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Citadel-Station-13-RP/code/modules/preferences/preference_setup/vore/08_traits.dm
2024-10-20 11:19:47 +02:00

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#define POSITIVE_MODE 1
#define NEUTRAL_MODE 2
#define NEGATIVE_MODE 3
#define ALL_MODE 4
/datum/preferences
var/custom_species // Custom species name, can't be changed due to it having been used in savefiles already.
var/custom_base // What to base the custom species on
var/blood_color = "#A10808"
var/custom_say = null
var/custom_whisper = null
var/custom_ask = null
var/custom_exclaim = null
var/list/pos_traits = list() // What traits they've selected for their custom species
var/list/neu_traits = list()
var/list/neg_traits = list()
var/list/id_hidden_traits = list()
var/traits_cheating = 0 //Varedit by admins allows saving new maximums on people who apply/etc
var/starting_trait_points = STARTING_SPECIES_POINTS
var/max_traits = MAX_SPECIES_TRAITS
/datum/traits_available_trait
var/internal_name
var/datum/trait/real_record
var/cost
var/forbidden_reason
var/list/exclusive_with
/datum/traits_constraints
var/max_traits
var/max_points
// Definition of the stuff for Ears
/datum/category_item/player_setup_item/vore/traits
name = "Traits"
sort_order = 8
/datum/category_item/player_setup_item/vore/traits/load_character(var/savefile/S)
S["custom_species"] >> pref.custom_species
S["custom_base"] >> pref.custom_base
S["pos_traits"] >> pref.pos_traits
S["neu_traits"] >> pref.neu_traits
S["neg_traits"] >> pref.neg_traits
S["hidden_traits"] >> pref.id_hidden_traits
S["blood_color"] >> pref.blood_color
S["traits_cheating"]>> pref.traits_cheating
S["max_traits"] >> pref.max_traits
S["trait_points"] >> pref.starting_trait_points
S["custom_say"] >> pref.custom_say
S["custom_whisper"] >> pref.custom_whisper
S["custom_ask"] >> pref.custom_ask
S["custom_exclaim"] >> pref.custom_exclaim
/datum/category_item/player_setup_item/vore/traits/save_character(var/savefile/S)
S["custom_species"] << pref.custom_species
S["custom_base"] << pref.custom_base
S["pos_traits"] << pref.pos_traits
S["neu_traits"] << pref.neu_traits
S["neg_traits"] << pref.neg_traits
S["hidden_traits"] << pref.id_hidden_traits
S["blood_color"] << pref.blood_color
S["traits_cheating"]<< pref.traits_cheating
S["max_traits"] << pref.max_traits
S["trait_points"] << pref.starting_trait_points
S["custom_say"] << pref.custom_say
S["custom_whisper"] << pref.custom_whisper
S["custom_ask"] << pref.custom_ask
S["custom_exclaim"] << pref.custom_exclaim
/datum/category_item/player_setup_item/vore/traits/sanitize_character()
if(!pref.pos_traits) pref.pos_traits = list()
if(!pref.neu_traits) pref.neu_traits = list()
if(!pref.neg_traits) pref.neg_traits = list()
if(!pref.id_hidden_traits) pref.id_hidden_traits = list()
pref.blood_color = sanitize_hexcolor(pref.blood_color, 6, TRUE, default = "#A10808")
if(!pref.traits_cheating)
pref.starting_trait_points = STARTING_SPECIES_POINTS
pref.max_traits = MAX_SPECIES_TRAITS
// sanitize traits
var/available_traits = compute_available_traits()
var/constraints = compute_constraints()
apply_traits(TRUE, pref.pos_traits.Copy() + pref.neu_traits.Copy() + pref.neg_traits.Copy(), available_traits, constraints)
for(var/path in pref.id_hidden_traits)
var/datum/trait/T = all_traits[path]
if(!istype(T) || !T.extra_id_info_optional)
pref.id_hidden_traits -= path
continue
if(!(path in pref.pos_traits + pref.neu_traits + pref.neg_traits))
pref.id_hidden_traits -= path
var/datum/species/selected_species = pref.real_species_datum()
if(selected_species.selects_bodytype)
// Allowed!
else if(!pref.custom_base || !(pref.custom_base in SScharacters.custom_species_bases))
pref.custom_base = SPECIES_HUMAN
pref.custom_say = lowertext(trim(pref.custom_say))
pref.custom_whisper = lowertext(trim(pref.custom_whisper))
pref.custom_ask = lowertext(trim(pref.custom_ask))
pref.custom_exclaim = lowertext(trim(pref.custom_exclaim))
/datum/category_item/player_setup_item/vore/traits/copy_to_mob(datum/preferences/prefs, mob/M, data, flags)
// todo: this is just a shim
if(!ishuman(M))
return TRUE
var/mob/living/carbon/human/character = M
character.custom_species = pref.custom_species
character.custom_say = lowertext(trim(pref.custom_say))
character.custom_ask = lowertext(trim(pref.custom_ask))
character.custom_whisper = lowertext(trim(pref.custom_whisper))
character.custom_exclaim = lowertext(trim(pref.custom_exclaim))
var/datum/species/S = character.species
var/SB = S.selects_bodytype ? (pref.custom_base || /datum/species/human) : pref.real_species_datum()
S.copy_from(SB, pref.pos_traits + pref.neu_traits + pref.neg_traits, character)
//Any additional non-trait settings can be applied here
S.blood_color = pref.blood_color
if(pref.real_species_id() == SPECIES_ID_CUSTOM)
if(PREF_COPYING_TO_CHECK_IS_SPAWNING(flags))
//Statistics for this would be nice
var/english_traits = english_list(S.traits, and_text = ";", comma_text = ";")
log_game("TRAITS [pref.client_ckey]/([character]) with: [english_traits]") //Terrible 'fake' key_name()... but they aren't in the same entity yet
return TRUE
/datum/category_item/player_setup_item/vore/traits/content(datum/preferences/prefs, mob/user, data)
. += "<b>Custom Species Name:</b> "
. += "<a href='?src=\ref[src];custom_species=1'>[pref.custom_species ? pref.custom_species : "-Input Name-"]</a><br>"
var/datum/species/selected_species = pref.real_species_datum()
if(selected_species.selects_bodytype)
. += "<b>Icon Base: </b> "
. += "<a href='?src=\ref[src];custom_base=1'>[pref.custom_base ? pref.custom_base : SPECIES_HUMAN]</a><br>"
var/traits_left = pref.max_traits - length(pref.pos_traits) - length(pref.neg_traits)
. += "<b>Traits Left:</b> [traits_left >= 0? traits_left : "<font color='red'>[traits_left]</font>"]<br>"
if(pref.real_species_id() == SPECIES_ID_CUSTOM)
var/points_left = pref.starting_trait_points
for(var/T in pref.pos_traits + pref.neg_traits)
points_left -= traits_costs[T]
. += "<b>Points Left:</b> [points_left >= 0 ? points_left : "<font color='red'>[points_left]</font>"]<br>"
if(points_left < 0 || traits_left < 0 || !pref.custom_species)
. += "<span style='color:red;'><b>^ Fix things! ^</b></span><br>"
. += "<a href='?src=\ref[src];add_trait=[POSITIVE_MODE]'>Positive Trait +</a><br>"
. += "<ul>"
for(var/T in pref.pos_traits)
var/datum/trait/trait = positive_traits[T]
. += "<li>- <a href='?src=\ref[src];clicked_pos_trait=[T]'>[trait.name] ([trait.cost])</a></li>"
. += "</ul>"
. += "<a href='?src=\ref[src];add_trait=[NEGATIVE_MODE]'>Negative Trait +</a><br>"
. += "<ul>"
for(var/T in pref.neg_traits)
var/datum/trait/trait = negative_traits[T]
. += "<li>- <a href='?src=\ref[src];clicked_neg_trait=[T]'>[trait.name] ([trait.cost])</a></li>"
. += "</ul>"
. += "<a href='?src=\ref[src];add_trait=[NEUTRAL_MODE]'>Neutral Trait +</a><br>"
. += "<ul>"
for(var/T in pref.neu_traits)
var/datum/trait/trait = neutral_traits[T]
. += "<li>- <a href='?src=\ref[src];clicked_neu_trait=[T]'>[trait.name] ([trait.cost])</a></li>"
. += "</ul>"
else
. += "<a href='?src=\ref[src];add_trait=[ALL_MODE]'>Trait +</a><br>"
. += "<ul>"
for(var/T in pref.neu_traits)
var/datum/trait/trait = neutral_traits[T]
. += "<li>- <a href='?src=\ref[src];clicked_neu_trait=[T]'>[trait.name]</a></li>"
for(var/T in pref.neg_traits)
var/datum/trait/trait = negative_traits[T]
. += "<li>- <a href='?src=\ref[src];clicked_neg_trait=[T]'>[trait.name]</a></li>"
. += "</ul>"
var/list/id_traits = list()
for(var/path in pref.pos_traits + pref.neg_traits + pref.neu_traits)
var/datum/trait/T = all_traits[path]
if(istype(T) && T.extra_id_info)
id_traits |= T
if(length(id_traits))
. += "<b>ID-visible Traits</b>"
. += "<ul>"
for(var/datum/trait/T in id_traits)
if(T.extra_id_info_optional)
. += "<li>- <a href='?src=\ref[src];id_info_toggle=[T.type]'>[T.name][(T.type in pref.id_hidden_traits) ? " (HIDDEN)" : ""]</a></li>"
else
. += "<li>- [T.name]</li>"
. += "</ul>"
. += "<br>"
. += "<b>Blood Color: </b>" //People that want to use a certain species to have that species traits (xenochimera/promethean/spider) should be able to set their own blood color.
. += "<a href='?src=\ref[src];blood_color=1'>Set Color</a>"
. += "<a href='?src=\ref[src];blood_reset=1'>R</a><br>"
. += "<br>"
. += "<b>Custom Say: </b>"
. += "<a href='?src=\ref[src];custom_say=1'>Set Say Verb</a><br>"
. += "<b>Custom Whisper: </b>"
. += "<a href='?src=\ref[src];custom_whisper=1'>Set Whisper Verb</a><br>"
. += "<b>Custom Ask: </b>"
. += "<a href='?src=\ref[src];custom_ask=1'>Set Ask Verb</a><br>"
. += "<b>Custom Exclaim: </b>"
. += "<a href='?src=\ref[src];custom_exclaim=1'>Set Exclaim Verb</a><br>"
/datum/category_item/player_setup_item/vore/traits/OnTopic(var/href,var/list/href_list, var/mob/user)
if(!CanUseTopic(user))
return PREFERENCES_NOACTION
else if(href_list["custom_species"])
/*if(pref.species != SPECIES_CUSTOM)
alert("You cannot set a custom species name unless you set your character to use the 'Custom Species' \
species on the 'General' tab. If you have this set to something, it's because you had it set before the \
Trait system was implemented. If you wish to change it, set your species to 'Custom Species' and configure \
the species completely.")
return PREFERENCES_REFRESH*/ //There was no reason to have this.
var/raw_choice = sanitize(input(user, "Input your custom species name:",
"Character Preference", pref.custom_species) as null|text, MAX_NAME_LEN)
if (CanUseTopic(user))
pref.custom_species = raw_choice
return PREFERENCES_REFRESH
else if(href_list["custom_base"])
var/list/choices = SScharacters.custom_species_bases
if(pref.real_species_id() != SPECIES_CUSTOM)
choices = (choices | pref.real_species_name())
var/text_choice = input("Pick an icon set for your species:","Icon Base") in choices
if(text_choice in choices)
pref.custom_base = text_choice
return PREFERENCES_REFRESH_UPDATE_PREVIEW
else if(href_list["blood_color"])
var/color_choice = input("Pick a blood color (does not apply to synths)","Blood Color",pref.blood_color) as color
if(color_choice)
pref.blood_color = sanitize_hexcolor(color_choice, 6, TRUE, default = "#A10808")
return PREFERENCES_REFRESH
else if(href_list["blood_reset"])
var/choice = alert("Reset blood color to human default (#A10808)?","Reset Blood Color","Reset","Cancel")
if(choice == "Reset")
pref.blood_color = "#A10808"
return PREFERENCES_REFRESH
else if(href_list["clicked_pos_trait"])
var/datum/trait/trait = text2path(href_list["clicked_pos_trait"])
var/choice = alert("Remove [initial(trait.name)] and regain [initial(trait.cost)] points?","Remove Trait","Remove","Cancel")
if(choice == "Remove")
pref.pos_traits -= trait
return PREFERENCES_REFRESH
else if(href_list["clicked_neu_trait"])
var/datum/trait/trait = text2path(href_list["clicked_neu_trait"])
var/choice = alert("Remove [initial(trait.name)]?","Remove Trait","Remove","Cancel")
if(choice == "Remove")
pref.neu_traits -= trait
return PREFERENCES_REFRESH
else if(href_list["clicked_neg_trait"])
var/datum/trait/trait = text2path(href_list["clicked_neg_trait"])
var/choice = alert("Remove [initial(trait.name)] and lose [initial(trait.cost)] points?","Remove Trait","Remove","Cancel")
if(choice == "Remove")
pref.neg_traits -= trait
return PREFERENCES_REFRESH
else if(href_list["id_info_toggle"])
var/datum/trait/trait = all_traits[text2path(href_list["id_info_toggle"])]
if(!istype(trait))
to_chat(user, SPAN_WARNING("???"))
return PREFERENCES_REFRESH
if(!(trait.type in pref.id_hidden_traits))
pref.id_hidden_traits |= trait.type
to_chat(user, SPAN_NOTICE("[trait.name] is now hidden from your ID."))
else
pref.id_hidden_traits -= trait.type
to_chat(user, "<span class='notice'>[trait.name] will now be shown on your ID. It will read as: \"</span>[trait.extra_id_info]<span class='notice'>\"</span>")
return PREFERENCES_REFRESH
else if(href_list["custom_say"])
var/say_choice = sanitize(input(usr, "This word or phrase will appear instead of 'says': [pref.real_name] says, \"Hi.\"", "Custom Say", pref.custom_say) as null|text, 12)
if(say_choice)
pref.custom_say = say_choice
return PREFERENCES_REFRESH
else if(href_list["custom_whisper"])
var/whisper_choice = sanitize(input(usr, "This word or phrase will appear instead of 'whispers': [pref.real_name] whispers, \"Hi...\"", "Custom Whisper", pref.custom_whisper) as null|text, 12)
if(whisper_choice)
pref.custom_whisper = whisper_choice
return PREFERENCES_REFRESH
else if(href_list["custom_ask"])
var/ask_choice = sanitize(input(usr, "This word or phrase will appear instead of 'asks': [pref.real_name] asks, \"Hi?\"", "Custom Ask", pref.custom_ask) as null|text, 12)
if(ask_choice)
pref.custom_ask = ask_choice
return PREFERENCES_REFRESH
else if(href_list["custom_exclaim"])
var/exclaim_choice = sanitize(input(usr, "This word or phrase will appear instead of 'exclaims', 'shouts' or 'yells': [pref.real_name] exclaims, \"Hi!\"", "Custom Exclaim", pref.custom_exclaim) as null|text, 12)
if(exclaim_choice)
pref.custom_exclaim = exclaim_choice
return PREFERENCES_REFRESH
else if(href_list["add_trait"])
var/mode = text2num(href_list["add_trait"])
var/available_traits = compute_available_traits()
var/constraints = compute_constraints()
var/tgui_data = compute_tgui_data(mode, available_traits, constraints)
var/traits_submission = tgui_trait_select(user, tgui_data)
if (traits_submission != null)
apply_traits(FALSE, traits_submission, available_traits, constraints)
return PREFERENCES_REFRESH
return ..()
/datum/category_item/player_setup_item/vore/traits/proc/trait_exclusions(var/possible_traits)
// NOTE: This should ideally be cached
var/list/var_exclude_groups = list()
for (var/trait_path in possible_traits)
var/datum/trait/trait = possible_traits[trait_path]
for(var/v in trait.var_changes)
if (!var_exclude_groups[v])
var_exclude_groups[v] = list()
var_exclude_groups[v] += trait_path
var/list/explicit_excludes = list()
for (var/trait_path in possible_traits)
explicit_excludes[trait_path] = list()
for (var/trait_path in possible_traits)
var/datum/trait/trait = possible_traits[trait_path]
for(var/other_path in trait.excludes)
var other = possible_traits[other_path]
if (other)
explicit_excludes[trait_path] += list(other_path)
explicit_excludes[other_path] += list(trait_path)
var/list/total_excludes = list()
for (var/trait_path in possible_traits)
var/datum/trait/trait = possible_traits[trait_path]
total_excludes[trait_path] = list()
for (var/other_path in explicit_excludes[trait_path])
total_excludes[trait_path][other_path] = TRUE
for (var/v in trait.var_changes)
for (var/other_path in var_exclude_groups[v])
if (other_path == trait_path)
continue
total_excludes[trait_path][other_path] = TRUE
return total_excludes
/datum/category_item/player_setup_item/vore/traits/proc/compute_available_traits()
var/species = pref.real_species_name()
var/species_id = pref.real_species_id()
var/possible_traits = positive_traits.Copy() + neutral_traits.Copy() + negative_traits.Copy()
var/list/available_traits = list()
var/exclusions = trait_exclusions(possible_traits)
for (var/trait_path in possible_traits)
var/datum/trait/trait = possible_traits[trait_path]
var/datum/traits_available_trait/available_trait = new
available_trait.internal_name = trait_path
available_trait.real_record = trait
available_trait.cost = trait.cost
if (LAZYLEN(trait.allowed_species) && !(species in trait.allowed_species))
available_trait.forbidden_reason = "This trait is not allowed for your species."
// NOTE: For some reason, this is only actually used for neutral traits??? Weird.
if (species_id != SPECIES_ID_CUSTOM)
if ((trait_path in positive_traits) || ((trait_path in neutral_traits) && trait.custom_only))
available_trait.forbidden_reason = "This trait is only allowed for custom species."
available_trait.exclusive_with = exclusions[trait_path]
available_traits[trait_path] = available_trait
return available_traits
/datum/category_item/player_setup_item/vore/traits/proc/compute_constraints()
var/datum/traits_constraints/constraints = new
constraints.max_traits = pref.max_traits
constraints.max_points = pref.starting_trait_points
return constraints
/datum/category_item/player_setup_item/vore/traits/proc/compute_tgui_data(mode, list/available_traits, datum/traits_constraints/constraints)
var/initial_traits_json = list()
var/list/trait_groups_json = list()
var/list/available_traits_json = list()
var/constraints_json = list()
initial_traits_json = pref.neg_traits.Copy() + pref.neu_traits.Copy() + pref.pos_traits.Copy()
for (var/trait_group_path in all_trait_groups)
var/datum/trait_group/trait_group = all_trait_groups[trait_group_path]
var/list/trait_group_json = list()
trait_group_json["internal_name"] = trait_group_path
trait_group_json["name"] = trait_group.name
trait_group_json["description"] = trait_group.desc
trait_group_json["sort_key"] = trait_group.sort_key
trait_groups_json[trait_group_path] = trait_group_json
for (var/trait_path in available_traits)
var/datum/traits_available_trait/trait = available_traits[trait_path]
var/list/available_trait_json = list()
available_trait_json["internal_name"] = trait.internal_name
available_trait_json["name"] = trait.real_record.name
available_trait_json["group"] = trait.real_record.group
available_trait_json["group_short_name"] = trait.real_record.group_short_name
available_trait_json["sort_key"] = trait.real_record.sort_key
available_trait_json["description"] = trait.real_record.desc
available_trait_json["cost"] = trait.cost
available_trait_json["forbidden_reason"] = trait.forbidden_reason
available_trait_json["show_when_forbidden"] = trait.real_record.show_when_forbidden
available_trait_json["exclusive_with"] = trait.exclusive_with
available_traits_json[trait_path] = available_trait_json
// NOTE: Confusingly, only positive or negative traits are counted towards pref.max_traits
constraints_json["max_traits"] = constraints.max_traits
constraints_json["max_points"] = constraints.max_points
. = list()
.["initial_traits"] = initial_traits_json
.["trait_groups"] = trait_groups_json
.["available_traits"] = available_traits_json
.["constraints"] = constraints_json
/datum/category_item/player_setup_item/vore/traits/proc/apply_traits(allow_invalid, new_trait_paths, available_traits, datum/traits_constraints/constraints)
// allow_invalid: used by sanitize_character()
// if true, try as hard as possible to fix the traits rather than rejecting the update if it's bad
// dedupe traits and deal with exclusion, forbiddenness, and so on
// new traits
var/list/traits_to_apply = list()
var/list/excluded = list()
// set to true if the input is invalid
var/input_was_invalid = FALSE
for (var/new_trait_path in new_trait_paths)
var/datum/traits_available_trait/new_trait_record = available_traits[new_trait_path]
if (!new_trait_record)
input_was_invalid = TRUE
continue
if(new_trait_record.forbidden_reason)
// skip forbidden traits
input_was_invalid = TRUE
continue
if(excluded[new_trait_path])
// and excluded traits
input_was_invalid = TRUE
continue
// each trait excludes itself (to deduplicate)
excluded[new_trait_path] = TRUE
for(var/i in new_trait_record.exclusive_with)
excluded[i] = TRUE
traits_to_apply += list(new_trait_path)
var/n_traits = 0
var/total_cost = 0
for (var/new_trait_path in traits_to_apply)
// neutral traits don't count towards number
if (new_trait_path in neutral_traits)
continue
n_traits += 1
for (var/new_trait_path in traits_to_apply)
var/datum/traits_available_trait/new_trait_record = available_traits[new_trait_path]
total_cost += new_trait_record.cost
if (n_traits > constraints.max_traits)
input_was_invalid = TRUE
if (total_cost > constraints.max_points)
input_was_invalid = TRUE
if (input_was_invalid)
if (!allow_invalid)
return
pref.pos_traits = list()
pref.neu_traits = list()
pref.neg_traits = list()
for (var/trait in traits_to_apply)
if (positive_traits[trait])
pref.pos_traits += trait
else if (neutral_traits[trait])
pref.neu_traits += trait
else if (negative_traits[trait])
pref.neg_traits += trait
else
// ???: Should this alert somehow?
/datum/category_item/player_setup_item/vore/traits/proc/tgui_trait_select(mob/user, trait_data)
var/datum/tgui_trait_selector/selector = new(user, trait_data)
selector.ui_interact(user)
selector.wait()
if (selector)
. = selector.submission
qdel(selector)
/datum/tgui_trait_selector
/// The selector input data
var/list/input_data
/// The user's submitted trait choices
var/submission
/// Boolean field describing if the tgui_trait-selector was closed by the user.
var/closed
/datum/tgui_trait_selector/New(mob/user, input_data)
src.input_data = input_data
/datum/tgui_trait_selector/Destroy()
SStgui.close_uis(src)
. = ..()
/datum/tgui_trait_selector/proc/wait()
while (!submission && !closed)
stoplag(1)
/datum/tgui_trait_selector/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if (!ui)
ui = new (user, src, "TraitSelectorModal")
ui.open()
/datum/tgui_trait_selector/on_ui_close(mob/user, datum/tgui/ui, embedded)
. = ..()
closed = TRUE
/datum/tgui_trait_selector/ui_state()
return GLOB.always_state
/datum/tgui_trait_selector/ui_static_data(mob/user, datum/tgui/ui)
. = src.input_data
/datum/tgui_trait_selector/ui_act(action, list/params, datum/tgui/ui)
. = ..()
if (.)
return
switch(action)
if("submit")
if (!validate_and_use_submission(params["entry"]))
return
closed = TRUE
SStgui.close_uis(src)
return TRUE
if("cancel")
closed = TRUE
SStgui.close_uis(src)
return TRUE
/datum/tgui_trait_selector/proc/validate_and_use_submission(submission_text)
// Validate basic format: actual validity of choices is up to our host
var/possible_submission = json_decode(submission_text)
if (!islist(possible_submission))
return
var/traits = possible_submission["traits"]
if (traits == null) // distinguish null from empty list
return
var/trait_paths = list()
for (var/trait_text in traits) // list must be all text
if (!istext(trait_text))
return
var/trait_path = text2path(trait_text)
if (!trait_path)
return
trait_paths += trait_path
submission = trait_paths
return TRUE
#undef POSITIVE_MODE
#undef NEUTRAL_MODE
#undef NEGATIVE_MODE
#undef ALL_MODE