mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-02 04:52:10 +00:00
Adds plasmaman support to mob spawners (#73068)
## About The Pull Request
A very minor change but one that will save headache down the line. Adds
plasmaman support to mob spawners, meaning they will be guaranteed to
get their internals and suit upon spawning from those.
Modified the equip proc to be able to automatically turn hand slot
internals on without the need for snowflakey open_internals checks
everywhere, as that should already handled by the it (shown below). Just
modified it to work on hand slots.
4b832e7d01/code/datums/outfit.dm (L245-L248)
## Why It's Good For The Game
Adds support for present and future mob spawners involving plasmapeople.
## Changelog
🆑
qol: prevents mob spawner plasmamen from spawning without their suit and
internals.
code: the equip proc can now find internals in the hand slot and
automatically open them, allowing for less snowflakey code down the
line.
/🆑
---------
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
519 lines
15 KiB
Plaintext
519 lines
15 KiB
Plaintext
/**
|
|
* # Outfit datums
|
|
*
|
|
* This is a clean system of applying outfits to mobs, if you need to equip someone in a uniform
|
|
* this is the way to do it cleanly and properly.
|
|
*
|
|
* You can also specify an outfit datum on a job to have it auto equipped to the mob on join
|
|
*
|
|
* /mob/living/carbon/human/proc/equipOutfit(outfit) is the mob level proc to equip an outfit
|
|
* and you pass it the relevant datum outfit
|
|
*
|
|
* outfits can also be saved as json blobs downloadable by a client and then can be uploaded
|
|
* by that user to recreate the outfit, this is used by admins to allow for custom event outfits
|
|
* that can be restored at a later date
|
|
*/
|
|
/datum/outfit
|
|
///Name of the outfit (shows up in the equip admin verb)
|
|
var/name = "Naked"
|
|
|
|
/// Type path of item to go in the idcard slot
|
|
var/id = null
|
|
|
|
/// Type path of ID card trim associated with this outfit.
|
|
var/id_trim = null
|
|
|
|
/// Type path of item to go in uniform slot
|
|
var/uniform = null
|
|
|
|
/// Type path of item to go in suit slot
|
|
var/suit = null
|
|
|
|
/**
|
|
* Type path of item to go in suit storage slot
|
|
*
|
|
* (make sure it's valid for that suit)
|
|
*/
|
|
var/suit_store = null
|
|
|
|
/// Type path of item to go in back slot
|
|
var/back = null
|
|
|
|
/**
|
|
* list of items that should go in the backpack of the user
|
|
*
|
|
* Format of this list should be: list(path=count,otherpath=count)
|
|
*/
|
|
var/list/backpack_contents = null
|
|
|
|
/// Type path of item to go in belt slot
|
|
var/belt = null
|
|
|
|
/// Type path of item to go in ears slot
|
|
var/ears = null
|
|
|
|
/// Type path of item to go in the glasses slot
|
|
var/glasses = null
|
|
|
|
/// Type path of item to go in gloves slot
|
|
var/gloves = null
|
|
|
|
/// Type path of item to go in head slot
|
|
var/head = null
|
|
|
|
/// Type path of item to go in mask slot
|
|
var/mask = null
|
|
|
|
/// Type path of item to go in neck slot
|
|
var/neck = null
|
|
|
|
/// Type path of item to go in shoes slot
|
|
var/shoes = null
|
|
|
|
/// Type path of item for left pocket slot
|
|
var/l_pocket = null
|
|
|
|
/// Type path of item for right pocket slot
|
|
var/r_pocket = null
|
|
|
|
///Type path of item to go in the right hand
|
|
var/l_hand = null
|
|
|
|
//Type path of item to go in left hand
|
|
var/r_hand = null
|
|
|
|
/// Any clothing accessory item
|
|
var/accessory = null
|
|
|
|
/// Internals box. Will be inserted at the start of backpack_contents
|
|
var/box
|
|
|
|
/**
|
|
* extra types for chameleon outfit changes, mostly guns
|
|
*
|
|
* Format of this list is (typepath, typepath, typepath)
|
|
*
|
|
* These are all added and returns in the list for get_chamelon_diguise_info proc
|
|
*/
|
|
var/list/chameleon_extras
|
|
|
|
/**
|
|
* Any implants the mob should start implanted with
|
|
*
|
|
* Format of this list is (typepath, typepath, typepath)
|
|
*/
|
|
var/list/implants = null
|
|
|
|
///ID of the slot containing a gas tank
|
|
var/internals_slot = null
|
|
|
|
/**
|
|
* Any skillchips the mob should have in their brain.
|
|
*
|
|
* Format of this list is (typepath, typepath, typepath)
|
|
*/
|
|
var/list/skillchips = null
|
|
|
|
///Should we preload some of this job's items?
|
|
var/preload = FALSE
|
|
|
|
/// Any undershirt. While on humans it is a string, here we use paths to stay consistent with the rest of the equips.
|
|
var/datum/sprite_accessory/undershirt = null
|
|
|
|
/**
|
|
* Called at the start of the equip proc
|
|
*
|
|
* Override to change the value of the slots depending on client prefs, species and
|
|
* other such sources of change
|
|
*
|
|
* Extra Arguments
|
|
* * visualsOnly true if this is only for display (in the character setup screen)
|
|
*
|
|
* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
|
|
*/
|
|
/datum/outfit/proc/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
|
//to be overridden for customization depending on client prefs,species etc
|
|
return
|
|
|
|
/**
|
|
* Called after the equip proc has finished
|
|
*
|
|
* All items are on the mob at this point, use this proc to toggle internals
|
|
* fiddle with id bindings and accesses etc
|
|
*
|
|
* Extra Arguments
|
|
* * visualsOnly true if this is only for display (in the character setup screen)
|
|
*
|
|
* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
|
|
*/
|
|
/datum/outfit/proc/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
|
//to be overridden for toggling internals, id binding, access etc
|
|
return
|
|
|
|
#define EQUIP_OUTFIT_ITEM(item_path, slot_name) if(##item_path) { \
|
|
H.equip_to_slot_or_del(SSwardrobe.provide_type(##item_path, H), ##slot_name, TRUE); \
|
|
var/obj/item/outfit_item = H.get_item_by_slot(##slot_name); \
|
|
if (outfit_item && outfit_item.type == ##item_path) { \
|
|
outfit_item.on_outfit_equip(H, visualsOnly, ##slot_name); \
|
|
} \
|
|
}
|
|
|
|
/**
|
|
* Equips all defined types and paths to the mob passed in
|
|
*
|
|
* Extra Arguments
|
|
* * visualsOnly true if this is only for display (in the character setup screen)
|
|
*
|
|
* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
|
|
*/
|
|
/datum/outfit/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE)
|
|
pre_equip(H, visualsOnly)
|
|
|
|
//Start with uniform,suit,backpack for additional slots
|
|
if(uniform)
|
|
EQUIP_OUTFIT_ITEM(uniform, ITEM_SLOT_ICLOTHING)
|
|
if(suit)
|
|
EQUIP_OUTFIT_ITEM(suit, ITEM_SLOT_OCLOTHING)
|
|
if(belt)
|
|
EQUIP_OUTFIT_ITEM(belt, ITEM_SLOT_BELT)
|
|
if(gloves)
|
|
EQUIP_OUTFIT_ITEM(gloves, ITEM_SLOT_GLOVES)
|
|
if(shoes)
|
|
EQUIP_OUTFIT_ITEM(shoes, ITEM_SLOT_FEET)
|
|
if(head)
|
|
EQUIP_OUTFIT_ITEM(head, ITEM_SLOT_HEAD)
|
|
if(mask)
|
|
EQUIP_OUTFIT_ITEM(mask, ITEM_SLOT_MASK)
|
|
if(neck)
|
|
EQUIP_OUTFIT_ITEM(neck, ITEM_SLOT_NECK)
|
|
if(ears)
|
|
EQUIP_OUTFIT_ITEM(ears, ITEM_SLOT_EARS)
|
|
if(glasses)
|
|
EQUIP_OUTFIT_ITEM(glasses, ITEM_SLOT_EYES)
|
|
if(back)
|
|
EQUIP_OUTFIT_ITEM(back, ITEM_SLOT_BACK)
|
|
if(id)
|
|
EQUIP_OUTFIT_ITEM(id, ITEM_SLOT_ID)
|
|
if(!visualsOnly && id_trim && H.wear_id)
|
|
var/obj/item/card/id/id_card = H.wear_id
|
|
id_card.registered_age = H.age
|
|
if(id_trim)
|
|
if(!SSid_access.apply_trim_to_card(id_card, id_trim))
|
|
WARNING("Unable to apply trim [id_trim] to [id_card] in outfit [name].")
|
|
H.sec_hud_set_ID()
|
|
|
|
if(suit_store)
|
|
EQUIP_OUTFIT_ITEM(suit_store, ITEM_SLOT_SUITSTORE)
|
|
|
|
if(undershirt)
|
|
H.undershirt = initial(undershirt.name)
|
|
|
|
if(accessory)
|
|
var/obj/item/clothing/under/U = H.w_uniform
|
|
if(U)
|
|
U.attach_accessory(SSwardrobe.provide_type(accessory, H))
|
|
else
|
|
WARNING("Unable to equip accessory [accessory] in outfit [name]. No uniform present!")
|
|
|
|
if(l_hand)
|
|
H.put_in_l_hand(SSwardrobe.provide_type(l_hand, H))
|
|
if(r_hand)
|
|
H.put_in_r_hand(SSwardrobe.provide_type(r_hand, H))
|
|
|
|
if(!visualsOnly) // Items in pockets or backpack don't show up on mob's icon.
|
|
if(l_pocket)
|
|
EQUIP_OUTFIT_ITEM(l_pocket, ITEM_SLOT_LPOCKET)
|
|
if(r_pocket)
|
|
EQUIP_OUTFIT_ITEM(r_pocket, ITEM_SLOT_RPOCKET)
|
|
|
|
if(box)
|
|
if(!backpack_contents)
|
|
backpack_contents = list()
|
|
backpack_contents.Insert(1, box)
|
|
backpack_contents[box] = 1
|
|
|
|
if(backpack_contents)
|
|
for(var/path in backpack_contents)
|
|
var/number = backpack_contents[path]
|
|
if(!isnum(number))//Default to 1
|
|
number = 1
|
|
for(var/i in 1 to number)
|
|
EQUIP_OUTFIT_ITEM(path, ITEM_SLOT_BACKPACK)
|
|
|
|
post_equip(H, visualsOnly)
|
|
|
|
if(!visualsOnly)
|
|
apply_fingerprints(H)
|
|
if(internals_slot)
|
|
if(internals_slot & ITEM_SLOT_HANDS)
|
|
var/obj/item/tank/internals/internals = H.is_holding_item_of_type(/obj/item/tank/internals)
|
|
if(internals)
|
|
H.open_internals(internals)
|
|
else
|
|
H.open_internals(H.get_item_by_slot(internals_slot))
|
|
if(implants)
|
|
for(var/implant_type in implants)
|
|
var/obj/item/implant/I = SSwardrobe.provide_type(implant_type, H)
|
|
I.implant(H, null, TRUE)
|
|
|
|
// Insert the skillchips associated with this outfit into the target.
|
|
if(skillchips)
|
|
for(var/skillchip_path in skillchips)
|
|
var/obj/item/skillchip/skillchip_instance = SSwardrobe.provide_type(skillchip_path)
|
|
var/implant_msg = H.implant_skillchip(skillchip_instance)
|
|
if(implant_msg)
|
|
stack_trace("Failed to implant [H] with [skillchip_instance], on job [src]. Failure message: [implant_msg]")
|
|
qdel(skillchip_instance)
|
|
return
|
|
|
|
var/activate_msg = skillchip_instance.try_activate_skillchip(TRUE, TRUE)
|
|
if(activate_msg)
|
|
CRASH("Failed to activate [H]'s [skillchip_instance], on job [src]. Failure message: [activate_msg]")
|
|
|
|
|
|
H.update_body()
|
|
return TRUE
|
|
|
|
#undef EQUIP_OUTFIT_ITEM
|
|
|
|
/**
|
|
* Apply a fingerprint from the passed in human to all items in the outfit
|
|
*
|
|
* Used for forensics setup when the mob is first equipped at roundstart
|
|
* essentially calls add_fingerprint to every defined item on the human
|
|
*
|
|
*/
|
|
/datum/outfit/proc/apply_fingerprints(mob/living/carbon/human/H)
|
|
if(!istype(H))
|
|
return
|
|
if(H.back)
|
|
H.back.add_fingerprint(H, ignoregloves = TRUE)
|
|
for(var/obj/item/I in H.back.contents)
|
|
I.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.wear_id)
|
|
H.wear_id.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.w_uniform)
|
|
H.w_uniform.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.wear_suit)
|
|
H.wear_suit.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.wear_mask)
|
|
H.wear_mask.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.wear_neck)
|
|
H.wear_neck.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.head)
|
|
H.head.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.shoes)
|
|
H.shoes.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.gloves)
|
|
H.gloves.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.ears)
|
|
H.ears.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.glasses)
|
|
H.glasses.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.belt)
|
|
H.belt.add_fingerprint(H, ignoregloves = TRUE)
|
|
for(var/obj/item/I in H.belt.contents)
|
|
I.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.s_store)
|
|
H.s_store.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.l_store)
|
|
H.l_store.add_fingerprint(H, ignoregloves = TRUE)
|
|
if(H.r_store)
|
|
H.r_store.add_fingerprint(H, ignoregloves = TRUE)
|
|
for(var/obj/item/I in H.held_items)
|
|
I.add_fingerprint(H, ignoregloves = TRUE)
|
|
return TRUE
|
|
|
|
//SKYRAT EDIT
|
|
/**
|
|
* Copies the outfit from a human to itself.
|
|
**/
|
|
/datum/outfit/proc/copy_outfit_from_target(mob/living/carbon/human/H)
|
|
if(!istype(H))
|
|
return
|
|
if(H.back)
|
|
back = H.back.type
|
|
if(H.wear_id)
|
|
id = H.wear_id.type
|
|
if(H.w_uniform)
|
|
uniform = H.w_uniform.type
|
|
if(H.wear_suit)
|
|
suit = H.wear_suit.type
|
|
if(H.wear_mask)
|
|
mask = H.wear_mask.type
|
|
if(H.wear_neck)
|
|
neck = H.wear_neck.type
|
|
if(H.head)
|
|
head = H.head.type
|
|
if(H.shoes)
|
|
shoes = H.shoes.type
|
|
if(H.gloves)
|
|
gloves = H.gloves.type
|
|
if(H.ears)
|
|
ears = H.ears.type
|
|
if(H.glasses)
|
|
glasses = H.glasses.type
|
|
if(H.belt)
|
|
belt = H.belt.type
|
|
return TRUE
|
|
// SKYRAT EDIT END
|
|
|
|
/// Return a list of all the types that are required to disguise as this outfit type
|
|
/datum/outfit/proc/get_chameleon_disguise_info()
|
|
var/list/types = list(uniform, suit, back, belt, gloves, shoes, head, mask, neck, ears, glasses, id, l_pocket, r_pocket, suit_store, r_hand, l_hand)
|
|
types += chameleon_extras
|
|
types += skillchips
|
|
list_clear_nulls(types)
|
|
return types
|
|
|
|
/// Return a list of types to pregenerate for later equipping
|
|
/// This should not be things that do unique stuff in Initialize() based off their location, since we'll be storing them for a while
|
|
/datum/outfit/proc/get_types_to_preload()
|
|
var/list/preload = list()
|
|
preload += id
|
|
preload += uniform
|
|
preload += suit
|
|
preload += suit_store
|
|
preload += back
|
|
//Load in backpack gear and shit
|
|
for(var/datum/type_to_load in backpack_contents)
|
|
for(var/i in 1 to backpack_contents[type_to_load])
|
|
preload += type_to_load
|
|
preload += belt
|
|
preload += ears
|
|
preload += glasses
|
|
preload += gloves
|
|
preload += head
|
|
preload += mask
|
|
preload += neck
|
|
preload += shoes
|
|
preload += l_pocket
|
|
preload += r_pocket
|
|
preload += l_hand
|
|
preload += r_hand
|
|
preload += accessory
|
|
preload += box
|
|
for(var/implant_type in implants)
|
|
preload += implant_type
|
|
for(var/skillpath in skillchips)
|
|
preload += skillpath
|
|
|
|
preload -= typesof(/obj/item/clothing/under/color/random) // SKYRAT EDIT - Don't preload random jumpsuit spawners that delete themselves
|
|
|
|
return preload
|
|
|
|
/// Return a json list of this outfit
|
|
/datum/outfit/proc/get_json_data()
|
|
. = list()
|
|
.["outfit_type"] = type
|
|
.["name"] = name
|
|
.["uniform"] = uniform
|
|
.["suit"] = suit
|
|
.["back"] = back
|
|
.["belt"] = belt
|
|
.["gloves"] = gloves
|
|
.["shoes"] = shoes
|
|
.["head"] = head
|
|
.["mask"] = mask
|
|
.["neck"] = neck
|
|
.["ears"] = ears
|
|
.["glasses"] = glasses
|
|
.["id"] = id
|
|
.["id_trim"] = id_trim
|
|
.["l_pocket"] = l_pocket
|
|
.["r_pocket"] = r_pocket
|
|
.["suit_store"] = suit_store
|
|
.["r_hand"] = r_hand
|
|
.["l_hand"] = l_hand
|
|
.["internals_slot"] = internals_slot
|
|
.["backpack_contents"] = backpack_contents
|
|
.["box"] = box
|
|
.["implants"] = implants
|
|
.["accessory"] = accessory
|
|
|
|
/// Copy most vars from another outfit to this one
|
|
/datum/outfit/proc/copy_from(datum/outfit/target)
|
|
name = target.name
|
|
uniform = target.uniform
|
|
suit = target.suit
|
|
back = target.back
|
|
belt = target.belt
|
|
gloves = target.gloves
|
|
shoes = target.shoes
|
|
head = target.head
|
|
mask = target.mask
|
|
neck = target.neck
|
|
ears = target.ears
|
|
glasses = target.glasses
|
|
id = target.id
|
|
id_trim = target.id_trim
|
|
l_pocket = target.l_pocket
|
|
r_pocket = target.r_pocket
|
|
suit_store = target.suit_store
|
|
r_hand = target.r_hand
|
|
l_hand = target.l_hand
|
|
internals_slot = target.internals_slot
|
|
backpack_contents = target.backpack_contents
|
|
box = target.box
|
|
implants = target.implants
|
|
accessory = target.accessory
|
|
|
|
/// Prompt the passed in mob client to download this outfit as a json blob
|
|
/datum/outfit/proc/save_to_file(mob/admin)
|
|
var/stored_data = get_json_data()
|
|
var/json = json_encode(stored_data)
|
|
//Kinda annoying but as far as i can tell you need to make actual file.
|
|
var/f = file("data/TempOutfitUpload")
|
|
fdel(f)
|
|
WRITE_FILE(f,json)
|
|
admin << ftp(f,"[name].json")
|
|
|
|
/// Create an outfit datum from a list of json data
|
|
/datum/outfit/proc/load_from(list/outfit_data)
|
|
//This could probably use more strict validation
|
|
name = outfit_data["name"]
|
|
uniform = text2path(outfit_data["uniform"])
|
|
suit = text2path(outfit_data["suit"])
|
|
back = text2path(outfit_data["back"])
|
|
belt = text2path(outfit_data["belt"])
|
|
gloves = text2path(outfit_data["gloves"])
|
|
shoes = text2path(outfit_data["shoes"])
|
|
head = text2path(outfit_data["head"])
|
|
mask = text2path(outfit_data["mask"])
|
|
neck = text2path(outfit_data["neck"])
|
|
ears = text2path(outfit_data["ears"])
|
|
glasses = text2path(outfit_data["glasses"])
|
|
id = text2path(outfit_data["id"])
|
|
id_trim = text2path(outfit_data["id_trim"])
|
|
l_pocket = text2path(outfit_data["l_pocket"])
|
|
r_pocket = text2path(outfit_data["r_pocket"])
|
|
suit_store = text2path(outfit_data["suit_store"])
|
|
r_hand = text2path(outfit_data["r_hand"])
|
|
l_hand = text2path(outfit_data["l_hand"])
|
|
internals_slot = outfit_data["internals_slot"]
|
|
var/list/backpack = outfit_data["backpack_contents"]
|
|
backpack_contents = list()
|
|
for(var/item in backpack)
|
|
var/itype = text2path(item)
|
|
if(itype)
|
|
backpack_contents[itype] = backpack[item]
|
|
box = text2path(outfit_data["box"])
|
|
var/list/impl = outfit_data["implants"]
|
|
implants = list()
|
|
for(var/I in impl)
|
|
var/imptype = text2path(I)
|
|
if(imptype)
|
|
implants += imptype
|
|
accessory = text2path(outfit_data["accessory"])
|
|
return TRUE
|
|
|
|
/datum/outfit/vv_get_dropdown()
|
|
. = ..()
|
|
VV_DROPDOWN_OPTION("", "---")
|
|
VV_DROPDOWN_OPTION(VV_HK_TO_OUTFIT_EDITOR, "Outfit Editor")
|
|
|
|
/datum/outfit/vv_do_topic(list/href_list)
|
|
. = ..()
|
|
if(href_list[VV_HK_TO_OUTFIT_EDITOR])
|
|
usr.client.open_outfit_editor(src)
|