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Bubberstation/code/controllers/subsystem/sprite_accessories.dm
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san7890andGitHub 5f44545da8 Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from GLOB to a datasystem (#82847)
This is just a revitalization of #80275.

## About The Pull Request

On the tin, basically demotes everything related to setting up and
storing these bulky lists generated from reading
`/datum/sprite_accessory` subtypes from living in a global space that
will instead be in a compartmentalized subsystem for accesses. Also a
lot of code modernization and micro-improvements (unquantifiable)

## Why It's Good For The Game

Same exact expected results, just accessed in a different way.


![image](https://github.com/tgstation/tgstation/assets/34697715/14627773-c9fb-45bd-8ce0-dee33cdd1d27)

There's a few reasons why I want this to happen.
* The `GLOB` space is too clogged. There are at least a thousand
variables on `GLOB`, and it's extremely painful to access stuff on
production/local through view variables when you're debugging stuff like
this. It's also painful when there is stuff that _should_ live on `GLOB`
that you might want to see in VV/Debugger but are forced to either have
to scroll a mile to find what you want or wait a long while for it to
load. The less bulky lists we have of stored initialized datums, the
better.

* `make_datum_reference_lists()` is a consequence of wack stuff like
this where we're reliant on certain things being initialized in the
`GLOB` portion of world initialization _before_ subsystems/static
variables load - most of these datum lists in the aforementioned proc
doesn't _really_ need to be ready to go before `world.New()` for
example. We'll sadly have to abuse `PreInit()` for now, but it really is
something that has to be ready to go due the critical dependence that
stuff like Preferences has on it.

* We don't have to have the procs live in a global namespace either.
Instead of passing in `GLOB.XList` or `DSstorage.XList` every single
time, we can instead just move the proc setup on the subsystem and use
`XList` in a more native fashion.

* It's easier to find what you need. To me, it's a lot nicer to
ctrl+click the DS and go to the variables to find something I'm looking
for instead of having to scavenge around for any footprint/trace of the
global I want to look for. This is more trivial than the other two, but
that's something I like to think about when I go to bed.

I also had to refactor a bit of the code to accommodate the limitations
of the new DS system, but it should be a lot cleaner anyways.

## Changelog

Not relevant

---

Also nothing should have broken but it's a good thing we have screenshot
unit tests to prove me wrong.
2024-05-02 01:14:18 +02:00

155 lines
7.9 KiB
Plaintext

/// The non gender specific list that we get from init_sprite_accessory_subtypes()
#define DEFAULT_SPRITE_LIST "default_sprites"
/// The male specific list that we get from init_sprite_accessory_subtypes()
#define MALE_SPRITE_LIST "male_sprites"
/// The female specific list that we get from init_sprite_accessory_subtypes()
#define FEMALE_SPRITE_LIST "female_sprites"
/// subsystem that just holds lists of sprite accessories for accession in generating said sprites.
/// A sprite accessory is something that we add to a human sprite to make them look different. This is hair, facial hair, underwear, mutant bits, etc.
SUBSYSTEM_DEF(accessories) // just 'accessories' for brevity
name = "Sprite Accessories"
flags = SS_NO_FIRE | SS_NO_INIT
//Hairstyles
var/list/hairstyles_list //! stores /datum/sprite_accessory/hair indexed by name
var/list/hairstyles_male_list //! stores only hair names
var/list/hairstyles_female_list //! stores only hair names
var/list/facial_hairstyles_list //! stores /datum/sprite_accessory/facial_hair indexed by name
var/list/facial_hairstyles_male_list //! stores only hair names
var/list/facial_hairstyles_female_list //! stores only hair names
var/list/hair_gradients_list //! stores /datum/sprite_accessory/hair_gradient indexed by name
var/list/facial_hair_gradients_list //! stores /datum/sprite_accessory/facial_hair_gradient indexed by name
//Underwear
var/list/underwear_list //! stores /datum/sprite_accessory/underwear indexed by name
var/list/underwear_m //! stores only underwear name
var/list/underwear_f //! stores only underwear name
//Undershirts
var/list/undershirt_list //! stores /datum/sprite_accessory/undershirt indexed by name
var/list/undershirt_m //! stores only undershirt name
var/list/undershirt_f //! stores only undershirt name
//Socks
var/list/socks_list //! stores /datum/sprite_accessory/socks indexed by name
//Lizard Bits (all datum lists indexed by name)
var/list/body_markings_list
var/list/snouts_list
var/list/horns_list
var/list/frills_list
var/list/spines_list
var/list/legs_list
var/list/tail_spines_list
//Mutant Human bits
var/list/tails_list_human
var/list/tails_list_lizard
var/list/tails_list_monkey
var/list/ears_list
var/list/wings_list
var/list/wings_open_list
var/list/moth_wings_list
var/list/moth_antennae_list
var/list/moth_markings_list
var/list/caps_list
var/list/pod_hair_list
/datum/controller/subsystem/accessories/PreInit() // this stuff NEEDS to be set up before GLOB for preferences and stuff to work so this must go here. sorry
setup_lists()
init_hair_gradients()
/// Sets up all of the lists for later utilization in the round and building sprites.
/// In an ideal world we could tack everything that just needed `DEFAULT_SPRITE_LIST` into static variables on the top, but due to the initialization order
/// where this subsystem will initialize BEFORE statics, it's just not feasible since this all needs to be ready for actual subsystems to use.
/// Sorry.
/datum/controller/subsystem/accessories/proc/setup_lists()
var/hair_lists = init_sprite_accessory_subtypes(/datum/sprite_accessory/hair)
hairstyles_list = hair_lists[DEFAULT_SPRITE_LIST]
hairstyles_male_list = hair_lists[MALE_SPRITE_LIST]
hairstyles_female_list = hair_lists[FEMALE_SPRITE_LIST]
var/facial_hair_lists = init_sprite_accessory_subtypes(/datum/sprite_accessory/facial_hair)
facial_hairstyles_list = facial_hair_lists[DEFAULT_SPRITE_LIST]
facial_hairstyles_male_list = facial_hair_lists[MALE_SPRITE_LIST]
facial_hairstyles_female_list = facial_hair_lists[FEMALE_SPRITE_LIST]
var/underwear_lists = init_sprite_accessory_subtypes(/datum/sprite_accessory/underwear)
underwear_list = underwear_lists[DEFAULT_SPRITE_LIST]
underwear_m = underwear_lists[MALE_SPRITE_LIST]
underwear_f = underwear_lists[FEMALE_SPRITE_LIST]
var/undershirt_lists = init_sprite_accessory_subtypes(/datum/sprite_accessory/undershirt)
undershirt_list = undershirt_lists[DEFAULT_SPRITE_LIST]
undershirt_m = undershirt_lists[MALE_SPRITE_LIST]
undershirt_f = undershirt_lists[FEMALE_SPRITE_LIST]
socks_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/socks)[DEFAULT_SPRITE_LIST]
body_markings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/body_markings)[DEFAULT_SPRITE_LIST]
tails_list_human = init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/human, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
tails_list_lizard = init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/lizard, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
tails_list_monkey = init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/monkey, add_blank = TRUE)[DEFAULT_SPRITE_LIST]
snouts_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/snouts)[DEFAULT_SPRITE_LIST]
horns_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/horns)[DEFAULT_SPRITE_LIST]
ears_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/ears)[DEFAULT_SPRITE_LIST]
wings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/wings)[DEFAULT_SPRITE_LIST]
wings_open_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/wings_open)[DEFAULT_SPRITE_LIST]
frills_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/frills)[DEFAULT_SPRITE_LIST]
spines_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/spines)[DEFAULT_SPRITE_LIST]
tail_spines_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/tail_spines)[DEFAULT_SPRITE_LIST]
legs_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/legs)[DEFAULT_SPRITE_LIST]
caps_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/caps)[DEFAULT_SPRITE_LIST]
moth_wings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings)[DEFAULT_SPRITE_LIST]
moth_antennae_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_antennae)[DEFAULT_SPRITE_LIST]
moth_markings_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_markings)[DEFAULT_SPRITE_LIST]
pod_hair_list = init_sprite_accessory_subtypes(/datum/sprite_accessory/pod_hair)[DEFAULT_SPRITE_LIST]
/// This proc just intializes all /datum/sprite_accessory/hair_gradient into an list indexed by gradient-style name
/datum/controller/subsystem/accessories/proc/init_hair_gradients()
hair_gradients_list = list()
facial_hair_gradients_list = list()
for(var/path in subtypesof(/datum/sprite_accessory/gradient))
var/datum/sprite_accessory/gradient/gradient = new path
if(gradient.gradient_category & GRADIENT_APPLIES_TO_HAIR)
hair_gradients_list[gradient.name] = gradient
if(gradient.gradient_category & GRADIENT_APPLIES_TO_FACIAL_HAIR)
facial_hair_gradients_list[gradient.name] = gradient
/// This reads the applicable sprite accessory datum's subtypes and adds it to the subsystem's list of sprite accessories.
/// The boolean `add_blank` argument just adds a "None" option to the list of sprite accessories, like if a felinid doesn't want a tail or something, typically good for gated-off things.
/datum/controller/subsystem/accessories/proc/init_sprite_accessory_subtypes(prototype, add_blank = FALSE)
RETURN_TYPE(/list)
var/returnable_list = list(
DEFAULT_SPRITE_LIST = list(),
MALE_SPRITE_LIST = list(),
FEMALE_SPRITE_LIST = list(),
)
for(var/path in subtypesof(prototype))
var/datum/sprite_accessory/accessory = new path
if(accessory.icon_state)
returnable_list[DEFAULT_SPRITE_LIST][accessory.name] = accessory
else
returnable_list[DEFAULT_SPRITE_LIST] += accessory.name
switch(accessory.gender)
if(MALE)
returnable_list[MALE_SPRITE_LIST] += accessory.name
if(FEMALE)
returnable_list[FEMALE_SPRITE_LIST] += accessory.name
else
returnable_list[MALE_SPRITE_LIST] += accessory.name
returnable_list[FEMALE_SPRITE_LIST] += accessory.name
if(add_blank)
returnable_list[DEFAULT_SPRITE_LIST][SPRITE_ACCESSORY_NONE] = new /datum/sprite_accessory/blank
return returnable_list
#undef DEFAULT_SPRITE_LIST
#undef MALE_SPRITE_LIST
#undef FEMALE_SPRITE_LIST