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* SPECIES NUKING 2023: Head flags 3 & Knuckles: Fixes some growing pains with head flags (#76440) Fixes https://github.com/tgstation/tgstation/issues/76422 This was caused by me somehow not using the wrapper there and not noticing it Also fixes hair gradients and facial hair gradients. I am pretty sure they were uhh, being hidden behind the actual hair/facial hair. Oops. Also also fixes spawning yourself as a human as admin and getting random hair colors. That was just a failure to update the icon after updating everything, I think? Additionally, to totally babyproof all of this, ensures that head_flags involved stuff gets applied AFTER species by creating a new preference priority, and uses two separate wrappers to apply gradient style and color. Here's this absolute hellspawn to prove that everything works.     Sorry for being so damn good at breaking this codebase. Bugs are bad they make you mad 🆑 fix: Hair and facial hair gradients work again now fix: Facial hair colors apply properly again fix: Admin spawned characters will get hair color preferences applied properly /🆑 * Fixed a compile error (whoops) * Whoops fixed that wrong * Okay now I compiled and made sure it was fixed for real, I swear! --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
254 lines
9.9 KiB
Plaintext
254 lines
9.9 KiB
Plaintext
/*ALL DNA, SPECIES, AND GENETICS-RELATED DEFINES GO HERE*/
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#define CHECK_DNA_AND_SPECIES(C) if(!(C.dna?.species)) return
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#define UE_CHANGED "ue changed"
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#define UI_CHANGED "ui changed"
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#define UF_CHANGED "uf changed"
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#define CHAMELEON_MUTATION_DEFAULT_TRANSPARENCY 204
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// String identifiers for associative list lookup
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//Types of usual mutations
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#define POSITIVE 1
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#define NEGATIVE 2
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#define MINOR_NEGATIVE 4
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//Mutation classes. Normal being on them, extra being additional mutations with instability and other being stuff you dont want people to fuck with like wizard mutate
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/// A mutation that can be activated and deactived by completing a sequence
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#define MUT_NORMAL 1
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/// A mutation that is in the mutations tab, and can be given and taken away through though the DNA console. Has a 0 before it's name in the mutation section of the dna console
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#define MUT_EXTRA 2
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/// Cannot be interacted with by players through normal means. I.E. wizards mutate
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#define MUT_OTHER 3
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//DNA - Because fuck you and your magic numbers being all over the codebase.
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#define DNA_BLOCK_SIZE 3
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#define DNA_BLOCK_SIZE_COLOR DEFAULT_HEX_COLOR_LEN
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#define DNA_GENDER_BLOCK 1
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#define DNA_SKIN_TONE_BLOCK 2
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#define DNA_EYE_COLOR_LEFT_BLOCK 3
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#define DNA_EYE_COLOR_RIGHT_BLOCK 4
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#define DNA_HAIRSTYLE_BLOCK 5
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#define DNA_HAIR_COLOR_BLOCK 6
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#define DNA_FACIAL_HAIRSTYLE_BLOCK 7
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#define DNA_FACIAL_HAIR_COLOR_BLOCK 8
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#define DNA_UNI_IDENTITY_BLOCKS 8
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//SKYRAT EDIT REMOVAL BEGIN - CUSTOMIZATION (moved to modular_skyrat/modules/customization/_DEFINES/DNA.dm)
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/*
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/// This number needs to equal the total number of DNA blocks
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#define DNA_MUTANT_COLOR_BLOCK 1
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#define DNA_ETHEREAL_COLOR_BLOCK 2
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#define DNA_LIZARD_MARKINGS_BLOCK 3
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#define DNA_TAIL_BLOCK 4
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#define DNA_LIZARD_TAIL_BLOCK 5
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#define DNA_SNOUT_BLOCK 6
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#define DNA_HORNS_BLOCK 7
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#define DNA_FRILLS_BLOCK 8
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#define DNA_SPINES_BLOCK 9
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#define DNA_EARS_BLOCK 10
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#define DNA_MOTH_WINGS_BLOCK 11
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#define DNA_MOTH_ANTENNAE_BLOCK 12
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#define DNA_MOTH_MARKINGS_BLOCK 13
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#define DNA_MUSHROOM_CAPS_BLOCK 14
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#define DNA_POD_HAIR_BLOCK 15
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#define DNA_FEATURE_BLOCKS 15
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*/ //SKYRAT EDIT CHANGE - ORIGINAL
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#define DNA_FEATURE_BLOCKS GLOB.dna_total_feature_blocks
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#define DNA_MANDATORY_COLOR_BLOCKS 5
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#define DNA_MUTANT_COLOR_BLOCK 1
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#define DNA_MUTANT_COLOR_2_BLOCK 2
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#define DNA_MUTANT_COLOR_3_BLOCK 3
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#define DNA_ETHEREAL_COLOR_BLOCK 4
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#define DNA_SKIN_COLOR_BLOCK 5
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#define DNA_POD_HAIR_BLOCK 15
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// SKYRAT EDIT CHANGE END
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#define DNA_SEQUENCE_LENGTH 4
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#define DNA_MUTATION_BLOCKS 8
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#define DNA_UNIQUE_ENZYMES_LEN 32
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//organ slots
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#define ORGAN_SLOT_ADAMANTINE_RESONATOR "adamantine_resonator"
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#define ORGAN_SLOT_APPENDIX "appendix"
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#define ORGAN_SLOT_BRAIN "brain"
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#define ORGAN_SLOT_BRAIN_ANTIDROP "brain_antidrop"
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#define ORGAN_SLOT_BRAIN_ANTISTUN "brain_antistun"
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#define ORGAN_SLOT_BREATHING_TUBE "breathing_tube"
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#define ORGAN_SLOT_EARS "ears"
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#define ORGAN_SLOT_EYES "eye_sight"
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#define ORGAN_SLOT_HEART "heart"
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#define ORGAN_SLOT_HEART_AID "heartdrive"
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#define ORGAN_SLOT_HUD "eye_hud"
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#define ORGAN_SLOT_LIVER "liver"
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#define ORGAN_SLOT_LUNGS "lungs"
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#define ORGAN_SLOT_PARASITE_EGG "parasite_egg"
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#define ORGAN_SLOT_MONSTER_CORE "monstercore"
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#define ORGAN_SLOT_RIGHT_ARM_AUG "r_arm_device"
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#define ORGAN_SLOT_LEFT_ARM_AUG "l_arm_device" //This one ignores alphabetical order cause the arms should be together
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#define ORGAN_SLOT_STOMACH "stomach"
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#define ORGAN_SLOT_STOMACH_AID "stomach_aid"
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#define ORGAN_SLOT_THRUSTERS "thrusters"
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#define ORGAN_SLOT_TONGUE "tongue"
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#define ORGAN_SLOT_VOICE "vocal_cords"
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#define ORGAN_SLOT_ZOMBIE "zombie_infection"
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/// Organ slot external
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#define ORGAN_SLOT_EXTERNAL_TAIL "tail"
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#define ORGAN_SLOT_EXTERNAL_SPINES "spines"
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#define ORGAN_SLOT_EXTERNAL_SNOUT "snout"
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#define ORGAN_SLOT_EXTERNAL_FRILLS "frills"
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#define ORGAN_SLOT_EXTERNAL_HORNS "horns"
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#define ORGAN_SLOT_EXTERNAL_WINGS "wings"
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#define ORGAN_SLOT_EXTERNAL_ANTENNAE "antennae"
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#define ORGAN_SLOT_EXTERNAL_BODYMARKINGS "bodymarkings"
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#define ORGAN_SLOT_EXTERNAL_POD_HAIR "pod_hair"
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/// Xenomorph organ slots
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#define ORGAN_SLOT_XENO_ACIDGLAND "acid_gland"
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#define ORGAN_SLOT_XENO_EGGSAC "eggsac"
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#define ORGAN_SLOT_XENO_HIVENODE "hive_node"
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#define ORGAN_SLOT_XENO_NEUROTOXINGLAND "neurotoxin_gland"
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#define ORGAN_SLOT_XENO_PLASMAVESSEL "plasma_vessel"
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#define ORGAN_SLOT_XENO_RESINSPINNER "resin_spinner"
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//organ defines
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#define STANDARD_ORGAN_THRESHOLD 100
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#define STANDARD_ORGAN_HEALING (50 / 100000)
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/// designed to fail organs when left to decay for ~15 minutes
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#define STANDARD_ORGAN_DECAY (111 / 100000)
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//used for the can_chromosome var on mutations
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#define CHROMOSOME_NEVER 0
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#define CHROMOSOME_NONE 1
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#define CHROMOSOME_USED 2
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//used for mob's genetic gender (mainly just for pronouns, members of sexed species with plural gender refer to their physique for the actual sprites, which is not genetic)
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#define GENDERS 4
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#define G_MALE 1
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#define G_FEMALE 2
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#define G_PLURAL 3
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#define G_NEUTER 4
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/// Defines how a mob's organs_slot is ordered
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/// Exists so Life()'s organ process order is consistent
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GLOBAL_LIST_INIT(organ_process_order, list(
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ORGAN_SLOT_BRAIN,
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ORGAN_SLOT_APPENDIX,
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ORGAN_SLOT_RIGHT_ARM_AUG,
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ORGAN_SLOT_LEFT_ARM_AUG,
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ORGAN_SLOT_STOMACH,
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ORGAN_SLOT_STOMACH_AID,
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ORGAN_SLOT_BREATHING_TUBE,
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ORGAN_SLOT_EARS,
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ORGAN_SLOT_EYES,
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ORGAN_SLOT_LUNGS,
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ORGAN_SLOT_HEART,
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ORGAN_SLOT_ZOMBIE,
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ORGAN_SLOT_THRUSTERS,
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ORGAN_SLOT_HUD,
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ORGAN_SLOT_LIVER,
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ORGAN_SLOT_TONGUE,
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ORGAN_SLOT_VOICE,
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ORGAN_SLOT_ADAMANTINE_RESONATOR,
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ORGAN_SLOT_HEART_AID,
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ORGAN_SLOT_BRAIN_ANTIDROP,
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ORGAN_SLOT_BRAIN_ANTISTUN,
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ORGAN_SLOT_PARASITE_EGG,
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ORGAN_SLOT_MONSTER_CORE,
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ORGAN_SLOT_XENO_PLASMAVESSEL,
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ORGAN_SLOT_XENO_HIVENODE,
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ORGAN_SLOT_XENO_RESINSPINNER,
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ORGAN_SLOT_XENO_ACIDGLAND,
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ORGAN_SLOT_XENO_NEUROTOXINGLAND,
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ORGAN_SLOT_XENO_EGGSAC,))
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//Defines for Golem Species IDs
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#define SPECIES_GOLEM "golem"
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// Defines for used in creating "perks" for the species preference pages.
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/// A key that designates UI icon displayed on the perk.
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#define SPECIES_PERK_ICON "ui_icon"
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/// A key that designates the name of the perk.
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#define SPECIES_PERK_NAME "name"
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/// A key that designates the description of the perk.
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#define SPECIES_PERK_DESC "description"
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/// A key that designates what type of perk it is (see below).
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#define SPECIES_PERK_TYPE "perk_type"
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// The possible types each perk can be.
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// Positive perks are shown in green, negative in red, and neutral in grey.
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#define SPECIES_POSITIVE_PERK "positive"
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#define SPECIES_NEGATIVE_PERK "negative"
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#define SPECIES_NEUTRAL_PERK "neutral"
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/// Golem food defines
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#define GOLEM_FOOD_IRON "golem_food_iron"
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#define GOLEM_FOOD_GLASS "golem_food_glass"
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#define GOLEM_FOOD_URANIUM "golem_food_uranium"
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#define GOLEM_FOOD_SILVER "golem_food_silver"
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#define GOLEM_FOOD_PLASMA "golem_food_plasma"
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#define GOLEM_FOOD_GOLD "golem_food_gold"
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#define GOLEM_FOOD_DIAMOND "golem_food_diamond"
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#define GOLEM_FOOD_TITANIUM "golem_food_titanium"
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#define GOLEM_FOOD_PLASTEEL "golem_food_plasteel"
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#define GOLEM_FOOD_BANANIUM "golem_food_bananium"
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#define GOLEM_FOOD_BLUESPACE "golem_food_bluespace"
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#define GOLEM_FOOD_GIBTONITE "golem_food_gibtonite"
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#define GOLEM_FOOD_LIGHTBULB "golem_food_lightbulb"
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/// Golem food datum singletons
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GLOBAL_LIST_INIT(golem_stack_food_types, list(
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GOLEM_FOOD_IRON = new /datum/golem_food_buff/iron(),
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GOLEM_FOOD_GLASS = new /datum/golem_food_buff/glass(),
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GOLEM_FOOD_URANIUM = new /datum/golem_food_buff/uranium(),
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GOLEM_FOOD_SILVER = new /datum/golem_food_buff/silver(),
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GOLEM_FOOD_PLASMA = new /datum/golem_food_buff/plasma(),
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GOLEM_FOOD_GOLD = new /datum/golem_food_buff/gold(),
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GOLEM_FOOD_DIAMOND = new /datum/golem_food_buff/diamond(),
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GOLEM_FOOD_TITANIUM = new /datum/golem_food_buff/titanium(),
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GOLEM_FOOD_PLASTEEL = new /datum/golem_food_buff/plasteel(),
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GOLEM_FOOD_BANANIUM = new /datum/golem_food_buff/bananium(),
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GOLEM_FOOD_BLUESPACE = new /datum/golem_food_buff/bluespace(),
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GOLEM_FOOD_GIBTONITE = new /datum/golem_food_buff/gibtonite(),
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GOLEM_FOOD_LIGHTBULB = new /datum/golem_food_buff/lightbulb(),
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))
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/// Associated list of stack types to a golem food
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GLOBAL_LIST_INIT(golem_stack_food_directory, list(
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/obj/item/gibtonite = GLOB.golem_stack_food_types[GOLEM_FOOD_GIBTONITE],
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/obj/item/light = GLOB.golem_stack_food_types[GOLEM_FOOD_LIGHTBULB],
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/obj/item/stack/sheet/iron = GLOB.golem_stack_food_types[GOLEM_FOOD_IRON],
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/obj/item/stack/ore/iron = GLOB.golem_stack_food_types[GOLEM_FOOD_IRON],
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/obj/item/stack/sheet/glass = GLOB.golem_stack_food_types[GOLEM_FOOD_GLASS],
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/obj/item/stack/sheet/mineral/uranium = GLOB.golem_stack_food_types[GOLEM_FOOD_URANIUM],
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/obj/item/stack/ore/uranium = GLOB.golem_stack_food_types[GOLEM_FOOD_URANIUM],
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/obj/item/stack/sheet/mineral/silver = GLOB.golem_stack_food_types[GOLEM_FOOD_SILVER],
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/obj/item/stack/ore/silver = GLOB.golem_stack_food_types[GOLEM_FOOD_SILVER],
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/obj/item/stack/sheet/mineral/plasma = GLOB.golem_stack_food_types[GOLEM_FOOD_PLASMA],
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/obj/item/stack/ore/plasma = GLOB.golem_stack_food_types[GOLEM_FOOD_PLASMA],
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/obj/item/stack/sheet/mineral/gold = GLOB.golem_stack_food_types[GOLEM_FOOD_GOLD],
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/obj/item/stack/ore/gold = GLOB.golem_stack_food_types[GOLEM_FOOD_GOLD],
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/obj/item/stack/sheet/mineral/diamond = GLOB.golem_stack_food_types[GOLEM_FOOD_DIAMOND],
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/obj/item/stack/ore/diamond = GLOB.golem_stack_food_types[GOLEM_FOOD_DIAMOND],
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/obj/item/stack/sheet/mineral/titanium = GLOB.golem_stack_food_types[GOLEM_FOOD_TITANIUM],
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/obj/item/stack/ore/titanium = GLOB.golem_stack_food_types[GOLEM_FOOD_TITANIUM],
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/obj/item/stack/sheet/plasteel = GLOB.golem_stack_food_types[GOLEM_FOOD_PLASTEEL],
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/obj/item/stack/ore/bananium = GLOB.golem_stack_food_types[GOLEM_FOOD_BANANIUM],
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/obj/item/stack/sheet/mineral/bananium = GLOB.golem_stack_food_types[GOLEM_FOOD_BANANIUM],
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/obj/item/stack/ore/bluespace_crystal = GLOB.golem_stack_food_types[GOLEM_FOOD_BLUESPACE],
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/obj/item/stack/ore/bluespace_crystal/refined = GLOB.golem_stack_food_types[GOLEM_FOOD_BLUESPACE],
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/obj/item/stack/ore/bluespace_crystal/artificial = GLOB.golem_stack_food_types[GOLEM_FOOD_BLUESPACE],
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/obj/item/stack/sheet/bluespace_crystal = GLOB.golem_stack_food_types[GOLEM_FOOD_BLUESPACE],
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))
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