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CHOMPStation2/code/modules/mob/new_player/preferences_setup.dm
KasparoVy 12dac5c191 Fixes Only One Accessory Equipped at Spawn & in Character Preview
Ported from Aurora PR#10205, credit to fernerr
EARLYPORT OF POLARIS & VIRGO PRS

Now you can see all the accessories (within standard equipping logic) you've selected in the character preview.

Addditionally, these accessories will now all be equipped when you spawn instead of filling your backpack unless it's actually necessary.
2020-10-08 18:38:37 -04:00

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/datum/preferences
//The mob should have a gender you want before running this proc. Will run fine without H
/datum/preferences/proc/randomize_appearance_and_body_for(var/mob/living/carbon/human/H)
var/datum/species/current_species = GLOB.all_species[species ? species : "Human"]
set_biological_gender(pick(current_species.genders))
h_style = random_hair_style(biological_gender, species)
f_style = random_facial_hair_style(biological_gender, species)
if(current_species)
if(current_species.appearance_flags & HAS_SKIN_TONE)
s_tone = random_skin_tone()
if(current_species.appearance_flags & HAS_SKIN_COLOR)
r_skin = rand (0,255)
g_skin = rand (0,255)
b_skin = rand (0,255)
if(current_species.appearance_flags & HAS_EYE_COLOR)
randomize_eyes_color()
if(current_species.appearance_flags & HAS_HAIR_COLOR)
randomize_hair_color("hair")
randomize_hair_color("facial")
if(current_species.appearance_flags & HAS_SKIN_COLOR)
r_skin = rand (0,255)
g_skin = rand (0,255)
b_skin = rand (0,255)
if(current_species.appearance_flags & HAS_UNDERWEAR)
all_underwear.Cut()
for(var/datum/category_group/underwear/WRC in global_underwear.categories)
var/datum/category_item/underwear/WRI = pick(WRC.items)
all_underwear[WRC.name] = WRI.name
backbag = rand(1,5)
pdachoice = rand(1,5)
age = rand(current_species.min_age, current_species.max_age)
b_type = RANDOM_BLOOD_TYPE
if(H)
copy_to(H,1)
/datum/preferences/proc/randomize_hair_color(var/target = "hair")
if(prob (75) && target == "facial") // Chance to inherit hair color
r_facial = r_hair
g_facial = g_hair
b_facial = b_hair
return
var/red
var/green
var/blue
var/col = pick ("blonde", "black", "chestnut", "copper", "brown", "wheat", "old", "punk")
switch(col)
if("blonde")
red = 255
green = 255
blue = 0
if("black")
red = 0
green = 0
blue = 0
if("chestnut")
red = 153
green = 102
blue = 51
if("copper")
red = 255
green = 153
blue = 0
if("brown")
red = 102
green = 51
blue = 0
if("wheat")
red = 255
green = 255
blue = 153
if("old")
red = rand (100, 255)
green = red
blue = red
if("punk")
red = rand (0, 255)
green = rand (0, 255)
blue = rand (0, 255)
red = max(min(red + rand (-25, 25), 255), 0)
green = max(min(green + rand (-25, 25), 255), 0)
blue = max(min(blue + rand (-25, 25), 255), 0)
switch(target)
if("hair")
r_hair = red
g_hair = green
b_hair = blue
if("facial")
r_facial = red
g_facial = green
b_facial = blue
/datum/preferences/proc/randomize_eyes_color()
var/red
var/green
var/blue
var/col = pick ("black", "grey", "brown", "chestnut", "blue", "lightblue", "green", "albino")
switch(col)
if("black")
red = 0
green = 0
blue = 0
if("grey")
red = rand (100, 200)
green = red
blue = red
if("brown")
red = 102
green = 51
blue = 0
if("chestnut")
red = 153
green = 102
blue = 0
if("blue")
red = 51
green = 102
blue = 204
if("lightblue")
red = 102
green = 204
blue = 255
if("green")
red = 0
green = 102
blue = 0
if("albino")
red = rand (200, 255)
green = rand (0, 150)
blue = rand (0, 150)
red = max(min(red + rand (-25, 25), 255), 0)
green = max(min(green + rand (-25, 25), 255), 0)
blue = max(min(blue + rand (-25, 25), 255), 0)
r_eyes = red
g_eyes = green
b_eyes = blue
/datum/preferences/proc/randomize_skin_color()
var/red
var/green
var/blue
var/col = pick ("black", "grey", "brown", "chestnut", "blue", "lightblue", "green", "albino")
switch(col)
if("black")
red = 0
green = 0
blue = 0
if("grey")
red = rand (100, 200)
green = red
blue = red
if("brown")
red = 102
green = 51
blue = 0
if("chestnut")
red = 153
green = 102
blue = 0
if("blue")
red = 51
green = 102
blue = 204
if("lightblue")
red = 102
green = 204
blue = 255
if("green")
red = 0
green = 102
blue = 0
if("albino")
red = rand (200, 255)
green = rand (0, 150)
blue = rand (0, 150)
red = max(min(red + rand (-25, 25), 255), 0)
green = max(min(green + rand (-25, 25), 255), 0)
blue = max(min(blue + rand (-25, 25), 255), 0)
r_skin = red
g_skin = green
b_skin = blue
/datum/preferences/proc/dress_preview_mob(var/mob/living/carbon/human/mannequin)
if(!mannequin.dna) // Special handling for preview icons before SSAtoms has initailized.
mannequin.dna = new /datum/dna(null)
copy_to(mannequin, TRUE)
if(!equip_preview_mob)
return
var/datum/job/previewJob
// Determine what job is marked as 'High' priority, and dress them up as such.
if(job_civilian_low & ASSISTANT)
previewJob = job_master.GetJob(USELESS_JOB)
else
for(var/datum/job/job in job_master.occupations)
var/job_flag
switch(job.department_flag)
if(CIVILIAN)
job_flag = job_civilian_high
if(MEDSCI)
job_flag = job_medsci_high
if(ENGSEC)
job_flag = job_engsec_high
if(job.flag == job_flag)
previewJob = job
break
if((equip_preview_mob & EQUIP_PREVIEW_LOADOUT) && !(previewJob && (equip_preview_mob & EQUIP_PREVIEW_JOB) && (previewJob.type == /datum/job/ai || previewJob.type == /datum/job/cyborg)))
var/list/equipped_slots = list()
for(var/thing in gear)
var/datum/gear/G = gear_datums[thing]
if(G)
var/permitted = 0
if(!G.allowed_roles)
permitted = 1
else if(!previewJob)
permitted = 0
else
for(var/job_name in G.allowed_roles)
if(previewJob.title == job_name)
permitted = 1
if(G.whitelisted && (G.whitelisted != mannequin.species.name))
permitted = 0
if(!permitted)
continue
if(G.slot && !(G.slot in equipped_slots))
var/metadata = gear[G.display_name]
if(mannequin.equip_to_slot_or_del(G.spawn_item(mannequin, metadata), G.slot))
if(G.slot != slot_tie)
equipped_slots += G.slot
if((equip_preview_mob & EQUIP_PREVIEW_JOB) && previewJob)
mannequin.job = previewJob.title
previewJob.equip_preview(mannequin, player_alt_titles[previewJob.title])
/datum/preferences/proc/update_preview_icon()
var/mob/living/carbon/human/dummy/mannequin/mannequin = get_mannequin(client_ckey)
mannequin.delete_inventory(TRUE)
dress_preview_mob(mannequin)
COMPILE_OVERLAYS(mannequin)
update_character_previews(new /mutable_appearance(mannequin))
/datum/preferences/proc/get_highest_job()
var/datum/job/highJob
// Determine what job is marked as 'High' priority, and dress them up as such.
if(job_civilian_low & ASSISTANT)
highJob = job_master.GetJob("Assistant")
else
for(var/datum/job/job in job_master.occupations)
var/job_flag
switch(job.department_flag)
if(CIVILIAN)
job_flag = job_civilian_high
if(MEDSCI)
job_flag = job_medsci_high
if(ENGSEC)
job_flag = job_engsec_high
if(job.flag == job_flag)
highJob = job
break
return highJob
/datum/preferences/proc/get_valid_hairstyles()
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if(!(species in S.species_allowed) && (!custom_base || !(custom_base in S.species_allowed))) //VOREStation Edit - Custom species base species allowance
continue
if((!S.ckeys_allowed) || (usr.ckey in S.ckeys_allowed)) //VOREStation Edit, allows ckey locked hairstyles.
valid_hairstyles[S.name] = hairstyle //VOREStation Edit, allows ckey locked hairstyles.
//valid_hairstyles[hairstyle] = hair_styles_list[hairstyle] //VOREStation Edit. Replaced by above.
return valid_hairstyles
/datum/preferences/proc/get_valid_facialhairstyles()
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(biological_gender == MALE && S.gender == FEMALE)
continue
if(biological_gender == FEMALE && S.gender == MALE)
continue
if(!(species in S.species_allowed) && (!custom_base || !(custom_base in S.species_allowed))) //VOREStation Edit - Custom species base species allowance
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
return valid_facialhairstyles