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GS13NG/code/game/machinery/colormate.dm
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2021-09-28 22:03:17 -03:00

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/obj/machinery/gear_painter
name = "\improper Color Mate"
desc = "A machine to give your apparel a fresh new color! Recommended to use with white items for best results."
icon = 'icons/obj/vending.dmi'
icon_state = "colormate"
density = TRUE
anchored = TRUE
circuit = /obj/item/circuitboard/machine/colormate
var/atom/movable/inserted
var/activecolor = "#FFFFFF"
var/list/color_matrix_last
var/matrix_mode = FALSE
/// Allow holder'd mobs
var/allow_mobs = TRUE
/// Minimum lightness for normal mode
var/minimum_normal_lightness = 50
/// Minimum lightness for matrix mode, tested using 4 test colors of full red, green, blue, white.
var/minimum_matrix_lightness = 75
/// Minimum matrix tests that must pass for something to be considered a valid color (see above)
var/minimum_matrix_tests = 2
var/list/allowed_types = list(
/obj/item/clothing,
/obj/item/storage/backpack,
/obj/item/storage/belt
)
/// Temporary messages
var/temp
/obj/machinery/gear_painter/Initialize(mapload)
. = ..()
color_matrix_last = list(
1, 0, 0,
0, 1, 0,
0, 0, 1,
0, 0, 0
)
/obj/machinery/gear_painter/update_icon_state()
if(panel_open)
icon_state = "colormate_open"
else if(!is_operational())
icon_state = "colormate_off"
else if(inserted)
icon_state = "colormate_active"
else
icon_state = "colormate"
/obj/machinery/gear_painter/Destroy()
if(inserted) //please i beg you do not drop nulls
inserted.forceMove(drop_location())
return ..()
/obj/machinery/gear_painter/attackby(obj/item/I, mob/living/user)
if(inserted)
to_chat(user, "<span class='warning'>The machine is already loaded.</span>")
return
if(default_deconstruction_screwdriver(user, "colormate_open", "colormate", I))
return
if(default_deconstruction_crowbar(I))
return
if(default_unfasten_wrench(user, I, 40))
return
if(user.a_intent == INTENT_HARM)
return ..()
if(allow_mobs && istype(I, /obj/item/clothing/head/mob_holder))
var/obj/item/clothing/head/mob_holder/H = I
var/mob/victim = H.held_mob
if(!user.transferItemToLoc(I, src))
to_chat(user, "<span class='warning'>[I] is stuck to your hand!</span>")
return
if(!QDELETED(H))
H.release()
insert_mob(victim, user)
temp = "[victim] has been inserted."
SStgui.update_uis(src)
if(is_type_in_list(I, allowed_types) && is_operational())
if(!user.transferItemToLoc(I, src))
to_chat(user, "<span class='warning'>[I] is stuck to your hand!</span>")
return
if(QDELETED(I))
return
user.visible_message("<span class='notice'>[user] inserts [I] into [src]'s receptable.</span>")
inserted = I
update_icon()
temp = "[I] has been inserted."
SStgui.update_uis(src)
else
return ..()
/obj/machinery/gear_painter/proc/insert_mob(mob/victim, mob/user)
if(inserted)
return
if(user)
visible_message("<span class='warning'>[user] stuffs [victim] into [src]!</span>")
inserted = victim
inserted.forceMove(src)
/obj/machinery/gear_painter/AllowDrop()
return FALSE
/obj/machinery/gear_painter/handle_atom_del(atom/movable/AM)
if(AM == inserted)
inserted = null
return ..()
/obj/machinery/gear_painter/AltClick(mob/user)
. = ..()
drop_item()
/obj/machinery/gear_painter/proc/drop_item()
if(!usr.CanReach(src))
return
if(!inserted)
return
to_chat(usr, "<span class='notice'>You remove [inserted] from [src]")
inserted.forceMove(drop_location())
var/mob/living/user = usr
if(istype(user))
user.put_in_hands(inserted)
inserted = null
update_icon()
SStgui.update_uis(src)
/obj/machinery/gear_painter/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "Colormate", src.name)
ui.set_autoupdate(FALSE) //This might be a bit intensive, better to not update it every few ticks
ui.open()
/obj/machinery/gear_painter/ui_data(mob/user)
. = list()
.["matrixactive"] = matrix_mode
.["matrixcolors"] = list(
"rr" = color_matrix_last[1],
"rg" = color_matrix_last[2],
"rb" = color_matrix_last[3],
"gr" = color_matrix_last[4],
"gg" = color_matrix_last[5],
"gb" = color_matrix_last[6],
"br" = color_matrix_last[7],
"bg" = color_matrix_last[8],
"bb" = color_matrix_last[9],
"cr" = color_matrix_last[10],
"cg" = color_matrix_last[11],
"cb" = color_matrix_last[12]
)
if(temp)
.["temp"] = temp
if(inserted)
.["item"] = list()
.["item"]["name"] = inserted.name
.["item"]["sprite"] = icon2base64(getFlatIcon(inserted,defdir=SOUTH,no_anim=TRUE))
.["item"]["preview"] = icon2base64(build_preview())
else
.["item"] = null
/obj/machinery/gear_painter/ui_act(action, params)
. = ..()
if(.)
return
if(inserted)
switch(action)
if("switch_modes")
matrix_mode = text2num(params["mode"])
return TRUE
if("choose_color")
var/chosen_color = input(usr, "Choose a color: ", "Colormate color picking", activecolor) as color|null
if(chosen_color)
activecolor = chosen_color
return TRUE
if("paint")
if(!check_valid_color(activecolor, usr))
return TRUE
inserted.add_atom_colour(activecolor, FIXED_COLOUR_PRIORITY)
playsound(src, 'sound/effects/spray3.ogg', 50, 1)
temp = "Painted Successfully!"
return TRUE
if("drop")
temp = "Ejected \the [inserted]!"
drop_item()
return TRUE
if("clear")
inserted.remove_atom_colour(FIXED_COLOUR_PRIORITY)
playsound(src, 'sound/effects/spray3.ogg', 50, 1)
temp = "Cleared Successfully!"
return TRUE
if("set_matrix_color")
color_matrix_last[params["color"]] = params["value"]
return TRUE
if("matrix_paint")
var/list/cm = rgb_construct_color_matrix(
text2num(color_matrix_last[1]),
text2num(color_matrix_last[2]),
text2num(color_matrix_last[3]),
text2num(color_matrix_last[4]),
text2num(color_matrix_last[5]),
text2num(color_matrix_last[6]),
text2num(color_matrix_last[7]),
text2num(color_matrix_last[8]),
text2num(color_matrix_last[9]),
text2num(color_matrix_last[10]),
text2num(color_matrix_last[11]),
text2num(color_matrix_last[12])
)
if(!check_valid_color(cm, usr))
return TRUE
inserted.add_atom_colour(cm, FIXED_COLOUR_PRIORITY)
playsound(src, 'sound/effects/spray3.ogg', 50, 1)
temp = "Matrix Painted Successfully!"
return TRUE
/// Produces the preview image of the item, used in the UI, the way the color is not stacking is a sin.
/obj/machinery/gear_painter/proc/build_preview()
if(inserted) //sanity
if(matrix_mode)
var/list/cm = rgb_construct_color_matrix(
text2num(color_matrix_last[1]),
text2num(color_matrix_last[2]),
text2num(color_matrix_last[3]),
text2num(color_matrix_last[4]),
text2num(color_matrix_last[5]),
text2num(color_matrix_last[6]),
text2num(color_matrix_last[7]),
text2num(color_matrix_last[8]),
text2num(color_matrix_last[9]),
text2num(color_matrix_last[10]),
text2num(color_matrix_last[11]),
text2num(color_matrix_last[12])
)
if(!check_valid_color(cm, usr))
temp = "Failed to generate preview: Invalid color!"
return getFlatIcon(inserted, defdir=SOUTH, no_anim=TRUE)
var/cur_color = inserted.color
inserted.color = null
inserted.color = cm
var/icon/preview = getFlatIcon(inserted, defdir=SOUTH, no_anim=TRUE)
inserted.color = cur_color
. = preview
else
if(!check_valid_color(activecolor, usr))
temp = "Failed to generate preview: Invalid color!"
return getFlatIcon(inserted, defdir=SOUTH, no_anim=TRUE)
var/cur_color = inserted.color
inserted.color = null
inserted.color = activecolor
var/icon/preview = getFlatIcon(inserted, defdir=SOUTH, no_anim=TRUE)
inserted.color = cur_color
. = preview
/obj/machinery/gear_painter/proc/check_valid_color(list/cm, mob/user)
if(!islist(cm)) // normal
var/list/HSV = ReadHSV(RGBtoHSV(cm))
if(HSV[3] < minimum_normal_lightness)
temp = "[cm] is far too dark (min lightness [minimum_normal_lightness]!"
return FALSE
return TRUE
else // matrix
// We test using full red, green, blue, and white
// A predefined number of them must pass to be considered valid
var/passed = 0
#define COLORTEST(thestring, thematrix) passed += (ReadHSV(RGBtoHSV(RGBMatrixTransform(thestring, thematrix)))[3] >= minimum_matrix_lightness)
COLORTEST("FF0000", cm)
COLORTEST("00FF00", cm)
COLORTEST("0000FF", cm)
COLORTEST("FFFFFF", cm)
#undef COLORTEST
if(passed < minimum_matrix_tests)
temp = "[english_list(color)] is not allowed (passed [passed] out of 4, minimum [minimum_matrix_tests], minimum lightness [minimum_matrix_lightness])."
return FALSE
return TRUE