Synthetic and RNG blood

This commit is contained in:
Poojawa
2019-04-16 04:28:04 -05:00
parent 8862d63d0c
commit a772f532c3
18 changed files with 148 additions and 80 deletions
+1 -1
View File
@@ -30,7 +30,7 @@
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedgloves")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands")
. += mutable_appearance('icons/effects/blood.dmi', "bloodyhands", color = blood_DNA_to_color())
/obj/item/clothing/gloves/update_clothes_damaged_state(damaging = TRUE)
..()
+1 -1
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@@ -42,7 +42,7 @@
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedhelmet")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood")
. += mutable_appearance('icons/effects/blood.dmi', "helmetblood", color = blood_DNA_to_color())
/obj/item/clothing/head/update_clothes_damaged_state(damaging = TRUE)
..()
+1 -1
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@@ -18,7 +18,7 @@
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedmask")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "maskblood")
. += mutable_appearance('icons/effects/blood.dmi', "maskblood", color = blood_DNA_to_color())
/obj/item/clothing/mask/equipped(mob/user, slot)
..()
+10 -2
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@@ -14,6 +14,8 @@
var/list/bloody_shoes = list(BLOOD_STATE_HUMAN = 0,BLOOD_STATE_XENO = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
var/offset = 0
var/equipped_before_drop = FALSE
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
//CITADEL EDIT Enables digitigrade shoe styles
var/adjusted = NORMAL_STYLE
@@ -42,6 +44,12 @@
playsound(user, 'sound/weapons/genhit2.ogg', 50, 1)
return(BRUTELOSS)
/obj/item/clothing/shoes/transfer_mob_blood_dna(list/blood_dna)
..()
if(blood_dna.len)
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
last_blood_DNA = blood_dna[blood_dna.len]
/obj/item/clothing/shoes/worn_overlays(isinhands = FALSE)
. = list()
if(!isinhands)
@@ -55,9 +63,9 @@
. += mutable_appearance('icons/effects/item_damage.dmi', "damagedshoe")
if(bloody)
if(adjusted == NORMAL_STYLE)
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood")
. += mutable_appearance('icons/effects/blood.dmi', "shoeblood", color = blood_DNA_to_color())
else
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood")
. += mutable_appearance('modular_citadel/icons/mob/digishoes.dmi', "shoeblood", color = blood_DNA_to_color())
/obj/item/clothing/shoes/equipped(mob/user, slot)
. = ..()
+2 -2
View File
@@ -62,9 +62,9 @@
. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
IF_HAS_BLOOD_DNA(src)
if(taurmode >= SNEK_TAURIC)
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood")
. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
else
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood")
. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
var/mob/living/carbon/human/M = loc
if(ishuman(M) && M.w_uniform)
var/obj/item/clothing/under/U = M.w_uniform
+1 -1
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@@ -23,7 +23,7 @@
if(damaged_clothes)
. += mutable_appearance('icons/effects/item_damage.dmi', "damageduniform")
IF_HAS_BLOOD_DNA(src)
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood")
. += mutable_appearance('icons/effects/blood.dmi', "uniformblood", color = blood_DNA_to_color())
if(accessory_overlay)
. += accessory_overlay
+4 -2
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@@ -190,7 +190,6 @@
if(!suiciding)
blood_data["cloneable"] = 1
blood_data["blood_type"] = copytext(dna.blood_type,1,0)
blood_data["bloodcolor"] = blood_id.color
blood_data["gender"] = gender
blood_data["real_name"] = real_name
blood_data["features"] = dna.features
@@ -241,7 +240,10 @@
"O-" = list("O-","SY"),
"O+" = list("O-", "O+","SY"),
"L" = list("L","SY"),
"U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U","SY")
"U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U","SY"),
"oil" = list("oil", "SY"),
"X*" = list("X*", "SY"),
"SY" = list("SY")
)
var/safe = bloodtypes_safe[bloodtype]
+15
View File
@@ -485,3 +485,18 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
/mob/proc/can_hear()
. = TRUE
/proc/bloodtype_to_color(var/type)
. = BLOOD_COLOR_HUMAN
switch(type)
if("U")//Universal blood; a bit orange
. = "#DB3300"
if("SY")//Synthetics blood; blue
. = BLOOD_COLOR_SYNTHETIC
if("L")//lizard, a bit pink/purple
. = "#DB004D"
if("X*")//xeno blood; not actually used in many spots
. = BLOOD_COLOR_XENO
if("OI")// Oil blood. something something why not
. = BLOOD_COLOR_OIL
//add more stuff to the switch if you have more blood colors for different types
@@ -1,5 +1,5 @@
/datum/reagent/blood
data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"bloodcolor"= BLOOD_COLOR_HUMAN, "blood_type"=null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "blood_type"=null,"resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
name = "Blood"
id = "blood"
color = BLOOD_COLOR_HUMAN // rgb: 200, 0, 0
@@ -42,6 +42,7 @@
/datum/reagent/blood/on_new(list/data)
if(istype(data))
SetViruses(src, data)
color = bloodtype_to_color(data["blood_type"])
/datum/reagent/blood/on_merge(list/mix_data)
if(data && mix_data)
@@ -90,16 +91,26 @@
B.color = data["bloodcolor"]
/datum/reagent/blood/synthetics
data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"bloodcolor"=BLOOD_COLOR_SYNTHETIC, "blood_type"="SY","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "blood_type"="SY","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
name = "Synthetic Blood"
id = "syntheticblood"
taste_description = "oily"
color = BLOOD_COLOR_SYNTHETIC // rgb: 11, 7, 48
/datum/reagent/blood/xenomorph
data = list("donor"=null,"viruses"=null,"blood_DNA"=null,"bloodcolor"=BLOOD_COLOR_XENO, "blood_type"="X*","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "blood_type"="X*","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
name = "Xenomorph Blood"
id = "xenoblood"
taste_description = "acidic heresy"
color = BLOOD_COLOR_XENO // greenish yellow ooze
shot_glass_icon_state = "shotglassgreen"
/datum/reagent/blood/oil
data = list("donor"=null,"viruses"=null,"blood_DNA"=null, "blood_type"="oil","resistances"=null,"trace_chem"=null,"mind"=null,"ckey"=null,"gender"=null,"real_name"=null,"cloneable"=null,"factions"=null)
name = "Hydraulic Blood"
id = "oilblood"
taste_description = "burnt oil"
color = BLOOD_COLOR_OIL // dark, y'know, expected batman colors.
/datum/reagent/liquidgibs
name = "Liquid gibs"
@@ -6,6 +6,8 @@
volume = 200
var/blood_type = null
var/labelled = 0
var/color_to_apply = "#FFFFFF"
var/mutable_appearance/fill_overlay
/obj/item/reagent_containers/blood/Initialize()
. = ..()
@@ -18,6 +20,7 @@
var/datum/reagent/blood/B = reagents.has_reagent("blood")
if(B && B.data && B.data["blood_type"])
blood_type = B.data["blood_type"]
color_to_apply = bloodtype_to_color(blood_type)
else
blood_type = null
update_pack_name()