Merge pull request #6174 from Michiyamenotehifunana/polychrome-Cloth-Globalize

(Partially) Globalizes Polychromic Clothing Code
This commit is contained in:
LetterJay
2018-04-02 05:43:18 -05:00
committed by GitHub
4 changed files with 135 additions and 98 deletions
@@ -123,6 +123,24 @@
category = slot_w_uniform
path = /obj/item/clothing/under/syndicate/cosmetic
/datum/gear/polykilt
name = "Polychromic Kilt"
category = slot_w_uniform
path = /obj/item/clothing/under/polychromic/kilt
cost = 3
/datum/gear/polyshorts
name = "Polychromic Shorts"
category = slot_w_uniform
path = /obj/item/clothing/under/polychromic/shorts
cost = 3
/datum/gear/polyshortpants
name = "Polychromic Athletic Shorts"
category = slot_w_uniform
path = /obj/item/clothing/under/polychromic/shortpants
cost = 2
// Trekie things
//TOS
/datum/gear/trekcmdtos
@@ -0,0 +1,88 @@
/* //
// GLOBALIZED POLYCHROME FOR ALL CLOTHING //
// //
// NOTICE: POLYCHROME STUFF MUST USE ALTERNATE_WORN_ICON AND PLACE THEIR OVERLAYS IN BOTH THE ICON AND ALTERNATE_WORN_ICON //
// //
*/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// COPYPASTE THE FOLLOWING PROC TO WHATEVER CATERGORY OF CLOTHING YOU WANT TO POLYCHROME
// THIS IS REQUIRED DUE TO EACH CLOTHING CATEGORY HAVING A SNOWFLAKE WORN_OVERLAYS() THING
// Don't forget to append the appropriate typepath! Also, refer to polychromic_clothes.dm for example implementations
/*
/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
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
*/
/obj/item/clothing/
var/hasprimary = FALSE //These vars allow you to choose which overlays a clothing has
var/hassecondary = FALSE
var/hastertiary = FALSE
var/primary_color = "#FFFFFF" //RGB in hexcode
var/secondary_color = "#FFFFFF"
var/tertiary_color = "#808080"
/obj/item/clothing/update_icon() // picks the colored overlays from the ICON file
..()
if(hasprimary) //Checks if the overlay is enabled
var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary") //Automagically picks overlays
primary_overlay.color = primary_color //Colors the greyscaled overlay
add_overlay(primary_overlay) //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_color]-secondary")
secondary_overlay.color = secondary_color
add_overlay(secondary_overlay)
if(hastertiary)
var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary")
tertiary_overlay.color = tertiary_color
add_overlay(tertiary_overlay)
/obj/item/clothing/AltClick(mob/living/user)
..()
if(hasprimary | hassecondary | hastertiary)
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
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
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.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.update_inv_w_uniform() //updates the worn icon
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.update_inv_w_uniform()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.update_inv_w_uniform()
/obj/item/clothing/examine(mob/user)
..()
if(hasprimary | hassecondary | hastertiary)
to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>") // so people don't "OOC how do you use polychromic clothes????"
/obj/item/clothing/Initialize()
..()
if(hasprimary | hassecondary | hastertiary)
update_icon() //Applies the overlays and default colors onto the clothes on spawn.
@@ -1,102 +1,49 @@
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Polychromic Clothes: //
// Polychromic Uniforms: //
// //
// Polychromic clothes simply consist of 4 sprites: A base, unrecoloured sprite, and up to 3 greyscaled sprites. //
// In order to add more polychromic clothes, simply create a base sprite, and up to 3 recolourable overlays for it, //
// and then name them as follows: [name], [name]-primary, [name]-secondary, [name]-tertiary. The sprites should //
// ideally be in 'modular_citadel/icons/polyclothes/item/uniform.dmi' and 'modular_citadel/icons/polyclothes/mob/uniform.dmi' for the //
// worn sprites. After that, copy paste the code from any of the example clothes beneath the giant mass of procs and //
// worn sprites. After that, copy paste the code from any of the example clothes and //
// change the names around. [name] should go in BOTH icon_state and item_color. You can preset colors and disable //
// any overlays using the self-explainatory vars. //
// //
// -Tori //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/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.
/obj/item/clothing/under/polychromic //enables all three overlays to reduce copypasta and defines basic stuff
name = "polychromic suit"
desc = "For when you want to show off your horrible colour coordination skills."
icon = 'modular_citadel/icons/polyclothes/item/uniform.dmi'
alternate_worn_icon = 'modular_citadel/icons/polyclothes/mob/uniform.dmi' //To make human/update_icon.dm read worn sprites from here.
alternate_worn_icon = 'modular_citadel/icons/polyclothes/mob/uniform.dmi'
icon_state = "polysuit"
item_color = "polysuit" //The item color is used to select its mob icon
item_state = "sl_suit" //Inhand sprites. Would be an arse to make one for all the clothes. Should probably be standardized to rainbow.
can_adjust = FALSE //to prevent you from "wearing it casually"
item_color = "polysuit"
item_state = "sl_suit"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#FFFFFF"
tertiary_color = "#808080"
can_adjust = FALSE
var/hasprimary = TRUE //These vars allow you to choose which overlays a clothing has
var/hassecondary = TRUE
var/hastertiary = TRUE
var/primary_color = "#FFFFFF" //RGB in hexcode
var/secondary_color = "#FFFFFF"
var/tertiary_color = "#808080"
/obj/item/clothing/under/polychromic/update_icon()
..()
cut_overlays() //prevents the overlays from infinitely stacking
if(hasprimary) //Checks if the overlay is enabled
var/mutable_appearance/primary_overlay = mutable_appearance('modular_citadel/icons/polyclothes/item/uniform.dmi', "[item_color]-primary") //Automagically picks overlays
primary_overlay.color = primary_color //Colors the greyscaled overlay
add_overlay(primary_overlay) //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_overlay = mutable_appearance('modular_citadel/icons/polyclothes/item/uniform.dmi', "[item_color]-secondary")
secondary_overlay.color = secondary_color
add_overlay(secondary_overlay)
if(hastertiary)
var/mutable_appearance/tertiary_overlay = mutable_appearance('modular_citadel/icons/polyclothes/item/uniform.dmi', "[item_color]-tertiary")
tertiary_overlay.color = tertiary_color
add_overlay(tertiary_overlay)
/obj/item/clothing/under/polychromic/AltClick(mob/living/user)
if(!in_range(src, user)) //Basic checks to prevent abuse
return
if(user.incapacitated() || !istype(user))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
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
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
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.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.update_inv_w_uniform() //updates the worn icon
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.update_inv_w_uniform()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.update_inv_w_uniform()
/obj/item/clothing/under/polychromic/worn_overlays(isinhands, icon_file) //this is where the main magic happens
/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
. = ..()
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance('modular_citadel/icons/polyclothes/mob/uniform.dmi', "[item_color]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance('modular_citadel/icons/polyclothes/mob/uniform.dmi', "[item_color]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance('modular_citadel/icons/polyclothes/mob/uniform.dmi', "[item_color]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/under/polychromic/examine(mob/user)
..()
to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>") // so people don't "OOC how do you use polychromic clothes????"
/obj/item/clothing/under/polychromic/Initialize()
..()
update_icon() //Applies the overlays and default colors onto the clothes on spawn.
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/under/polychromic/shirt //COPY PASTE THIS TO MAKE A NEW THING
name = "polychromic button-up shirt"
@@ -104,9 +51,6 @@
icon_state = "polysuit"
item_color = "polysuit"
item_state = "sl_suit"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#353535"
tertiary_color = "#353535"
@@ -117,9 +61,6 @@
icon_state = "polykilt"
item_color = "polykilt"
item_state = "kilt"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#F08080"
tertiary_color = "#808080"
@@ -130,9 +71,6 @@
icon_state = "polyskirt"
item_color = "polyskirt"
item_state = "rainbow"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#F08080"
tertiary_color = "#808080"
@@ -143,9 +81,6 @@
icon_state = "polyshorts"
item_color = "polyshorts"
item_state = "rainbow"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#353535" //RGB in hexcode
secondary_color = "#808080"
tertiary_color = "#808080"
@@ -156,9 +91,6 @@
icon_state = "polyjump"
item_color = "polyjump"
item_state = "rainbow"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#808080"
tertiary_color = "#FF3535"
@@ -169,8 +101,6 @@
icon_state = "polyshortpants"
item_color = "polyshortpants"
item_state = "rainbow"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = FALSE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#F08080"