Merge pull request #11797 from Couls/blood-changes

Blood is now less annoying
This commit is contained in:
variableundefined
2019-08-26 06:41:39 -04:00
committed by GitHub
9 changed files with 106 additions and 60 deletions
@@ -3,7 +3,7 @@
desc = "It's green and acidic. It looks like... <i>blood?</i>"
icon = 'icons/effects/blood.dmi'
basecolor = "#05EE05"
bloodiness = MAX_SHOE_BLOODINESS
bloodiness = BLOOD_AMOUNT_PER_DECAL
blood_state = BLOOD_STATE_XENO
/obj/effect/decal/cleanable/blood/xeno/splatter
@@ -17,12 +17,22 @@ var/global/list/image/splatter_cache = list()
blood_DNA = list()
var/base_icon = 'icons/effects/blood.dmi'
var/blood_state = BLOOD_STATE_HUMAN
var/bloodiness = MAX_SHOE_BLOODINESS
bloodiness = BLOOD_AMOUNT_PER_DECAL
var/basecolor = "#A10808" // Color when wet.
var/amount = 5
var/dry_timer = 0
var/off_floor = FALSE
/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
return ..()
/obj/effect/decal/cleanable/blood/Initialize()
. = ..()
update_icon()
@@ -87,46 +97,6 @@ var/global/list/image/splatter_cache = list()
/obj/effect/decal/cleanable/blood/can_bloodcrawl_in()
return TRUE
//Add "bloodiness" of this blood's type, to the human's shoes
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O, oldloc)
if(!off_floor && ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
var/hasfeet = TRUE
if(!l_foot && !r_foot)
hasfeet = FALSE
if(H.shoes && blood_state && bloodiness)
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
if(blood_DNA && blood_DNA.len)
S.add_blood(H.blood_DNA, basecolor)
S.blood_state = blood_state
S.blood_color = basecolor
update_icon()
H.update_inv_shoes()
else if(hasfeet && blood_state && bloodiness)//Or feet
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.blood_state = blood_state
H.feet_blood_DNA |= blood_DNA.Copy()
H.feet_blood_color = basecolor
update_icon()
H.update_inv_shoes()
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
amount = 2
@@ -191,6 +161,8 @@ var/global/list/image/splatter_cache = list()
icon_state = "gibbl5"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
no_clear = TRUE
mergeable_decal = FALSE
var/fleshcolor = "#FFFFFF"
/obj/effect/decal/cleanable/blood/gibs/update_icon()
@@ -16,6 +16,7 @@
icon_state = "ash"
anchored = TRUE
scoop_reagents = list("ash" = 10)
mergeable_decal = FALSE
/obj/effect/decal/cleanable/dirt
name = "dirt"
@@ -97,7 +98,8 @@
gender = NEUTER
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
mergeable_decal = FALSE
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
icon_state = "big_molten"
@@ -5,7 +5,8 @@
icon_state = "gib1"
basecolor = "#030303"
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6", "gib7")
bloodiness = MAX_SHOE_BLOODINESS
bloodiness = BLOOD_AMOUNT_PER_DECAL
mergeable_decal = FALSE
/obj/effect/decal/cleanable/blood/gibs/robot/can_bloodcrawl_in()
return FALSE
@@ -30,6 +30,7 @@ var/global/list/image/fluidtrack_cache = list()
/obj/effect/decal/cleanable/blood/footprints/Crossed(atom/movable/O, oldloc)
..()
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
@@ -40,19 +41,22 @@ var/global/list/image/fluidtrack_cache = list()
hasfeet = FALSE
if(S && S.bloody_shoes[blood_state] && S.blood_color == basecolor)
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
entered_dirs |= H.dir
if(!S.blood_DNA)
S.blood_DNA = list()
S.blood_DNA |= blood_DNA.Copy()
if(!(entered_dirs & H.dir))
entered_dirs |= H.dir
update_icon()
else if(hasfeet && H.bloody_feet[blood_state] && H.feet_blood_color == basecolor)//Or feet //This will need to be changed.
H.bloody_feet[blood_state] = max(H.bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP, 0)
entered_dirs |= H.dir
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.feet_blood_DNA |= blood_DNA.Copy()
update_icon()
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
@@ -63,17 +67,20 @@ var/global/list/image/fluidtrack_cache = list()
hasfeet = FALSE
if(S && S.bloody_shoes[blood_state] && S.blood_color == basecolor)
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
exited_dirs |= H.dir
if(!S.blood_DNA)
S.blood_DNA = list()
S.blood_DNA |= blood_DNA.Copy()
if(!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
else if(hasfeet && H.bloody_feet[blood_state] && H.feet_blood_color == basecolor)//Or feet
H.bloody_feet[blood_state] = max(H.bloody_feet[blood_state] - BLOOD_LOSS_PER_STEP, 0)
exited_dirs |= H.dir
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.feet_blood_DNA |= blood_DNA.Copy()
update_icon()
if(!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/update_icon()
@@ -108,14 +115,14 @@ var/global/list/image/fluidtrack_cache = list()
if(ishuman(A))
var/mob/living/carbon/human/H = A
FP.blood_state = H.blood_state
FP.bloodiness = H.bloody_feet[H.blood_state]
FP.bloodiness = H.bloody_feet[H.blood_state] - BLOOD_LOSS_IN_SPREAD
FP.basecolor = H.feet_blood_color
if(H.blood_DNA)
FP.blood_DNA = H.blood_DNA.Copy()
else if(istype(A, /obj/item/clothing/shoes))
var/obj/item/clothing/shoes/S = A
FP.blood_state = S.blood_state
FP.bloodiness = S.bloody_shoes[S.blood_state]
FP.bloodiness = S.bloody_shoes[S.blood_state] - BLOOD_LOSS_IN_SPREAD
FP.basecolor = S.blood_color
if(S.blood_DNA)
FP.blood_DNA = S.blood_DNA.Copy()
@@ -123,3 +130,8 @@ var/global/list/image/fluidtrack_cache = list()
FP.update_icon()
return FP
/obj/effect/decal/cleanable/blood/footprints/replace_decal(obj/effect/decal/cleanable/blood/footprints/C)
if(blood_state != C.blood_state) //We only replace footprints of the same type as us
return
..()
+55 -1
View File
@@ -1,11 +1,65 @@
/obj/effect/decal/cleanable
anchored = TRUE
var/list/random_icon_states = list()
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
if(mergeable_decal)
return TRUE
//Add "bloodiness" of this blood's type, to the human's shoes
//This is on /cleanable because fuck this ancient mess
/obj/effect/decal/cleanable/blood/Crossed(atom/movable/O)
..()
if(!off_floor && ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/organ/external/l_foot = H.get_organ("l_foot")
var/obj/item/organ/external/r_foot = H.get_organ("r_foot")
var/hasfeet = TRUE
if(!l_foot && !r_foot)
hasfeet = FALSE
if(H.shoes && blood_state && bloodiness)
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS, S.bloody_shoes[blood_state] + add_blood)
if(blood_DNA && blood_DNA.len)
S.add_blood(H.blood_DNA, basecolor)
S.blood_state = blood_state
S.blood_color = basecolor
update_icon()
H.update_inv_shoes()
else if(hasfeet && blood_state && bloodiness)//Or feet
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
H.bloody_feet[blood_state] = min(MAX_SHOE_BLOODINESS, H.bloody_feet[blood_state] + add_blood)
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.blood_state = blood_state
H.feet_blood_DNA |= blood_DNA.Copy()
H.feet_blood_color = basecolor
update_icon()
H.update_inv_shoes()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
return FALSE
/obj/effect/decal/cleanable/New()
/obj/effect/decal/cleanable/Initialize(mapload)
. = ..()
if(loc && isturf(loc))
for(var/obj/effect/decal/cleanable/C in loc)
if(C != src && C.type == type && !QDELETED(C))
if(replace_decal(C))
return INITIALIZE_HINT_QDEL
if(random_icon_states && length(src.random_icon_states) > 0)
src.icon_state = pick(src.random_icon_states)
if(smooth)