diff --git a/code/game/objects/effects/decals/cleanable.dm b/code/game/objects/effects/decals/cleanable.dm index babc012719..317a105b2d 100644 --- a/code/game/objects/effects/decals/cleanable.dm +++ b/code/game/objects/effects/decals/cleanable.dm @@ -70,7 +70,6 @@ //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 && (!H.has_trait(TRAIT_LIGHT_STEP) || !H.mind.assigned_role == "Detective")) @@ -81,7 +80,6 @@ else add_blood = bloodiness bloodiness -= add_blood - to_chat(world, "S.blood_state is [S.blood_state], & blood smear state is [S.blood_smear[S.blood_state]]") S.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,S.blood_smear[blood_state]+add_blood) if(blood_DNA && blood_DNA.len) S.add_blood(blood_DNA) @@ -96,7 +94,6 @@ else add_blood = bloodiness bloodiness -= add_blood - to_chat(world, "blood_state is [blood_state], & blood smear state is [H.blood_smear[blood_state]]") H.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,H.blood_smear[blood_state]+add_blood) if(blood_DNA && blood_DNA.len) H.add_blood(blood_DNA) diff --git a/code/game/objects/effects/decals/cleanable/humans.dm b/code/game/objects/effects/decals/cleanable/humans.dm index 711e792752..ec1f7578b5 100644 --- a/code/game/objects/effects/decals/cleanable/humans.dm +++ b/code/game/objects/effects/decals/cleanable/humans.dm @@ -130,7 +130,7 @@ /obj/effect/decal/cleanable/blood/footprints/tracks/update_icon() ..() cut_overlays() - to_chat(world, "[src] called update_icon with [print_state]") + for(var/Ddir in GLOB.cardinals) if(entered_dirs & Ddir) var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]"] diff --git a/code/game/turfs/turf.dm b/code/game/turfs/turf.dm index 13ea59cb52..afe275f9b9 100755 --- a/code/game/turfs/turf.dm +++ b/code/game/turfs/turf.dm @@ -194,44 +194,9 @@ if(O.obj_flags & FROZEN) O.make_unfrozen() - if(isliving(A)) - var/mob/living/M = A - if(ishuman(M)) - var/mob/living/carbon/human/H = M - // Tracking blood - var/list/bloodDNA = null - var/bloodcolor="" - if(H.shoes) - var/obj/item/clothing/shoes/S = H.shoes - if(istype(S)) - S.step_action() - if(S.track_blood && S.blood_DNA) - bloodDNA = S.blood_DNA - bloodcolor = S.blood_color - S.track_blood-- - else - if(H.track_blood && H.feet_blood_DNA) - bloodDNA = H.feet_blood_DNA - bloodcolor = H.feet_blood_color - H.track_blood-- - - if (bloodDNA && H.species.get_move_trail(H)) - src.AddTracks(H.species.get_move_trail(H),bloodDNA,H.dir,0,bloodcolor) // Coming - var/turf/simulated/from = get_step(H,reverse_direction(H.dir)) - if(istype(from) && from) - from.AddTracks(H.species.get_move_trail(H),bloodDNA,0,H.dir,bloodcolor) // Going - - bloodDNA = null - /turf/proc/is_plasteel_floor() return FALSE -/turf/open/proc/AddTracks(var/typepath,var/bloodDNA,var/comingdir,var/goingdir,var/bloodcolor=COLOR_BLOOD_HUMAN) - var/obj/effect/decal/cleanable/blood/tracks/tracks = locate(typepath) in src - if(!tracks) - tracks = new typepath(src) - tracks.AddTracks(bloodDNA,comingdir,goingdir,bloodcolor) - // A proc in case it needs to be recreated or badmins want to change the baseturfs /turf/proc/assemble_baseturfs(turf/fake_baseturf_type) var/static/list/created_baseturf_lists = list() diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index a24a6eff95..caf12d4b86 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -41,6 +41,11 @@ var/dynamic_hair_suffix = ""//head > mask for head hair var/dynamic_fhair_suffix = ""//mask > head for facial hair + var/blood_state = BLOOD_STATE_NOT_BLOODY + var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0) + var/last_bloodtype = ""//used to track the last bloodtype to have graced these shoes; makes for better performing footprint shenanigans + var/last_blood_DNA = ""//same as last one + /obj/item/clothing/Initialize() . = ..() if(ispath(pocket_storage_component_path)) diff --git a/code/modules/detectivework/footprints_and_rag.dm b/code/modules/detectivework/footprints_and_rag.dm index 1f4def8905..611001ecf9 100644 --- a/code/modules/detectivework/footprints_and_rag.dm +++ b/code/modules/detectivework/footprints_and_rag.dm @@ -1,16 +1,13 @@ /mob var/bloody_hands = 0 - var/track_blood = 0 - var/feet_blood_color - var/last_bloodtype = ""//used to track the last bloodtype to have graced this filthy spaceman; makes for better performing footprint shenanigans - var/last_blood_DNA = ""//same as last one + var/bloody_feet = 0 /obj/item/clothing/gloves var/transfer_blood = 0 /obj/item/clothing/shoes - var/track_blood = 0 + var/transfer_blood = 0 /obj/item/reagent_containers/glass/rag diff --git a/code/modules/mob/living/carbon/human/human_defines.dm b/code/modules/mob/living/carbon/human/human_defines.dm index d1ec7f3e4b..7819eb8356 100644 --- a/code/modules/mob/living/carbon/human/human_defines.dm +++ b/code/modules/mob/living/carbon/human/human_defines.dm @@ -43,6 +43,11 @@ var/bleed_rate = 0 //how much are we bleeding var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding + var/last_bloodtype = ""//used to track the last bloodtype to have graced this filthy spaceman; makes for better performing footprint shenanigans + var/last_blood_DNA = ""//same as last one + var/blood_state = BLOOD_STATE_NOT_BLOODY + var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0) + var/name_override //For temporary visible name changes var/nameless = FALSE //For drones of both the insectoid and robotic kind. And other types of nameless critters. diff --git a/code/modules/mob/living/carbon/human/human_movement.dm b/code/modules/mob/living/carbon/human/human_movement.dm index 4ee48f2d09..01e81832ef 100644 --- a/code/modules/mob/living/carbon/human/human_movement.dm +++ b/code/modules/mob/living/carbon/human/human_movement.dm @@ -46,6 +46,58 @@ for(var/datum/mutation/human/HM in dna.mutations) HM.on_move(src, NewLoc) + if(shoes) + if(!lying && !buckled) + if(loc == NewLoc) + if(!has_gravity(loc)) + return + var/obj/item/clothing/shoes/S = shoes + //Bloody footprints + var/turf/T = get_turf(src) + var/step_print = dna.species.get_move_trail(src) + if(S.blood_smear && S.blood_smear[S.blood_state]) + var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(step_print) in T + if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype))) + return + S.blood_smear[S.blood_state] = max(0, S.blood_smear[S.blood_state]-BLOOD_LOSS_PER_STEP) + var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new step_print(T) + FP.blood_state = S.blood_state + FP.entered_dirs |= dir + FP.bloodiness = S.blood_smear[S.blood_state] + if(S.last_blood_DNA && S.last_bloodtype) + FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype) + //hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood + FP.update_icon() + update_inv_shoes() + //End bloody footprints + + S.step_action() + + else if(!shoes) + if(!buckled) + if(loc == NewLoc) + if(!has_gravity(loc)) + return + //Bloody footprints without shoes + var/turf/T = get_turf(src) + var/step_print = dna.species.get_move_trail(src) + if(blood_smear && blood_smear[blood_state]) + var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(step_print) in T + if(oldFP && (oldFP.blood_state == blood_state && oldFP.color == bloodtype_to_color(last_bloodtype))) + return + blood_smear[blood_state] = max(0, blood_smear[blood_state]-BLOOD_LOSS_PER_STEP) + var/obj/effect/decal/cleanable/blood/footprints/tracks/FP = new step_print(T) + FP.blood_state = blood_state + FP.entered_dirs |= dir + FP.bloodiness = blood_smear[blood_state] + if(last_blood_DNA && last_bloodtype) + FP.blood_DNA += list(last_blood_DNA = last_bloodtype) + //hacky as heck; we need to move the LAST entry to there, otherwise we mix all the blood + FP.update_icon() + update_inv_shoes() + //End bloody footprints + + /mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee. if(dna.species.space_move(src)) return TRUE