Merge pull request #6174 from Michiyamenotehifunana/polychrome-Cloth-Globalize
(Partially) Globalizes Polychromic Clothing Code
This commit is contained in:
@@ -123,6 +123,24 @@
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category = slot_w_uniform
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path = /obj/item/clothing/under/syndicate/cosmetic
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/datum/gear/polykilt
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name = "Polychromic Kilt"
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category = slot_w_uniform
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path = /obj/item/clothing/under/polychromic/kilt
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cost = 3
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/datum/gear/polyshorts
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name = "Polychromic Shorts"
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category = slot_w_uniform
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path = /obj/item/clothing/under/polychromic/shorts
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cost = 3
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/datum/gear/polyshortpants
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name = "Polychromic Athletic Shorts"
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category = slot_w_uniform
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path = /obj/item/clothing/under/polychromic/shortpants
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cost = 2
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// Trekie things
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//TOS
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/datum/gear/trekcmdtos
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@@ -0,0 +1,88 @@
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/* //
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// GLOBALIZED POLYCHROME FOR ALL CLOTHING //
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// //
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// NOTICE: POLYCHROME STUFF MUST USE ALTERNATE_WORN_ICON AND PLACE THEIR OVERLAYS IN BOTH THE ICON AND ALTERNATE_WORN_ICON //
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// //
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*/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// COPYPASTE THE FOLLOWING PROC TO WHATEVER CATERGORY OF CLOTHING YOU WANT TO POLYCHROME
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// THIS IS REQUIRED DUE TO EACH CLOTHING CATEGORY HAVING A SNOWFLAKE WORN_OVERLAYS() THING
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// Don't forget to append the appropriate typepath! Also, refer to polychromic_clothes.dm for example implementations
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/*
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/obj/item/clothing/worn_overlays(isinhands, icon_file) //this is where the main magic happens. Also mandates that ALL polychromic stuff MUST USE alternate_worn_icon
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. = ..()
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if(hasprimary | hassecondary | hastertiary)
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if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
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if(hasprimary) //checks if overlays are enabled
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var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
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primary_worn.color = primary_color //colors the overlay
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. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
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if(hassecondary)
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var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
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secondary_worn.color = secondary_color
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. += secondary_worn
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if(hastertiary)
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var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
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tertiary_worn.color = tertiary_color
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. += tertiary_worn
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*/
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/obj/item/clothing/
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var/hasprimary = FALSE //These vars allow you to choose which overlays a clothing has
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var/hassecondary = FALSE
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var/hastertiary = FALSE
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var/primary_color = "#FFFFFF" //RGB in hexcode
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var/secondary_color = "#FFFFFF"
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var/tertiary_color = "#808080"
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/obj/item/clothing/update_icon() // picks the colored overlays from the ICON file
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..()
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if(hasprimary) //Checks if the overlay is enabled
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var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary") //Automagically picks overlays
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primary_overlay.color = primary_color //Colors the greyscaled overlay
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add_overlay(primary_overlay) //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
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if(hassecondary)
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var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_color]-secondary")
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secondary_overlay.color = secondary_color
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add_overlay(secondary_overlay)
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if(hastertiary)
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var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary")
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tertiary_overlay.color = tertiary_color
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add_overlay(tertiary_overlay)
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/obj/item/clothing/AltClick(mob/living/user)
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..()
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if(hasprimary | hassecondary | hastertiary)
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var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
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switch(choice) //Lets the list's options actually lead to something
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if("Primary Color")
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var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
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if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
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primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
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update_icon() //updates the item icon
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user.update_inv_w_uniform() //updates the worn icon
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if("Secondary Color")
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var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
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if(secondary_color_input)
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secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
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update_icon()
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user.update_inv_w_uniform()
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if("Tertiary Color")
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var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
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if(tertiary_color_input)
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tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
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update_icon()
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user.update_inv_w_uniform()
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/obj/item/clothing/examine(mob/user)
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..()
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if(hasprimary | hassecondary | hastertiary)
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to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>") // so people don't "OOC how do you use polychromic clothes????"
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/obj/item/clothing/Initialize()
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..()
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if(hasprimary | hassecondary | hastertiary)
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update_icon() //Applies the overlays and default colors onto the clothes on spawn.
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@@ -1,102 +1,49 @@
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Polychromic Clothes: //
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// Polychromic Uniforms: //
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// //
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// Polychromic clothes simply consist of 4 sprites: A base, unrecoloured sprite, and up to 3 greyscaled sprites. //
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// In order to add more polychromic clothes, simply create a base sprite, and up to 3 recolourable overlays for it, //
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// and then name them as follows: [name], [name]-primary, [name]-secondary, [name]-tertiary. The sprites should //
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// ideally be in 'modular_citadel/icons/polyclothes/item/uniform.dmi' and 'modular_citadel/icons/polyclothes/mob/uniform.dmi' for the //
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// worn sprites. After that, copy paste the code from any of the example clothes beneath the giant mass of procs and //
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// worn sprites. After that, copy paste the code from any of the example clothes and //
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// change the names around. [name] should go in BOTH icon_state and item_color. You can preset colors and disable //
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// any overlays using the self-explainatory vars. //
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// //
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// -Tori //
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/obj/item/clothing/under/polychromic //This is the parent object. DO NOT copy paste this and its vars if you want to make something new.
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/obj/item/clothing/under/polychromic //enables all three overlays to reduce copypasta and defines basic stuff
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name = "polychromic suit"
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desc = "For when you want to show off your horrible colour coordination skills."
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icon = 'modular_citadel/icons/polyclothes/item/uniform.dmi'
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alternate_worn_icon = 'modular_citadel/icons/polyclothes/mob/uniform.dmi' //To make human/update_icon.dm read worn sprites from here.
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alternate_worn_icon = 'modular_citadel/icons/polyclothes/mob/uniform.dmi'
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icon_state = "polysuit"
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item_color = "polysuit" //The item color is used to select its mob icon
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item_state = "sl_suit" //Inhand sprites. Would be an arse to make one for all the clothes. Should probably be standardized to rainbow.
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can_adjust = FALSE //to prevent you from "wearing it casually"
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item_color = "polysuit"
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item_state = "sl_suit"
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hasprimary = TRUE
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hassecondary = TRUE
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hastertiary = TRUE
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#FFFFFF"
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tertiary_color = "#808080"
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can_adjust = FALSE
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var/hasprimary = TRUE //These vars allow you to choose which overlays a clothing has
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var/hassecondary = TRUE
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var/hastertiary = TRUE
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var/primary_color = "#FFFFFF" //RGB in hexcode
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var/secondary_color = "#FFFFFF"
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var/tertiary_color = "#808080"
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/obj/item/clothing/under/polychromic/update_icon()
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..()
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cut_overlays() //prevents the overlays from infinitely stacking
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if(hasprimary) //Checks if the overlay is enabled
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var/mutable_appearance/primary_overlay = mutable_appearance('modular_citadel/icons/polyclothes/item/uniform.dmi', "[item_color]-primary") //Automagically picks overlays
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primary_overlay.color = primary_color //Colors the greyscaled overlay
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add_overlay(primary_overlay) //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
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if(hassecondary)
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var/mutable_appearance/secondary_overlay = mutable_appearance('modular_citadel/icons/polyclothes/item/uniform.dmi', "[item_color]-secondary")
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secondary_overlay.color = secondary_color
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add_overlay(secondary_overlay)
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if(hastertiary)
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var/mutable_appearance/tertiary_overlay = mutable_appearance('modular_citadel/icons/polyclothes/item/uniform.dmi', "[item_color]-tertiary")
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tertiary_overlay.color = tertiary_color
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add_overlay(tertiary_overlay)
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/obj/item/clothing/under/polychromic/AltClick(mob/living/user)
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if(!in_range(src, user)) //Basic checks to prevent abuse
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return
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if(user.incapacitated() || !istype(user))
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
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switch(choice) //Lets the list's options actually lead to something
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if("Primary Color")
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var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
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if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
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primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
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update_icon() //updates the item icon
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user.update_inv_w_uniform() //updates the worn icon
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if("Secondary Color")
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var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
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if(secondary_color_input)
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secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
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update_icon()
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user.update_inv_w_uniform()
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if("Tertiary Color")
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var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
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if(tertiary_color_input)
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tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
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update_icon()
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user.update_inv_w_uniform()
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/obj/item/clothing/under/polychromic/worn_overlays(isinhands, icon_file) //this is where the main magic happens
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/obj/item/clothing/under/polychromic/worn_overlays(isinhands, icon_file) //this is where the main magic happens. Also mandates that ALL polychromic stuff MUST USE alternate_worn_icon
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. = ..()
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if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
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if(hasprimary) //checks if overlays are enabled
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var/mutable_appearance/primary_worn = mutable_appearance('modular_citadel/icons/polyclothes/mob/uniform.dmi', "[item_color]-primary") //automagical sprite selection
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primary_worn.color = primary_color //colors the overlay
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. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
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if(hassecondary)
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var/mutable_appearance/secondary_worn = mutable_appearance('modular_citadel/icons/polyclothes/mob/uniform.dmi', "[item_color]-secondary")
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secondary_worn.color = secondary_color
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. += secondary_worn
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if(hastertiary)
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var/mutable_appearance/tertiary_worn = mutable_appearance('modular_citadel/icons/polyclothes/mob/uniform.dmi', "[item_color]-tertiary")
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tertiary_worn.color = tertiary_color
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. += tertiary_worn
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/obj/item/clothing/under/polychromic/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>") // so people don't "OOC how do you use polychromic clothes????"
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/obj/item/clothing/under/polychromic/Initialize()
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..()
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update_icon() //Applies the overlays and default colors onto the clothes on spawn.
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if(hasprimary | hassecondary | hastertiary)
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if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
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if(hasprimary) //checks if overlays are enabled
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var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
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primary_worn.color = primary_color //colors the overlay
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. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
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if(hassecondary)
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var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
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secondary_worn.color = secondary_color
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. += secondary_worn
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if(hastertiary)
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var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
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tertiary_worn.color = tertiary_color
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. += tertiary_worn
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/obj/item/clothing/under/polychromic/shirt //COPY PASTE THIS TO MAKE A NEW THING
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name = "polychromic button-up shirt"
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@@ -104,9 +51,6 @@
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icon_state = "polysuit"
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item_color = "polysuit"
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item_state = "sl_suit"
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hasprimary = TRUE
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hassecondary = TRUE
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hastertiary = TRUE
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#353535"
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tertiary_color = "#353535"
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@@ -117,9 +61,6 @@
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icon_state = "polykilt"
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item_color = "polykilt"
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item_state = "kilt"
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hasprimary = TRUE
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hassecondary = TRUE
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hastertiary = TRUE
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#F08080"
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tertiary_color = "#808080"
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@@ -130,9 +71,6 @@
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icon_state = "polyskirt"
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item_color = "polyskirt"
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item_state = "rainbow"
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hasprimary = TRUE
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hassecondary = TRUE
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hastertiary = TRUE
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#F08080"
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tertiary_color = "#808080"
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@@ -143,9 +81,6 @@
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icon_state = "polyshorts"
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item_color = "polyshorts"
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item_state = "rainbow"
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hasprimary = TRUE
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hassecondary = TRUE
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hastertiary = TRUE
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primary_color = "#353535" //RGB in hexcode
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secondary_color = "#808080"
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tertiary_color = "#808080"
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@@ -156,9 +91,6 @@
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icon_state = "polyjump"
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item_color = "polyjump"
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item_state = "rainbow"
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hasprimary = TRUE
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hassecondary = TRUE
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hastertiary = TRUE
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#808080"
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tertiary_color = "#FF3535"
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@@ -169,8 +101,6 @@
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icon_state = "polyshortpants"
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item_color = "polyshortpants"
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item_state = "rainbow"
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hasprimary = TRUE
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hassecondary = TRUE
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hastertiary = FALSE
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primary_color = "#FFFFFF" //RGB in hexcode
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secondary_color = "#F08080"
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