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Bubberstation/code/modules/client/preferences.dm
Ryll Ryll 0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00

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GLOBAL_LIST_EMPTY(preferences_datums)
/datum/preferences
var/client/parent
//doohickeys for savefiles
var/path
var/default_slot = 1 //Holder so it doesn't default to slot 1, rather the last one used
var/max_save_slots = 3
//non-preference stuff
var/muted = 0
var/last_ip
var/last_id
//game-preferences
var/lastchangelog = "" //Saved changlog filesize to detect if there was a change
var/ooccolor = "#c43b23"
var/asaycolor = "#ff4500" //This won't change the color for current admins, only incoming ones.
var/enable_tips = TRUE
var/tip_delay = 500 //tip delay in milliseconds
//Antag preferences
var/list/be_special = list() //Special role selection
var/tmp/old_be_special = 0 //Bitflag version of be_special, used to update old savefiles and nothing more
//If it's 0, that's good, if it's anything but 0, the owner of this prefs file's antag choices were,
//autocorrected this round, not that you'd need to check that.
var/UI_style = null
var/buttons_locked = FALSE
var/hotkeys = TRUE
var/chat_on_map = TRUE
var/max_chat_length = CHAT_MESSAGE_MAX_LENGTH
var/see_chat_non_mob = TRUE
// Custom Keybindings
var/list/key_bindings = list()
var/tgui_fancy = TRUE
var/tgui_lock = TRUE
var/windowflashing = TRUE
var/toggles = TOGGLES_DEFAULT
var/db_flags
var/chat_toggles = TOGGLES_DEFAULT_CHAT
var/ghost_form = "ghost"
var/ghost_orbit = GHOST_ORBIT_CIRCLE
var/ghost_accs = GHOST_ACCS_DEFAULT_OPTION
var/ghost_others = GHOST_OTHERS_DEFAULT_OPTION
var/ghost_hud = 1
var/inquisitive_ghost = 1
var/allow_midround_antag = 1
var/preferred_map = null
var/pda_style = MONO
var/pda_color = "#808000"
var/uses_glasses_colour = 0
//character preferences
var/slot_randomized //keeps track of round-to-round randomization of the character slot, prevents overwriting
var/real_name //our character's name
var/gender = MALE //gender of character (well duh)
var/age = 30 //age of character
var/underwear = "Nude" //underwear type
var/underwear_color = "000" //underwear color
var/undershirt = "Nude" //undershirt type
var/socks = "Nude" //socks type
var/backpack = DBACKPACK //backpack type
var/jumpsuit_style = PREF_SUIT //suit/skirt
var/hairstyle = "Bald" //Hair type
var/hair_color = "000" //Hair color
var/facial_hairstyle = "Shaved" //Face hair type
var/facial_hair_color = "000" //Facial hair color
var/skin_tone = "caucasian1" //Skin color
var/eye_color = "000" //Eye color
var/datum/species/pref_species = new /datum/species/human() //Mutant race
var/list/features = list("mcolor" = "FFF", "ethcolor" = "9c3030", "tail_lizard" = "Smooth", "tail_human" = "None", "snout" = "Round", "horns" = "None", "ears" = "None", "wings" = "None", "frills" = "None", "spines" = "None", "body_markings" = "None", "legs" = "Normal Legs", "moth_wings" = "Plain", "moth_markings" = "None")
var/list/randomise = list(RANDOM_UNDERWEAR = TRUE, RANDOM_UNDERWEAR_COLOR = TRUE, RANDOM_UNDERSHIRT = TRUE, RANDOM_SOCKS = TRUE, RANDOM_BACKPACK = TRUE, RANDOM_JUMPSUIT_STYLE = TRUE, RANDOM_HAIRSTYLE = TRUE, RANDOM_HAIR_COLOR = TRUE, RANDOM_FACIAL_HAIRSTYLE = TRUE, RANDOM_FACIAL_HAIR_COLOR = TRUE, RANDOM_SKIN_TONE = TRUE, RANDOM_EYE_COLOR = TRUE)
var/phobia = "spiders"
var/list/custom_names = list()
var/preferred_ai_core_display = "Blue"
var/prefered_security_department = SEC_DEPT_RANDOM
//Quirk list
var/list/all_quirks = list()
//Job preferences 2.0 - indexed by job title , no key or value implies never
var/list/job_preferences = list()
// Want randomjob if preferences already filled - Donkie
var/joblessrole = BERANDOMJOB //defaults to 1 for fewer assistants
// 0 = character settings, 1 = game preferences
var/current_tab = 0
var/unlock_content = 0
var/list/ignoring = list()
var/clientfps = 0
var/parallax
var/ambientocclusion = TRUE
///Should we automatically fit the viewport?
var/auto_fit_viewport = FALSE
///Should we be in the widescreen mode set by the config?
var/widescreenpref = TRUE
///What size should pixels be displayed as? 0 is strech to fit
var/pixel_size = 0
///What scaling method should we use? Distort means nearest neighbor
var/scaling_method = SCALING_METHOD_DISTORT
var/uplink_spawn_loc = UPLINK_PDA
///The playtime_reward_cloak variable can be set to TRUE from the prefs menu only once the user has gained over 5K playtime hours. If true, it allows the user to get a cool looking roundstart cloak.
var/playtime_reward_cloak = FALSE
var/list/exp = list()
var/list/menuoptions
var/action_buttons_screen_locs = list()
///This var stores the amount of points the owner will get for making it out alive.
var/hardcore_survival_score = 0
///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)
var/hearted
///If we have a hearted commendations, we honor it every time the player loads preferences until this time has been passed
var/hearted_until
/// Agendered spessmen can choose whether to have a male or female bodytype
var/body_type
/// If we have persistent scars enabled
var/persistent_scars = TRUE
/// We have 5 slots for persistent scars, if enabled we pick a random one to load (empty by default) and scars at the end of the shift if we survived as our original person
var/list/scars_list = list("1" = "", "2" = "", "3" = "", "4" = "", "5" = "")
/// Which of the 5 persistent scar slots we randomly roll to load for this round, if enabled. Actually rolled in [/datum/preferences/proc/load_character(slot)]
var/scars_index = 1
/datum/preferences/New(client/C)
parent = C
for(var/custom_name_id in GLOB.preferences_custom_names)
custom_names[custom_name_id] = get_default_name(custom_name_id)
UI_style = GLOB.available_ui_styles[1]
if(istype(C))
if(!IsGuestKey(C.key))
load_path(C.ckey)
unlock_content = C.IsByondMember()
if(unlock_content)
max_save_slots = 8
var/loaded_preferences_successfully = load_preferences()
if(loaded_preferences_successfully)
if(load_character())
return
//we couldn't load character data so just randomize the character appearance + name
random_character() //let's create a random character then - rather than a fat, bald and naked man.
key_bindings = deepCopyList(GLOB.hotkey_keybinding_list_by_key) // give them default keybinds and update their movement keys
C?.update_movement_keys(src)
real_name = pref_species.random_name(gender,1)
if(!loaded_preferences_successfully)
save_preferences()
save_character() //let's save this new random character so it doesn't keep generating new ones.
menuoptions = list()
return
#define APPEARANCE_CATEGORY_COLUMN "<td valign='top' width='14%'>"
#define MAX_MUTANT_ROWS 4
/datum/preferences/proc/ShowChoices(mob/user)
if(!user || !user.client)
return
if(slot_randomized)
load_character(default_slot) // Reloads the character slot. Prevents random features from overwriting the slot if saved.
slot_randomized = FALSE
update_preview_icon()
var/list/dat = list("<center>")
dat += "<a href='?_src_=prefs;preference=tab;tab=0' [current_tab == 0 ? "class='linkOn'" : ""]>Character Settings</a>"
dat += "<a href='?_src_=prefs;preference=tab;tab=1' [current_tab == 1 ? "class='linkOn'" : ""]>Game Preferences</a>"
dat += "<a href='?_src_=prefs;preference=tab;tab=2' [current_tab == 2 ? "class='linkOn'" : ""]>OOC Preferences</a>"
dat += "<a href='?_src_=prefs;preference=tab;tab=3' [current_tab == 3 ? "class='linkOn'" : ""]>Custom Keybindings</a>"
if(!path)
dat += "<div class='notice'>Please create an account to save your preferences</div>"
dat += "</center>"
dat += "<HR>"
switch(current_tab)
if (0) // Character Settings#
if(path)
var/savefile/S = new /savefile(path)
if(S)
dat += "<center>"
var/name
var/unspaced_slots = 0
for(var/i=1, i<=max_save_slots, i++)
unspaced_slots++
if(unspaced_slots > 4)
dat += "<br>"
unspaced_slots = 0
S.cd = "/character[i]"
S["real_name"] >> name
if(!name)
name = "Character[i]"
dat += "<a style='white-space:nowrap;' href='?_src_=prefs;preference=changeslot;num=[i];' [i == default_slot ? "class='linkOn'" : ""]>[name]</a> "
dat += "</center>"
dat += "<center><h2>Occupation Choices</h2>"
dat += "<a href='?_src_=prefs;preference=job;task=menu'>Set Occupation Preferences</a><br></center>"
if(CONFIG_GET(flag/roundstart_traits))
dat += "<center><h2>Quirk Setup</h2>"
dat += "<a href='?_src_=prefs;preference=trait;task=menu'>Configure Quirks</a><br></center>"
dat += "<center><b>Current Quirks:</b> [all_quirks.len ? all_quirks.Join(", ") : "None"]</center>"
dat += "<h2>Identity</h2>"
dat += "<table width='100%'><tr><td width='75%' valign='top'>"
if(is_banned_from(user.ckey, "Appearance"))
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>"
dat += "<a href='?_src_=prefs;preference=name;task=random'>Random Name</A> "
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_NAME]'>Always Random Name: [(randomise[RANDOM_NAME]) ? "Yes" : "No"]</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_NAME_ANTAG]'>When Antagonist: [(randomise[RANDOM_NAME_ANTAG]) ? "Yes" : "No"]</a>"
if(user.client.get_exp_living(TRUE) >= PLAYTIME_HARDCORE_RANDOM)
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_HARDCORE]'>Hardcore Random: [(randomise[RANDOM_HARDCORE]) ? "Yes" : "No"]</a>"
dat += "<br><b>Name:</b> "
dat += "<a href='?_src_=prefs;preference=name;task=input'>[real_name]</a><BR>"
if(!(AGENDER in pref_species.species_traits))
var/dispGender
if(gender == MALE)
dispGender = "Male"
else if(gender == FEMALE)
dispGender = "Female"
else
dispGender = "Other"
dat += "<b>Gender:</b> <a href='?_src_=prefs;preference=gender'>[dispGender]</a>"
if(gender == PLURAL || gender == NEUTER)
dat += "<BR><b>Body Type:</b> <a href='?_src_=prefs;preference=body_type'>[body_type == MALE ? "Male" : "Female"]</a>"
if(randomise[RANDOM_BODY] || randomise[RANDOM_BODY_ANTAG]) //doesn't work unless random body
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_GENDER]'>Always Random Gender: [(randomise[RANDOM_GENDER]) ? "Yes" : "No"]</A>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_GENDER_ANTAG]'>When Antagonist: [(randomise[RANDOM_GENDER_ANTAG]) ? "Yes" : "No"]</A>"
dat += "<br><b>Age:</b> <a href='?_src_=prefs;preference=age;task=input'>[age]</a>"
if(randomise[RANDOM_BODY] || randomise[RANDOM_BODY_ANTAG]) //doesn't work unless random body
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_AGE]'>Always Random Age: [(randomise[RANDOM_AGE]) ? "Yes" : "No"]</A>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_AGE_ANTAG]'>When Antagonist: [(randomise[RANDOM_AGE_ANTAG]) ? "Yes" : "No"]</A>"
dat += "<br><br><b>Special Names:</b><BR>"
var/old_group
for(var/custom_name_id in GLOB.preferences_custom_names)
var/namedata = GLOB.preferences_custom_names[custom_name_id]
if(!old_group)
old_group = namedata["group"]
else if(old_group != namedata["group"])
old_group = namedata["group"]
dat += "<br>"
dat += "<a href ='?_src_=prefs;preference=[custom_name_id];task=input'><b>[namedata["pref_name"]]:</b> [custom_names[custom_name_id]]</a> "
dat += "<br><br>"
dat += "<b>Custom Job Preferences:</b><BR>"
dat += "<a href='?_src_=prefs;preference=ai_core_icon;task=input'><b>Preferred AI Core Display:</b> [preferred_ai_core_display]</a><br>"
dat += "<a href='?_src_=prefs;preference=sec_dept;task=input'><b>Preferred Security Department:</b> [prefered_security_department]</a><BR></td>"
dat += "</tr></table>"
dat += "<h2>Body</h2>"
dat += "<a href='?_src_=prefs;preference=all;task=random'>Random Body</A> "
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_BODY]'>Always Random Body: [(randomise[RANDOM_BODY]) ? "Yes" : "No"]</A>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_BODY_ANTAG]'>When Antagonist: [(randomise[RANDOM_BODY_ANTAG]) ? "Yes" : "No"]</A><br>"
dat += "<table width='100%'><tr><td width='24%' valign='top'>"
dat += "<b>Species:</b><BR><a href='?_src_=prefs;preference=species;task=input'>[pref_species.name]</a><BR>"
dat += "<a href='?_src_=prefs;preference=species;task=random'>Random Species</A> "
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_SPECIES]'>Always Random Species: [(randomise[RANDOM_SPECIES]) ? "Yes" : "No"]</A><br>"
dat += "<b>Underwear:</b><BR><a href ='?_src_=prefs;preference=underwear;task=input'>[underwear]</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_UNDERWEAR]'>[(randomise[RANDOM_UNDERWEAR]) ? "Lock" : "Unlock"]</A>"
dat += "<br><b>Underwear Color:</b><BR><span style='border: 1px solid #161616; background-color: #[underwear_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=underwear_color;task=input'>Change</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_UNDERWEAR_COLOR]'>[(randomise[RANDOM_UNDERWEAR_COLOR]) ? "Lock" : "Unlock"]</A>"
dat += "<BR><b>Undershirt:</b><BR><a href ='?_src_=prefs;preference=undershirt;task=input'>[undershirt]</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_UNDERSHIRT]'>[(randomise[RANDOM_UNDERSHIRT]) ? "Lock" : "Unlock"]</A>"
dat += "<br><b>Socks:</b><BR><a href ='?_src_=prefs;preference=socks;task=input'>[socks]</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_SOCKS]'>[(randomise[RANDOM_SOCKS]) ? "Lock" : "Unlock"]</A>"
dat += "<br><b>Backpack:</b><BR><a href ='?_src_=prefs;preference=bag;task=input'>[backpack]</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_BACKPACK]'>[(randomise[RANDOM_BACKPACK]) ? "Lock" : "Unlock"]</A>"
dat += "<br><b>Jumpsuit Style:</b><BR><a href ='?_src_=prefs;preference=suit;task=input'>[jumpsuit_style]</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_JUMPSUIT_STYLE]'>[(randomise[RANDOM_JUMPSUIT_STYLE]) ? "Lock" : "Unlock"]</A>"
dat += "<br><b>Backpack:</b><BR><a href ='?_src_=prefs;preference=bag;task=input'>[backpack]</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_BACKPACK]'>[(randomise[RANDOM_BACKPACK]) ? "Lock" : "Unlock"]</A>"
if(CAN_SCAR in pref_species.species_traits)
dat += "<BR><b>Temporal Scarring:</b><BR><a href='?_src_=prefs;preference=persistent_scars'>[(persistent_scars) ? "Enabled" : "Disabled"]</A>"
dat += "<a href='?_src_=prefs;preference=clear_scars'>Clear scar slots</A>"
dat += "<br><b>Uplink Spawn Location:</b><BR><a href ='?_src_=prefs;preference=uplink_loc;task=input'>[uplink_spawn_loc]</a><BR></td>"
if (user.client.get_exp_living(TRUE) >= PLAYTIME_VETERAN)
dat += "<br><b>Don The Ultimate Gamer Cloak?:</b><BR><a href ='?_src_=prefs;preference=playtime_reward_cloak'>[(playtime_reward_cloak) ? "Enabled" : "Disabled"]</a><BR></td>"
var/use_skintones = pref_species.use_skintones
if(use_skintones)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Skin Tone</h3>"
dat += "<a href='?_src_=prefs;preference=s_tone;task=input'>[skin_tone]</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_SKIN_TONE]'>[(randomise[RANDOM_SKIN_TONE]) ? "Lock" : "Unlock"]</A>"
dat += "<br>"
var/mutant_colors
if((MUTCOLORS in pref_species.species_traits) || (MUTCOLORS_PARTSONLY in pref_species.species_traits))
if(!use_skintones)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Mutant Color</h3>"
dat += "<span style='border: 1px solid #161616; background-color: #[features["mcolor"]];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=mutant_color;task=input'>Change</a><BR>"
mutant_colors = TRUE
if(istype(pref_species, /datum/species/ethereal)) //not the best thing to do tbf but I dont know whats better.
if(!use_skintones)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Ethereal Color</h3>"
dat += "<span style='border: 1px solid #161616; background-color: #[features["ethcolor"]];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=color_ethereal;task=input'>Change</a><BR>"
if((EYECOLOR in pref_species.species_traits) && !(NOEYESPRITES in pref_species.species_traits))
if(!use_skintones && !mutant_colors)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Eye Color</h3>"
dat += "<span style='border: 1px solid #161616; background-color: #[eye_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=eyes;task=input'>Change</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_EYE_COLOR]'>[(randomise[RANDOM_EYE_COLOR]) ? "Lock" : "Unlock"]</A>"
dat += "<br></td>"
else if(use_skintones || mutant_colors)
dat += "</td>"
if(HAIR in pref_species.species_traits)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Hairstyle</h3>"
dat += "<a href='?_src_=prefs;preference=hairstyle;task=input'>[hairstyle]</a>"
dat += "<a href='?_src_=prefs;preference=previous_hairstyle;task=input'>&lt;</a> <a href='?_src_=prefs;preference=next_hairstyle;task=input'>&gt;</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_HAIRSTYLE]'>[(randomise[RANDOM_HAIRSTYLE]) ? "Lock" : "Unlock"]</A>"
dat += "<br><span style='border:1px solid #161616; background-color: #[hair_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=hair;task=input'>Change</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_HAIR_COLOR]'>[(randomise[RANDOM_HAIR_COLOR]) ? "Lock" : "Unlock"]</A>"
dat += "<BR><h3>Facial Hairstyle</h3>"
dat += "<a href='?_src_=prefs;preference=facial_hairstyle;task=input'>[facial_hairstyle]</a>"
dat += "<a href='?_src_=prefs;preference=previous_facehairstyle;task=input'>&lt;</a> <a href='?_src_=prefs;preference=next_facehairstyle;task=input'>&gt;</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_FACIAL_HAIRSTYLE]'>[(randomise[RANDOM_FACIAL_HAIRSTYLE]) ? "Lock" : "Unlock"]</A>"
dat += "<br><span style='border: 1px solid #161616; background-color: #[facial_hair_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=facial;task=input'>Change</a>"
dat += "<a href='?_src_=prefs;preference=toggle_random;random_type=[RANDOM_FACIAL_HAIR_COLOR]'>[(randomise[RANDOM_FACIAL_HAIR_COLOR]) ? "Lock" : "Unlock"]</A>"
dat += "<br></td>"
//Mutant stuff
var/mutant_category = 0
if("tail_lizard" in pref_species.default_features)
if(!mutant_category)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Tail</h3>"
dat += "<a href='?_src_=prefs;preference=tail_lizard;task=input'>[features["tail_lizard"]]</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
mutant_category = 0
if("snout" in pref_species.default_features)
if(!mutant_category)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Snout</h3>"
dat += "<a href='?_src_=prefs;preference=snout;task=input'>[features["snout"]]</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
mutant_category = 0
if("horns" in pref_species.default_features)
if(!mutant_category)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Horns</h3>"
dat += "<a href='?_src_=prefs;preference=horns;task=input'>[features["horns"]]</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
mutant_category = 0
if("frills" in pref_species.default_features)
if(!mutant_category)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Frills</h3>"
dat += "<a href='?_src_=prefs;preference=frills;task=input'>[features["frills"]]</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
mutant_category = 0
if("spines" in pref_species.default_features)
if(!mutant_category)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Spines</h3>"
dat += "<a href='?_src_=prefs;preference=spines;task=input'>[features["spines"]]</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
mutant_category = 0
if("body_markings" in pref_species.default_features)
if(!mutant_category)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Body Markings</h3>"
dat += "<a href='?_src_=prefs;preference=body_markings;task=input'>[features["body_markings"]]</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
mutant_category = 0
if("legs" in pref_species.default_features)
if(!mutant_category)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Legs</h3>"
dat += "<a href='?_src_=prefs;preference=legs;task=input'>[features["legs"]]</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
mutant_category = 0
if("moth_wings" in pref_species.default_features)
if(!mutant_category)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Moth wings</h3>"
dat += "<a href='?_src_=prefs;preference=moth_wings;task=input'>[features["moth_wings"]]</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
mutant_category = 0
if("moth_markings" in pref_species.default_features)
if(!mutant_category)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Moth markings</h3>"
dat += "<a href='?_src_=prefs;preference=moth_markings;task=input'>[features["moth_markings"]]</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
mutant_category = 0
if("tail_human" in pref_species.default_features)
if(!mutant_category)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Tail</h3>"
dat += "<a href='?_src_=prefs;preference=tail_human;task=input'>[features["tail_human"]]</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
mutant_category = 0
if("ears" in pref_species.default_features)
if(!mutant_category)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Ears</h3>"
dat += "<a href='?_src_=prefs;preference=ears;task=input'>[features["ears"]]</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
mutant_category = 0
//Adds a thing to select which phobia because I can't be assed to put that in the quirks window
if("Phobia" in all_quirks)
dat += "<h3>Phobia</h3>"
dat += "<a href='?_src_=prefs;preference=phobia;task=input'>[phobia]</a><BR>"
if(CONFIG_GET(flag/join_with_mutant_humans))
if("wings" in pref_species.default_features && GLOB.r_wings_list.len >1)
if(!mutant_category)
dat += APPEARANCE_CATEGORY_COLUMN
dat += "<h3>Wings</h3>"
dat += "<a href='?_src_=prefs;preference=wings;task=input'>[features["wings"]]</a><BR>"
mutant_category++
if(mutant_category >= MAX_MUTANT_ROWS)
dat += "</td>"
mutant_category = 0
if(mutant_category)
dat += "</td>"
mutant_category = 0
dat += "</tr></table>"
if (1) // Game Preferences
dat += "<table><tr><td width='340px' height='300px' valign='top'>"
dat += "<h2>General Settings</h2>"
dat += "<b>UI Style:</b> <a href='?_src_=prefs;task=input;preference=ui'>[UI_style]</a><br>"
dat += "<b>tgui Monitors:</b> <a href='?_src_=prefs;preference=tgui_lock'>[(tgui_lock) ? "Primary" : "All"]</a><br>"
dat += "<b>tgui Style:</b> <a href='?_src_=prefs;preference=tgui_fancy'>[(tgui_fancy) ? "Fancy" : "No Frills"]</a><br>"
dat += "<b>Show Runechat Chat Bubbles:</b> <a href='?_src_=prefs;preference=chat_on_map'>[chat_on_map ? "Enabled" : "Disabled"]</a><br>"
dat += "<b>Runechat message char limit:</b> <a href='?_src_=prefs;preference=max_chat_length;task=input'>[max_chat_length]</a><br>"
dat += "<b>See Runechat for non-mobs:</b> <a href='?_src_=prefs;preference=see_chat_non_mob'>[see_chat_non_mob ? "Enabled" : "Disabled"]</a><br>"
dat += "<br>"
dat += "<b>Action Buttons:</b> <a href='?_src_=prefs;preference=action_buttons'>[(buttons_locked) ? "Locked In Place" : "Unlocked"]</a><br>"
dat += "<b>Hotkey mode:</b> <a href='?_src_=prefs;preference=hotkeys'>[(hotkeys) ? "Hotkeys" : "Default"]</a><br>"
dat += "<br>"
dat += "<b>PDA Color:</b> <span style='border:1px solid #161616; background-color: [pda_color];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=pda_color;task=input'>Change</a><BR>"
dat += "<b>PDA Style:</b> <a href='?_src_=prefs;task=input;preference=pda_style'>[pda_style]</a><br>"
dat += "<br>"
dat += "<b>Ghost Ears:</b> <a href='?_src_=prefs;preference=ghost_ears'>[(chat_toggles & CHAT_GHOSTEARS) ? "All Speech" : "Nearest Creatures"]</a><br>"
dat += "<b>Ghost Radio:</b> <a href='?_src_=prefs;preference=ghost_radio'>[(chat_toggles & CHAT_GHOSTRADIO) ? "All Messages":"No Messages"]</a><br>"
dat += "<b>Ghost Sight:</b> <a href='?_src_=prefs;preference=ghost_sight'>[(chat_toggles & CHAT_GHOSTSIGHT) ? "All Emotes" : "Nearest Creatures"]</a><br>"
dat += "<b>Ghost Whispers:</b> <a href='?_src_=prefs;preference=ghost_whispers'>[(chat_toggles & CHAT_GHOSTWHISPER) ? "All Speech" : "Nearest Creatures"]</a><br>"
dat += "<b>Ghost PDA:</b> <a href='?_src_=prefs;preference=ghost_pda'>[(chat_toggles & CHAT_GHOSTPDA) ? "All Messages" : "Nearest Creatures"]</a><br>"
dat += "<b>Ghost Law Changes:</b> <a href='?_src_=prefs;preference=ghost_laws'>[(chat_toggles & CHAT_GHOSTLAWS) ? "All Law Changes" : "No Law Changes"]</a><br>"
if(unlock_content)
dat += "<b>Ghost Form:</b> <a href='?_src_=prefs;task=input;preference=ghostform'>[ghost_form]</a><br>"
dat += "<B>Ghost Orbit: </B> <a href='?_src_=prefs;task=input;preference=ghostorbit'>[ghost_orbit]</a><br>"
var/button_name = "If you see this something went wrong."
switch(ghost_accs)
if(GHOST_ACCS_FULL)
button_name = GHOST_ACCS_FULL_NAME
if(GHOST_ACCS_DIR)
button_name = GHOST_ACCS_DIR_NAME
if(GHOST_ACCS_NONE)
button_name = GHOST_ACCS_NONE_NAME
dat += "<b>Ghost Accessories:</b> <a href='?_src_=prefs;task=input;preference=ghostaccs'>[button_name]</a><br>"
switch(ghost_others)
if(GHOST_OTHERS_THEIR_SETTING)
button_name = GHOST_OTHERS_THEIR_SETTING_NAME
if(GHOST_OTHERS_DEFAULT_SPRITE)
button_name = GHOST_OTHERS_DEFAULT_SPRITE_NAME
if(GHOST_OTHERS_SIMPLE)
button_name = GHOST_OTHERS_SIMPLE_NAME
dat += "<b>Ghosts of Others:</b> <a href='?_src_=prefs;task=input;preference=ghostothers'>[button_name]</a><br>"
dat += "<br>"
dat += "<b>Income Updates:</b> <a href='?_src_=prefs;preference=income_pings'>[(chat_toggles & CHAT_BANKCARD) ? "Allowed" : "Muted"]</a><br>"
dat += "<br>"
dat += "<b>FPS:</b> <a href='?_src_=prefs;preference=clientfps;task=input'>[clientfps]</a><br>"
dat += "<b>Parallax (Fancy Space):</b> <a href='?_src_=prefs;preference=parallaxdown' oncontextmenu='window.location.href=\"?_src_=prefs;preference=parallaxup\";return false;'>"
switch (parallax)
if (PARALLAX_LOW)
dat += "Low"
if (PARALLAX_MED)
dat += "Medium"
if (PARALLAX_INSANE)
dat += "Insane"
if (PARALLAX_DISABLE)
dat += "Disabled"
else
dat += "High"
dat += "</a><br>"
dat += "<b>Ambient Occlusion:</b> <a href='?_src_=prefs;preference=ambientocclusion'>[ambientocclusion ? "Enabled" : "Disabled"]</a><br>"
dat += "<b>Fit Viewport:</b> <a href='?_src_=prefs;preference=auto_fit_viewport'>[auto_fit_viewport ? "Auto" : "Manual"]</a><br>"
if (CONFIG_GET(string/default_view) != CONFIG_GET(string/default_view_square))
dat += "<b>Widescreen:</b> <a href='?_src_=prefs;preference=widescreenpref'>[widescreenpref ? "Enabled ([CONFIG_GET(string/default_view)])" : "Disabled ([CONFIG_GET(string/default_view_square)])"]</a><br>"
button_name = pixel_size
dat += "<b>Pixel Scaling:</b> <a href='?_src_=prefs;preference=pixel_size'>[(button_name) ? "Pixel Perfect [button_name]x" : "Stretch to fit"]</a><br>"
switch(scaling_method)
if(SCALING_METHOD_DISTORT)
button_name = "Nearest Neighbor"
if(SCALING_METHOD_NORMAL)
button_name = "Point Sampling"
if(SCALING_METHOD_BLUR)
button_name = "Bilinear"
dat += "<b>Scaling Method:</b> <a href='?_src_=prefs;preference=scaling_method'>[button_name]</a><br>"
if (CONFIG_GET(flag/maprotation))
var/p_map = preferred_map
if (!p_map)
p_map = "Default"
if (config.defaultmap)
p_map += " ([config.defaultmap.map_name])"
else
if (p_map in config.maplist)
var/datum/map_config/VM = config.maplist[p_map]
if (!VM)
p_map += " (No longer exists)"
else
p_map = VM.map_name
else
p_map += " (No longer exists)"
if(CONFIG_GET(flag/preference_map_voting))
dat += "<b>Preferred Map:</b> <a href='?_src_=prefs;preference=preferred_map;task=input'>[p_map]</a><br>"
dat += "</td><td width='300px' height='300px' valign='top'>"
dat += "<h2>Special Role Settings</h2>"
if(is_banned_from(user.ckey, ROLE_SYNDICATE))
dat += "<font color=red><b>You are banned from antagonist roles.</b></font><br>"
src.be_special = list()
for (var/i in GLOB.special_roles)
if(is_banned_from(user.ckey, i))
dat += "<b>Be [capitalize(i)]:</b> <a href='?_src_=prefs;bancheck=[i]'>BANNED</a><br>"
else
var/days_remaining = null
if(ispath(GLOB.special_roles[i]) && CONFIG_GET(flag/use_age_restriction_for_jobs)) //If it's a game mode antag, check if the player meets the minimum age
var/mode_path = GLOB.special_roles[i]
var/datum/game_mode/temp_mode = new mode_path
days_remaining = temp_mode.get_remaining_days(user.client)
if(days_remaining)
dat += "<b>Be [capitalize(i)]:</b> <font color=red> \[IN [days_remaining] DAYS]</font><br>"
else
dat += "<b>Be [capitalize(i)]:</b> <a href='?_src_=prefs;preference=be_special;be_special_type=[i]'>[(i in be_special) ? "Enabled" : "Disabled"]</a><br>"
dat += "<br>"
dat += "<b>Midround Antagonist:</b> <a href='?_src_=prefs;preference=allow_midround_antag'>[(toggles & MIDROUND_ANTAG) ? "Enabled" : "Disabled"]</a><br>"
dat += "</td></tr></table>"
if(2) //OOC Preferences
dat += "<table><tr><td width='340px' height='300px' valign='top'>"
dat += "<h2>OOC Settings</h2>"
dat += "<b>Window Flashing:</b> <a href='?_src_=prefs;preference=winflash'>[(windowflashing) ? "Enabled":"Disabled"]</a><br>"
dat += "<br>"
dat += "<b>Play Admin MIDIs:</b> <a href='?_src_=prefs;preference=hear_midis'>[(toggles & SOUND_MIDI) ? "Enabled":"Disabled"]</a><br>"
dat += "<b>Play Lobby Music:</b> <a href='?_src_=prefs;preference=lobby_music'>[(toggles & SOUND_LOBBY) ? "Enabled":"Disabled"]</a><br>"
dat += "<b>Play End of Round Sounds:</b> <a href='?_src_=prefs;preference=endofround_sounds'>[(toggles & SOUND_ENDOFROUND) ? "Enabled":"Disabled"]</a><br>"
dat += "<b>See Pull Requests:</b> <a href='?_src_=prefs;preference=pull_requests'>[(chat_toggles & CHAT_PULLR) ? "Enabled":"Disabled"]</a><br>"
dat += "<br>"
if(user.client)
if(unlock_content)
dat += "<b>BYOND Membership Publicity:</b> <a href='?_src_=prefs;preference=publicity'>[(toggles & MEMBER_PUBLIC) ? "Public" : "Hidden"]</a><br>"
if(unlock_content || check_rights_for(user.client, R_ADMIN))
dat += "<b>OOC Color:</b> <span style='border: 1px solid #161616; background-color: [ooccolor ? ooccolor : GLOB.normal_ooc_colour];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=ooccolor;task=input'>Change</a><br>"
if(hearted_until)
dat += "<a href='?_src_=prefs;preference=clear_heart'>Clear OOC Commend Heart</a><br>"
dat += "</td>"
if(user.client.holder)
dat +="<td width='300px' height='300px' valign='top'>"
dat += "<h2>Admin Settings</h2>"
dat += "<b>Adminhelp Sounds:</b> <a href='?_src_=prefs;preference=hear_adminhelps'>[(toggles & SOUND_ADMINHELP)?"Enabled":"Disabled"]</a><br>"
dat += "<b>Prayer Sounds:</b> <a href = '?_src_=prefs;preference=hear_prayers'>[(toggles & SOUND_PRAYERS)?"Enabled":"Disabled"]</a><br>"
dat += "<b>Announce Login:</b> <a href='?_src_=prefs;preference=announce_login'>[(toggles & ANNOUNCE_LOGIN)?"Enabled":"Disabled"]</a><br>"
dat += "<br>"
dat += "<b>Combo HUD Lighting:</b> <a href = '?_src_=prefs;preference=combohud_lighting'>[(toggles & COMBOHUD_LIGHTING)?"Full-bright":"No Change"]</a><br>"
dat += "<br>"
dat += "<b>Hide Dead Chat:</b> <a href = '?_src_=prefs;preference=toggle_dead_chat'>[(chat_toggles & CHAT_DEAD)?"Shown":"Hidden"]</a><br>"
dat += "<b>Hide Radio Messages:</b> <a href = '?_src_=prefs;preference=toggle_radio_chatter'>[(chat_toggles & CHAT_RADIO)?"Shown":"Hidden"]</a><br>"
dat += "<b>Hide Prayers:</b> <a href = '?_src_=prefs;preference=toggle_prayers'>[(chat_toggles & CHAT_PRAYER)?"Shown":"Hidden"]</a><br>"
dat += "<b>Ignore Being Summoned as Cult Ghost:</b> <a href = '?_src_=prefs;preference=toggle_ignore_cult_ghost'>[(toggles & ADMIN_IGNORE_CULT_GHOST)?"Don't Allow Being Summoned":"Allow Being Summoned"]</a><br>"
if(CONFIG_GET(flag/allow_admin_asaycolor))
dat += "<br>"
dat += "<b>ASAY Color:</b> <span style='border: 1px solid #161616; background-color: [asaycolor ? asaycolor : "#FF4500"];'>&nbsp;&nbsp;&nbsp;</span> <a href='?_src_=prefs;preference=asaycolor;task=input'>Change</a><br>"
//deadmin
dat += "<h2>Deadmin While Playing</h2>"
var/timegate = CONFIG_GET(number/auto_deadmin_timegate)
if(timegate)
dat += "<b>Noted roles will automatically deadmin during the first [FLOOR(timegate / 600, 1)] minutes of the round, and will defer to individual preferences after.</b><br>"
if(CONFIG_GET(flag/auto_deadmin_players) && !timegate)
dat += "<b>Always Deadmin:</b> FORCED</a><br>"
else
dat += "<b>Always Deadmin:</b> [timegate ? "(Time Locked) " : ""]<a href = '?_src_=prefs;preference=toggle_deadmin_always'>[(toggles & DEADMIN_ALWAYS)?"Enabled":"Disabled"]</a><br>"
if(!(toggles & DEADMIN_ALWAYS))
dat += "<br>"
if(!CONFIG_GET(flag/auto_deadmin_antagonists) || (CONFIG_GET(flag/auto_deadmin_antagonists) && !timegate))
dat += "<b>As Antag:</b> [timegate ? "(Time Locked) " : ""]<a href = '?_src_=prefs;preference=toggle_deadmin_antag'>[(toggles & DEADMIN_ANTAGONIST)?"Deadmin":"Keep Admin"]</a><br>"
else
dat += "<b>As Antag:</b> FORCED<br>"
if(!CONFIG_GET(flag/auto_deadmin_heads) || (CONFIG_GET(flag/auto_deadmin_heads) && !timegate))
dat += "<b>As Command:</b> [timegate ? "(Time Locked) " : ""]<a href = '?_src_=prefs;preference=toggle_deadmin_head'>[(toggles & DEADMIN_POSITION_HEAD)?"Deadmin":"Keep Admin"]</a><br>"
else
dat += "<b>As Command:</b> FORCED<br>"
if(!CONFIG_GET(flag/auto_deadmin_security) || (CONFIG_GET(flag/auto_deadmin_security) && !timegate))
dat += "<b>As Security:</b> [timegate ? "(Time Locked) " : ""]<a href = '?_src_=prefs;preference=toggle_deadmin_security'>[(toggles & DEADMIN_POSITION_SECURITY)?"Deadmin":"Keep Admin"]</a><br>"
else
dat += "<b>As Security:</b> FORCED<br>"
if(!CONFIG_GET(flag/auto_deadmin_silicons) || (CONFIG_GET(flag/auto_deadmin_silicons) && !timegate))
dat += "<b>As Silicon:</b> [timegate ? "(Time Locked) " : ""]<a href = '?_src_=prefs;preference=toggle_deadmin_silicon'>[(toggles & DEADMIN_POSITION_SILICON)?"Deadmin":"Keep Admin"]</a><br>"
else
dat += "<b>As Silicon:</b> FORCED<br>"
dat += "</td>"
dat += "</tr></table>"
if(3) // Custom keybindings
// Create an inverted list of keybindings -> key
var/list/user_binds = list()
for (var/key in key_bindings)
for(var/kb_name in key_bindings[key])
user_binds[kb_name] += list(key)
var/list/kb_categories = list()
// Group keybinds by category
for (var/name in GLOB.keybindings_by_name)
var/datum/keybinding/kb = GLOB.keybindings_by_name[name]
kb_categories[kb.category] += list(kb)
dat += "<style>label { display: inline-block; width: 200px; }</style><body>"
for (var/category in kb_categories)
dat += "<h3>[category]</h3>"
for (var/i in kb_categories[category])
var/datum/keybinding/kb = i
if(!length(user_binds[kb.name]))
dat += "<label>[kb.full_name]</label> <a href ='?_src_=prefs;preference=keybindings_capture;keybinding=[kb.name];old_key=["Unbound"]'>Unbound</a>"
var/list/default_keys = hotkeys ? kb.hotkey_keys : kb.classic_keys
if(LAZYLEN(default_keys))
dat += "| Default: [default_keys.Join(", ")]"
dat += "<br>"
else
var/bound_key = user_binds[kb.name][1]
dat += "<label>[kb.full_name]</label> <a href ='?_src_=prefs;preference=keybindings_capture;keybinding=[kb.name];old_key=[bound_key]'>[bound_key]</a>"
for(var/bound_key_index in 2 to length(user_binds[kb.name]))
bound_key = user_binds[kb.name][bound_key_index]
dat += " | <a href ='?_src_=prefs;preference=keybindings_capture;keybinding=[kb.name];old_key=[bound_key]'>[bound_key]</a>"
if(length(user_binds[kb.name]) < MAX_KEYS_PER_KEYBIND)
dat += "| <a href ='?_src_=prefs;preference=keybindings_capture;keybinding=[kb.name]'>Add Secondary</a>"
var/list/default_keys = hotkeys ? kb.classic_keys : kb.hotkey_keys
if(LAZYLEN(default_keys))
dat += "| Default: [default_keys.Join(", ")]"
dat += "<br>"
dat += "<br><br>"
dat += "<a href ='?_src_=prefs;preference=keybindings_reset'>\[Reset to default\]</a>"
dat += "</body>"
dat += "<hr><center>"
if(!IsGuestKey(user.key))
dat += "<a href='?_src_=prefs;preference=load'>Undo</a> "
dat += "<a href='?_src_=prefs;preference=save'>Save Setup</a> "
dat += "<a href='?_src_=prefs;preference=reset_all'>Reset Setup</a>"
dat += "</center>"
winshow(user, "preferences_window", TRUE)
var/datum/browser/popup = new(user, "preferences_browser", "<div align='center'>Character Setup</div>", 640, 770)
popup.set_content(dat.Join())
popup.open(FALSE)
onclose(user, "preferences_window", src)
#undef APPEARANCE_CATEGORY_COLUMN
#undef MAX_MUTANT_ROWS
/datum/preferences/proc/CaptureKeybinding(mob/user, datum/keybinding/kb, var/old_key)
var/HTML = {"
<div id='focus' style="outline: 0;" tabindex=0>Keybinding: [kb.full_name]<br>[kb.description]<br><br><b>Press any key to change<br>Press ESC to clear</b></div>
<script>
var deedDone = false;
document.onkeyup = function(e) {
if(deedDone){ return; }
var alt = e.altKey ? 1 : 0;
var ctrl = e.ctrlKey ? 1 : 0;
var shift = e.shiftKey ? 1 : 0;
var numpad = (95 < e.keyCode && e.keyCode < 112) ? 1 : 0;
var escPressed = e.keyCode == 27 ? 1 : 0;
var url = 'byond://?_src_=prefs;preference=keybindings_set;keybinding=[kb.name];old_key=[old_key];clear_key='+escPressed+';key='+e.key+';alt='+alt+';ctrl='+ctrl+';shift='+shift+';numpad='+numpad+';key_code='+e.keyCode;
window.location=url;
deedDone = true;
}
document.getElementById('focus').focus();
</script>
"}
winshow(user, "capturekeypress", TRUE)
var/datum/browser/popup = new(user, "capturekeypress", "<div align='center'>Keybindings</div>", 350, 300)
popup.set_content(HTML)
popup.open(FALSE)
onclose(user, "capturekeypress", src)
/datum/preferences/proc/SetChoices(mob/user, limit = 17, list/splitJobs = list("Chief Engineer"), widthPerColumn = 295, height = 620)
if(!SSjob)
return
//limit - The amount of jobs allowed per column. Defaults to 17 to make it look nice.
//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.
//widthPerColumn - Screen's width for every column.
//height - Screen's height.
var/width = widthPerColumn
var/HTML = "<center>"
if(SSjob.occupations.len <= 0)
HTML += "The job SSticker is not yet finished creating jobs, please try again later"
HTML += "<center><a href='?_src_=prefs;preference=job;task=close'>Done</a></center><br>" // Easier to press up here.
else
HTML += "<b>Choose occupation chances</b><br>"
HTML += "<div align='center'>Left-click to raise an occupation preference, right-click to lower it.<br></div>"
HTML += "<center><a href='?_src_=prefs;preference=job;task=close'>Done</a></center><br>" // Easier to press up here.
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>"
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.
HTML += "<table width='100%' cellpadding='1' cellspacing='0'>"
var/index = -1
//The job before the current job. I only use this to get the previous jobs color when I'm filling in blank rows.
var/datum/job/lastJob
for(var/datum/job/job in sortList(SSjob.occupations, /proc/cmp_job_display_asc))
index += 1
if((index >= limit) || (job.title in splitJobs))
width += widthPerColumn
if((index < limit) && (lastJob != null))
//If the cells were broken up by a job in the splitJob list then it will fill in the rest of the cells with
//the last job's selection color. Creating a rather nice effect.
for(var/i = 0, i < (limit - index), i += 1)
HTML += "<tr bgcolor='[lastJob.selection_color]'><td width='60%' align='right'>&nbsp</td><td>&nbsp</td></tr>"
HTML += "</table></td><td width='20%'><table width='100%' cellpadding='1' cellspacing='0'>"
index = 0
HTML += "<tr bgcolor='[job.selection_color]'><td width='60%' align='right'>"
var/rank = job.title
lastJob = job
if(is_banned_from(user.ckey, rank))
HTML += "<font color=red>[rank]</font></td><td><a href='?_src_=prefs;bancheck=[rank]'> BANNED</a></td></tr>"
continue
var/required_playtime_remaining = job.required_playtime_remaining(user.client)
if(required_playtime_remaining)
HTML += "<font color=red>[rank]</font></td><td><font color=red> \[ [get_exp_format(required_playtime_remaining)] as [job.get_exp_req_type()] \] </font></td></tr>"
continue
if(!job.player_old_enough(user.client))
var/available_in_days = job.available_in_days(user.client)
HTML += "<font color=red>[rank]</font></td><td><font color=red> \[IN [(available_in_days)] DAYS\]</font></td></tr>"
continue
if((job_preferences[SSjob.overflow_role] == JP_LOW) && (rank != SSjob.overflow_role) && !is_banned_from(user.ckey, SSjob.overflow_role))
HTML += "<font color=orange>[rank]</font></td><td></td></tr>"
continue
if((rank in GLOB.command_positions) || (rank == "AI"))//Bold head jobs
HTML += "<b><span class='dark'>[rank]</span></b>"
else
HTML += "<span class='dark'>[rank]</span>"
HTML += "</td><td width='40%'>"
var/prefLevelLabel = "ERROR"
var/prefLevelColor = "pink"
var/prefUpperLevel = -1 // level to assign on left click
var/prefLowerLevel = -1 // level to assign on right click
switch(job_preferences[job.title])
if(JP_HIGH)
prefLevelLabel = "High"
prefLevelColor = "slateblue"
prefUpperLevel = 4
prefLowerLevel = 2
if(JP_MEDIUM)
prefLevelLabel = "Medium"
prefLevelColor = "green"
prefUpperLevel = 1
prefLowerLevel = 3
if(JP_LOW)
prefLevelLabel = "Low"
prefLevelColor = "orange"
prefUpperLevel = 2
prefLowerLevel = 4
else
prefLevelLabel = "NEVER"
prefLevelColor = "red"
prefUpperLevel = 3
prefLowerLevel = 1
HTML += "<a class='white' href='?_src_=prefs;preference=job;task=setJobLevel;level=[prefUpperLevel];text=[rank]' oncontextmenu='javascript:return setJobPrefRedirect([prefLowerLevel], \"[rank]\");'>"
if(rank == SSjob.overflow_role)//Overflow is special
if(job_preferences[SSjob.overflow_role] == JP_LOW)
HTML += "<font color=green>Yes</font>"
else
HTML += "<font color=red>No</font>"
HTML += "</a></td></tr>"
continue
HTML += "<font color=[prefLevelColor]>[prefLevelLabel]</font>"
HTML += "</a></td></tr>"
for(var/i = 1, i < (limit - index), i += 1) // Finish the column so it is even
HTML += "<tr bgcolor='[lastJob.selection_color]'><td width='60%' align='right'>&nbsp</td><td>&nbsp</td></tr>"
HTML += "</td'></tr></table>"
HTML += "</center></table>"
var/message = "Be an [SSjob.overflow_role] if preferences unavailable"
if(joblessrole == BERANDOMJOB)
message = "Get random job if preferences unavailable"
else if(joblessrole == RETURNTOLOBBY)
message = "Return to lobby if preferences unavailable"
HTML += "<center><br><a href='?_src_=prefs;preference=job;task=random'>[message]</a></center>"
HTML += "<center><a href='?_src_=prefs;preference=job;task=reset'>Reset Preferences</a></center>"
var/datum/browser/popup = new(user, "mob_occupation", "<div align='center'>Occupation Preferences</div>", width, height)
popup.set_window_options("can_close=0")
popup.set_content(HTML)
popup.open(FALSE)
/datum/preferences/proc/SetJobPreferenceLevel(datum/job/job, level)
if (!job)
return FALSE
if (level == JP_HIGH) // to high
//Set all other high to medium
for(var/j in job_preferences)
if(job_preferences[j] == JP_HIGH)
job_preferences[j] = JP_MEDIUM
//technically break here
job_preferences[job.title] = level
return TRUE
/datum/preferences/proc/UpdateJobPreference(mob/user, role, desiredLvl)
if(!SSjob || SSjob.occupations.len <= 0)
return
var/datum/job/job = SSjob.GetJob(role)
if(!job)
user << browse(null, "window=mob_occupation")
ShowChoices(user)
return
if (!isnum(desiredLvl))
to_chat(user, "<span class='danger'>UpdateJobPreference - desired level was not a number. Please notify coders!</span>")
ShowChoices(user)
return
var/jpval = null
switch(desiredLvl)
if(3)
jpval = JP_LOW
if(2)
jpval = JP_MEDIUM
if(1)
jpval = JP_HIGH
if(role == SSjob.overflow_role)
if(job_preferences[job.title] == JP_LOW)
jpval = null
else
jpval = JP_LOW
SetJobPreferenceLevel(job, jpval)
SetChoices(user)
return 1
/datum/preferences/proc/ResetJobs()
job_preferences = list()
/datum/preferences/proc/SetQuirks(mob/user)
if(!SSquirks)
to_chat(user, "<span class='danger'>The quirk subsystem is still initializing! Try again in a minute.</span>")
return
var/list/dat = list()
if(!SSquirks.quirks.len)
dat += "The quirk subsystem hasn't finished initializing, please hold..."
dat += "<center><a href='?_src_=prefs;preference=trait;task=close'>Done</a></center><br>"
else
dat += "<center><b>Choose quirk setup</b></center><br>"
dat += "<div align='center'>Left-click to add or remove quirks. You need negative quirks to have positive ones.<br>\
Quirks are applied at roundstart and cannot normally be removed.</div>"
dat += "<center><a href='?_src_=prefs;preference=trait;task=close'>Done</a></center>"
dat += "<hr>"
dat += "<center><b>Current quirks:</b> [all_quirks.len ? all_quirks.Join(", ") : "None"]</center>"
dat += "<center>[GetPositiveQuirkCount()] / [MAX_QUIRKS] max positive quirks<br>\
<b>Quirk balance remaining:</b> [GetQuirkBalance()]</center><br>"
for(var/V in SSquirks.quirks)
var/datum/quirk/T = SSquirks.quirks[V]
var/quirk_name = initial(T.name)
var/has_quirk
var/quirk_cost = initial(T.value) * -1
var/lock_reason = "This trait is unavailable."
var/quirk_conflict = FALSE
for(var/_V in all_quirks)
if(_V == quirk_name)
has_quirk = TRUE
if(initial(T.mood_quirk) && CONFIG_GET(flag/disable_human_mood))
lock_reason = "Mood is disabled."
quirk_conflict = TRUE
if(has_quirk)
if(quirk_conflict)
all_quirks -= quirk_name
has_quirk = FALSE
else
quirk_cost *= -1 //invert it back, since we'd be regaining this amount
if(quirk_cost > 0)
quirk_cost = "+[quirk_cost]"
var/font_color = "#AAAAFF"
if(initial(T.value) != 0)
font_color = initial(T.value) > 0 ? "#AAFFAA" : "#FFAAAA"
if(quirk_conflict)
dat += "<font color='[font_color]'>[quirk_name]</font> - [initial(T.desc)] \
<font color='red'><b>LOCKED: [lock_reason]</b></font><br>"
else
if(has_quirk)
dat += "<a href='?_src_=prefs;preference=trait;task=update;trait=[quirk_name]'>[has_quirk ? "Remove" : "Take"] ([quirk_cost] pts.)</a> \
<b><font color='[font_color]'>[quirk_name]</font></b> - [initial(T.desc)]<br>"
else
dat += "<a href='?_src_=prefs;preference=trait;task=update;trait=[quirk_name]'>[has_quirk ? "Remove" : "Take"] ([quirk_cost] pts.)</a> \
<font color='[font_color]'>[quirk_name]</font> - [initial(T.desc)]<br>"
dat += "<br><center><a href='?_src_=prefs;preference=trait;task=reset'>Reset Quirks</a></center>"
var/datum/browser/popup = new(user, "mob_occupation", "<div align='center'>Quirk Preferences</div>", 900, 600) //no reason not to reuse the occupation window, as it's cleaner that way
popup.set_window_options("can_close=0")
popup.set_content(dat.Join())
popup.open(FALSE)
/datum/preferences/proc/GetQuirkBalance()
var/bal = 0
for(var/V in all_quirks)
var/datum/quirk/T = SSquirks.quirks[V]
bal -= initial(T.value)
return bal
/datum/preferences/proc/GetPositiveQuirkCount()
. = 0
for(var/q in all_quirks)
if(SSquirks.quirk_points[q] > 0)
.++
/datum/preferences/Topic(href, href_list, hsrc) //yeah, gotta do this I guess..
. = ..()
if(href_list["close"])
var/client/C = usr.client
if(C)
C.clear_character_previews()
/datum/preferences/proc/process_link(mob/user, list/href_list)
if(href_list["bancheck"])
var/list/ban_details = is_banned_from_with_details(user.ckey, user.client.address, user.client.computer_id, href_list["bancheck"])
var/admin = FALSE
if(GLOB.admin_datums[user.ckey] || GLOB.deadmins[user.ckey])
admin = TRUE
for(var/i in ban_details)
if(admin && !text2num(i["applies_to_admins"]))
continue
ban_details = i
break //we only want to get the most recent ban's details
if(ban_details && ban_details.len)
var/expires = "This is a permanent ban."
if(ban_details["expiration_time"])
expires = " The ban is for [DisplayTimeText(text2num(ban_details["duration"]) MINUTES)] and expires on [ban_details["expiration_time"]] (server time)."
to_chat(user, "<span class='danger'>You, or another user of this computer or connection ([ban_details["key"]]) is banned from playing [href_list["bancheck"]].<br>The ban reason is: [ban_details["reason"]]<br>This ban (BanID #[ban_details["id"]]) was applied by [ban_details["admin_key"]] on [ban_details["bantime"]] during round ID [ban_details["round_id"]].<br>[expires]</span>")
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")
switch(joblessrole)
if(RETURNTOLOBBY)
if(is_banned_from(user.ckey, SSjob.overflow_role))
joblessrole = BERANDOMJOB
else
joblessrole = BEOVERFLOW
if(BEOVERFLOW)
joblessrole = BERANDOMJOB
if(BERANDOMJOB)
joblessrole = RETURNTOLOBBY
SetChoices(user)
if("setJobLevel")
UpdateJobPreference(user, href_list["text"], text2num(href_list["level"]))
else
SetChoices(user)
return 1
else if(href_list["preference"] == "trait")
switch(href_list["task"])
if("close")
user << browse(null, "window=mob_occupation")
ShowChoices(user)
if("update")
var/quirk = href_list["trait"]
if(!SSquirks.quirks[quirk])
return
for(var/V in SSquirks.quirk_blacklist) //V is a list
var/list/L = V
if(!(quirk in L))
continue
for(var/Q in all_quirks)
if((Q in L) && !(Q == quirk)) //two quirks have lined up in the list of the list of quirks that conflict with each other, so return (see quirks.dm for more details)
to_chat(user, "<span class='danger'>[quirk] is incompatible with [Q].</span>")
return
var/value = SSquirks.quirk_points[quirk]
var/balance = GetQuirkBalance()
if(quirk in all_quirks)
if(balance + value < 0)
to_chat(user, "<span class='warning'>Refunding this would cause you to go below your balance!</span>")
return
all_quirks -= quirk
else
var/is_positive_quirk = SSquirks.quirk_points[quirk] > 0
if(is_positive_quirk && GetPositiveQuirkCount() >= MAX_QUIRKS)
to_chat(user, "<span class='warning'>You can't have more than [MAX_QUIRKS] positive quirks!</span>")
return
if(balance - value < 0)
to_chat(user, "<span class='warning'>You don't have enough balance to gain this quirk!</span>")
return
all_quirks += quirk
SetQuirks(user)
if("reset")
all_quirks = list()
SetQuirks(user)
else
SetQuirks(user)
return TRUE
switch(href_list["task"])
if("random")
switch(href_list["preference"])
if("name")
real_name = pref_species.random_name(gender,1)
if("age")
age = rand(AGE_MIN, AGE_MAX)
if("hair")
hair_color = random_short_color()
if("hairstyle")
hairstyle = random_hairstyle(gender)
if("facial")
facial_hair_color = random_short_color()
if("facial_hairstyle")
facial_hairstyle = random_facial_hairstyle(gender)
if("underwear")
underwear = random_underwear(gender)
if("underwear_color")
underwear_color = random_short_color()
if("undershirt")
undershirt = random_undershirt(gender)
if("socks")
socks = random_socks()
if(BODY_ZONE_PRECISE_EYES)
eye_color = random_eye_color()
if("s_tone")
skin_tone = random_skin_tone()
if("species")
random_species()
if("bag")
backpack = pick(GLOB.backpacklist)
if("suit")
jumpsuit_style = pick(GLOB.jumpsuitlist)
if("all")
random_character(gender)
if("input")
if(href_list["preference"] in GLOB.preferences_custom_names)
ask_for_custom_name(user,href_list["preference"])
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 GLOB.ghost_forms
if(new_form)
ghost_form = new_form
if("ghostorbit")
if(unlock_content)
var/new_orbit = input(user, "Thanks for supporting BYOND - Choose your ghostly orbit:","Thanks for supporting BYOND", null) as null|anything in GLOB.ghost_orbits
if(new_orbit)
ghost_orbit = new_orbit
if("ghostaccs")
var/new_ghost_accs = alert("Do you want your ghost to show full accessories where possible, hide accessories but still use the directional sprites where possible, or also ignore the directions and stick to the default sprites?",,GHOST_ACCS_FULL_NAME, GHOST_ACCS_DIR_NAME, GHOST_ACCS_NONE_NAME)
switch(new_ghost_accs)
if(GHOST_ACCS_FULL_NAME)
ghost_accs = GHOST_ACCS_FULL
if(GHOST_ACCS_DIR_NAME)
ghost_accs = GHOST_ACCS_DIR
if(GHOST_ACCS_NONE_NAME)
ghost_accs = GHOST_ACCS_NONE
if("ghostothers")
var/new_ghost_others = alert("Do you want the ghosts of others to show up as their own setting, as their default sprites or always as the default white ghost?",,GHOST_OTHERS_THEIR_SETTING_NAME, GHOST_OTHERS_DEFAULT_SPRITE_NAME, GHOST_OTHERS_SIMPLE_NAME)
switch(new_ghost_others)
if(GHOST_OTHERS_THEIR_SETTING_NAME)
ghost_others = GHOST_OTHERS_THEIR_SETTING
if(GHOST_OTHERS_DEFAULT_SPRITE_NAME)
ghost_others = GHOST_OTHERS_DEFAULT_SPRITE
if(GHOST_OTHERS_SIMPLE_NAME)
ghost_others = GHOST_OTHERS_SIMPLE
if("name")
var/new_name = input(user, "Choose your character's name:", "Character Preference") as text|null
if(new_name)
new_name = reject_bad_name(new_name)
if(new_name)
real_name = new_name
else
to_chat(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("hair")
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference","#"+hair_color) as color|null
if(new_hair)
hair_color = sanitize_hexcolor(new_hair)
if("hairstyle")
var/new_hairstyle
if(gender == MALE)
new_hairstyle = input(user, "Choose your character's hairstyle:", "Character Preference") as null|anything in GLOB.hairstyles_male_list
else if(gender == FEMALE)
new_hairstyle = input(user, "Choose your character's hairstyle:", "Character Preference") as null|anything in GLOB.hairstyles_female_list
else
new_hairstyle = input(user, "Choose your character's hairstyle:", "Character Preference") as null|anything in GLOB.hairstyles_list
if(new_hairstyle)
hairstyle = new_hairstyle
if("next_hairstyle")
if (gender == MALE)
hairstyle = next_list_item(hairstyle, GLOB.hairstyles_male_list)
else if(gender == FEMALE)
hairstyle = next_list_item(hairstyle, GLOB.hairstyles_female_list)
else
hairstyle = next_list_item(hairstyle, GLOB.hairstyles_list)
if("previous_hairstyle")
if (gender == MALE)
hairstyle = previous_list_item(hairstyle, GLOB.hairstyles_male_list)
else if(gender == FEMALE)
hairstyle = previous_list_item(hairstyle, GLOB.hairstyles_female_list)
else
hairstyle = previous_list_item(hairstyle, GLOB.hairstyles_list)
if("facial")
var/new_facial = input(user, "Choose your character's facial-hair colour:", "Character Preference","#"+facial_hair_color) as color|null
if(new_facial)
facial_hair_color = sanitize_hexcolor(new_facial)
if("facial_hairstyle")
var/new_facial_hairstyle
if(gender == MALE)
new_facial_hairstyle = input(user, "Choose your character's facial-hairstyle:", "Character Preference") as null|anything in GLOB.facial_hairstyles_male_list
else if(gender == FEMALE)
new_facial_hairstyle = input(user, "Choose your character's facial-hairstyle:", "Character Preference") as null|anything in GLOB.facial_hairstyles_female_list
else
new_facial_hairstyle = input(user, "Choose your character's facial-hairstyle:", "Character Preference") as null|anything in GLOB.facial_hairstyles_list
if(new_facial_hairstyle)
facial_hairstyle = new_facial_hairstyle
if("next_facehairstyle")
if (gender == MALE)
facial_hairstyle = next_list_item(facial_hairstyle, GLOB.facial_hairstyles_male_list)
else if(gender == FEMALE)
facial_hairstyle = next_list_item(facial_hairstyle, GLOB.facial_hairstyles_female_list)
else
facial_hairstyle = next_list_item(facial_hairstyle, GLOB.facial_hairstyles_list)
if("previous_facehairstyle")
if (gender == MALE)
facial_hairstyle = previous_list_item(facial_hairstyle, GLOB.facial_hairstyles_male_list)
else if (gender == FEMALE)
facial_hairstyle = previous_list_item(facial_hairstyle, GLOB.facial_hairstyles_female_list)
else
facial_hairstyle = previous_list_item(facial_hairstyle, GLOB.facial_hairstyles_list)
if("underwear")
var/new_underwear
if(gender == MALE)
new_underwear = input(user, "Choose your character's underwear:", "Character Preference") as null|anything in GLOB.underwear_m
else if(gender == FEMALE)
new_underwear = input(user, "Choose your character's underwear:", "Character Preference") as null|anything in GLOB.underwear_f
else
new_underwear = input(user, "Choose your character's underwear:", "Character Preference") as null|anything in GLOB.underwear_list
if(new_underwear)
underwear = new_underwear
if("underwear_color")
var/new_underwear_color = input(user, "Choose your character's underwear color:", "Character Preference","#"+underwear_color) as color|null
if(new_underwear_color)
underwear_color = sanitize_hexcolor(new_underwear_color)
if("undershirt")
var/new_undershirt
if(gender == MALE)
new_undershirt = input(user, "Choose your character's undershirt:", "Character Preference") as null|anything in GLOB.undershirt_m
else if(gender == FEMALE)
new_undershirt = input(user, "Choose your character's undershirt:", "Character Preference") as null|anything in GLOB.undershirt_f
else
new_undershirt = input(user, "Choose your character's undershirt:", "Character Preference") as null|anything in GLOB.undershirt_list
if(new_undershirt)
undershirt = new_undershirt
if("socks")
var/new_socks
new_socks = input(user, "Choose your character's socks:", "Character Preference") as null|anything in GLOB.socks_list
if(new_socks)
socks = new_socks
if("eyes")
var/new_eyes = input(user, "Choose your character's eye colour:", "Character Preference","#"+eye_color) as color|null
if(new_eyes)
eye_color = sanitize_hexcolor(new_eyes)
if("species")
var/result = input(user, "Select a species", "Species Selection") as null|anything in GLOB.roundstart_races
if(result)
var/newtype = GLOB.species_list[result]
pref_species = new newtype()
//Now that we changed our species, we must verify that the mutant colour is still allowed.
var/temp_hsv = RGBtoHSV(features["mcolor"])
if(features["mcolor"] == "#000" || (!(MUTCOLORS_PARTSONLY in pref_species.species_traits) && ReadHSV(temp_hsv)[3] < ReadHSV("#7F7F7F")[3]))
features["mcolor"] = pref_species.default_color
if(randomise[RANDOM_NAME])
real_name = pref_species.random_name(gender)
if("mutant_color")
var/new_mutantcolor = input(user, "Choose your character's alien/mutant color:", "Character Preference","#"+features["mcolor"]) as color|null
if(new_mutantcolor)
var/temp_hsv = RGBtoHSV(new_mutantcolor)
if(new_mutantcolor == "#000000")
features["mcolor"] = pref_species.default_color
else if((MUTCOLORS_PARTSONLY in pref_species.species_traits) || ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright, but only if they affect the skin
features["mcolor"] = sanitize_hexcolor(new_mutantcolor)
else
to_chat(user, "<span class='danger'>Invalid color. Your color is not bright enough.</span>")
if("color_ethereal")
var/new_etherealcolor = input(user, "Choose your ethereal color", "Character Preference") as null|anything in GLOB.color_list_ethereal
if(new_etherealcolor)
features["ethcolor"] = GLOB.color_list_ethereal[new_etherealcolor]
if("tail_lizard")
var/new_tail
new_tail = input(user, "Choose your character's tail:", "Character Preference") as null|anything in GLOB.tails_list_lizard
if(new_tail)
features["tail_lizard"] = new_tail
if("tail_human")
var/new_tail
new_tail = input(user, "Choose your character's tail:", "Character Preference") as null|anything in GLOB.tails_list_human
if(new_tail)
features["tail_human"] = new_tail
if("snout")
var/new_snout
new_snout = input(user, "Choose your character's snout:", "Character Preference") as null|anything in GLOB.snouts_list
if(new_snout)
features["snout"] = new_snout
if("horns")
var/new_horns
new_horns = input(user, "Choose your character's horns:", "Character Preference") as null|anything in GLOB.horns_list
if(new_horns)
features["horns"] = new_horns
if("ears")
var/new_ears
new_ears = input(user, "Choose your character's ears:", "Character Preference") as null|anything in GLOB.ears_list
if(new_ears)
features["ears"] = new_ears
if("wings")
var/new_wings
new_wings = input(user, "Choose your character's wings:", "Character Preference") as null|anything in GLOB.r_wings_list
if(new_wings)
features["wings"] = new_wings
if("frills")
var/new_frills
new_frills = input(user, "Choose your character's frills:", "Character Preference") as null|anything in GLOB.frills_list
if(new_frills)
features["frills"] = new_frills
if("spines")
var/new_spines
new_spines = input(user, "Choose your character's spines:", "Character Preference") as null|anything in GLOB.spines_list
if(new_spines)
features["spines"] = new_spines
if("body_markings")
var/new_body_markings
new_body_markings = input(user, "Choose your character's body markings:", "Character Preference") as null|anything in GLOB.body_markings_list
if(new_body_markings)
features["body_markings"] = new_body_markings
if("legs")
var/new_legs
new_legs = input(user, "Choose your character's legs:", "Character Preference") as null|anything in GLOB.legs_list
if(new_legs)
features["legs"] = new_legs
if("moth_wings")
var/new_moth_wings
new_moth_wings = input(user, "Choose your character's wings:", "Character Preference") as null|anything in GLOB.moth_wings_list
if(new_moth_wings)
features["moth_wings"] = new_moth_wings
if("moth_markings")
var/new_moth_markings
new_moth_markings = input(user, "Choose your character's markings:", "Character Preference") as null|anything in GLOB.moth_markings_list
if(new_moth_markings)
features["moth_markings"] = new_moth_markings
if("s_tone")
var/new_s_tone = input(user, "Choose your character's skin-tone:", "Character Preference") as null|anything in GLOB.skin_tones
if(new_s_tone)
skin_tone = new_s_tone
if("ooccolor")
var/new_ooccolor = input(user, "Choose your OOC colour:", "Game Preference",ooccolor) as color|null
if(new_ooccolor)
ooccolor = new_ooccolor
if("asaycolor")
var/new_asaycolor = input(user, "Choose your ASAY color:", "Game Preference",asaycolor) as color|null
if(new_asaycolor)
asaycolor = new_asaycolor
if("bag")
var/new_backpack = input(user, "Choose your character's style of bag:", "Character Preference") as null|anything in GLOB.backpacklist
if(new_backpack)
backpack = new_backpack
if("suit")
if(jumpsuit_style == PREF_SUIT)
jumpsuit_style = PREF_SKIRT
else
jumpsuit_style = PREF_SUIT
if("uplink_loc")
var/new_loc = input(user, "Choose your character's traitor uplink spawn location:", "Character Preference") as null|anything in GLOB.uplink_spawn_loc_list
if(new_loc)
uplink_spawn_loc = new_loc
if("playtime_reward_cloak")
if (user.client.get_exp_living(TRUE) >= PLAYTIME_VETERAN)
playtime_reward_cloak = !playtime_reward_cloak
if("ai_core_icon")
var/ai_core_icon = input(user, "Choose your preferred AI core display screen:", "AI Core Display Screen Selection") as null|anything in GLOB.ai_core_display_screens
if(ai_core_icon)
preferred_ai_core_display = ai_core_icon
if("sec_dept")
var/department = input(user, "Choose your preferred security department:", "Security Departments") as null|anything in GLOB.security_depts_prefs
if(department)
prefered_security_department = department
if ("preferred_map")
var/maplist = list()
var/default = "Default"
if (config.defaultmap)
default += " ([config.defaultmap.map_name])"
for (var/M in config.maplist)
var/datum/map_config/VM = config.maplist[M]
if(!VM.votable)
continue
var/friendlyname = "[VM.map_name] "
if (VM.voteweight <= 0)
friendlyname += " (disabled)"
maplist[friendlyname] = VM.map_name
maplist[default] = null
var/pickedmap = input(user, "Choose your preferred map. This will be used to help weight random map selection.", "Character Preference") as null|anything in sortList(maplist)
if (pickedmap)
preferred_map = maplist[pickedmap]
if ("clientfps")
var/desiredfps = input(user, "Choose your desired fps. (0 = synced with server tick rate (currently:[world.fps]))", "Character Preference", clientfps) as null|num
if (!isnull(desiredfps))
clientfps = desiredfps
parent.fps = desiredfps
if("ui")
var/pickedui = input(user, "Choose your UI style.", "Character Preference", UI_style) as null|anything in sortList(GLOB.available_ui_styles)
if(pickedui)
UI_style = pickedui
if (parent && parent.mob && parent.mob.hud_used)
parent.mob.hud_used.update_ui_style(ui_style2icon(UI_style))
if("pda_style")
var/pickedPDAStyle = input(user, "Choose your PDA style.", "Character Preference", pda_style) as null|anything in GLOB.pda_styles
if(pickedPDAStyle)
pda_style = pickedPDAStyle
if("pda_color")
var/pickedPDAColor = input(user, "Choose your PDA Interface color.", "Character Preference", pda_color) as color|null
if(pickedPDAColor)
pda_color = pickedPDAColor
if("phobia")
var/phobiaType = input(user, "What are you scared of?", "Character Preference", phobia) as null|anything in SStraumas.phobia_types
if(phobiaType)
phobia = phobiaType
if ("max_chat_length")
var/desiredlength = input(user, "Choose the max character length of shown Runechat messages. Valid range is 1 to [CHAT_MESSAGE_MAX_LENGTH] (default: [initial(max_chat_length)]))", "Character Preference", max_chat_length) as null|num
if (!isnull(desiredlength))
max_chat_length = clamp(desiredlength, 1, CHAT_MESSAGE_MAX_LENGTH)
else
switch(href_list["preference"])
if("publicity")
if(unlock_content)
toggles ^= MEMBER_PUBLIC
if("gender")
var/list/friendlyGenders = list("Male" = "male", "Female" = "female", "Other" = "plural")
var/pickedGender = input(user, "Choose your gender.", "Character Preference", gender) as null|anything in friendlyGenders
if(pickedGender && friendlyGenders[pickedGender] != gender)
gender = friendlyGenders[pickedGender]
underwear = random_underwear(gender)
undershirt = random_undershirt(gender)
socks = random_socks()
facial_hairstyle = random_facial_hairstyle(gender)
hairstyle = random_hairstyle(gender)
if("body_type")
if(body_type == MALE)
body_type = FEMALE
else
body_type = MALE
if("hotkeys")
hotkeys = !hotkeys
if(hotkeys)
winset(user, null, "input.focus=true input.background-color=[COLOR_INPUT_ENABLED]")
else
winset(user, null, "input.focus=true input.background-color=[COLOR_INPUT_DISABLED]")
if("keybindings_capture")
var/datum/keybinding/kb = GLOB.keybindings_by_name[href_list["keybinding"]]
var/old_key = href_list["old_key"]
CaptureKeybinding(user, kb, old_key)
return
if("keybindings_set")
var/kb_name = href_list["keybinding"]
if(!kb_name)
user << browse(null, "window=capturekeypress")
ShowChoices(user)
return
var/clear_key = text2num(href_list["clear_key"])
var/old_key = href_list["old_key"]
if(clear_key)
if(key_bindings[old_key])
key_bindings[old_key] -= kb_name
if(!length(key_bindings[old_key]))
key_bindings -= old_key
user << browse(null, "window=capturekeypress")
save_preferences()
ShowChoices(user)
return
var/new_key = uppertext(href_list["key"])
var/AltMod = text2num(href_list["alt"]) ? "Alt" : ""
var/CtrlMod = text2num(href_list["ctrl"]) ? "Ctrl" : ""
var/ShiftMod = text2num(href_list["shift"]) ? "Shift" : ""
var/numpad = text2num(href_list["numpad"]) ? "Numpad" : ""
// var/key_code = text2num(href_list["key_code"])
if(GLOB._kbMap[new_key])
new_key = GLOB._kbMap[new_key]
var/full_key
switch(new_key)
if("Alt")
full_key = "[new_key][CtrlMod][ShiftMod]"
if("Ctrl")
full_key = "[AltMod][new_key][ShiftMod]"
if("Shift")
full_key = "[AltMod][CtrlMod][new_key]"
else
full_key = "[AltMod][CtrlMod][ShiftMod][numpad][new_key]"
if(key_bindings[old_key])
key_bindings[old_key] -= kb_name
if(!length(key_bindings[old_key]))
key_bindings -= old_key
key_bindings[full_key] += list(kb_name)
key_bindings[full_key] = sortList(key_bindings[full_key])
user << browse(null, "window=capturekeypress")
user.client.update_movement_keys()
save_preferences()
if("keybindings_reset")
var/choice = tgalert(user, "Would you prefer 'hotkey' or 'classic' defaults?", "Setup keybindings", "Hotkey", "Classic", "Cancel")
if(choice == "Cancel")
ShowChoices(user)
return
hotkeys = (choice == "Hotkey")
key_bindings = (hotkeys) ? deepCopyList(GLOB.hotkey_keybinding_list_by_key) : deepCopyList(GLOB.classic_keybinding_list_by_key)
user.client.update_movement_keys()
if("chat_on_map")
chat_on_map = !chat_on_map
if("see_chat_non_mob")
see_chat_non_mob = !see_chat_non_mob
if("action_buttons")
buttons_locked = !buttons_locked
if("tgui_fancy")
tgui_fancy = !tgui_fancy
if("tgui_lock")
tgui_lock = !tgui_lock
if("winflash")
windowflashing = !windowflashing
//here lies the badmins
if("hear_adminhelps")
user.client.toggleadminhelpsound()
if("hear_prayers")
user.client.toggle_prayer_sound()
if("announce_login")
user.client.toggleannouncelogin()
if("combohud_lighting")
toggles ^= COMBOHUD_LIGHTING
if("toggle_dead_chat")
user.client.deadchat()
if("toggle_radio_chatter")
user.client.toggle_hear_radio()
if("toggle_prayers")
user.client.toggleprayers()
if("toggle_deadmin_always")
toggles ^= DEADMIN_ALWAYS
if("toggle_deadmin_antag")
toggles ^= DEADMIN_ANTAGONIST
if("toggle_deadmin_head")
toggles ^= DEADMIN_POSITION_HEAD
if("toggle_deadmin_security")
toggles ^= DEADMIN_POSITION_SECURITY
if("toggle_deadmin_silicon")
toggles ^= DEADMIN_POSITION_SILICON
if("toggle_ignore_cult_ghost")
toggles ^= ADMIN_IGNORE_CULT_GHOST
if("be_special")
var/be_special_type = href_list["be_special_type"]
if(be_special_type in be_special)
be_special -= be_special_type
else
be_special += be_special_type
if("toggle_random")
var/random_type = href_list["random_type"]
if(randomise[random_type])
randomise -= random_type
else
randomise[random_type] = TRUE
if("persistent_scars")
persistent_scars = !persistent_scars
if("clear_scars")
to_chat(user, "<span class='notice'>All scar slots cleared. Please save character to confirm.</span>")
scars_list["1"] = ""
scars_list["2"] = ""
scars_list["3"] = ""
scars_list["4"] = ""
scars_list["5"] = ""
if("hear_midis")
toggles ^= SOUND_MIDI
if("lobby_music")
toggles ^= SOUND_LOBBY
if((toggles & SOUND_LOBBY) && user.client && isnewplayer(user))
user.client.playtitlemusic()
else
user.stop_sound_channel(CHANNEL_LOBBYMUSIC)
if("endofround_sounds")
toggles ^= SOUND_ENDOFROUND
if("ghost_ears")
chat_toggles ^= CHAT_GHOSTEARS
if("ghost_sight")
chat_toggles ^= CHAT_GHOSTSIGHT
if("ghost_whispers")
chat_toggles ^= CHAT_GHOSTWHISPER
if("ghost_radio")
chat_toggles ^= CHAT_GHOSTRADIO
if("ghost_pda")
chat_toggles ^= CHAT_GHOSTPDA
if("ghost_laws")
chat_toggles ^= CHAT_GHOSTLAWS
if("income_pings")
chat_toggles ^= CHAT_BANKCARD
if("pull_requests")
chat_toggles ^= CHAT_PULLR
if("allow_midround_antag")
toggles ^= MIDROUND_ANTAG
if("parallaxup")
parallax = WRAP(parallax + 1, PARALLAX_INSANE, PARALLAX_DISABLE + 1)
if (parent && parent.mob && parent.mob.hud_used)
parent.mob.hud_used.update_parallax_pref(parent.mob)
if("parallaxdown")
parallax = WRAP(parallax - 1, PARALLAX_INSANE, PARALLAX_DISABLE + 1)
if (parent && parent.mob && parent.mob.hud_used)
parent.mob.hud_used.update_parallax_pref(parent.mob)
if("ambientocclusion")
ambientocclusion = !ambientocclusion
if(parent && parent.screen && parent.screen.len)
var/obj/screen/plane_master/game_world/PM = locate(/obj/screen/plane_master/game_world) in parent.screen
PM.backdrop(parent.mob)
if("auto_fit_viewport")
auto_fit_viewport = !auto_fit_viewport
if(auto_fit_viewport && parent)
parent.fit_viewport()
if("widescreenpref")
widescreenpref = !widescreenpref
user.client.view_size.setDefault(getScreenSize(widescreenpref))
if("pixel_size")
switch(pixel_size)
if(PIXEL_SCALING_AUTO)
pixel_size = PIXEL_SCALING_1X
if(PIXEL_SCALING_1X)
pixel_size = PIXEL_SCALING_1_2X
if(PIXEL_SCALING_1_2X)
pixel_size = PIXEL_SCALING_2X
if(PIXEL_SCALING_2X)
pixel_size = PIXEL_SCALING_3X
if(PIXEL_SCALING_3X)
pixel_size = PIXEL_SCALING_AUTO
user.client.view_size.apply() //Let's winset() it so it actually works
if("scaling_method")
switch(scaling_method)
if(SCALING_METHOD_NORMAL)
scaling_method = SCALING_METHOD_DISTORT
if(SCALING_METHOD_DISTORT)
scaling_method = SCALING_METHOD_BLUR
if(SCALING_METHOD_BLUR)
scaling_method = SCALING_METHOD_NORMAL
user.client.view_size.setZoomMode()
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_unique_name(gender)
save_character()
if("tab")
if (href_list["tab"])
current_tab = text2num(href_list["tab"])
if("clear_heart")
hearted = FALSE
hearted_until = null
to_chat(user, "<span class='notice'>OOC Commendation Heart disabled</span>")
save_preferences()
ShowChoices(user)
return 1
/datum/preferences/proc/copy_to(mob/living/carbon/human/character, icon_updates = 1, roundstart_checks = TRUE, character_setup = FALSE, antagonist = FALSE, is_latejoiner = TRUE)
hardcore_survival_score = 0 //Set to 0 to prevent you getting points from last another time.
if((randomise[RANDOM_SPECIES] || randomise[RANDOM_HARDCORE]) && !character_setup)
random_species()
if((randomise[RANDOM_BODY] || (randomise[RANDOM_BODY_ANTAG] && antagonist) || randomise[RANDOM_HARDCORE]) && !character_setup)
slot_randomized = TRUE
random_character(gender, antagonist)
if((randomise[RANDOM_NAME] || (randomise[RANDOM_NAME_ANTAG] && antagonist) || randomise[RANDOM_HARDCORE]) && !character_setup)
slot_randomized = TRUE
real_name = pref_species.random_name(gender)
if(randomise[RANDOM_HARDCORE] && parent.mob.mind && !character_setup)
if(can_be_random_hardcore())
hardcore_random_setup(character, antagonist, is_latejoiner)
if(roundstart_checks)
if(CONFIG_GET(flag/humans_need_surnames) && (pref_species.id == "human"))
var/firstspace = findtext(real_name, " ")
var/name_length = length(real_name)
if(!firstspace) //we need a surname
real_name += " [pick(GLOB.last_names)]"
else if(firstspace == name_length)
real_name += "[pick(GLOB.last_names)]"
character.real_name = real_name
character.name = character.real_name
character.gender = gender
character.age = age
if(gender == MALE || gender == FEMALE)
character.body_type = gender
else
character.body_type = body_type
character.eye_color = eye_color
var/obj/item/organ/eyes/organ_eyes = character.getorgan(/obj/item/organ/eyes)
if(organ_eyes)
if(!initial(organ_eyes.eye_color))
organ_eyes.eye_color = eye_color
organ_eyes.old_eye_color = eye_color
character.hair_color = hair_color
character.facial_hair_color = facial_hair_color
character.skin_tone = skin_tone
character.hairstyle = hairstyle
character.facial_hairstyle = facial_hairstyle
character.underwear = underwear
character.underwear_color = underwear_color
character.undershirt = undershirt
character.socks = socks
character.backpack = backpack
character.jumpsuit_style = jumpsuit_style
var/datum/species/chosen_species
chosen_species = pref_species.type
if(roundstart_checks && !(pref_species.id in GLOB.roundstart_races) && !(pref_species.id in (CONFIG_GET(keyed_list/roundstart_no_hard_check))))
chosen_species = /datum/species/human
pref_species = new /datum/species/human
save_character()
character.dna.features = features.Copy()
character.set_species(chosen_species, icon_update = FALSE, pref_load = TRUE)
character.dna.real_name = character.real_name
if("tail_lizard" in pref_species.default_features)
character.dna.species.mutant_bodyparts |= "tail_lizard"
if(icon_updates)
character.update_body()
character.update_hair()
character.update_body_parts()
/datum/preferences/proc/can_be_random_hardcore()
if(parent.mob.mind.assigned_role in GLOB.command_positions) //No command staff
return FALSE
for(var/A in parent.mob.mind.antag_datums)
var/datum/antagonist/antag
if(antag.get_team()) //No team antags
return FALSE
return TRUE
/datum/preferences/proc/get_default_name(name_id)
switch(name_id)
if("human")
return random_unique_name()
if("ai")
return pick(GLOB.ai_names)
if("cyborg")
return DEFAULT_CYBORG_NAME
if("clown")
return pick(GLOB.clown_names)
if("mime")
return pick(GLOB.mime_names)
if("religion")
return DEFAULT_RELIGION
if("deity")
return DEFAULT_DEITY
return random_unique_name()
/datum/preferences/proc/ask_for_custom_name(mob/user,name_id)
var/namedata = GLOB.preferences_custom_names[name_id]
if(!namedata)
return
var/raw_name = input(user, "Choose your character's [namedata["qdesc"]]:","Character Preference") as text|null
if(!raw_name)
if(namedata["allow_null"])
custom_names[name_id] = get_default_name(name_id)
else
return
else
var/sanitized_name = reject_bad_name(raw_name,namedata["allow_numbers"])
if(!sanitized_name)
to_chat(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,[namedata["allow_numbers"] ? ",0-9," : ""] -, ' and .</font>")
return
else
custom_names[name_id] = sanitized_name
//Used in savefile update 32, can be removed once that is no longer relevant.
/datum/preferences/proc/force_reset_keybindings()
var/choice = tgalert(parent.mob, "Your basic keybindings need to be reset, emotes will remain as before. Would you prefer 'hotkey' or 'classic' mode?", "Reset keybindings", "Hotkey", "Classic")
hotkeys = (choice != "Classic")
var/list/oldkeys = key_bindings
key_bindings = (hotkeys) ? deepCopyList(GLOB.hotkey_keybinding_list_by_key) : deepCopyList(GLOB.classic_keybinding_list_by_key)
for(var/key in oldkeys)
if(!key_bindings[key])
key_bindings[key] = oldkeys[key]
parent.update_movement_keys()