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https://github.com/Bubberstation/Bubberstation.git
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MiniStation is now a single folder which isn't included by default. When you tick the code file for the ministation map, like with tgstation and metastation, it will then include the necessary code files itself. These code files modify certain datums, like jobs, supply packs and uplink datums. The modified files outside the MiniStation folder are modifications made by the MiniStation branch which aren't changes exclusive to MiniStation. Such as changing the unused circulator, which only MiniStation used, so that it was fixed and would correctly match the direction of the thermal generator. The TEG was also changed to have a better interface and to include the above fix. The department security was changed so it wouldn't runtime if it didn't find a checkpoint. The preferences' SetChoices was changed so that the screen would automatically grow for every column in the job list. The main difference between this version and the forked version is that the Unemployed and the Lieutenant was reverted back to their original names; since it would've been a massive pain to add support for that.
739 lines
26 KiB
Plaintext
739 lines
26 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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var/list/preferences_datums = list()
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#define IS_MODE_COMPILED(MODE) (ispath(text2path("/datum/game_mode/"+(MODE))))
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var/global/list/special_roles = list( //keep synced with the defines BE_* in setup.dm --rastaf
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//some autodetection here.
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"traitor" = IS_MODE_COMPILED("traitor"), // 0
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"operative" = IS_MODE_COMPILED("nuclear"), // 1
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"changeling" = IS_MODE_COMPILED("changeling"), // 2
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"wizard" = IS_MODE_COMPILED("wizard"), // 3
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"malf AI" = IS_MODE_COMPILED("malfunction"), // 4
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"revolutionary" = IS_MODE_COMPILED("revolution"), // 5
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"alien lifeform" = 1, //always show // 6
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"pAI candidate" = 1, // -- TLE // 7
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"cultist" = IS_MODE_COMPILED("cult"), // 8
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"infested monkey" = IS_MODE_COMPILED("monkey"), // 9
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)
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datum/preferences
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//doohickeys for savefiles
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var/path
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var/default_slot = 1 //Holder so it doesn't default to slot 1, rather the last one used
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var/max_save_slots = 3
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//non-preference stuff
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var/warns = 0
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var/muted = 0
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var/last_ip
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var/last_id
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//game-preferences
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var/lastchangelog = "" //Saved changlog filesize to detect if there was a change
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var/ooccolor = "#002eb8"
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var/be_special = 0 //Special role selection
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var/UI_style = "Midnight"
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var/toggles = TOGGLES_DEFAULT
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var/ghost_form = "ghost"
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//character preferences
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var/real_name //our character's name
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var/be_random_name = 0 //whether we are a random name every round
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var/gender = MALE //gender of character (well duh)
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var/age = 30 //age of character
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var/blood_type = "A+" //blood type (not-chooseable)
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var/underwear = "Nude" //underwear type
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var/backbag = 2 //backpack type
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var/hair_style = "Bald" //Hair type
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var/hair_color = "000" //Hair color
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var/facial_hair_style = "Shaved" //Face hair type
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var/facial_hair_color = "000" //Facial hair color
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var/skin_tone = "caucasian1" //Skin color
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var/eye_color = "000" //Eye color
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//Mob preview
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var/icon/preview_icon_front = null
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var/icon/preview_icon_side = null
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//Jobs, uses bitflags
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var/job_civilian_high = 0
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var/job_civilian_med = 0
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var/job_civilian_low = 0
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var/job_medsci_high = 0
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var/job_medsci_med = 0
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var/job_medsci_low = 0
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var/job_engsec_high = 0
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var/job_engsec_med = 0
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var/job_engsec_low = 0
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// Want randomjob if preferences already filled - Donkie
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var/userandomjob = 1 //defaults to 1 for fewer assistants
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// 0 = character settings, 1 = game preferences
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var/current_tab = 0
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// OOC Metadata:
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var/metadata = ""
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var/unlock_content = 0
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/datum/preferences/New(client/C)
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blood_type = random_blood_type()
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ooccolor = normal_ooc_colour
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if(istype(C))
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if(!IsGuestKey(C.key))
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load_path(C.ckey)
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unlock_content = C.IsByondMember()
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if(unlock_content)
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max_save_slots = 8
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var/loaded_preferences_successfully = load_preferences()
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if(loaded_preferences_successfully)
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if(load_character())
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return
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//we couldn't load character data so just randomize the character appearance + name
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random_character() //let's create a random character then - rather than a fat, bald and naked man.
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real_name = random_name(gender)
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if(!loaded_preferences_successfully)
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save_preferences()
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save_character() //let's save this new random character so it doesn't keep generating new ones.
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return
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/datum/preferences
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proc/ShowChoices(mob/user)
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if(!user || !user.client) return
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update_preview_icon()
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user << browse_rsc(preview_icon_front, "previewicon.png")
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user << browse_rsc(preview_icon_side, "previewicon2.png")
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var/dat = "<center>"
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dat += "<a href='?_src_=prefs;preference=tab;tab=0' [current_tab == 0 ? "class='linkOn'" : ""]>Character Settings</a> "
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dat += "<a href='?_src_=prefs;preference=tab;tab=1' [current_tab == 1 ? "class='linkOn'" : ""]>Game Preferences</a>"
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if(!path)
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dat += "<div class='notice'>Please create an account to save your preferences</div>"
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dat += "</center>"
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dat += "<HR>"
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switch(current_tab)
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if (0) // Character Settings#
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if(path)
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var/savefile/S = new /savefile(path)
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if(S)
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dat += "<center>"
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var/name
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for(var/i=1, i<=max_save_slots, i++)
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S.cd = "/character[i]"
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S["real_name"] >> name
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if(!name) name = "Character[i]"
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//if(i!=1) dat += " | "
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dat += "<a style='white-space:nowrap;' href='?_src_=prefs;preference=changeslot;num=[i];' [i == default_slot ? "class='linkOn'" : ""]>[name]</a> "
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dat += "</center>"
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dat += "<center><h2>Occupation Choices</h2>"
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dat += "<a href='?_src_=prefs;preference=job;task=menu'>Set Occupation Preferences</a><br></center>"
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dat += "<h2>Identity</h2>"
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dat += "<table width='100%'><tr><td width='75%' valign='top'>"
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if(appearance_isbanned(user))
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dat += "<b>You are banned from using custom names and appearances. You can continue to adjust your characters, but you will be randomised once you join the game.</b><br>"
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dat += "<a href='?_src_=prefs;preference=name;task=random'>Random Name</A> "
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dat += "<a href='?_src_=prefs;preference=name'>Always Random Name: [be_random_name ? "Yes" : "No"]</a><BR>"
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dat += "<b>Name:</b> "
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dat += "<a href='?_src_=prefs;preference=name;task=input'>[real_name]</a><BR>"
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dat += "<b>Gender:</b> <a href='?_src_=prefs;preference=gender'>[gender == MALE ? "Male" : "Female"]</a><BR>"
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dat += "<b>Age:</b> <a href='?_src_=prefs;preference=age;task=input'>[age]</a>"
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dat += "</td><td valign='center'>"
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dat += "<div class='statusDisplay'><center><img src=previewicon.png height=64 width=64><img src=previewicon2.png height=64 width=64></center></div>"
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dat += "</td></tr></table>"
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dat += "<h2>Body</h2>"
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dat += "<a href='?_src_=prefs;preference=all;task=random'>Random Body</A><br>"
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dat += "<table width='100%'><tr><td width='24%' valign='top'>"
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dat += "<b>Blood Type:</b> [blood_type]<BR>"
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dat += "<b>Skin Tone:</b><BR><a href='?_src_=prefs;preference=s_tone;task=input'>[skin_tone]</a><BR>"
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dat += "<b>Underwear:</b><BR><a href ='?_src_=prefs;preference=underwear;task=input'>[underwear]</a><BR>"
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dat += "<b>Backpack:</b><BR><a href ='?_src_=prefs;preference=bag;task=input'>[backbaglist[backbag]]</a><BR>"
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dat += "</td><td valign='top' width='28%'>"
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dat += "<h3>Hair Style</h3>"
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dat += "<a href='?_src_=prefs;preference=hair_style;task=input'>[hair_style]</a><BR>"
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dat += "<span style='border:1px solid #161616; background-color: #[hair_color];'> </span> <a href='?_src_=prefs;preference=hair;task=input'>Change</a><BR>"
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dat += "</td><td valign='top' width='28%'>"
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dat += "<h3>Facial Hair Style</h3>"
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dat += "<a href='?_src_=prefs;preference=facial_hair_style;task=input'>[facial_hair_style]</a><BR>"
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dat += "<span style='border: 1px solid #161616; background-color: #[facial_hair_color];'> </span> <a href='?_src_=prefs;preference=facial;task=input'>Change</a><BR>"
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dat += "</td><td valign='top'>"
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dat += "<h3>Eye Color</h3>"
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dat += "<span style='border: 1px solid #161616; background-color: #[eye_color];'> </span> <a href='?_src_=prefs;preference=eyes;task=input'>Change</a><BR>"
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dat += "</td></tr></table>"
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if (1) // Game Preferences
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dat += "<table><tr><td width='340px' height='300px' valign='top'>"
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dat += "<h2>General Settings</h2>"
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dat += "<b>UI Style:</b> <a href='?_src_=prefs;preference=ui'>[UI_style]</a><br>"
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dat += "<b>Play admin midis:</b> <a href='?_src_=prefs;preference=hear_midis'>[(toggles & SOUND_MIDI) ? "Yes" : "No"]</a><br>"
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dat += "<b>Play lobby music:</b> <a href='?_src_=prefs;preference=lobby_music'>[(toggles & SOUND_LOBBY) ? "Yes" : "No"]</a><br>"
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dat += "<b>Ghost ears:</b> <a href='?_src_=prefs;preference=ghost_ears'>[(toggles & CHAT_GHOSTEARS) ? "Nearest Creatures" : "All Speech"]</a><br>"
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dat += "<b>Ghost sight:</b> <a href='?_src_=prefs;preference=ghost_sight'>[(toggles & CHAT_GHOSTSIGHT) ? "Nearest Creatures" : "All Emotes"]</a><br>"
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if(config.allow_Metadata)
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dat += "<b>OOC Notes:</b> <a href='?_src_=prefs;preference=metadata;task=input'> Edit </a><br>"
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if(user.client)
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if(user.client.holder)
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dat += "<b>Adminhelp Sound:</b> "
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dat += "<a href='?_src_=prefs;preference=hear_adminhelps'>[(toggles & SOUND_ADMINHELP)?"On":"Off"]</a><br>"
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if(unlock_content || check_rights_for(user.client, R_ADMIN))
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dat += "<b>OOC:</b> <span style='border: 1px solid #161616; background-color: [ooccolor];'> </span> <a href='?_src_=prefs;preference=ooccolor;task=input'>Change</a><br>"
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if(unlock_content)
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dat += "<b>BYOND Membership Publicity:</b> <a href='?_src_=prefs;preference=publicity'>[(toggles & MEMBER_PUBLIC) ? "Public" : "Hidden"]</a><br>"
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dat += "<b>Ghost Form:</b> <a href='?_src_=prefs;task=input;preference=ghostform'>[ghost_form]</a><br>"
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dat += "</td><td width='300px' height='300px' valign='top'>"
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dat += "<h2>Antagonist Settings</h2>"
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if(jobban_isbanned(user, "Syndicate"))
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dat += "<b>You are banned from antagonist roles.</b>"
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src.be_special = 0
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else
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var/n = 0
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for (var/i in special_roles)
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if(special_roles[i]) //if mode is available on the server
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if(jobban_isbanned(user, i))
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dat += "<b>Be [i]:</b> <font color=red><b>\[BANNED]</b></font><br>"
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else if(i == "pai candidate")
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if(jobban_isbanned(user, "pAI"))
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dat += "<b>Be [i]:</b> <font color=red><b>\[BANNED]</b></font><br>"
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else
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dat += "<b>Be [i]:</b> <a href='?_src_=prefs;preference=be_special;num=[n]'>[src.be_special&(1<<n) ? "Yes" : "No"]</a><br>"
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n++
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dat += "</td></tr></table>"
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dat += "<hr><center>"
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if(!IsGuestKey(user.key))
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dat += "<a href='?_src_=prefs;preference=load'>Undo</a> "
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dat += "<a href='?_src_=prefs;preference=save'>Save Setup</a> "
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dat += "<a href='?_src_=prefs;preference=reset_all'>Reset Setup</a>"
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dat += "</center>"
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//user << browse(dat, "window=preferences;size=560x560")
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var/datum/browser/popup = new(user, "preferences", "<div align='center'>Character Setup</div>", 580, 580)
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popup.set_content(dat)
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popup.open(0)
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proc/SetChoices(mob/user, limit = 17, list/splitJobs = list("Chief Engineer"), widthPerColumn = 295, height = 620)
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if(!job_master) return
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//limit - The amount of jobs allowed per column. Defaults to 17 to make it look nice.
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//splitJobs - Allows you split the table by job. You can make different tables for each department by including their heads. Defaults to CE to make it look nice.
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//widthPerColumn - Screen's width for every column.
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//height - Screen's height.
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var/width = widthPerColumn
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var/HTML = "<center>"
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HTML += "<b>Choose occupation chances</b><br>"
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HTML += "<div align='center'>Left-click to raise an occupation preference, right-click to lower it.<br></div>"
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HTML += "<center><a href='?_src_=prefs;preference=job;task=close'>Done</a></center><br>" // Easier to press up here.
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HTML += "<script type='text/javascript'>function setJobPrefRedirect(level, rank) { window.location.href='?_src_=prefs;preference=job;task=setJobLevel;level=' + level + ';text=' + encodeURIComponent(rank); return false; }</script>"
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HTML += "<table width='100%' cellpadding='1' cellspacing='0'><tr><td width='20%'>" // Table within a table for alignment, also allows you to easily add more colomns.
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HTML += "<table width='100%' cellpadding='1' cellspacing='0'>"
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var/index = -1
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//The job before the current job. I only use this to get the previous jobs color when I'm filling in blank rows.
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var/datum/job/lastJob
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for(var/datum/job/job in job_master.occupations)
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index += 1
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if((index >= limit) || (job.title in splitJobs))
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width += widthPerColumn
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if((index < limit) && (lastJob != null))
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//If the cells were broken up by a job in the splitJob list then it will fill in the rest of the cells with
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//the last job's selection color. Creating a rather nice effect.
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for(var/i = 0, i < (limit - index), i += 1)
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HTML += "<tr bgcolor='[lastJob.selection_color]'><td width='60%' align='right'> </td><td> </td></tr>"
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HTML += "</table></td><td width='20%'><table width='100%' cellpadding='1' cellspacing='0'>"
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index = 0
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HTML += "<tr bgcolor='[job.selection_color]'><td width='60%' align='right'>"
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var/rank = job.title
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lastJob = job
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if(jobban_isbanned(user, rank))
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HTML += "<font color=red>[rank]</font></td><td><font color=red><b> \[BANNED\]</b></font></td></tr>"
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continue
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if(!job.player_old_enough(user.client))
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var/available_in_days = job.available_in_days(user.client)
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HTML += "<font color=red>[rank]</font></td><td><font color=red> \[IN [(available_in_days)] DAYS\]</font></td></tr>"
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continue
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if((job_civilian_low & ASSISTANT) && (rank != "Assistant"))
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HTML += "<font color=orange>[rank]</font></td><td></td></tr>"
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continue
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if((rank in command_positions) || (rank == "AI"))//Bold head jobs
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HTML += "<b><span class='dark'>[rank]</span></b>"
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else
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HTML += "<span class='dark'>[rank]</span>"
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HTML += "</td><td width='40%'>"
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var/prefLevelLabel = "ERROR"
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var/prefLevelColor = "pink"
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var/prefUpperLevel = -1 // level to assign on left click
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var/prefLowerLevel = -1 // level to assign on right click
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if(GetJobDepartment(job, 1) & job.flag)
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prefLevelLabel = "High"
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prefLevelColor = "slateblue"
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prefUpperLevel = 4
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prefLowerLevel = 2
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else if(GetJobDepartment(job, 2) & job.flag)
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prefLevelLabel = "Medium"
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prefLevelColor = "green"
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prefUpperLevel = 1
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prefLowerLevel = 3
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else if(GetJobDepartment(job, 3) & job.flag)
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prefLevelLabel = "Low"
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prefLevelColor = "orange"
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prefUpperLevel = 2
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prefLowerLevel = 4
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else
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prefLevelLabel = "NEVER"
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prefLevelColor = "red"
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prefUpperLevel = 3
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prefLowerLevel = 1
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HTML += "<a class='white' href='?_src_=prefs;preference=job;task=setJobLevel;level=[prefUpperLevel];text=[rank]' oncontextmenu='javascript:return setJobPrefRedirect([prefLowerLevel], \"[rank]\");'>"
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if(rank == "Assistant")//Assistant is special
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if(job_civilian_low & ASSISTANT)
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HTML += "<font color=green>Yes</font>"
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else
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HTML += "<font color=red>No</font>"
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HTML += "</a></td></tr>"
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continue
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HTML += "<font color=[prefLevelColor]>[prefLevelLabel]</font>"
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HTML += "</a></td></tr>"
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for(var/i = 1, i < (limit - index), i += 1) // Finish the column so it is even
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HTML += "<tr bgcolor='[lastJob.selection_color]'><td width='60%' align='right'> </td><td> </td></tr>"
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HTML += "</td'></tr></table>"
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HTML += "</center></table>"
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HTML += "<center><br><a href='?_src_=prefs;preference=job;task=random'>[userandomjob ? "Get random job if preferences unavailable" : "Be an Assistant if preference unavailable"]</a></center>"
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HTML += "<center><a href='?_src_=prefs;preference=job;task=reset'>Reset Preferences</a></center>"
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user << browse(null, "window=preferences")
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//user << browse(HTML, "window=mob_occupation;size=[width]x[height]")
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var/datum/browser/popup = new(user, "mob_occupation", "<div align='center'>Occupation Preferences</div>", width, height)
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popup.set_window_options("can_close=0")
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popup.set_content(HTML)
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popup.open(0)
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return
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proc/SetJobPreferenceLevel(var/datum/job/job, var/level)
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if (!job)
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return 0
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if (level == 1) // to high
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// remove any other job(s) set to high
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job_civilian_med |= job_civilian_high
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job_engsec_med |= job_engsec_high
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job_medsci_med |= job_medsci_high
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job_civilian_high = 0
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job_engsec_high = 0
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job_medsci_high = 0
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if (job.department_flag == CIVILIAN)
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job_civilian_low &= ~job.flag
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job_civilian_med &= ~job.flag
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job_civilian_high &= ~job.flag
|
|
|
|
switch(level)
|
|
if (1)
|
|
job_civilian_high |= job.flag
|
|
if (2)
|
|
job_civilian_med |= job.flag
|
|
if (3)
|
|
job_civilian_low |= job.flag
|
|
|
|
return 1
|
|
else if (job.department_flag == ENGSEC)
|
|
job_engsec_low &= ~job.flag
|
|
job_engsec_med &= ~job.flag
|
|
job_engsec_high &= ~job.flag
|
|
|
|
switch(level)
|
|
if (1)
|
|
job_engsec_high |= job.flag
|
|
if (2)
|
|
job_engsec_med |= job.flag
|
|
if (3)
|
|
job_engsec_low |= job.flag
|
|
|
|
return 1
|
|
else if (job.department_flag == MEDSCI)
|
|
job_medsci_low &= ~job.flag
|
|
job_medsci_med &= ~job.flag
|
|
job_medsci_high &= ~job.flag
|
|
|
|
switch(level)
|
|
if (1)
|
|
job_medsci_high |= job.flag
|
|
if (2)
|
|
job_medsci_med |= job.flag
|
|
if (3)
|
|
job_medsci_low |= job.flag
|
|
|
|
return 1
|
|
|
|
return 0
|
|
|
|
proc/UpdateJobPreference(mob/user, role, desiredLvl)
|
|
var/datum/job/job = job_master.GetJob(role)
|
|
|
|
if(!job)
|
|
user << browse(null, "window=mob_occupation")
|
|
ShowChoices(user)
|
|
return
|
|
|
|
if (!isnum(desiredLvl))
|
|
user << "\red UpdateJobPreference - desired level was not a number. Please notify coders!"
|
|
ShowChoices(user)
|
|
return
|
|
|
|
if(role == "Assistant")
|
|
if(job_civilian_low & job.flag)
|
|
job_civilian_low &= ~job.flag
|
|
else
|
|
job_civilian_low |= job.flag
|
|
SetChoices(user)
|
|
return 1
|
|
|
|
SetJobPreferenceLevel(job, desiredLvl)
|
|
SetChoices(user)
|
|
|
|
return 1
|
|
|
|
|
|
proc/ResetJobs()
|
|
|
|
job_civilian_high = 0
|
|
job_civilian_med = 0
|
|
job_civilian_low = 0
|
|
|
|
job_medsci_high = 0
|
|
job_medsci_med = 0
|
|
job_medsci_low = 0
|
|
|
|
job_engsec_high = 0
|
|
job_engsec_med = 0
|
|
job_engsec_low = 0
|
|
|
|
|
|
proc/GetJobDepartment(var/datum/job/job, var/level)
|
|
if(!job || !level) return 0
|
|
switch(job.department_flag)
|
|
if(CIVILIAN)
|
|
switch(level)
|
|
if(1)
|
|
return job_civilian_high
|
|
if(2)
|
|
return job_civilian_med
|
|
if(3)
|
|
return job_civilian_low
|
|
if(MEDSCI)
|
|
switch(level)
|
|
if(1)
|
|
return job_medsci_high
|
|
if(2)
|
|
return job_medsci_med
|
|
if(3)
|
|
return job_medsci_low
|
|
if(ENGSEC)
|
|
switch(level)
|
|
if(1)
|
|
return job_engsec_high
|
|
if(2)
|
|
return job_engsec_med
|
|
if(3)
|
|
return job_engsec_low
|
|
return 0
|
|
|
|
proc/process_link(mob/user, list/href_list)
|
|
if(!istype(user, /mob/new_player)) return
|
|
|
|
if(href_list["preference"] == "job")
|
|
switch(href_list["task"])
|
|
if("close")
|
|
user << browse(null, "window=mob_occupation")
|
|
ShowChoices(user)
|
|
if("reset")
|
|
ResetJobs()
|
|
SetChoices(user)
|
|
if("random")
|
|
userandomjob = !userandomjob
|
|
SetChoices(user)
|
|
if("setJobLevel")
|
|
UpdateJobPreference(user, href_list["text"], text2num(href_list["level"]))
|
|
else
|
|
SetChoices(user)
|
|
return 1
|
|
|
|
switch(href_list["task"])
|
|
if("random")
|
|
switch(href_list["preference"])
|
|
if("name")
|
|
real_name = random_name(gender)
|
|
if("age")
|
|
age = rand(AGE_MIN, AGE_MAX)
|
|
if("hair")
|
|
hair_color = random_short_color()
|
|
if("hair_style")
|
|
hair_style = random_hair_style(gender)
|
|
if("facial")
|
|
facial_hair_color = random_short_color()
|
|
if("facial_hair_style")
|
|
facial_hair_style = random_facial_hair_style(gender)
|
|
if("underwear")
|
|
underwear = random_underwear(gender)
|
|
if("eyes")
|
|
eye_color = random_eye_color()
|
|
if("s_tone")
|
|
skin_tone = random_skin_tone()
|
|
if("bag")
|
|
backbag = rand(1,3)
|
|
if("all")
|
|
random_character()
|
|
|
|
if("input")
|
|
switch(href_list["preference"])
|
|
if("ghostform")
|
|
if(unlock_content)
|
|
var/new_form = input(user, "Thanks for supporting BYOND - Choose your ghostly form:","Thanks for supporting BYOND",null) as null|anything in ghost_forms
|
|
if(new_form)
|
|
ghost_form = new_form
|
|
if("name")
|
|
var/new_name = reject_bad_name( input(user, "Choose your character's name:", "Character Preference") as text|null )
|
|
if(new_name)
|
|
real_name = new_name
|
|
else
|
|
user << "<font color='red'>Invalid name. Your name should be at least 2 and at most [MAX_NAME_LEN] characters long. It may only contain the characters A-Z, a-z, -, ' and .</font>"
|
|
|
|
if("age")
|
|
var/new_age = input(user, "Choose your character's age:\n([AGE_MIN]-[AGE_MAX])", "Character Preference") as num|null
|
|
if(new_age)
|
|
age = max(min( round(text2num(new_age)), AGE_MAX),AGE_MIN)
|
|
|
|
if("metadata")
|
|
var/new_metadata = input(user, "Enter any information you'd like others to see, such as Roleplay-preferences:", "Game Preference" , metadata) as message|null
|
|
if(new_metadata)
|
|
metadata = sanitize(copytext(new_metadata,1,MAX_MESSAGE_LEN))
|
|
|
|
if("hair")
|
|
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference") as null|color
|
|
if(new_hair)
|
|
hair_color = sanitize_hexcolor(new_hair)
|
|
|
|
|
|
if("hair_style")
|
|
var/new_hair_style
|
|
if(gender == MALE)
|
|
new_hair_style = input(user, "Choose your character's hair style:", "Character Preference") as null|anything in hair_styles_male_list
|
|
else
|
|
new_hair_style = input(user, "Choose your character's hair style:", "Character Preference") as null|anything in hair_styles_female_list
|
|
if(new_hair_style)
|
|
hair_style = new_hair_style
|
|
|
|
if("facial")
|
|
var/new_facial = input(user, "Choose your character's facial-hair colour:", "Character Preference") as null|color
|
|
if(new_facial)
|
|
facial_hair_color = sanitize_hexcolor(new_facial)
|
|
|
|
if("facial_hair_style")
|
|
var/new_facial_hair_style
|
|
if(gender == MALE)
|
|
new_facial_hair_style = input(user, "Choose your character's facial-hair style:", "Character Preference") as null|anything in facial_hair_styles_male_list
|
|
else
|
|
new_facial_hair_style = input(user, "Choose your character's facial-hair style:", "Character Preference") as null|anything in facial_hair_styles_female_list
|
|
if(new_facial_hair_style)
|
|
facial_hair_style = new_facial_hair_style
|
|
|
|
if("underwear")
|
|
var/new_underwear
|
|
if(gender == MALE)
|
|
new_underwear = input(user, "Choose your character's underwear:", "Character Preference") as null|anything in underwear_m
|
|
else
|
|
new_underwear = input(user, "Choose your character's underwear:", "Character Preference") as null|anything in underwear_f
|
|
if(new_underwear)
|
|
underwear = new_underwear
|
|
|
|
if("eyes")
|
|
var/new_eyes = input(user, "Choose your character's eye colour:", "Character Preference") as color|null
|
|
if(new_eyes)
|
|
eye_color = sanitize_hexcolor(new_eyes)
|
|
|
|
if("s_tone")
|
|
var/new_s_tone = input(user, "Choose your character's skin-tone:", "Character Preference") as null|anything in skin_tones
|
|
if(new_s_tone)
|
|
skin_tone = new_s_tone
|
|
|
|
if("ooccolor")
|
|
var/new_ooccolor = input(user, "Choose your OOC colour:", "Game Preference") as color|null
|
|
if(new_ooccolor)
|
|
ooccolor = sanitize_ooccolor(new_ooccolor)
|
|
|
|
if("bag")
|
|
var/new_backbag = input(user, "Choose your character's style of bag:", "Character Preference") as null|anything in backbaglist
|
|
if(new_backbag)
|
|
backbag = backbaglist.Find(new_backbag)
|
|
else
|
|
switch(href_list["preference"])
|
|
if("publicity")
|
|
if(unlock_content)
|
|
toggles ^= MEMBER_PUBLIC
|
|
if("gender")
|
|
if(gender == MALE)
|
|
gender = FEMALE
|
|
else
|
|
gender = MALE
|
|
underwear = random_underwear(gender)
|
|
facial_hair_style = random_facial_hair_style(gender)
|
|
hair_style = random_hair_style(gender)
|
|
|
|
if("hear_adminhelps")
|
|
toggles ^= SOUND_ADMINHELP
|
|
|
|
if("ui")
|
|
switch(UI_style)
|
|
if("Midnight")
|
|
UI_style = "Plasmafire"
|
|
if("Plasmafire")
|
|
UI_style = "Retro"
|
|
else
|
|
UI_style = "Midnight"
|
|
|
|
if("be_special")
|
|
var/num = text2num(href_list["num"])
|
|
be_special ^= (1<<num)
|
|
|
|
if("name")
|
|
be_random_name = !be_random_name
|
|
|
|
if("hear_midis")
|
|
toggles ^= SOUND_MIDI
|
|
|
|
if("lobby_music")
|
|
toggles ^= SOUND_LOBBY
|
|
if(toggles & SOUND_LOBBY)
|
|
user << sound(ticker.login_music, repeat = 0, wait = 0, volume = 85, channel = 1)
|
|
else
|
|
user << sound(null, repeat = 0, wait = 0, volume = 85, channel = 1)
|
|
|
|
if("ghost_ears")
|
|
toggles ^= CHAT_GHOSTEARS
|
|
|
|
if("ghost_sight")
|
|
toggles ^= CHAT_GHOSTSIGHT
|
|
|
|
if("save")
|
|
save_preferences()
|
|
save_character()
|
|
|
|
if("load")
|
|
load_preferences()
|
|
load_character()
|
|
|
|
if("changeslot")
|
|
if(!load_character(text2num(href_list["num"])))
|
|
random_character()
|
|
real_name = random_name(gender)
|
|
save_character()
|
|
|
|
if("tab")
|
|
if (href_list["tab"])
|
|
current_tab = text2num(href_list["tab"])
|
|
|
|
ShowChoices(user)
|
|
return 1
|
|
|
|
proc/copy_to(mob/living/carbon/human/character)
|
|
if(be_random_name)
|
|
real_name = random_name(gender)
|
|
|
|
if(config.humans_need_surnames)
|
|
var/firstspace = findtext(real_name, " ")
|
|
var/name_length = length(real_name)
|
|
if(!firstspace) //we need a surname
|
|
real_name += " [pick(last_names)]"
|
|
else if(firstspace == name_length)
|
|
real_name += "[pick(last_names)]"
|
|
|
|
character.real_name = real_name
|
|
character.name = character.real_name
|
|
if(character.dna)
|
|
character.dna.real_name = character.real_name
|
|
|
|
character.gender = gender
|
|
character.age = age
|
|
character.blood_type = blood_type
|
|
|
|
character.eye_color = eye_color
|
|
character.hair_color = hair_color
|
|
character.facial_hair_color = facial_hair_color
|
|
|
|
character.skin_tone = skin_tone
|
|
character.hair_style = hair_style
|
|
character.facial_hair_style = facial_hair_style
|
|
character.underwear = underwear
|
|
|
|
if(backbag > 3 || backbag < 1)
|
|
backbag = 1 //Same as above
|
|
character.backbag = backbag
|
|
|
|
/*
|
|
//Debugging report to track down a bug, which randomly assigned the plural gender to people.
|
|
if(character.gender in list(PLURAL, NEUTER))
|
|
if(isliving(src)) //Ghosts get neuter by default
|
|
message_admins("[character] ([character.ckey]) has spawned with their gender as plural or neuter. Please notify coders.")
|
|
character.gender = MALE
|
|
*/
|
|
|