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## About The Pull Request Removes mutant bodyparts and external organs from the game completely Digitgrade behaviour was mutant bodypart for no reason Cat ears now work with the bodyparts overlay system, same as all the other external organs (since all their behaviour is now just on /organ It doesn't remove all the /external types, but moves all behaviour to /organ. I'll follow up with a PR wiping all the /external organ types, but it's just conflict heaven so not this PR I've also streamlined a lot of duplicate/weird species regeneration code Melbert did the same PR as well but due to a lack of time (?) I have absorbed his PR to double nuke mutant bodyparts ## Why It's Good For The Game Frees us from the chain of unmodular code, and kills my greatest nemesis (after the shuttle meteor murder bug) ## Changelog 🆑 Time-Green and MrMelbert Refactor: External organ behaviour has been moved to /organ, ears now use the same system as the other organs Refactor: Mutant bodyparts are dead! This likely does not mean much to the average person but it's very dear to me code: Improves digitgrade handling in preference code /🆑 I have absorbed #85126, using Melberts code to improve and add some missing changes. Mainly improving the functioning of preferences and digitgrade legs. I didn't take over the hairstyle improvements. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
153 lines
7.9 KiB
Plaintext
153 lines
7.9 KiB
Plaintext
/// The non gender specific list that we get from init_sprite_accessory_subtypes()
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#define DEFAULT_SPRITE_LIST "default_sprites"
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/// The male specific list that we get from init_sprite_accessory_subtypes()
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#define MALE_SPRITE_LIST "male_sprites"
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/// The female specific list that we get from init_sprite_accessory_subtypes()
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#define FEMALE_SPRITE_LIST "female_sprites"
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/// subsystem that just holds lists of sprite accessories for accession in generating said sprites.
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/// A sprite accessory is something that we add to a human sprite to make them look different. This is hair, facial hair, underwear, mutant bits, etc.
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SUBSYSTEM_DEF(accessories) // just 'accessories' for brevity
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name = "Sprite Accessories"
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flags = SS_NO_FIRE | SS_NO_INIT
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//Hairstyles
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var/list/hairstyles_list //! stores /datum/sprite_accessory/hair indexed by name
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var/list/hairstyles_male_list //! stores only hair names
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var/list/hairstyles_female_list //! stores only hair names
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var/list/facial_hairstyles_list //! stores /datum/sprite_accessory/facial_hair indexed by name
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var/list/facial_hairstyles_male_list //! stores only hair names
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var/list/facial_hairstyles_female_list //! stores only hair names
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var/list/hair_gradients_list //! stores /datum/sprite_accessory/hair_gradient indexed by name
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var/list/facial_hair_gradients_list //! stores /datum/sprite_accessory/facial_hair_gradient indexed by name
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//Underwear
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var/list/underwear_list //! stores /datum/sprite_accessory/underwear indexed by name
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var/list/underwear_m //! stores only underwear name
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var/list/underwear_f //! stores only underwear name
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//Undershirts
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var/list/undershirt_list //! stores /datum/sprite_accessory/undershirt indexed by name
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var/list/undershirt_m //! stores only undershirt name
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var/list/undershirt_f //! stores only undershirt name
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//Socks
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var/list/socks_list //! stores /datum/sprite_accessory/socks indexed by name
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//Lizard Bits (all datum lists indexed by name)
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var/list/lizard_markings_list
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var/list/snouts_list
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var/list/horns_list
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var/list/frills_list
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var/list/spines_list
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var/list/tail_spines_list
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//Mutant Human bits
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var/list/tails_list_human
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var/list/tails_list_lizard
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var/list/tails_list_monkey
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var/list/ears_list
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var/list/wings_list
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var/list/wings_open_list
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var/list/moth_wings_list
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var/list/moth_antennae_list
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var/list/moth_markings_list
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var/list/caps_list
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var/list/pod_hair_list
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/datum/controller/subsystem/accessories/PreInit() // this stuff NEEDS to be set up before GLOB for preferences and stuff to work so this must go here. sorry
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setup_lists()
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init_hair_gradients()
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/// Sets up all of the lists for later utilization in the round and building sprites.
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/// In an ideal world we could tack everything that just needed `DEFAULT_SPRITE_LIST` into static variables on the top, but due to the initialization order
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/// where this subsystem will initialize BEFORE statics, it's just not feasible since this all needs to be ready for actual subsystems to use.
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/// Sorry.
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/datum/controller/subsystem/accessories/proc/setup_lists()
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var/hair_lists = init_sprite_accessory_subtypes(/datum/sprite_accessory/hair)
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hairstyles_list = hair_lists[DEFAULT_SPRITE_LIST]
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hairstyles_male_list = hair_lists[MALE_SPRITE_LIST]
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hairstyles_female_list = hair_lists[FEMALE_SPRITE_LIST]
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var/facial_hair_lists = init_sprite_accessory_subtypes(/datum/sprite_accessory/facial_hair)
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facial_hairstyles_list = facial_hair_lists[DEFAULT_SPRITE_LIST]
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facial_hairstyles_male_list = facial_hair_lists[MALE_SPRITE_LIST]
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facial_hairstyles_female_list = facial_hair_lists[FEMALE_SPRITE_LIST]
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var/underwear_lists = init_sprite_accessory_subtypes(/datum/sprite_accessory/underwear)
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underwear_list = underwear_lists[DEFAULT_SPRITE_LIST]
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underwear_m = underwear_lists[MALE_SPRITE_LIST]
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underwear_f = underwear_lists[FEMALE_SPRITE_LIST]
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var/undershirt_lists = init_sprite_accessory_subtypes(/datum/sprite_accessory/undershirt)
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undershirt_list = undershirt_lists[DEFAULT_SPRITE_LIST]
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undershirt_m = undershirt_lists[MALE_SPRITE_LIST]
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undershirt_f = undershirt_lists[FEMALE_SPRITE_LIST]
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socks_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/socks)[DEFAULT_SPRITE_LIST]
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lizard_markings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/lizard_markings, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
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tails_list_human = init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/human, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
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tails_list_lizard = init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/lizard)[DEFAULT_SPRITE_LIST]
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tails_list_monkey = init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/monkey)[DEFAULT_SPRITE_LIST]
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snouts_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/snouts)[DEFAULT_SPRITE_LIST]
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horns_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/horns, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
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ears_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/ears, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
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wings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/wings, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
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wings_open_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/wings_open)[DEFAULT_SPRITE_LIST]
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frills_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/frills, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
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spines_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/spines, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
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tail_spines_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/tail_spines, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
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caps_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/caps)[DEFAULT_SPRITE_LIST]
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moth_wings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings)[DEFAULT_SPRITE_LIST]
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moth_antennae_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_antennae)[DEFAULT_SPRITE_LIST]
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moth_markings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_markings, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
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pod_hair_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/pod_hair)[DEFAULT_SPRITE_LIST]
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/// This proc just intializes all /datum/sprite_accessory/hair_gradient into an list indexed by gradient-style name
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/datum/controller/subsystem/accessories/proc/init_hair_gradients()
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hair_gradients_list = list()
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facial_hair_gradients_list = list()
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for(var/path in subtypesof(/datum/sprite_accessory/gradient))
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var/datum/sprite_accessory/gradient/gradient = new path
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if(gradient.gradient_category & GRADIENT_APPLIES_TO_HAIR)
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hair_gradients_list[gradient.name] = gradient
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if(gradient.gradient_category & GRADIENT_APPLIES_TO_FACIAL_HAIR)
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facial_hair_gradients_list[gradient.name] = gradient
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/// This reads the applicable sprite accessory datum's subtypes and adds it to the subsystem's list of sprite accessories.
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/// The boolean `add_blank` argument just adds a "None" option to the list of sprite accessories, like if a felinid doesn't want a tail or something, typically good for gated-off things.
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/datum/controller/subsystem/accessories/proc/init_sprite_accessory_subtypes(prototype, add_blank = FALSE)
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RETURN_TYPE(/list)
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var/returnable_list = list(
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DEFAULT_SPRITE_LIST = list(),
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MALE_SPRITE_LIST = list(),
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FEMALE_SPRITE_LIST = list(),
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)
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for(var/path in subtypesof(prototype))
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var/datum/sprite_accessory/accessory = new path
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if(accessory.icon_state)
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returnable_list[DEFAULT_SPRITE_LIST][accessory.name] = accessory
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else
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returnable_list[DEFAULT_SPRITE_LIST] += accessory.name
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switch(accessory.gender)
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if(MALE)
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returnable_list[MALE_SPRITE_LIST] += accessory.name
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if(FEMALE)
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returnable_list[FEMALE_SPRITE_LIST] += accessory.name
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else
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returnable_list[MALE_SPRITE_LIST] += accessory.name
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returnable_list[FEMALE_SPRITE_LIST] += accessory.name
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if(add_blank)
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returnable_list[DEFAULT_SPRITE_LIST][SPRITE_ACCESSORY_NONE] = new /datum/sprite_accessory/blank
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return returnable_list
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#undef DEFAULT_SPRITE_LIST
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#undef MALE_SPRITE_LIST
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#undef FEMALE_SPRITE_LIST
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