Adds more "curated" version of human randomization (for humonkeys, corpse spawners, and fresh characters) (#84443)

## About The Pull Request

Basically, adds a version of `randomize_human` that's a tad more
curated, IE, primarily picks results to create a more "coherent" result
than full randomization.

Shown here: Humans, Lizards, Felinids. Looks a bit boring, but that's
the point.


![image](https://github.com/tgstation/tgstation/assets/51863163/44338c7a-615e-4075-bb3d-03cc8fc9fd4e)


Non-humans I left almost entirely untouched, as they generally form a
more "coherent" mob from pure randomization already.

## Why It's Good For The Game

Basically just aiming to perform a more "consistent" style for humonkeys
and corpses.
For monkeys, it doesn't make the most sense when they pop up with a
giant red afro.
For corpses, it's a bit hard to feel immersed in the ruins when they've
all got pink and green mustaches.

## Changelog

🆑 Melbert
add: Humonkeys and random corpse spawns now look more... human.
/🆑
This commit is contained in:
MrMelbert
2024-07-03 11:34:23 -04:00
committed by GitHub
parent 7313caead0
commit 69b673bba6
9 changed files with 71 additions and 24 deletions
+1 -1
View File
@@ -208,7 +208,7 @@ ADMIN_VERB(create_mapping_job_icons, R_DEBUG, "Generate job landmarks icons", "G
else
for(var/obj/item/I in D)
qdel(I)
randomize_human(D)
randomize_human_normie(D)
D.dress_up_as_job(
equipping = JB,
visual_only = TRUE,