Port TG updating appearances (#17943)

* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
This commit is contained in:
Vi3trice
2022-07-21 08:11:59 +02:00
committed by GitHub
parent aa06a09f5f
commit f4b37b4177
429 changed files with 3487 additions and 3296 deletions
+2 -2
View File
@@ -33,7 +33,7 @@
for(var/jokers in 1 to 2)
cards += new /datum/playingcard("Joker", "sc_Joker_[card_style]", "singlecard_down_[card_style]")
/obj/item/deck/cards/update_icon()
/obj/item/deck/cards/update_icon_state()
if(!length(cards))
icon_state = "deck_[card_style]_empty"
return
@@ -78,7 +78,7 @@
card_style = "simple"
simple_deck = TRUE
/obj/item/deck/cards/tiny/update_icon()
/obj/item/deck/cards/tiny/update_icon_state()
return
/obj/item/deck/cards/tiny/doublecards
+53 -24
View File
@@ -53,7 +53,7 @@
for(var/deck in 1 to deck_size)
build_deck()
deck_total = length(cards)
update_icon()
update_icon(UPDATE_ICON_STATE)
/obj/item/deck/proc/build_deck()
return
@@ -66,7 +66,7 @@
cards += P
qdel(H)
to_chat(user,"<span class='notice'>You place your cards on the bottom of [src]</span>.")
update_icon()
update_icon(UPDATE_ICON_STATE)
return
else
to_chat(user,"<span class='warning'>You can't mix cards from different decks!</span>")
@@ -159,10 +159,10 @@
var/datum/playingcard/P = cards[1]
H.cards += P
cards -= P
update_icon()
update_icon(UPDATE_ICON_STATE)
H.parentdeck = src
H.update_values()
H.update_icon()
H.update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_OVERLAYS)
user.visible_message("<span class='notice'>[user] draws a card.</span>","<span class='notice'>You draw a card.</span>")
to_chat(user,"<span class='notice'>It's the [P].</span>")
@@ -224,11 +224,11 @@
for(var/i in 1 to dcard)
H.cards += cards[1]
cards -= cards[1]
update_icon()
update_icon(UPDATE_ICON_STATE)
H.parentdeck = src
H.update_values()
H.concealed = TRUE
H.update_icon()
H.update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_OVERLAYS)
if(user == target)
user.visible_message("<span class='notice'>[user] deals [dcard] card(s) to \himself.</span>")
else
@@ -298,7 +298,7 @@
user.unEquip(src, force = 1)
qdel(src)
H.update_icon()
H.update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_OVERLAYS)
user.put_in_hands(H)
/obj/item/cardhand
@@ -341,7 +341,7 @@
P.name = t
// SNOWFLAKE FOR CAG, REMOVE IF OTHER CARDS ARE ADDED THAT USE THIS.
P.card_icon = "cag_white_card"
update_icon()
update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_OVERLAYS)
else if(istype(O,/obj/item/cardhand))
var/obj/item/cardhand/H = O
if((length(H.cards) + length(cards)) > maxcardlen)
@@ -352,7 +352,7 @@
H.cards += P
H.concealed = concealed
qdel(src)
H.update_icon()
H.update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_OVERLAYS)
return
else
to_chat(user,"<span class='notice'>You cannot mix cards from other deck!</span>")
@@ -368,7 +368,7 @@
/obj/item/cardhand/proc/turn_hand(mob/user)
concealed = !concealed
update_icon()
update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_OVERLAYS)
user.visible_message("<span class='notice'>[user] [concealed ? "conceals" : "reveals"] their hand.</span>")
/obj/item/cardhand/interact(mob/user)
@@ -411,7 +411,18 @@
button_icon_state = "remove_card"
use_itemicon = FALSE
/datum/action/item_action/remove_card/IsAvailable()
var/obj/item/cardhand/C = target
if(length(C.cards) <= 1)
return FALSE
var/mob/living/carbon/human/O = owner
if(O.l_hand && O.r_hand)
return FALSE
return ..()
/datum/action/item_action/remove_card/Trigger()
if(!IsAvailable())
return
if(istype(target, /obj/item/cardhand))
var/obj/item/cardhand/C = target
return C.Removecard()
@@ -464,11 +475,11 @@
H.parentdeck = parentdeck
H.update_values()
H.concealed = concealed
H.update_icon()
H.update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_OVERLAYS)
if(!length(cards))
qdel(src)
return
update_icon()
update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_OVERLAYS)
/obj/item/cardhand/verb/discard()
@@ -487,7 +498,10 @@
for(var/datum/playingcard/P in cards)
to_discard[P.name] = P
var/discarding = input("Which card do you wish to put down?") as null|anything in to_discard
if(!discarding)
continue
if(QDELETED(src))
return
@@ -501,9 +515,9 @@
H.parentdeck = parentdeck
H.update_values()
H.direction = user.dir
H.update_icon()
H.update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_OVERLAYS)
if(length(cards))
update_icon()
update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_OVERLAYS)
if(length(H.cards))
user.visible_message("<span class='notice'>[user] plays the [discarding].</span>", "<span class='notice'>You play the [discarding].</span>")
H.loc = get_step(user, user.dir)
@@ -511,19 +525,34 @@
if(!length(cards))
qdel(src)
/obj/item/cardhand/update_icon()
/obj/item/cardhand/update_appearance(updates=ALL)
if(!length(cards))
return
else if(length(cards) > 1)
if(length(cards) <= 2)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
..()
/obj/item/cardhand/update_name()
. = ..()
if(length(cards) > 1)
name = "hand of cards"
desc = "Some playing cards."
else
name = "a playing card"
/obj/item/cardhand/update_desc()
. = ..()
if(length(cards) > 1)
desc = "Some playing cards."
else
desc = "A playing card."
cut_overlays()
/obj/item/cardhand/update_icon_state()
return
/obj/item/cardhand/update_overlays()
. = ..()
var/matrix/M = matrix()
switch(direction)
if(NORTH)
@@ -544,7 +573,7 @@
I.transform = M
I.pixel_x += (-5+rand(10))
I.pixel_y += (-5+rand(10))
add_overlay(I)
. += I
return
var/offset = FLOOR(20/length(cards) + 1, 1)
@@ -562,7 +591,7 @@
else
I.pixel_x = -7+(offset*i)
I.transform = M
add_overlay(I)
. += I
i++
/obj/item/cardhand/dropped(mob/user)
@@ -571,9 +600,9 @@
direction = user.dir
else
direction = NORTH
update_icon()
update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_OVERLAYS)
/obj/item/cardhand/pickup(mob/user as mob)
. = ..()
direction = NORTH
update_icon()
update_appearance(UPDATE_NAME|UPDATE_DESC|UPDATE_OVERLAYS)