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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
542 lines
16 KiB
Plaintext
542 lines
16 KiB
Plaintext
/**
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* # Outfit datums
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*
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* This is a clean system of applying outfits to mobs, if you need to equip someone in a uniform
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* this is the way to do it cleanly and properly.
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*
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* You can also specify an outfit datum on a job to have it auto equipped to the mob on join
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*
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* /mob/living/carbon/human/proc/equipOutfit(outfit) is the mob level proc to equip an outfit
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* and you pass it the relevant datum outfit
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*
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* outfits can also be saved as json blobs downloadable by a client and then can be uploaded
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* by that user to recreate the outfit, this is used by admins to allow for custom event outfits
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* that can be restored at a later date
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*/
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/datum/outfit
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///Name of the outfit (shows up in the equip admin verb)
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var/name = "Naked"
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/// Type path of item to go in the idcard slot
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var/id = null
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/// Type path of ID card trim associated with this outfit.
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var/id_trim = null
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/// Type path of item to go in uniform slot
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var/uniform = null
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/// Type path of item to go in suit slot
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var/suit = null
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/**
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* Type path of item to go in suit storage slot
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*
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* (make sure it's valid for that suit)
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*/
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var/suit_store = null
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/// Type path of item to go in back slot
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var/back = null
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/**
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* list of items that should go in the backpack of the user
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*
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* Format of this list should be: list(path=count,otherpath=count)
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*/
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var/list/backpack_contents = null
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/// Type path of item to go in belt slot
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var/belt = null
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/**
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* list of items that should go in the belt of the user
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*
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* Format of this list should be: list(path=count,otherpath=count)
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*/
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var/list/belt_contents = null
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/// Type path of item to go in ears slot
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var/ears = null
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/// Type path of item to go in the glasses slot
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var/glasses = null
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/// Type path of item to go in gloves slot
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var/gloves = null
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/// Type path of item to go in head slot
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var/head = null
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/// Type path of item to go in mask slot
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var/mask = null
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/// Type path of item to go in neck slot
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var/neck = null
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/// Type path of item to go in shoes slot
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var/shoes = null
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/// Type path of item for left pocket slot
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var/l_pocket = null
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/// Type path of item for right pocket slot
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var/r_pocket = null
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///Type path of item to go in the right hand
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var/l_hand = null
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//Type path of item to go in left hand
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var/r_hand = null
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/// Any clothing accessory item
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var/accessory = null
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/// Internals box. Will be inserted at the start of backpack_contents
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var/box
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/**
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* extra types for chameleon outfit changes, mostly guns
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*
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* Format of this list is (typepath, typepath, typepath)
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*
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* These are all added and returns in the list for get_chamelon_diguise_info proc
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*/
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var/list/chameleon_extras
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/**
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* Any implants the mob should start implanted with
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*
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* Format of this list is (typepath, typepath, typepath)
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*/
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var/list/implants = null
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///ID of the slot containing a gas tank
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var/internals_slot = null
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/**
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* Any skillchips the mob should have in their brain.
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*
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* Format of this list is (typepath, typepath, typepath)
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*/
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var/list/skillchips = null
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///Should we preload some of this job's items?
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var/preload = FALSE
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/// Any undershirt. While on humans it is a string, here we use paths to stay consistent with the rest of the equips.
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var/datum/sprite_accessory/undershirt = null
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var/datum/sprite_accessory/underwear = null
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var/datum/sprite_accessory/socks = null
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/**
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* Called at the start of the equip proc
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*
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* Override to change the value of the slots depending on client prefs, species and
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* other such sources of change
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*
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* Extra Arguments
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* * visualsOnly true if this is only for display (in the character setup screen)
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*
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* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
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*/
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/datum/outfit/proc/pre_equip(mob/living/carbon/human/user, visualsOnly = FALSE)
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//to be overridden for customization depending on client prefs,species etc
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return
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/**
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* Called after the equip proc has finished
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*
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* All items are on the mob at this point, use this proc to toggle internals
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* fiddle with id bindings and accesses etc
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*
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* Extra Arguments
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* * visualsOnly true if this is only for display (in the character setup screen)
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*
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* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
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*/
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/datum/outfit/proc/post_equip(mob/living/carbon/human/user, visualsOnly = FALSE)
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//to be overridden for toggling internals, id binding, access etc
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return
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#define EQUIP_OUTFIT_ITEM(item_path, slot_name) if(##item_path) { \
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user.equip_to_slot_or_del(SSwardrobe.provide_type(##item_path, user), ##slot_name, TRUE, indirect_action = TRUE); \
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var/obj/item/outfit_item = user.get_item_by_slot(##slot_name); \
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if (outfit_item && outfit_item.type == ##item_path) { \
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outfit_item.on_outfit_equip(user, visualsOnly, ##slot_name); \
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} \
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}
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/**
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* Equips all defined types and paths to the mob passed in
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*
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* Extra Arguments
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* * visualsOnly true if this is only for display (in the character setup screen)
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*
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* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
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*/
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/datum/outfit/proc/equip(mob/living/carbon/human/user, visualsOnly = FALSE)
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pre_equip(user, visualsOnly)
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//Start with uniform,suit,backpack for additional slots
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if(uniform)
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EQUIP_OUTFIT_ITEM(uniform, ITEM_SLOT_ICLOTHING)
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if(suit)
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EQUIP_OUTFIT_ITEM(suit, ITEM_SLOT_OCLOTHING)
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if(belt)
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EQUIP_OUTFIT_ITEM(belt, ITEM_SLOT_BELT)
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if(gloves)
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EQUIP_OUTFIT_ITEM(gloves, ITEM_SLOT_GLOVES)
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if(shoes)
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EQUIP_OUTFIT_ITEM(shoes, ITEM_SLOT_FEET)
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if(head)
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EQUIP_OUTFIT_ITEM(head, ITEM_SLOT_HEAD)
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if(mask)
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EQUIP_OUTFIT_ITEM(mask, ITEM_SLOT_MASK)
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if(neck)
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EQUIP_OUTFIT_ITEM(neck, ITEM_SLOT_NECK)
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if(ears)
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EQUIP_OUTFIT_ITEM(ears, ITEM_SLOT_EARS)
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if(glasses)
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EQUIP_OUTFIT_ITEM(glasses, ITEM_SLOT_EYES)
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if(back)
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EQUIP_OUTFIT_ITEM(back, ITEM_SLOT_BACK)
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if(id)
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EQUIP_OUTFIT_ITEM(id, ITEM_SLOT_ID)
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if(!visualsOnly && id_trim && user.wear_id)
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var/obj/item/card/id/id_card = user.wear_id
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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
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id_card = locate() in user.wear_id
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if(istype(id_card)) //Make sure that we actually found an ID to modify, otherwise this runtimes and cancels equipping the outfit
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id_card.registered_age = user.age
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if(id_trim)
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if(!SSid_access.apply_trim_to_card(id_card, id_trim))
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WARNING("Unable to apply trim [id_trim] to [id_card] in outfit [name].")
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user.sec_hud_set_ID()
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if(suit_store)
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EQUIP_OUTFIT_ITEM(suit_store, ITEM_SLOT_SUITSTORE)
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if(undershirt)
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user.undershirt = initial(undershirt.name)
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if(underwear)
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user.underwear = initial(underwear.name)
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if(socks)
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user.socks = initial(socks.name)
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// SKYRAT EDIT ADDITION START - Underwear and bra split
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if(bra)
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user.bra = initial(bra.name)
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// SKYRAT EDIT END
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if(accessory)
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var/obj/item/clothing/under/U = user.w_uniform
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if(U)
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U.attach_accessory(SSwardrobe.provide_type(accessory, user))
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else
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WARNING("Unable to equip accessory [accessory] in outfit [name]. No uniform present!")
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if(l_hand)
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user.put_in_l_hand(SSwardrobe.provide_type(l_hand, user))
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if(r_hand)
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user.put_in_r_hand(SSwardrobe.provide_type(r_hand, user))
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if(!visualsOnly) // Items in pockets or backpack don't show up on mob's icon.
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if(l_pocket)
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EQUIP_OUTFIT_ITEM(l_pocket, ITEM_SLOT_LPOCKET)
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if(r_pocket)
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EQUIP_OUTFIT_ITEM(r_pocket, ITEM_SLOT_RPOCKET)
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if(box)
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if(!backpack_contents)
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backpack_contents = list()
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backpack_contents.Insert(1, box)
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backpack_contents[box] = 1
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if(backpack_contents)
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for(var/path in backpack_contents)
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var/number = backpack_contents[path]
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if(!isnum(number))//Default to 1
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number = 1
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for(var/i in 1 to number)
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EQUIP_OUTFIT_ITEM(path, ITEM_SLOT_BACKPACK)
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if(belt_contents)
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for(var/path in belt_contents)
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var/number = belt_contents[path]
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if(!isnum(number))//Default to 1
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number = 1
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for(var/i in 1 to number)
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EQUIP_OUTFIT_ITEM(path, ITEM_SLOT_BELTPACK)
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post_equip(user, visualsOnly)
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if(!visualsOnly)
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apply_fingerprints(user)
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if(internals_slot)
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if(internals_slot & ITEM_SLOT_HANDS)
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var/obj/item/tank/internals/internals = user.is_holding_item_of_type(/obj/item/tank/internals)
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if(internals)
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user.open_internals(internals)
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else
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user.open_internals(user.get_item_by_slot(internals_slot))
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if(implants)
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for(var/implant_type in implants)
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var/obj/item/implant/implanter = SSwardrobe.provide_type(implant_type, user)
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implanter.implant(user, null, TRUE)
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// Insert the skillchips associated with this outfit into the target.
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if(skillchips)
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for(var/skillchip_path in skillchips)
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var/obj/item/skillchip/skillchip_instance = SSwardrobe.provide_type(skillchip_path)
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var/implant_msg = user.implant_skillchip(skillchip_instance)
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if(implant_msg)
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stack_trace("Failed to implant [user] with [skillchip_instance], on job [src]. Failure message: [implant_msg]")
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qdel(skillchip_instance)
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return
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var/activate_msg = skillchip_instance.try_activate_skillchip(TRUE, TRUE)
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if(activate_msg)
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CRASH("Failed to activate [user]'s [skillchip_instance], on job [src]. Failure message: [activate_msg]")
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user.update_body()
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return TRUE
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#undef EQUIP_OUTFIT_ITEM
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/**
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* Apply a fingerprint from the passed in human to all items in the outfit
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*
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* Used for forensics setup when the mob is first equipped at roundstart
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* essentially calls add_fingerprint to every defined item on the human
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*
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*/
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/datum/outfit/proc/apply_fingerprints(mob/living/carbon/human/user)
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if(!istype(user))
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return
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if(user.back)
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user.back.add_fingerprint(user, ignoregloves = TRUE)
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for(var/obj/item/item in user.back.contents)
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item.add_fingerprint(user, ignoregloves = TRUE)
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if(user.wear_id)
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user.wear_id.add_fingerprint(user, ignoregloves = TRUE)
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if(user.w_uniform)
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user.w_uniform.add_fingerprint(user, ignoregloves = TRUE)
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if(user.wear_suit)
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user.wear_suit.add_fingerprint(user, ignoregloves = TRUE)
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if(user.wear_mask)
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user.wear_mask.add_fingerprint(user, ignoregloves = TRUE)
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if(user.wear_neck)
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user.wear_neck.add_fingerprint(user, ignoregloves = TRUE)
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if(user.head)
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user.head.add_fingerprint(user, ignoregloves = TRUE)
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if(user.shoes)
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user.shoes.add_fingerprint(user, ignoregloves = TRUE)
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if(user.gloves)
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user.gloves.add_fingerprint(user, ignoregloves = TRUE)
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if(user.ears)
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user.ears.add_fingerprint(user, ignoregloves = TRUE)
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if(user.glasses)
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user.glasses.add_fingerprint(user, ignoregloves = TRUE)
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if(user.belt)
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user.belt.add_fingerprint(user, ignoregloves = TRUE)
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for(var/obj/item/item in user.belt.contents)
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item.add_fingerprint(user, ignoregloves = TRUE)
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if(user.s_store)
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user.s_store.add_fingerprint(user, ignoregloves = TRUE)
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if(user.l_store)
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user.l_store.add_fingerprint(user, ignoregloves = TRUE)
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if(user.r_store)
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user.r_store.add_fingerprint(user, ignoregloves = TRUE)
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for(var/obj/item/item in user.held_items)
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item.add_fingerprint(user, ignoregloves = TRUE)
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return TRUE
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/// Return a list of all the types that are required to disguise as this outfit type
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/datum/outfit/proc/get_chameleon_disguise_info()
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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)
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types += chameleon_extras
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types += skillchips
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list_clear_nulls(types)
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return types
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/// Return a list of types to pregenerate for later equipping
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/// This should not be things that do unique stuff in Initialize() based off their location, since we'll be storing them for a while
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/datum/outfit/proc/get_types_to_preload()
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var/list/preload = list()
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preload += id
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preload += uniform
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preload += suit
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preload += suit_store
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preload += back
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//Load in backpack gear and shit
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for(var/type_to_load in backpack_contents)
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var/num_to_load = backpack_contents[type_to_load]
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if(!isnum(num_to_load))
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num_to_load = 1
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for(var/i in 1 to num_to_load)
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preload += type_to_load
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//Load in belt gear and shit
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for(var/type_to_load in belt_contents)
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var/num_to_load = belt_contents[type_to_load]
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if(!isnum(num_to_load))
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num_to_load = 1
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for(var/i in 1 to num_to_load)
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preload += type_to_load
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preload += belt
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preload += ears
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preload += glasses
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preload += gloves
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preload += head
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preload += mask
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preload += neck
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preload += shoes
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preload += l_pocket
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preload += r_pocket
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preload += l_hand
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preload += r_hand
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preload += accessory
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preload += box
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for(var/implant_type in implants)
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preload += implant_type
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for(var/skillpath in skillchips)
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preload += skillpath
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preload -= typesof(/obj/item/clothing/under/color/random) // SKYRAT EDIT - Don't preload random jumpsuit spawners that delete themselves
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return preload
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/// Return a json list of this outfit
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/datum/outfit/proc/get_json_data()
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. = list()
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.["outfit_type"] = type
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.["name"] = name
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.["uniform"] = uniform
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.["suit"] = suit
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.["back"] = back
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.["belt"] = belt
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.["gloves"] = gloves
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.["shoes"] = shoes
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.["head"] = head
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.["mask"] = mask
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.["neck"] = neck
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.["ears"] = ears
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.["glasses"] = glasses
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.["id"] = id
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.["id_trim"] = id_trim
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.["l_pocket"] = l_pocket
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.["r_pocket"] = r_pocket
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.["suit_store"] = suit_store
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.["r_hand"] = r_hand
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.["l_hand"] = l_hand
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.["internals_slot"] = internals_slot
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.["backpack_contents"] = backpack_contents
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.["belt_contents"] = belt_contents
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.["box"] = box
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.["implants"] = implants
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.["accessory"] = accessory
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/// Copy most vars from another outfit to this one
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/datum/outfit/proc/copy_from(datum/outfit/target)
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name = target.name
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uniform = target.uniform
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suit = target.suit
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back = target.back
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belt = target.belt
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gloves = target.gloves
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shoes = target.shoes
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head = target.head
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mask = target.mask
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neck = target.neck
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ears = target.ears
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glasses = target.glasses
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id = target.id
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id_trim = target.id_trim
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l_pocket = target.l_pocket
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r_pocket = target.r_pocket
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suit_store = target.suit_store
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r_hand = target.r_hand
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l_hand = target.l_hand
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internals_slot = target.internals_slot
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backpack_contents = target.backpack_contents
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belt_contents = target.belt_contents
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box = target.box
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implants = target.implants
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accessory = target.accessory
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/// Prompt the passed in mob client to download this outfit as a json blob
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/datum/outfit/proc/save_to_file(mob/admin)
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var/stored_data = get_json_data()
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var/json = json_encode(stored_data)
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//Kinda annoying but as far as i can tell you need to make actual file.
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var/f = file("data/TempOutfitUpload")
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fdel(f)
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WRITE_FILE(f,json)
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admin << ftp(f,"[name].json")
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/// Create an outfit datum from a list of json data
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/datum/outfit/proc/load_from(list/outfit_data)
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//This could probably use more strict validation
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name = outfit_data["name"]
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uniform = text2path(outfit_data["uniform"])
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suit = text2path(outfit_data["suit"])
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back = text2path(outfit_data["back"])
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belt = text2path(outfit_data["belt"])
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gloves = text2path(outfit_data["gloves"])
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shoes = text2path(outfit_data["shoes"])
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head = text2path(outfit_data["head"])
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mask = text2path(outfit_data["mask"])
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neck = text2path(outfit_data["neck"])
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ears = text2path(outfit_data["ears"])
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glasses = text2path(outfit_data["glasses"])
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id = text2path(outfit_data["id"])
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id_trim = text2path(outfit_data["id_trim"])
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l_pocket = text2path(outfit_data["l_pocket"])
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r_pocket = text2path(outfit_data["r_pocket"])
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suit_store = text2path(outfit_data["suit_store"])
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r_hand = text2path(outfit_data["r_hand"])
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l_hand = text2path(outfit_data["l_hand"])
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internals_slot = outfit_data["internals_slot"]
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var/list/backpack = outfit_data["backpack_contents"]
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backpack_contents = list()
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for(var/item in backpack)
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var/itype = text2path(item)
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if(itype)
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backpack_contents[itype] = backpack[item]
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var/list/beltpack = outfit_data["belt_contents"]
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belt_contents = list()
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for(var/item in beltpack)
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var/itype = text2path(item)
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if(itype)
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belt_contents[itype] = belt[item]
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box = text2path(outfit_data["box"])
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var/list/impl = outfit_data["implants"]
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implants = list()
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for(var/I in impl)
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var/imptype = text2path(I)
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if(imptype)
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implants += imptype
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accessory = text2path(outfit_data["accessory"])
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return TRUE
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/datum/outfit/vv_get_dropdown()
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. = ..()
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VV_DROPDOWN_OPTION("", "---")
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VV_DROPDOWN_OPTION(VV_HK_TO_OUTFIT_EDITOR, "Outfit Editor")
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/datum/outfit/vv_do_topic(list/href_list)
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. = ..()
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if(!.)
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return
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if(href_list[VV_HK_TO_OUTFIT_EDITOR])
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if(!check_rights(NONE))
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return
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usr.client.open_outfit_editor(src)
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