Files
ec22fccc6a TGUI Faction Select (#21737)
## Description
Hello! First PR here so I figured I'd do a big one ~~and stress out the
maintainers as quickly as possible~~. :)

While going through the process of creating a character the 'faction
select' UI stuck out to me as *functional*, but difficult to parse
visually and pretty dated looking by modern SS13 standards. (Not too
bad, but you know what I mean)
The new version is realistically *bit* too flashy for what it is (a
single-use interface hidden away in the character creation menu), but it
was very good practise for me to get back into DM/TGUI programming so it
works out either way.

I'm very happy to implement any feedback or suggested changes that could
help improve it.

## Actual Description
This PR replaces the old HTML 'faction select' interface with a new TGUI
one, and also cleans up and fixes some adjacent code I bumped into while
working on it.

A couple of notes about the current version:
* The 'Citizenship Check' line is currently non-functional and will
always show a checkmark. I know a lot of the corporations have specific
backgrounds/origins they won't hire people from, but I wasn't sure where
exactly that's enforced in code, if at all.
(I noticed `/datum/faction` has a `blacklisted_citizenship_types`
variable, but it's currently unused.)
* De-adminning or changing species doesn't immediately update the UI to
reflect the changes, you have to click on something new to trigger an
update manually. This doesn't have any actual consequences since I made
sure to sanitise everything, but it is a visual thing.

## Screenshots

<details><summary><b>Collapsed so it doesn't take up so much
room:</b></summary>

### Before
<img width="752" height="482" alt="xziPCYXbkn"
src="https://github.com/user-attachments/assets/334e0609-c2e3-4a33-92ad-15120b78ab35"
/>

### After
<img width="900" height="645" alt="NT"
src="https://github.com/user-attachments/assets/476702c7-c83c-4fee-a2cd-34d912468903"
/>

### Unathi attempting to join Zeng-Hu (Button disabled)
<img width="900" height="645" alt="Unathi fail"
src="https://github.com/user-attachments/assets/c5a256c1-5531-4cbe-8198-27411c1aab9a"
/>

### Faction Pages
<details><summary><b>Stellar Corporate Conglomerate</b></summary>
<img width="900" height="645" alt="SCC"
src="https://github.com/user-attachments/assets/6e8bdb64-a220-41d4-a503-1268f9f93a30"
/>

</details>
<details><summary><b>Nanotrasen</b></summary>
<img width="900" height="645" alt="NT"
src="https://github.com/user-attachments/assets/1ff107b5-7b3e-40e2-8f86-390ce29e165b"
/>

</details>
<details><summary><b>Hephaestus Industries</b></summary>
<img width="900" height="645" alt="HI"
src="https://github.com/user-attachments/assets/6fc23159-990d-4de2-9745-827e11ca0442"
/>

</details>
<details><summary><b>Idris Incorporated</b></summary>
<img width="900" height="645" alt="II"
src="https://github.com/user-attachments/assets/366a9824-81f1-4dd1-b385-4fa3968e39e0"
/>

</details>
<details><summary><b>Orion Express</b></summary>
<img width="900" height="645" alt="OE"
src="https://github.com/user-attachments/assets/5588f0fe-d6c3-44b4-8297-cca4ed991bd8"
/>

</details>
<details><summary><b>Private Military Contracting Group</b></summary>
<img width="900" height="645" alt="PMCG"
src="https://github.com/user-attachments/assets/a3dc6540-bfde-4fb2-939d-11e066b1e316"
/>

</details>
<details><summary><b>Zavodskoi Interstellar</b></summary>
<img width="900" height="645" alt="ZI"
src="https://github.com/user-attachments/assets/a8c2c33d-7138-4164-a9f1-6a2dc3eb3e61"
/>

</details>
<details><summary><b>Zeng-Hu Pharmaceuticals</b></summary>
<img width="900" height="645" alt="ZHP"
src="https://github.com/user-attachments/assets/4535ba80-efcb-4e50-9396-299bc16db2b5"
/>

</details>
<details><summary><b>Independent</b></summary>
<img width="900" height="645" alt="Independent"
src="https://github.com/user-attachments/assets/dcf7b46c-edce-4104-a4f5-000479a9f963"
/>

</details>
<hr>
</details>

## Changelog
- rscadd: "Revamped the 'Faction Select' UI in the occupation menu of
character setup."
- bugfix: "Fixed changing species in character setup not resetting your
faction if it became invalid."
  - Not player-facing:
- Fixed the TGUI dev server not working by bumping up the 'source-map'
version. You still have to manually refresh the interface with Ctrl+R or
Ctrl+F5 but it actually links now.
- Added a `wiki_page` variable to each faction to allow for it to be
manually set rather than being exclusively based on the name. (Mostly
just futureproofing)
- Added some line breaks to the faction descriptions to make them more
easily readable.

---------

Signed-off-by: SabreML <57483089+SabreML@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-01-26 23:39:22 +00:00

1051 lines
43 KiB
Plaintext

GLOBAL_LIST_INIT(valid_bloodtypes, list(
"A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-",
"SBS" // Synthetic Blood Substitute. Intended for heavily augmented characters.
// Sanitized below, removed if character is not augmented enough.
))
/datum/preferences
var/equip_preview_mob = EQUIP_PREVIEW_ALL
/datum/category_item/player_setup_item/general/body
name = "Body"
sort_order = 3
/datum/category_item/player_setup_item/general/body/load_character(var/savefile/S)
S["hair_red"] >> pref.r_hair
S["hair_green"] >> pref.g_hair
S["hair_blue"] >> pref.b_hair
S["facial_red"] >> pref.r_facial
S["facial_green"] >> pref.g_facial
S["facial_blue"] >> pref.b_facial
S["grad_red"] >> pref.r_grad
S["grad_green"] >> pref.g_grad
S["grad_blue"] >> pref.b_grad
S["skin_tone"] >> pref.s_tone
S["skin_red"] >> pref.r_skin
S["skin_green"] >> pref.g_skin
S["skin_blue"] >> pref.b_skin
S["tail_style_name"] >> pref.tail_style
S["hair_style_name"] >> pref.h_style
S["facial_style_name"] >> pref.f_style
S["grad_style_name"] >> pref.g_style
S["eyes_red"] >> pref.r_eyes
S["eyes_green"] >> pref.g_eyes
S["eyes_blue"] >> pref.b_eyes
S["b_type"] >> pref.b_type
S["disabilities"] >> pref.disabilities
S["organ_data"] >> pref.organ_data
S["rlimb_data"] >> pref.rlimb_data
S["body_markings"] >> pref.body_markings
/datum/category_item/player_setup_item/general/body/save_character(var/savefile/S)
S["hair_red"] << pref.r_hair
S["hair_green"] << pref.g_hair
S["hair_blue"] << pref.b_hair
S["facial_red"] << pref.r_facial
S["facial_green"] << pref.g_facial
S["facial_blue"] << pref.b_facial
S["grad_red"] << pref.r_grad
S["grad_green"] << pref.g_grad
S["grad_blue"] << pref.b_grad
S["skin_tone"] << pref.s_tone
S["skin_red"] << pref.r_skin
S["skin_green"] << pref.g_skin
S["skin_blue"] << pref.b_skin
S["tail_style_name"] << pref.tail_style
S["hair_style_name"] << pref.h_style
S["facial_style_name"] << pref.f_style
S["grad_style_name"] << pref.g_style
S["eyes_red"] << pref.r_eyes
S["eyes_green"] << pref.g_eyes
S["eyes_blue"] << pref.b_eyes
S["b_type"] << pref.b_type
S["disabilities"] << pref.disabilities
S["organ_data"] << pref.organ_data
S["rlimb_data"] << pref.rlimb_data
S["body_markings"] << pref.body_markings
S["bgstate"] << pref.bgstate
/datum/category_item/player_setup_item/general/body/gather_load_query()
return list(
"ss13_characters" = list(
"vars" = list(
"hair_colour",
"facial_colour",
"grad_colour",
"skin_tone" = "s_tone",
"skin_colour",
"tail_style",
"hair_style" = "h_style",
"facial_style" = "f_style",
"gradient_style" = "g_style",
"eyes_colour",
"b_type",
"disabilities",
"organs_data" = "organ_data",
"organs_robotic" = "rlimb_data",
"body_markings",
"bgstate"
),
"args" = list("id")
)
)
/datum/category_item/player_setup_item/general/body/gather_load_parameters()
return list("id" = pref.current_character)
/datum/category_item/player_setup_item/general/body/gather_save_query()
return list(
"ss13_characters" = list(
"hair_colour",
"facial_colour",
"grad_colour",
"skin_tone",
"skin_colour",
"tail_style",
"hair_style",
"facial_style",
"gradient_style",
"eyes_colour",
"b_type",
"disabilities",
"organs_data",
"organs_robotic",
"body_markings",
"bgstate",
"id" = 1,
"ckey" = 1
)
)
/datum/category_item/player_setup_item/general/body/gather_save_parameters()
return list(
"hair_colour" = rgb(pref.r_hair, pref.g_hair, pref.b_hair),
"facial_colour" = rgb(pref.r_facial, pref.g_facial, pref.b_facial),
"grad_colour" = rgb(pref.r_grad, pref.g_grad, pref.b_grad),
"skin_tone" = pref.s_tone,
"skin_colour" = rgb(pref.r_skin, pref.g_skin, pref.b_skin),
"tail_style" = pref.tail_style,
"hair_style" = pref.h_style,
"facial_style" = pref.f_style,
"gradient_style"= pref.g_style,
"eyes_colour" = rgb(pref.r_eyes, pref.g_eyes, pref.b_eyes),
"b_type" = pref.b_type,
"disabilities" = json_encode(pref.disabilities),
"organs_data" = list2params(pref.organ_data),
"organs_robotic"= list2params(pref.rlimb_data),
"body_markings" = json_encode(pref.body_markings),
"id" = pref.current_character,
"bgstate" = pref.bgstate,
"ckey" = pref.client.ckey
)
/datum/category_item/player_setup_item/general/body/sanitize_character(var/sql_load = 0)
if (sql_load)
pref.hair_colour = sanitize_hexcolor(pref.hair_colour)
pref.r_hair = GetRedPart(pref.hair_colour)
pref.g_hair = GetGreenPart(pref.hair_colour)
pref.b_hair = GetBluePart(pref.hair_colour)
pref.facial_colour = sanitize_hexcolor(pref.facial_colour)
pref.r_facial = GetRedPart(pref.facial_colour)
pref.g_facial = GetGreenPart(pref.facial_colour)
pref.b_facial = GetBluePart(pref.facial_colour)
pref.grad_colour = sanitize_hexcolor(pref.grad_colour)
pref.r_grad = GetRedPart(pref.grad_colour)
pref.g_grad = GetGreenPart(pref.grad_colour)
pref.b_grad = GetBluePart(pref.grad_colour)
pref.s_tone = text2num(pref.s_tone)
pref.skin_colour = sanitize_hexcolor(pref.skin_colour)
pref.r_skin = GetRedPart(pref.skin_colour)
pref.g_skin = GetGreenPart(pref.skin_colour)
pref.b_skin = GetBluePart(pref.skin_colour)
pref.skin_colour = sanitize_hexcolor(pref.skin_colour)
pref.r_eyes = GetRedPart(pref.eyes_colour)
pref.g_eyes = GetGreenPart(pref.eyes_colour)
pref.b_eyes = GetBluePart(pref.eyes_colour)
if (istext(pref.organ_data))
pref.organ_data = params2list(pref.organ_data)
if (istext(pref.rlimb_data))
pref.rlimb_data = params2list(pref.rlimb_data)
if (istext(pref.body_markings))
var/before = pref.body_markings
try
pref.body_markings = json_decode(pref.body_markings)
catch (var/exception/e)
LOG_DEBUG("BODY MARKINGS: Caught [e]. Initial value: [before]")
pref.body_markings = list()
if (istext(pref.disabilities))
var/before = pref.disabilities
try
pref.disabilities = json_decode(pref.disabilities)
catch (var/exception/e)
LOG_DEBUG("DISABILITIES: Caught [e]. Initial value: [before]")
pref.disabilities = list()
var/datum/species/mob_species = GLOB.all_species[pref.species]
pref.r_hair = sanitize_integer(pref.r_hair, 0, 255, initial(pref.r_hair))
pref.g_hair = sanitize_integer(pref.g_hair, 0, 255, initial(pref.g_hair))
pref.b_hair = sanitize_integer(pref.b_hair, 0, 255, initial(pref.b_hair))
pref.r_facial = sanitize_integer(pref.r_facial, 0, 255, initial(pref.r_facial))
pref.g_facial = sanitize_integer(pref.g_facial, 0, 255, initial(pref.g_facial))
pref.b_facial = sanitize_integer(pref.b_facial, 0, 255, initial(pref.b_facial))
pref.s_tone = sanitize_integer(pref.s_tone, -mob_species.upper_skin_tone_bound + 35, -mob_species.lower_skin_tone_bound + 35, initial(pref.s_tone))
pref.r_skin = sanitize_integer(pref.r_skin, 0, 255, initial(pref.r_skin))
pref.g_skin = sanitize_integer(pref.g_skin, 0, 255, initial(pref.g_skin))
pref.b_skin = sanitize_integer(pref.b_skin, 0, 255, initial(pref.b_skin))
pref.tail_style = sanitize_inlist(pref.tail_style, mob_species.selectable_tails, mob_species.tail)
pref.h_style = sanitize_inlist(pref.h_style, GLOB.hair_styles_list, initial(pref.h_style))
pref.f_style = sanitize_inlist(pref.f_style, GLOB.facial_hair_styles_list, initial(pref.f_style))
pref.g_style = sanitize_inlist(pref.g_style, GLOB.hair_gradient_styles_list, initial(pref.g_style))
pref.r_eyes = sanitize_integer(pref.r_eyes, 0, 255, initial(pref.r_eyes))
pref.g_eyes = sanitize_integer(pref.g_eyes, 0, 255, initial(pref.g_eyes))
pref.b_eyes = sanitize_integer(pref.b_eyes, 0, 255, initial(pref.b_eyes))
pref.b_type = sanitize_text(pref.b_type, initial(pref.b_type))
if (!pref.organ_data || !islist(pref.organ_data))
pref.organ_data = list()
if (!pref.rlimb_data || !islist(pref.rlimb_data))
pref.rlimb_data = list()
if (!pref.body_markings || !islist(pref.body_markings))
pref.body_markings = list()
if (!pref.disabilities || !islist(pref.disabilities))
pref.disabilities = list()
if(!pref.bgstate || !(pref.bgstate in list_values(pref.bgstate_options)))
pref.bgstate = "plain_black"
// Synthetic Blood Substitute checks.
if((pref.b_type == "SBS") && ((length(pref.organ_data) + length(pref.rlimb_data)) < 8))
to_chat(pref.client, SPAN_WARNING("Synthetic Blood Substitute (SBS) is intended for heavily augmented characters. To pick it, you must have at least eight augmented limbs or organs. Resetting blood type..."))
pref.b_type = initial(pref.b_type)
/datum/category_item/player_setup_item/general/body/content(var/mob/user)
var/list/out = list()
var/datum/species/mob_species = GLOB.all_species[pref.species]
out += "<table><tr style='vertical-align:top'><td><b>Body</b> "
out += "(<a href='byond://?src=[REF(src)];random=1'>&reg;</A>)"
out += "<br>"
out += "Species: <a href='byond://?src=[REF(src)];show_species=1'>[pref.species]</a><br>"
out += "Blood Type: <a href='byond://?src=[REF(src)];blood_type=1'>[pref.b_type]</a><br>"
if(has_flag(mob_species, HAS_SKIN_TONE))
out += "Skin Tone: <a href='byond://?src=[REF(src)];skin_tone=1'>[-pref.s_tone + 35]/[mob_species.upper_skin_tone_bound]</a><br>"
out += "Disabilities: <a href='byond://?src=[REF(src)];trait_add=1'>Adjust</a><br>"
for(var/M in pref.disabilities)
out += " [M] <a href='byond://?src=[REF(src)];trait_remove=[M]'>-</a><br>"
out += "Limbs: <a href='byond://?src=[REF(src)];limbs=1'>Adjust</a><br>"
if(length(mob_species.alterable_internal_organs))
out += "Internal Organs: <a href='byond://?src=[REF(src)];organs=1'>Adjust</a><br>"
for(var/organ in pref.organ_data)
var/output_pref = pref.organ_data[organ]
if(!pref.organ_data[organ])
output_pref = "Default"
out += "- <b>[capitalize_first_letters(organ)]</b>: [capitalize(output_pref)] <br>"
out += "Prosthesis/Amputations: <a href='byond://?src=[REF(src)];reset_organs=1'>Reset</a><br>"
//display limbs below
if(length(pref.organ_data))
out += "<ul>"
for(var/name in pref.organ_data)
var/status = pref.organ_data[name]
var/organ_name = name
if(status == ORGAN_PREF_CYBORG)
var/datum/robolimb/R
if(pref.rlimb_data[name] && GLOB.all_robolimbs[pref.rlimb_data[name]])
R = GLOB.all_robolimbs[pref.rlimb_data[name]]
else
R = GLOB.basic_robolimb
out += "<li>- [R.company] [capitalize_first_letters(parse_zone(organ_name))] Prosthesis</li>"
else if(status == ORGAN_PREF_AMPUTATED)
out += "<li>- Amputated [capitalize_first_letters(parse_zone(organ_name))]</li>"
else if(status == ORGAN_PREF_MECHANICAL)
var/datum/robolimb/R
if(pref.rlimb_data[name] && GLOB.all_robolimbs[pref.rlimb_data[name]])
R = GLOB.all_robolimbs[pref.rlimb_data[name]]
else
R = GLOB.basic_robolimb
out += "<li>- [R.company] Mechanical [capitalize_first_letters(parse_zone(organ_name))]</li>"
else if(status == ORGAN_PREF_NYMPH)
out += "<li>- Diona Nymph [capitalize_first_letters(parse_zone(organ_name))]</li>"
else if(status == ORGAN_PREF_ASSISTED)
switch(organ_name)
if(BP_HEART)
out += "<li>- Pacemaker-Assisted [capitalize_first_letters(parse_zone(organ_name))]</li>"
if("voicebox") //on adding voiceboxes for speaking skrell/similar replacements
out += "<li>- Surgically Altered [capitalize_first_letters(parse_zone(organ_name))]</li>"
if(BP_EYES)
out += "<li>- Retinal Overlayed [capitalize_first_letters(parse_zone(organ_name))]</li>"
if(BP_BRAIN)
out += "<li>- Pseudoneuron-Assisted [capitalize_first_letters(parse_zone(organ_name))]</li>"
else
out += "<li>- Mechanically Assisted [capitalize_first_letters(parse_zone(organ_name))]</li>"
else if(status == ORGAN_PREF_REMOVED)
out += "<li>- Removed [capitalize_first_letters(parse_zone(organ_name))]</li>"
if(length(pref.organ_data))
out += "</ul><br><br>"
else
out += "<br><br>"
out += "</td><td><b>Preview</b>"
out += "<br><a href='byond://?src=[REF(src)];cycle_bg=1'>Cycle Background</a>"
out += "<br><a href='byond://?src=[REF(src)];select_bg=1'>Select Background</a>"
out += "<br><a href='byond://?src=[REF(src)];set_preview_scale=1'>Set Preview Scale - [pref.scale_x] - [pref.scale_y]</a>"
out += "<br><a href='byond://?src=[REF(src)];toggle_preview_value=[EQUIP_PREVIEW_LOADOUT]'>[pref.equip_preview_mob & EQUIP_PREVIEW_LOADOUT ? "Hide loadout" : "Show loadout"]</a>"
out += "<br><a href='byond://?src=[REF(src)];toggle_preview_value=[EQUIP_PREVIEW_JOB]'>[pref.equip_preview_mob & EQUIP_PREVIEW_JOB ? "Hide job gear" : "Show job gear"]</a>"
out += "<br><a href='byond://?src=[REF(src)];toggle_preview_value=[EQUIP_PREVIEW_JOB_HAT]'>[pref.equip_preview_mob & EQUIP_PREVIEW_JOB_HAT ? "Hide hat" : "Show hat"]</a>"
out += "<br><a href='byond://?src=[REF(src)];toggle_preview_value=[EQUIP_PREVIEW_JOB_UNIFORM]'>[pref.equip_preview_mob & EQUIP_PREVIEW_JOB_UNIFORM ? "Hide uniform" : "Show uniform"]</a>"
out += "<br><a href='byond://?src=[REF(src)];toggle_preview_value=[EQUIP_PREVIEW_JOB_SUIT]'>[pref.equip_preview_mob & EQUIP_PREVIEW_JOB_SUIT ? "Hide suit" : "Show suit"]</a>"
out += "<br><a href='byond://?src=[REF(src)];toggle_preview_value=[EQUIP_PREVIEW_CUSTOM_ITEMS]'>[pref.equip_preview_mob & EQUIP_PREVIEW_CUSTOM_ITEMS ? "Hide custom items" : "Show custom items"]</a>"
out += "</td></tr></table>"
var/tail_spacing = FALSE
if(length(mob_species.selectable_tails))
out += "<b>Tail</b><br>"
out += "<a href='byond://?src=[REF(src)];tail_style=1'>[pref.tail_style ? "Style: [pref.tail_style]" : "Style: None"]</a><br>"
tail_spacing = TRUE
out += "[tail_spacing ? "<br>" : ""]<b>Hair</b><br>"
if(has_flag(mob_species, HAS_HAIR_COLOR))
out += "<a href='byond://?src=[REF(src)];hair_color=1'>Change Color</a> [HTML_RECT(rgb(pref.r_hair, pref.g_hair, pref.b_hair))] "
out += " Style: " \
+ "<a href='byond://?src=[REF(src)];previous_hair_style=1'> < </a>" \
+ "<a href='byond://?src=[REF(src)];next_hair_style=1'> > </a>" \
+ "<a href='byond://?src=[REF(src)];hair_style=1'>[pref.h_style]</a><br>"
out += "<br><b>Facial</b><br>"
if(has_flag(mob_species, HAS_HAIR_COLOR))
out += "<a href='byond://?src=[REF(src)];facial_color=1'>Change Color</a> [HTML_RECT(rgb(pref.r_facial, pref.g_facial, pref.b_facial))] "
out += " Style: " \
+ "<a href='byond://?src=[REF(src)];previous_facial_style=1'> < </a>" \
+ "<a href='byond://?src=[REF(src)];next_facial_style=1'> > </a>" \
+ "<a href='byond://?src=[REF(src)];facial_style=1'>[pref.f_style]</a><br>"
out += "<br><b>Gradient</b><br>"
if(has_flag(mob_species, HAS_HAIR_COLOR))
out += "<a href='byond://?src=[REF(src)];gradient_color=1'>Change Color</a> [HTML_RECT(rgb(pref.r_grad, pref.g_grad, pref.b_grad))] "
out += " Style: <a href='byond://?src=[REF(src)];gradient_style=1'>[pref.g_style]</a><br>"
if(has_flag(mob_species, HAS_EYE_COLOR))
out += "<br><b>Eyes</b><br>"
out += "<a href='byond://?src=[REF(src)];eye_color=1'>Change Color</a> [HTML_RECT(rgb(pref.r_eyes, pref.g_eyes, pref.b_eyes))] <br>"
if(has_flag(mob_species, HAS_SKIN_COLOR))
out += "<br><b>Body Color</b><br>"
out += "<a href='byond://?src=[REF(src)];skin_color=1'>Change Color</a> [HTML_RECT(rgb(pref.r_skin, pref.g_skin, pref.b_skin))] <br>"
if(has_flag(mob_species, HAS_SKIN_PRESET))
out += "<br><b>Body Color Presets</b><br>"
out += "<a href='byond://?src=[REF(src)];skin_preset=1'>Choose Preset</a><br>"
out += "<br><a href='byond://?src=[REF(src)];marking_style=1'>Body Markings +</a><br>"
for(var/M in pref.body_markings)
out += "[M] [pref.body_markings.len > 1 ? "<a href='byond://?src=[REF(src)];marking_up=[M]'>&#708;</a> <a href='byond://?src=[REF(src)];marking_down=[M]'>&#709;</a> " : ""]<a href='byond://?src=[REF(src)];marking_remove=[M]'>-</a> <a href='byond://?src=[REF(src)];marking_color=[M]'>Color</a>[length(mob_species.character_color_presets) ? "<a href='byond://?src=[REF(src)];marking_preset=[M]'>Preset</a>" : ""]"
out += HTML_RECT(pref.body_markings[M])
out += "<br>"
. = out.Join()
/datum/category_item/player_setup_item/general/body/proc/has_flag(var/datum/species/mob_species, var/flag)
return mob_species && (mob_species.appearance_flags & flag)
/datum/category_item/player_setup_item/general/body/OnTopic(var/href,var/list/href_list, var/mob/user)
var/datum/species/mob_species = GLOB.all_species[pref.species]
if(href_list["random"])
pref.randomize_appearance_for()
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["blood_type"])
var/new_b_type = tgui_input_list(user, "Choose your character's blood-type:", "Character Preference", GLOB.valid_bloodtypes)
if(new_b_type && CanUseTopic(user))
pref.b_type = new_b_type
return TOPIC_REFRESH
else if(href_list["show_species"])
// Actual whitelist checks are handled elsewhere, this is just for accessing the preview window.
var/species_choice = tgui_input_list(usr, "Which species would you like to look at?", "Species Selection", GLOB.playable_species)
if(!species_choice)
return
var/choice
if(length(GLOB.playable_species[species_choice]) == 1)
choice = GLOB.playable_species[species_choice][1]
else
choice = tgui_input_list(usr, "Which subspecies would you like to look at?", "Sub-species Selection", GLOB.playable_species[species_choice])
if(!choice)
return
choice = html_decode(choice)
pref.species_preview = choice
SetSpecies(preference_mob())
pref.alternate_languages.Cut() // Reset their alternate languages. Todo: attempt to just fix it instead?
return TOPIC_HANDLED
else if(href_list["set_species"])
user << browse(null, "window=species")
if(!pref.species_preview || !(pref.species_preview in GLOB.all_species))
return TOPIC_NOACTION
var/prev_species = pref.species
pref.species = html_decode(href_list["set_species"])
if(prev_species != pref.species)
mob_species = GLOB.all_species[pref.species]
pref.gender = sanitize_gender(pref.gender, pref.species)
//var/bodytype = mob_species.get_bodytype()
//grab one of the valid hair styles for the newly chosen species
var/list/valid_hairstyles = list()
// Snowflake check for industrials - they're an IPC bodytype but don't have IPC screens.
for(var/hairstyle in GLOB.hair_styles_list)
var/datum/sprite_accessory/S = GLOB.hair_styles_list[hairstyle]
if(pref.gender == MALE && S.gender == FEMALE)
continue
if(pref.gender == FEMALE && S.gender == MALE)
continue
if(!(mob_species.type in S.species_allowed))
continue
if(!verify_robolimb_appropriate(S))
continue
valid_hairstyles[hairstyle] = GLOB.hair_styles_list[hairstyle]
if(valid_hairstyles.len)
pref.h_style = pick(valid_hairstyles)
else // Species has no hair, or something fucked up.
pref.h_style = GLOB.hair_styles_list["Bald"]
if(length(mob_species.selectable_tails))
pref.tail_style = pick(mob_species.selectable_tails)
else
pref.tail_style = null
//grab one of the valid facial hair styles for the newly chosen species
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in GLOB.facial_hair_styles_list)
var/datum/sprite_accessory/S = GLOB.facial_hair_styles_list[facialhairstyle]
if(pref.gender == MALE && S.gender == FEMALE)
continue
if(pref.gender == FEMALE && S.gender == MALE)
continue
if(!(mob_species.type in S.species_allowed))
continue
if(!verify_robolimb_appropriate(S))
continue
valid_facialhairstyles[facialhairstyle] = GLOB.facial_hair_styles_list[facialhairstyle]
if(valid_facialhairstyles.len)
pref.f_style = pick(valid_facialhairstyles)
else
//this shouldn't happen
pref.f_style = GLOB.facial_hair_styles_list["Shaved"]
var/list/valid_hair_gradients = list()
for(var/hair_gradient in GLOB.hair_gradient_styles_list)
var/datum/sprite_accessory/S = GLOB.hair_gradient_styles_list[hair_gradient]
if(pref.gender == MALE && S.gender == FEMALE)
continue
if(pref.gender == FEMALE && S.gender == MALE)
continue
if(!(mob_species.type in S.species_allowed))
continue
if(!verify_robolimb_appropriate(S))
continue
valid_hair_gradients[hair_gradient] = valid_hair_gradients[hair_gradient]
if(length(valid_hair_gradients))
pref.g_style = pick(valid_hair_gradients)
else
//this shouldn't happen
pref.g_style = valid_hair_gradients["None"]
//reset hair colour and skin colour
pref.r_hair = 0//hex2num(copytext(new_hair, 2, 4))
pref.g_hair = 0//hex2num(copytext(new_hair, 4, 6))
pref.b_hair = 0//hex2num(copytext(new_hair, 6, 8))
pref.s_tone = 0
pref.organ_data.Cut()
pref.rlimb_data.Cut()
pref.body_markings.Cut()
var/new_culture = mob_species.possible_cultures[1]
pref.culture = "[new_culture]"
var/singleton/origin_item/culture/OC = GET_SINGLETON(text2path(pref.culture))
var/new_origin = OC.possible_origins[1]
pref.origin = "[new_origin]"
var/singleton/origin_item/origin/OO = GET_SINGLETON(text2path(pref.origin))
pref.accent = OO.possible_accents[1]
pref.citizenship = OO.possible_citizenships[1]
pref.religion = OO.possible_religions[1]
var/datum/faction/current_faction = SSjobs.name_factions[pref.faction]
if(!current_faction?.can_select(pref, user))
to_chat(user, SPAN_WARNING("[pref.faction] does not employ [mob_species.name_plural]. Resetting to [SSjobs.default_faction.name]!"))
pref.faction = SSjobs.default_faction.name
// Follows roughly the same way hair does above, but for gradient styles
var/global/list/valid_gradients = list()
if(!valid_gradients[mob_species.type])
valid_gradients[mob_species.type] = list()
for(var/gradient in GLOB.hair_gradient_styles_list)
var/datum/sprite_accessory/S = GLOB.hair_gradient_styles_list[gradient]
if(mob_species.type in S.species_allowed)
valid_gradients[mob_species.type] += gradient
if(!(pref.g_style in valid_gradients[mob_species.type]))
pref.g_style = GLOB.hair_gradient_styles_list["None"]
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["hair_color"])
if(!has_flag(mob_species, HAS_HAIR_COLOR))
return TOPIC_NOACTION
var/new_hair = input(user, "Choose your character's hair colour.", "Character Preference", rgb(pref.r_hair, pref.g_hair, pref.b_hair)) as color|null
if(new_hair && has_flag(mob_species, HAS_HAIR_COLOR) && CanUseTopic(user))
pref.r_hair = GetRedPart(new_hair)
pref.g_hair = GetGreenPart(new_hair)
pref.b_hair = GetBluePart(new_hair)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["gradient_color"])
if(!has_flag(mob_species, HAS_HAIR_COLOR))
return TOPIC_NOACTION
var/new_grad = input(user, "Choose your character's secondary hair color.", "Character Preference", rgb(pref.r_grad, pref.g_grad, pref.b_grad)) as color|null
if(new_grad && has_flag(mob_species, HAS_HAIR_COLOR) && CanUseTopic(user))
pref.r_grad = GetRedPart(new_grad)
pref.g_grad = GetGreenPart(new_grad)
pref.b_grad = GetBluePart(new_grad)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["tail_style"])
if(!length(mob_species.selectable_tails))
return
var/new_tail_style = tgui_input_list(user, "Choose your character's tail style:", "Character Preference", mob_species.selectable_tails, pref.tail_style)
if(new_tail_style && CanUseTopic(user))
pref.tail_style = new_tail_style
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["hair_style"] || href_list["next_hair_style"] || href_list["previous_hair_style"])
if(mob_species.bald)
return
//var/bodytype = mob_species.get_bodytype()
var/list/valid_hairstyles = list()
for(var/hairstyle in GLOB.hair_styles_list)
var/datum/sprite_accessory/S = GLOB.hair_styles_list[hairstyle]
if(pref.gender == MALE && S.gender == FEMALE)
continue
if(pref.gender == FEMALE && S.gender == MALE)
continue
if(!(mob_species.type in S.species_allowed))
continue
if(!verify_robolimb_appropriate(S))
continue
valid_hairstyles[hairstyle] = GLOB.hair_styles_list[hairstyle]
var/new_h_style
var/selected_style_index = valid_hairstyles.Find(pref.h_style)
if(href_list["next_hair_style"])
if(selected_style_index >= valid_hairstyles.len)
new_h_style = valid_hairstyles[1]
else
new_h_style = valid_hairstyles[selected_style_index + 1]
else if(href_list["previous_hair_style"])
if(selected_style_index <= 1)
new_h_style = valid_hairstyles[valid_hairstyles.len]
else
new_h_style = valid_hairstyles[selected_style_index - 1]
else
new_h_style = tgui_input_list(
user,
"Choose your character's hair style.",
"Character Preference",
valid_hairstyles,
pref.h_style
)
if(new_h_style && CanUseTopic(user))
pref.h_style = new_h_style
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["gradient_style"])
var/list/valid_gradients = list()
for(var/gradstyle in GLOB.hair_gradient_styles_list)
var/datum/sprite_accessory/S = GLOB.hair_gradient_styles_list[gradstyle]
if(!(mob_species.type in S.species_allowed))
continue
valid_gradients[gradstyle] = GLOB.hair_gradient_styles_list[gradstyle]
var/new_g_style = tgui_input_list(user, "Choose a color pattern for your hair.", "Character Preference", valid_gradients, pref.g_style)
if(new_g_style && CanUseTopic(user))
pref.g_style = new_g_style
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["facial_color"])
if(!has_flag(mob_species, HAS_HAIR_COLOR))
return TOPIC_NOACTION
var/new_facial = input(user, "Choose your character's facial-hair colour.", "Character Preference", rgb(pref.r_facial, pref.g_facial, pref.b_facial)) as color|null
if(new_facial && has_flag(mob_species, HAS_HAIR_COLOR) && CanUseTopic(user))
pref.r_facial = GetRedPart(new_facial)
pref.g_facial = GetGreenPart(new_facial)
pref.b_facial = GetBluePart(new_facial)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["eye_color"])
if(!has_flag(mob_species, HAS_EYE_COLOR))
return TOPIC_NOACTION
var/new_eyes = input(user, "Choose your character's eye colour.", "Character Preference", rgb(pref.r_eyes, pref.g_eyes, pref.b_eyes)) as color|null
if(new_eyes && has_flag(mob_species, HAS_EYE_COLOR) && CanUseTopic(user))
pref.r_eyes = GetRedPart(new_eyes)
pref.g_eyes = GetGreenPart(new_eyes)
pref.b_eyes = GetBluePart(new_eyes)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["skin_tone"])
if(!has_flag(mob_species, HAS_SKIN_TONE))
return TOPIC_NOACTION
var/new_s_tone = tgui_input_number(user, "Choose your character's skin-tone. (Light [mob_species.lower_skin_tone_bound] - [mob_species.upper_skin_tone_bound] Dark)", "Character Preference", (-pref.s_tone) + 35, mob_species.upper_skin_tone_bound, mob_species.lower_skin_tone_bound)
if(new_s_tone && has_flag(mob_species, HAS_SKIN_TONE) && CanUseTopic(user))
pref.s_tone = 35 - clamp(round(new_s_tone), mob_species.lower_skin_tone_bound, mob_species.upper_skin_tone_bound)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["skin_color"])
if(has_flag(mob_species, HAS_SKIN_COLOR))
var/new_skin = input(user, "Choose your character's skin colour.", "Character Preference", rgb(pref.r_skin, pref.g_skin, pref.b_skin)) as color|null
if(new_skin && has_flag(mob_species, HAS_SKIN_COLOR) && CanUseTopic(user))
pref.r_skin = GetRedPart(new_skin)
pref.g_skin = GetGreenPart(new_skin)
pref.b_skin = GetBluePart(new_skin)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["skin_preset"])
if(has_flag(mob_species, HAS_SKIN_PRESET))
var/new_preset = tgui_input_list(user, "Choose your character's body color preset.", "Character Preference", mob_species.character_color_presets, rgb(pref.r_skin, pref.g_skin, pref.b_skin))
new_preset = mob_species.character_color_presets[new_preset]
pref.r_skin = GetRedPart(new_preset)
pref.g_skin = GetGreenPart(new_preset)
pref.b_skin = GetBluePart(new_preset)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["facial_style"] || href_list["next_facial_style"] || href_list["previous_facial_style"])
if(mob_species.bald)
return
var/list/valid_facialhairstyles = list()
//var/bodytype = mob_species.get_bodytype()
for(var/facialhairstyle in GLOB.facial_hair_styles_list)
var/datum/sprite_accessory/S = GLOB.facial_hair_styles_list[facialhairstyle]
if(pref.gender == MALE && S.gender == FEMALE)
continue
if(pref.gender == FEMALE && S.gender == MALE)
continue
if(!(mob_species.type in S.species_allowed))
continue
if(!verify_robolimb_appropriate(S))
continue
valid_facialhairstyles[facialhairstyle] = GLOB.facial_hair_styles_list[facialhairstyle]
var/new_f_style
var/selected_style_index = valid_facialhairstyles.Find(pref.f_style)
if(href_list["next_facial_style"])
if(selected_style_index >= valid_facialhairstyles.len)
new_f_style = valid_facialhairstyles[1]
else
new_f_style = valid_facialhairstyles[selected_style_index + 1]
else if(href_list["previous_facial_style"])
if(selected_style_index <= 1)
new_f_style = valid_facialhairstyles[valid_facialhairstyles.len]
else
new_f_style = valid_facialhairstyles[selected_style_index - 1]
else
new_f_style = tgui_input_list(
user,
"Choose your character's facial-hair style:",
"Character Preference",
valid_facialhairstyles,
pref.f_style
)
if(new_f_style && has_flag(mob_species, HAS_HAIR_COLOR) && CanUseTopic(user))
pref.f_style = new_f_style
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["marking_style"])
var/list/usable_markings = pref.body_markings ^ GLOB.body_marking_styles_list
var/datum/species/species = GLOB.all_species[pref.species]
for(var/M in usable_markings)
var/datum/sprite_accessory/S = usable_markings[M]
if(!length(S.species_allowed))
continue
else if(!(species.type in S.species_allowed))
usable_markings -= M
if(!verify_robolimb_appropriate(S))
usable_markings -= M
if (!usable_markings.len)
alert(user, "This species does not have any body markings available.")
return TOPIC_NOACTION
var/new_marking = tgui_input_list(user, "Choose a body marking:", "Character Preference", usable_markings)
if(new_marking && CanUseTopic(user))
pref.body_markings[new_marking] = "#000000" //New markings start black
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["marking_up"])
var/M = href_list["marking_up"]
var/start = pref.body_markings.Find(M)
if(start != 1) //If we're not the beginning of the list, swap with the previous element.
moveElement(pref.body_markings, start, start-1)
else //But if we ARE, become the final element -ahead- of everything else.
moveElement(pref.body_markings, start, pref.body_markings.len+1)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["marking_down"])
var/M = href_list["marking_down"]
var/start = pref.body_markings.Find(M)
if(start != pref.body_markings.len) //If we're not the end of the list, swap with the next element.
moveElement(pref.body_markings, start, start+2)
else //But if we ARE, become the first element -behind- everything else.
moveElement(pref.body_markings, start, 1)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["marking_remove"])
var/M = href_list["marking_remove"]
pref.body_markings -= M
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["marking_color"])
var/M = href_list["marking_color"]
var/mark_color = input(user, "Choose the [M] color: ", "Character Preference", pref.body_markings[M]) as color|null
if(mark_color && CanUseTopic(user))
pref.body_markings[M] = "[mark_color]"
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["marking_preset"])
var/M = href_list["marking_preset"]
var/mark_preset = tgui_input_list(user, "Choose the [M] preset: ", "Character Preference", mob_species.character_color_presets, rgb(pref.r_skin, pref.g_skin, pref.b_skin))
mark_preset = mob_species.character_color_presets[mark_preset]
if(mark_preset && CanUseTopic(user))
pref.body_markings[M] = "[mark_preset]"
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["limbs"])
var/list/acceptable_organ_input = list("Head", "Left Leg","Right Leg","Left Arm","Right Arm","Left Foot","Right Foot","Left Hand","Right Hand")
var/limb_name = tgui_input_list(user, "Which limb do you want to change?", "Limbs", acceptable_organ_input)
if(!limb_name && !CanUseTopic(user)) return TOPIC_NOACTION
var/carries_organs = 0
var/limb = null
var/second_limb = null // if you try to change the arm, the hand should also change
var/third_limb = null // if you try to unchange the hand, the arm should also change
switch(limb_name)
if("Left Leg")
limb = BP_L_LEG
second_limb = BP_L_FOOT
if("Right Leg")
limb = BP_R_LEG
second_limb = BP_R_FOOT
if("Left Arm")
limb = BP_L_ARM
second_limb = BP_L_HAND
if("Right Arm")
limb = BP_R_ARM
second_limb = BP_R_HAND
if("Left Foot")
limb = BP_L_FOOT
third_limb = BP_L_LEG
if("Right Foot")
limb = BP_R_FOOT
third_limb = BP_R_LEG
if("Left Hand")
limb = BP_L_HAND
third_limb = BP_L_ARM
if("Right Hand")
limb = BP_R_HAND
third_limb = BP_R_ARM
if("Lower Body")
limb = BP_GROIN
carries_organs = 1
if("Upper Body")
limb = BP_CHEST
carries_organs = 1
if("Head")
limb = BP_HEAD
carries_organs = 1
else
to_chat(user, SPAN_NOTICE("Cancelled."))
return TOPIC_NOACTION
var/list/available_states = mob_species.possible_external_organs_modifications
if(carries_organs)
available_states = list("Normal","Prosthesis")
var/new_state = tgui_input_list(user, "What state do you wish the limb to be in?", "Limbs", available_states)
if(!new_state && !CanUseTopic(user))
return TOPIC_NOACTION
switch(new_state)
if("Normal")
pref.organ_data -= limb
pref.rlimb_data -= limb
if(third_limb)
pref.organ_data -= third_limb
pref.rlimb_data -= third_limb
if("Amputated")
pref.organ_data[limb] = ORGAN_PREF_AMPUTATED
pref.rlimb_data[limb] = null
if(second_limb)
pref.organ_data[second_limb] = ORGAN_PREF_AMPUTATED
pref.rlimb_data[second_limb] = null
if("Prosthesis")
var/tmp_species = pref.species ? pref.species : SPECIES_HUMAN
var/list/usable_manufacturers = list()
for(var/company in GLOB.chargen_robolimbs)
var/datum/robolimb/M = GLOB.chargen_robolimbs[company]
if(!(tmp_species in M.species_can_use))
continue
if(!(limb in M.allowed_external_organs))
continue
usable_manufacturers[company] = M
if(!usable_manufacturers.len)
return
var/choice = tgui_input_list(user, "Which manufacturer do you wish to use for this limb?", "Limb Manufacturer", usable_manufacturers)
if(!choice)
return
pref.rlimb_data[limb] = choice
pref.organ_data[limb] = ORGAN_PREF_CYBORG
if(second_limb)
pref.rlimb_data[second_limb] = choice
pref.organ_data[second_limb] = ORGAN_PREF_CYBORG
if(third_limb && pref.organ_data[third_limb] == ORGAN_PREF_AMPUTATED)
pref.organ_data[third_limb] = null
if("Diona Nymph")
pref.organ_data[limb] = ORGAN_PREF_NYMPH
pref.rlimb_data[limb] = null
if(second_limb)
pref.organ_data[second_limb] = ORGAN_PREF_NYMPH
pref.rlimb_data[second_limb] = null
// Recheck markings in case we changed prosthetics.
recheck_markings_and_facial_hair()
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["organs"])
if(!mob_species.alterable_internal_organs.len)
return
var/organ_name = tgui_input_list(user, "Which internal function do you want to change?", "Alter Organs", mob_species.alterable_internal_organs)
if(!organ_name)
return
var/organ_type = mob_species.has_organ[organ_name]
var/obj/item/organ/internal/altered_organ = new organ_type(null)
if(!altered_organ)
return
var/new_state = tgui_input_list(user, "What state do you wish the organ to be in?", "Alter Organs", altered_organ.possible_modifications)
qdel(altered_organ)
if(!new_state) return
switch(new_state)
if("Normal")
pref.organ_data[organ_name] = null
if("Assisted")
pref.organ_data[organ_name] = ORGAN_PREF_ASSISTED
if("Mechanical")
var/tmp_species = pref.species ? pref.species : SPECIES_HUMAN
var/list/usable_manufacturers = list()
for(var/company in GLOB.internal_robolimbs)
var/datum/robolimb/M = GLOB.chargen_robolimbs[company]
if(!(tmp_species in M.species_can_use))
continue
if(!(organ_name in M.allowed_internal_organs))
continue
usable_manufacturers[company] = M
if(!usable_manufacturers.len)
return
var/choice = tgui_input_list(user, "Which manufacturer do you wish to use for this organ?", "Alter Organs", usable_manufacturers)
if(!choice)
return
pref.rlimb_data[organ_name] = choice
pref.organ_data[organ_name] = ORGAN_PREF_MECHANICAL
if("Removed")
pref.organ_data[organ_name] = ORGAN_PREF_REMOVED
// IPC cooling unit options.
if("Air Cooling")
pref.organ_data[organ_name] = null
if("Liquid Cooling")
pref.organ_data[organ_name] = ORGAN_PREF_LIQUIDCOOLED
if("Passive Cooling")
pref.organ_data[organ_name] = ORGAN_PREF_PASSIVECOOLED
// IPC reactor options.
if("Electric")
pref.organ_data[organ_name] = null
if("Biological")
pref.organ_data[organ_name] = ORGAN_PREF_BIOPOWER
if("Solar")
pref.organ_data[organ_name] = ORGAN_PREF_SOLARPOWER
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["reset_organs"])
pref.organ_data.Cut()
pref.rlimb_data.Cut()
recheck_markings_and_facial_hair()
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["trait_add"])
var/list/available_disabilities = pref.disabilities ^ GLOB.chargen_disabilities_list
var/new_trait = tgui_input_list(user, "Choose a disability.", "Character Preference", available_disabilities)
if(new_trait && CanUseTopic(user))
pref.disabilities += new_trait
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["trait_remove"])
var/M = href_list["trait_remove"]
pref.disabilities -= M
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["cycle_bg"])
pref.bgstate = next_in_assoc_list(pref.bgstate, pref.bgstate_options)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["select_bg"])
var/choice = tgui_input_list(user, "Which background would you like for your preview?", "Select Preview Background", pref.bgstate_options)
if(choice)
pref.bgstate = pref.bgstate_options[choice]
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["set_preview_scale"])
var/new_x = input(user, "Set X Scale for Preview", "Preview Preference") as null|num
pref.scale_x = new_x ? clamp(new_x, 0.1, 2) : 1
var/new_y = input(user, "Set Y Scale for Preview", "Preview Preference") as null|num
pref.scale_y = new_y ? clamp(new_y, 0.1, 2) : 1
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["toggle_preview_value"])
pref.equip_preview_mob ^= text2num(href_list["toggle_preview_value"])
return TOPIC_REFRESH_UPDATE_PREVIEW
return ..()
/datum/category_item/player_setup_item/general/body/proc/SetSpecies(mob/user)
if(!pref.species_preview || !(pref.species_preview in GLOB.all_species))
pref.species_preview = SPECIES_HUMAN
var/datum/species/current_species = GLOB.all_species[pref.species_preview]
var/list/dat = list(
"<center><h2>[current_species.name] \[<a href='byond://?src=[REF(src)];show_species=1'>change</a>\]</h2></center><hr/>",
"<table padding='8px'>",
"<tr>",
"<td width = 400>[current_species.blurb]</td>",
"<td width = 200 align='center'>"
)
if(current_species.preview_icon)
var/icon/preview = icon(current_species.preview_icon, "")
preview.Scale(64, 64) // Scale it here to stop it blurring.
send_rsc(usr, icon(icon = preview, icon_state = ""), "species_preview_[current_species.short_name].png")
dat += "<img src='species_preview_[current_species.short_name].png' width='64px' height='64px'><br/><br/>"
dat += "<b>Language:</b> [current_species.language]<br/>"
dat += "<small>"
if(current_species.spawn_flags & CAN_JOIN)
dat += "</br><b>Often present on human stations.</b>"
if(current_species.spawn_flags & IS_WHITELISTED)
dat += "</br><b>Whitelist restricted.</b>"
if(current_species.flags & NO_BLOOD)
dat += "</br><b>Does not have blood.</b>"
if(current_species.flags & NO_BREATHE)
dat += "</br><b>Does not breathe.</b>"
if(current_species.flags & NO_SCAN)
dat += "</br><b>Does not have DNA.</b>"
if(current_species.flags & NO_PAIN)
dat += "</br><b>Does not feel pain.</b>"
if(current_species.flags & NO_SLIP)
dat += "</br><b>Has excellent traction.</b>"
if(current_species.flags & NO_POISON)
dat += "</br><b>Immune to most poisons.</b>"
if(current_species.appearance_flags & HAS_SKIN_TONE)
dat += "</br><b>Has a variety of skin tones.</b>"
if(current_species.appearance_flags & HAS_SKIN_COLOR)
dat += "</br><b>Has a variety of skin colours.</b>"
if(current_species.appearance_flags & HAS_EYE_COLOR)
dat += "</br><b>Has a variety of eye colours.</b>"
if(current_species.flags & IS_PLANT)
dat += "</br><b>Has a plantlike physiology.</b>"
dat += "</small></td>"
dat += "</tr>"
dat += "</table><center><hr/>"
var/restricted = 0
if(GLOB.config.usealienwhitelist) //If we're using the whitelist, make sure to check it!
if(!(current_species.spawn_flags & CAN_JOIN))
restricted = 2
else if((current_species.spawn_flags & IS_WHITELISTED) && !is_alien_whitelisted(preference_mob(),current_species.name))
restricted = 1
if(restricted)
if(restricted == 1)
dat += SPAN_WARNING("<b>You cannot play as this species.</br><small>If you wish to be whitelisted, you can make an application post on <a href='byond://?src=[REF(user)];preference=open_whitelist_forum'>the forums</a>.</small></b></br>")
else if(restricted == 2)
dat += SPAN_WARNING("<b>You cannot play as this species.</br><small>This species is not available for play as a station race.</small></b></br>")
if(!restricted || check_rights(R_ADMIN, 0))
dat += "\[<a href='byond://?src=[REF(src)];set_species=[html_encode(pref.species_preview)]'>select</a>\]"
dat += "</center>"
user << browse(HTML_SKELETON(dat.Join()), "window=species;size=700x400")
/// This proc verifies if a sprite accessory can be put on a robolimb, checking its manufacturer.
/datum/category_item/player_setup_item/general/body/proc/verify_robolimb_appropriate(datum/sprite_accessory/S)
var/organ_status = pref.organ_data[S.required_organ]
var/robolimb_manufacturer = pref.rlimb_data[S.required_organ]
. = check_robolimb_appropriate(S, organ_status, robolimb_manufacturer)
/// This proc is used to check markings and facial hair after changing prosthesis.
/datum/category_item/player_setup_item/general/body/proc/recheck_markings_and_facial_hair()
if(length(pref.body_markings))
for(var/marking in pref.body_markings)
var/datum/sprite_accessory/S = GLOB.body_marking_styles_list[marking]
if(!verify_robolimb_appropriate(S))
pref.body_markings -= marking
to_chat(pref.client, SPAN_WARNING("Removed the [marking] marking as it is not appropriate for your current robo-limb!"))
if(pref.f_style)
var/datum/sprite_accessory/F = GLOB.facial_hair_styles_list[pref.f_style]
if(!verify_robolimb_appropriate(F))
var/datum/species/user_species = GLOB.all_species[pref.species]
var/organ_status = pref.organ_data[F.required_organ]
var/robolimb_manufacturer = pref.rlimb_data[F.required_organ]
pref.f_style = random_facial_hair_style(pref.gender, user_species.type, organ_status, robolimb_manufacturer)