mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 01:49:19 +00:00
add support for custom blood colours
This commit is contained in:
@@ -446,8 +446,10 @@
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return
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var/list/blood_dna = list()
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if(dna)
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blood_dna["color"] = list(dna.species.exotic_blood_color) //so when combined, the list grows with the number of colors
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blood_dna[dna.unique_enzymes] = dna.blood_type
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else
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blood_dna["color"] = list(BLOOD_COLOR_HUMAN)
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blood_dna["UNKNOWN DNA"] = "X*"
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return blood_dna
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@@ -544,23 +546,22 @@
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/atom/proc/blood_DNA_to_color()
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var/list/colors = list()//first we make a list of all bloodtypes present
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for(var/bloop in blood_DNA)
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if(colors[blood_DNA[bloop]])
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colors[blood_DNA[bloop]]++
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for(var/blood_color in blood_DNA["color"])
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if(colors[blood_color])
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colors[blood_color]++
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else
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colors[blood_DNA[bloop]] = 1
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colors[blood_color] = 1
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var/final_rgb = BLOOD_COLOR_HUMAN //a default so we don't have white blood graphics if something messed up
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if(colors.len)
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var/sum = 0 //this is all shitcode, but it works; trust me
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final_rgb = bloodtype_to_color(colors[1])
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final_rgb = colors[1]
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sum = colors[colors[1]]
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if(colors.len > 1)
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var/i = 2
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while(i <= colors.len)
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var/tmp = colors[colors[i]]
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final_rgb = BlendRGB(final_rgb, bloodtype_to_color(colors[i]), tmp/(tmp+sum))
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final_rgb = BlendRGB(final_rgb, colors[i], tmp/(tmp+sum))
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sum += tmp
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i++
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@@ -91,7 +91,7 @@
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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if(S && S.bloody_shoes[blood_state])
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if(color != bloodtype_to_color(S.last_bloodtype))
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if(color != S.last_blood_color)
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return
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S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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shoe_types |= S.type
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@@ -104,7 +104,7 @@
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var/mob/living/carbon/human/H = O
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var/obj/item/clothing/shoes/S = H.shoes
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if(S && S.bloody_shoes[blood_state])
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if(color != bloodtype_to_color(S.last_bloodtype))//last entry - we check its color
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if(color != S.last_blood_color)//last entry - we check its color
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return
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S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
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shoe_types |= S.type
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@@ -18,6 +18,7 @@
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mutantrace_variation = STYLE_DIGITIGRADE
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var/last_bloodtype = "" //used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans
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var/last_blood_DNA = "" //same as last one
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var/last_blood_color = ""
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/obj/item/clothing/shoes/ComponentInitialize()
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. = ..()
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@@ -48,6 +49,7 @@
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if(blood_dna.len)
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last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
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last_blood_DNA = blood_dna[blood_dna.len]
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last_blood_color = blood_dna["color"]
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/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE, icon_file, used_state, style_flags = NONE)
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. = ..()
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@@ -188,7 +188,7 @@
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blood_data["viruses"] += D.Copy()
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blood_data["blood_DNA"] = dna.unique_enzymes
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blood_data["bloodcolor"] = bloodtype_to_color(dna.blood_type)
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blood_data["bloodcolor"] = dna.species.exotic_blood_color
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if(disease_resistances && disease_resistances.len)
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blood_data["resistances"] = disease_resistances.Copy()
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var/list/temp_chem = list()
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@@ -77,7 +77,7 @@
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var/turf/T = get_turf(src)
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if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
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var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
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if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype)))
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if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == S.last_blood_color))
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return
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S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state] - BLOOD_LOSS_PER_STEP)
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var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
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@@ -86,6 +86,7 @@
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FP.bloodiness = S.bloody_shoes[S.blood_state]
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if(S.last_bloodtype)
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FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
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FP.blood_DNA["colors"] += S.last_blood_color
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FP.update_icon()
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update_inv_shoes()
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//End bloody footprints
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@@ -39,6 +39,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/use_skintones = NO_SKINTONES // does it use skintones or not? (spoiler alert this is only used by humans)
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var/exotic_blood = "" // If your race wants to bleed something other than bog standard blood, change this to reagent id.
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var/exotic_bloodtype = "" //If your race uses a non standard bloodtype (A+, O-, AB-, etc)
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var/exotic_blood_color = BLOOD_COLOR_HUMAN //assume human as the default blood colour, override this default by species subtypes
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var/meat = /obj/item/reagent_containers/food/snacks/meat/slab/human //What the species drops on gibbing
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var/list/gib_types = list(/obj/effect/gibspawner/human, /obj/effect/gibspawner/human/bodypartless)
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var/skinned_type
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@@ -15,6 +15,7 @@
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disliked_food = TOXIC
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icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
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exotic_bloodtype = "BUG"
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exotic_blood_color = BLOOD_COLOR_BUG
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/datum/species/insect/spec_death(gibbed, mob/living/carbon/human/H)
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if(H)
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@@ -11,6 +11,7 @@
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disliked_food = null
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liked_food = GROSS
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exotic_bloodtype = "BUG"
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exotic_blood_color = BLOOD_COLOR_BUG
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/datum/species/fly/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
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if(istype(chem, /datum/reagent/toxin/pestkiller))
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@@ -20,6 +20,7 @@
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mutanteyes = /obj/item/organ/eyes/ipc
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exotic_bloodtype = "HF"
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exotic_blood_color = BLOOD_COLOR_OIL
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var/datum/action/innate/monitor_change/screen
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@@ -13,6 +13,7 @@
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gib_types = list(/obj/effect/gibspawner/slime, /obj/effect/gibspawner/slime/bodypartless)
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exotic_blood = /datum/reagent/blood/jellyblood
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exotic_bloodtype = "GEL"
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exotic_blood_color = "BLOOD_COLOR_SLIME"
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damage_overlay_type = ""
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var/datum/action/innate/regenerate_limbs/regenerate_limbs
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var/datum/action/innate/slime_change/slime_change //CIT CHANGE
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@@ -21,6 +21,7 @@
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gib_types = list(/obj/effect/gibspawner/lizard, /obj/effect/gibspawner/lizard/bodypartless)
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skinned_type = /obj/item/stack/sheet/animalhide/lizard
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exotic_bloodtype = "L"
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exotic_blood_color = BLOOD_COLOR_LIZARD
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disliked_food = GRAIN | DAIRY
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liked_food = GROSS | MEAT
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inert_mutation = FIREBREATH
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@@ -18,7 +18,7 @@
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mutanteyes = /obj/item/organ/eyes/ipc
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exotic_bloodtype = "S"
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exotic_blood_color = BLOOD_COLOR_OIL
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/datum/species/synthliz/qualifies_for_rank(rank, list/features)
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return TRUE
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@@ -68,7 +68,7 @@
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var/dam_colors = "#E62525"
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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dam_colors = bloodtype_to_color(H.dna.blood_type)
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dam_colors = H.dna.species.exotic_blood_color
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var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER, color = dam_colors)
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overlays_standing[DAMAGE_LAYER] = damage_overlay
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@@ -193,6 +193,9 @@
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/mob/living/carbon/update_body()
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update_body_parts()
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// snowflakey thing: update blood colour if a slimeperson
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if(isjellyperson(src))
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dna.species.exotic_blood_color = "#" + dna.features["mcolor"]
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/mob/living/carbon/proc/update_body_parts()
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//CHECK FOR UPDATE
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@@ -239,7 +239,7 @@
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else
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color(H.dna.blood_type))
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, H.dna.species.exotic_blood_color)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color())
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@@ -77,7 +77,7 @@
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/datum/reagent/blood/on_new(list/data)
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if(istype(data))
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SetViruses(src, data)
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color = bloodtype_to_color(data["blood_type"])
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color = data["bloodcolor"]
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if(data["blood_type"] == "SY")
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name = "Synthetic Blood"
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taste_description = "oil"
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