progress, just need to fiddle with footprints again

This commit is contained in:
Poojawa
2019-05-07 13:23:49 -05:00
parent d14943d4b0
commit 69eca2ae4b
19 changed files with 196 additions and 81 deletions
+42 -27
View File
@@ -35,7 +35,7 @@
var/rad_flags = NONE // Will move to flags_1 when i can be arsed to
var/rad_insulation = RAD_NO_INSULATION
var/list/blood_DNA //reee dirty hack till Kevin tells me how to inherit this shit
var/icon/blood_splatter_icon
/atom/New(loc, ...)
//atom creation method that preloads variables at creation
@@ -319,22 +319,24 @@
//returns the mob's dna info as a list, to be inserted in an object's blood_DNA list
/mob/living/proc/get_blood_dna_list()
if(get_blood_id() != "blood")
return
return list("donor"= "ANIMAL","bloodcolor" = BLOOD_COLOR_HUMAN, "blood_type"="Y-")
for(var/bluhduh in GLOB.blood_types)
if(get_blood_id() != bluhduh)
return
return list("ANIMAL DNA" = "Y-")
/mob/living/carbon/get_blood_dna_list()
if(get_blood_id() != "blood")
return
var/list/blood_dna = list()
if(dna)
blood_dna[dna.unique_enzymes] = dna.blood_type
else
blood_dna["UNKNOWN DNA"] = "X*"
return blood_dna
for(var/bluhduh in GLOB.blood_types)
if(get_blood_id() != bluhduh)
return
var/list/blood_dna = list()
if(dna)
blood_dna = get_blood_data(bluhduh)
else
blood_dna["UNKNOWN DNA"] = "X*"
return blood_dna
/mob/living/carbon/alien/get_blood_dna_list()
return list("donor"= "UNKNOWN DNA","bloodcolor" = BLOOD_COLOR_XENO, "blood_type"= "X*")
return list("UNKNOWN DNA" = "X*")
//to add a mob's dna info into an object's blood_DNA list.
/atom/proc/transfer_mob_blood_dna(mob/living/L)
@@ -348,15 +350,6 @@
return FALSE
return TRUE
//to add blood dna info to the object's blood_DNA list
/atom/proc/transfer_blood_dna(list/blood_dna)
if(!blood_DNA)
blood_DNA = list()
var/old_length = blood_DNA_length()
blood_DNA |= blood_dna
if(blood_DNA_length() > old_length)
return TRUE//some new blood DNA was added
//to add blood from a mob onto something, and transfer their dna info
/atom/proc/add_mob_blood(mob/living/M)
var/list/blood_dna = M.get_blood_dna_list()
@@ -364,15 +357,37 @@
return FALSE
return add_blood_DNA(blood_dna)
//to add blood onto something, with blood dna info to include.
/atom/proc/add_blood(list/blood_dna)
return FALSE
/obj/item/add_blood(list/blood_dna)
if(!..())
return FALSE
add_blood_overlay()
return TRUE //we applied blood to the item
/obj/item/proc/add_blood_overlay()
GET_COMPONENT(D, /datum/component/forensics)
if(!D.blood_DNA.len)
return
if(initial(icon) && initial(icon_state))
blood_splatter_icon = icon(initial(icon), initial(icon_state), , 1) //we only want to apply blood-splatters to the initial icon_state for each object
blood_splatter_icon.Blend("#fff", ICON_ADD) //fills the icon_state with white (except where it's transparent)
blood_splatter_icon.Blend(icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
blood_splatter_icon.Blend(blood_DNA_to_color(), ICON_MULTIPLY)
add_overlay(blood_splatter_icon)
/atom/proc/blood_DNA_to_color()
var/list/colors = list()//first we make a list of all bloodtypes present
for(var/bloop in blood_DNA)
if(colors[blood_DNA[bloop]])
colors[blood_DNA[bloop]]++
GET_COMPONENT(D, /datum/component/forensics)
for(var/bloop in D.blood_DNA)
if(colors[D.blood_DNA[bloop]])
colors[D.blood_DNA[bloop]]++
else
colors[blood_DNA[bloop]] = 1
colors[D.blood_DNA[bloop]] = 1
var/final_rgb = color
var/final_rgb = "#940000"
if(colors.len)
var/sum = 0 //this is all shitcode, but it works; trust me
@@ -74,6 +74,14 @@
var/mob/living/carbon/human/H = O
if(H.shoes && blood_state && bloodiness && !H.has_trait(TRAIT_LIGHT_STEP))
var/obj/item/clothing/shoes/S = H.shoes
for(var/datum/reagent/R in reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data)
var/blood_type_meme = R.data["blood_type"]
color = bloodtype_to_color(blood_type_meme) //Color the blood with our dna stuff
if(blood_type_meme)
S.last_bloodtype = blood_type_meme
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
@@ -86,6 +94,26 @@
update_icon()
H.update_inv_shoes()
else if(H && blood_state && bloodiness && !H.has_trait(TRAIT_LIGHT_STEP))
for(var/datum/reagent/R in reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_type"])
var/blood_type_meme = R.data["blood_type"]
color = bloodtype_to_color(blood_type_meme) //Color the blood with our dna stuff
if(blood_type_meme)
H.last_bloodtype = blood_type_meme
var/add_blood = 0
if(bloodiness >= BLOOD_GAIN_PER_STEP)
add_blood = BLOOD_GAIN_PER_STEP
else
add_blood = bloodiness
bloodiness -= add_blood
H.blood_smear[blood_state] = min(MAX_SHOE_BLOODINESS,H.blood_smear[blood_state]+add_blood)
H.add_blood_DNA(return_blood_DNA())
H.blood_state = blood_state
update_icon()
/obj/effect/decal/cleanable/proc/can_bloodcrawl_in()
if((blood_state != BLOOD_STATE_OIL) && (blood_state != BLOOD_STATE_NOT_BLOODY))
return bloodiness
@@ -9,7 +9,6 @@
bloodiness = BLOOD_AMOUNT_PER_DECAL
blood_state = BLOOD_STATE_BLOOD
color = BLOOD_COLOR_XENO
blood_DNA = list()
/obj/effect/decal/cleanable/blood/xenoblood/Initialize()
. = ..()
@@ -6,12 +6,14 @@
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_BLOOD
color = BLOOD_COLOR_HUMAN
blood_DNA = list()
bloodiness = BLOOD_AMOUNT_PER_DECAL
/obj/effect/decal/cleanable/blood/Initialize(mapload)
. = ..()
AddComponent(/datum/component/forensics)
update_icon()
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
if (C.blood_DNA)
blood_DNA |= C.blood_DNA.Copy()
update_icon()
..()
@@ -23,7 +25,11 @@
update_icon()
/obj/effect/decal/cleanable/blood/update_icon()
color = blood_DNA_to_color()
for(var/datum/reagent/R in reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_type"])
color = bloodtype_to_color(R.data["blood_type"]) //Color the blood with our dna stuff
/obj/effect/decal/cleanable/blood/old
name = "dried blood"
@@ -34,7 +40,7 @@
/obj/effect/decal/cleanable/blood/old/Initialize(mapload, list/datum/disease/diseases)
. = ..()
icon_state += "-old" //This IS necessary because the parent /blood type uses icon randomization.
add_blood_DNA(list("donor"= "Non-human DNA", "blood_type"= "A+", "bloodcolor" = color))
add_blood_DNA(list("blood_type"= "A+", "bloodcolor" = color))
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
@@ -50,13 +56,17 @@
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()
for(var/datum/reagent/R in reagents.reagent_list)
// Get blood data from the blood reagent.
if(istype(R, /datum/reagent/blood))
if(R.data["blood_type"])
color = bloodtype_to_color(R.data["blood_type"]) //Color the blood with our dna stuff
/obj/effect/cleanable/trail_holder/Initialize()
. = ..()
AddComponent(/datum/component/forensics)
update_icon()
/obj/effect/decal/cleanable/trail_holder/can_bloodcrawl_in()
@@ -103,8 +113,11 @@
for(var/i = 0, i < pick(1, 200; 2, 150; 3, 50), i++)
sleep(2)
if(i > 0)
var/obj/effect/decal/cleanable/blood/splatter/splat = new(loc)
splat.transfer_blood_dna(blood_DNA)
var/list/datum/disease/diseases
GET_COMPONENT(infective, /datum/component/infective)
if(infective)
diseases = infective.diseases
new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
if(!step_to(src, get_step(src, direction), 0))
break
@@ -172,24 +185,44 @@
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S)
color = bloodtype_to_color(S.last_bloodtype)
else
color = bloodtype_to_color(H.last_bloodtype)
if(S && S.bloody_shoes[blood_state])
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
if (!(entered_dirs & H.dir))
entered_dirs |= H.dir
update_icon()
else
H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
if (!(entered_dirs & H.dir))
entered_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/tracks/Uncrossed(atom/movable/O)
..()
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S)
color = bloodtype_to_color(S.last_bloodtype)
else
color = bloodtype_to_color(H.last_bloodtype)
if(S && S.bloody_shoes[blood_state])
S.bloody_shoes[blood_state] = max(S.bloody_shoes[blood_state] - BLOOD_LOSS_PER_STEP, 0)
shoe_types |= S.type
if (!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
else
H.blood_smear[blood_state] = max(H.blood_smear[blood_state] - BLOOD_LOSS_PER_STEP, 0)
if (!(exited_dirs & H.dir))
exited_dirs |= H.dir
update_icon()
/obj/effect/decal/cleanable/blood/footprints/tracks/update_icon()
@@ -11,6 +11,7 @@
/obj/effect/gibspawner/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases)
. = ..()
AddComponent(/datum/component/forensics)
if(gibtypes.len != gibamounts.len)
stack_trace("Gib list amount length mismatch!")