Files
Paradise/code/game/objects/effects/decals/Cleanable/tracks.dm
warriorstar-orion 79bad427c8 Movement cross/uncross implementation. (#26762)
* refactor: Movement cross/uncross implementation.

* wrong var name

* fix unit tests dropping PDAs into nowhere

* Add documentation.

* remove unused constants

* say which procs are off limits

* fix simpleanimal z change runtime

* helps not to leave merge conflicts

* kill me

* fix typecast

* fix projectile/table collision

* treadmills don't cause MC to crash anymore

* connect_loc is appropriate here

* fix windoors and teleporters

* fix bonfires and clarify docs

* fix proximity sensors

Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers

* lint

* fix: polarized access helper false positives

* Revert "fix: polarized access helper false positives"

This reverts commit 9814f98cf6.

* hopefully the right change for mindflayer steam

* Changes following cameras

* fix glass table collision

* appears to fix doorspam

* fix ore bags not picking up ore

* fix signatures of /Exited

* remove debug log

* remove duplicate signal registrar

* fix emptying bags into locations

* I don't trust these nested Move calls

* use connect_loc for upgraded resonator fields

* use moveToNullspace

* fix spiderweb crossing

* fix pass checking for windows from a tile off

* fix bluespace closet/transparency issues

* fix mechs not interacting with doors and probably other things

* fix debug

* fix telepete

* add some docs

* stop trying to shoehorn prox monitor into cards

* I should make sure things build

* kill override signal warning

* undef signal

* not many prox monitors survive going off like this

* small fixes to storage

* make moving wormholes respect signals

* use correct signals for pulse demon

* fix pulse heart too

* fix smoke signals

* may have fucked singulo projectile swerve

* fix singulo projectile arcing

* remove duplicate define

* just look at it

* hopefully last cleanups of incorrect signal usage

* fix squeaking

* may god have mercy on my soul

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* lewc review

* Apply suggestions from code review

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

* burza review

* fix bad args for grenade assemblies

* Update code/__DEFINES/is_helpers.dm

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>

---------

Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
2024-12-21 08:07:44 +00:00

174 lines
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// 5 seconds
#define TRACKS_CRUSTIFY_TIME 50
#define ALWAYS_IN_GRAVITY 2
// color-dir-dry
GLOBAL_LIST_EMPTY(fluidtrack_cache)
// Footprints, tire trails...
/obj/effect/decal/cleanable/blood/tracks
icon = 'icons/effects/fluidtracks.dmi'
name = "wet tracks"
dryname = "dried tracks"
desc = "Whoops..."
drydesc = "Whoops..."
icon_state = "wheels1"
gender = PLURAL
random_icon_states = null
amount = 0
gravity_check = ALWAYS_IN_GRAVITY
/// Subtype of tracks used for decorating maps.
/obj/effect/decal/cleanable/blood/tracks/mapped
desc = "Your instincts say you shouldn't be following these."
drydesc = "Your instincts say you shouldn't be following these."
icon = 'icons/effects/blood.dmi'
icon_state = "tracks"
//BLOODY FOOTPRINTS
/obj/effect/decal/cleanable/blood/footprints
icon = 'icons/effects/fluidtracks.dmi'
icon_state = null
desc = "You REALLY shouldn't follow these.."
gender = PLURAL
random_icon_states = null
basecolor = "#A10808"
var/entered_dirs = 0
var/exited_dirs = 0
var/base_alpha = BLOODY_FOOTPRINT_BASE_ALPHA
blood_state = BLOOD_STATE_HUMAN //the icon state to load images from
gravity_check = ALWAYS_IN_GRAVITY
/obj/effect/decal/cleanable/blood/footprints/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered),
COMSIG_ATOM_EXITED = PROC_REF(on_atom_exited),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/effect/decal/cleanable/blood/footprints/on_atom_entered(datum/source, mob/living/carbon/human/H, ...)
if(!istype(H))
return
var/obj/item/clothing/shoes/S = H.shoes
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(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)
S.bloody_shoes[BLOOD_BASE_ALPHA] = base_alpha
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)
H.bloody_feet[BLOOD_BASE_ALPHA] = base_alpha
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.feet_blood_DNA |= blood_DNA.Copy()
if(!(entered_dirs & H.dir))
entered_dirs |= H.dir
update_icon()
// TODO: I think this is a 1:1 copy-paste of on_atom_entered above
/obj/effect/decal/cleanable/blood/footprints/proc/on_atom_exited(datum/source, mob/living/carbon/human/H, ...)
if(!istype(H))
return
var/obj/item/clothing/shoes/S = H.shoes
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(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)
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)
if(!H.feet_blood_DNA)
H.feet_blood_DNA = list()
H.feet_blood_DNA |= blood_DNA.Copy()
if(!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/update_overlays()
. = ..()
for(var/Ddir in GLOB.cardinal)
if(entered_dirs & Ddir)
var/image/I
if(GLOB.fluidtrack_cache["entered-[blood_state]-[Ddir]"])
I = GLOB.fluidtrack_cache["entered-[blood_state]-[Ddir]"]
else
I = image(icon,"[blood_state]1",dir = Ddir)
GLOB.fluidtrack_cache["entered-[blood_state]-[Ddir]"] = I
if(I)
I.color = basecolor
. += I
if(exited_dirs & Ddir)
var/image/I
if(GLOB.fluidtrack_cache["exited-[blood_state]-[Ddir]"])
I = GLOB.fluidtrack_cache["exited-[blood_state]-[Ddir]"]
else
I = image(icon,"[blood_state]2",dir = Ddir)
GLOB.fluidtrack_cache["exited-[blood_state]-[Ddir]"] = I
if(I)
I.color = basecolor
. += I
alpha = base_alpha + bloodiness
/obj/effect/decal/cleanable/blood/footprints/should_be_off_floor()
return FALSE
/proc/createFootprintsFrom(atom/movable/A, dir, turf/T)
var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
if(ishuman(A))
var/mob/living/carbon/human/H = A
FP.blood_state = H.blood_state
FP.bloodiness = H.bloody_feet[H.blood_state] - BLOOD_LOSS_IN_SPREAD
FP.basecolor = H.feet_blood_color
FP.base_alpha = H.bloody_feet[BLOOD_BASE_ALPHA]
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] - BLOOD_LOSS_IN_SPREAD
FP.basecolor = S.blood_color
FP.base_alpha = S.bloody_shoes[BLOOD_BASE_ALPHA]
if(S.blood_DNA)
FP.blood_DNA = S.blood_DNA.Copy()
FP.entered_dirs |= dir
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
..()
/obj/effect/decal/cleanable/blood/footprints/can_bloodcrawl_in()
if(basecolor == COLOR_BLOOD_MACHINE)
return FALSE
return TRUE
#undef ALWAYS_IN_GRAVITY
#undef TRACKS_CRUSTIFY_TIME