// Little define makes it cleaner to read the tripple color values out of mobs. #define MOB_HEX_COLOR(M, V) "#[num2hex(M.r_##V, 2)][num2hex(M.g_##V, 2)][num2hex(M.b_##V, 2)]" /obj/machinery/computer/transhuman/designer name = "body design console" catalogue_data = list(/datum/category_item/catalogue/information/organization/khi, /datum/category_item/catalogue/technology/resleeving) icon = 'icons/obj/computer.dmi' icon_keyboard = "med_key" icon_screen = "explosive" light_color = "#315ab4" circuit = /obj/item/weapon/circuitboard/body_designer req_access = list(access_medical) // Used for loading people's designs var/temp = "" var/menu = 1 //Which menu screen to display var/datum/transhuman/body_record/active_br = null var/icon/preview_icon = null // Mannequins are somewhat expensive to create, so cache it var/mob/living/carbon/human/dummy/mannequin/mannequin = null var/obj/item/weapon/disk/body_record/disk = null /obj/machinery/computer/transhuman/designer/Destroy() active_br = null preview_icon = null mannequin = null disk = null return ..() /obj/machinery/computer/transhuman/designer/dismantle() if(disk) disk.forceMove(get_turf(src)) disk = null ..() /obj/machinery/computer/transhuman/designer/attackby(obj/item/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/disk/body_record)) user.unEquip(W) disk = W disk.forceMove(src) to_chat(user, "You insert \the [W] into \the [src].") updateUsrDialog() else ..() return /obj/machinery/computer/transhuman/designer/attack_ai(mob/user as mob) return attack_hand(user) /obj/machinery/computer/transhuman/designer/attack_hand(mob/user as mob) add_fingerprint(user) if(inoperable()) return ui_interact(user) /obj/machinery/computer/transhuman/designer/ui_interact(mob/user, ui_key = "main", var/datum/nanoui/ui = null, var/force_open = 1) // log_debug("designer.ui_interact([user], force_open = [force_open])") user.set_machine(src) var/data[0] if(menu == "2") var/bodyrecords_list_ui[0] for(var/N in SStranscore.body_scans) var/datum/transhuman/body_record/BR = SStranscore.body_scans[N] bodyrecords_list_ui[++bodyrecords_list_ui.len] = list("name" = N, "recref" = "\ref[BR]") if(bodyrecords_list_ui.len) data["bodyrecords"] = bodyrecords_list_ui if(menu == "3") var/stock_bodyrecords_list_ui[0] for (var/N in GLOB.all_species) var/datum/species/S = GLOB.all_species[N] if((S.spawn_flags & (SPECIES_IS_WHITELISTED|SPECIES_CAN_JOIN)) != SPECIES_CAN_JOIN) continue stock_bodyrecords_list_ui += N if(stock_bodyrecords_list_ui.len) data["stock_bodyrecords"] = stock_bodyrecords_list_ui if(active_br) data["activeBodyRecord"] = list( "real_name" = active_br.mydna.name, "speciesname" = active_br.speciesname ? active_br.speciesname : active_br.mydna.dna.species, "gender" = active_br.bodygender, "synthetic" = active_br.synthetic ? "Yes" : "No", "locked" = active_br.locked ? "Low" : "High", "scale" = player_size_name(active_br.sizemult), "booc" = active_br.body_oocnotes, "styles" = list() ) if(!preview_icon) update_preview_icon() force_open = 1 // Force a refresh to send the new image data["previewIconUrl"] = "body_preview_icon.png" user << browse_rsc(preview_icon, "body_preview_icon.png") var/list/styles = data["activeBodyRecord"]["styles"] var/list/temp temp = list("styleHref" = "ear_style", "style" = "Normal") if(mannequin.ear_style) temp["style"] = mannequin.ear_style.name styles["Ears"] = temp temp = list("styleHref" = "tail_style", "style" = "Normal") if(mannequin.tail_style) temp["style"] = mannequin.tail_style.name if(mannequin.tail_style.do_colouration) temp["color"] = MOB_HEX_COLOR(mannequin, tail) temp["colorHref"] = "tail_color" styles["Tail"] = temp temp = list("styleHref" = "wing_style", "style" = "Normal") if(mannequin.wing_style) temp["style"] = mannequin.wing_style.name if(mannequin.wing_style.do_colouration) temp["color"] = MOB_HEX_COLOR(mannequin, wing) temp["colorHref"] = "wing_color" styles["Wing"] = temp temp = list("styleHref" = "hair_style", "style" = mannequin.h_style) if(mannequin.species && (mannequin.species.appearance_flags & HAS_HAIR_COLOR)) temp["color"] = MOB_HEX_COLOR(mannequin, hair) temp["colorHref"] = "hair_color" styles["Hair"] = temp temp = list("styleHref" = "facial_style", "style" = mannequin.f_style) if(mannequin.species && (mannequin.species.appearance_flags & HAS_HAIR_COLOR)) temp["color"] = MOB_HEX_COLOR(mannequin, facial) temp["colorHref"] = "facial_color" styles["Facial"] = temp if(mannequin.species && (mannequin.species.appearance_flags & HAS_EYE_COLOR)) styles["Eyes"] = list("colorHref" = "eye_color", "color" = MOB_HEX_COLOR(mannequin, eyes)) if(mannequin.species && (mannequin.species.appearance_flags & HAS_SKIN_COLOR)) styles["Body Color"] = list("colorHref" = "skin_color", "color" = MOB_HEX_COLOR(mannequin, skin)) var/datum/preferences/designer/P = new() apply_markings_to_prefs(mannequin, P) data["activeBodyRecord"]["markings"] = P.body_markings data["menu"] = menu data["temp"] = temp data["disk"] = disk ? 1 : 0 data["diskStored"] = disk && disk.stored ? 1 : 0 ui = SSnanoui.try_update_ui(user, src, ui_key, ui, data, force_open) if (!ui) ui = new(user, src, ui_key, "body_designer.tmpl", "Body Design Console", 400, 600) ui.set_initial_data(data) ui.open() /obj/machinery/computer/transhuman/designer/Topic(href, href_list) if(..()) return 1 else if(href_list["debug_load_my_body"]) active_br = new /datum/transhuman/body_record(usr, FALSE, FALSE) preview_icon = null else if (href_list["view_brec"]) var/datum/transhuman/body_record/BR = locate(href_list["view_brec"]) if(BR && istype(BR.mydna)) if(allowed(usr) || BR.ckey == usr.ckey) active_br = new /datum/transhuman/body_record(BR) // Load a COPY! preview_icon = null menu = 4 else active_br = null temp = "Access denied: Body records are confidential." else active_br = null temp = "ERROR: Record missing." else if(href_list["view_stock_brec"]) var/datum/species/S = GLOB.all_species[href_list["view_stock_brec"]] if(S && (S.spawn_flags & (SPECIES_IS_WHITELISTED|SPECIES_CAN_JOIN)) == SPECIES_CAN_JOIN) // Generate body record from species! mannequin = new(null, S.name) mannequin.real_name = "Stock [S.name] Body" mannequin.name = mannequin.real_name mannequin.dna.real_name = mannequin.real_name active_br = new(mannequin, FALSE, FALSE) active_br.speciesname = "Custom Sleeve" preview_icon = null menu = 4 else active_br = null temp = "ERROR: Stock Record missing." else if (href_list["boocnotes"]) menu = 6 else if (href_list["loadfromdisk"]) if(disk && disk.stored) active_br = new /datum/transhuman/body_record(disk.stored) // Loads a COPY! preview_icon = null else if (href_list["savetodisk"]) if(disk && active_br) disk.stored = new /datum/transhuman/body_record(active_br) // Saves a COPY! disk.name = "[initial(disk.name)] ([active_br.mydna.name])" disk.forceMove(get_turf(src)) disk = null else if (href_list["ejectdisk"]) disk.forceMove(get_turf(src)) disk = null else if (href_list["menu"]) menu = href_list["menu"] temp = "" else OnTopic(href, href_list, usr) add_fingerprint(usr) return 1 // Return 1 to refresh UI // // Code below is for generating preview icons based on a body_record // // Based on /datum/preferences/proc/update_preview_icon() /obj/machinery/computer/transhuman/designer/proc/update_preview_icon() if(!mannequin) mannequin = new () mannequin.delete_inventory(TRUE) update_preview_mob(mannequin) preview_icon = icon('icons/effects/effects.dmi', "nothing") preview_icon.Scale(48+32, 16+32) mannequin.dir = NORTH var/icon/stamp = getFlatIcon(mannequin) preview_icon.Blend(stamp, ICON_OVERLAY, 25, 17) mannequin.dir = WEST stamp = getFlatIcon(mannequin) preview_icon.Blend(stamp, ICON_OVERLAY, 1, 9) mannequin.dir = SOUTH stamp = getFlatIcon(mannequin) preview_icon.Blend(stamp, ICON_OVERLAY, 49, 1) preview_icon.Scale(preview_icon.Width() * 2, preview_icon.Height() * 2) // Scaling here to prevent blurring in the browser. return preview_icon /obj/machinery/computer/transhuman/designer/proc/update_preview_mob(var/mob/living/carbon/human/H) ASSERT(!QDELETED(H)) ASSERT(!QDELETED(active_br)) //log_debug("designer.update_preview_mob([H]) active_br = \ref[active_br]") //Get the DNA and generate a new mob var/datum/dna2/record/R = active_br.mydna H.set_species(R.dna.species) // This needs to happen before anything else becuase it sets some variables. // Update the external organs for(var/part in active_br.limb_data) var/status = active_br.limb_data[part] if(status == null) continue //Species doesn't have limb? Child of amputated limb? var/obj/item/organ/external/O = H.organs_by_name[part] if(!O) continue //Not an organ. Perhaps another amputation removed it already. if(status == 1) //Normal limbs continue else if(status == 0) //Missing limbs O.remove_rejuv() else if(status) //Anything else is a manufacturer if(active_br.synthetic) O.robotize(status) else O.remove_rejuv() // Then the internal organs. I think only O_EYES acutally counts, but lets do all just in case for(var/part in active_br.organ_data) var/status = active_br.organ_data[part] if(status == null) continue //Species doesn't have organ? Child of missing part? var/obj/item/organ/I = H.internal_organs_by_name[part] if(!I) continue//Not an organ. Perhaps external conversion changed it already? if(status == 0) //Normal organ continue else if(status == 1) //Assisted organ I.mechassist() else if(status == 2) //Mechanical organ I.robotize() else if(status == 3) //Digital organ I.digitize() // Apply DNA H.dna = R.dna.Clone() H.UpdateAppearance() // Update all appearance stuff from the DNA record H.sync_organ_dna() // Do this because sprites depend on DNA-gender of organs (chest etc) H.resize(active_br.sizemult, FALSE) // And as for clothing... // We don't actually dress them! This is a medical machine, handle the nakedness DOCTOR! H.regenerate_icons() return 0 // Success! // HORROR SHOW BELOW // In order to avoid duplicating the many lines of code in player_setup that handle customizing // body setup, we acutally are invoking those methods in order to let people customize the body here. // Problem is, those procs save their data to /datum/preferences, not a body_record. // Luckily the procs to convert from body_record to /datum/preferences and back already exist. // Its ugly, but I think its still better than duplicating and maintaining all that code. /obj/machinery/computer/transhuman/designer/proc/OnTopic(var/href,var/list/href_list, var/mob/user) if(!mannequin || !preview_icon || !active_br) return if(href_list["size_multiplier"]) var/new_size = input(user, "Choose your character's size, ranging from 25% to 200%", "Character Preference") as num|null if(new_size && ISINRANGE(new_size,25,200)) active_br.sizemult = (new_size/100) preview_icon = null return 1 // The black magic horror show begins var/datum/preferences/designer/P = new() // We did DNA to mob, now mob to prefs! P.species = mannequin.species.name apply_coloration_to_prefs(mannequin, P) apply_organs_to_prefs(mannequin, P) apply_markings_to_prefs(mannequin, P) apply_ears_to_prefs(mannequin, P) // Now we start using the player_setup objects to do stuff! var/datum/category_collection/CC = P.player_setup var/datum/category_group/CG = CC.categories_by_name["General"] var/datum/category_item/player_setup_item/general/body/B = CG.items_by_name["Body"] ASSERT(istype(B)) var/datum/category_item/player_setup_item/general/basic/G = CG.items_by_name["Basic"] ASSERT(istype(G)) CG = CC.categories_by_name["VORE"] var/datum/category_item/player_setup_item/vore/ears/E = CG.items_by_name["Appearance"] ASSERT(istype(E)) if(href_list["bio_gender"]) var/new_gender = input(user, "Choose your character's biological gender:", "Character Preference", active_br.bodygender) as null|anything in G.get_genders() if(new_gender) active_br.bodygender = new_gender active_br.mydna.dna.SetUIState(DNA_UI_GENDER, new_gender!=MALE, 1) preview_icon = null return 1 var/action = 0 action = B.OnTopic(href, href_list, user) if(action & TOPIC_UPDATE_PREVIEW && mannequin && active_br) B.copy_to_mob(mannequin) active_br.mydna.dna.ResetUIFrom(mannequin) preview_icon = null return 1 action = E.OnTopic(href, href_list, user) if(action & TOPIC_UPDATE_PREVIEW && mannequin && active_br) E.copy_to_mob(mannequin) active_br.mydna.dna.ResetUIFrom(mannequin) preview_icon = null return 1 // Fake subtype of preferences we can use to steal code from player_setup /datum/preferences/designer/New() player_setup = new(src) // Do NOT call ..(), it expects real stuff // Disk for manually moving body records between the designer and sleever console etc. /obj/item/weapon/disk/body_record name = "Body Design Disk" desc = "It has a small label: \n\ \"Portable Body Record Storage Disk. \n\ Insert into resleeving control console\"" icon = 'icons/obj/discs_vr.dmi' icon_state = "data-green" item_state = "card-id" w_class = ITEMSIZE_SMALL var/datum/transhuman/body_record/stored = null /* * Diskette Box */ /obj/item/weapon/storage/box/body_record_disk name = "body record disk box" desc = "A box of body record disks, apparently." icon_state = "disk_kit" /obj/item/weapon/storage/box/body_record_disk/New() ..() for(var/i = 0 to 7) new /obj/item/weapon/disk/body_record(src) #undef MOB_HEX_COLOR