mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 03:02:54 +00:00
269 lines
6.8 KiB
Plaintext
269 lines
6.8 KiB
Plaintext
/datum/preferences
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//The mob should have a gender you want before running this proc. Will run fine without H
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/datum/preferences/proc/randomize_appearance_and_body_for(var/mob/living/carbon/human/H)
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var/datum/species/current_species = GLOB.all_species[species ? species : "Human"]
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set_biological_gender(pick(current_species.genders))
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h_style = random_hair_style(biological_gender, species)
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f_style = random_facial_hair_style(biological_gender, species)
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if(current_species)
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if(current_species.appearance_flags & HAS_SKIN_TONE)
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s_tone = random_skin_tone()
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if(current_species.appearance_flags & HAS_SKIN_COLOR)
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r_skin = rand (0,255)
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g_skin = rand (0,255)
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b_skin = rand (0,255)
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if(current_species.appearance_flags & HAS_EYE_COLOR)
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randomize_eyes_color()
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if(current_species.appearance_flags & HAS_HAIR_COLOR)
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randomize_hair_color("hair")
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randomize_hair_color("facial")
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if(current_species.appearance_flags & HAS_SKIN_COLOR)
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r_skin = rand (0,255)
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g_skin = rand (0,255)
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b_skin = rand (0,255)
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if(current_species.appearance_flags & HAS_UNDERWEAR)
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all_underwear.Cut()
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for(var/datum/category_group/underwear/WRC in global_underwear.categories)
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var/datum/category_item/underwear/WRI = pick(WRC.items)
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all_underwear[WRC.name] = WRI.name
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backbag = rand(1,5)
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pdachoice = rand(1,4)
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age = rand(current_species.min_age, current_species.max_age)
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b_type = RANDOM_BLOOD_TYPE
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if(H)
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copy_to(H,1)
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/datum/preferences/proc/randomize_hair_color(var/target = "hair")
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if(prob (75) && target == "facial") // Chance to inherit hair color
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r_facial = r_hair
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g_facial = g_hair
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b_facial = b_hair
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return
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var/red
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var/green
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var/blue
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var/col = pick ("blonde", "black", "chestnut", "copper", "brown", "wheat", "old", "punk")
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switch(col)
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if("blonde")
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red = 255
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green = 255
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blue = 0
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if("black")
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red = 0
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green = 0
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blue = 0
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if("chestnut")
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red = 153
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green = 102
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blue = 51
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if("copper")
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red = 255
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green = 153
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blue = 0
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if("brown")
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red = 102
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green = 51
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blue = 0
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if("wheat")
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red = 255
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green = 255
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blue = 153
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if("old")
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red = rand (100, 255)
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green = red
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blue = red
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if("punk")
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red = rand (0, 255)
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green = rand (0, 255)
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blue = rand (0, 255)
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red = max(min(red + rand (-25, 25), 255), 0)
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green = max(min(green + rand (-25, 25), 255), 0)
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blue = max(min(blue + rand (-25, 25), 255), 0)
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switch(target)
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if("hair")
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r_hair = red
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g_hair = green
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b_hair = blue
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if("facial")
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r_facial = red
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g_facial = green
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b_facial = blue
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/datum/preferences/proc/randomize_eyes_color()
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var/red
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var/green
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var/blue
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var/col = pick ("black", "grey", "brown", "chestnut", "blue", "lightblue", "green", "albino")
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switch(col)
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if("black")
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red = 0
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green = 0
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blue = 0
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if("grey")
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red = rand (100, 200)
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green = red
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blue = red
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if("brown")
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red = 102
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green = 51
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blue = 0
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if("chestnut")
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red = 153
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green = 102
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blue = 0
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if("blue")
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red = 51
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green = 102
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blue = 204
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if("lightblue")
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red = 102
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green = 204
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blue = 255
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if("green")
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red = 0
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green = 102
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blue = 0
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if("albino")
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red = rand (200, 255)
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green = rand (0, 150)
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blue = rand (0, 150)
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red = max(min(red + rand (-25, 25), 255), 0)
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green = max(min(green + rand (-25, 25), 255), 0)
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blue = max(min(blue + rand (-25, 25), 255), 0)
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r_eyes = red
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g_eyes = green
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b_eyes = blue
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/datum/preferences/proc/randomize_skin_color()
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var/red
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var/green
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var/blue
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var/col = pick ("black", "grey", "brown", "chestnut", "blue", "lightblue", "green", "albino")
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switch(col)
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if("black")
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red = 0
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green = 0
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blue = 0
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if("grey")
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red = rand (100, 200)
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green = red
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blue = red
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if("brown")
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red = 102
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green = 51
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blue = 0
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if("chestnut")
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red = 153
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green = 102
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blue = 0
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if("blue")
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red = 51
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green = 102
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blue = 204
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if("lightblue")
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red = 102
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green = 204
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blue = 255
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if("green")
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red = 0
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green = 102
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blue = 0
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if("albino")
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red = rand (200, 255)
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green = rand (0, 150)
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blue = rand (0, 150)
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red = max(min(red + rand (-25, 25), 255), 0)
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green = max(min(green + rand (-25, 25), 255), 0)
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blue = max(min(blue + rand (-25, 25), 255), 0)
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r_skin = red
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g_skin = green
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b_skin = blue
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/datum/preferences/proc/dress_preview_mob(var/mob/living/carbon/human/mannequin)
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copy_to(mannequin, TRUE)
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if(!equip_preview_mob)
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return
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var/datum/job/previewJob
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// Determine what job is marked as 'High' priority, and dress them up as such.
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if(job_civilian_low & ASSISTANT)
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previewJob = job_master.GetJob(USELESS_JOB)
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else
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for(var/datum/job/job in job_master.occupations)
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var/job_flag
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switch(job.department_flag)
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if(CIVILIAN)
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job_flag = job_civilian_high
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if(MEDSCI)
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job_flag = job_medsci_high
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if(ENGSEC)
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job_flag = job_engsec_high
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if(job.flag == job_flag)
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previewJob = job
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break
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if((equip_preview_mob & EQUIP_PREVIEW_LOADOUT) && !(previewJob && (equip_preview_mob & EQUIP_PREVIEW_JOB) && (previewJob.type == /datum/job/ai || previewJob.type == /datum/job/cyborg)))
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var/list/equipped_slots = list() //If more than one item takes the same slot only spawn the first
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for(var/thing in gear)
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var/datum/gear/G = gear_datums[thing]
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if(G)
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var/permitted = 0
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if(!G.allowed_roles)
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permitted = 1
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else if(!previewJob)
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permitted = 0
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else
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for(var/job_name in G.allowed_roles)
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if(previewJob.title == job_name)
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permitted = 1
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if(G.whitelisted && (G.whitelisted != mannequin.species.name))
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permitted = 0
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if(!permitted)
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continue
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if(G.slot && !(G.slot in equipped_slots))
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var/metadata = gear[G.display_name]
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if(mannequin.equip_to_slot_or_del(G.spawn_item(mannequin, metadata), G.slot))
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equipped_slots += G.slot
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if((equip_preview_mob & EQUIP_PREVIEW_JOB) && previewJob)
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mannequin.job = previewJob.title
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previewJob.equip_preview(mannequin, player_alt_titles[previewJob.title])
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/datum/preferences/proc/update_preview_icon()
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var/mob/living/carbon/human/dummy/mannequin/mannequin = get_mannequin(client_ckey)
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mannequin.delete_inventory(TRUE)
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dress_preview_mob(mannequin)
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COMPILE_OVERLAYS(mannequin)
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preview_icon = icon('icons/effects/128x48.dmi', bgstate)
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preview_icon.Scale(48+32, 16+32)
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var/icon/stamp = getFlatIcon(mannequin, defdir=NORTH)
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preview_icon.Blend(stamp, ICON_OVERLAY, 25, 17)
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stamp = getFlatIcon(mannequin, defdir=WEST)
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preview_icon.Blend(stamp, ICON_OVERLAY, 1, 9)
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stamp = getFlatIcon(mannequin, defdir=SOUTH)
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preview_icon.Blend(stamp, ICON_OVERLAY, 49, 1)
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preview_icon.Scale(preview_icon.Width() * 2, preview_icon.Height() * 2) // Scaling here to prevent blurring in the browser.
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