Standardised reagent colour mixing a little bit. Fixes issue 785.

Changed the path of large beakers, so they're actually a subtype of beaker (wtf)

Moved new_year.dm to unused.
Updated Carn's sequential master controller to not have tension stuff, for potential live testing.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4444 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
petethegoat@gmail.com
2012-08-16 18:33:34 +00:00
parent bdee209b43
commit 0970e6c55d
18 changed files with 358 additions and 505 deletions

View File

@@ -0,0 +1,39 @@
/proc/GetColors(hex)
hex = uppertext(hex)
var/hi1 = text2ascii(hex, 2)
var/lo1 = text2ascii(hex, 3)
var/hi2 = text2ascii(hex, 4)
var/lo2 = text2ascii(hex, 5)
var/hi3 = text2ascii(hex, 6)
var/lo3 = text2ascii(hex, 7)
return list(((hi1>= 65 ? hi1-55 : hi1-48)<<4) | (lo1 >= 65 ? lo1-55 : lo1-48),
((hi2 >= 65 ? hi2-55 : hi2-48)<<4) | (lo2 >= 65 ? lo2-55 : lo2-48),
((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48))
/proc/mix_color_from_reagents(var/list/reagent_list)
if(!reagent_list || !reagent_list.len) return 0
var/list/rgbcolor = list(0,0,0)
var/finalcolor = 0
for(var/datum/reagent/re in reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
return finalcolor
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.

View File

@@ -724,7 +724,7 @@
/obj/machinery/reagentgrinder/New()
..()
beaker = new /obj/item/weapon/reagent_containers/glass/large(src)
beaker = new /obj/item/weapon/reagent_containers/glass/beaker/large(src)
return
/obj/machinery/reagentgrinder/update_icon()

View File

@@ -975,35 +975,17 @@
overlays += injoverlay
icon_state = "[rounded_vol]"
item_state = "syringe_[rounded_vol]"
if(reagents.total_volume)
var/obj/effect/overlay = new/obj
overlay.icon = 'icons/obj/syringefilling.dmi'
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "syringe10", src.layer)
switch(rounded_vol)
if(5) overlay.icon_state = "5"
if(10) overlay.icon_state = "10"
if(15) overlay.icon_state = "15"
if(5) filling.icon_state = "syringe5"
if(10) filling.icon_state = "syringe10"
if(15) filling.icon_state = "syringe15"
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
overlay.icon += finalcolor
if(!istype(src.loc, /turf)) overlay.layer = 17
overlays += overlay
filling.icon += mix_color_from_reagents(reagents.reagent_list)
overlays += filling
/obj/item/weapon/reagent_containers/ld50_syringe
@@ -1029,13 +1011,6 @@
update_icon()
attack_self(mob/user as mob)
/*
switch(mode)
if(SYRINGE_DRAW)
mode = SYRINGE_INJECT
if(SYRINGE_INJECT)
mode = SYRINGE_DRAW
*/
mode = !mode
update_icon()
@@ -1760,61 +1735,49 @@
m_amt = 0
g_amt = 500
on_reagent_change()
update_icon()
pickup(mob/user)
on_reagent_change(user)
..()
update_icon()
dropped(mob/user)
on_reagent_change()
..()
update_icon()
on_reagent_change(var/mob/user)
/*
if(reagents.total_volume)
icon_state = "beaker1"
else
icon_state = "beaker0"
*/
attack_hand()
..()
update_icon()
update_icon()
overlays = null
if(reagents.total_volume)
var/obj/effect/overlay = new/obj
overlay.icon = 'icons/obj/beaker1.dmi'
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10", src.layer)
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) overlay.icon_state = "-10"
if(10 to 24) overlay.icon_state = "10"
if(25 to 49) overlay.icon_state = "25"
if(50 to 74) overlay.icon_state = "50"
if(75 to 79) overlay.icon_state = "75"
if(80 to 90) overlay.icon_state = "80"
if(91 to 100) overlay.icon_state = "100"
if(0 to 9) filling.icon_state = "[icon_state]-10"
if(10 to 24) filling.icon_state = "[icon_state]10"
if(25 to 49) filling.icon_state = "[icon_state]25"
if(50 to 74) filling.icon_state = "[icon_state]50"
if(75 to 79) filling.icon_state = "[icon_state]75"
if(80 to 90) filling.icon_state = "[icon_state]80"
if(91 to INFINITY) filling.icon_state = "[icon_state]100"
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.
overlay.icon += finalcolor
if(user || !istype(src.loc, /turf))
overlay.layer = 30
overlays += overlay
filling.icon += mix_color_from_reagents(reagents.reagent_list)
overlays += filling
/obj/item/weapon/reagent_containers/glass/beaker/large
name = "large beaker"
desc = "A large beaker. Can hold up to 100 units."
icon_state = "beakerlarge"
g_amt = 5000
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/blender_jug
name = "Blender Jug"
@@ -1832,70 +1795,6 @@
if(76 to 100)
icon_state = "blender_jug_f"
/obj/item/weapon/reagent_containers/glass/large
name = "large reagent glass"
desc = "A large reagent glass. Can hold up to 100 units."
icon = 'icons/obj/chemical.dmi'
icon_state = "beakerlarge"
item_state = "beaker"
m_amt = 0
g_amt = 5000
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
flags = FPRINT | TABLEPASS | OPENCONTAINER
pickup(mob/user)
on_reagent_change(user)
dropped(mob/user)
on_reagent_change()
on_reagent_change(var/mob/user)
overlays = null
if(reagents.total_volume)
var/obj/effect/overlay = new/obj
overlay.icon = 'icons/obj/beaker2.dmi'
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) overlay.icon_state = "-10"
if(10 to 24) overlay.icon_state = "10"
if(25 to 49) overlay.icon_state = "25"
if(50 to 74) overlay.icon_state = "50"
if(75 to 79) overlay.icon_state = "75"
if(80 to 90) overlay.icon_state = "80"
if(91 to 100) overlay.icon_state = "100"
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.
overlay.icon += finalcolor
if(user || !istype(src.loc, /turf))
overlay.layer = 30
overlays += overlay
/obj/item/weapon/reagent_containers/glass/bottle
name = "bottle"
desc = "A small bottle."