// Normal Mirrors #define CHANGE_HAIR "Change Hair" #define CHANGE_BEARD "Change Beard" // Magic Mirrors! #define CHANGE_RACE "Change Race" #define CHANGE_SEX "Change Sex" #define CHANGE_NAME "Change Name" #define CHANGE_EYES "Change Eyes" #define INERT_MIRROR_OPTIONS list(CHANGE_HAIR, CHANGE_BEARD) #define PRIDE_MIRROR_OPTIONS list(CHANGE_HAIR, CHANGE_BEARD, CHANGE_RACE, CHANGE_SEX, CHANGE_EYES) #define MAGIC_MIRROR_OPTIONS list(CHANGE_HAIR, CHANGE_BEARD, CHANGE_RACE, CHANGE_SEX, CHANGE_EYES, CHANGE_NAME) /obj/structure/mirror name = "mirror" desc = "Mirror mirror on the wall, who's the most robust of them all?" icon = 'icons/obj/watercloset.dmi' icon_state = "mirror" movement_type = FLOATING density = FALSE anchored = TRUE integrity_failure = 0.5 max_integrity = 200 var/list/mirror_options = INERT_MIRROR_OPTIONS ///Flags this race must have to be selectable with this type of mirror. var/race_flags = MIRROR_MAGIC ///List of all Races that can be chosen, decided by its Initialize. var/list/selectable_races = list() /obj/structure/mirror/Initialize(mapload) . = ..() update_choices() /obj/structure/mirror/Destroy() mirror_options = null selectable_races = null return ..() /obj/structure/mirror/proc/update_choices() for(var/i in mirror_options) mirror_options[i] = icon('icons/hud/radial.dmi', i) /obj/structure/mirror/Initialize(mapload) . = ..() var/static/list/reflection_filter = alpha_mask_filter(icon = icon('icons/obj/watercloset.dmi', "mirror_mask")) var/static/matrix/reflection_matrix = matrix(0.75, 0, 0, 0, 0.75, 0) var/datum/callback/can_reflect = CALLBACK(src, PROC_REF(can_reflect)) var/list/update_signals = list(COMSIG_ATOM_BREAK) AddComponent(/datum/component/reflection, reflection_filter = reflection_filter, reflection_matrix = reflection_matrix, can_reflect = can_reflect, update_signals = update_signals) /obj/structure/mirror/proc/can_reflect(atom/movable/target) ///I'm doing it this way too, because the signal is sent before the broken variable is set to TRUE. if(atom_integrity <= integrity_failure * max_integrity) return FALSE if(broken || !isliving(target) || HAS_TRAIT(target, TRAIT_NO_MIRROR_REFLECTION)) return FALSE return TRUE MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror, 28) /obj/structure/mirror/Initialize(mapload) . = ..() find_and_hang_on_wall() /obj/structure/mirror/broken icon_state = "mirror_broke" /obj/structure/mirror/broken/Initialize(mapload) . = ..() atom_break(null, mapload) MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror/broken, 28) /obj/structure/mirror/attack_hand(mob/living/carbon/human/user) . = ..() if(. || !ishuman(user) || broken || !istype(src, /obj/structure/mirror/magic)) // SKYRAT EDIT CHANGE - MUNDANE MIRRORS DON'T LET YOU CHANGE - ORIGINAL: if(. || !ishuman(user) || broken) return TRUE if(!istype(src, /obj/structure/mirror/magic) && !user.can_perform_action(src, FORBID_TELEKINESIS_REACH)) return TRUE //no tele-grooming (if nonmagical) return display_radial_menu(user) /obj/structure/mirror/proc/display_radial_menu(mob/living/carbon/human/user) var/pick = show_radial_menu(user, src, mirror_options, user, radius = 36, require_near = TRUE, tooltips = TRUE) if(!pick) return TRUE //get out switch(pick) if(CHANGE_HAIR) change_hair(user) if(CHANGE_BEARD) change_beard(user) if(CHANGE_RACE) change_race(user) if(CHANGE_SEX) // sex: yes change_sex(user) if(CHANGE_NAME) change_name(user) if(CHANGE_EYES) change_eyes(user) return display_radial_menu(user) /obj/structure/mirror/proc/change_beard(mob/living/carbon/human/beard_dresser) if(beard_dresser.physique == FEMALE) if(beard_dresser.facial_hairstyle == "Shaved") balloon_alert(beard_dresser, "nothing to shave!") return TRUE var/shave_beard = tgui_alert(beard_dresser, "Shave your beard?", "Grooming", list("Yes", "No")) if(shave_beard == "Yes") beard_dresser.set_facial_hairstyle("Shaved", update = TRUE) return TRUE var/new_style = tgui_input_list(beard_dresser, "Select a facial hairstyle", "Grooming", SSaccessories.facial_hairstyles_list) if(isnull(new_style)) return TRUE if(HAS_TRAIT(beard_dresser, TRAIT_SHAVED)) to_chat(beard_dresser, span_notice("If only growing back facial hair were that easy for you... The reminder makes you feel terrible.")) beard_dresser.add_mood_event("bald_hair_day", /datum/mood_event/bald_reminder) return TRUE beard_dresser.set_facial_hairstyle(new_style, update = TRUE) /obj/structure/mirror/proc/change_hair(mob/living/carbon/human/hairdresser) var/new_style = tgui_input_list(hairdresser, "Select a hairstyle", "Grooming", SSaccessories.hairstyles_list) if(isnull(new_style)) return TRUE if(HAS_TRAIT(hairdresser, TRAIT_BALD)) to_chat(hairdresser, span_notice("If only growing back hair were that easy for you... The reminder makes you feel terrible.")) hairdresser.add_mood_event("bald_hair_day", /datum/mood_event/bald_reminder) return TRUE hairdresser.set_hairstyle(new_style, update = TRUE) /obj/structure/mirror/proc/change_name(mob/living/carbon/human/user) var/newname = sanitize_name(tgui_input_text(user, "Who are we again?", "Name change", user.name, MAX_NAME_LEN), allow_numbers = TRUE) //It's magic so whatever. if(!newname) return TRUE user.real_name = newname user.name = newname if(user.dna) user.dna.real_name = newname if(user.mind) user.mind.name = newname // Erm ackshually the proper term is species. Get it right?? /obj/structure/mirror/proc/change_race(mob/living/carbon/human/race_changer) var/racechoice = tgui_input_list(race_changer, "What are we again?", "Race change", selectable_races) if(isnull(racechoice)) return TRUE var/new_race_path = selectable_races[racechoice] if(!ispath(new_race_path, /datum/species)) return TRUE var/datum/species/newrace = new new_race_path() var/attributes_desc = newrace.get_physical_attributes() var/answer = tgui_alert(race_changer, attributes_desc, "Become a [newrace]?", list("Yes", "No")) if(answer != "Yes") qdel(newrace) change_race(race_changer) // try again return race_changer.set_species(newrace, icon_update = FALSE) if(HAS_TRAIT(race_changer, TRAIT_USES_SKINTONES)) var/new_s_tone = tgui_input_list(race_changer, "Choose your skin tone", "Race change", GLOB.skin_tones) if(new_s_tone) race_changer.skin_tone = new_s_tone race_changer.dna.update_ui_block(DNA_SKIN_TONE_BLOCK) else if(HAS_TRAIT(race_changer, TRAIT_MUTANT_COLORS) && !HAS_TRAIT(race_changer, TRAIT_FIXED_MUTANT_COLORS)) var/new_mutantcolor = input(race_changer, "Choose your skin color:", "Race change", race_changer.dna.features["mcolor"]) as color|null if(new_mutantcolor) var/list/mutant_hsv = rgb2hsv(new_mutantcolor) if(mutant_hsv[3] >= 50) // mutantcolors must be bright race_changer.dna.features["mcolor"] = sanitize_hexcolor(new_mutantcolor) race_changer.dna.update_uf_block(DNA_MUTANT_COLOR_BLOCK) else to_chat(race_changer, span_notice("Invalid color. Your color is not bright enough.")) return TRUE race_changer.update_body(is_creating = TRUE) race_changer.update_mutations_overlay() // no hulk lizard // possible Genders: MALE, FEMALE, PLURAL, NEUTER // possible Physique: MALE, FEMALE // saved you a click (many) /obj/structure/mirror/proc/change_sex(mob/living/carbon/human/sexy) var/chosen_sex = tgui_input_list(sexy, "Become a..", "Confirmation", list("Warlock", "Witch", "Wizard", "Itzard")) // YOU try coming up with the 'it' version of wizard switch(chosen_sex) if("Warlock") sexy.gender = MALE to_chat(sexy, span_notice("Man, you feel like a man!")) if("Witch") sexy.gender = FEMALE to_chat(sexy, span_notice("Man, you feel like a woman!")) if("Wizard") sexy.gender = PLURAL to_chat(sexy, span_notice("Woah dude, you feel like a dude!")) if("Itzard") sexy.gender = NEUTER to_chat(sexy, span_notice("Woah dude, you feel like something else!")) var/chosen_physique = tgui_input_list(sexy, "Alter your physique as well?", "Confirmation", list("Warlock Physique", "Witch Physique", "Wizards Don't Need Gender")) if(chosen_physique && chosen_physique != "Wizards Don't Need Gender") sexy.physique = (chosen_physique == "Warlock Physique") ? MALE : FEMALE sexy.dna.update_ui_block(DNA_GENDER_BLOCK) sexy.update_body(is_creating = TRUE) // or else physique won't change properly sexy.update_mutations_overlay() //(hulk male/female) sexy.update_clothing(ITEM_SLOT_ICLOTHING) // update gender shaped clothing /obj/structure/mirror/proc/change_eyes(mob/living/carbon/human/user) var/new_eye_color = input(user, "Choose your eye color", "Eye Color", user.eye_color_left) as color|null if(isnull(new_eye_color)) return TRUE user.eye_color_left = sanitize_hexcolor(new_eye_color) user.eye_color_right = sanitize_hexcolor(new_eye_color) user.dna.update_ui_block(DNA_EYE_COLOR_LEFT_BLOCK) user.dna.update_ui_block(DNA_EYE_COLOR_RIGHT_BLOCK) user.update_body() to_chat(user, span_notice("You gaze at your new eyes with your new eyes. Perfect!")) /obj/structure/mirror/examine_status(mob/living/carbon/human/user) if(broken) return list()// no message spam return ..() /obj/structure/mirror/attacked_by(obj/item/I, mob/living/user) if(broken || !istype(user) || !I.force) return ..() . = ..() if(broken) // breaking a mirror truly gets you bad luck! to_chat(user, span_warning("A chill runs down your spine as [src] shatters...")) user.AddComponent(/datum/component/omen, incidents_left = 7) /obj/structure/mirror/bullet_act(obj/projectile/P) if(broken || !isliving(P.firer) || !P.damage) return ..() . = ..() if(broken) // breaking a mirror truly gets you bad luck! var/mob/living/unlucky_dude = P.firer to_chat(unlucky_dude, span_warning("A chill runs down your spine as [src] shatters...")) unlucky_dude.AddComponent(/datum/component/omen, incidents_left = 7) /obj/structure/mirror/atom_break(damage_flag, mapload) . = ..() if(broken) return icon_state = "mirror_broke" if(!mapload) playsound(src, SFX_SHATTER, 70, TRUE) if(desc == initial(desc)) desc = "Oh no, seven years of bad luck!" broken = TRUE /obj/structure/mirror/atom_deconstruct(disassembled = TRUE) if(!disassembled) new /obj/item/shard(loc) else new /obj/item/wallframe/mirror(loc) /obj/structure/mirror/welder_act(mob/living/user, obj/item/I) ..() if(user.combat_mode) return FALSE if(!broken) return TRUE if(!I.tool_start_check(user, amount=1)) return TRUE balloon_alert(user, "repairing...") if(I.use_tool(src, user, 10, volume = 50)) balloon_alert(user, "repaired") broken = FALSE icon_state = initial(icon_state) desc = initial(desc) return TRUE /obj/structure/mirror/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0) switch(damage_type) if(BRUTE) playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE) if(BURN) playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE) /obj/item/wallframe/mirror name = "mirror" desc = "An unmounted mirror. Attach it to a wall to use." icon = 'icons/obj/watercloset.dmi' icon_state = "mirror" custom_materials = list( /datum/material/glass = SHEET_MATERIAL_AMOUNT, /datum/material/silver = SHEET_MATERIAL_AMOUNT, ) result_path = /obj/structure/mirror pixel_shift = 28 /obj/structure/mirror/magic name = "magic mirror" desc = "Turn and face the strange... face." icon_state = "magic_mirror" mirror_options = MAGIC_MIRROR_OPTIONS /obj/structure/mirror/magic/Initialize(mapload) . = ..() if(length(selectable_races)) return for(var/datum/species/species_type as anything in subtypesof(/datum/species)) if(initial(species_type.changesource_flags) & race_flags) selectable_races[initial(species_type.name)] = species_type selectable_races = sort_list(selectable_races) /obj/structure/mirror/magic/change_beard(mob/living/carbon/human/beard_dresser) // magical mirrors do nothing but give you the damn beard var/new_style = tgui_input_list(beard_dresser, "Select a facial hairstyle", "Grooming", SSaccessories.facial_hairstyles_list) if(isnull(new_style)) return TRUE beard_dresser.set_facial_hairstyle(new_style, update = TRUE) return TRUE //Magic mirrors can change hair color as well /obj/structure/mirror/magic/change_hair(mob/living/carbon/human/user) var/hairchoice = tgui_alert(user, "Hairstyle or hair color?", "Change Hair", list("Style", "Color")) if(hairchoice == "Style") //So you just want to use a mirror then? return ..() var/new_hair_color = input(user, "Choose your hair color", "Hair Color", user.hair_color) as color|null if(new_hair_color) user.set_haircolor(sanitize_hexcolor(new_hair_color), update = FALSE) user.dna.update_ui_block(DNA_HAIR_COLOR_BLOCK) if(user.physique == MALE) var/new_face_color = input(user, "Choose your facial hair color", "Hair Color", user.facial_hair_color) as color|null if(new_face_color) user.set_facial_haircolor(sanitize_hexcolor(new_face_color), update = FALSE) user.dna.update_ui_block(DNA_FACIAL_HAIR_COLOR_BLOCK) user.update_body_parts() user.update_mutant_bodyparts() /// SKYRAT EDIT ADDITION - Mirrors are no longer scared of colored ears /obj/structure/mirror/magic/attack_hand(mob/living/carbon/human/user) . = ..() if(.) return TRUE if(HAS_TRAIT(user, TRAIT_ADVANCEDTOOLUSER) && HAS_TRAIT(user, TRAIT_LITERATE)) return TRUE to_chat(user, span_alert("You feel quite intelligent.")) // Prevents wizards from being soft locked out of everything // If this stays after the species was changed once more, well, the magic mirror did it. It's magic i aint gotta explain shit user.add_traits(list(TRAIT_LITERATE, TRAIT_ADVANCEDTOOLUSER), SPECIES_TRAIT) return TRUE /obj/structure/mirror/magic/lesser/Initialize(mapload) // Roundstart species don't have a flag, so it has to be set on Initialize. selectable_races = get_selectable_species().Copy() return ..() /obj/structure/mirror/magic/badmin race_flags = MIRROR_BADMIN /obj/structure/mirror/magic/pride name = "pride's mirror" desc = "Pride cometh before the..." race_flags = MIRROR_PRIDE mirror_options = PRIDE_MIRROR_OPTIONS /// If the last user has altered anything about themselves var/changed = FALSE /obj/structure/mirror/magic/pride/display_radial_menu(mob/living/carbon/human/user) var/pick = show_radial_menu(user, src, mirror_options, user, radius = 36, require_near = TRUE, tooltips = TRUE) if(!pick) return TRUE //get out changed = TRUE switch(pick) if(CHANGE_HAIR) change_hair(user) if(CHANGE_BEARD) change_beard(user) if(CHANGE_RACE) change_race(user) if(CHANGE_SEX) // sex: yes change_sex(user) if(CHANGE_NAME) change_name(user) if(CHANGE_EYES) change_eyes(user) return display_radial_menu(user) /obj/structure/mirror/magic/pride/attack_hand(mob/living/carbon/human/user) changed = FALSE . = ..() if (!changed) return user.visible_message( span_bolddanger("The ground splits beneath [user] as [user.p_their()] hand leaves the mirror!"), span_notice("Perfect. Much better! Now nobody will be able to resist yo-"), ) var/turf/user_turf = get_turf(user) var/list/levels = SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS) var/turf/dest if(length(levels)) dest = locate(user_turf.x, user_turf.y, pick(levels)) user_turf.ChangeTurf(/turf/open/chasm, flags = CHANGETURF_INHERIT_AIR) var/turf/open/chasm/new_chasm = user_turf new_chasm.set_target(dest) new_chasm.drop(user) #undef CHANGE_HAIR #undef CHANGE_BEARD #undef CHANGE_RACE #undef CHANGE_SEX #undef CHANGE_NAME #undef CHANGE_EYES #undef INERT_MIRROR_OPTIONS #undef PRIDE_MIRROR_OPTIONS #undef MAGIC_MIRROR_OPTIONS