module things, jfc

This commit is contained in:
Poojawa
2018-09-11 07:51:01 -05:00
parent 8b9ef1e400
commit 284e9d0325
695 changed files with 11343 additions and 5661 deletions
+56 -31
View File
@@ -227,7 +227,8 @@ GLOBAL_LIST_EMPTY(asset_datums)
var/fname = "data/spritesheets/[res_name]"
fdel(fname)
text2file(generate_css(), fname)
register_asset(res_name, file(fname))
register_asset(res_name, fcopy_rsc(fname))
fdel(fname)
for(var/size_id in sizes)
var/size = sizes[size_id]
@@ -254,6 +255,7 @@ GLOBAL_LIST_EMPTY(asset_datums)
if(length(error))
stack_trace("Failed to strip [name]_[size_id].png: [error]")
size[SPRSZ_STRIPPED] = icon(fname)
fdel(fname)
/datum/asset/spritesheet/proc/generate_css()
var/list/out = list()
@@ -549,6 +551,14 @@ GLOBAL_LIST_EMPTY(asset_datums)
"padlock.png" = 'html/padlock.png'
)
/datum/asset/simple/notes
assets = list(
"high_button.png" = 'html/high_button.png',
"medium_button.png" = 'html/medium_button.png',
"minor_button.png" = 'html/minor_button.png',
"none_button.png" = 'html/none_button.png',
)
//this exists purely to avoid meta by pre-loading all language icons.
/datum/asset/language/register()
for(var/path in typesof(/datum/language))
@@ -572,38 +582,53 @@ GLOBAL_LIST_EMPTY(asset_datums)
for (var/path in subtypesof(/datum/design))
var/datum/design/D = path
// construct the icon and slap it into the resource cache
var/atom/item = initial(D.build_path)
if (!ispath(item, /atom))
// biogenerator outputs to beakers by default
if (initial(D.build_type) & BIOGENERATOR)
item = /obj/item/reagent_containers/glass/beaker/large
else
continue // shouldn't happen, but just in case
var/icon_file
var/icon_state
var/icon/I
// circuit boards become their resulting machines or computers
if (ispath(item, /obj/item/circuitboard))
var/obj/item/circuitboard/C = item
var/machine = initial(C.build_path)
if (machine)
item = machine
var/icon_file = initial(item.icon)
var/icon_state = initial(item.icon_state)
if (!(icon_state in icon_states(icon_file)))
warning("design [D] with icon '[icon_file]' missing state '[icon_state]'")
continue
var/icon/I = icon(icon_file, icon_state, SOUTH)
if(initial(D.research_icon) && initial(D.research_icon_state)) //If the design has an icon replacement skip the rest
icon_file = initial(D.research_icon)
icon_state = initial(D.research_icon_state)
if(!(icon_state in icon_states(icon_file)))
warning("design [D] with icon '[icon_file]' missing state '[icon_state]'")
continue
I = icon(icon_file, icon_state, SOUTH)
// computers (and snowflakes) get their screen and keyboard sprites
if (ispath(item, /obj/machinery/computer) || ispath(item, /obj/machinery/power/solar_control))
var/obj/machinery/computer/C = item
var/screen = initial(C.icon_screen)
var/keyboard = initial(C.icon_keyboard)
var/all_states = icon_states(icon_file)
if (screen && (screen in all_states))
I.Blend(icon(icon_file, screen, SOUTH), ICON_OVERLAY)
if (keyboard && (keyboard in all_states))
I.Blend(icon(icon_file, keyboard, SOUTH), ICON_OVERLAY)
else
// construct the icon and slap it into the resource cache
var/atom/item = initial(D.build_path)
if (!ispath(item, /atom))
// biogenerator outputs to beakers by default
if (initial(D.build_type) & BIOGENERATOR)
item = /obj/item/reagent_containers/glass/beaker/large
else
continue // shouldn't happen, but just in case
// circuit boards become their resulting machines or computers
if (ispath(item, /obj/item/circuitboard))
var/obj/item/circuitboard/C = item
var/machine = initial(C.build_path)
if (machine)
item = machine
icon_file = initial(item.icon)
icon_state = initial(item.icon_state)
if(!(icon_state in icon_states(icon_file)))
warning("design [D] with icon '[icon_file]' missing state '[icon_state]'")
continue
I = icon(icon_file, icon_state, SOUTH)
// computers (and snowflakes) get their screen and keyboard sprites
if (ispath(item, /obj/machinery/computer) || ispath(item, /obj/machinery/power/solar_control))
var/obj/machinery/computer/C = item
var/screen = initial(C.icon_screen)
var/keyboard = initial(C.icon_keyboard)
var/all_states = icon_states(icon_file)
if (screen && (screen in all_states))
I.Blend(icon(icon_file, screen, SOUTH), ICON_OVERLAY)
if (keyboard && (keyboard in all_states))
I.Blend(icon(icon_file, keyboard, SOUTH), ICON_OVERLAY)
Insert(initial(D.id), I)
return ..()