the layer where they will appear to shine.
Eyes need to have significantly high darksight to shine unless the mob has the XRAY vision mutation. Eyes will not shine if they are covered in any way.*/
/mob/living/carbon/human/proc/eyes_shine()
var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
if(!istype(eyes))
return FALSE
if(!(eyes.get_dark_view() > EYE_SHINE_THRESHOLD) && !(XRAY in mutations))
var/obj/item/organ/internal/cyberimp/eyes/eye_implant = get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
if(!(istype(eyes) || istype(eye_implant)))
return FALSE
if(!get_location_accessible(src, "eyes"))
return FALSE
if(!(eyes.shine()) && !istype(eye_implant) && !(XRAY in mutations)) //If their eyes don't shine, they don't have other augs, nor do they have X-RAY vision
return FALSE
return TRUE
@@ -1334,8 +1334,7 @@ var/global/list/damage_icon_parts = list()
//Begin appending miscellaneous effects.
if(eyes_shine())
var/obj/item/organ/internal/eyes/E = get_int_organ(/obj/item/organ/internal/eyes)
misc_effect_overlays += E.get_eye_shine() //Image layer is specified in get_eye_shine() proc as LIGHTING_LAYER + 1.
misc_effect_overlays += get_eye_shine() //Image layer is specified in get_eye_shine() proc as LIGHTING_LAYER + 1.
/mob/living/carbon/human/proc/force_update_limbs()
for(var/obj/item/organ/external/O in bodyparts)
+12 -2
View File
@@ -18,6 +18,9 @@
/obj/item/organ/internal/cyberimp/eyes/insert(var/mob/living/carbon/M, var/special = 0)
..()
var/mob/living/carbon/human/H = M
if(istype(H) && eye_colour)
H.update_body() //Apply our eye colour to the target.
if(aug_message && !special)
to_chat(owner, "<span class='notice'>[aug_message]</span>")
M.update_sight()
@@ -26,6 +29,15 @@
. = ..()
M.update_sight()
/obj/item/organ/internal/cyberimp/eyes/proc/generate_icon(var/mob/living/carbon/human/HA)
var/mob/living/carbon/human/H = HA
if(!istype(H))
H = owner
var/icon/cybereyes_icon = new /icon('icons/mob/human_face.dmi', H.species.eyes)
cybereyes_icon.Blend(eye_colour, ICON_ADD) // Eye implants override native DNA eye color
return cybereyes_icon
/obj/item/organ/internal/cyberimp/eyes/emp_act(severity)
if(!owner || emp_proof)
return
@@ -35,8 +47,6 @@
to_chat(owner, "<span class='warning'>Static obfuscates your vision!</span>")
owner.flash_eyes(visual = 1)
/obj/item/organ/internal/cyberimp/eyes/xray
name = "X-ray implant"
desc = "These cybernetic eye implants will give you X-ray vision. Blinking is futile."
+8
View File
@@ -337,6 +337,14 @@ I use this so that this can be made better once the organ overhaul rolls out --
return 0
return src == O.get_int_organ(organ_tag)
/obj/item/organ/proc/is_robotic(var/purist = FALSE)
if(purist && (robotic > 1 || status & (ORGAN_ROBOT))) //Only the robotiest.
return TRUE
if(robotic || status & (ORGAN_ROBOT|ORGAN_ASSISTED)) //Any tech will do.
return TRUE
return FALSE
/obj/item/organ/serialize()
var/data = ..()
if(status != 0)
@@ -664,7 +664,6 @@ Note that amputating the affected organ does in fact remove the infection from t
if(!owner)
return
var/is_robotic = status & ORGAN_ROBOT
var/mob/living/carbon/human/victim = owner
if(status & ORGAN_SPLINTED)
@@ -696,7 +695,7 @@ Note that amputating the affected organ does in fact remove the infection from t
victim.bodyparts_by_name[limb_name] = null // Remove from owner's vars.
//Robotic limbs explode if sabotaged.
if(is_robotic && sabotaged)
if(is_robotic() && sabotaged)
victim.visible_message(
"<span class='danger'>\The [victim]'s [src.name] explodes violently!</span>",\
"<span class='danger'>Your [src.name] explodes!</span>",\
+2 -10
View File
@@ -102,16 +102,8 @@ var/global/list/limb_icon_cache = list()
return
if(species.has_organ["eyes"])
var/obj/item/organ/internal/eyes/eyes = owner.get_int_organ(/obj/item/organ/internal/eyes)
var/obj/item/organ/internal/cyberimp/eyes/eye_implant = owner.get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
if(species.eyes)
var/icon/eyes_icon = new/icon('icons/mob/human_face.dmi', species.eyes)
if(eye_implant) // Eye implants override native DNA eye color
eyes_icon.Blend(eye_implant.eye_colour, ICON_ADD)
else if(eyes)
eyes_icon = eyes.generate_icon()
else
eyes_icon.Blend("#800000", ICON_ADD)
var/icon/eyes_icon = owner.get_eyecon()
if(eyes_icon)
mob_icon.Blend(eyes_icon, ICON_OVERLAY)
overlays |= eyes_icon
+5 -10
View File
@@ -311,18 +311,9 @@
H = owner
var/icon/eyes_icon = new /icon('icons/mob/human_face.dmi', H.species.eyes)
eyes_icon.Blend(eye_colour, ICON_ADD)
return eyes_icon
/obj/item/organ/internal/eyes/proc/get_eye_shine(var/mob/living/carbon/human/HA) //Referenced cult constructs for shining in the dark. Needs to be above lighting effects such as shading.
var/mob/living/carbon/human/H = HA
if(!istype(H))
H = owner
var/obj/item/organ/external/head/head_organ = H.get_organ("head")
var/datum/sprite_accessory/hair/hair_style = hair_styles_full_list[head_organ.h_style]
var/icon/hair = new /icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
return image(get_icon_difference(generate_icon(H), hair), layer = LIGHTING_LAYER + 1) //Cut the hair's pixels from the eyes icon so eyes covered by bangs stay hidden even while on a higher layer.
/obj/item/organ/internal/eyes/proc/get_colourmatrix() //Returns a special colour matrix if the eyes are organic and the mob is colourblind, otherwise it uses the current one.
if(!robotic && owner.disabilities & COLOURBLIND)
return colourblind_matrix
@@ -332,6 +323,10 @@
/obj/item/organ/internal/eyes/proc/get_dark_view() //Returns dark_view (if the eyes are organic) for see_invisible handling in species.dm to be autoprocessed by life().
return dark_view
/obj/item/organ/internal/eyes/proc/shine()
if(is_robotic() || (dark_view > EYE_SHINE_THRESHOLD))
return TRUE
/obj/item/organ/internal/eyes/insert(mob/living/carbon/human/M, special = 0)
..()
if(istype(M) && eye_colour)