Modernizes Polychromic Uniform Code

No more modular_citadel, but the neck polychrome crap needs more work in another PR
This commit is contained in:
Michiyamenotehifunana
2019-12-21 21:38:04 +08:00
parent 832d58a071
commit 0b2568a9cf
9 changed files with 60 additions and 115 deletions
+53
View File
@@ -47,6 +47,17 @@
//Add a "exclude" string to do the opposite, making it only only species listed that can't wear it.
//You append this to clothing objects.
//Polychrome stuff:
var/hasprimary = FALSE //These vars allow you to choose which overlays a clothing has
var/hassecondary = FALSE
var/hastertiary = FALSE
var/primary_color = "#FFFFFF" //RGB in hexcode
var/secondary_color = "#FFFFFF"
var/tertiary_color = "#808080"
//No idea what this is but eh -tori
var/force_alternate_icon = FALSE
/obj/item/clothing/Initialize()
. = ..()
@@ -54,6 +65,8 @@
actions_types += /datum/action/item_action/toggle_voice_box
if(ispath(pocket_storage_component_path))
LoadComponent(pocket_storage_component_path)
if(hasprimary | hassecondary | hastertiary) //Checks if polychrome is enabled
update_icon() //Applies the overlays and default colors onto the clothes on spawn.
/obj/item/clothing/MouseDrop(atom/over_object)
. = ..()
@@ -138,6 +151,8 @@
how_cool_are_your_threads += "Adding or removing items from [src] makes no noise.\n"
how_cool_are_your_threads += "</span>"
. += how_cool_are_your_threads.Join()
if(hasprimary | hassecondary | hastertiary) //Checks if polychrome is enabled
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/clothing/obj_break(damage_flag)
if(!damaged_clothes)
@@ -260,8 +275,31 @@ BLIND // can't see anything
remove_accessory(user)
else
rolldown()
// Polychrome stuff:
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
/obj/item/clothing/under/verb/jumpsuit_adjust()
set name = "Adjust Jumpsuit Style"
set category = null
@@ -377,3 +415,18 @@ BLIND // can't see anything
return FALSE
return TRUE
/obj/item/clothing/update_icon() // Polychrome stuff
..()
if(hasprimary) //Checks if the overlay is enabled
var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary") //Automagically picks overlays
primary_overlay.color = primary_color //Colors the greyscaled overlay
add_overlay(primary_overlay) //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_color]-secondary")
secondary_overlay.color = secondary_color
add_overlay(secondary_overlay)
if(hastertiary)
var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary")
tertiary_overlay.color = tertiary_color
add_overlay(tertiary_overlay)
@@ -4,7 +4,7 @@
// Polychromic clothes simply consist of 4 sprites: A base, unrecoloured sprite, and up to 3 greyscaled sprites. //
// In order to add more polychromic clothes, simply create a base sprite, and up to 3 recolourable overlays for it, //
// and then name them as follows: [name], [name]-primary, [name]-secondary, [name]-tertiary. The sprites should //
// ideally be in 'modular_citadel/icons/polyclothes/item/uniform.dmi' and 'modular_citadel/icons/polyclothes/mob/uniform.dmi' for the //
// ideally be in 'icons/obj/clothing/uniform.dmi' and 'icons/mob/uniform.dmi' for the //
// worn sprites. After that, copy paste the code from any of the example clothes and //
// change the names around. [name] should go in BOTH icon_state and item_color. You can preset colors and disable //
// any overlays using the self-explainatory vars. //
@@ -15,8 +15,6 @@
/obj/item/clothing/under/polychromic //enables all three overlays to reduce copypasta and defines basic stuff
name = "polychromic suit"
desc = "For when you want to show off your horrible colour coordination skills."
icon = 'modular_citadel/icons/polyclothes/item/uniform.dmi'
alternate_worn_icon = 'modular_citadel/icons/polyclothes/mob/uniform.dmi'
icon_state = "polysuit"
item_color = "polysuit"
item_state = "sl_suit"
@@ -27,39 +25,25 @@
secondary_color = "#FFFFFF"
tertiary_color = "#808080"
can_adjust = FALSE
mutantrace_variation = NO_MUTANTRACE_VARIATION // because I'm too lazy to port these to digi-compatible and to prove a point from /tg/ whining - Pooj
force_alternate_icon = TRUE //in the rare case that someone actually decides to make digi-compatible stuff, this should come in handy
suit_style = NORMAL_SUIT_STYLE
mutantrace_variation = NO_MUTANTRACE_VARIATION //Not all clothes are currently digi-compatible (only the shorts are as of time of writing)
/obj/item/clothing/under/polychromic/worn_overlays(isinhands, icon_file) //this is where the main magic happens. Also mandates that ALL polychromic stuff MUST USE alternate_worn_icon
/obj/item/clothing/under/polychromic/worn_overlays(isinhands, icon_file) //this is where the main magic happens.
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
var/mutable_appearance/primary_worn = mutable_appearance(icon_file, "[item_color]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
var/mutable_appearance/secondary_worn = mutable_appearance(icon_file, "[item_color]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
var/mutable_appearance/tertiary_worn = mutable_appearance(icon_file, "[item_color]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/under/polychromic/equipped(mob/user, slot) //enables digitigrade compatibility without utilizing uniform_digi.dmi
..()
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(mutantrace_variation)
if(DIGITIGRADE in H.dna.species.species_traits)
item_color = "[initial(item_color)]_d" //prevents cases of "shorts_d_d"
H.update_inv_wear_suit()
else
item_color = initial(item_color)
/obj/item/clothing/under/polychromic/shirt //COPY PASTE THIS TO MAKE A NEW THING
name = "polychromic button-up shirt"
desc = "A fancy button-up shirt made with polychromic threads."
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@@ -1,91 +0,0 @@
/* //
// GLOBALIZED POLYCHROME FOR ALL CLOTHING //
// //
// NOTICE: POLYCHROME STUFF MUST USE ALTERNATE_WORN_ICON AND PLACE THEIR OVERLAYS IN BOTH THE ICON AND ALTERNATE_WORN_ICON //
// //
*/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// COPYPASTE THE FOLLOWING PROC TO WHATEVER CATERGORY OF CLOTHING YOU WANT TO POLYCHROME
// THIS IS REQUIRED DUE TO EACH CLOTHING CATEGORY HAVING A SNOWFLAKE WORN_OVERLAYS() THING
// Don't forget to append the appropriate typepath! Also, refer to polychromic_clothes.dm for example implementations
/*
/obj/item/clothing/worn_overlays(isinhands, icon_file) //this is where the main magic happens. Also mandates that ALL polychromic stuff MUST USE alternate_worn_icon
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
*/
/obj/item/clothing/
var/hasprimary = FALSE //These vars allow you to choose which overlays a clothing has
var/hassecondary = FALSE
var/hastertiary = FALSE
var/primary_color = "#FFFFFF" //RGB in hexcode
var/secondary_color = "#FFFFFF"
var/tertiary_color = "#808080"
var/force_alternate_icon = FALSE
/obj/item/clothing/update_icon() // picks the colored overlays from the ICON file
..()
if(hasprimary) //Checks if the overlay is enabled
var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary") //Automagically picks overlays
primary_overlay.color = primary_color //Colors the greyscaled overlay
add_overlay(primary_overlay) //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_color]-secondary")
secondary_overlay.color = secondary_color
add_overlay(secondary_overlay)
if(hastertiary)
var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary")
tertiary_overlay.color = tertiary_color
add_overlay(tertiary_overlay)
/obj/item/clothing/AltClick(mob/living/user)
. = ..()
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
/obj/item/clothing/examine(mob/user)
. = ..()
if(hasprimary | hassecondary | hastertiary)
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/clothing/Initialize()
..()
if(hasprimary | hassecondary | hastertiary)
update_icon() //Applies the overlays and default colors onto the clothes on spawn.
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+1 -2
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@@ -1645,6 +1645,7 @@
#include "code\modules\clothing\under\color.dm"
#include "code\modules\clothing\under\miscellaneous.dm"
#include "code\modules\clothing\under\pants.dm"
#include "code\modules\clothing\under\polychromic_clothes.dm"
#include "code\modules\clothing\under\shorts.dm"
#include "code\modules\clothing\under\syndicate.dm"
#include "code\modules\clothing\under\trek.dm"
@@ -3091,12 +3092,10 @@
#include "modular_citadel\code\modules\client\loadout\suit.dm"
#include "modular_citadel\code\modules\client\loadout\uniform.dm"
#include "modular_citadel\code\modules\client\verbs\who.dm"
#include "modular_citadel\code\modules\clothing\clothing.dm"
#include "modular_citadel\code\modules\clothing\neck.dm"
#include "modular_citadel\code\modules\clothing\spacesuits\flightsuit.dm"
#include "modular_citadel\code\modules\clothing\suits\polychromic_cloaks.dm"
#include "modular_citadel\code\modules\clothing\suits\suits.dm"
#include "modular_citadel\code\modules\clothing\under\polychromic_clothes.dm"
#include "modular_citadel\code\modules\clothing\under\trek_under.dm"
#include "modular_citadel\code\modules\clothing\under\turtlenecks.dm"
#include "modular_citadel\code\modules\clothing\under\under.dm"