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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> TODO: - [x] DOCUMENT SHIT - [x] UPDATE DOCUMENTATION ## About The Pull Request Adds a new datum, which is intended to be a replacement for the stock savefile type, json_savefile As you can imagine, this is essentially just a wrapper around a json file for reading/writing/manipulation that is intended to be a dropin replacement for savefiles It also have the ability to import stock savefiles and parse them into a json tree <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Permission obtained from MSO and Mothblocks. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> Not player facing, tested locally exhaustively to ensure it doesnt break shit 🆑 /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com>
489 lines
15 KiB
Plaintext
489 lines
15 KiB
Plaintext
GLOBAL_LIST_EMPTY(preferences_datums)
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/datum/preferences
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var/client/parent
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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/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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//Antag preferences
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var/list/be_special = list() //Special role selection
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/// Custom keybindings. Map of keybind names to keyboard inputs.
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/// For example, by default would have "swap_hands" -> list("X")
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var/list/key_bindings = list()
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/// Cached list of keybindings, mapping keys to actions.
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/// For example, by default would have "X" -> list("swap_hands")
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var/list/key_bindings_by_key = list()
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var/toggles = TOGGLES_DEFAULT
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var/db_flags
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var/chat_toggles = TOGGLES_DEFAULT_CHAT
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var/ghost_form = "ghost"
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//character preferences
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var/slot_randomized //keeps track of round-to-round randomization of the character slot, prevents overwriting
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var/list/randomise = list()
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//Quirk list
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var/list/all_quirks = list()
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//Job preferences 2.0 - indexed by job title , no key or value implies never
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var/list/job_preferences = list()
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/// The current window, PREFERENCE_TAB_* in [`code/__DEFINES/preferences.dm`]
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var/current_window = PREFERENCE_TAB_CHARACTER_PREFERENCES
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var/unlock_content = 0
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var/list/ignoring = list()
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var/list/exp = list()
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var/action_buttons_screen_locs = list()
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///Someone thought we were nice! We get a little heart in OOC until we join the server past the below time (we can keep it until the end of the round otherwise)
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var/hearted
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///If we have a hearted commendations, we honor it every time the player loads preferences until this time has been passed
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var/hearted_until
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///What outfit typepaths we've favorited in the SelectEquipment menu
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var/list/favorite_outfits = list()
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/// A preview of the current character
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var/atom/movable/screen/map_view/char_preview/character_preview_view
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/// A list of instantiated middleware
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var/list/datum/preference_middleware/middleware = list()
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/// The json savefile for this datum
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var/datum/json_savefile/savefile
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/// The savefile relating to character preferences, PREFERENCE_CHARACTER
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var/list/character_data
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/// A list of keys that have been updated since the last save.
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var/list/recently_updated_keys = list()
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/// A cache of preference entries to values.
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/// Used to avoid expensive READ_FILE every time a preference is retrieved.
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var/value_cache = list()
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/// If set to TRUE, will update character_profiles on the next ui_data tick.
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var/tainted_character_profiles = FALSE
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/datum/preferences/Destroy(force, ...)
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QDEL_NULL(character_preview_view)
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QDEL_LIST(middleware)
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value_cache = null
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return ..()
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/datum/preferences/New(client/parent)
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src.parent = parent
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for (var/middleware_type in subtypesof(/datum/preference_middleware))
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middleware += new middleware_type(src)
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if(IS_CLIENT_OR_MOCK(parent))
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if(!is_guest_key(parent.key))
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load_path(parent.ckey)
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if(!fexists(path))
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try_savefile_type_migration()
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unlock_content = !!parent.IsByondMember()
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if(unlock_content)
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max_save_slots = 8
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else
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CRASH("attempted to create a preferences datum without a client or mock!")
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load_savefile()
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// give them default keybinds and update their movement keys
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key_bindings = deep_copy_list(GLOB.default_hotkeys)
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key_bindings_by_key = get_key_bindings_by_key(key_bindings)
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randomise = get_default_randomization()
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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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randomise_appearance_prefs() //let's create a random character then - rather than a fat, bald and naked man.
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if(parent)
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apply_all_client_preferences()
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parent.set_macros()
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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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/datum/preferences/ui_interact(mob/user, datum/tgui/ui)
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// There used to be code here that readded the preview view if you "rejoined"
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// I'm making the assumption that ui close will be called whenever a user logs out, or loses a window
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// If this isn't the case, kill me and restore the code, thanks
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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character_preview_view = create_character_preview_view(user)
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ui = new(user, src, "PreferencesMenu")
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ui.set_autoupdate(FALSE)
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ui.open()
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// HACK: Without this the character starts out really tiny because of some BYOND bug.
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// You can fix it by changing a preference, so let's just forcably update the body to emulate this.
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// Lemon from the future: this issue appears to replicate if the byond map (what we're relaying here)
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// Is shown while the client's mouse is on the screen. As soon as their mouse enters the main map, it's properly scaled
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// I hate this place
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addtimer(CALLBACK(character_preview_view, /atom/movable/screen/map_view/char_preview/proc/update_body), 1 SECONDS)
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/datum/preferences/ui_state(mob/user)
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return GLOB.always_state
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// Without this, a hacker would be able to edit other people's preferences if
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// they had the ref to Topic to.
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/datum/preferences/ui_status(mob/user, datum/ui_state/state)
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return user.client == parent ? UI_INTERACTIVE : UI_CLOSE
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/datum/preferences/ui_data(mob/user)
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var/list/data = list()
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if (tainted_character_profiles)
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data["character_profiles"] = create_character_profiles()
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tainted_character_profiles = FALSE
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data["character_preferences"] = compile_character_preferences(user)
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data["active_slot"] = default_slot
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for (var/datum/preference_middleware/preference_middleware as anything in middleware)
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data += preference_middleware.get_ui_data(user)
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return data
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/datum/preferences/ui_static_data(mob/user)
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var/list/data = list()
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data["character_profiles"] = create_character_profiles()
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data["character_preview_view"] = character_preview_view.assigned_map
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data["overflow_role"] = SSjob.GetJobType(SSjob.overflow_role).title
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data["window"] = current_window
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data["content_unlocked"] = unlock_content
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for (var/datum/preference_middleware/preference_middleware as anything in middleware)
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data += preference_middleware.get_ui_static_data(user)
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return data
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/datum/preferences/ui_assets(mob/user)
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var/list/assets = list(
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get_asset_datum(/datum/asset/spritesheet/preferences),
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get_asset_datum(/datum/asset/json/preferences),
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)
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for (var/datum/preference_middleware/preference_middleware as anything in middleware)
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assets += preference_middleware.get_ui_assets()
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return assets
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/datum/preferences/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if (.)
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return
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switch (action)
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if ("change_slot")
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// Save existing character
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save_character()
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// SAFETY: `load_character` performs sanitization the slot number
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if (!load_character(params["slot"]))
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tainted_character_profiles = TRUE
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randomise_appearance_prefs()
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save_character()
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for (var/datum/preference_middleware/preference_middleware as anything in middleware)
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preference_middleware.on_new_character(usr)
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character_preview_view.update_body()
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return TRUE
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if ("rotate")
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character_preview_view.dir = turn(character_preview_view.dir, -90)
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return TRUE
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if ("set_preference")
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var/requested_preference_key = params["preference"]
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var/value = params["value"]
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for (var/datum/preference_middleware/preference_middleware as anything in middleware)
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if (preference_middleware.pre_set_preference(usr, requested_preference_key, value))
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return TRUE
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var/datum/preference/requested_preference = GLOB.preference_entries_by_key[requested_preference_key]
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if (isnull(requested_preference))
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return FALSE
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// SAFETY: `update_preference` performs validation checks
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if (!update_preference(requested_preference, value))
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return FALSE
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if (istype(requested_preference, /datum/preference/name))
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tainted_character_profiles = TRUE
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return TRUE
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if ("set_color_preference")
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var/requested_preference_key = params["preference"]
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var/datum/preference/requested_preference = GLOB.preference_entries_by_key[requested_preference_key]
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if (isnull(requested_preference))
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return FALSE
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if (!istype(requested_preference, /datum/preference/color))
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return FALSE
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var/default_value = read_preference(requested_preference.type)
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// Yielding
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var/new_color = input(
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usr,
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"Select new color",
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null,
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default_value || COLOR_WHITE,
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) as color | null
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if (!new_color)
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return FALSE
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if (!update_preference(requested_preference, new_color))
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return FALSE
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return TRUE
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for (var/datum/preference_middleware/preference_middleware as anything in middleware)
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var/delegation = preference_middleware.action_delegations[action]
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if (!isnull(delegation))
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return call(preference_middleware, delegation)(params, usr)
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return FALSE
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/datum/preferences/ui_close(mob/user)
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save_character()
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save_preferences()
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QDEL_NULL(character_preview_view)
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/datum/preferences/Topic(href, list/href_list)
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. = ..()
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if (.)
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return
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if (href_list["open_keybindings"])
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current_window = PREFERENCE_TAB_KEYBINDINGS
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update_static_data(usr)
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ui_interact(usr)
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return TRUE
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/datum/preferences/proc/create_character_preview_view(mob/user)
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character_preview_view = new(null, src)
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character_preview_view.generate_view("character_preview_[REF(character_preview_view)]")
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character_preview_view.update_body()
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character_preview_view.display_to(user)
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return character_preview_view
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/datum/preferences/proc/compile_character_preferences(mob/user)
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var/list/preferences = list()
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for (var/datum/preference/preference as anything in get_preferences_in_priority_order())
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if (!preference.is_accessible(src))
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continue
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LAZYINITLIST(preferences[preference.category])
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var/value = read_preference(preference.type)
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var/data = preference.compile_ui_data(user, value)
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preferences[preference.category][preference.savefile_key] = data
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for (var/datum/preference_middleware/preference_middleware as anything in middleware)
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var/list/append_character_preferences = preference_middleware.get_character_preferences(user)
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if (isnull(append_character_preferences))
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continue
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for (var/category in append_character_preferences)
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if (category in preferences)
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preferences[category] += append_character_preferences[category]
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else
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preferences[category] = append_character_preferences[category]
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return preferences
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/// Applies all PREFERENCE_PLAYER preferences
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/datum/preferences/proc/apply_all_client_preferences()
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for (var/datum/preference/preference as anything in get_preferences_in_priority_order())
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if (preference.savefile_identifier != PREFERENCE_PLAYER)
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continue
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value_cache -= preference.type
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preference.apply_to_client(parent, read_preference(preference.type))
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/// A preview of a character for use in the preferences menu
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/atom/movable/screen/map_view/char_preview
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name = "character_preview"
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/// The body that is displayed
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var/mob/living/carbon/human/dummy/body
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/// The preferences this refers to
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var/datum/preferences/preferences
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/atom/movable/screen/map_view/char_preview/Initialize(mapload, datum/preferences/preferences)
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. = ..()
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src.preferences = preferences
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/atom/movable/screen/map_view/char_preview/Destroy()
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QDEL_NULL(body)
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preferences?.character_preview_view = null
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preferences = null
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return ..()
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/// Updates the currently displayed body
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/atom/movable/screen/map_view/char_preview/proc/update_body()
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if (isnull(body))
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create_body()
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else
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body.wipe_state()
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appearance = preferences.render_new_preview_appearance(body)
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/atom/movable/screen/map_view/char_preview/proc/create_body()
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QDEL_NULL(body)
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body = new
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// Without this, it doesn't show up in the menu
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body.appearance_flags &= ~KEEP_TOGETHER
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/datum/preferences/proc/create_character_profiles()
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var/list/profiles = list()
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for (var/index in 1 to max_save_slots)
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// It won't be updated in the savefile yet, so just read the name directly
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if (index == default_slot)
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profiles += read_preference(/datum/preference/name/real_name)
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continue
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var/tree_key = "character[index]"
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var/save_data = savefile.get_entry(tree_key)
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var/name = save_data?["real_name"]
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if (isnull(name))
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profiles += null
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continue
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profiles += name
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return profiles
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/datum/preferences/proc/set_job_preference_level(datum/job/job, level)
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if (!job)
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return FALSE
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if (level == JP_HIGH)
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var/datum/job/overflow_role = SSjob.overflow_role
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var/overflow_role_title = initial(overflow_role.title)
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for(var/other_job in job_preferences)
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if(job_preferences[other_job] == JP_HIGH)
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// Overflow role needs to go to NEVER, not medium!
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if(other_job == overflow_role_title)
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job_preferences[other_job] = null
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else
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job_preferences[other_job] = JP_MEDIUM
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if(level == null)
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job_preferences -= job.title
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else
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job_preferences[job.title] = level
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return TRUE
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/datum/preferences/proc/GetQuirkBalance()
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var/bal = 0
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for(var/V in all_quirks)
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var/datum/quirk/T = SSquirks.quirks[V]
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bal -= initial(T.value)
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return bal
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/datum/preferences/proc/GetPositiveQuirkCount()
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. = 0
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for(var/q in all_quirks)
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if(SSquirks.quirk_points[q] > 0)
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.++
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/datum/preferences/proc/validate_quirks()
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if(GetQuirkBalance() < 0)
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all_quirks = list()
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/// Sanitizes the preferences, applies the randomization prefs, and then applies the preference to the human mob.
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/datum/preferences/proc/safe_transfer_prefs_to(mob/living/carbon/human/character, icon_updates = TRUE, is_antag = FALSE)
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apply_character_randomization_prefs(is_antag)
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apply_prefs_to(character, icon_updates)
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/// Applies the given preferences to a human mob.
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/datum/preferences/proc/apply_prefs_to(mob/living/carbon/human/character, icon_updates = TRUE)
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character.dna.features = list()
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for (var/datum/preference/preference as anything in get_preferences_in_priority_order())
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if (preference.savefile_identifier != PREFERENCE_CHARACTER)
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continue
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preference.apply_to_human(character, read_preference(preference.type))
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character.dna.real_name = character.real_name
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if(icon_updates)
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character.icon_render_keys = list()
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character.update_body(is_creating = TRUE)
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/// Returns whether the parent mob should have the random hardcore settings enabled. Assumes it has a mind.
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/datum/preferences/proc/should_be_random_hardcore(datum/job/job, datum/mind/mind)
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if(!read_preference(/datum/preference/toggle/random_hardcore))
|
|
return FALSE
|
|
if(job.departments_bitflags & DEPARTMENT_BITFLAG_COMMAND) //No command staff
|
|
return FALSE
|
|
for(var/datum/antagonist/antag as anything in mind.antag_datums)
|
|
if(antag.get_team()) //No team antags
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/// Inverts the key_bindings list such that it can be used for key_bindings_by_key
|
|
/datum/preferences/proc/get_key_bindings_by_key(list/key_bindings)
|
|
var/list/output = list()
|
|
|
|
for (var/action in key_bindings)
|
|
for (var/key in key_bindings[action])
|
|
LAZYADD(output[key], action)
|
|
|
|
return output
|
|
|
|
/// Returns the default `randomise` variable ouptut
|
|
/datum/preferences/proc/get_default_randomization()
|
|
var/list/default_randomization = list()
|
|
|
|
for (var/preference_key in GLOB.preference_entries_by_key)
|
|
var/datum/preference/preference = GLOB.preference_entries_by_key[preference_key]
|
|
if (preference.is_randomizable() && preference.randomize_by_default)
|
|
default_randomization[preference_key] = RANDOM_ENABLED
|
|
|
|
return default_randomization
|