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
+5 -16
View File
@@ -59,26 +59,15 @@
spawned_human.underwear = "Nude"
spawned_human.undershirt = "Nude"
spawned_human.socks = "Nude"
randomize_human_normie(spawned_human)
if(hairstyle)
spawned_human.hairstyle = hairstyle
else
spawned_human.hairstyle = random_hairstyle(spawned_human.gender)
spawned_human.set_hairstyle(hairstyle, update = FALSE)
if(facial_hairstyle)
spawned_human.facial_hairstyle = facial_hairstyle
else
spawned_human.facial_hairstyle = random_facial_hairstyle(spawned_human.gender)
spawned_human.set_facial_hairstyle(facial_hairstyle, update = FALSE)
if(haircolor)
spawned_human.hair_color = haircolor
else
spawned_human.hair_color = "#[random_color()]"
spawned_human.set_haircolor(haircolor, update = FALSE)
if(facial_haircolor)
spawned_human.facial_hair_color = facial_haircolor
else
spawned_human.facial_hair_color = "#[random_color()]"
if(skin_tone)
spawned_human.skin_tone = skin_tone
else
spawned_human.skin_tone = pick(GLOB.skin_tones)
spawned_human.set_facial_haircolor(facial_haircolor, update = FALSE)
spawned_human.update_body(is_creating = TRUE)
/obj/effect/mob_spawn/proc/name_mob(mob/living/spawned_mob, forced_name)