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// 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)
// Chance for the mirror to be haunted at creation
#define ROUNDSTART_CURSED_CHANCE 0.2
/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
custom_materials = /obj/item/wallframe/mirror::custom_materials
///Can this mirror be removed from walls with tools?
var/deconstructable = TRUE
var/list/mirror_options = INERT_MIRROR_OPTIONS
// Can a revenant be imprisoned in this mirror?
var/cursable = TRUE
///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/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)
AddComponent(/datum/component/reflection, \
reflection_filter = reflection_filter, \
reflection_matrix = reflection_matrix, \
can_reflect = CALLBACK(src, PROC_REF(can_reflect)), \
update_signals = list(COMSIG_ATOM_BREAK), \
check_reflect_signals = list(SIGNAL_ADDTRAIT(TRAIT_NO_MIRROR_REFLECTION), SIGNAL_REMOVETRAIT(TRAIT_NO_MIRROR_REFLECTION)), \
)
if(mapload)
find_and_mount_on_atom()
if(prob(ROUNDSTART_CURSED_CHANCE) && cursable)
AddComponent(/datum/component/revenant_prison, create_on_release = TRUE)
update_choices()
register_context()
/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 || broken)
return FALSE
if(!isliving(target) || HAS_TRAIT(target, TRAIT_NO_MIRROR_REFLECTION))
return FALSE
return TRUE
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror, 28)
/obj/structure/mirror/broken
icon_state = "mirror_broke"
cursable = FALSE
broken = TRUE
desc = "Oh no, seven years of bad luck!"
/obj/structure/mirror/broken/Initialize(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
display_radial_menu(user)
return TRUE
/obj/structure/mirror/wrench_act_secondary(mob/living/user, obj/item/tool)
if(!deconstructable)
balloon_alert(user, "magic prevents detaching!")
return NONE
user.visible_message(span_notice("[user] starts detaching [src]..."), span_notice("You start detaching [src]..."))
tool.play_tool_sound(src)
if(tool.use_tool(src, user, 3 SECONDS))
user.visible_message(span_notice("[user] detaches [src]!"), span_notice("You detach [src] from the wall."))
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
deconstruct()
return ITEM_INTERACT_SUCCESS
return ITEM_INTERACT_BLOCKING
/obj/structure/mirror/atom_deconstruct()
new /obj/item/wallframe/mirror(loc, 1)
/obj/structure/mirror/proc/display_radial_menu(mob/living/carbon/human/user)
if(!can_use_mirror(user))
return
var/pick = show_radial_menu(user, src, mirror_options, user, radius = 36, require_near = TRUE, tooltips = TRUE)
if(!pick || !can_use_mirror(user) || !pre_change(user, pick))
return
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)
display_radial_menu(user)
/// Ran before we dive into any changes, can be used to block changes by returning FALSE
/obj/structure/mirror/proc/pre_change(mob/living/carbon/human/user, picked)
return TRUE
/// Checks if the mob can continue to use the mirror
/obj/structure/mirror/proc/can_use_mirror(mob/living/carbon/human/user)
return !QDELETED(src) && !QDELETED(user) && user.can_perform_action(src, FORBID_TELEKINESIS_REACH)
/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
var/shave_beard = tgui_alert(beard_dresser, "Shave your beard?", "Grooming", list("Yes", "No"))
if(shave_beard == "Yes" && can_use_mirror(beard_dresser))
beard_dresser.set_facial_hairstyle("Shaved", update = TRUE)
return
var/new_style = tgui_input_list(beard_dresser, "Select a facial hairstyle", "Grooming", SSaccessories.facial_hairstyles_list)
if(isnull(new_style) || !can_use_mirror(beard_dresser))
return
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
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) || !can_use_mirror(hairdresser))
return
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
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 || !can_use_mirror(user))
return
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) || !can_use_mirror(race_changer))
return
var/new_race_path = selectable_races[racechoice]
if(!ispath(new_race_path, /datum/species))
return
var/datum/species/newrace = GLOB.species_prototypes[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 || !can_use_mirror(race_changer))
return
if(answer != "Yes")
change_race(race_changer) // try again
return
on_species_change(race_changer, newrace)
race_changer.set_species(new_race_path, 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 && can_use_mirror(race_changer))
race_changer.skin_tone = new_s_tone
race_changer.dna.update_ui_block(/datum/dna_block/identity/skin_tone)
else if(HAS_TRAIT(race_changer, TRAIT_MUTANT_COLORS) && !HAS_TRAIT(race_changer, TRAIT_FIXED_MUTANT_COLORS))
var/new_mutantcolor = tgui_color_picker(race_changer, "Choose your skin color:", "Race change", race_changer.dna.features[FEATURE_MUTANT_COLOR])
if(new_mutantcolor && can_use_mirror(race_changer))
var/list/mutant_hsv = rgb2hsv(new_mutantcolor)
if(mutant_hsv[3] >= 50) // mutantcolors must be bright
race_changer.dna.features[FEATURE_MUTANT_COLOR] = sanitize_hexcolor(new_mutantcolor)
race_changer.dna.update_uf_block(/datum/dna_block/feature/mutant_color)
else
to_chat(race_changer, span_notice("Invalid color. Your color is not bright enough."))
race_changer.update_body(is_creating = TRUE)
race_changer.update_mutations_overlay() // no hulk lizard
/// Hook for mirrors to do stuff on species change
/obj/structure/mirror/proc/on_species_change(mob/living/carbon/human/race_changer, datum/species/newrace)
return
// 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
if(!chosen_sex || !can_use_mirror(sexy))
return
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" && can_use_mirror(sexy))
sexy.physique = (chosen_physique == "Warlock Physique") ? MALE : FEMALE
sexy.dna.update_ui_block(/datum/dna_block/identity/gender)
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 = tgui_color_picker(user, "Choose your eye color", "Eye Color", user.eye_color_left)
if(isnull(new_eye_color) || !can_use_mirror(user))
return
user.set_eye_color(sanitize_hexcolor(new_eye_color))
user.dna.update_ui_block(/datum/dna_block/identity/eye_colors)
user.update_eyes()
to_chat(user, span_notice("You gaze at your new eyes with your new eyes. Perfect!"))
/obj/structure/mirror/examine(mob/user)
. = ..()
if(deconstructable)
. += span_notice("It's mounted to the wall with a couple of <b>bolts</b>.")
/obj/structure/mirror/examine_status(mob/living/carbon/human/user)
if(broken)
return list()// no message spam
return ..()
/obj/structure/mirror/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
if(isnull(held_item))
context[SCREENTIP_CONTEXT_LMB] = "Open Customize Radial"
return CONTEXTUAL_SCREENTIP_SET
if(held_item.tool_behaviour == TOOL_WRENCH && deconstructable)
context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
return CONTEXTUAL_SCREENTIP_SET
return .
/obj/structure/mirror/attacked_by(obj/item/I, mob/living/user, list/modifiers, list/attack_modifiers)
. = ..()
if(broken || . <= 0) // breaking a mirror truly gets you bad luck!
return
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/proj)
if(broken || !isliving(proj.firer) || !proj.damage)
return ..()
. = ..()
if(broken) // breaking a mirror truly gets you bad luck!
var/mob/living/unlucky_dude = proj.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)
. = ..()
if(broken)
return
icon_state = "mirror_broke"
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 * 5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 2)
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
deconstructable = FALSE
cursable = FALSE
/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) || !can_use_mirror(beard_dresser))
return
beard_dresser.set_facial_hairstyle(new_style, update = 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(!can_use_mirror(user))
return
if(hairchoice == "Style") //So you just want to use a mirror then?
return ..()
var/new_hair_color = tgui_color_picker(user, "Choose your hair color", "Hair Color", user.hair_color)
if(!new_hair_color || !can_use_mirror(user))
return
if(new_hair_color)
user.set_haircolor(sanitize_hexcolor(new_hair_color))
user.dna.update_ui_block(/datum/dna_block/identity/hair_color)
if(user.physique == MALE)
var/new_face_color = tgui_color_picker(user, "Choose your facial hair color", "Hair Color", user.facial_hair_color)
if(new_face_color && can_use_mirror(user))
user.set_facial_haircolor(sanitize_hexcolor(new_face_color))
user.dna.update_ui_block(/datum/dna_block/identity/facial_color)
/// Hook for mirrors to do stuff on species change
/obj/structure/mirror/magic/on_species_change(mob/living/carbon/human/race_changer, datum/species/newrace)
if(HAS_TRAIT(race_changer, TRAIT_ADVANCEDTOOLUSER) && HAS_TRAIT(race_changer, TRAIT_LITERATE))
return
to_chat(race_changer, 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
race_changer.add_traits(list(TRAIT_LITERATE, TRAIT_ADVANCEDTOOLUSER), SPECIES_TRAIT)
/obj/structure/mirror/magic/lesser
/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/pre_change(mob/living/carbon/human/user, picked)
. = ..()
changed = TRUE
/obj/structure/mirror/magic/pride/attack_hand(mob/living/carbon/human/user)
changed = FALSE
. = ..()
if (!changed || QDELETED(user) || !IN_GIVEN_RANGE(user, src, 3)) // 3 range gives a tiny bit of leeway if you try to run away after using it
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 <i>nobody</i> 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
#undef ROUNDSTART_CURSED_CHANCE