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* Splits mutant_bodyparts.dmi into several subfiles. (#71408) Splits the `mutant_bodyparts.dmi` file up, as was suggested, but not implemented, in #69302. The following new files were created in the `icons\mob\species` folder, containing the listed sprites: - `lizard\lizard_misc.dmi`: Snouts, horns, frills, and body markings. Anything I didn't feel needed an entire file to itself. - `lizard\lizard_spines.dmi`: Lizard spines, both animated and not. - `lizard\lizard_tails.dmi`: Lizard tails, both animated and not. - `human\cat_features.dmi`: Felinid ears and tails. - `monkey\monkey_tail.dmi`: The monkey tail. - `mush_cap.dmi`: The lone mushperson cap, so easily forgotten. Additionally, I moved `wings.dmi` from `mob\clothing` to `mob\species`. I'm not sure what it was doing there. `mutant_bodyparts.dmi` was something of a mess, with parts from four different species thrown together haphazardly. It probably made sense in earlier days when "mutant humans" were few and far between, but splitting it up makes it more intuitive to find these sprites, and brings it in line with other species - namely, moths. It also means that any future sprites of these types added will not bloat an oversized file even more. Moving the wings file to the species folder just makes sense, because wings are not a type of clothing. 🆑 refactor: Removed mutant_bodyparts.dmi and distributed its sprites in a more sensible and granular manner. /🆑 * External Organ Rework: new bodypart_overlay system (#72734) Bodypart overlays are now drawn by the new /datum/bodypart_overlay datum. External organs no longer draw anything and instead add a special /datum/bodypart_overlay/mutant to the bodypart, which draws everything Makes it way easier to add custom overlays to limbs, since the whole system is now modularized and external organs are just one implementation of it I haven't moved anything but external organs to this new system, I'll move eyes, bodymarkings, hair, lipstick etc to this later New pipeline is as follows: - External organ added to limb - External organ adds /datum/bodypart_overlay/mutant to limb to bodypart_overlays - Limb updates its icon, looks for all /datum/bodypart_overlay in bodypart_overlays - Very cool new overlay on your limb! closes #71820 🆑 refactor: External organs have been near-completely refactored. admin: Admin-spawned external organs will load with a random icon and color fix: fixes angel wings not working for non-humans (it was so fucking broken) fix: fixes external organs being invisible if they werent initialized with a human /🆑 External organs are cool but are pretty limited in some ways. Making stuff like synthetic organs is kinda fucked. I tried and it was dogshit. Now you can just give an icon state and icon and you're good (using /datum/bodypart_accessory/simple) Stuff like eyes, cat ears and hair seem like good choices for extorgans, but don't quite work for it because their icons work a lot differently. This solves for it completely since any organ (or object or whatever) can add it's own icon to a bodypart. Want to add an iron plate to someones head? Go ahead. Want a heart to stick out of someones chest? No problem. Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> * Makes the whole thing compile, although it most likely doesn't work * Whoopsie daisy * Now it's starting to work * ok monkey * Fixes tails some more * Moth wings should be wings not moth wings * Podpeople hair, yeah. * Okay no more handle_mutant_bodyparts() * Removed an useless variable from is_hidden() * Fixes some more can_draw_on_bodypart (I'm gonna have to fix it upstream too) * Removes the second useless argument of is_hidden() * No, cat tails are no longer allowed to be snowflake * Removes some useless variables from humans * Whoops I forgot to commit this one * How did I miss this one? * Okay, yeah, tails and some other stuff show up now. Pod people hair too. Just many of them don't. Good enough for today. * Okay so after a lot of pain and suffering, many mutant_bodyparts are now functional * Everything works, except for ears, some of the taur layering, and moth markings (which never worked it seems) * Alright skintones seem to work rather well now(?) * Okay, my bad, now they do * Moth markings can't be selected and won't be added anymore (since they're broken and integrated into the regular markings system anyway) * Spines are no longer just matching the color of the limb they're attached to * Moves taur organ and bodypart_overlay out of the sprite_accessory file for taurs, and fixes the taur rendering * Linters moment * Alright, spines are working and overlaying properly now They just need to have a FRONT overlay for the /tg/ ones if we want them to display above the lizard tails, we already have that for vox spines thankfully. * Disables moth_markings for good * Fixes some rendering bugs * Makes ears work (almost, rest of the code has MODsuit stuff in it too :( ) * Made the MODsuit overlays work :) * Fixed horns and spines * Fixes all of the screenshot tests * Removes the Body Markings option from Appearances, use Augments+ instead (because that one works and is just better) * Bye bye handle_mutant_bodyparts(), I won't miss you :) * Forgot to take this out, whoops * Fixes the moth antennae being unticked * Removes some commented code in a modular file * Fixes part of the create_and_destroy unit test * Fixes a pretty big issue that caused some sprite_accessories to be removed from the global list because of the alter_form action (deep copies ftw) * Fixes the runtimes related to pod_hair * Gives the vox a better look in the prefs menu * Fixes the appearance of functional wings * Makes synths able to access their robotic wings * Podpeople don't cause runtimes during CI anymore * Fixes the random appearance of locked functional wings * Fixed cat and lizard tails using the /tg/ sprites (we have slightly modified ones) * Fixes the coloring on multi-colored sprites * Fixes the code for the screenshot of the mammal screenshots and preview, so it has a tail * Fixes the screenshot tests for a few species * Fixes tails going invisible when wagging * Fixes a runtime with horns * Fixes showing/hiding mutant bodyparts not working at all * (Hopefully) fully fixes all the issues related to extra and extra2-related icon_states. * Fixes synth stuff and starts working on pod hair again * I DID IT PODPEOPLE HAVE HAIR AGAIN * Fixes the podpeople hair showing up on more than just podpeople * Fixes the IPC screens showing up on species outside of synthetics * Fixes a runtime in the pod_hair and the synth_screen's apply_to_human * Updates the screenshots for podpeople and synths * Fixes an issue with a certain type of organs * Fixes another runtime, whoops * Fixes the markings from /tg/'s Body Markings not being available in our markings system * Re-adds support for taur-variants of certain mutant bodyparts * Hopefully fixes a few more runtimes * Adds some debug variable in the code for now, likely to be removed later if really necessary. This will make my life easier. * Whoops, that needed to be backwards. :clown: * Fixes the top snouts not rendering at all * Fixes the issues where bodytypes weren't handled properly, and thus snouts were getting squished * Fixes the weird placement of the Xeno Head Emissives in the prefs menu * Removes a no-longer-necessary override of post_set_preference() in the limbs_and_markings middleware * Reverts an unnecessary SKYRAT EDIT inside of commented out code * No longer creates a new body every time we change prefs in the prefs menu, we reusing now lads I know there's commented out code but I'm going to remove that in another commit * Removed some more dead code. * Fixes jellyfish ears being all white * Fixes plasmaman limbs not displaying because I accidentally hardcoded the limb_id for all augments to "robotic" --------- Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> Co-authored-by: Time-Green <timkoster1@hotmail.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
65 lines
2.2 KiB
Plaintext
65 lines
2.2 KiB
Plaintext
/// Preference middleware is code that helps to decentralize complicated preference features.
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/datum/preference_middleware
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/// The preferences datum
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var/datum/preferences/preferences
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/// The key that will be used for get_constant_data().
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/// If null, will use the typepath minus /datum/preference_middleware.
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var/key = null
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/// Map of ui_act actions -> proc paths to call.
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/// Signature is `(list/params, mob/user) -> TRUE/FALSE.
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/// Return output is the same as ui_act--TRUE if it should update, FALSE if it should not
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var/list/action_delegations = list()
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/datum/preference_middleware/New(datum/preferences)
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src.preferences = preferences
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if (isnull(key))
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// + 2 coming from the off-by-one of copytext, and then another from the slash
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key = copytext("[type]", length("[parent_type]") + 2)
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/datum/preference_middleware/Destroy()
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preferences = null
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return ..()
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/// Append all of these into ui_data
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/datum/preference_middleware/proc/get_ui_data(mob/user)
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return list()
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/// Append all of these into ui_static_data
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/datum/preference_middleware/proc/get_ui_static_data(mob/user)
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return list()
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/// Append all of these into ui_assets
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/datum/preference_middleware/proc/get_ui_assets()
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return list()
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/// Append all of these into /datum/asset/json/preferences.
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/datum/preference_middleware/proc/get_constant_data()
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return null
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/// Merge this into the result of compile_character_preferences.
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/datum/preference_middleware/proc/get_character_preferences(mob/user)
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return null
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/// Called before every update_preference, returns TRUE if this handled it.
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/datum/preference_middleware/proc/pre_set_preference(mob/user, preference, value)
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return FALSE
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/// Called when a character is changed.
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/datum/preference_middleware/proc/on_new_character(mob/user)
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return
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// SKYRAT EDIT
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/// Called after every update_preference, returns TRUE if this handled it.
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/datum/preference_middleware/proc/post_set_preference(mob/user, preference, value)
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return FALSE
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/// Called when applying preferences to the mob.
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/datum/preference_middleware/proc/apply_to_human(mob/living/carbon/human/target, datum/preferences/preferences, visuals_only = FALSE) //SKYRAT EDIT CHANGE
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SHOULD_NOT_SLEEP(TRUE)
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SHOULD_CALL_PARENT(FALSE)
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return
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//SKYRAT EDIT END
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