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* Add new sprites and coloring methods for basic jumpsuits. * Move palettes to dye_registry.dm. Add palette keys to jumpskirts. * Add colored inhands, inventory sprites, icon and palette updates. * Add jumpskirt item sprite. * Add prisoner jumpsuit, psychedelic jumpsuit, random jumpskirt. - Add new sprites for prisoner jumpsuits, skirts, and their rolldowns. - Generate psychedelic jumpsuit icon in code, using colors it was originally composed of overlayed on the white jumpsuit. - Add psychedelic jumpskirt, rolldowns, and inhands, since they are now easy to generate. - Add a subtype for random jumpskirts patterned after random jumpsuits. - Tweak orange color palette. - Ensure randomized jumpsuits and skirts get the proper names and descriptions. * Add dummy psychedelic suit sprites to satisfy linters. * Attempt dyeing. Cleanup icon states. Update references. - Moves jumpsuit coloring out of human_update_icons.dm to color.dm and updates dyeing.dm to hopefully enable dyeing. In the current state it only colors object sprites properly. - Deletes icon states that will no longer be used for each solid color jumpsuit. - Updates references to old icon states in datacore.dm, character.dm, and chameleon.dm to the white icon with a swapped palette where possible. * Thanks, linters. * Thanks, linters. part 2 * Fix dyeing. Add misc prison jumpsuit sprites. * Dye chameleon jumpsuit when it mimics colored jumpsuit. * Eliminate chameleon lag by caching jumpsuit icons. * Add missing keyword args. Thanks, linters. * Replace resistance flags in black jumpsuit. Signed-off-by: Alan <alfalfascout@users.noreply.github.com> * Tweak jumpskirt shading on south humans and greys. --------- Signed-off-by: Alan <alfalfascout@users.noreply.github.com>
97 lines
3.9 KiB
Plaintext
97 lines
3.9 KiB
Plaintext
/**
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* Updates an item's appearance to mimic the appearance of another item in the dye_registry's dictionary
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* what types of items (beanie, jumpsuit, shoes, etc) src is dyed into depends on the dye_key unless an
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* overidden dye_key is specified. For example if our dye_key is DYE_REGISTRY_UNDER and we specify to dye to
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* DYE_RED, our item's appearance would then mimic /obj/item/clothing/under/color/red; see [code/_globalvars/lists/dye_registry.dm] for this dictionary
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*
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* once everything is updated, the target type path that we dyed the item into is returned
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*
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* Arguments:
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* - dye_color: the DYE_COLOR specifies which dye color we look up to copy apearances from in the dye_registry; cannot be null
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* - dye_key_override: this overrides the items `dyeing_key` which allows you to force the proc to use a specific lookup key for the dye_registry; this can be null
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*/
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/obj/item/proc/dye_item(dye_color, dye_key_override)
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if(!dyeable || !dye_color)
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return
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var/dye_key_selector = dye_key_override ? dye_key_override : dyeing_key
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if(!dye_key_selector)
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return FALSE
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if(!GLOB.dye_registry[dye_key_selector])
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stack_trace("Item just tried to be dyed with an invalid registry key: [dye_key_selector]")
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return FALSE
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var/obj/item/target_type = GLOB.dye_registry[dye_key_selector][dye_color]
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if(!target_type)
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return FALSE
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var/obj/item/target_obj = new target_type
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// update icons
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icon = initial(target_obj.icon)
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icon_state = initial(target_obj.icon_state)
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worn_icon = initial(target_obj.worn_icon)
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worn_icon_state = initial(target_obj.worn_icon_state)
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inhand_icon_state = initial(target_obj.inhand_icon_state)
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sprite_sheets = target_obj.sprite_sheets
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base_icon_state = target_obj.base_icon_state
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// update inhand sprites
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lefthand_file = initial(target_obj.lefthand_file)
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righthand_file = initial(target_obj.righthand_file)
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inhand_x_dimension = initial(target_obj.inhand_x_dimension)
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inhand_y_dimension = initial(target_obj.inhand_y_dimension)
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// update the name/description
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name = initial(target_obj.name)
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desc = target_obj.desc + "\nThe colors look a little dodgy."
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qdel(target_obj)
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update_appearance(ALL)
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return target_type
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/// Because of jumpsuit palettes, we have to do some extra icon shenanigans.
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/obj/item/clothing/under/dye_item(dye_color, dye_key_override)
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if(!dyeable || !dye_color)
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return
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var/dye_key_selector = dye_key_override ? dye_key_override : dyeing_key
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var/obj/item/clothing/under/target_type = GLOB.dye_registry[dye_key_selector][dye_color]
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// If we're dying it to a colored jumpsuit...
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if(target_type in typesof(/obj/item/clothing/under/color))
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var/obj/item/clothing/under/color/target_obj = new target_type(null)
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set_icon_from_cache(palette_key = target_obj.icon_palette_key, dye_key = target_obj.dyeing_key)
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// update the name/description
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name = initial(target_obj.name)
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desc = target_obj.desc + "\nThe colors look a little dodgy."
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qdel(target_obj)
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// If it also started as a colored jumpsuit, change the palette key
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if("icon_palette_key" in vars)
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var/obj/item/clothing/under/color/dyed_item = src
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dyed_item.icon_palette_key = dye_color
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return
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// If we're not, but it started as a colored jumpsuit, unset the palette key so icon updates don't mess it up
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else if("icon_palette_key" in vars)
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var/obj/item/clothing/under/color/dyed_item = src
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dyed_item.icon_palette_key = null
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return ..()
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/// Beanies use the color var for their appearance, we don't normally copy this over but we have to for beanies
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/obj/item/clothing/head/beanie/dye_item(dye_color, dye_key_override)
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. = ..()
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if(.)
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var/obj/item/target_type = .
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color = initial(target_type.color)
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/obj/item/clothing/mask/bandana/dye_item(dye_color, dye_key_override)
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. = ..()
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if(.)
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var/obj/item/target_type = .
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color = initial(target_type.color)
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/obj/item/clothing/head/headscarf/dye_item(dye_color, dye_key_override)
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. = ..()
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if(.)
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var/obj/item/target_type = .
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color = initial(target_type.color)
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worn_icon_state = worn_as + "_dyeable"
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