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CHOMPStation2/code/modules/mob/new_player/preferences_setup.dm
2024-11-07 23:17:05 +01:00

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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
headset = rand(1,3)
backbag = rand(1,6)
pdachoice = rand(1,7)
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(JOB_ALT_VISITOR)
else if(ispAI(client.mob)) //VOREStation Edit! - pAIs shouldn't wear job gear~!
//Don't do anything!
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)
if(!mannequin.dna) // Special handling for preview icons before SSAtoms has initailized.
mannequin.dna = new /datum/dna(null)
mannequin.delete_inventory(TRUE)
dress_preview_mob(mannequin)
mannequin.update_transform() //VOREStation Edit to update size/shape stuff.
mannequin.toggle_tail(setting = animations_toggle)
mannequin.toggle_wing(setting = animations_toggle)
update_character_previews(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(JOB_ALT_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