Files
Bubberstation/code/game/objects/structures/mirror.dm
carlarctg c4ac48f382 Refactored Mirrors (#77842)
## About The Pull Request

Heavily refactored mirrors to be less ass cancer 1998 code. Player
facing changes are that mirrors now use a radial menu, women can get
beards in magic mirrors, made the magic mirror 'change sex' option Woke
(it supports the 4 official genders and physique as well)

Fixed Pride Mirror teleporting you into the space on the first use. Now
it waits until you officially cancel and say 'I am Done' so you can
customize yourself to your liking.

With a change this big theres bound to be some small tidbits added here
and there (bald people get sad if they try to change their hairdo)

## Why It's Good For The Game

Bad code is bad and I need gbp and I am too hot and too tired to make a
proper description

## Changelog

🆑
refactor: Heavily refactored mirrors to be less ass cancer 1998 code.
Player facing changes are that mirrors now use a radial menu, women can
get beards in magic mirrors, made the magic mirror 'change sex' option
Woke (it supports the 4 official genders and physique as well)
fix: Fixed Pride Mirror teleporting you into the space on the first use.
Now it waits until you officially cancel and say 'I am Done' so you can
customize yourself to your liking.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2023-09-25 19:39:39 +00:00

383 lines
13 KiB
Plaintext

// 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
var/magical_mirror = FALSE
///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)
return TRUE
if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH) && !magical_mirror)
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)
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 && !magical_mirror)
var/new_style = tgui_input_list(beard_dresser, "Select a facial hairstyle", "Grooming", GLOB.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)
else
if(beard_dresser.facial_hairstyle == "Shaved")
to_chat(beard_dresser, span_notice("You realize you don't have any facial hair."))
return
beard_dresser.set_facial_hairstyle("Shaved", update = TRUE)
/obj/structure/mirror/proc/change_hair(mob/living/carbon/human/hairdresser)
var/new_style = tgui_input_list(hairdresser, "Select a hairstyle", "Grooming", GLOB.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
if(!selectable_races[racechoice])
return TRUE
var/datum/species/newrace = selectable_races[racechoice]
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/temp_hsv = RGBtoHSV(new_mutantcolor)
if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // 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()
sexy.update_mutations_overlay() //(hulk male/female)
/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)
/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)
/obj/structure/mirror/atom_break(damage_flag, mapload)
. = ..()
if(broken || (flags_1 & NODECONSTRUCT_1))
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/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(!disassembled)
new /obj/item/shard(loc)
else
new /obj/item/wallframe/mirror(loc)
qdel(src)
/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
magical_mirror = TRUE
/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)
//Magic mirrors can change hair color as well
/obj/structure/mirror/magic/mirror/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()
/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
/obj/structure/mirror/magic/pride/attack_hand(mob/living/carbon/human/user)
. = ..()
if(!.)
return TRUE
user.visible_message(span_danger("<B>The ground splits beneath [user] as [user.p_their()] hand leaves the mirror!</B>"), \
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