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Bubberstation/code/datums/outfit.dm
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/**
* # Outfit datums
*
* This is a clean system of applying outfits to mobs, if you need to equip someone in a uniform
* this is the way to do it cleanly and properly.
*
* You can also specify an outfit datum on a job to have it auto equipped to the mob on join
*
* /mob/living/carbon/human/proc/equipOutfit(outfit) is the mob level proc to equip an outfit
* and you pass it the relevant datum outfit
*
* outfits can also be saved as json blobs downloadable by a client and then can be uploaded
* by that user to recreate the outfit, this is used by admins to allow for custom event outfits
* that can be restored at a later date
*/
/datum/outfit
///Name of the outfit (shows up in the equip admin verb)
var/name = "Naked"
/// Type path of item to go in the idcard slot
var/id = null
/// Type path of ID card trim associated with this outfit.
var/id_trim = null
/// Type path of item to go in uniform slot
var/uniform = null
/// Type path of item to go in suit slot
var/suit = null
/**
* Type path of item to go in suit storage slot
*
* (make sure it's valid for that suit)
*/
var/suit_store = null
/// Type path of item to go in back slot
var/back = null
/**
* list of items that should go in the backpack of the user
*
* Format of this list should be: list(path=count,otherpath=count)
*/
var/list/backpack_contents = null
/// Type path of item to go in belt slot
var/belt = null
/**
* list of items that should go in the belt of the user
*
* Format of this list should be: list(path=count,otherpath=count)
*/
var/list/belt_contents = null
/// Type path of item to go in ears slot
var/ears = null
/// Type path of item to go in the glasses slot
var/glasses = null
/// Type path of item to go in gloves slot
var/gloves = null
/// Type path of item to go in head slot
var/head = null
/// Type path of item to go in mask slot
var/mask = null
/// Type path of item to go in neck slot
var/neck = null
/// Type path of item to go in shoes slot
var/shoes = null
/// Type path of item for left pocket slot
var/l_pocket = null
/// Type path of item for right pocket slot
var/r_pocket = null
///Type path of item to go in the right hand
var/l_hand = null
//Type path of item to go in left hand
var/r_hand = null
/// Any clothing accessory item
var/accessory = null
/// Internals box. Will be inserted at the start of backpack_contents
var/box
/**
* extra types for chameleon outfit changes, mostly guns
*
* Format of this list is (typepath, typepath, typepath)
*
* These are all added and returns in the list for get_chamelon_diguise_info proc
*/
var/list/chameleon_extras
/**
* Any implants the mob should start implanted with
*
* Format of this list is (typepath, typepath, typepath)
*/
var/list/implants = null
///ID of the slot containing a gas tank
var/internals_slot = null
/**
* Any skillchips the mob should have in their brain.
*
* Format of this list is (typepath, typepath, typepath)
*/
var/list/skillchips = null
///Should we preload some of this job's items?
var/preload = FALSE
/// Any undershirt. While on humans it is a string, here we use paths to stay consistent with the rest of the equips.
var/datum/sprite_accessory/undershirt = null
var/datum/sprite_accessory/underwear = null
var/datum/sprite_accessory/socks = null
/**
* Called at the start of the equip proc
*
* Override to change the value of the slots depending on client prefs, species and
* other such sources of change
*
* Extra Arguments
* * visualsOnly true if this is only for display (in the character setup screen)
*
* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
*/
/datum/outfit/proc/pre_equip(mob/living/carbon/human/user, visualsOnly = FALSE)
//to be overridden for customization depending on client prefs,species etc
return
/**
* Called after the equip proc has finished
*
* All items are on the mob at this point, use this proc to toggle internals
* fiddle with id bindings and accesses etc
*
* Extra Arguments
* * visualsOnly true if this is only for display (in the character setup screen)
*
* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
*/
/datum/outfit/proc/post_equip(mob/living/carbon/human/user, visualsOnly = FALSE)
//to be overridden for toggling internals, id binding, access etc
return
#define EQUIP_OUTFIT_ITEM(item_path, slot_name) if(##item_path) { \
user.equip_to_slot_or_del(SSwardrobe.provide_type(##item_path, user), ##slot_name, TRUE, indirect_action = TRUE); \
var/obj/item/outfit_item = user.get_item_by_slot(##slot_name); \
if (outfit_item && outfit_item.type == ##item_path) { \
outfit_item.on_outfit_equip(user, visualsOnly, ##slot_name); \
} \
}
/**
* Equips all defined types and paths to the mob passed in
*
* Extra Arguments
* * visualsOnly true if this is only for display (in the character setup screen)
*
* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
*/
/datum/outfit/proc/equip(mob/living/carbon/human/user, visualsOnly = FALSE)
pre_equip(user, visualsOnly)
//Start with uniform,suit,backpack for additional slots
if(uniform)
EQUIP_OUTFIT_ITEM(uniform, ITEM_SLOT_ICLOTHING)
if(suit)
EQUIP_OUTFIT_ITEM(suit, ITEM_SLOT_OCLOTHING)
if(belt)
EQUIP_OUTFIT_ITEM(belt, ITEM_SLOT_BELT)
if(gloves)
EQUIP_OUTFIT_ITEM(gloves, ITEM_SLOT_GLOVES)
if(shoes)
EQUIP_OUTFIT_ITEM(shoes, ITEM_SLOT_FEET)
if(head)
EQUIP_OUTFIT_ITEM(head, ITEM_SLOT_HEAD)
if(mask)
EQUIP_OUTFIT_ITEM(mask, ITEM_SLOT_MASK)
if(neck)
EQUIP_OUTFIT_ITEM(neck, ITEM_SLOT_NECK)
if(ears)
EQUIP_OUTFIT_ITEM(ears, ITEM_SLOT_EARS)
if(glasses)
EQUIP_OUTFIT_ITEM(glasses, ITEM_SLOT_EYES)
if(back)
EQUIP_OUTFIT_ITEM(back, ITEM_SLOT_BACK)
if(id)
EQUIP_OUTFIT_ITEM(id, ITEM_SLOT_ID)
if(!visualsOnly && id_trim && user.wear_id)
var/obj/item/card/id/id_card = user.wear_id
if(!istype(id_card)) //If an ID wasn't found in their ID slot, it's probably something holding their ID like a wallet or PDA
id_card = locate() in user.wear_id
if(istype(id_card)) //Make sure that we actually found an ID to modify, otherwise this runtimes and cancels equipping the outfit
id_card.registered_age = user.age
if(id_trim)
if(!SSid_access.apply_trim_to_card(id_card, id_trim))
WARNING("Unable to apply trim [id_trim] to [id_card] in outfit [name].")
user.sec_hud_set_ID()
if(suit_store)
EQUIP_OUTFIT_ITEM(suit_store, ITEM_SLOT_SUITSTORE)
if(undershirt)
user.undershirt = initial(undershirt.name)
if(underwear)
user.underwear = initial(underwear.name)
if(socks)
user.socks = initial(socks.name)
// SKYRAT EDIT ADDITION START - Underwear and bra split
if(bra)
user.bra = initial(bra.name)
// SKYRAT EDIT END
if(accessory)
var/obj/item/clothing/under/U = user.w_uniform
if(U)
U.attach_accessory(SSwardrobe.provide_type(accessory, user))
else
WARNING("Unable to equip accessory [accessory] in outfit [name]. No uniform present!")
if(l_hand)
user.put_in_l_hand(SSwardrobe.provide_type(l_hand, user))
if(r_hand)
user.put_in_r_hand(SSwardrobe.provide_type(r_hand, user))
if(!visualsOnly) // Items in pockets or backpack don't show up on mob's icon.
if(l_pocket)
EQUIP_OUTFIT_ITEM(l_pocket, ITEM_SLOT_LPOCKET)
if(r_pocket)
EQUIP_OUTFIT_ITEM(r_pocket, ITEM_SLOT_RPOCKET)
if(box)
if(!backpack_contents)
backpack_contents = list()
backpack_contents.Insert(1, box)
backpack_contents[box] = 1
if(backpack_contents)
for(var/path in backpack_contents)
var/number = backpack_contents[path]
if(!isnum(number))//Default to 1
number = 1
for(var/i in 1 to number)
EQUIP_OUTFIT_ITEM(path, ITEM_SLOT_BACKPACK)
if(belt_contents)
for(var/path in belt_contents)
var/number = belt_contents[path]
if(!isnum(number))//Default to 1
number = 1
for(var/i in 1 to number)
EQUIP_OUTFIT_ITEM(path, ITEM_SLOT_BELTPACK)
post_equip(user, visualsOnly)
if(!visualsOnly)
apply_fingerprints(user)
if(internals_slot)
if(internals_slot & ITEM_SLOT_HANDS)
var/obj/item/tank/internals/internals = user.is_holding_item_of_type(/obj/item/tank/internals)
if(internals)
user.open_internals(internals)
else
user.open_internals(user.get_item_by_slot(internals_slot))
if(implants)
for(var/implant_type in implants)
var/obj/item/implant/implanter = SSwardrobe.provide_type(implant_type, user)
implanter.implant(user, null, TRUE)
// Insert the skillchips associated with this outfit into the target.
if(skillchips)
for(var/skillchip_path in skillchips)
var/obj/item/skillchip/skillchip_instance = SSwardrobe.provide_type(skillchip_path)
var/implant_msg = user.implant_skillchip(skillchip_instance)
if(implant_msg)
stack_trace("Failed to implant [user] with [skillchip_instance], on job [src]. Failure message: [implant_msg]")
qdel(skillchip_instance)
return
var/activate_msg = skillchip_instance.try_activate_skillchip(TRUE, TRUE)
if(activate_msg)
CRASH("Failed to activate [user]'s [skillchip_instance], on job [src]. Failure message: [activate_msg]")
user.update_body()
return TRUE
#undef EQUIP_OUTFIT_ITEM
/**
* Apply a fingerprint from the passed in human to all items in the outfit
*
* Used for forensics setup when the mob is first equipped at roundstart
* essentially calls add_fingerprint to every defined item on the human
*
*/
/datum/outfit/proc/apply_fingerprints(mob/living/carbon/human/user)
if(!istype(user))
return
if(user.back)
user.back.add_fingerprint(user, ignoregloves = TRUE)
for(var/obj/item/item in user.back.contents)
item.add_fingerprint(user, ignoregloves = TRUE)
if(user.wear_id)
user.wear_id.add_fingerprint(user, ignoregloves = TRUE)
if(user.w_uniform)
user.w_uniform.add_fingerprint(user, ignoregloves = TRUE)
if(user.wear_suit)
user.wear_suit.add_fingerprint(user, ignoregloves = TRUE)
if(user.wear_mask)
user.wear_mask.add_fingerprint(user, ignoregloves = TRUE)
if(user.wear_neck)
user.wear_neck.add_fingerprint(user, ignoregloves = TRUE)
if(user.head)
user.head.add_fingerprint(user, ignoregloves = TRUE)
if(user.shoes)
user.shoes.add_fingerprint(user, ignoregloves = TRUE)
if(user.gloves)
user.gloves.add_fingerprint(user, ignoregloves = TRUE)
if(user.ears)
user.ears.add_fingerprint(user, ignoregloves = TRUE)
if(user.glasses)
user.glasses.add_fingerprint(user, ignoregloves = TRUE)
if(user.belt)
user.belt.add_fingerprint(user, ignoregloves = TRUE)
for(var/obj/item/item in user.belt.contents)
item.add_fingerprint(user, ignoregloves = TRUE)
if(user.s_store)
user.s_store.add_fingerprint(user, ignoregloves = TRUE)
if(user.l_store)
user.l_store.add_fingerprint(user, ignoregloves = TRUE)
if(user.r_store)
user.r_store.add_fingerprint(user, ignoregloves = TRUE)
for(var/obj/item/item in user.held_items)
item.add_fingerprint(user, ignoregloves = TRUE)
return TRUE
/// Return a list of all the types that are required to disguise as this outfit type
/datum/outfit/proc/get_chameleon_disguise_info()
var/list/types = list(uniform, suit, back, belt, gloves, shoes, head, mask, neck, ears, glasses, id, l_pocket, r_pocket, suit_store, r_hand, l_hand)
types += chameleon_extras
types += skillchips
list_clear_nulls(types)
return types
/// Return a list of types to pregenerate for later equipping
/// This should not be things that do unique stuff in Initialize() based off their location, since we'll be storing them for a while
/datum/outfit/proc/get_types_to_preload()
var/list/preload = list()
preload += id
preload += uniform
preload += suit
preload += suit_store
preload += back
//Load in backpack gear and shit
for(var/type_to_load in backpack_contents)
var/num_to_load = backpack_contents[type_to_load]
if(!isnum(num_to_load))
num_to_load = 1
for(var/i in 1 to num_to_load)
preload += type_to_load
//Load in belt gear and shit
for(var/type_to_load in belt_contents)
var/num_to_load = belt_contents[type_to_load]
if(!isnum(num_to_load))
num_to_load = 1
for(var/i in 1 to num_to_load)
preload += type_to_load
preload += belt
preload += ears
preload += glasses
preload += gloves
preload += head
preload += mask
preload += neck
preload += shoes
preload += l_pocket
preload += r_pocket
preload += l_hand
preload += r_hand
preload += accessory
preload += box
for(var/implant_type in implants)
preload += implant_type
for(var/skillpath in skillchips)
preload += skillpath
preload -= typesof(/obj/item/clothing/under/color/random) // SKYRAT EDIT - Don't preload random jumpsuit spawners that delete themselves
return preload
/// Return a json list of this outfit
/datum/outfit/proc/get_json_data()
. = list()
.["outfit_type"] = type
.["name"] = name
.["uniform"] = uniform
.["suit"] = suit
.["back"] = back
.["belt"] = belt
.["gloves"] = gloves
.["shoes"] = shoes
.["head"] = head
.["mask"] = mask
.["neck"] = neck
.["ears"] = ears
.["glasses"] = glasses
.["id"] = id
.["id_trim"] = id_trim
.["l_pocket"] = l_pocket
.["r_pocket"] = r_pocket
.["suit_store"] = suit_store
.["r_hand"] = r_hand
.["l_hand"] = l_hand
.["internals_slot"] = internals_slot
.["backpack_contents"] = backpack_contents
.["belt_contents"] = belt_contents
.["box"] = box
.["implants"] = implants
.["accessory"] = accessory
/// Copy most vars from another outfit to this one
/datum/outfit/proc/copy_from(datum/outfit/target)
name = target.name
uniform = target.uniform
suit = target.suit
back = target.back
belt = target.belt
gloves = target.gloves
shoes = target.shoes
head = target.head
mask = target.mask
neck = target.neck
ears = target.ears
glasses = target.glasses
id = target.id
id_trim = target.id_trim
l_pocket = target.l_pocket
r_pocket = target.r_pocket
suit_store = target.suit_store
r_hand = target.r_hand
l_hand = target.l_hand
internals_slot = target.internals_slot
backpack_contents = target.backpack_contents
belt_contents = target.belt_contents
box = target.box
implants = target.implants
accessory = target.accessory
/// Prompt the passed in mob client to download this outfit as a json blob
/datum/outfit/proc/save_to_file(mob/admin)
var/stored_data = get_json_data()
var/json = json_encode(stored_data)
//Kinda annoying but as far as i can tell you need to make actual file.
var/f = file("data/TempOutfitUpload")
fdel(f)
WRITE_FILE(f,json)
admin << ftp(f,"[name].json")
/// Create an outfit datum from a list of json data
/datum/outfit/proc/load_from(list/outfit_data)
//This could probably use more strict validation
name = outfit_data["name"]
uniform = text2path(outfit_data["uniform"])
suit = text2path(outfit_data["suit"])
back = text2path(outfit_data["back"])
belt = text2path(outfit_data["belt"])
gloves = text2path(outfit_data["gloves"])
shoes = text2path(outfit_data["shoes"])
head = text2path(outfit_data["head"])
mask = text2path(outfit_data["mask"])
neck = text2path(outfit_data["neck"])
ears = text2path(outfit_data["ears"])
glasses = text2path(outfit_data["glasses"])
id = text2path(outfit_data["id"])
id_trim = text2path(outfit_data["id_trim"])
l_pocket = text2path(outfit_data["l_pocket"])
r_pocket = text2path(outfit_data["r_pocket"])
suit_store = text2path(outfit_data["suit_store"])
r_hand = text2path(outfit_data["r_hand"])
l_hand = text2path(outfit_data["l_hand"])
internals_slot = outfit_data["internals_slot"]
var/list/backpack = outfit_data["backpack_contents"]
backpack_contents = list()
for(var/item in backpack)
var/itype = text2path(item)
if(itype)
backpack_contents[itype] = backpack[item]
var/list/beltpack = outfit_data["belt_contents"]
belt_contents = list()
for(var/item in beltpack)
var/itype = text2path(item)
if(itype)
belt_contents[itype] = belt[item]
box = text2path(outfit_data["box"])
var/list/impl = outfit_data["implants"]
implants = list()
for(var/I in impl)
var/imptype = text2path(I)
if(imptype)
implants += imptype
accessory = text2path(outfit_data["accessory"])
return TRUE
/datum/outfit/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION("", "---")
VV_DROPDOWN_OPTION(VV_HK_TO_OUTFIT_EDITOR, "Outfit Editor")
/datum/outfit/vv_do_topic(list/href_list)
. = ..()
if(!.)
return
if(href_list[VV_HK_TO_OUTFIT_EDITOR])
if(!check_rights(NONE))
return
usr.client.open_outfit_editor(src)