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Bubberstation/code/controllers/subsystem/sprite_accessories.dm
Waterpig b01756b97c Datumizes DNA blocks, makes DNA cleaner in general (#92061)
## About The Pull Request

Moves all the dna block handling onto singleton datums initialized
inside global lists, to make the handling dna less of a copy-paste mess
and make adding new blocks significantly easier. There is still some
work to be done in the copypaste department but ultimately that falls
under its own PR scope after the core refactor goes through. (Ill
probably do those but it will also be easier for everyone else as the
code is now significantly less of an eyesore)

Both features and identities have been tested through and through, and
seem to be working fine.

Also removed the reliance on weird hardcoded lookup tables for length,
and other similar things that just didn't make sense when I was passing
through DNA code. There's a lot more that fall out of scope for this
exact PR's goal however

## Why It's Good For The Game

I've been told the maintainers will love me for doing this

## Changelog

🆑
code: feature keys are no longer magical strings floating around the
codebase and use proper defines
refactor: DNA blocks are now handled with singleton datums.
/🆑
2025-07-14 16:51:45 -06:00

167 lines
8.5 KiB
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/// The non gender specific list that we get from init_sprite_accessory_subtypes()
#define DEFAULT_SPRITE_LIST "default_sprites"
/// The male specific list that we get from init_sprite_accessory_subtypes()
#define MALE_SPRITE_LIST "male_sprites"
/// The female specific list that we get from init_sprite_accessory_subtypes()
#define FEMALE_SPRITE_LIST "female_sprites"
/// subsystem that just holds lists of sprite accessories for accession in generating said sprites.
/// A sprite accessory is something that we add to a human sprite to make them look different. This is hair, facial hair, underwear, mutant bits, etc.
SUBSYSTEM_DEF(accessories) // just 'accessories' for brevity
name = "Sprite Accessories"
flags = SS_NO_FIRE | SS_NO_INIT
// HOLY SHIT COMPACT THIS INTO ASSOCIATED LISTS SO WE STOP ADDING VARIABLES
//Hairstyles
var/list/hairstyles_list //! stores /datum/sprite_accessory/hair indexed by name
var/list/hairstyles_male_list //! stores only hair names
var/list/hairstyles_female_list //! stores only hair names
var/list/facial_hairstyles_list //! stores /datum/sprite_accessory/facial_hair indexed by name
var/list/facial_hairstyles_male_list //! stores only hair names
var/list/facial_hairstyles_female_list //! stores only hair names
var/list/hair_gradients_list //! stores /datum/sprite_accessory/hair_gradient indexed by name
var/list/facial_hair_gradients_list //! stores /datum/sprite_accessory/facial_hair_gradient indexed by name
var/list/hair_masks_list //! stores /datum/hair_mask indexed by type
//Underwear
var/list/underwear_list //! stores /datum/sprite_accessory/underwear indexed by name
var/list/underwear_m //! stores only underwear name
var/list/underwear_f //! stores only underwear name
//Undershirts
var/list/undershirt_list //! stores /datum/sprite_accessory/undershirt indexed by name
var/list/undershirt_m //! stores only undershirt name
var/list/undershirt_f //! stores only undershirt name
//Socks
var/list/socks_list //! stores /datum/sprite_accessory/socks indexed by name
//Lizard Bits (all datum lists indexed by name)
var/list/lizard_markings_list
var/list/snouts_list
var/list/horns_list
var/list/frills_list
var/list/spines_list
var/list/tail_spines_list
//Mutant Human bits
var/list/tails_list_felinid
var/list/tails_list_lizard
var/list/tails_list_monkey
var/list/tails_list_xeno
var/list/tails_list_fish
var/list/ears_list
var/list/wings_list
var/list/wings_open_list
var/list/moth_wings_list
var/list/moth_antennae_list
var/list/moth_markings_list
var/list/caps_list
var/list/pod_hair_list
/datum/controller/subsystem/accessories/PreInit() // this stuff NEEDS to be set up before GLOB for preferences and stuff to work so this must go here. sorry
setup_lists()
init_hair_gradients()
init_hair_masks()
/// Sets up all of the lists for later utilization in the round and building sprites.
/// In an ideal world we could tack everything that just needed `DEFAULT_SPRITE_LIST` into static variables on the top, but due to the initialization order
/// where this subsystem will initialize BEFORE statics, it's just not feasible since this all needs to be ready for actual subsystems to use.
/// Sorry.
/datum/controller/subsystem/accessories/proc/setup_lists()
var/hair_lists = init_sprite_accessory_subtypes(/datum/sprite_accessory/hair)
hairstyles_list = hair_lists[DEFAULT_SPRITE_LIST]
hairstyles_male_list = hair_lists[MALE_SPRITE_LIST]
hairstyles_female_list = hair_lists[FEMALE_SPRITE_LIST]
var/facial_hair_lists = init_sprite_accessory_subtypes(/datum/sprite_accessory/facial_hair)
facial_hairstyles_list = facial_hair_lists[DEFAULT_SPRITE_LIST]
facial_hairstyles_male_list = facial_hair_lists[MALE_SPRITE_LIST]
facial_hairstyles_female_list = facial_hair_lists[FEMALE_SPRITE_LIST]
var/underwear_lists = init_sprite_accessory_subtypes(/datum/sprite_accessory/underwear)
underwear_list = underwear_lists[DEFAULT_SPRITE_LIST]
underwear_m = underwear_lists[MALE_SPRITE_LIST]
underwear_f = underwear_lists[FEMALE_SPRITE_LIST]
var/undershirt_lists = init_sprite_accessory_subtypes(/datum/sprite_accessory/undershirt)
undershirt_list = undershirt_lists[DEFAULT_SPRITE_LIST]
undershirt_m = undershirt_lists[MALE_SPRITE_LIST]
undershirt_f = undershirt_lists[FEMALE_SPRITE_LIST]
socks_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/socks)[DEFAULT_SPRITE_LIST]
lizard_markings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/lizard_markings, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
tails_list_felinid = init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/felinid, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
tails_list_lizard = init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/lizard)[DEFAULT_SPRITE_LIST]
tails_list_monkey = init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/monkey)[DEFAULT_SPRITE_LIST]
tails_list_xeno = init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/xeno)[DEFAULT_SPRITE_LIST]
//tails fo fish organ infusions, not for prefs.
tails_list_fish = init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/fish)[DEFAULT_SPRITE_LIST]
snouts_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/snouts)[DEFAULT_SPRITE_LIST]
horns_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/horns, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
ears_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/ears, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
wings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/wings, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
wings_open_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/wings_open)[DEFAULT_SPRITE_LIST]
frills_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/frills, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
spines_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/spines, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
tail_spines_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/tail_spines, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
caps_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/caps)[DEFAULT_SPRITE_LIST]
moth_wings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings)[DEFAULT_SPRITE_LIST]
moth_antennae_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_antennae)[DEFAULT_SPRITE_LIST]
moth_markings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_markings, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
pod_hair_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/pod_hair)[DEFAULT_SPRITE_LIST]
/// This proc just initializes all /datum/sprite_accessory/hair_gradient into an list indexed by gradient-style name
/datum/controller/subsystem/accessories/proc/init_hair_gradients()
hair_gradients_list = list()
facial_hair_gradients_list = list()
for(var/path in subtypesof(/datum/sprite_accessory/gradient))
var/datum/sprite_accessory/gradient/gradient = new path
if(gradient.gradient_category & GRADIENT_APPLIES_TO_HAIR)
hair_gradients_list[gradient.name] = gradient
if(gradient.gradient_category & GRADIENT_APPLIES_TO_FACIAL_HAIR)
facial_hair_gradients_list[gradient.name] = gradient
/datum/controller/subsystem/accessories/proc/init_hair_masks()
hair_masks_list = list()
for(var/path in subtypesof(/datum/hair_mask))
var/datum/hair_mask/mask = new path
hair_masks_list[path] = mask
/// This reads the applicable sprite accessory datum's subtypes and adds it to the subsystem's list of sprite accessories.
/// The boolean `add_blank` argument just adds a "None" option to the list of sprite accessories, like if a felinid doesn't want a tail or something, typically good for gated-off things.
/datum/controller/subsystem/accessories/proc/init_sprite_accessory_subtypes(prototype, add_blank = FALSE)
RETURN_TYPE(/list)
var/returnable_list = list(
DEFAULT_SPRITE_LIST = list(),
MALE_SPRITE_LIST = list(),
FEMALE_SPRITE_LIST = list(),
)
for(var/path in subtypesof(prototype))
var/datum/sprite_accessory/accessory = new path
if(accessory.icon_state)
returnable_list[DEFAULT_SPRITE_LIST][accessory.name] = accessory
else
returnable_list[DEFAULT_SPRITE_LIST] += accessory.name
switch(accessory.gender)
if(MALE)
returnable_list[MALE_SPRITE_LIST] += accessory.name
if(FEMALE)
returnable_list[FEMALE_SPRITE_LIST] += accessory.name
else
returnable_list[MALE_SPRITE_LIST] += accessory.name
returnable_list[FEMALE_SPRITE_LIST] += accessory.name
if(add_blank)
returnable_list[DEFAULT_SPRITE_LIST][SPRITE_ACCESSORY_NONE] = new /datum/sprite_accessory/blank
return returnable_list
#undef DEFAULT_SPRITE_LIST
#undef MALE_SPRITE_LIST
#undef FEMALE_SPRITE_LIST