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SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart (#76074)
## About The Pull Request Title. I saw a comment on psyker code complaining about these species traits (which admittedly, they suck) and heeded the call to turn all of this crap into something defined almost entirely by the head bodypart. ## Why It's Good For The Game Potential to simplify species code further in the future, by delegating more visuals to bodyparts, which is where most of them should be handled. ## Changelog Should not be player facing, unless I fucked up. --------- Co-authored-by: Time-Green <timkoster1@hotmail.com>
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Time-Green
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@@ -109,6 +109,10 @@ GLOBAL_LIST_INIT(preference_entries_by_key, init_preference_entries_by_key())
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/// will show the feature as selectable.
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var/relevant_external_organ = null
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/// If the selected species has this head_flag by default,
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/// will show the feature as selectable.
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var/relevant_head_flag = null
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/// Called on the saved input when retrieving.
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/// Also called by the value sent from the user through UI. Do not trust it.
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/// Input is the value inside the savefile, output is to tell other code
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@@ -26,7 +26,7 @@
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savefile_key = "eye_color"
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savefile_identifier = PREFERENCE_CHARACTER
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category = PREFERENCE_CATEGORY_SECONDARY_FEATURES
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relevant_species_trait = EYECOLOR
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relevant_head_flag = HEAD_EYECOLOR
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/datum/preference/color/eye_color/apply_to_human(mob/living/carbon/human/target, value)
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var/hetero = target.eye_color_heterochromatic
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@@ -59,7 +59,7 @@
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category = PREFERENCE_CATEGORY_FEATURES
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main_feature_name = "Facial hair"
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should_generate_icons = TRUE
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relevant_species_trait = FACEHAIR
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relevant_head_flag = HEAD_FACIAL_HAIR
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/datum/preference/choiced/facial_hairstyle/init_possible_values()
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return generate_possible_values_for_sprite_accessories_on_head(GLOB.facial_hairstyles_list)
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@@ -79,7 +79,7 @@
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savefile_key = "facial_hair_color"
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savefile_identifier = PREFERENCE_CHARACTER
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category = PREFERENCE_CATEGORY_SUPPLEMENTAL_FEATURES
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relevant_species_trait = FACEHAIR
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relevant_head_flag = HEAD_FACIAL_HAIR
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/datum/preference/color/facial_hair_color/apply_to_human(mob/living/carbon/human/target, value)
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target.facial_hair_color = value
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@@ -89,7 +89,7 @@
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category = PREFERENCE_CATEGORY_SECONDARY_FEATURES
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savefile_identifier = PREFERENCE_CHARACTER
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savefile_key = "facial_hair_gradient"
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relevant_species_trait = FACEHAIR
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relevant_head_flag = HEAD_FACIAL_HAIR
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/datum/preference/choiced/facial_hair_gradient/init_possible_values()
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return assoc_to_keys_features(GLOB.facial_hair_gradients_list)
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@@ -106,7 +106,7 @@
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category = PREFERENCE_CATEGORY_SECONDARY_FEATURES
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savefile_identifier = PREFERENCE_CHARACTER
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savefile_key = "facial_hair_gradient_color"
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relevant_species_trait = FACEHAIR
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relevant_head_flag = HEAD_FACIAL_HAIR
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/datum/preference/color/facial_hair_gradient/apply_to_human(mob/living/carbon/human/target, value)
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LAZYSETLEN(target.grad_color, GRADIENTS_LEN)
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@@ -122,7 +122,7 @@
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savefile_key = "hair_color"
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savefile_identifier = PREFERENCE_CHARACTER
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category = PREFERENCE_CATEGORY_SUPPLEMENTAL_FEATURES
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relevant_species_trait = HAIR
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relevant_head_flag = HEAD_HAIR
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/datum/preference/color/hair_color/apply_to_human(mob/living/carbon/human/target, value)
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target.hair_color = value
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@@ -133,7 +133,7 @@
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category = PREFERENCE_CATEGORY_FEATURES
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main_feature_name = "Hairstyle"
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should_generate_icons = TRUE
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relevant_species_trait = HAIR
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relevant_head_flag = HEAD_HAIR
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/datum/preference/choiced/hairstyle/init_possible_values()
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return generate_possible_values_for_sprite_accessories_on_head(GLOB.hairstyles_list)
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@@ -152,7 +152,7 @@
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category = PREFERENCE_CATEGORY_SECONDARY_FEATURES
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savefile_identifier = PREFERENCE_CHARACTER
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savefile_key = "hair_gradient"
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relevant_species_trait = HAIR
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relevant_head_flag = HEAD_HAIR
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/datum/preference/choiced/hair_gradient/init_possible_values()
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return assoc_to_keys_features(GLOB.hair_gradients_list)
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@@ -169,7 +169,7 @@
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category = PREFERENCE_CATEGORY_SECONDARY_FEATURES
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savefile_identifier = PREFERENCE_CHARACTER
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savefile_key = "hair_gradient_color"
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relevant_species_trait = HAIR
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relevant_head_flag = HEAD_HAIR
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/datum/preference/color/hair_gradient/apply_to_human(mob/living/carbon/human/target, value)
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LAZYSETLEN(target.grad_color, GRADIENTS_LEN)
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