Files
Bubberstation/code/game/objects/structures/mannequin.dm
John Willard 1389351ef9 You can now move and talk through statues and mannequins (#81188)
## 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.
/🆑
2024-02-08 14:19:31 +01:00

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