Impliments Ghom review, reverts blood list back to component

This commit is contained in:
Poojawa
2019-08-15 12:32:44 -05:00
parent 2073921f4b
commit 0290a46ddc
54 changed files with 662 additions and 613 deletions
@@ -1,8 +1,7 @@
/obj/effect/decal/cleanable
gender = PLURAL
layer = ABOVE_NORMAL_TURF_LAYER
var/list/random_icon_states = list()
var/list/random_icon_states = null
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
@@ -26,9 +25,9 @@
if(LAZYLEN(diseases_to_add))
AddComponent(/datum/component/infective, diseases_to_add)
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C)
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
if(mergeable_decal)
qdel(C)
return TRUE
/obj/effect/decal/cleanable/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/reagent_containers/glass) || istype(W, /obj/item/reagent_containers/food/drinks))
@@ -70,9 +69,10 @@
//Add "bloodiness" of this blood's type, to the human's shoes
//This is on /cleanable because fuck this ancient mess
/obj/effect/decal/cleanable/Crossed(atom/movable/O)
..()
if(ishuman(O))
var/mob/living/carbon/human/H = O
if(H.shoes && blood_state && bloodiness && (!HAS_TRAIT(H,TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective"))
if(H.shoes && blood_state && bloodiness && !HAS_TRAIT(H, TRAIT_LIGHT_STEP))
var/obj/item/clothing/shoes/S = H.shoes
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
@@ -81,8 +81,7 @@
add_blood = bloodiness
bloodiness -= add_blood
S.bloody_shoes[blood_state] = min(MAX_SHOE_BLOODINESS,S.bloody_shoes[blood_state]+add_blood)
if(blood_DNA && blood_DNA.len)
S.add_blood(blood_DNA)
S.add_blood(return_blood_DNA())
S.blood_state = blood_state
update_icon()
H.update_inv_shoes()
@@ -3,17 +3,17 @@
name = "xeno blood"
desc = "It's green and acidic. It looks like... <i>blood?</i>"
color = BLOOD_COLOR_XENO
blood_DNA = list("UNKNOWN DNA" = "X*")
/obj/effect/decal/cleanable/blood/splatter/xeno
color = BLOOD_COLOR_XENO
/obj/effect/decal/cleanable/blood/gibs/xeno
color = BLOOD_COLOR_XENO
gibs_reagent_id = "liquidxenogibs"
gibs_bloodtype = "X*"
/obj/effect/decal/cleanable/blood/gibs/xeno/Initialize(mapload, list/datum/disease/diseases)
. = ..()
reagents.add_reagent("liquidxenogibs", 5)
update_icon()
/obj/effect/decal/cleanable/blood/gibs/xeno/update_icon()
@@ -35,7 +35,7 @@
if(infective)
diseases = infective.diseases
var/obj/effect/decal/cleanable/blood/splatter/xeno/splat = new /obj/effect/decal/cleanable/blood/splatter/xeno(loc, diseases)
splat.transfer_blood_dna(blood_DNA)
splat.add_blood(return_blood_DNA())
if(!step_to(src, get_step(src, direction), 0))
break
@@ -6,11 +6,17 @@
random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6")
mergeable_decal = FALSE
var/body_colors = "#e3ba84" //a default color just in case.
var/gibs_reagent_id = "liquidgibs"
var/gibs_bloodtype = "A+"
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
. = ..()
if(random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
icon_state = pick(random_icon_states)
if(gibs_reagent_id)
reagents.add_reagent(gibs_reagent_id, 5)
if(gibs_bloodtype)
add_blood(list("Non-human DNA" = gibs_bloodtype))
update_icon()
@@ -51,7 +57,7 @@
if(infective)
diseases = infective.diseases
var/obj/effect/decal/cleanable/blood/splatter/splat = new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
splat.transfer_blood_dna(blood_DNA)
splat.add_blood(return_blood_DNA())
if(!step_to(src, get_step(src, direction), 0))
break
@@ -81,9 +87,8 @@
/obj/effect/decal/cleanable/blood/gibs/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
setDir(pick(1,2,4,8))
setDir(pick(GLOB.cardinals))
icon_state += "-old"
add_blood(list("Non-human DNA" = "A+"))
update_icon()
/obj/effect/decal/cleanable/blood/drip
@@ -101,9 +106,6 @@
/obj/effect/decal/cleanable/blood/gibs/human/Initialize(mapload, list/datum/disease/diseases)
. = ..()
reagents.add_reagent("liquidgibs", 5)
if(!blood_DNA.len)
add_blood(list("Non-human DNA" = "A+"))
update_icon()
/obj/effect/decal/cleanable/blood/gibs/human/up
@@ -128,12 +130,11 @@
//Lizards
/obj/effect/decal/cleanable/blood/gibs/human/lizard
body_colors = "117720"
gibs_reagent_id = "liquidgibs"
gibs_bloodtype = "L"
/obj/effect/decal/cleanable/blood/gibs/human/lizard/Initialize(mapload, list/datum/disease/diseases)
. = ..()
reagents.add_reagent("liquidgibs", 5)
if(!blood_DNA.len)
add_blood(list("Non-human DNA" = "L"))
update_icon()
/obj/effect/decal/cleanable/blood/gibs/human/lizard/up
@@ -157,12 +158,11 @@
// Slime Gibs
/obj/effect/decal/cleanable/blood/gibs/slime
desc = "They look gooey and gruesome."
gibs_reagent_id = "liquidslimegibs"
gibs_bloodtype = "GEL"
/obj/effect/decal/cleanable/blood/gibs/slime/Initialize(mapload, list/datum/disease/diseases)
. = ..()
reagents.add_reagent("liquidslimegibs", 5)
if(!blood_DNA.len)
add_blood(list("Non-human DNA" = "GEL"))
update_icon()
/obj/effect/decal/cleanable/blood/gibs/slime/update_icon()
@@ -197,21 +197,22 @@
/obj/effect/decal/cleanable/blood/gibs/synth
desc = "They look sludgy and disgusting."
gibs_reagent_id = "liquidsyntheticgibs"
gibs_bloodtype = "SY"
/obj/effect/decal/cleanable/blood/gibs/synth/Initialize(mapload, list/datum/disease/diseases)
. = ..()
reagents.add_reagent("liquidsyntheticgibs", 5)
update_icon()
//IPCs
/obj/effect/decal/cleanable/blood/gibs/ipc
desc = "They look sharp yet oozing."
body_colors = "00ff00"
gibs_reagent_id = "liquidoilgibs"
gibs_bloodtype = "HF"
/obj/effect/decal/cleanable/blood/gibs/ipc/Initialize(mapload, list/datum/disease/diseases)
. = ..()
reagents.add_reagent("liquidoilgibs", 5)
if(!blood_DNA.len)
add_blood(list("Non-human DNA" = "HF"))
update_icon()
/obj/effect/decal/cleanable/blood/gibs/ipc/update_icon()
@@ -4,16 +4,17 @@
icon = 'icons/effects/blood.dmi'
icon_state = "floor1"
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_DNA = list()
blood_state = BLOOD_STATE_BLOOD
bloodiness = MAX_SHOE_BLOODINESS
color = BLOOD_COLOR_HUMAN //default so we don't have white splotches everywhere.
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
if (C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
C.add_blood(return_blood_DNA())
if (bloodiness)
if (C.bloodiness < MAX_SHOE_BLOODINESS)
C.bloodiness += bloodiness
update_icon()
..()
return ..()
/obj/effect/decal/cleanable/blood/transfer_blood_dna()
..()
@@ -50,7 +51,6 @@
desc = "Your instincts say you shouldn't be following these."
random_icon_states = null
var/list/existing_dirs = list()
blood_DNA = list()
/obj/effect/decal/cleanable/trail_holder/update_icon()
color = blood_DNA_to_color()