/
airlock_painter.dm
468 lines (408 loc) · 15.9 KB
/
airlock_painter.dm
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/obj/item/airlock_painter
name = "airlock painter"
desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob."
desc_controls = "Alt-Click to remove the ink cartridge."
icon = 'icons/obj/objects.dmi'
icon_state = "paint_sprayer"
inhand_icon_state = "paint_sprayer"
worn_icon_state = "painter"
w_class = WEIGHT_CLASS_SMALL
custom_materials = list(/datum/material/iron=50, /datum/material/glass=50)
flags_1 = CONDUCT_1
item_flags = NOBLUDGEON
slot_flags = ITEM_SLOT_BELT
usesound = 'sound/effects/spray2.ogg'
/// The ink cartridge to pull charges from.
var/obj/item/toner/ink = null
/// The type path to instantiate for the ink cartridge the device initially comes with, eg. /obj/item/toner
var/initial_ink_type = /obj/item/toner
/// Associate list of all paint jobs the airlock painter can apply. The key is the name of the airlock the user will see. The value is the type path of the airlock
var/list/available_paint_jobs = list(
"Public" = /obj/machinery/door/airlock/public,
"Engineering" = /obj/machinery/door/airlock/engineering,
"Atmospherics" = /obj/machinery/door/airlock/atmos,
"Security" = /obj/machinery/door/airlock/security,
"Command" = /obj/machinery/door/airlock/command,
"Medical" = /obj/machinery/door/airlock/medical,
"Virology" = /obj/machinery/door/airlock/virology,
"Research" = /obj/machinery/door/airlock/research,
"Hydroponics" = /obj/machinery/door/airlock/hydroponics,
"Freezer" = /obj/machinery/door/airlock/freezer,
"Science" = /obj/machinery/door/airlock/science,
"Mining" = /obj/machinery/door/airlock/mining,
"Maintenance" = /obj/machinery/door/airlock/maintenance,
"External" = /obj/machinery/door/airlock/external,
"External Maintenance"= /obj/machinery/door/airlock/maintenance/external,
"Standard" = /obj/machinery/door/airlock
)
/obj/item/airlock_painter/Initialize(mapload)
. = ..()
ink = new initial_ink_type(src)
//This proc doesn't just check if the painter can be used, but also uses it.
//Only call this if you are certain that the painter will be used right after this check!
/obj/item/airlock_painter/proc/use_paint(mob/user)
if(can_use(user))
ink.charges--
playsound(src.loc, 'sound/effects/spray2.ogg', 50, TRUE)
return TRUE
else
return FALSE
//This proc only checks if the painter can be used.
//Call this if you don't want the painter to be used right after this check, for example
//because you're expecting user input.
/obj/item/airlock_painter/proc/can_use(mob/user)
if(!ink)
balloon_alert(user, "no cartridge!")
return FALSE
else if(ink.charges < 1)
balloon_alert(user, "out of ink!")
return FALSE
else
return TRUE
/obj/item/airlock_painter/suicide_act(mob/living/user)
var/obj/item/organ/internal/lungs/L = user.getorganslot(ORGAN_SLOT_LUNGS)
if(can_use(user) && L)
user.visible_message(span_suicide("[user] is inhaling toner from [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
use(user)
// Once you've inhaled the toner, you throw up your lungs
// and then die.
// Find out if there is an open turf in front of us,
// and if not, pick the turf we are standing on.
var/turf/T = get_step(get_turf(src), user.dir)
if(!isopenturf(T))
T = get_turf(src)
// they managed to lose their lungs between then and
// now. Good job.
if(!L)
return OXYLOSS
L.Remove(user)
// make some colorful reagent, and apply it to the lungs
L.create_reagents(10)
L.reagents.add_reagent(/datum/reagent/colorful_reagent, 10)
L.reagents.expose(L, TOUCH, 1)
// TODO maybe add some colorful vomit?
user.visible_message(span_suicide("[user] vomits out [user.p_their()] [L]!"))
playsound(user.loc, 'sound/effects/splat.ogg', 50, TRUE)
L.forceMove(T)
return (TOXLOSS|OXYLOSS)
else if(can_use(user) && !L)
user.visible_message(span_suicide("[user] is spraying toner on [user.p_them()]self from [src]! It looks like [user.p_theyre()] trying to commit suicide."))
user.reagents.add_reagent(/datum/reagent/colorful_reagent, 1)
user.reagents.expose(user, TOUCH, 1)
return TOXLOSS
else
user.visible_message(span_suicide("[user] is trying to inhale toner from [src]! It might be a suicide attempt if [src] had any toner."))
return SHAME
/obj/item/airlock_painter/examine(mob/user)
. = ..()
if(!ink)
. += span_notice("It doesn't have a toner cartridge installed.")
return
var/ink_level = "high"
if(ink.charges < 1)
ink_level = "empty"
else if((ink.charges/ink.max_charges) <= 0.25) //25%
ink_level = "low"
else if((ink.charges/ink.max_charges) > 1) //Over 100% (admin var edit)
ink_level = "dangerously high"
. += span_notice("Its ink levels look [ink_level].")
/obj/item/airlock_painter/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/toner))
if(ink)
to_chat(user, span_warning("[src] already contains \a [ink]!"))
return
if(!user.transferItemToLoc(W, src))
return
to_chat(user, span_notice("You install [W] into [src]."))
ink = W
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
else
return ..()
/obj/item/airlock_painter/AltClick(mob/user)
. = ..()
if(ink)
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
ink.forceMove(user.drop_location())
user.put_in_hands(ink)
to_chat(user, span_notice("You remove [ink] from [src]."))
ink = null
/obj/item/airlock_painter/decal
name = "decal painter"
desc = "An airlock painter, reprogramed to use a different style of paint in order to apply decals for floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed."
desc_controls = "Alt-Click to remove the ink cartridge."
icon = 'icons/obj/objects.dmi'
icon_state = "decal_sprayer"
inhand_icon_state = "decal_sprayer"
custom_materials = list(/datum/material/iron=50, /datum/material/glass=50)
initial_ink_type = /obj/item/toner/large
/// The current direction of the decal being printed
var/stored_dir = 2
/// The current color of the decal being printed.
var/stored_color = "yellow"
/// The current base icon state of the decal being printed.
var/stored_decal = "warningline"
/// The full icon state of the decal being printed.
var/stored_decal_total = "warningline"
/// The type path of the spritesheet being used for the frontend.
var/spritesheet_type = /datum/asset/spritesheet/decals // spritesheet containing previews
/// Does this printer implementation support custom colors?
var/supports_custom_color = FALSE
/// Current custom color
var/stored_custom_color
/// List of color options as list(user-friendly label, color value to return)
var/color_list = list(
list("Yellow", "yellow"),
list("Red", "red"),
list("White", "white"),
)
/// List of direction options as list(user-friendly label, dir value to return)
var/dir_list = list(
list("North", NORTH),
list("South", SOUTH),
list("East", EAST),
list("West", WEST),
)
/// List of decal options as list(user-friendly label, icon state base value to return)
var/decal_list = list(
list("Warning Line", "warningline"),
list("Warning Line Corner", "warninglinecorner"),
list("Caution Label", "caution"),
list("Directional Arrows", "arrows"),
list("Stand Clear Label", "stand_clear"),
list("Bot", "bot"),
list("Box", "box"),
list("Box Corner", "box_corners"),
list("Delivery Marker", "delivery"),
list("Warning Box", "warn_full"),
)
// These decals only have a south sprite.
var/nondirectional_decals = list(
"bot",
"box",
"delivery",
"warn_full",
)
/obj/item/airlock_painter/decal/Initialize(mapload)
. = ..()
stored_custom_color = stored_color
/obj/item/airlock_painter/decal/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity)
balloon_alert(user, "get closer!")
return
if(isfloorturf(target) && use_paint(user))
paint_floor(target)
/**
* Actually add current decal to the floor.
*
* Responsible for actually adding the element to the turf for maximum flexibility.area
* Can be overriden for different decal behaviors.
* Arguments:
* * target - The turf being painted to
*/
/obj/item/airlock_painter/decal/proc/paint_floor(turf/open/floor/target)
target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, stored_dir, null, null, alpha, color, null, FALSE, null)
/**
* Return the final icon_state for the given decal options
*
* Arguments:
* * decal - the selected decal base icon state
* * color - the selected color
* * dir - the selected dir
*/
/obj/item/airlock_painter/decal/proc/get_decal_path(decal, color, dir)
// Special case due to icon_state names
if(color == "yellow")
color = ""
return "[decal][color ? "_" : ""][color]"
/obj/item/airlock_painter/decal/proc/update_decal_path()
stored_decal_total = get_decal_path(stored_decal, stored_color, stored_dir)
/obj/item/airlock_painter/decal/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "DecalPainter", name)
ui.open()
/obj/item/airlock_painter/decal/ui_assets(mob/user)
. = ..()
. += get_asset_datum(spritesheet_type)
/obj/item/airlock_painter/decal/ui_static_data(mob/user)
. = ..()
var/datum/asset/spritesheet/icon_assets = get_asset_datum(spritesheet_type)
.["icon_prefix"] = "[icon_assets.name]32x32"
.["supports_custom_color"] = supports_custom_color
.["decal_list"] = list()
.["color_list"] = list()
.["dir_list"] = list()
.["nondirectional_decals"] = nondirectional_decals
for(var/decal in decal_list)
.["decal_list"] += list(list(
"name" = decal[1],
"decal" = decal[2],
))
for(var/color in color_list)
.["color_list"] += list(list(
"name" = color[1],
"color" = color[2],
))
for(var/dir in dir_list)
.["dir_list"] += list(list(
"name" = dir[1],
"dir" = dir[2],
))
/obj/item/airlock_painter/decal/ui_data(mob/user)
. = ..()
.["current_decal"] = stored_decal
.["current_color"] = stored_color
.["current_dir"] = stored_dir
.["current_custom_color"] = stored_custom_color
/obj/item/airlock_painter/decal/ui_act(action, list/params)
. = ..()
if(.)
return
switch(action)
//Lists of decals and designs
if("select decal")
var/selected_decal = params["decal"]
var/selected_dir = text2num(params["dir"])
stored_decal = selected_decal
stored_dir = selected_dir
if("select color")
var/selected_color = params["color"]
stored_color = selected_color
if("pick custom color")
if(supports_custom_color)
pick_painting_tool_color(usr, stored_custom_color)
update_decal_path()
. = TRUE
/obj/item/airlock_painter/decal/set_painting_tool_color(chosen_color)
. = ..()
stored_custom_color = chosen_color
stored_color = chosen_color
/datum/asset/spritesheet/decals
name = "floor_decals"
cross_round_cachable = TRUE
/// The floor icon used for blend_preview_floor()
var/preview_floor_icon = 'icons/turf/floors.dmi'
/// The floor icon state used for blend_preview_floor()
var/preview_floor_state = "floor"
/// The associated decal painter type to grab decals, colors, etc from.
var/obj/item/airlock_painter/decal/painter_type = /obj/item/airlock_painter/decal
/**
* Underlay an example floor for preview purposes, and return the new icon.
*
* Arguments:
* * decal - the decal to place over the example floor tile
*/
/datum/asset/spritesheet/decals/proc/blend_preview_floor(icon/decal)
var/icon/final = icon(preview_floor_icon, preview_floor_state)
final.Blend(decal, ICON_OVERLAY)
return final
/**
* Insert a specific state into the spritesheet.
*
* Arguments:
* * decal - the given decal base state.
* * dir - the given direction.
* * color - the given color.
*/
/datum/asset/spritesheet/decals/proc/insert_state(decal, dir, color)
// Special case due to icon_state names
var/icon_state_color = color == "yellow" ? "" : color
var/icon/final = blend_preview_floor(icon('icons/turf/decals.dmi', "[decal][icon_state_color ? "_" : ""][icon_state_color]", dir))
Insert("[decal]_[dir]_[color]", final)
/datum/asset/spritesheet/decals/create_spritesheets()
// Must actually create because initial(type) doesn't work for /lists for some reason.
var/obj/item/airlock_painter/decal/painter = new painter_type()
for(var/list/decal in painter.decal_list)
for(var/list/dir in painter.dir_list)
for(var/list/color in painter.color_list)
insert_state(decal[2], dir[2], color[2])
if(painter.supports_custom_color)
insert_state(decal[2], dir[2], "custom")
qdel(painter)
/obj/item/airlock_painter/decal/debug
name = "extreme decal painter"
icon_state = "decal_sprayer_ex"
initial_ink_type = /obj/item/toner/extreme
/obj/item/airlock_painter/decal/tile
name = "tile sprayer"
desc = "An airlock painter, reprogramed to use a different style of paint in order to spray colors on floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed."
desc_controls = "Alt-Click to remove the ink cartridge."
icon_state = "tile_sprayer"
stored_dir = 2
stored_color = "#D4D4D432"
stored_decal = "tile_corner"
spritesheet_type = /datum/asset/spritesheet/decals/tiles
supports_custom_color = TRUE
// Colors can have a an alpha component as RGBA, or just be RGB and use default alpha
color_list = list(
list("Neutral", "#D4D4D432"),
list("Dark", "#0e0f0f"),
list("Bar Burgundy", "#79150082"),
list("Sec Red", "#DE3A3A"),
list("Cargo Brown", "#A46106"),
list("Engi Yellow", "#EFB341"),
list("Service Green", "#9FED58"),
list("Med Blue", "#52B4E9"),
list("R&D Purple", "#D381C9"),
)
decal_list = list(
list("Corner", "tile_corner"),
list("Half", "tile_half_contrasted"),
list("Opposing Corners", "tile_opposing_corners"),
list("3 Corners", "tile_anticorner_contrasted"),
list("4 Corners", "tile_fourcorners"),
list("Trimline Corner", "trimline_corner_fill"),
list("Trimline Fill", "trimline_fill"),
list("Trimline Fill L", "trimline_fill__8"), // This is a hack that lives in the spritesheet builder and paint_floor
list("Trimline End", "trimline_end_fill"),
list("Trimline Box", "trimline_box_fill"),
)
nondirectional_decals = list(
"tile_fourcorners",
"trimline_box_fill",
)
/// Regex to split alpha out.
var/static/regex/rgba_regex = new(@"(#[0-9a-fA-F]{6})([0-9a-fA-F]{2})")
/// Default alpha for /obj/effect/turf_decal/tile
var/default_alpha = 110
/obj/item/airlock_painter/decal/tile/paint_floor(turf/open/floor/target)
// Account for 8-sided decals.
var/source_decal = stored_decal
var/source_dir = stored_dir
if(copytext(stored_decal, -3) == "__8")
source_decal = splicetext(stored_decal, -3, 0, "")
source_dir = turn(stored_dir, 45)
var/decal_color = stored_color
var/decal_alpha = default_alpha
// Handle the RGBA case.
if(rgba_regex.Find(decal_color))
decal_color = rgba_regex.group[1]
decal_alpha = text2num(rgba_regex.group[2], 16)
target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', source_decal, source_dir, null, null, decal_alpha, decal_color, null, FALSE, null)
/datum/asset/spritesheet/decals/tiles
name = "floor_tile_decals"
painter_type = /obj/item/airlock_painter/decal/tile
/datum/asset/spritesheet/decals/tiles/insert_state(decal, dir, color)
// Account for 8-sided decals.
var/source_decal = decal
var/source_dir = dir
if(copytext(decal, -3) == "__8")
source_decal = splicetext(decal, -3, 0, "")
source_dir = turn(dir, 45)
// Handle the RGBA case.
var/obj/item/airlock_painter/decal/tile/tile_type = painter_type
var/render_color = color
var/render_alpha = initial(tile_type.default_alpha)
if(tile_type.rgba_regex.Find(color))
render_color = tile_type.rgba_regex.group[1]
render_alpha = text2num(tile_type.rgba_regex.group[2], 16)
var/icon/colored_icon = icon('icons/turf/decals.dmi', source_decal, dir=source_dir)
colored_icon.ChangeOpacity(render_alpha * 0.008)
if(color == "custom")
// Do a fun rainbow pattern to stand out while still being static.
colored_icon.Blend(icon('icons/effects/random_spawners.dmi', "rainbow"), ICON_MULTIPLY)
else
colored_icon.Blend(render_color, ICON_MULTIPLY)
colored_icon = blend_preview_floor(colored_icon)
Insert("[decal]_[dir]_[replacetext(color, "#", "")]", colored_icon)