This commit is contained in:
SandPoot
2023-01-28 01:10:49 -03:00
parent e292452aae
commit c60f36a42b
17 changed files with 545 additions and 301 deletions

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@@ -0,0 +1,7 @@
// signals for painting canvases, tools and the /datum/component/palette component
///from base of /item/proc/set_painting_tool_color(): (chosen_color)
#define COMSIG_PAINTING_TOOL_SET_COLOR "painting_tool_set_color"
/// from base of /item/canvas/ui_data(): (data)
#define COMSIG_PAINTING_TOOL_GET_ADDITIONAL_DATA "painting_tool_get_data"

View File

@@ -49,6 +49,8 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/item/radio/off = 2,
/obj/item/t_scanner = 5,
/obj/item/airlock_painter = 1,
/obj/item/airlock_painter/decal = 1,
/obj/item/airlock_painter/decal/tile = 1,
/obj/item/stack/cable_coil/random = 4,
/obj/item/stack/cable_coil/random/five = 6,
/obj/item/mod/construction/broken_core = 5,

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@@ -604,6 +604,16 @@
animate(time = 1)
animate(alpha = 0, time = 3, easing = CIRCULAR_EASING|EASE_OUT)
/// Common proc used by painting tools like spraycans and palettes that can access the entire 24 bits color space.
/obj/item/proc/pick_painting_tool_color(mob/user, default_color)
var/chosen_color = input(user,"Pick new color", "[src]", default_color) as color|null
if(!chosen_color || QDELETED(src) || IS_DEAD_OR_INCAP(user) || !user.is_holding(src))
return
set_painting_tool_color(chosen_color)
/obj/item/proc/set_painting_tool_color(chosen_color)
SEND_SIGNAL(src, COMSIG_PAINTING_TOOL_SET_COLOR, chosen_color)
/atom/movable/vv_get_dropdown()
. = ..()
. += "<option value='?_src_=holder;[HrefToken()];adminplayerobservefollow=[REF(src)]'>Follow</option>"

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@@ -1201,81 +1201,29 @@
locked = TRUE
return
/obj/machinery/door/airlock/proc/change_paintjob(obj/item/airlock_painter/W, mob/user)
if(!W.can_use(user))
// gets called when a player uses an airlock painter on this airlock
/obj/machinery/door/airlock/proc/change_paintjob(obj/item/airlock_painter/painter, mob/user)
if((!in_range(src, user) && loc != user) || !painter.can_use(user)) // user should be adjacent to the airlock, and the painter should have a toner cartridge that isn't empty
return
var/list/optionlist
if(airlock_material == "glass")
optionlist = list("Standard", "Public", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Science", "Virology", "Mining", "Maintenance", "External", "External Maintenance")
else
optionlist = list("Standard", "Public", "Engineering", "Atmospherics", "Security", "Command", "Medical", "Research", "Freezer", "Science", "Virology", "Mining", "Maintenance", "External", "External Maintenance")
var/paintjob = input(user, "Please select a paintjob for this airlock.") in optionlist
if((!in_range(src, usr) && src.loc != usr) || !W.use_paint(user))
// reads from the airlock painter's `available paintjob` list. lets the player choose a paint option, or cancel painting
var/current_paintjob = tgui_input_list(user, "Paintjob for this airlock", "Customize", sortList(painter.available_paint_jobs))
if(isnull(current_paintjob)) // if the user clicked cancel on the popup, return
return
switch(paintjob)
if("Standard")
icon = 'icons/obj/doors/airlocks/station/public.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly
if("Public")
icon = 'icons/obj/doors/airlocks/station2/glass.dmi'
overlays_file = 'icons/obj/doors/airlocks/station2/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_public
if("Engineering")
icon = 'icons/obj/doors/airlocks/station/engineering.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_eng
if("Atmospherics")
icon = 'icons/obj/doors/airlocks/station/atmos.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_atmo
if("Security")
icon = 'icons/obj/doors/airlocks/station/security.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_sec
if("Command")
icon = 'icons/obj/doors/airlocks/station/command.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_com
if("Medical")
icon = 'icons/obj/doors/airlocks/station/medical.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_med
if("Research")
icon = 'icons/obj/doors/airlocks/station/research.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_research
if("Freezer")
icon = 'icons/obj/doors/airlocks/station/freezer.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_fre
if("Science")
icon = 'icons/obj/doors/airlocks/station/science.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_science
if("Virology")
icon = 'icons/obj/doors/airlocks/station/virology.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_viro
if("Mining")
icon = 'icons/obj/doors/airlocks/station/mining.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_min
if("Maintenance")
icon = 'icons/obj/doors/airlocks/station/maintenance.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_mai
if("External")
icon = 'icons/obj/doors/airlocks/external/external.dmi'
overlays_file = 'icons/obj/doors/airlocks/external/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_ext
if("External Maintenance")
icon = 'icons/obj/doors/airlocks/station/maintenanceexternal.dmi'
overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
assemblytype = /obj/structure/door_assembly/door_assembly_extmai
var/airlock_type = painter.available_paint_jobs["[current_paintjob]"] // get the airlock type path associated with the airlock name the user just chose
var/obj/machinery/door/airlock/airlock = airlock_type // we need to create a new instance of the airlock and assembly to read vars from them
var/obj/structure/door_assembly/assembly = initial(airlock.assemblytype)
if(airlock_material == "glass" && initial(assembly.noglass)) // prevents painting glass airlocks with a paint job that doesn't have a glass version, such as the freezer
to_chat(user, span_warning("This paint job can only be applied to non-glass airlocks."))
return
// applies the user-chosen airlock's icon, overlays and assemblytype to the src airlock
painter.use_paint(user)
icon = initial(airlock.icon)
overlays_file = initial(airlock.overlays_file)
assemblytype = initial(airlock.assemblytype)
update_icon()
/obj/machinery/door/airlock/CanAStarPass(obj/item/card/id/ID, to_dir, atom/movable/caller)

View File

@@ -1,10 +1,11 @@
/obj/item/airlock_painter
name = "airlock painter"
desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob."
// desc_controls = "Alt-Click to remove the ink cartridge."
icon = 'icons/obj/objects.dmi'
icon_state = "paint sprayer"
item_state = "paint sprayer"
icon_state = "paint_sprayer"
item_state = "paint_sprayer" // inhand_icon_state = "paint_sprayer"
// worn_icon_state = "painter"
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron=50, /datum/material/glass=50)
@@ -14,40 +15,66 @@
slot_flags = ITEM_SLOT_BELT
usesound = 'sound/effects/spray2.ogg'
/// The ink cartridge to pull charges from.
var/obj/item/toner/ink = null
/// The type path to instantiate for the ink cartridge the device initially comes with, eg. /obj/item/toner
var/initial_ink_type = /obj/item/toner
/// Associate list of all paint jobs the airlock painter can apply. The key is the name of the airlock the user will see. The value is the type path of the airlock
var/list/available_paint_jobs = list(
"Public" = /obj/machinery/door/airlock/public,
"Engineering" = /obj/machinery/door/airlock/engineering,
"Atmospherics" = /obj/machinery/door/airlock/atmos,
"Security" = /obj/machinery/door/airlock/security,
"Command" = /obj/machinery/door/airlock/command,
"Medical" = /obj/machinery/door/airlock/medical,
"Virology" = /obj/machinery/door/airlock/virology,
"Research" = /obj/machinery/door/airlock/research,
// "Hydroponics" = /obj/machinery/door/airlock/hydroponics,
"Freezer" = /obj/machinery/door/airlock/freezer,
"Science" = /obj/machinery/door/airlock/science,
"Mining" = /obj/machinery/door/airlock/mining,
"Maintenance" = /obj/machinery/door/airlock/maintenance,
"External" = /obj/machinery/door/airlock/external,
"External Maintenance"= /obj/machinery/door/airlock/maintenance/external,
"Standard" = /obj/machinery/door/airlock
)
/obj/item/airlock_painter/Initialize(mapload)
. = ..()
ink = new /obj/item/toner(src)
ink = new initial_ink_type(src)
/obj/item/airlock_painter/examine(mob/user)
. = ..()
. += span_notice("Alt-Click to remove the ink cartridge.")
//This proc doesn't just check if the painter can be used, but also uses it.
//Only call this if you are certain that the painter will be used right after this check!
/obj/item/airlock_painter/proc/use_paint(mob/user)
if(can_use(user))
ink.charges--
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1)
return 1
playsound(src.loc, 'sound/effects/spray2.ogg', 50, TRUE)
return TRUE
else
return 0
return FALSE
//This proc only checks if the painter can be used.
//Call this if you don't want the painter to be used right after this check, for example
//because you're expecting user input.
/obj/item/airlock_painter/proc/can_use(mob/user)
if(!ink)
to_chat(user, "<span class='notice'>There is no toner cartridge installed in [src]!</span>")
return 0
balloon_alert(user, "no cartridge!")
return FALSE
else if(ink.charges < 1)
to_chat(user, "<span class='notice'>[src] is out of ink!</span>")
return 0
balloon_alert(user, "out of ink!")
return FALSE
else
return 1
return TRUE
/obj/item/airlock_painter/suicide_act(mob/user)
/obj/item/airlock_painter/suicide_act(mob/living/user)
var/obj/item/organ/lungs/L = user.getorganslot(ORGAN_SLOT_LUNGS)
if(can_use(user) && L)
user.visible_message("<span class='suicide'>[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
user.visible_message(span_suicide("[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
use(user)
// Once you've inhaled the toner, you throw up your lungs
@@ -64,7 +91,7 @@
if(!L)
return OXYLOSS
L.Remove()
L.Remove(user)
// make some colorful reagent, and apply it to the lungs
L.create_reagents(10, NONE, NO_REAGENTS_VALUE)
@@ -73,27 +100,27 @@
// TODO maybe add some colorful vomit?
user.visible_message("<span class='suicide'>[user] vomits out [user.p_their()] [L]!</span>")
playsound(user.loc, 'sound/effects/splat.ogg', 50, 1)
user.visible_message(span_suicide("[user] vomits out [user.p_their()] [L]!"))
playsound(user.loc, 'sound/effects/splat.ogg', 50, TRUE)
L.forceMove(T)
return (TOXLOSS|OXYLOSS)
else if(can_use(user) && !L)
user.visible_message("<span class='suicide'>[user] is spraying toner on [user.p_them()]self from [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>")
user.visible_message(span_suicide("[user] is spraying toner on [user.p_them()]self from [src]! It looks like [user.p_theyre()] trying to commit suicide."))
user.reagents.add_reagent(/datum/reagent/colorful_reagent, 1)
user.reagents.reaction(user, TOUCH, 1)
return TOXLOSS
else
user.visible_message("<span class='suicide'>[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner.</span>")
user.visible_message(span_suicide("[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner."))
return SHAME
/obj/item/airlock_painter/examine(mob/user)
. = ..()
if(!ink)
. += "<span class='notice'>It doesn't have a toner cartridge installed.</span>"
. += span_notice("It doesn't have a toner cartridge installed.")
return
var/ink_level = "high"
if(ink.charges < 1)
@@ -102,88 +129,129 @@
ink_level = "low"
else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit)
ink_level = "dangerously high"
. += "<span class='notice'>Its ink levels look [ink_level].</span>"
. += span_notice("Its ink levels look [ink_level].")
/obj/item/airlock_painter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/toner))
if(ink)
to_chat(user, "<span class='notice'>[src] already contains \a [ink].</span>")
to_chat(user, span_warning("[src] already contains \a [ink]!"))
return
if(!user.transferItemToLoc(W, src))
return
to_chat(user, "<span class='notice'>You install [W] into [src].</span>")
to_chat(user, span_notice("You install [W] into [src]."))
ink = W
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
else
return ..()
/obj/item/airlock_painter/attack_self(mob/user)
/obj/item/airlock_painter/AltClick(mob/user)
. = ..()
if(ink)
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
ink.forceMove(user.drop_location())
user.put_in_hands(ink)
to_chat(user, "<span class='notice'>You remove [ink] from [src].</span>")
to_chat(user, span_notice("You remove [ink] from [src]."))
ink = null
/obj/item/airlock_painter/decal
name = "decal painter"
desc = "An airlock painter, reprogramed to use a different style of paint in order to apply decals for floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed. Alt-Click to change design."
desc = "An airlock painter, reprogramed to use a different style of paint in order to apply decals for floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed."
// desc_controls = "Alt-Click to remove the ink cartridge."
icon = 'icons/obj/objects.dmi'
icon_state = "decal_sprayer"
item_state = "decalsprayer"
custom_materials = list(/datum/material/iron=2000, /datum/material/glass=500)
item_state = "decal_sprayer" // inhand_icon_state = "decal_sprayer"
custom_materials = list(/datum/material/iron=50, /datum/material/glass=50)
initial_ink_type = /obj/item/toner/large
/// The current direction of the decal being printed
var/stored_dir = 2
var/stored_color = ""
/// The current color of the decal being printed.
var/stored_color = "yellow"
/// The current base icon state of the decal being printed.
var/stored_decal = "warningline"
/// The full icon state of the decal being printed.
var/stored_decal_total = "warningline"
var/color_list = list("","red","white")
var/dir_list = list(1,2,4,8)
var/decal_list = list(list("Warning Line","warningline"),
list("Warning Line Corner","warninglinecorner"),
list("Caution Label","caution"),
list("Directional Arrows","arrows"),
list("Stand Clear Label","stand_clear"),
list("Box","box"),
list("Box Corner","box_corners"),
list("Delivery Marker","delivery"),
list("Warning Box","warn_full"))
/obj/item/airlock_painter/decal/afterattack(atom/target, mob/user, proximity)
. = ..()
var/turf/open/floor/F = target
if(!proximity)
to_chat(user, "<span class='notice'>You need to get closer!</span>")
return
if(use_paint(user) && isturf(F))
F.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, stored_dir, CLEAN_STRONG, color, null, null, alpha)
/obj/item/airlock_painter/decal/attack_self(mob/user)
if((ink) && (ink.charges >= 1))
to_chat(user, "<span class='notice'>[src] beeps to prevent you from removing the toner until out of charges.</span>")
return
. = ..()
/obj/item/airlock_painter/decal/AltClick(mob/user)
. = ..()
ui_interact(user)
/// The type path of the spritesheet being used for the frontend.
var/spritesheet_type = /datum/asset/spritesheet/decals // spritesheet containing previews
/// Does this printer implementation support custom colors?
var/supports_custom_color = FALSE
/// Current custom color
var/stored_custom_color
/// List of color options as list(user-friendly label, color value to return)
var/color_list = list(
list("Yellow", "yellow"),
list("Red", "red"),
list("White", "white"),
)
/// List of direction options as list(user-friendly label, dir value to return)
var/dir_list = list(
list("North", NORTH),
list("South", SOUTH),
list("East", EAST),
list("West", WEST),
)
/// List of decal options as list(user-friendly label, icon state base value to return)
var/decal_list = list(
list("Warning Line", "warningline"),
list("Warning Line Corner", "warninglinecorner"),
list("Caution Label", "caution"),
list("Directional Arrows", "arrows"),
list("Stand Clear Label", "stand_clear"),
list("Bot", "bot"),
list("Box", "box"),
list("Box Corner", "box_corners"),
list("Delivery Marker", "delivery"),
list("Warning Box", "warn_full"),
)
// These decals only have a south sprite.
var/nondirectional_decals = list(
"bot",
"box",
"delivery",
"warn_full",
)
/obj/item/airlock_painter/decal/Initialize(mapload)
. = ..()
ink = new /obj/item/toner/large(src)
stored_custom_color = stored_color
/obj/item/airlock_painter/decal/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity)
balloon_alert(user, "get closer!")
return
if(isfloorturf(target) && use_paint(user))
paint_floor(target)
/**
* Actually add current decal to the floor.
*
* Responsible for actually adding the element to the turf for maximum flexibility.area
* Can be overriden for different decal behaviors.
* Arguments:
* * target - The turf being painted to
*/
/obj/item/airlock_painter/decal/proc/paint_floor(turf/open/floor/target)
target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, stored_dir, CLEAN_STRONG, color, null, null, alpha)
/**
* Return the final icon_state for the given decal options
*
* Arguments:
* * decal - the selected decal base icon state
* * color - the selected color
* * dir - the selected dir
*/
/obj/item/airlock_painter/decal/proc/get_decal_path(decal, color, dir)
// Special case due to icon_state names
if(color == "yellow")
color = ""
return "[decal][color ? "_" : ""][color]"
/obj/item/airlock_painter/decal/proc/update_decal_path()
var/yellow_fix = "" //This will have to do until someone refactor's markings.dm
if (stored_color)
yellow_fix = "_"
stored_decal_total = "[stored_decal][yellow_fix][stored_color]"
return
/obj/item/airlock_painter/decal/ui_assets(mob/user)
return list(
get_asset_datum(/datum/asset/spritesheet/decals)
)
stored_decal_total = get_decal_path(stored_decal, stored_color, stored_dir)
/obj/item/airlock_painter/decal/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
@@ -191,52 +259,215 @@
ui = new(user, src, "DecalPainter", name)
ui.open()
/obj/item/airlock_painter/decal/ui_assets(mob/user)
. = ..()
. += get_asset_datum(spritesheet_type)
/obj/item/airlock_painter/decal/ui_static_data(mob/user)
. = ..()
var/datum/asset/spritesheet/icon_assets = get_asset_datum(spritesheet_type)
.["icon_prefix"] = "[icon_assets.name]32x32"
.["supports_custom_color"] = supports_custom_color
.["decal_list"] = list()
.["color_list"] = list()
.["dir_list"] = list()
.["nondirectional_decals"] = nondirectional_decals
for(var/decal in decal_list)
.["decal_list"] += list(list(
"name" = decal[1],
"decal" = decal[2],
))
for(var/color in color_list)
.["color_list"] += list(list(
"name" = color[1],
"color" = color[2],
))
for(var/dir in dir_list)
.["dir_list"] += list(list(
"name" = dir[1],
"dir" = dir[2],
))
/obj/item/airlock_painter/decal/ui_data(mob/user)
var/list/data = list()
data["decal_direction"] = stored_dir
data["decal_dir_text"] = dir2text(stored_dir)
data["decal_color"] = stored_color
data["decal_style"] = stored_decal
data["decal_list"] = list()
data["color_list"] = list()
data["dir_list"] = list()
. = ..()
.["current_decal"] = stored_decal
.["current_color"] = stored_color
.["current_dir"] = stored_dir
.["current_custom_color"] = stored_custom_color
for(var/i in decal_list)
data["decal_list"] += list(list(
"name" = i[1],
"decal" = i[2]
))
for(var/j in color_list)
data["color_list"] += list(list(
"colors" = j
))
for(var/k in dir_list)
data["dir_list"] += list(list(
"dirs" = k
))
return data
/obj/item/airlock_painter/decal/ui_act(action,list/params)
if(..())
/obj/item/airlock_painter/decal/ui_act(action, list/params)
. = ..()
if(.)
return
switch(action)
//Lists of decals and designs
if("select decal")
var/selected_decal = params["decals"]
var/selected_decal = params["decal"]
var/selected_dir = text2num(params["dir"])
stored_decal = selected_decal
stored_dir = selected_dir
if("select color")
var/selected_color = params["colors"]
var/selected_color = params["color"]
stored_color = selected_color
if("selected direction")
var/selected_direction = text2num(params["dirs"])
stored_dir = selected_direction
if("pick custom color")
if(supports_custom_color)
pick_painting_tool_color(usr, stored_custom_color)
update_decal_path()
. = TRUE
/obj/item/airlock_painter/decal/set_painting_tool_color(chosen_color)
. = ..()
stored_custom_color = chosen_color
stored_color = chosen_color
/datum/asset/spritesheet/decals
name = "floor_decals"
// cross_round_cachable = TRUE
/// The floor icon used for blend_preview_floor()
var/preview_floor_icon = 'icons/turf/floors.dmi'
/// The floor icon state used for blend_preview_floor()
var/preview_floor_state = "floor"
/// The associated decal painter type to grab decals, colors, etc from.
var/obj/item/airlock_painter/decal/painter_type = /obj/item/airlock_painter/decal
/**
* Underlay an example floor for preview purposes, and return the new icon.
*
* Arguments:
* * decal - the decal to place over the example floor tile
*/
/datum/asset/spritesheet/decals/proc/blend_preview_floor(icon/decal)
var/icon/final = icon(preview_floor_icon, preview_floor_state)
final.Blend(decal, ICON_OVERLAY)
return final
/**
* Insert a specific state into the spritesheet.
*
* Arguments:
* * decal - the given decal base state.
* * dir - the given direction.
* * color - the given color.
*/
/datum/asset/spritesheet/decals/proc/insert_state(decal, dir, color)
// Special case due to icon_state names
var/icon_state_color = color == "yellow" ? "" : color
var/icon/final = blend_preview_floor(icon('icons/turf/decals.dmi', "[decal][icon_state_color ? "_" : ""][icon_state_color]", dir))
Insert("[decal]_[dir]_[color]", final)
/datum/asset/spritesheet/decals/register()
// Must actually create because initial(type) doesn't work for /lists for some reason.
var/obj/item/airlock_painter/decal/painter = new painter_type()
for(var/list/decal in painter.decal_list)
for(var/list/dir in painter.dir_list)
for(var/list/color in painter.color_list)
insert_state(decal[2], dir[2], color[2])
if(painter.supports_custom_color)
insert_state(decal[2], dir[2], "custom")
qdel(painter)
. = ..()
/obj/item/airlock_painter/decal/debug
name = "extreme decal painter"
icon_state = "decal_sprayer_ex"
initial_ink_type = /obj/item/toner/extreme
/obj/item/airlock_painter/decal/debug/Initialize(mapload)
. = ..()
ink = new /obj/item/toner/extreme(src)
/obj/item/airlock_painter/decal/tile
name = "tile sprayer"
desc = "An airlock painter, reprogramed to use a different style of paint in order to spray colors on floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed."
// desc_controls = "Alt-Click to remove the ink cartridge."
icon_state = "tile_sprayer"
stored_dir = 2
stored_color = "#D4D4D432"
stored_decal = "tile_corner"
spritesheet_type = /datum/asset/spritesheet/decals/tiles
supports_custom_color = TRUE
// Colors can have a an alpha component as RGBA, or just be RGB and use default alpha
color_list = list(
list("Neutral", "#D4D4D432"),
list("Dark", "#0e0f0f"),
list("Bar Burgundy", "#79150082"),
list("Sec Red", "#DE3A3A"),
list("Cargo Brown", "#A46106"),
list("Engi Yellow", "#EFB341"),
list("Service Green", "#9FED58"),
list("Med Blue", "#52B4E9"),
list("R&D Purple", "#D381C9"),
)
decal_list = list(
list("Corner", "tile_corner"),
list("Half", "tile_half_contrasted"),
list("Opposing Corners", "tile_opposing_corners"),
list("3 Corners", "tile_anticorner_contrasted"),
list("4 Corners", "tile_fourcorners"),
list("Trimline Corner", "trimline_corner_fill"),
list("Trimline Fill", "trimline_fill"),
list("Trimline Fill L", "trimline_fill__8"), // This is a hack that lives in the spritesheet builder and paint_floor
list("Trimline End", "trimline_end_fill"),
list("Trimline Box", "trimline_box_fill"),
)
nondirectional_decals = list(
"tile_fourcorners",
"trimline_box_fill",
)
/// Regex to split alpha out.
var/static/regex/rgba_regex = new(@"(#[0-9a-fA-F]{6})([0-9a-fA-F]{2})")
/// Default alpha for /obj/effect/turf_decal/tile
var/default_alpha = 110
/obj/item/airlock_painter/decal/tile/paint_floor(turf/open/floor/target)
// Account for 8-sided decals.
var/source_decal = stored_decal
var/source_dir = stored_dir
if(copytext(stored_decal, -3) == "__8")
source_decal = splicetext(stored_decal, -3, 0, "")
source_dir = turn(stored_dir, 45)
var/decal_color = stored_color
var/decal_alpha = default_alpha
// Handle the RGBA case.
if(rgba_regex.Find(decal_color))
decal_color = rgba_regex.group[1]
decal_alpha = text2num(rgba_regex.group[2], 16)
target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', source_decal, source_dir, CLEAN_STRONG, decal_color, null, null, decal_alpha)
/datum/asset/spritesheet/decals/tiles
name = "floor_tile_decals"
painter_type = /obj/item/airlock_painter/decal/tile
/datum/asset/spritesheet/decals/tiles/insert_state(decal, dir, color)
// Account for 8-sided decals.
var/source_decal = decal
var/source_dir = dir
if(copytext(decal, -3) == "__8")
source_decal = splicetext(decal, -3, 0, "")
source_dir = turn(dir, 45)
// Handle the RGBA case.
var/obj/item/airlock_painter/decal/tile/tile_type = painter_type
var/render_color = color
var/render_alpha = initial(tile_type.default_alpha)
if(tile_type.rgba_regex.Find(color))
render_color = tile_type.rgba_regex.group[1]
render_alpha = text2num(tile_type.rgba_regex.group[2], 16)
var/icon/colored_icon = icon('icons/turf/decals.dmi', source_decal, dir=source_dir)
colored_icon.ChangeOpacity(render_alpha * 0.008)
if(color == "custom")
// Do a fun rainbow pattern to stand out while still being static.
colored_icon.Blend(icon('icons/effects/random_spawners.dmi', "rainbow"), ICON_MULTIPLY)
else
colored_icon.Blend(render_color, ICON_MULTIPLY)
colored_icon = blend_preview_floor(colored_icon)
Insert("[decal]_[dir]_[replacetext(color, "#", "")]", colored_icon)

View File

@@ -311,14 +311,6 @@
InsertAll("", each, GLOB.alldirs)
..()
/datum/asset/spritesheet/decals
name = "decals"
/datum/asset/spritesheet/decals/register()
for(var/each in list('icons/turf/decals.dmi'))
InsertAll("", each, GLOB.alldirs)
..()
/datum/asset/spritesheet/supplypods
name = "supplypods"

View File

@@ -92,6 +92,11 @@
category = list("initial","Tools","Tool Designs")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING | DEPARTMENTAL_FLAG_SERVICE
/datum/design/airlock_painter/decal/tile
name = "Tile Sprayer"
id = "tile_sprayer"
build_path = /obj/item/airlock_painter/decal/tile
/datum/design/cultivator
name = "Cultivator"
id = "cultivator"

View File

@@ -5,7 +5,7 @@
display_name = "Basic Tools"
description = "Basic mechanical, electronic, surgical and botanical tools."
prereq_ids = list("base")
design_ids = list("screwdriver", "wrench", "wirecutters", "crowbar", "multitool", "welding_tool", "tscanner", "analyzer", "cable_coil", "pipe_painter", "airlock_painter", "decal_painter", "scalpel", "circular_saw", "surgicaldrill", "retractor", "cautery", "hemostat", "cultivator", "plant_analyzer", "shovel", "spade", "hatchet", "mop", "broom", "normtrash", "spraycan")
design_ids = list("screwdriver", "wrench", "wirecutters", "crowbar", "multitool", "welding_tool", "tscanner", "analyzer", "cable_coil", "pipe_painter", "airlock_painter", "decal_painter", "tile_sprayer", "scalpel", "circular_saw", "surgicaldrill", "retractor", "cautery", "hemostat", "cultivator", "plant_analyzer", "shovel", "spade", "hatchet", "mop", "broom", "normtrash", "spraycan")
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 500)
/datum/techweb_node/basic_mining

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@@ -159,6 +159,7 @@
#include "code\__DEFINES\dcs\signals.dm"
#include "code\__DEFINES\dcs\signals\signals_medical.dm"
#include "code\__DEFINES\dcs\signals\signals_mod.dm"
#include "code\__DEFINES\dcs\signals\signals_painting.dm"
#include "code\__DEFINES\dcs\signals\signals_reagent.dm"
#include "code\__DEFINES\dcs\signals\signals_subsystem.dm"
#include "code\__DEFINES\dcs\signals\signals_atom\signals_atom_movable.dm"

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@@ -1,114 +0,0 @@
import { useBackend } from '../backend';
import { Box, Button, Section } from '../components';
import { Window } from '../layouts';
import { classes } from 'common/react';
export const DecalPainter = (props, context) => {
const { act, data } = useBackend(context);
const decal_list = data.decal_list || [];
const color_list = data.color_list || [];
const dir_list = data.dir_list || [];
return (
<Window
width={500}
height={400}>
<Window.Content>
<Section title="Decal Type">
{decal_list.map(decal => (
<Button
key={decal.decal}
style={{
width: '48px',
height: '48px',
padding: 0,
}}
selected={decal.decal === data.decal_style}
onClick={() => act('select decal', {
decals: decal.decal,
})}>
<Box
className={classes([
'decals32x32',
data.decal_dir_text + '-' + decal.decal + (data.decal_color ? '_' + data.decal_color : ''),
])}
style={{
transform: 'scale(1.5) translate(17%, 17%)',
}} />
</Button>
))}
</Section>
<Section title="Decal Color">
{color_list.map(color => {
return (
<Button
key={color.colors}
style={{
width: '48px',
height: '48px',
padding: 0,
}}
content={color.colors === "red"
? "Red"
: color.colors === "white"
? "White"
: "Yellow"}
selected={color.colors === data.decal_color}
onClick={() => act('select color', {
colors: color.colors,
})}>
<Box
className={classes([
'decals32x32',
data.decal_dir_text + '-' + data.decal_style + (color.colors ? '_' + color.colors : ''),
])}
style={{
transform: 'scale(1.5) translate(17%, 17%)',
}} />
</Button>
);
})}
</Section>
<Section title="Decal Direction">
{dir_list.map(dir => {
return (
<Button
key={dir.dirs}
style={{
width: '48px',
height: '48px',
padding: 0,
}}
tooltip={dir.dirs === 1
? "North"
: dir.dirs === 2
? "South"
: dir.dirs === 4
? "East"
: "West"}
selected={dir.dirs === data.decal_direction}
onClick={() => act('selected direction', {
dirs: dir.dirs,
})}>
<Box
className={classes([
'decals32x32',
(dir.dirs === 1
? "north"
: dir.dirs === 2
? "south"
: dir.dirs === 4
? "east"
: "west")
+ '-' + data.decal_style + (data.decal_color ? '_' + data.decal_color : ''),
])}
style={{
transform: 'scale(1.5) translate(17%, 17%)',
}} />
</Button>
);
})}
</Section>
</Window.Content>
</Window>
);
};

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@@ -0,0 +1,162 @@
import { useBackend } from '../backend';
import { Button, ColorBox, Flex, Section } from '../components';
import { Window } from '../layouts';
type DecalInfo = {
name: string;
decal: string;
};
type ColorInfo = {
name: string;
color: string;
};
type DirInfo = {
name: string;
dir: number;
};
type DecalPainterData = {
icon_prefix: string;
decal_list: DecalInfo[];
color_list: ColorInfo[];
dir_list: DirInfo[];
nondirectional_decals: string[];
supports_custom_color: number;
current_decal: string;
current_color: string;
current_dir: number;
current_custom_color: string;
};
const filterBoxColor = (color: string) => {
if (!color.startsWith('#')) {
return color;
}
// cut alpha
return color.substring(0, 7);
};
export const DecalPainter = (props, context) => {
const { act, data } = useBackend<DecalPainterData>(context);
const custom_color_selected = !data.color_list.some(
(color) => color.color === data.current_color
);
const supports_custom_color = !!data.supports_custom_color;
// Handle custom color icon correctly
const preview_color = custom_color_selected ? 'custom' : data.current_color;
return (
<Window width={550} height={400}>
<Window.Content>
<Section title="Decal Color">
{data.color_list.map((color) => {
return (
<Button
key={color.color}
selected={color.color === data.current_color}
onClick={() =>
act('select color', {
color: color.color,
})}>
<ColorBox color={filterBoxColor(color.color)} mr={0.5} />
{color.name}
</Button>
);
})}
{supports_custom_color && (
<Button
selected={custom_color_selected}
onClick={() => act('pick custom color')}>
<ColorBox color={data.current_custom_color} mr={0.5} />
Custom
</Button>
)}
</Section>
<Section title="Decal Style">
<Flex direction="row" wrap="nowrap" align="fill" justify="fill">
{data.decal_list.map((decal) => {
const nondirectional = data.nondirectional_decals.includes(
decal.decal
);
return nondirectional ? (
// Tallll button for nondirectional
<IconButton
key={decal.decal}
decal={decal.decal}
dir={2}
color={preview_color}
label={decal.name}
selected={decal.decal === data.current_decal}
/>
) : (
// 4 buttons for directional
<Flex
key={decal.decal}
direction="column"
wrap="nowrap"
align="fill"
justify="fill">
{data.dir_list.map((dir) => {
const selected
= decal.decal === data.current_decal
&& dir.dir === data.current_dir;
return (
<IconButton
key={dir.dir}
decal={decal.decal}
dir={dir.dir}
color={preview_color}
label={`${dir.name} ${decal.name}`}
selected={selected}
/>
);
})}
</Flex>
);
})}
</Flex>
</Section>
</Window.Content>
</Window>
);
};
type IconButtonParams = {
decal: string;
dir: number;
color: string;
label: string;
selected: boolean;
};
const IconButton = (props: IconButtonParams, context) => {
const { act, data } = useBackend<DecalPainterData>(context);
const generateIconKey = (decal: string, dir: number, color: string) =>
`${data.icon_prefix} ${decal}_${dir}_${color.replace('#', '')}`;
const icon = generateIconKey(props.decal, props.dir, props.color);
return (
<Button
tooltip={props.label}
selected={props.selected}
verticalAlignContent="middle"
m={'2px'}
p={1}
onClick={() =>
act('select decal', {
decal: props.decal,
dir: props.dir,
})}>
<div className={icon} style={{ display: 'block' }} />
</Button>
);
};