mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-26 00:51:23 +00:00
## About The Pull Request I recently played a game where I rotated my skeleton model while rotating my own character at the same time and it being in sync gave me the realization on how cool it would be if the Coroner was able to simply control the skeleton body. I find skeleton displays very funny and I want to see more funny things happen with them, so I thought this would be a good place to start, with the benefits that it also works on mannequins and statues too so they aren't left out. Basically, while it is unanchored, if you have a statue/mannequin grabbed, it will change its direction as you do, and speak the same words you do. Your own messages can only be heard if the person is directly next to you, revealing that it was you talking through it all along. I was originally gonna add this to the simple rotation component but moved off when I decided to add talking through it, I left in the code improvements I made to the component though since it is one of the oldest components and hasn't been touched in a while. Video demonstration (before I added the person also talking, just ignore that missing) https://github.com/tgstation/tgstation/assets/53777086/27242fc3-9649-418d-95cb-b31619319e97 While fixing the Toilet bong's rotation stuff I noticed a lot of it wasn't up to proper code standards so I went over it and fixed issues I had with it. It now doesn't give text saying you found something nasty to species that still likes mice (like flypeople), and fixed its update appearance to match the codebase standard set by the introduction of ``update_appearance`` many years ago. ## Why It's Good For The Game It's a funny small idea I had and got inspired to add, it's a niche mechanic that I think fits the aesthetic I am going for with Coroner and also give a funny interaction with the human-like inanimate objects. ## Changelog 🆑 fix: Species that can eat mice don't get disgusted from seeing one in the toilet bong. add: Grabbing an unwrenched statue/mannequin/skeleton model will now move its direction as you move yours, and you can talk through it. /🆑
299 lines
9.7 KiB
Plaintext
299 lines
9.7 KiB
Plaintext
#define MANNEQUIN_WOOD "wood"
|
|
#define MANNEQUIN_PLASTIC "plastic"
|
|
#define MANNEQUIN_SKELETON "skeleton"
|
|
|
|
/// A mannequin! A structure that can display clothing on itself.
|
|
/obj/structure/mannequin
|
|
name = "mannequin"
|
|
desc = "Oh, so this is a dress-up game now."
|
|
icon = 'icons/mob/human/mannequin.dmi'
|
|
icon_state = "mannequin_wood_male"
|
|
density = TRUE
|
|
resistance_flags = FLAMMABLE
|
|
appearance_flags = KEEP_TOGETHER|TILE_BOUND|PIXEL_SCALE|LONG_GLIDE
|
|
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
|
|
pixel_y = 3
|
|
base_pixel_y = 3
|
|
layer = ABOVE_MOB_LAYER
|
|
plane = ABOVE_GAME_PLANE
|
|
/// Which body type we use, male or female?
|
|
var/body_type
|
|
/// Material we're used of, wood or plastic?
|
|
var/material
|
|
/// String for the underwear we use.
|
|
var/underwear_name
|
|
/// String for the undershirt we use.
|
|
var/undershirt_name
|
|
/// String for the socks we use.
|
|
var/socks_name
|
|
/// Static list of slot flags we have clothing slots for.
|
|
var/static/list/slot_flags = list(
|
|
ITEM_SLOT_HEAD,
|
|
ITEM_SLOT_EYES,
|
|
ITEM_SLOT_EARS,
|
|
ITEM_SLOT_MASK,
|
|
ITEM_SLOT_NECK,
|
|
ITEM_SLOT_BACK,
|
|
ITEM_SLOT_BELT,
|
|
ITEM_SLOT_ID,
|
|
ITEM_SLOT_ICLOTHING,
|
|
ITEM_SLOT_OCLOTHING,
|
|
ITEM_SLOT_GLOVES,
|
|
ITEM_SLOT_FEET,
|
|
)
|
|
/// Assoc list of all item slots (turned to strings) to the items they hold.
|
|
var/list/worn_items = list()
|
|
///List of all clothing items the mannequin should be spawning in with on Initialize.
|
|
var/list/obj/item/clothing/starting_items = list()
|
|
|
|
/obj/structure/mannequin/Initialize(mapload)
|
|
. = ..()
|
|
for(var/slot_flag in slot_flags)
|
|
worn_items["[slot_flag]"] = null
|
|
for(var/obj/item/clothing/items as anything in starting_items)
|
|
if(initial(items.slot_flags) & slot_flag)
|
|
worn_items["[slot_flag]"] = new items(src)
|
|
starting_items -= items
|
|
break
|
|
if(starting_items.len)
|
|
CRASH("[src] had [starting_items.len] starting items fail to equip.")
|
|
if(!body_type)
|
|
body_type = pick(MALE, FEMALE)
|
|
if(!material)
|
|
material = pick(MANNEQUIN_WOOD, MANNEQUIN_PLASTIC)
|
|
icon_state = "mannequin_[material]_[body_type == FEMALE ? "female" : "male"]"
|
|
AddElement(/datum/element/strippable, GLOB.strippable_mannequin_items)
|
|
AddComponent(/datum/component/simple_rotation, ROTATION_IGNORE_ANCHORED)
|
|
AddComponent(/datum/component/marionette)
|
|
update_appearance()
|
|
|
|
/obj/structure/mannequin/Destroy()
|
|
QDEL_LIST_ASSOC_VAL(worn_items)
|
|
return ..()
|
|
|
|
/obj/structure/mannequin/atom_destruction(damage_flag)
|
|
for(var/slot_flag in worn_items)
|
|
var/obj/item/worn_item = worn_items[slot_flag]
|
|
if(worn_item)
|
|
worn_item.forceMove(drop_location())
|
|
return ..()
|
|
|
|
/obj/structure/mannequin/Exited(atom/movable/gone, direction)
|
|
. = ..()
|
|
for(var/slot_flag in worn_items)
|
|
if(worn_items[slot_flag] == gone)
|
|
worn_items[slot_flag] = null
|
|
update_appearance()
|
|
|
|
/obj/structure/mannequin/wrench_act(mob/living/user, obj/item/tool)
|
|
. = ..()
|
|
default_unfasten_wrench(user, tool)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/structure/mannequin/update_overlays()
|
|
. = ..()
|
|
var/mutable_appearance/pedestal = mutable_appearance(icon, "pedestal_[material]")
|
|
pedestal.pixel_y = -3
|
|
. += pedestal
|
|
var/datum/sprite_accessory/underwear/underwear = GLOB.underwear_list[underwear_name]
|
|
if(underwear)
|
|
if(body_type == FEMALE && underwear.gender == MALE)
|
|
. += wear_female_version(underwear.icon_state, underwear.icon, BODY_LAYER, FEMALE_UNIFORM_FULL)
|
|
else
|
|
. += mutable_appearance(underwear.icon, underwear.icon_state, -BODY_LAYER)
|
|
var/datum/sprite_accessory/undershirt/undershirt = GLOB.undershirt_list[undershirt_name]
|
|
if(undershirt)
|
|
if(body_type == FEMALE)
|
|
. += wear_female_version(undershirt.icon_state, undershirt.icon, BODY_LAYER)
|
|
else
|
|
. += mutable_appearance(undershirt.icon, undershirt.icon_state, -BODY_LAYER)
|
|
var/datum/sprite_accessory/socks/socks = GLOB.socks_list[socks_name]
|
|
if(socks)
|
|
. += mutable_appearance(socks.icon, socks.icon_state, -BODY_LAYER)
|
|
for(var/slot_flag in worn_items)
|
|
var/obj/item/worn_item = worn_items[slot_flag]
|
|
if(!worn_item)
|
|
continue
|
|
var/default_layer = 0
|
|
var/default_icon = null
|
|
var/female_icon = NO_FEMALE_UNIFORM
|
|
switch(text2num(slot_flag)) //this kinda sucks because build worn icon kinda sucks
|
|
if(ITEM_SLOT_HEAD)
|
|
default_layer = HEAD_LAYER
|
|
default_icon = 'icons/mob/clothing/head/default.dmi'
|
|
if(ITEM_SLOT_EYES)
|
|
default_layer = GLASSES_LAYER
|
|
default_icon = 'icons/mob/clothing/eyes.dmi'
|
|
if(ITEM_SLOT_EARS)
|
|
default_layer = EARS_LAYER
|
|
default_icon = 'icons/mob/clothing/ears.dmi'
|
|
if(ITEM_SLOT_MASK)
|
|
default_layer = FACEMASK_LAYER
|
|
default_icon = 'icons/mob/clothing/mask.dmi'
|
|
if(ITEM_SLOT_NECK)
|
|
default_layer = NECK_LAYER
|
|
default_icon = 'icons/mob/clothing/neck.dmi'
|
|
if(ITEM_SLOT_BACK)
|
|
default_layer = BACK_LAYER
|
|
default_icon = 'icons/mob/clothing/back.dmi'
|
|
if(ITEM_SLOT_BELT)
|
|
default_layer = BELT_LAYER
|
|
default_icon = 'icons/mob/clothing/belt.dmi'
|
|
if(ITEM_SLOT_ID)
|
|
default_layer = ID_LAYER
|
|
default_icon = 'icons/mob/clothing/id.dmi'
|
|
if(ITEM_SLOT_ICLOTHING)
|
|
default_layer = UNIFORM_LAYER
|
|
default_icon = DEFAULT_UNIFORM_FILE
|
|
if(body_type == FEMALE && istype(worn_item, /obj/item/clothing/under))
|
|
var/obj/item/clothing/under/worn_jumpsuit = worn_item
|
|
female_icon = worn_jumpsuit.female_sprite_flags
|
|
if(ITEM_SLOT_OCLOTHING)
|
|
default_layer = SUIT_LAYER
|
|
default_icon = DEFAULT_SUIT_FILE
|
|
if(ITEM_SLOT_GLOVES)
|
|
default_layer = GLOVES_LAYER
|
|
default_icon = 'icons/mob/clothing/hands.dmi'
|
|
if(ITEM_SLOT_FEET)
|
|
default_layer = SHOES_LAYER
|
|
default_icon = DEFAULT_SHOES_FILE
|
|
. += worn_item.build_worn_icon(default_layer, default_icon, female_uniform = female_icon)
|
|
|
|
/obj/structure/mannequin/attack_hand_secondary(mob/user, list/modifiers)
|
|
. = ..()
|
|
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
|
|
return
|
|
var/choice = tgui_input_list(user, "Underwear, Undershirt, or Socks?", "Changing", list("Underwear","Undershirt","Socks"))
|
|
if(!Adjacent(user))
|
|
return
|
|
switch(choice)
|
|
if("Underwear")
|
|
var/new_undies = tgui_input_list(user, "Select the mannequin's underwear", "Changing", GLOB.underwear_list)
|
|
if(new_undies)
|
|
underwear_name = new_undies
|
|
if("Undershirt")
|
|
var/new_undershirt = tgui_input_list(user, "Select the mannequin's undershirt", "Changing", GLOB.undershirt_list)
|
|
if(new_undershirt)
|
|
undershirt_name = new_undershirt
|
|
if("Socks")
|
|
var/new_socks = tgui_input_list(user, "Select the mannequin's socks", "Changing", GLOB.socks_list)
|
|
if(new_socks)
|
|
socks_name = new_socks
|
|
update_appearance()
|
|
|
|
/obj/structure/mannequin/wood
|
|
material = MANNEQUIN_WOOD
|
|
|
|
/obj/structure/mannequin/plastic
|
|
material = MANNEQUIN_PLASTIC
|
|
|
|
/obj/structure/mannequin/skeleton
|
|
name = "skeleton model"
|
|
desc = "Not to knock over."
|
|
material = MANNEQUIN_SKELETON
|
|
obj_flags = UNIQUE_RENAME
|
|
starting_items = list(
|
|
/obj/item/clothing/glasses/eyepatch,
|
|
/obj/item/clothing/suit/costume/hawaiian,
|
|
)
|
|
|
|
GLOBAL_LIST_INIT(strippable_mannequin_items, create_strippable_list(list(
|
|
/datum/strippable_item/mannequin_slot/head,
|
|
/datum/strippable_item/mannequin_slot/eyes,
|
|
/datum/strippable_item/mannequin_slot/ears,
|
|
/datum/strippable_item/mannequin_slot/mask,
|
|
/datum/strippable_item/mannequin_slot/neck,
|
|
/datum/strippable_item/mannequin_slot/back,
|
|
/datum/strippable_item/mannequin_slot/belt,
|
|
/datum/strippable_item/mannequin_slot/id,
|
|
/datum/strippable_item/mannequin_slot/uniform,
|
|
/datum/strippable_item/mannequin_slot/suit,
|
|
/datum/strippable_item/mannequin_slot/gloves,
|
|
/datum/strippable_item/mannequin_slot/feet,
|
|
)))
|
|
|
|
/datum/strippable_item/mannequin_slot
|
|
/// The ITEM_SLOT_* to equip to.
|
|
var/item_slot
|
|
|
|
/datum/strippable_item/mannequin_slot/get_item(atom/source)
|
|
var/obj/structure/mannequin/mannequin_source = source
|
|
return istype(mannequin_source) ? mannequin_source.worn_items["[item_slot]"] : null
|
|
|
|
/datum/strippable_item/mannequin_slot/try_equip(atom/source, obj/item/equipping, mob/user)
|
|
. = ..()
|
|
if(!.)
|
|
return FALSE
|
|
if(!(equipping.slot_flags & item_slot))
|
|
to_chat(user, span_warning("[equipping] won't fit!"))
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/datum/strippable_item/mannequin_slot/finish_equip(atom/source, obj/item/equipping, mob/user)
|
|
var/obj/structure/mannequin/mannequin_source = source
|
|
if(!istype(mannequin_source))
|
|
return
|
|
if(!user.transferItemToLoc(equipping, mannequin_source) || QDELETED(equipping))
|
|
return
|
|
mannequin_source.worn_items["[item_slot]"] = equipping
|
|
mannequin_source.update_appearance()
|
|
|
|
/datum/strippable_item/mannequin_slot/finish_unequip(atom/source, mob/user)
|
|
var/obj/structure/mannequin/mannequin_source = source
|
|
if(!istype(mannequin_source))
|
|
return
|
|
var/obj/item/unequipped = mannequin_source.worn_items["[item_slot]"]
|
|
user.put_in_hands(unequipped)
|
|
|
|
/datum/strippable_item/mannequin_slot/head
|
|
key = STRIPPABLE_ITEM_HEAD
|
|
item_slot = ITEM_SLOT_HEAD
|
|
|
|
/datum/strippable_item/mannequin_slot/eyes
|
|
key = STRIPPABLE_ITEM_EYES
|
|
item_slot = ITEM_SLOT_EYES
|
|
|
|
/datum/strippable_item/mannequin_slot/ears
|
|
key = STRIPPABLE_ITEM_EARS
|
|
item_slot = ITEM_SLOT_EARS
|
|
|
|
/datum/strippable_item/mannequin_slot/mask
|
|
key = STRIPPABLE_ITEM_MASK
|
|
item_slot = ITEM_SLOT_MASK
|
|
|
|
/datum/strippable_item/mannequin_slot/neck
|
|
key = STRIPPABLE_ITEM_NECK
|
|
item_slot = ITEM_SLOT_NECK
|
|
|
|
/datum/strippable_item/mannequin_slot/back
|
|
key = STRIPPABLE_ITEM_BACK
|
|
item_slot = ITEM_SLOT_BACK
|
|
|
|
/datum/strippable_item/mannequin_slot/belt
|
|
key = STRIPPABLE_ITEM_BELT
|
|
item_slot = ITEM_SLOT_BELT
|
|
|
|
/datum/strippable_item/mannequin_slot/id
|
|
key = STRIPPABLE_ITEM_ID
|
|
item_slot = ITEM_SLOT_ID
|
|
|
|
/datum/strippable_item/mannequin_slot/uniform
|
|
key = STRIPPABLE_ITEM_JUMPSUIT
|
|
item_slot = ITEM_SLOT_ICLOTHING
|
|
|
|
/datum/strippable_item/mannequin_slot/suit
|
|
key = STRIPPABLE_ITEM_SUIT
|
|
item_slot = ITEM_SLOT_OCLOTHING
|
|
|
|
/datum/strippable_item/mannequin_slot/gloves
|
|
key = STRIPPABLE_ITEM_GLOVES
|
|
item_slot = ITEM_SLOT_GLOVES
|
|
|
|
/datum/strippable_item/mannequin_slot/feet
|
|
key = STRIPPABLE_ITEM_FEET
|
|
item_slot = ITEM_SLOT_FEET
|
|
|
|
#undef MANNEQUIN_WOOD
|
|
#undef MANNEQUIN_PLASTIC
|
|
#undef MANNEQUIN_SKELETON
|