it's the one part that I keep saying I just need to get around to

This commit is contained in:
Poojawa
2019-05-09 14:43:05 -05:00
parent 8af9c6fad9
commit 88831da8f4
4 changed files with 70 additions and 54 deletions
+6 -1
View File
@@ -171,7 +171,12 @@ GLOBAL_LIST_EMPTY(bloody_footprints_cache)
#define BLOOD_LOSS_IN_SPREAD 20
//Bloody shoe blood states
#define BLOOD_STATE_BLOOD "blood"
#define HUMANIZED_BLOOD "A+"
#define LIZARDIZED_BLOOD "L"
#define SLIMEIZED_BLOOD "GEL"
#define OILIZED_BLOOD "HR"
#define XENOIZED_BLOOD "X*"
#define SYNTHETICIZED_BLOOD "SY"
#define BLOOD_STATE_OIL "oil"
#define BLOOD_STATE_NOT_BLOODY "no blood whatsoever"
#define BLOOD_AMOUNT_PER_DECAL 20
+11
View File
@@ -111,6 +111,17 @@ GLOBAL_LIST_INIT(paw_taurs, list(
))
//blood types
GLOBAL_LIST_INIT(regular_bloods,list(
"O-",
"O+",
"A-",
"A+",
"B-",
"B+",
"AB-",
"AB+"
))
GLOBAL_LIST_INIT(blood_types, list(
"blood",
"syntheticblood",
+32 -7
View File
@@ -389,14 +389,39 @@
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
var/list/blood = return_blood_DNA()
for(var/bloop in blood)
if(colors[blood[bloop]])
colors[blood[bloop]]++
/atom/proc/blood_list_checks(Atom/A, var/blood_type, var/amount) //This is a messy attempt at trying to reduce lists of items and mobs with blood on them
if(blood_type in GLOB.regular_bloods)
blood_type = "A+" //generic so we don't have 8 different types of human blood
if(is_cleanable(A)
var/obj/effect/decal/cleanable/CL = A
if(blood_type in CL.bloodmeme)
return
else
colors[blood[bloop]] = 1
CL.bloodmeme += blood_type
if(isitem(A))
var/obj/item/I = A
if(blood_type in CL.bloodmeme)
return
else
CL.bloodmeme += blood_type
if(iscarbon(A))
var/mob/living/carbon/C = A
if(blood_type in C.bloodmeme)
return
else
C.bloodmeme += blood_type
/atom/proc/blood_DNA_to_color(list/bloods)
var/list/colors = list()//first we make a list of all bloodtypes present
for(var/bloop in bloods)
if(colors[bloods[bloop]])
colors[bloods[bloop]]++
else
colors[bloods[bloop]] = 1
var/final_rgb = "#940000"
@@ -7,7 +7,7 @@
blood_state = BLOOD_STATE_BLOOD
color = BLOOD_COLOR_HUMAN
bloodiness = BLOOD_AMOUNT_PER_DECAL
var/bloodmeme = ""
var/list/bloodmeme = ""
var/data = ""
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
@@ -56,17 +56,17 @@
/obj/effect/decal/cleanable/blood/splatter
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
desc = "They look like tracks left by wheels."
random_icon_states = null
/obj/effect/decal/cleanable/trail_holder //not a child of blood on purpose so that it shows up even on regular splatters
name = "blood"
icon_state = "ltrails_1"
desc = "Your instincts say you shouldn't be following these."
random_icon_states = null
var/list/existing_dirs = list()
blood_state = BLOOD_STATE_BLOOD
color = BLOOD_COLOR_HUMAN
bloodiness = BLOOD_AMOUNT_PER_DECAL
var/bloodmeme = ""
var/data = ""
/obj/effect/decal/cleanable/trail_holder/update_icon()
for(var/datum/reagent/R in reagents.reagent_list)
@@ -74,6 +74,12 @@
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
else if(istype(R, /datum/reagent/liquidgibs))
if(R.data["blood_type"])
bloodmeme = R.data["blood_type"]
color = bloodtype_to_color(R.data["blood_type"])
else
color = blood_DNA_to_color()
/obj/effect/cleanable/trail_holder/Initialize()
. = ..()
@@ -88,7 +94,7 @@
update_icon()
//BLOODY FOOTPRINTS
/obj/effect/decal/cleanable/blood/footprints
/obj/effect/decal/cleanable/blood/footprints/tracks
name = "tracks"
icon = 'icons/effects/fluidtracks.dmi'
icon_state = "nothingwhatsoever"
@@ -104,57 +110,28 @@
if(ishuman(O))
var/mob/living/carbon/human/H = O
var/obj/item/clothing/shoes/S = H.shoes
if(S)
if(S.last_bloodtype)
color = bloodtype_to_color(S.last_bloodtype)
else
color = bloodtype_to_color(bloodmeme)
else
if(H.last_bloodtype)
color = bloodtype_to_color(H.last_bloodtype)
else
color = bloodtype_to_color(bloodmeme)
if(S && S.bloody_shoes[blood_state])
S.last_bloodtype = bloodmeme
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()
else if(!bloodiness)
H.bloodiness = max(bloodiness / BLOOD_LOSS_IN_SPREAD, 0)
/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)
if(S.last_bloodtype)
color = bloodtype_to_color(S.last_bloodtype)
else
color = bloodtype_to_color(bloodmeme)
else
if(H.last_bloodtype)
color = bloodtype_to_color(H.last_bloodtype)
else
color = bloodtype_to_color(bloodmeme)
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()
@@ -162,16 +139,14 @@
for(var/Ddir in GLOB.cardinals)
if(entered_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]"]
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"]
if(!bloodstep_overlay)
GLOB.bloody_footprints_cache["entered-[print_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[print_state]1", dir = Ddir)
bloodstep_overlay.color = bloodtype_to_color(bloodmeme)
GLOB.bloody_footprints_cache["entered-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]1", dir = Ddir)
add_overlay(bloodstep_overlay)
if(exited_dirs & Ddir)
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]"]
var/image/bloodstep_overlay = GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"]
if(!bloodstep_overlay)
GLOB.bloody_footprints_cache["exited-[print_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[print_state]2", dir = Ddir)
bloodstep_overlay.color = bloodtype_to_color(bloodmeme)
GLOB.bloody_footprints_cache["exited-[blood_state]-[Ddir]"] = bloodstep_overlay = image(icon, "[blood_state]2", dir = Ddir)
add_overlay(bloodstep_overlay)
alpha = BLOODY_FOOTPRINT_BASE_ALPHA+bloodiness