mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-23 00:22:12 +00:00
This pr adds an augment option to the loadout, that by using copious amounts of shitcode, allows players to spend their snowflake points into becoming total powergamers cool augmented cyborgs. Also, make a couple of changes to allow all limbs to host internal organs and interact with them in surgery.
159 lines
5.0 KiB
Plaintext
159 lines
5.0 KiB
Plaintext
/var/datum/controller/subsystem/icon_cache/SSicon_cache
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/datum/controller/subsystem/icon_cache
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name = "Icon Cache"
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flags = SS_NO_FIRE
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init_order = SS_INIT_MISC_FIRST
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// Cached bloody overlays, key is object type.
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var/list/bloody_cache = list()
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// Cached holo effect multiplier images.
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var/list/holo_multiplier_cache = list() // 2-layer list: icon -> icon_state -> /image
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// Cached holo effect adder images.
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var/list/holo_adder_cache = list() // 2-layer list: icon -> icon_state -> /image
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var/list/floor_decals = list()
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var/list/flooring_cache = list()
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var/list/mob_hat_cache = list()
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var/list/magazine_icondata_keys = list()
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var/list/magazine_icondata_states = list()
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var/list/stool_cache = list()
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var/list/floor_light_cache = list()
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var/list/ashtray_cache = list()
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var/list/uristrunes = list()
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/*
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Global associative list for caching humanoid icons.
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Index format m or f, followed by a string of 0 and 1 to represent bodyparts followed by husk fat hulk skeleton 1 or 0.
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TODO: Proper documentation
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icon_key is [species.race_key][g][husk][fat][hulk][skeleton][s_tone]
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*/
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var/list/human_icon_cache = list()
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var/list/tail_icon_cache = list() //key is [species.race_key][r_skin][g_skin][b_skin]
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var/list/light_overlay_cache = list()
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// Cached limb icons, used by the damage health doll.
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var/list/limb_icons_cache = list()
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// Cached human damage icons.
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var/list/damage_icon_parts = list()
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// Cached human body markings.
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var/list/markings_cache = list() // [icon]-[icon_state]-[limb_name]-[color]
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var/list/human_eye_cache = list()
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var/list/human_lip_cache = list()
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var/list/internal_organ_cache = list()
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// Cached composited human hair (beard & hair).
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// Key:
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// hair+beard: [beard_style][r_facial][g_facial][b_facial]_[hair_style][r_hair][g_hair][b_hair]
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// haironly: nobeard_[hair_style][r_hair][g_hair][b_hair]
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// beardonly: [beard_style][r_facial][g_facial][b_facial]_nohair
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var/list/human_hair_cache = list()
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var/list/organ_keymap = list()
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var/current_organ_keymap_idex = 1
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// This is an assoc list of all icon states in `icons/mob/collar.dmi`, used by human update-icons.
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var/list/collar_states
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var/list/uniform_states
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// This is for the kitty ears item.
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var/list/kitty_ear_cache = list()
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var/list/ao_cache = list()
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var/list/light_fixture_cache = list()
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var/list/rgb_blend_cache = list() // not an icon per-se, but this proc could be expensive so we might as well cache it.
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var/list/space_dust_cache = list()
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var/list/space_cache = list()
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var/list/crayon_cache = list()
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var/list/istate_cache = list()
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/datum/controller/subsystem/icon_cache/New()
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NEW_SS_GLOBAL(SSicon_cache)
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/datum/controller/subsystem/icon_cache/Initialize()
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build_dust_cache()
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build_space_cache()
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setup_collar_mappings()
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setup_uniform_mappings()
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..()
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/datum/controller/subsystem/icon_cache/proc/setup_collar_mappings()
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collar_states = list()
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for (var/i in icon_states('icons/mob/collar.dmi'))
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collar_states[i] = TRUE
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/datum/controller/subsystem/icon_cache/proc/get_organ_shortcode(obj/item/organ/external/organ)
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if (QDELETED(organ))
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return null
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var/key = organ.get_mob_cache_key(FALSE)
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. = organ_keymap[key]
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if (!.)
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organ_keymap[key] = "o[current_organ_keymap_idex++]"
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. = organ_keymap[key]
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/datum/controller/subsystem/icon_cache/proc/setup_uniform_mappings()
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uniform_states = list()
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for (var/i in icon_states('icons/mob/uniform.dmi'))
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uniform_states[i] = TRUE
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/datum/controller/subsystem/icon_cache/proc/generate_color_variant(icon/icon, icon_state, color)
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var/image/I = new(icon, icon_state)
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I.color = color
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return I
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/datum/controller/subsystem/icon_cache/proc/build_dust_cache()
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for (var/i in 0 to 25)
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var/image/im = image('icons/turf/space_parallax1.dmi',"[i]")
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im.plane = PLANE_SPACE_DUST
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im.alpha = 80
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im.blend_mode = BLEND_ADD
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space_dust_cache["[i]"] = im
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/datum/controller/subsystem/icon_cache/proc/build_space_cache()
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for (var/i in 0 to 25)
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var/image/I = new()
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I.appearance = /turf/space
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var/istr = "[i]"
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I.icon_state = istr
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I.overlays += space_dust_cache[istr]
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space_cache[istr] = I
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/datum/controller/subsystem/icon_cache/proc/get_state(icon/I, state) // returns an APPEARANCE, not an image!
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if (!isicon(I))
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CRASH("Expected icon.")
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if (!istext(state))
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// non-fatal, so just print a message then carry on.
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crash_with("Received non-text icon_state '[state || "(NULL)"]'; normalizing, but this shouldn't happen.")
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state = "[state]"
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var/list/cache = istate_cache[I]
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if (cache)
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if (cache[state])
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return cache[state]
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else
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cache = preload_icon(I)
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var/image/im = image(icon = I, icon_state = state)
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return cache[state] = im.appearance
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// Loads all icon states in an icon into the istate cache.
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/datum/controller/subsystem/icon_cache/proc/preload_icon(icon/I)
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log_debug("SSicon_cache: preloading '[I]'...")
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var/list/cache = list()
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var/image/im = new(icon = I)
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for (var/state in icon_states(I))
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im.icon_state = state
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cache[state] = im.appearance
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log_debug("SSicon_cache: preloaded [cache.len] states.")
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istate_cache[I] = cache
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return cache
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