Files
Bubberstation/code/game/objects/structures/mirror.dm
John Willard 91f02f2a6b canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE (#69790)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE

The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name.

It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity.
2022-10-01 09:47:52 -07:00

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//wip wip wup
/obj/structure/mirror
name = "mirror"
desc = "Mirror mirror on the wall, who's the most robust of them all?"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror"
density = FALSE
anchored = TRUE
max_integrity = 200
integrity_failure = 0.5
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror, 28)
/obj/structure/mirror/Initialize(mapload)
. = ..()
if(icon_state == "mirror_broke" && !broken)
atom_break(null, mapload)
/obj/structure/mirror/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return TRUE
if(broken || !Adjacent(user))
return TRUE
if(!ishuman(user))
return TRUE
var/mob/living/carbon/human/hairdresser = user
//handle facial hair (if necessary)
if(hairdresser.gender != FEMALE)
var/new_style = tgui_input_list(user, "Select a facial hairstyle", "Grooming", GLOB.facial_hairstyles_list)
if(isnull(new_style))
return TRUE
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE //no tele-grooming
hairdresser.facial_hairstyle = new_style
else
hairdresser.facial_hairstyle = "Shaved"
//handle normal hair
var/new_style = tgui_input_list(user, "Select a hairstyle", "Grooming", GLOB.hairstyles_list)
if(isnull(new_style))
return TRUE
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE //no tele-grooming
if(HAS_TRAIT(hairdresser, TRAIT_BALD))
to_chat(hairdresser, span_notice("If only growing back hair were that easy for you..."))
hairdresser.hairstyle = new_style
hairdresser.update_body_parts()
/obj/structure/mirror/examine_status(mob/user)
if(broken)
return list()// no message spam
return ..()
/obj/structure/mirror/attacked_by(obj/item/I, mob/living/user)
if(broken || !istype(user) || !I.force)
return ..()
. = ..()
if(broken) // breaking a mirror truly gets you bad luck!
to_chat(user, span_warning("A chill runs down your spine as [src] shatters..."))
user.AddComponent(/datum/component/omen, silent = TRUE) // we have our own message
/obj/structure/mirror/bullet_act(obj/projectile/P)
if(broken || !isliving(P.firer) || !P.damage)
return ..()
. = ..()
if(broken) // breaking a mirror truly gets you bad luck!
var/mob/living/unlucky_dude = P.firer
to_chat(unlucky_dude, span_warning("A chill runs down your spine as [src] shatters..."))
unlucky_dude.AddComponent(/datum/component/omen, silent=TRUE) // we have our own message
/obj/structure/mirror/atom_break(damage_flag, mapload)
. = ..()
if(broken || (flags_1 & NODECONSTRUCT_1))
return
icon_state = "mirror_broke"
if(!mapload)
playsound(src, SFX_SHATTER, 70, TRUE)
if(desc == initial(desc))
desc = "Oh no, seven years of bad luck!"
broken = TRUE
/obj/structure/mirror/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
if(!disassembled)
new /obj/item/shard( src.loc )
qdel(src)
/obj/structure/mirror/welder_act(mob/living/user, obj/item/I)
..()
if(user.combat_mode)
return FALSE
if(!broken)
return TRUE
if(!I.tool_start_check(user, amount=0))
return TRUE
to_chat(user, span_notice("You begin repairing [src]..."))
if(I.use_tool(src, user, 10, volume=50))
to_chat(user, span_notice("You repair [src]."))
broken = 0
icon_state = initial(icon_state)
desc = initial(desc)
return TRUE
/obj/structure/mirror/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
if(BURN)
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
/obj/structure/mirror/magic
name = "magic mirror"
desc = "Turn and face the strange... face."
icon_state = "magic_mirror"
///Flags this race must have to be selectable with this type of mirror.
var/race_flags = MIRROR_MAGIC
///List of all Races that can be chosen, decided by its Initialize.
var/list/selectable_races = list()
/obj/structure/mirror/magic/Initialize(mapload)
. = ..()
if(length(selectable_races))
return
for(var/datum/species/species_type as anything in subtypesof(/datum/species))
if(initial(species_type.changesource_flags) & race_flags)
selectable_races[initial(species_type.name)] = species_type
selectable_races = sort_list(selectable_races)
/obj/structure/mirror/magic/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return TRUE
if(!ishuman(user))
return TRUE
var/mob/living/carbon/human/amazed_human = user
var/choice = tgui_input_list(user, "Something to change?", "Magical Grooming", list("name", "race", "gender", "hair", "eyes"))
if(isnull(choice))
return TRUE
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
switch(choice)
if("name")
var/newname = sanitize_name(tgui_input_text(amazed_human, "Who are we again?", "Name change", amazed_human.name, MAX_NAME_LEN), allow_numbers = TRUE) //It's magic so whatever.
if(!newname)
return TRUE
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
amazed_human.real_name = newname
amazed_human.name = newname
if(amazed_human.dna)
amazed_human.dna.real_name = newname
if(amazed_human.mind)
amazed_human.mind.name = newname
if("race")
var/racechoice = tgui_input_list(amazed_human, "What are we again?", "Race change", selectable_races)
if(isnull(racechoice))
return TRUE
if(!selectable_races[racechoice])
return TRUE
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
var/datum/species/newrace = selectable_races[racechoice]
amazed_human.set_species(newrace, icon_update = FALSE)
if(amazed_human.dna.species.use_skintones)
var/new_s_tone = tgui_input_list(user, "Choose your skin tone", "Race change", GLOB.skin_tones)
if(new_s_tone)
amazed_human.skin_tone = new_s_tone
amazed_human.dna.update_ui_block(DNA_SKIN_TONE_BLOCK)
if(MUTCOLORS in amazed_human.dna.species.species_traits)
var/new_mutantcolor = input(user, "Choose your skin color:", "Race change", amazed_human.dna.features["mcolor"]) as color|null
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
if(new_mutantcolor)
var/temp_hsv = RGBtoHSV(new_mutantcolor)
if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
amazed_human.dna.features["mcolor"] = sanitize_hexcolor(new_mutantcolor)
amazed_human.dna.update_uf_block(DNA_MUTANT_COLOR_BLOCK)
else
to_chat(amazed_human, span_notice("Invalid color. Your color is not bright enough."))
return TRUE
amazed_human.update_body(is_creating = TRUE)
amazed_human.update_mutations_overlay() // no hulk lizard
if("gender")
if(!(amazed_human.gender in list("male", "female"))) //blame the patriarchy
return TRUE
if(amazed_human.gender == "male")
if(tgui_alert(amazed_human, "Become a Witch?", "Confirmation", list("Yes", "No")) == "Yes")
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
amazed_human.gender = FEMALE
amazed_human.physique = FEMALE
to_chat(amazed_human, span_notice("Man, you feel like a woman!"))
else
return TRUE
else
if(tgui_alert(amazed_human, "Become a Warlock?", "Confirmation", list("Yes", "No")) == "Yes")
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
amazed_human.gender = MALE
amazed_human.physique = MALE
to_chat(amazed_human, span_notice("Whoa man, you feel like a man!"))
else
return TRUE
amazed_human.dna.update_ui_block(DNA_GENDER_BLOCK)
amazed_human.update_body()
amazed_human.update_mutations_overlay() //(hulk male/female)
if("hair")
var/hairchoice = tgui_alert(amazed_human, "Hairstyle or hair color?", "Change Hair", list("Style", "Color"))
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
if(hairchoice == "Style") //So you just want to use a mirror then?
return ..()
else
var/new_hair_color = input(amazed_human, "Choose your hair color", "Hair Color",amazed_human.hair_color) as color|null
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
if(new_hair_color)
amazed_human.hair_color = sanitize_hexcolor(new_hair_color)
amazed_human.dna.update_ui_block(DNA_HAIR_COLOR_BLOCK)
if(amazed_human.gender == "male")
var/new_face_color = input(amazed_human, "Choose your facial hair color", "Hair Color", amazed_human.facial_hair_color) as color|null
if(new_face_color)
amazed_human.facial_hair_color = sanitize_hexcolor(new_face_color)
amazed_human.dna.update_ui_block(DNA_FACIAL_HAIR_COLOR_BLOCK)
amazed_human.update_body_parts()
if(BODY_ZONE_PRECISE_EYES)
var/new_eye_color = input(amazed_human, "Choose your eye color", "Eye Color", amazed_human.eye_color_left) as color|null
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return TRUE
if(new_eye_color)
amazed_human.eye_color_left = sanitize_hexcolor(new_eye_color)
amazed_human.eye_color_right = sanitize_hexcolor(new_eye_color)
amazed_human.dna.update_ui_block(DNA_EYE_COLOR_LEFT_BLOCK)
amazed_human.dna.update_ui_block(DNA_EYE_COLOR_RIGHT_BLOCK)
amazed_human.update_body()
/obj/structure/mirror/magic/lesser/Initialize(mapload)
// Roundstart species don't have a flag, so it has to be set on Initialize.
selectable_races = get_selectable_species().Copy()
return ..()
/obj/structure/mirror/magic/badmin
race_flags = MIRROR_BADMIN
/obj/structure/mirror/magic/pride
name = "pride's mirror"
desc = "Pride cometh before the..."
race_flags = MIRROR_PRIDE
/obj/structure/mirror/magic/pride/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return TRUE
user.visible_message(span_danger("<B>The ground splits beneath [user] as [user.p_their()] hand leaves the mirror!</B>"), \
span_notice("Perfect. Much better! Now <i>nobody</i> will be able to resist yo-"))
var/turf/user_turf = get_turf(user)
var/list/levels = SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS)
var/turf/dest
if(length(levels))
dest = locate(user_turf.x, user_turf.y, pick(levels))
user_turf.ChangeTurf(/turf/open/chasm, flags = CHANGETURF_INHERIT_AIR)
var/turf/open/chasm/new_chasm = user_turf
new_chasm.set_target(dest)
new_chasm.drop(user)