Slime People and IPC; Imitating Species Cosmetically. (#27359)

* Pain

* More transparency / alpha

* Vulp + Name override

* more transparency alpha stuff

* Reworks species subtype for slimepeople

* Iteration 3...

* Me when initial

* 60 - 61

* Character.dm select query changes.

* 61-62

* The real 61-62

* Update to IPC imitation

* +63-64.sql
> species_subtype after pda_ringtone

IPC identity configuration surgery.

Slime "Morph" action: 10 seconds. Allows a slime person to change how they look.
> Same cost as regenerating a limb.

Link processing subspecies implement.

* Pain2

* SQL

* Frankenstein monster fix

* Slimify! ...no longer applies to robotic limbs.

* 220 Alpha to 200

* Ordering issue fix.

* Last ordering issue.

* aa review, paradise_schema.sql

* Apply suggestions from code review

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Signed-off-by: Spaghetti-bit <yumyumkillkill@gmail.com>

---------

Signed-off-by: Spaghetti-bit <yumyumkillkill@gmail.com>
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
This commit is contained in:
Spaghetti-bit
2025-02-09 15:59:57 +00:00
committed by GitHub
co-authored by AffectedArc07
parent 59377ad52d
commit 32c9d4d682
28 changed files with 670 additions and 429 deletions
+1
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@@ -83,6 +83,7 @@ CREATE TABLE `characters` (
`runechat_color` VARCHAR(7) COLLATE utf8mb4_unicode_ci NOT NULL DEFAULT '#FFFFFF',
`cyborg_brain_type` ENUM('MMI', 'Robobrain', 'Positronic') NOT NULL DEFAULT 'MMI',
`pda_ringtone` VARCHAR(16) NULL DEFAULT NULL COLLATE 'utf8mb3_general_ci',
`species_subtype` VARCHAR(45) COLLATE utf8mb4_unicode_ci NOT NULL DEFAULT 'None',
PRIMARY KEY (`id`),
KEY `ckey` (`ckey`)
) ENGINE=InnoDB AUTO_INCREMENT=125467 DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci;
+5
View File
@@ -0,0 +1,5 @@
# Updates the DB from 63 to 64 ~SpaghettiBit
# Adds a subtype race to be stored on character saves
# Add species_subtype after pda_ringtone
ALTER TABLE `characters`
ADD COLUMN `species_subtype` VARCHAR(45) COLLATE utf8mb4_unicode_ci NOT NULL DEFAULT 'None' AFTER `pda_ringtone`;
+4 -3
View File
@@ -110,9 +110,10 @@
#define HAS_ALT_HEADS (1<<11)
#define HAS_WING (1<<12)
#define HAS_BODYACC_COLOR (1<<13)
#define BALD (1<<14)
#define ALL_RPARTS (1<<15)
#define SHAVED (1<<16)
#define HAS_SPECIES_SUBTYPE (1<<14)
#define BALD (1<<15)
#define ALL_RPARTS (1<<16)
#define SHAVED (1<<17)
//Pre-baked combinations of the above body flags
#define HAS_BODY_ACCESSORY (HAS_TAIL | HAS_WING)
+1 -1
View File
@@ -431,7 +431,7 @@
#define INVESTIGATE_HOTMIC "hotmic"
// The SQL version required by this version of the code
#define SQL_VERSION 63
#define SQL_VERSION 64
// Vending machine stuff
#define CAT_NORMAL (1<<0)
@@ -37,13 +37,13 @@ BONUS
switch(A.stage)
if(1, 2, 3)
to_chat(H, "<span class='warning'>Your scalp itches.</span>")
head_organ.h_style = random_hair_style(H.gender, head_organ.dna.species.name)
head_organ.h_style = random_hair_style(H.gender, head_organ.dna.species.sprite_sheet_name)
else
to_chat(H, "<span class='warning'>Hair bursts forth from your scalp!</span>")
var/datum/sprite_accessory/tmp_hair_style = GLOB.hair_styles_full_list["Very Long Hair"]
if(head_organ.dna.species.name in tmp_hair_style.species_allowed) //If 'Very Long Hair' is a style the person's species can have, give it to them.
if(head_organ.dna.species.sprite_sheet_name in tmp_hair_style.species_allowed) //If 'Very Long Hair' is a style the person's species can have, give it to them.
head_organ.h_style = "Very Long Hair"
else //Otherwise, give them a random hair style.
head_organ.h_style = random_hair_style(H.gender, head_organ.dna.species.name)
head_organ.h_style = random_hair_style(H.gender, head_organ.dna.species.sprite_sheet_name)
H.update_hair()
+1 -1
View File
@@ -241,7 +241,7 @@
var/list/available = list()
for(var/head_accessory in GLOB.head_accessory_styles_list)
var/datum/sprite_accessory/S = GLOB.head_accessory_styles_list[head_accessory]
if(!(head_organ.dna.species.name in S.species_allowed)) //If the user's head is not of a species the head accessory style allows, skip it. Otherwise, add it to the list.
if(!(head_organ.dna.species.sprite_sheet_name in S.species_allowed)) //If the user's head is not of a species the head accessory style allows, skip it. Otherwise, add it to the list.
continue
available += head_accessory
var/list/sorted = sortTim(available, GLOBAL_PROC_REF(cmp_text_asc))
@@ -118,8 +118,8 @@
head_organ.sec_hair_colour = hair_c
M.change_eye_color(eye_c)
M.s_tone = skin_tone
head_organ.h_style = random_hair_style(M.gender, head_organ.dna.species.name)
head_organ.f_style = random_facial_hair_style(M.gender, head_organ.dna.species.name)
head_organ.h_style = random_hair_style(M.gender, head_organ.dna.species.sprite_sheet_name)
head_organ.f_style = random_facial_hair_style(M.gender, head_organ.dna.species.sprite_sheet_name)
M.regenerate_icons()
M.update_body()
+3 -3
View File
@@ -21,7 +21,7 @@
var/list/valid_underwear = list()
for(var/underwear in GLOB.underwear_list)
var/datum/sprite_accessory/S = GLOB.underwear_list[underwear]
if(!(H.dna.species.name in S.species_allowed))
if(!(H.dna.species.sprite_sheet_name in S.species_allowed))
continue
valid_underwear[underwear] = GLOB.underwear_list[underwear]
var/new_underwear = tgui_input_list(user, "Choose your underwear:", "Changing", valid_underwear)
@@ -32,7 +32,7 @@
var/list/valid_undershirts = list()
for(var/undershirt in GLOB.undershirt_list)
var/datum/sprite_accessory/S = GLOB.undershirt_list[undershirt]
if(!(H.dna.species.name in S.species_allowed))
if(!(H.dna.species.sprite_sheet_name in S.species_allowed))
continue
valid_undershirts[undershirt] = GLOB.undershirt_list[undershirt]
var/new_undershirt = tgui_input_list(user, "Choose your undershirt:", "Changing", valid_undershirts)
@@ -43,7 +43,7 @@
var/list/valid_sockstyles = list()
for(var/sockstyle in GLOB.socks_list)
var/datum/sprite_accessory/S = GLOB.socks_list[sockstyle]
if(!(H.dna.species.name in S.species_allowed))
if(!(H.dna.species.sprite_sheet_name in S.species_allowed))
continue
valid_sockstyles[sockstyle] = GLOB.socks_list[sockstyle]
var/new_socks = tgui_input_list(user, "Choose your socks:", "Changing", valid_sockstyles)
+2 -2
View File
@@ -247,12 +247,12 @@
if(hair_style)
D.h_style = hair_style
else
D.h_style = random_hair_style(gender, D.dna.species.name)
D.h_style = random_hair_style(gender, D.dna.species.sprite_sheet_name)
D.hair_colour = rand_hex_color()
if(facial_hair_style)
D.f_style = facial_hair_style
else
D.f_style = random_facial_hair_style(gender, D.dna.species.name)
D.f_style = random_facial_hair_style(gender, D.dna.species.sprite_sheet_name)
D.facial_colour = rand_hex_color()
if(skin_tone)
H.s_tone = skin_tone
@@ -64,7 +64,8 @@
height,
cyborg_brain_type,
body_type,
pda_ringtone
pda_ringtone,
species_subtype
FROM characters WHERE ckey=:ckey"}, list(
"ckey" = C.ckey
))
+60 -36
View File
@@ -37,6 +37,8 @@
var/e_colour = "#000000" //Eye color
var/alt_head = "None" //Alt head style.
var/species = "Human"
/// Used for DNA species to allow select species to imitate / morph into different species.
var/species_subtype = "None"
var/language = "None" //Secondary language
var/autohiss_mode = AUTOHISS_OFF //Species autohiss level. OFF, BASIC, FULL.
/// If a spawned cyborg should have an MMI, a positronic, or a robobrain. MMI by default
@@ -202,7 +204,8 @@
runechat_color=:runechat_color,
cyborg_brain_type=:cyborg_brain_type,
body_type=:body_type,
pda_ringtone=:pda_ringtone
pda_ringtone=:pda_ringtone,
species_subtype=:species_subtype
WHERE ckey=:ckey
AND slot=:slot"}, list(
// OH GOD SO MANY PARAMETERS
@@ -266,6 +269,7 @@
"runechat_color" = runechat_color,
"cyborg_brain_type" = cyborg_brain_type,
"pda_ringtone" = pda_ringtone,
"species_subtype" = species_subtype,
"ckey" = C.ckey,
"slot" = slot_number
))
@@ -306,7 +310,7 @@
player_alt_titles,
disabilities, organ_data, rlimb_data, nanotrasen_relation, physique, height, speciesprefs,
socks, body_accessory, gear, autohiss,
hair_gradient, hair_gradient_offset, hair_gradient_colour, hair_gradient_alpha, custom_emotes, runechat_color, cyborg_brain_type, body_type, pda_ringtone)
hair_gradient, hair_gradient_offset, hair_gradient_colour, hair_gradient_alpha, custom_emotes, runechat_color, cyborg_brain_type, body_type, pda_ringtone, species_subtype)
VALUES
(:ckey, :slot, :metadata, :name, :be_random_name, :gender,
:age, :species, :language,
@@ -333,7 +337,7 @@
:playertitlelist,
:disabilities, :organ_list, :rlimb_list, :nanotrasen_relation, :physique, :height, :speciesprefs,
:socks, :body_accessory, :gearlist, :autohiss_mode,
:h_grad_style, :h_grad_offset, :h_grad_colour, :h_grad_alpha, :custom_emotes, :runechat_color, :cyborg_brain_type, :body_type, :pda_ringtone)
:h_grad_style, :h_grad_offset, :h_grad_colour, :h_grad_alpha, :custom_emotes, :runechat_color, :cyborg_brain_type, :body_type, :pda_ringtone, :species_subtype)
"}, list(
// This has too many params for anyone to look at this without going insae
"ckey" = C.ckey,
@@ -397,7 +401,8 @@
"custom_emotes" = json_encode(custom_emotes),
"runechat_color" = runechat_color,
"cyborg_brain_type" = cyborg_brain_type,
"pda_ringtone" = pda_ringtone
"pda_ringtone" = pda_ringtone,
"species_subtype" = species_subtype
))
if(!query.warn_execute())
@@ -422,7 +427,6 @@
age = text2num(query.item[5])
species = query.item[6]
language = query.item[7]
h_colour = query.item[8]
h_sec_colour = query.item[9]
f_colour = query.item[10]
@@ -493,7 +497,7 @@
cyborg_brain_type = query.item[59]
body_type = query.item[60]
pda_ringtone = query.item[61]
species_subtype = query.item[62]
//Sanitize
var/datum/species/SP = GLOB.all_species[species]
if(!SP)
@@ -507,6 +511,9 @@
species = "Human"
stack_trace("Character doesn't have a species, character name is [real_name]. Defaulting to human.")
if(isnull(species_subtype))
species_subtype = "None"
if(isnull(language))
language = "None"
@@ -830,53 +837,65 @@
//Icon-based species colour.
var/coloured_tail
if(current_species)
if(current_species.bodyflags & HAS_ICON_SKIN_TONE) //Handling species-specific icon-based skin tones by flagged race.
var/mob/living/carbon/human/fake/H = new
H.dna.species = current_species
var/mob/living/carbon/human/fake/H = new
H.dna.species = current_species
if(species_subtype != "None" && current_species.bodyflags & HAS_SPECIES_SUBTYPE)
var/datum/species/subtype_species = GLOB.all_species[species_subtype]
if(subtype_species) // Take certain attributes from our subtype to apply to our current species.
H.dna.species.updatespeciessubtype(H, subtype_species)
current_species = H.dna.species
else if(current_species.bodyflags & HAS_ICON_SKIN_TONE) //Handling species-specific icon-based skin tones by flagged race.
H.s_tone = s_tone
H.dna.species.updatespeciescolor(H, 0) //The mob's species wasn't set, so it's almost certainly different than the character's species at the moment. Thus, we need to be owner-insensitive.
var/obj/item/organ/external/chest/C = H.get_organ("chest")
icobase = C.icobase ? C.icobase : C.dna.species.icobase
if(H.dna.species.bodyflags & HAS_TAIL)
coloured_tail = H.tail ? H.tail : H.dna.species.tail
qdel(H)
else
icobase = current_species.icobase
icobase = current_species.icobase
qdel(H)
else
icobase = 'icons/mob/human_races/r_human.dmi'
preview_icon = new /icon(icobase, "torso_[g]")
preview_icon.Blend(new /icon(icobase, "groin_[g]"), ICON_OVERLAY)
var/head = "head"
if(alt_head && current_species.bodyflags & HAS_ALT_HEADS)
var/datum/sprite_accessory/alt_heads/H = GLOB.alt_heads_list[alt_head]
if(H.icon_state)
head = H.icon_state
preview_icon.Blend(new /icon(icobase, "[head]_[g]"), ICON_OVERLAY)
for(var/name in list("chest", "groin", "head", "r_arm", "r_hand", "r_leg", "r_foot", "l_leg", "l_foot", "l_arm", "l_hand"))
if(organ_data[name] == "amputated") continue
if(organ_data[name] == "cyborg")
if(organ_data[name] == "amputated")
continue
var/icon/bodypart = new /icon(icobase, "[name]")
if(name == "head") // Head nonsense.
var/head = "head"
if(alt_head && current_species.bodyflags & HAS_ALT_HEADS)
var/datum/sprite_accessory/alt_heads/H = GLOB.alt_heads_list[alt_head]
if(H.icon_state)
head = H.icon_state
bodypart = new /icon(icobase, "[head]_[g]") // head_state _ gender
if(name in list("chest", "groin")) // Groin and Chest nonsense
if(name == "chest")
name = "torso"
bodypart = new /icon(icobase, "[name]_[g]") // groin/torso _ gender
if(organ_data[name] == "cyborg") // Robotic limbs.
var/datum/robolimb/R
if(rlimb_data[name]) R = GLOB.all_robolimbs[rlimb_data[name]]
if(!R) R = GLOB.basic_robolimb
if(name == "chest")
name = "torso"
preview_icon.Blend(icon(R.icon, "[name]"), ICON_OVERLAY) // This doesn't check gendered_icon. Not an issue while only limbs can be robotic.
if(length(R.sprite_sheets) && R.sprite_sheets[current_species.sprite_sheet_name]) // Species specific augmented limbs
R.icon = R.sprite_sheets[current_species.sprite_sheet_name]
bodypart.Blend(new /icon(R.icon, "[name]"), ICON_OVERLAY)
preview_icon.Blend(bodypart, ICON_OVERLAY)
continue
preview_icon.Blend(new /icon(icobase, "[name]"), ICON_OVERLAY)
// Skin color
if(current_species && (current_species.bodyflags & HAS_SKIN_COLOR))
preview_icon.Blend(s_colour, ICON_ADD)
// Skin tone
if(current_species && (current_species.bodyflags & HAS_SKIN_TONE))
if(s_tone >= 0)
preview_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
if(istype(current_species, /datum/species/slime) && current_species.species_subtype != "None") // Applies to limbs that are not robotic.
bodypart.GrayScale()
bodypart.Blend("[s_colour]DC", ICON_AND) //DC = 220 alpha.
else
preview_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
// Skin color
if(current_species && (current_species.bodyflags & HAS_SKIN_COLOR))
bodypart.Blend(s_colour, ICON_ADD)
// Skin tone
if(current_species && (current_species.bodyflags & HAS_SKIN_TONE))
if(s_tone >= 0)
bodypart.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
bodypart.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
preview_icon.Blend(bodypart, ICON_OVERLAY)
// Body accessory
if(current_species && (current_species.bodyflags & HAS_BODY_ACCESSORY))
@@ -1831,6 +1850,11 @@
/datum/character_save/proc/copy_to(mob/living/carbon/human/character)
var/datum/species/S = GLOB.all_species[species]
character.set_species(S.type, delay_icon_update = TRUE) // Yell at me if this causes everything to melt
var/datum/species/subtype = GLOB.all_species[species_subtype]
if(!isnull(subtype))
character.dna.species.updatespeciessubtype(character, new subtype.type(), TRUE, FALSE)
else
character.species_subtype = "None"
if(be_random_name)
real_name = random_name(gender, species)
+100 -77
View File
@@ -3,6 +3,11 @@
return
var/datum/species/S = GLOB.all_species[active_character.species]
var/datum/species/subtype = GLOB.all_species[active_character.species_subtype]
if(isnull(subtype)) // Set the subtype to be the same as Species in the case we don't have one, saves alot of headaches when we're checking for valid markings etc.
subtype = S
else
S.bodyflags |= subtype.bodyflags
if(href_list["preference"] == "job")
switch(href_list["task"])
if("close")
@@ -197,73 +202,20 @@
to_chat(user, "<span class='warning'>Invalid species, please pick something else.</span>")
return
if(prev_species != active_character.species)
active_character.age = clamp(active_character.age, NS.min_age, NS.max_age)
var/datum/robolimb/robohead
if(NS.bodyflags & ALL_RPARTS)
var/head_model = "[!active_character.rlimb_data["head"] ? "Morpheus Cyberkinetics" : active_character.rlimb_data["head"]]"
robohead = GLOB.all_robolimbs[head_model]
//grab one of the valid hair styles for the newly chosen species
active_character.h_style = random_hair_style(active_character.gender, active_character.species, robohead)
//grab one of the valid facial hair styles for the newly chosen species
active_character.f_style = random_facial_hair_style(active_character.gender, active_character.species, robohead)
if(NS.bodyflags & HAS_HEAD_ACCESSORY) //Species that have head accessories.
active_character.ha_style = random_head_accessory(active_character.species)
else
active_character.ha_style = "None" // No Vulp ears on Unathi
active_character.hacc_colour = rand_hex_color()
if(NS.bodyflags & HAS_HEAD_MARKINGS) //Species with head markings.
active_character.m_styles["head"] = random_marking_style("head", active_character.species, robohead, null, active_character.alt_head)
else
active_character.m_styles["head"] = "None"
active_character.m_colours["head"] = "#000000"
if(NS.bodyflags & HAS_BODY_MARKINGS) //Species with body markings/tattoos.
active_character.m_styles["body"] = random_marking_style("body", active_character.species)
else
active_character.m_styles["body"] = "None"
active_character.m_colours["body"] = "#000000"
if(NS.bodyflags & HAS_TAIL_MARKINGS) //Species with tail markings.
active_character.m_styles["tail"] = random_marking_style("tail", active_character.species, null, active_character.body_accessory)
else
active_character.m_styles["tail"] = "None"
active_character.m_colours["tail"] = "#000000"
// Don't wear another species' underwear!
var/datum/sprite_accessory/SA = GLOB.underwear_list[active_character.underwear]
if(!SA || !(active_character.species in SA.species_allowed))
active_character.underwear = random_underwear(active_character.body_type, active_character.species)
SA = GLOB.undershirt_list[active_character.undershirt]
if(!SA || !(active_character.species in SA.species_allowed))
active_character.undershirt = random_undershirt(active_character.body_type, active_character.species)
SA = GLOB.socks_list[active_character.socks]
if(!SA || !(active_character.species in SA.species_allowed))
active_character.socks = random_socks(active_character.body_type, active_character.species)
//reset skin tone and colour
if(NS.bodyflags & (HAS_SKIN_TONE|HAS_ICON_SKIN_TONE))
random_skin_tone(active_character.species)
else
active_character.s_tone = 0
if(!(NS.bodyflags & HAS_SKIN_COLOR))
active_character.s_colour = "#000000"
active_character.alt_head = "None" //No alt heads on species that don't have them.
active_character.speciesprefs = 0 //My Vox tank shouldn't change how my future Grey talks.
active_character.body_accessory = random_body_accessory(NS.name, NS.optional_body_accessory)
//Reset prosthetics.
active_character.organ_data = list()
active_character.rlimb_data = list()
if(!(NS.autohiss_basic_map))
active_character.autohiss_mode = AUTOHISS_OFF
S = NS
active_character.age = clamp(active_character.age, S.min_age, S.max_age)
reset_styles(S)
if("species_subtype")
if(S.bodyflags & HAS_SPECIES_SUBTYPE)
var/new_subtype = tgui_input_list(user, "Choose your character's species subtype:", "Character Preference", S.allowed_species_subtypes)
if(isnull(new_subtype) || active_character.species_subtype == new_subtype)
return
active_character.species_subtype = new_subtype
var/datum/species/NS = GLOB.all_species[active_character.species_subtype]
if(isnull(NS))
NS = GLOB.all_species[active_character.species]
subtype = NS
reset_styles(subtype, S)
if("speciesprefs")
active_character.speciesprefs = !active_character.speciesprefs //Starts 0, so if someone clicks the button up top there, this won't be 0 anymore. If they click it again, it'll go back to 0.
if("language")
@@ -335,7 +287,7 @@
But if the user has a robotic humanoid head and the hairstyle can fit humans, let them use it as a wig. */
valid_hairstyles += hairstyle
else //If the user is not a species who can have robotic heads, use the default handling.
if(active_character.species in SA.species_allowed) //If the user's head is of a species the hairstyle allows, add it to the list.
if((active_character.species in SA.species_allowed) || (subtype.name in SA.species_allowed)) //If the user's head is of a species the hairstyle allows, add it to the list.
valid_hairstyles += hairstyle
sortTim(valid_hairstyles, GLOBAL_PROC_REF(cmp_text_asc)) //this alphabetizes the list
@@ -387,7 +339,7 @@
var/list/valid_head_accessory_styles = list()
for(var/head_accessory_style in GLOB.head_accessory_styles_list)
var/datum/sprite_accessory/H = GLOB.head_accessory_styles_list[head_accessory_style]
if(!(active_character.species in H.species_allowed))
if(!(active_character.species in H.species_allowed) && !(subtype.name in H.species_allowed))
continue
valid_head_accessory_styles += head_accessory_style
@@ -404,7 +356,7 @@
var/list/valid_alt_heads = list()
for(var/alternate_head in GLOB.alt_heads_list)
var/datum/sprite_accessory/alt_heads/head = GLOB.alt_heads_list[alternate_head]
if(!(active_character.species in head.species_allowed))
if(!(active_character.species in head.species_allowed) && !(subtype.name in head.species_allowed))
continue
valid_alt_heads += alternate_head
@@ -423,7 +375,7 @@
var/list/valid_markings = list()
for(var/markingstyle in GLOB.marking_styles_list)
var/datum/sprite_accessory/body_markings/head/M = GLOB.marking_styles_list[markingstyle]
if(!(active_character.species in M.species_allowed))
if(!(active_character.species in M.species_allowed) && !(subtype.name in M.species_allowed))
continue
if(M.marking_location != "head")
continue
@@ -468,7 +420,7 @@
var/list/valid_markings = list()
for(var/markingstyle in GLOB.marking_styles_list)
var/datum/sprite_accessory/M = GLOB.marking_styles_list[markingstyle]
if(!(active_character.species in M.species_allowed))
if(!(active_character.species in M.species_allowed) && !(subtype.name in M.species_allowed))
continue
if(M.marking_location != "body")
continue
@@ -493,7 +445,7 @@
var/datum/sprite_accessory/body_markings/tail/M = GLOB.marking_styles_list[markingstyle]
if(M.marking_location != "tail")
continue
if(!(active_character.species in M.species_allowed))
if(!(active_character.species in M.species_allowed) && !(subtype.name in M.species_allowed))
continue
if(!active_character.body_accessory)
if(M.tails_allowed)
@@ -524,7 +476,7 @@
var/datum/body_accessory/accessory = GLOB.body_accessory_by_name[B]
if(isnull(accessory)) // None
continue
if(active_character.species in accessory.allowed_species)
if((active_character.species in accessory.allowed_species) || (subtype.name in accessory.allowed_species))
possible_body_accessories += B
if(S.optional_body_accessory)
possible_body_accessories += "None" //the only null entry should be the "None" option
@@ -590,7 +542,7 @@
continue
if(active_character.body_type == FEMALE && SA.body_type == MALE)
continue
if(!(active_character.species in SA.species_allowed))
if(!(active_character.species in SA.species_allowed) && !(subtype.name in SA.species_allowed))
continue
valid_underwear[underwear] = GLOB.underwear_list[underwear]
sortTim(valid_underwear, GLOBAL_PROC_REF(cmp_text_asc))
@@ -602,7 +554,7 @@
var/list/valid_undershirts = list()
for(var/undershirt in GLOB.undershirt_list)
var/datum/sprite_accessory/SA = GLOB.undershirt_list[undershirt]
if(!(active_character.species in SA.species_allowed))
if(!(active_character.species in SA.species_allowed) && !(subtype.name in SA.species_allowed))
continue
if(active_character.body_type == MALE && SA.body_type == FEMALE)
continue
@@ -619,7 +571,7 @@
var/list/valid_sockstyles = list()
for(var/sockstyle in GLOB.socks_list)
var/datum/sprite_accessory/SA = GLOB.socks_list[sockstyle]
if(!(active_character.species in SA.species_allowed))
if(!(active_character.species in SA.species_allowed) && !(subtype.name in SA.species_allowed))
continue
if(active_character.body_type == MALE && SA.body_type == FEMALE)
continue
@@ -1307,3 +1259,74 @@
ShowChoices(user)
return TRUE
/// Reset the styles what is available to the NS (new species) parameter. Parent Species is for subtype changing.
/datum/preferences/proc/reset_styles(datum/species/NS, datum/species/parent_species)
var/datum/robolimb/robohead
if(!isnull(parent_species))
NS.bodyflags |= parent_species.bodyflags
if(NS.bodyflags & ALL_RPARTS)
var/head_model = "[!active_character.rlimb_data["head"] ? "Morpheus Cyberkinetics" : active_character.rlimb_data["head"]]"
robohead = GLOB.all_robolimbs[head_model]
//grab one of the valid hair styles for the newly chosen species
active_character.h_style = random_hair_style(active_character.gender, NS, robohead)
//grab one of the valid facial hair styles for the newly chosen species
active_character.f_style = random_facial_hair_style(active_character.gender, NS, robohead)
if(NS.bodyflags & HAS_HEAD_ACCESSORY) //Species that have head accessories.
active_character.ha_style = random_head_accessory(NS)
else
active_character.ha_style = "None" // No Vulp ears on Unathi
active_character.hacc_colour = rand_hex_color()
if(NS.bodyflags & HAS_HEAD_MARKINGS) //Species with head markings.
active_character.m_styles["head"] = random_marking_style("head", NS, robohead, null, active_character.alt_head)
else
active_character.m_styles["head"] = "None"
active_character.m_colours["head"] = "#000000"
if(NS.bodyflags & HAS_BODY_MARKINGS) //Species with body markings/tattoos.
active_character.m_styles["body"] = random_marking_style("body", NS)
else
active_character.m_styles["body"] = "None"
active_character.m_colours["body"] = "#000000"
if(NS.bodyflags & HAS_TAIL_MARKINGS) //Species with tail markings.
active_character.m_styles["tail"] = random_marking_style("tail", NS, null, active_character.body_accessory)
else
active_character.m_styles["tail"] = "None"
active_character.m_colours["tail"] = "#000000"
// Don't wear another species' underwear!
var/datum/sprite_accessory/SA = GLOB.underwear_list[active_character.underwear]
if(!SA || !(NS in SA.species_allowed))
active_character.underwear = random_underwear(active_character.body_type, NS)
SA = GLOB.undershirt_list[active_character.undershirt]
if(!SA || !(NS in SA.species_allowed))
active_character.undershirt = random_undershirt(active_character.body_type, NS)
SA = GLOB.socks_list[active_character.socks]
if(!SA || !(NS in SA.species_allowed))
active_character.socks = random_socks(active_character.body_type, NS)
//reset skin tone and colour
if(NS.bodyflags & (HAS_SKIN_TONE|HAS_ICON_SKIN_TONE))
random_skin_tone(NS)
else
active_character.s_tone = 0
if(!(NS.bodyflags & HAS_SKIN_COLOR))
active_character.s_colour = "#000000"
active_character.alt_head = "None" //No alt heads on species that don't have them.
active_character.speciesprefs = 0 //My Vox tank shouldn't change how my future Grey talks.
active_character.body_accessory = random_body_accessory(NS.name, NS.optional_body_accessory)
//Reset prosthetics.
active_character.organ_data = list()
active_character.rlimb_data = list()
if(!(NS.autohiss_basic_map))
active_character.autohiss_mode = AUTOHISS_OFF
@@ -207,6 +207,8 @@ GLOBAL_LIST_INIT(special_role_times, list(
dat += "<b>Age:</b> <a href='byond://?_src_=prefs;preference=age;task=input'>[active_character.age]</a><br>"
dat += "<b>Body:</b> <a href='byond://?_src_=prefs;preference=all;task=random'>(Randomize)</a><br>"
dat += "<b>Species:</b> <a href='byond://?_src_=prefs;preference=species;task=input'>[active_character.species]</a><br>"
if(S.bodyflags & HAS_SPECIES_SUBTYPE)
dat += "<b>Species Sub-Type:</b> <a href='byond://?_src_=prefs;preference=species_subtype;task=input'>[active_character.species_subtype]</a><br>"
dat += "<b>Gender:</b> <a href='byond://?_src_=prefs;preference=gender'>[active_character.gender == MALE ? "Male" : (active_character.gender == FEMALE ? "Female" : "Genderless")]</a><br>"
dat += "<b>Body Type:</b> <a href='byond://?_src_=prefs;preference=body_type'>[active_character.body_type == MALE ? "Masculine" : "Feminine"]</a>"
dat += "<br>"
+2 -2
View File
@@ -106,10 +106,10 @@
if(H.dna.species)
if(exclusive)
if(!(H.dna.species.name in species_restricted))
if(!(H.dna.species.sprite_sheet_name in species_restricted))
wearable = TRUE
else
if(H.dna.species.name in species_restricted)
if(H.dna.species.sprite_sheet_name in species_restricted)
wearable = TRUE
if(!wearable)
+1 -1
View File
@@ -64,7 +64,7 @@
return
var/datum/sprite_accessory/body_markings/tattoo/temp_tatt = GLOB.marking_styles_list[tattoo_icon]
if(!(target.dna.species.name in temp_tatt.species_allowed))
if(!(target.dna.species.sprite_sheet_name in temp_tatt.species_allowed))
to_chat(user, "<span class= 'notice'>You can't think of a way to make the [tattoo_name] design work on [target == user ? "your" : "[target]'s"] body type.</span>")
return
@@ -389,14 +389,14 @@
continue
if(H.dna.species.bodyflags & ALL_RPARTS) //If the user is a species who can have a robotic head...
var/datum/robolimb/robohead = GLOB.all_robolimbs[H.model]
if((H.dna.species.name in S.species_allowed) && robohead.is_monitor && ((S.models_allowed && (robohead.company in S.models_allowed)) || !S.models_allowed)) //If this is a hair style native to the user's species, check to see if they have a head with an ipc-style screen and that the head's company is in the screen style's allowed models list.
if((H.dna.species.sprite_sheet_name in S.species_allowed) && robohead.is_monitor && ((S.models_allowed && (robohead.company in S.models_allowed)) || !S.models_allowed)) //If this is a hair style native to the user's species, check to see if they have a head with an ipc-style screen and that the head's company is in the screen style's allowed models list.
valid_hairstyles += hairstyle //Give them their hairstyles if they do.
else
if(!robohead.is_monitor && ("Human" in S.species_allowed)) /*If the hairstyle is not native to the user's species and they're using a head with an ipc-style screen, don't let them access it.
But if the user has a robotic humanoid head and the hairstyle can fit humans, let them use it as a wig. */
valid_hairstyles += hairstyle
else //If the user is not a species who can have robotic heads, use the default handling.
if(H.dna.species.name in S.species_allowed) //If the user's head is of a species the hairstyle allows, add it to the list.
if(H.dna.species.sprite_sheet_name in S.species_allowed) //If the user's head is of a species the hairstyle allows, add it to the list.
valid_hairstyles += hairstyle
return sortTim(valid_hairstyles, GLOBAL_PROC_REF(cmp_text_asc))
@@ -415,15 +415,15 @@
continue
if(H.dna.species.bodyflags & ALL_RPARTS) //If the user is a species who can have a robotic head...
var/datum/robolimb/robohead = GLOB.all_robolimbs[H.model]
if(H.dna.species.name in S.species_allowed) //If this is a facial hair style native to the user's species...
if((H.dna.species.name in S.species_allowed) && robohead.is_monitor && ((S.models_allowed && (robohead.company in S.models_allowed)) || !S.models_allowed)) //If this is a facial hair style native to the user's species, check to see if they have a head with an ipc-style screen and that the head's company is in the screen style's allowed models list.
if(H.dna.species.sprite_sheet_name in S.species_allowed) //If this is a facial hair style native to the user's species...
if((H.dna.species.sprite_sheet_name in S.species_allowed) && robohead.is_monitor && ((S.models_allowed && (robohead.company in S.models_allowed)) || !S.models_allowed)) //If this is a facial hair style native to the user's species, check to see if they have a head with an ipc-style screen and that the head's company is in the screen style's allowed models list.
valid_facial_hairstyles += facialhairstyle //Give them their facial hairstyles if they do.
else
if(!robohead.is_monitor && ("Human" in S.species_allowed)) /*If the facial hairstyle is not native to the user's species and they're using a head with an ipc-style screen, don't let them access it.
But if the user has a robotic humanoid head and the facial hairstyle can fit humans, let them use it as a wig. */
valid_facial_hairstyles += facialhairstyle
else //If the user is not a species who can have robotic heads, use the default handling.
if(H.dna.species.name in S.species_allowed) //If the user's head is of a species the facial hair style allows, add it to the list.
if(H.dna.species.sprite_sheet_name in S.species_allowed) //If the user's head is of a species the facial hair style allows, add it to the list.
valid_facial_hairstyles += facialhairstyle
return sortTim(valid_facial_hairstyles, GLOBAL_PROC_REF(cmp_text_asc))
@@ -437,7 +437,7 @@
for(var/head_accessory in GLOB.head_accessory_styles_list)
var/datum/sprite_accessory/S = GLOB.head_accessory_styles_list[head_accessory]
if(!(H.dna.species.name in S.species_allowed)) //If the user's head is not of a species the head accessory style allows, skip it. Otherwise, add it to the list.
if(!(H.dna.species.sprite_sheet_name in S.species_allowed)) //If the user's head is not of a species the head accessory style allows, skip it. Otherwise, add it to the list.
continue
valid_head_accessories += head_accessory
@@ -456,7 +456,7 @@
continue
if(S.marking_location != location) //If the marking isn't for the location we desire, skip.
continue
if(!(dna.species.name in S.species_allowed)) //If the user is not of a species the marking style allows, skip it. Otherwise, add it to the list.
if(!(dna.species.sprite_sheet_name in S.species_allowed)) //If the user is not of a species the marking style allows, skip it. Otherwise, add it to the list.
continue
if(location == "tail")
if(!body_accessory)
@@ -490,7 +490,7 @@
else if(check_rights(R_ADMIN, FALSE, src))
valid_body_accessories = GLOB.body_accessory_by_name.Copy()
break
else if(dna.species.name in A.allowed_species) //If the user is not of a species the body accessory style allows, skip it. Otherwise, add it to the list.
else if(dna.species.sprite_sheet_name in A.allowed_species) //If the user is not of a species the body accessory style allows, skip it. Otherwise, add it to the list.
valid_body_accessories += B
if(dna.species.optional_body_accessory)
valid_body_accessories += "None"
@@ -505,7 +505,7 @@
valid_alt_heads["None"] = GLOB.alt_heads_list["None"] //The only null entry should be the "None" option, and there should always be a "None" option.
for(var/alternate_head in GLOB.alt_heads_list)
var/datum/sprite_accessory/alt_heads/head = GLOB.alt_heads_list[alternate_head]
if(!(H.dna.species.name in head.species_allowed))
if(!(H.dna.species.sprite_sheet_name in head.species_allowed))
continue
valid_alt_heads += alternate_head
@@ -50,7 +50,7 @@ GLOBAL_LIST_EMPTY(body_accessory_by_species)
var/has_behind = FALSE
/datum/body_accessory/proc/try_restrictions(mob/living/carbon/human/H)
return (H.dna.species.name in allowed_species)
return (H.dna.species.sprite_sheet_name in allowed_species)
/datum/body_accessory/proc/get_animated_icon() //return animated if it has it, return static if it does not.
if(animated_icon)
@@ -20,6 +20,8 @@
var/list/m_styles = DEFAULT_MARKING_STYLES //All markings set to None.
var/s_tone = 0 //Skin tone
/// Species Sub-Type - overrites the species_sheet_name when it's not "None", acts the same as a skin tone.
var/species_subtype = "None"
//Skin colour
var/skin_colour = "#000000"
@@ -172,9 +172,15 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
var/hulk = HAS_TRAIT(src, TRAIT_HULK)
var/skeleton = HAS_TRAIT(src, TRAIT_SKELETONIZED)
if(dna.species && dna.species.bodyflags & HAS_ICON_SKIN_TONE)
dna.species.updatespeciescolor(src)
if(dna.species)
if(dna.species.bodyflags & HAS_ICON_SKIN_TONE)
dna.species.updatespeciescolor(src)
if(dna.species.bodyflags & HAS_SPECIES_SUBTYPE)
var/datum/species/species_subtype = GLOB.all_species[dna.species.species_subtype]
if(isnull(species_subtype))
species_subtype = GLOB.all_species[dna.species.name]
if(dna.species.species_subtype != "None" && dna.species.species_subtype != species_subtype.name)
dna.species.updatespeciessubtype(src, new species_subtype.type(), TRUE, FALSE)
//CACHING: Generate an index key from visible bodyparts.
//0 = destroyed, 1 = normal, 2 = robotic, 3 = necrotic.
//Create a new, blank icon for our mob to use.
@@ -195,7 +201,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
//BEGIN CACHED ICON GENERATION.
var/obj/item/organ/external/chest = get_organ("chest")
base_icon = chest.get_icon(skeleton)
var/slimify = istype(src.dna.species, /datum/species/slime) && species_subtype != "None"
for(var/obj/item/organ/external/part in bodyparts)
var/icon/temp = part.get_icon(skeleton)
//That part makes left and right legs drawn topmost and lowermost when human looks WEST or EAST
@@ -208,15 +214,19 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
temp2.Insert(new/icon(temp,dir=EAST),dir=EAST)
if(!(part.icon_position & RIGHT))
temp2.Insert(new/icon(temp,dir=WEST),dir=WEST)
slimify_limb(part, temp2, slimify)
base_icon.Blend(temp2, ICON_OVERLAY)
if(part.icon_position & LEFT)
temp2.Insert(new/icon(temp,dir=EAST),dir=EAST)
if(part.icon_position & RIGHT)
temp2.Insert(new/icon(temp,dir=WEST),dir=WEST)
slimify_limb(part, temp2, slimify)
base_icon.Blend(temp2, ICON_UNDERLAY)
else
slimify_limb(part, temp, slimify)
base_icon.Blend(temp, ICON_OVERLAY)
if(!skeleton)
if(isgolem(src))
var/datum/species/golem/G = src.dna.species
@@ -296,20 +306,26 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
if(chest_organ && m_styles["body"])
var/body_marking = m_styles["body"]
var/datum/sprite_accessory/body_marking_style = GLOB.marking_styles_list[body_marking]
if(body_marking_style && body_marking_style.species_allowed && (dna.species.name in body_marking_style.species_allowed))
if(body_marking_style && body_marking_style.species_allowed && (dna.species.sprite_sheet_name in body_marking_style.species_allowed))
var/icon/b_marking_s = icon("icon" = body_marking_style.icon, "icon_state" = "[body_marking_style.icon_state]_s")
if(body_marking_style.do_colouration)
b_marking_s.Blend(m_colours["body"], ICON_ADD)
if(istype(src.dna.species, /datum/species/slime))
b_marking_s.GrayScale()
b_marking_s.Blend("[skin_colour]A0", ICON_AND)
markings_standing.Blend(b_marking_s, ICON_OVERLAY)
//Head markings.
var/obj/item/organ/external/head/head_organ = get_organ("head")
if(istype(head_organ) && m_styles["head"]) //If the head is destroyed, forget the head markings. This prevents floating optical markings on decapitated IPCs, for example.
var/head_marking = m_styles["head"]
var/datum/sprite_accessory/head_marking_style = GLOB.marking_styles_list[head_marking]
if(head_marking_style && head_marking_style.species_allowed && (head_organ.dna.species.name in head_marking_style.species_allowed))
if(head_marking_style && head_marking_style.species_allowed && (head_organ.dna.species.sprite_sheet_name in head_marking_style.species_allowed))
var/icon/h_marking_s = icon("icon" = head_marking_style.icon, "icon_state" = "[head_marking_style.icon_state]_s")
if(head_marking_style.do_colouration)
h_marking_s.Blend(m_colours["head"], ICON_ADD)
if(istype(src.dna.species, /datum/species/slime))
h_marking_s.GrayScale()
h_marking_s.Blend("[skin_colour]A0", ICON_AND)
markings_standing.Blend(h_marking_s, ICON_OVERLAY)
overlays_standing[MARKINGS_LAYER] = mutable_appearance(markings_standing, layer = -MARKINGS_LAYER)
@@ -334,10 +350,13 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
if(head_organ.ha_style && (head_organ.dna.species.bodyflags & HAS_HEAD_ACCESSORY))
var/datum/sprite_accessory/head_accessory/head_accessory_style = GLOB.head_accessory_styles_list[head_organ.ha_style]
if(head_accessory_style && head_accessory_style.species_allowed)
if(head_organ.dna.species.name in head_accessory_style.species_allowed)
if(head_organ.dna.species.sprite_sheet_name in head_accessory_style.species_allowed)
var/icon/head_accessory_s = new/icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s")
if(head_accessory_style.do_colouration)
head_accessory_s.Blend(head_organ.headacc_colour, ICON_ADD)
if(istype(src.dna.species, /datum/species/slime)) // Slimifies head acc
head_accessory_s.GrayScale()
head_accessory_s.Blend("[skin_colour]A0", ICON_AND) //DC = 160 alpha.
if(HAS_TRAIT(src, TRAIT_I_WANT_BRAINS))
head_accessory_s.ColorTone(COLORTONE_DEAD_EXT_ORGAN)
head_accessory_s.SetIntensity(0.7)
@@ -369,7 +388,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
MA.layer = -HAIR_LAYER
if(O.h_style && !(head?.flags & BLOCKHEADHAIR && !ismachineperson(src)))
var/datum/sprite_accessory/hair/hair = GLOB.hair_styles_full_list[O.h_style]
if(hair?.species_allowed && ((O.dna.species.name in hair.species_allowed) || (O.dna.species.bodyflags & ALL_RPARTS)))
if(hair?.species_allowed && ((O.dna.species.sprite_sheet_name in hair.species_allowed) || (O.dna.species.bodyflags & ALL_RPARTS)))
// Base hair
var/icon/hair_icon = new /icon(hair.icon, "[hair.icon_state]_s")
if(HAS_TRAIT(src, TRAIT_I_WANT_BRAINS))
@@ -418,8 +437,8 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
return
var/species_name = ""
if(dna.species.name in list("Drask", "Grey", "Vox", "Kidan"))
species_name = "_[lowertext(dna.species.name)]"
if(dna.species.sprite_sheet_name in list("Drask", "Grey", "Vox", "Kidan"))
species_name = "_[lowertext(dna.species.sprite_sheet_name)]"
var/icon/hands_mask = icon('icons/mob/body_accessory.dmi', "accessory_none_s") //Needs a blank icon, not actually related to markings at all
@@ -461,7 +480,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
if(head_organ.f_style)
var/datum/sprite_accessory/facial_hair/facial_hair_style = GLOB.facial_hair_styles_list[head_organ.f_style]
if(facial_hair_style && facial_hair_style.species_allowed)
if((head_organ.dna.species.name in facial_hair_style.species_allowed) || (head_organ.dna.species.bodyflags & ALL_RPARTS)) //If the head's species is in the list of allowed species for the hairstyle, or the head's species is one flagged to have bodies comprised wholly of cybernetics...
if((head_organ.dna.species.sprite_sheet_name in facial_hair_style.species_allowed) || (head_organ.dna.species.bodyflags & ALL_RPARTS)) //If the head's species is in the list of allowed species for the hairstyle, or the head's species is one flagged to have bodies comprised wholly of cybernetics...
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(istype(head_organ.dna.species, /datum/species/slime)) // I am el worstos
facial_s.Blend("[skin_colour]A0", ICON_AND)
@@ -1288,6 +1307,9 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
if(HAS_TRAIT(src, TRAIT_I_WANT_BRAINS))
wings_icon.ColorTone(COLORTONE_DEAD_EXT_ORGAN)
wings_icon.SetIntensity(0.7)
if(istype(src.dna.species, /datum/species/slime)) // Slimifies the wings
wings_icon.GrayScale()
wings_icon.Blend("[skin_colour]A0", ICON_AND) //DC = 160 alpha.
var/mutable_appearance/wings = mutable_appearance(wings_icon, layer = -WING_LAYER)
wings.pixel_x = body_accessory.pixel_x_offset
wings.pixel_y = body_accessory.pixel_y_offset
@@ -1298,6 +1320,9 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
if(HAS_TRAIT(src, TRAIT_I_WANT_BRAINS))
under_wing_icon.ColorTone(COLORTONE_DEAD_EXT_ORGAN)
under_wing_icon.SetIntensity(0.7)
if(istype(src.dna.species, /datum/species/slime)) // Slimifies the wings
under_wing_icon.GrayScale()
under_wing_icon.Blend("[skin_colour]A0", ICON_AND) //DC = 160 alpha.
var/mutable_appearance/under_wing = mutable_appearance(under_wing_icon, layer = -WING_UNDERLIMBS_LAYER)
under_wing.pixel_x = body_accessory.pixel_x_offset
under_wing.pixel_y = body_accessory.pixel_y_offset
@@ -1332,6 +1357,11 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
accessory_s.Blend(skin_colour, body_accessory.blend_mode)
if(tail_marking_icon && (body_accessory.name in tail_marking_style.tails_allowed))
accessory_s.Blend(tail_marking_icon, ICON_OVERLAY)
if(istype(src.dna.species, /datum/species/slime)) // Slimifies the body acc
accessory_s.GrayScale()
accessory_s.Blend("[skin_colour]A0", ICON_AND) //DC = 160 alpha. Less alpha here because the tail is generally stubborn...
if((!body_accessory || istype(body_accessory, /datum/body_accessory/tail)) && dna.species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
var/icon/under = new/icon("icon" = 'icons/mob/body_accessory.dmi', "icon_state" = "accessory_none_s")
@@ -1370,6 +1400,11 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
tail_s.Blend(skin_colour, ICON_ADD)
if(tail_marking_icon && !tail_marking_style.tails_allowed)
tail_s.Blend(tail_marking_icon, ICON_OVERLAY)
if(istype(src.dna.species, /datum/species/slime)) // Slimifies the tail
tail_s.GrayScale()
tail_s.Blend("[skin_colour]A0", ICON_AND) //DC = 160 alpha.
if((!body_accessory || istype(body_accessory, /datum/body_accessory/tail)) && dna.species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
var/icon/under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "blank")
@@ -1409,13 +1444,17 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
var/icon/accessory_s = new/icon("icon" = body_accessory.get_animated_icon(), "icon_state" = body_accessory.get_animated_icon_state())
if(dna.species.bodyflags & HAS_SKIN_COLOR)
accessory_s.Blend(skin_colour, body_accessory.blend_mode)
if(istype(src.dna.species, /datum/species/slime)) // Slimifies the wings
accessory_s.GrayScale()
accessory_s.Blend("[skin_colour]A0", ICON_AND) //DC = 160 alpha.
if(tail_marking_icon && (body_accessory.name in tail_marking_style.tails_allowed))
accessory_s.Blend(tail_marking_icon, ICON_OVERLAY)
if((!body_accessory || istype(body_accessory, /datum/body_accessory/tail)) && dna.species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
var/icon/under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "Vulpkanin_tail_delay")
if(body_accessory.allowed_species && (dna.species.name in body_accessory.allowed_species))
under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.species.name]_tail_delay")
if(body_accessory.allowed_species && (dna.species.sprite_sheet_name in body_accessory.allowed_species))
under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.species.sprite_sheet_name]_tail_delay")
under.Insert(new/icon(accessory_s, dir=SOUTH), dir=SOUTH)
under.Insert(new/icon(accessory_s, dir=EAST), dir=EAST)
under.Insert(new/icon(accessory_s, dir=WEST), dir=WEST)
@@ -1427,8 +1466,8 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
// Creates a blank icon, and copies accessory_s' north direction sprite into it before passing that to the tail layer that overlays uniforms and such.
var/icon/over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "Vulpkanin_tail_delay")
if(body_accessory.allowed_species && (dna.species.name in body_accessory.allowed_species)) // If the user's species is in the list of allowed species for the currently selected body accessory, use the appropriate animation timing blank
over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.species.name]_tail_delay")
if(body_accessory.allowed_species && (dna.species.sprite_sheet_name in body_accessory.allowed_species)) // If the user's species is in the list of allowed species for the currently selected body accessory, use the appropriate animation timing blank
over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.species.sprite_sheet_name]_tail_delay")
over.Insert(new/icon(accessory_s, dir=NORTH), dir=NORTH)
var/mutable_appearance/tail = mutable_appearance(over, layer = -TAIL_LAYER)
@@ -1445,11 +1484,14 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
var/icon/tailw_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[tail]w_s")
if(dna.species.bodyflags & HAS_SKIN_COLOR)
tailw_s.Blend(skin_colour, ICON_ADD)
if(istype(src.dna.species, /datum/species/slime)) // Slimifies the tail
tailw_s.GrayScale()
tailw_s.Blend("[skin_colour]A0", ICON_AND) //DC = 160 alpha.
if(tail_marking_icon && !tail_marking_style.tails_allowed)
tailw_s.Blend(tail_marking_icon, ICON_OVERLAY)
if((!body_accessory || istype(body_accessory, /datum/body_accessory/tail)) && dna.species.bodyflags & TAIL_OVERLAPPED) // If the player has a species whose tail is overlapped by limbs... (having a non-tail body accessory like the snake body will override this)
// Gives the underlimbs layer SEW direction icons since it's overlayed by limbs and just about everything else anyway.
var/icon/under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.species.name]_tail_delay")
var/icon/under = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.species.sprite_sheet_name]_tail_delay")
under.Insert(new/icon(tailw_s, dir=SOUTH), dir=SOUTH)
under.Insert(new/icon(tailw_s, dir=EAST), dir=EAST)
under.Insert(new/icon(tailw_s, dir=WEST), dir=WEST)
@@ -1457,7 +1499,7 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
overlays_standing[TAIL_UNDERLIMBS_LAYER] = mutable_appearance(under, layer = -TAIL_UNDERLIMBS_LAYER)
// Creates a blank icon, and copies accessory_s' north direction sprite into it before passing that to the tail layer that overlays uniforms and such.
var/icon/over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.species.name]_tail_delay")
var/icon/over = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[dna.species.sprite_sheet_name]_tail_delay")
over.Insert(new/icon(tailw_s, dir=NORTH), dir=NORTH)
overlays_standing[TAIL_LAYER] = mutable_appearance(over, layer = -TAIL_LAYER)
@@ -1614,3 +1656,10 @@ GLOBAL_LIST_EMPTY(damage_icon_parts)
. += "[part.s_tone]"
. = "[.][!!husk][!!hulk][!!skeleton]"
/mob/living/carbon/human/proc/slimify_limb(obj/item/organ/external/L, icon/I, slimify)
if(slimify) // Used for a when slime morphs into another species. Makes them slightly transparent.
if(!L.is_robotic())
I.GrayScale()
var/color = sanitize_hexcolor(skin_colour)
I.Blend("[color]C8", ICON_AND) //DC = 220 alpha. C8 = 200
@@ -3,6 +3,10 @@
var/name
/// Pluralized name (since "[name]s" is not always valid)
var/name_plural
/// Sub-type of the species. Used for when slimes imitate a species or when an IPC has augments that look like another species. This will affect sprite_sheet_name
var/species_subtype = "None"
/// List of available sub-types for the species to imitate / morph into (Machine / Slime)
var/allowed_species_subtypes = list()
/// The corresponding key for spritesheets
var/sprite_sheet_name
/// Article to use when referring to an individual of the species, if pronunciation is different from expected.
@@ -201,7 +205,9 @@
/datum/species/New()
unarmed = new unarmed_type()
if(!sprite_sheet_name)
if(!isnull(species_subtype) && species_subtype != "None")
sprite_sheet_name = species_subtype
else if(!sprite_sheet_name)
sprite_sheet_name = name
/datum/species/proc/get_random_name(gender)
@@ -404,6 +410,17 @@
/datum/species/proc/updatespeciescolor(mob/living/carbon/human/H) //Handles changing icobase for species that have multiple skin colors.
return
/** Handles changing icobase for species that can imitate/morph into other species
* Arguments:
* - H: The human of which was are updating.
* - new_subtype: Our imitate species, by datum reference.
* - owner_sensitive: Always leave at TRUE, this is for updating our icon. (change_icobase)
* - reset_styles: If true, resets styles, hair, and other appearance styles.
*/
///
/datum/species/proc/updatespeciessubtype(mob/living/carbon/human/H, datum/species/new_subtype, owner_sensitive = TRUE, reset_styles = TRUE)
return
// Do species-specific reagent handling here
// Return 1 if it should do normal processing too
// Return the parent value if processing does not explicitly stop
@@ -24,7 +24,7 @@
inherent_traits = list(TRAIT_VIRUSIMMUNE, TRAIT_NOBREATH, TRAIT_NOGERMS, TRAIT_NODECAY, TRAIT_NOPAIN, TRAIT_GENELESS) //Computers that don't decay? What a lie!
inherent_biotypes = MOB_ROBOTIC | MOB_HUMANOID
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = HAS_SKIN_COLOR | HAS_HEAD_MARKINGS | HAS_HEAD_ACCESSORY | ALL_RPARTS | SHAVED
bodyflags = HAS_SKIN_COLOR | HAS_HEAD_MARKINGS | HAS_HEAD_ACCESSORY | ALL_RPARTS | SHAVED | HAS_SPECIES_SUBTYPE
dietflags = 0 //IPCs can't eat, so no diet
taste_sensitivity = TASTE_SENSITIVITY_NO_TASTE
blood_color = COLOR_BLOOD_MACHINE
@@ -75,8 +75,65 @@
"is blocking their ventilation port!")
plushie_type = /obj/item/toy/plushie/ipcplushie
allowed_species_subtypes = list(
1 = "None",
2 = "Vox",
3 = "Unathi",
4 = "Tajaran",
5 = "Nian",
6 = "Vulpkanin",
7 = "Kidan",
8 = "Grey",
9 = "Drask"
)
var/static_bodyflags = HAS_SKIN_COLOR | HAS_HEAD_MARKINGS | HAS_HEAD_ACCESSORY | ALL_RPARTS | SHAVED | HAS_SPECIES_SUBTYPE
/datum/species/machine/updatespeciessubtype(mob/living/carbon/human/H, datum/species/new_subtype, owner_sensitive = TRUE, reset_styles = TRUE) //Handling species-subtype and imitation
if(H.dna.species.bodyflags & HAS_SPECIES_SUBTYPE)
var/datum/species/temp_species = new type()
if(isnull(new_subtype) || temp_species.name == new_subtype.name) // Back to our original species.
H.species_subtype = "None"
temp_species.species_subtype = "None" // Update our species subtype to match the Mob's subtype.
var/datum/species/S = GLOB.all_species[temp_species.name]
new_subtype = new S.type() // Resets back to original. We use initial in the case the datum is var edited.
else
H.species_subtype = new_subtype.name
temp_species.species_subtype = H.species_subtype // Update our species subtype to match the Mob's subtype.
// Copy over new species variables to our temp holder.
temp_species.icobase = new_subtype.icobase
temp_species.tail = new_subtype.tail
temp_species.wing = new_subtype.wing
temp_species.default_headacc = new_subtype.default_headacc
temp_species.default_bodyacc = new_subtype.default_bodyacc
temp_species.bodyflags = new_subtype.bodyflags
temp_species.bodyflags |= static_bodyflags // Add our static bodyflags that slime must always have.
temp_species.sprite_sheet_name = new_subtype.sprite_sheet_name
temp_species.icon_template = new_subtype.icon_template
// Set our DNA to the temp holder.
H.dna.species = temp_species
for(var/obj/item/organ/external/limb in H.bodyparts)
limb.icobase = temp_species.icobase // update their icobase for when we apply the slimfy effect
limb.dna.species = temp_species // Update limb to match our newly modified species
limb.set_company(limb.model, temp_species.sprite_sheet_name) // Robotic limbs always update to our new subtype.
// Update misc parts that are stored as reference in species and used on the mob. Also resets stylings to none to prevent anything wacky...
if(reset_styles)
H.body_accessory = GLOB.body_accessory_by_name[temp_species.default_bodyacc]
H.tail = temp_species.tail
H.wing = temp_species.wing
var/obj/item/organ/external/head/head = H.get_organ("head")
head.h_style = "Bald"
head.f_style = "Shaved"
head.ha_style = "None"
H.s_tone = 0
H.m_styles = DEFAULT_MARKING_STYLES //Wipes out markings, setting them all to "None".
H.m_colours = DEFAULT_MARKING_COLOURS //Defaults colour to #00000 for all markings.
H.change_head_accessory(GLOB.head_accessory_styles_list[temp_species.default_headacc])
H.change_icobase(temp_species.icobase, owner_sensitive) //Update the icobase of all our organs, but make sure we don't mess with frankenstein limbs in doing so.
/datum/species/machine/on_species_gain(mob/living/carbon/human/H)
..()
var/datum/action/innate/change_monitor/monitor = new()
@@ -165,7 +222,7 @@
var/list/hair = list()
for(var/i in GLOB.hair_styles_public_list)
var/datum/sprite_accessory/hair/tmp_hair = GLOB.hair_styles_public_list[i]
if((head_organ.dna.species.name in tmp_hair.species_allowed) && (robohead.company in tmp_hair.models_allowed)) //Populate the list of available monitor styles only with styles that the monitor-head is allowed to use.
if((head_organ.dna.species.sprite_sheet_name in tmp_hair.species_allowed) && (robohead.company in tmp_hair.models_allowed)) //Populate the list of available monitor styles only with styles that the monitor-head is allowed to use.
hair += i
@@ -6,6 +6,8 @@
#define SLIMEPERSON_MINHUNGER 250
#define SLIMEPERSON_REGROWTHDELAY 450 // 45 seconds
#define SLIMEPERSON_MORPH_FORM 10 SECONDS
/datum/species/slime
name = "Slime People"
name_plural = "Slime People"
@@ -36,7 +38,7 @@
species_traits = list(LIPS, NO_CLONESCAN, EXOTIC_COLOR)
inherent_traits = list(TRAIT_WATERBREATH, TRAIT_NO_BONES)
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = HAS_SKIN_COLOR | NO_EYES
bodyflags = HAS_SKIN_COLOR | NO_EYES | HAS_SPECIES_SUBTYPE
dietflags = DIET_CARN
reagent_tag = PROCESS_ORG
@@ -57,7 +59,20 @@
"is ripping out their own core!",
"is turning a dull, brown color and melting into a puddle!")
allowed_species_subtypes = list(
1 = "None",
2 = "Vox",
3 = "Unathi",
4 = "Tajaran",
5 = "Nian",
6 = "Vulpkanin",
7 = "Kidan",
8 = "Grey",
9 = "Drask"
)
var/reagent_skin_coloring = FALSE
var/static_bodyflags = HAS_SKIN_COLOR | NO_EYES | HAS_SPECIES_SUBTYPE
plushie_type = /obj/item/toy/plushie/slimeplushie
@@ -67,6 +82,8 @@
grow.Grant(H)
var/datum/action/innate/slimecolor/recolor = new()
recolor.Grant(H)
var/datum/action/innate/morphform/reform = new()
reform.Grant(H)
RegisterSignal(H, COMSIG_HUMAN_UPDATE_DNA, PROC_REF(blend))
blend(H)
@@ -78,8 +95,63 @@
i.Remove(H)
if(istype(i, /datum/action/innate/regrow))
i.Remove(H)
if(istype(i, /datum/action/innate/morphform))
i.Remove(H)
UnregisterSignal(H, COMSIG_HUMAN_UPDATE_DNA)
/datum/species/slime/updatespeciessubtype(mob/living/carbon/human/H, datum/species/new_subtype, owner_sensitive = TRUE, reset_styles = TRUE) //Handling species-subtype and imitation
if(H.dna.species.bodyflags & HAS_SPECIES_SUBTYPE)
var/datum/species/temp_species = new type()
if(isnull(new_subtype) || temp_species.name == new_subtype.name) // Back to our original species.
H.species_subtype = "None"
temp_species.species_subtype = "None" // Update our species subtype to match the Mob's subtype.
var/datum/species/S = GLOB.all_species[temp_species.name]
new_subtype = new S.type() // Resets back to original. We use initial in the case the datum is var edited.
else
H.species_subtype = new_subtype.name
temp_species.species_subtype = H.species_subtype // Update our species subtype to match the Mob's subtype.
// Copy over new species variables to our current species.
temp_species.icobase = new_subtype.icobase
temp_species.tail = new_subtype.tail
temp_species.wing = new_subtype.wing
temp_species.eyes = new_subtype.eyes
temp_species.scream_verb = new_subtype.scream_verb
temp_species.male_scream_sound = new_subtype.male_scream_sound
temp_species.female_scream_sound = new_subtype.female_scream_sound
temp_species.default_headacc = new_subtype.default_headacc
temp_species.default_bodyacc = new_subtype.default_bodyacc
temp_species.male_cough_sounds = new_subtype.male_cough_sounds
temp_species.female_cough_sounds = new_subtype.female_cough_sounds
temp_species.male_sneeze_sound = new_subtype.male_sneeze_sound
temp_species.female_sneeze_sound = new_subtype.female_sneeze_sound
temp_species.bodyflags = new_subtype.bodyflags
temp_species.bodyflags |= static_bodyflags // Add our static bodyflags that slime must always have.
temp_species.sprite_sheet_name = new_subtype.sprite_sheet_name
temp_species.icon_template = new_subtype.icon_template
H.dna.species = temp_species
for(var/obj/item/organ/external/limb in H.bodyparts)
limb.icobase = temp_species.icobase // update their icobase for when we apply the slimfy effect
limb.dna.species = temp_species // Update limb to match our newly modified species
limb.set_company(limb.model, temp_species.sprite_sheet_name) // Robotic limbs always update to our new subtype.
// Update misc parts that are stored as reference in species and used on the mob. Also resets stylings to none to prevent anything wacky...
if(reset_styles)
H.body_accessory = GLOB.body_accessory_by_name[default_bodyacc]
H.tail = temp_species.tail
H.wing = temp_species.wing
var/obj/item/organ/external/head/head = H.get_organ("head")
head.h_style = "Bald"
head.f_style = "Shaved"
head.ha_style = "None"
H.s_tone = 0
H.m_styles = DEFAULT_MARKING_STYLES //Wipes out markings, setting them all to "None".
H.m_colours = DEFAULT_MARKING_COLOURS //Defaults colour to #00000 for all markings.
H.change_head_accessory(GLOB.head_accessory_styles_list[default_headacc])
H.change_icobase(temp_species.icobase, owner_sensitive) //Update the icobase of all our organs, but make sure we don't mess with frankenstein limbs in doing so.
/datum/species/slime/proc/blend(mob/living/carbon/human/H)
var/new_color = BlendRGB(H.skin_colour, "#acacac", 0.5) // Blends this to make it work better
if(H.dna.species.blood_color != new_color) // Put here, so if it's a roundstart, dyed, or CMA'd slime, their blood changes to match skin
@@ -102,8 +174,6 @@
blend(H)
..()
/datum/species/slime/can_hear(mob/living/carbon/human/H) // fucking snowflakes
. = FALSE
if(!HAS_TRAIT(H, TRAIT_DEAF))
@@ -201,6 +271,35 @@
else
to_chat(H, "<span class='warning'>You need to hold still in order to regrow a limb!</span>")
/datum/action/innate/morphform
name = "Morph Form"
check_flags = AB_CHECK_CONSCIOUS
button_overlay_icon = 'icons/effects/effects.dmi'
button_overlay_icon_state = "acid"
/datum/action/innate/morphform/Activate()
var/mob/living/carbon/human/H = owner
if(H.nutrition < SLIMEPERSON_MINHUNGER)
to_chat(H, "<span class='warning'>You're too hungry to morph your form!</span>")
return
var/new_subtype = tgui_input_list(H, "Choose a species to imitate", "Select Subtype", H.dna.species.allowed_species_subtypes)
if(H.species_subtype == new_subtype)
return to_chat(H, "<span class='warning'>You stand there as your body shifts and then returns to its original form.</span>")
H.visible_message("<span class='notice'>[H] begins to hold still and concentrate on [H.p_their()] form as it begins to shift and contort...</span>", "<span class='notice'>You begin to focus on changing your form... (This will take [round(SLIMEPERSON_MORPH_FORM/10)] seconds, and you must hold still.)</span>")
if(do_after(H, SLIMEPERSON_MORPH_FORM, FALSE, H, extra_checks = list(CALLBACK(H, TYPE_PROC_REF(/mob/living, IsStunned))), use_default_checks = FALSE)) // Override the check for weakness, only check for stunned
if(H.nutrition < SLIMEPERSON_MINHUNGER)
to_chat(H, "<span class='warning'>You're too hungry to morph your form!</span>")
return
var/datum/species/species_subtype = GLOB.all_species[new_subtype]
if(isnull(species_subtype))
species_subtype = GLOB.all_species[H.dna.species.name]
H.dna.species.updatespeciessubtype(H, new species_subtype.type())
H.regenerate_icons()
H.adjust_nutrition(-SLIMEPERSON_HUNGERCOST)
else
to_chat(H, "<span class='warning'>You need to hold still in order to shift your form!</span>")
#undef SLIMEPERSON_COLOR_SHIFT_TRIGGER
#undef SLIMEPERSON_ICON_UPDATE_PERIOD
#undef SLIMEPERSON_BLOOD_SCALING_FACTOR
@@ -208,3 +307,5 @@
#undef SLIMEPERSON_HUNGERCOST
#undef SLIMEPERSON_MINHUNGER
#undef SLIMEPERSON_REGROWTHDELAY
#undef SLIMEPERSON_MORPH_FORM
@@ -359,8 +359,8 @@
var/obj/item/organ/external/head/head_organ = H.get_organ("head")
if(!istype(head_organ))
return ..()
head_organ.h_style = random_hair_style(H.gender, head_organ.dna.species.name)
head_organ.f_style = random_facial_hair_style(H.gender, head_organ.dna.species.name)
head_organ.h_style = random_hair_style(H.gender, head_organ.dna.species.sprite_sheet_name)
head_organ.f_style = random_facial_hair_style(H.gender, head_organ.dna.species.sprite_sheet_name)
H.update_hair()
H.update_fhair()
..()
@@ -383,14 +383,14 @@
var/datum/sprite_accessory/tmp_hair_style = GLOB.hair_styles_full_list["Very Long Hair"]
var/datum/sprite_accessory/tmp_facial_hair_style = GLOB.facial_hair_styles_list["Very Long Beard"]
if(head_organ.dna.species.name in tmp_hair_style.species_allowed) //If 'Very Long Hair' is a style the person's species can have, give it to them.
if(head_organ.dna.species.sprite_sheet_name in tmp_hair_style.species_allowed) //If 'Very Long Hair' is a style the person's species can have, give it to them.
head_organ.h_style = "Very Long Hair"
else //Otherwise, give them a random hair style.
head_organ.h_style = random_hair_style(H.gender, head_organ.dna.species.name)
if(head_organ.dna.species.name in tmp_facial_hair_style.species_allowed) //If 'Very Long Beard' is a style the person's species can have, give it to them.
head_organ.h_style = random_hair_style(H.gender, head_organ.dna.species.sprite_sheet_name)
if(head_organ.dna.species.sprite_sheet_name in tmp_facial_hair_style.species_allowed) //If 'Very Long Beard' is a style the person's species can have, give it to them.
head_organ.f_style = "Very Long Beard"
else //Otherwise, give them a random facial hair style.
head_organ.f_style = random_facial_hair_style(H.gender, head_organ.dna.species.name)
head_organ.f_style = random_facial_hair_style(H.gender, head_organ.dna.species.sprite_sheet_name)
H.update_hair()
H.update_fhair()
if(!H.wear_mask || H.wear_mask && !istype(H.wear_mask, /obj/item/clothing/mask/fakemoustache))
+2 -2
View File
@@ -196,8 +196,8 @@ GLOBAL_LIST_EMPTY(ert_request_messages)
M.change_eye_color(eye_c)
M.s_tone = skin_tone
head_organ.headacc_colour = pick("#1f138b", "#272525", "#07a035", "#8c00ff", "#a80c0c")
head_organ.h_style = random_hair_style(M.gender, head_organ.dna.species.name)
head_organ.f_style = random_facial_hair_style(M.gender, head_organ.dna.species.name)
head_organ.h_style = random_hair_style(M.gender, head_organ.dna.species.sprite_sheet_name)
head_organ.f_style = random_facial_hair_style(M.gender, head_organ.dna.species.sprite_sheet_name)
M.rename_character(null, "[pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant First Class", "Master Sergeant", "Sergeant Major")] [pick(GLOB.last_names)]")
M.age = rand(23,35)
+4 -4
View File
@@ -108,7 +108,7 @@
var/head_marking = owner.m_styles["head"]
if(head_marking)
var/datum/sprite_accessory/head_marking_style = GLOB.marking_styles_list[head_marking]
if(head_marking_style && head_marking_style.species_allowed && (dna.species.name in head_marking_style.species_allowed) && head_marking_style.marking_location == "head")
if(head_marking_style && head_marking_style.species_allowed && (dna.species.sprite_sheet_name in head_marking_style.species_allowed) && head_marking_style.marking_location == "head")
var/icon/h_marking_s = new /icon("icon" = head_marking_style.icon, "icon_state" = "[head_marking_style.icon_state]_s")
if(head_marking_style.do_colouration)
h_marking_s.Blend(owner.m_colours["head"], ICON_ADD)
@@ -117,7 +117,7 @@
if(!((owner.head && (owner.head.flags & BLOCKHAIR)) || (owner.wear_mask && (owner.wear_mask.flags & BLOCKHAIR)))) //Common restriction for all the below features.
if(ha_style)
var/datum/sprite_accessory/head_accessory_style = GLOB.head_accessory_styles_list[ha_style]
if(head_accessory_style && head_accessory_style.species_allowed && (dna.species.name in head_accessory_style.species_allowed))
if(head_accessory_style && head_accessory_style.species_allowed && (dna.species.sprite_sheet_name in head_accessory_style.species_allowed))
var/icon/head_accessory_s = new /icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s")
if(head_accessory_style.do_colouration)
head_accessory_s.Blend(headacc_colour, ICON_ADD)
@@ -125,7 +125,7 @@
if(f_style)
var/datum/sprite_accessory/facial_hair_style = GLOB.facial_hair_styles_list[f_style]
if(facial_hair_style && ((facial_hair_style.species_allowed && (dna.species.name in facial_hair_style.species_allowed)) || (dna.species.bodyflags & ALL_RPARTS)))
if(facial_hair_style && ((facial_hair_style.species_allowed && (dna.species.sprite_sheet_name in facial_hair_style.species_allowed)) || (dna.species.bodyflags & ALL_RPARTS)))
var/icon/facial_s = new /icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(istype(dna.species, /datum/species/slime)) // I am el worstos
facial_s.Blend("[owner.skin_colour]A0", ICON_AND) //A0 = 160 alpha.
@@ -136,7 +136,7 @@
if(h_style)
if(!ismachineperson(owner) || (ismachineperson(owner) && ((owner.head && (owner.head.flags & BLOCKHEADHAIR)) || (owner.wear_mask && (owner.wear_mask.flags & BLOCKHEADHAIR)))))
var/datum/sprite_accessory/hair_style = GLOB.hair_styles_full_list[h_style]
if(hair_style && ((dna.species.name in hair_style.species_allowed) || (dna.species.bodyflags & ALL_RPARTS)))
if(hair_style && ((dna.species.sprite_sheet_name in hair_style.species_allowed) || (dna.species.bodyflags & ALL_RPARTS)))
var/icon/hair_s = new /icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(istype(dna.species, /datum/species/slime)) // I am el worstos
hair_s.Blend("[owner.skin_colour]A0", ICON_AND) //A0 = 160 alpha.
+21 -2
View File
@@ -750,13 +750,32 @@
else if(!target.Adjacent(user))
to_chat(user, "<span class='warning'>The multitool is out of range! Please try again.</span>")
return SURGERY_STEP_INCOMPLETE
var/new_subtype = tgui_input_list(user, "Choose a species look-alike for this machine", "Select Subtype", target.dna.species.allowed_species_subtypes)
if(isnull(new_subtype))
to_chat(user, "<span class='warning'>You must choose a subtype! Please try again.</span>")
return SURGERY_STEP_INCOMPLETE
else if(!target.Adjacent(user))
to_chat(user, "<span class='warning'>The multitool is out of range! Please try again.</span>")
return SURGERY_STEP_INCOMPLETE
var/new_gender = gender_list[gender_key]
var/old_name = target.real_name
target.real_name = new_name
target.gender = new_gender
user.visible_message(
"<span class='notice'>[user] edits [old_name]'s identity parameters with [tool]; [target.p_they()] [target.p_are()] now known as [new_name].</span>",
"<span class='notice'>You alter [old_name]'s identity parameters with [tool]; [target.p_they()] [target.p_are()] now known as [new_name].</span>",
"<span class='notice'>[user] edits [old_name]'s identity parameters with [tool], changing their appearance; [target.p_they()] [target.p_are()] now known as [new_name].</span>",
"<span class='notice'>You alter [old_name]'s identity parameters with [tool], changing their appearance; [target.p_they()] [target.p_are()] now known as [new_name].</span>",
chat_message_type = MESSAGE_TYPE_COMBAT
)
if(!isnull(target.dna))
for(var/obj/item/organ/external/limb in target.bodyparts) // Update robotic limbs to match new sub species
limb.set_company(limb.model, target.dna.species.sprite_sheet_name) // Update the limbs to properly use their new sprite sheet.
var/datum/species/subtype = GLOB.all_species[new_subtype]
if(isnull(subtype))
subtype = GLOB.all_species[target.dna.species.name]
target.dna.species.updatespeciessubtype(src, new subtype.type())
target.regenerate_icons()
return SURGERY_STEP_CONTINUE
@@ -17,9 +17,13 @@
var/list/whitelist
var/list/blacklist
/// Temporary holder when we first initialize the TGUI, we store this as our owner's previous subtype so we can tell when it updates.
var/owner_subtype
/datum/ui_module/appearance_changer/New(datum/host, mob/living/carbon/human/H, check_species_whitelist = TRUE, list/species_whitelist = list(), list/species_blacklist = list())
..()
owner = H
owner_subtype = owner.dna.species.species_subtype
head_organ = owner.get_organ("head")
check_whitelist = check_species_whitelist
whitelist = species_whitelist
@@ -214,7 +218,11 @@
ui.open()
/datum/ui_module/appearance_changer/ui_data(mob/user)
generate_data(check_whitelist, whitelist, blacklist)
if(user.dna.species.species_subtype != owner_subtype)
owner_subtype = user.dna.species.species_subtype
cut_and_generate_data()
else
generate_data(check_whitelist, whitelist, blacklist)
var/list/data = list()
data["specimen"] = owner.dna.species.name
+180 -249
View File
@@ -34,10 +34,8 @@
# - voting_configuration
# -
################################################################
[admin_configuration]
# This section contains all information regarding admin setup. This includes ranks, rights, and if you are using the database-backed admin system
@@ -69,70 +67,68 @@ enable_localhost_autoadmin = true
# +MAINTAINER = Access to super dangerous debug verbs that can break an entire round. Use sparingly.
# +DEV_TEAM = Access to dev team chat
admin_ranks = [
# Format: {name = "My Rank", rights = ["+LIST", "+OF", "+RIGHTS"]}
{ name = "Mentor", rights = [
"+MENTOR",
] },
{ name = "Trial Admin", rights = [
"+ADMIN",
"+BAN",
"+STEALTH",
"+REJUVINATE",
] },
{ name = "Game Admin", rights = [
"+ADMIN",
"+BAN",
"+STEALTH",
"+REJUVINATE",
"+DEBUG",
"+BUILDMODE",
"+EVENT",
"+SERVER",
"+POSSESS",
"+PROCCALL",
"+VAREDIT",
"+SOUND",
"+SPAWN",
] },
{ name = "Head of Staff", rights = [
"+EVERYTHING",
] },
{ name = "Hosting Provider", rights = [
"+EVERYTHING",
] },
{ name = "Maintainers", rights = [
"+EVERYTHING",
] },
{ name = "Developer", rights = [
"+DEV_TEAM",
] },
# Format: {name = "My Rank", rights = ["+LIST", "+OF", "+RIGHTS"]}
{name = "Mentor", rights = [
"+MENTOR",
]},
{name = "Trial Admin", rights = [
"+ADMIN",
"+BAN",
"+STEALTH",
"+REJUVINATE",
]},
{name = "Game Admin", rights = [
"+ADMIN",
"+BAN",
"+STEALTH",
"+REJUVINATE",
"+DEBUG",
"+BUILDMODE",
"+EVENT",
"+SERVER",
"+POSSESS",
"+PROCCALL",
"+VAREDIT",
"+SOUND",
"+SPAWN",
]},
{name = "Head of Staff", rights = [
"+EVERYTHING",
]},
{name = "Hosting Provider", rights = [
"+EVERYTHING",
]},
{name = "Maintainers", rights = [
"+EVERYTHING",
]},
{name = "Developer", rights = [
"+DEV_TEAM",
]},
]
# List of people and the admin rank they are assigned to
admin_assignments = [
#{ckey = "Your Name Here", rank = "Hosting Provider"}
#{ckey = "Your Name Here", rank = "Hosting Provider"}
]
# Allow admins to set their own OOC colour
allow_admin_ooc_colour = true
# Map of admin rank colours to their respective rank. Note you can use hex or colour name here.
admin_rank_colour_map = [
{ name = "Head of Staff", colour = "#e74c3c" },
{ name = "Maintainer", colour = "#992d22" },
{ name = "Server Dev", colour = "#1abc9c" },
{ name = "Community Manager", colour = "#e91e63" },
{ name = "Game Admin", colour = "#238afa" },
{ name = "Trial Admin", colour = "#7fb6fc" },
{ name = "Developer", colour = "#61b413" },
{ name = "Mentor", colour = "#f1c40f" },
{name = "Head of Staff", colour = "#e74c3c"},
{name = "Maintainer", colour = "#992d22"},
{name = "Server Dev", colour = "#1abc9c"},
{name = "Community Manager", colour = "#e91e63"},
{name = "Game Admin", colour = "#238afa"},
{name = "Trial Admin", colour = "#7fb6fc"},
{name = "Developer", colour = "#61b413"},
{name = "Mentor", colour = "#f1c40f"},
]
# Map of common CIDs that should not be banned, plus their reasons
common_cid_map = [
{ cid = "3923664137", reason = "Mass-Match related to Walmart branded prebuilt PCs" },
{cid = "3923664137", reason = "Mass-Match related to Walmart branded prebuilt PCs"},
]
################################################################
[afk_configuration]
# This section contains options for the auto AFK cryo system
@@ -145,10 +141,8 @@ afk_auto_despawn_minutes = 21
# Amount of time before SSD people are auto cryo'd
ssd_auto_cryo_minutes = 15
################################################################
[custom_sprites_configuration]
# This section contains a list of information for people with custom sprites for mobs, if they donated
# It is split by mob type, and screens have their own system
@@ -164,16 +158,14 @@ ai_hologram = ["ckeyhere"]
pai_holoform = ["ckeyhere"]
# List of dictionary entries for ckeys with a custom IPC screean
ipc_screens = [
{ ckey = "ckeyhere", screens = [
"Icon State 1",
"Icon State 2",
] },
{ckey = "ckeyhere", screens = [
"Icon State 1",
"Icon State 2",
]},
]
################################################################
[database_configuration]
# This section contains all the settings for the ingame database
# If you are running in production, you will want to be using a database
@@ -181,7 +173,7 @@ ipc_screens = [
# Enable/disable the database on a whole
sql_enabled = false
# SQL version. If this is a mismatch, round start will be delayed
sql_version = 63
sql_version = 64
# SQL server address. Can be an IP or DNS name
sql_address = "127.0.0.1"
# SQL server port
@@ -197,10 +189,8 @@ async_query_timeout = 10
# How many threads is the async SQL engine allowed to open. 50 is normal. Trust me.
async_thread_limit = 50
################################################################
[discord_configuration]
# This section contains all the information related to Discord webhook sending from the code
# If you are using webhooks, please fill out this section in full
@@ -210,8 +200,8 @@ enable_discord_webhooks = false
main_webhook_urls = ["https://webhook.one", "https://webhook.two"]
# List of all webhook URLs for the mentor feed (mentorhelps relay)
mentor_webhook_urls = [
"https://mentor.webhook.one",
"https://mentor.webhook.two",
"https://mentor.webhook.one",
"https://mentor.webhook.two",
]
# List of all webhook URLs for the admin feed (round alerts, ahelps, etc)
admin_webhook_urls = ["https://admin.webhook.one", "https://admin.webhook.two"]
@@ -224,34 +214,30 @@ mentor_role_id = ""
# Forward all ahelps to the discord? If disabled, ahelps are only forwarded if admins are AFK/Offline
forward_all_ahelps = true
################################################################
[event_configuration]
# This section contains settings for ingame random events
# Disable this to disable all random events
allow_random_events = true
# Map of lower bounds for event delays. In minutes.
event_delay_lower_bounds = { mundane = 10, moderate = 30, major = 50 }
event_delay_lower_bounds = {mundane = 10, moderate = 30, major = 50}
# Map of upper bounds for event delays. In minutes.
event_delay_upper_bounds = { mundane = 15, moderate = 45, major = 70 }
event_delay_upper_bounds = {mundane = 15, moderate = 45, major = 70}
# Expected round length in minutes. Changes event weights
expected_round_length = 120
# Initial delays for the first events firing off. If any of these are commented, a random value based on above thresholds is used.
# You must specify an upper and lower bound, or the code cries a lot. The events system is so bad good god.
# Values are in minutes
event_initial_delays = [
#{severity = "mundane", lower_bound = 10, upper_bound = 15},
{ severity = "moderate", lower_bound = 25, upper_bound = 40 },
{ severity = "major", lower_bound = 55, upper_bound = 75 },
#{severity = "mundane", lower_bound = 10, upper_bound = 15},
{severity = "moderate", lower_bound = 25, upper_bound = 40},
{severity = "major", lower_bound = 55, upper_bound = 75},
]
################################################################
[gamemode_configuration]
# This section contains setups for the gamemodes, as well as their probabilities
@@ -289,10 +275,8 @@ enable_gamemode_player_limit = true
# Enable to generate zero or more random station traits on game start.
add_random_station_traits = false
################################################################
[general_configuration]
# General setup for the server (branding, options, etc)
@@ -384,10 +368,8 @@ random_ai_lawset = true
# Enable weather events initialized by SSweather. New weather events can still be added during the round if this is disabled.
enable_default_weather_events = true
################################################################
[lighting_effects_configuration]
# Settings that allow you to change light effects (bloom / exposure intensity)
@@ -408,10 +390,8 @@ exposure_contrast_base = 9.5
# Contrast of exposure effect that depends on light_power
exposure_contrast_power = 0
################################################################
[ipintel_configuration]
# This section contains all the information for IPIntel (The Anti VPN system)
@@ -434,10 +414,8 @@ playtime_ignore_threshold = 10
# Details URL for more info on an IP (such as ASN). IP is tacked on the end.
details_url = "https://iphub.info/?ip="
################################################################
[job_configuration]
# This section contains information on job configuartion, as well as the jon amounts
@@ -466,51 +444,41 @@ assistant_security_ratio = 2
enable_job_amount_overrides = true
# Job slot amount map. These are overrides. If you dont specify a value here, the code will be used as default. -1 is infinite
job_slot_amounts = [
# Commmand
{ name = "Captain", lowpop = 1, highpop = 1 },
{ name = "Head of Personnel", lowpop = 1, highpop = 1 },
{ name = "Head of Security", lowpop = 1, highpop = 1 },
{ name = "Chief Engineer", lowpop = 1, highpop = 1 },
{ name = "Research Director", lowpop = 1, highpop = 1 },
{ name = "Chief Medical Officer", lowpop = 1, highpop = 1 },
# Engineering
{ name = "Life Support Specialist", lowpop = 3, highpop = 4 },
{ name = "Station Engineer", lowpop = 5, highpop = 6 },
# Medical
{ name = "Chemist", lowpop = 2, highpop = 2 },
{ name = "Geneticist", lowpop = 2, highpop = 2 },
{ name = "Medical Doctor", lowpop = 5, highpop = 6 },
{ name = "Virologist", lowpop = 1, highpop = 1 },
# Science
{ name = "Roboticist", lowpop = 2, highpop = 2 },
{ name = "Scientist", lowpop = 6, highpop = 7 },
# Security
{ name = "Detective", lowpop = 1, highpop = 1 },
{ name = "Security Officer", lowpop = 8, highpop = 9 },
{ name = "Warden", lowpop = 1, highpop = 1 },
{ name = "Internal Affairs Agent", lowpop = 2, highpop = 2 },
# Service
{ name = "Bartender", lowpop = 1, highpop = 1 },
{ name = "Botanist", lowpop = 2, highpop = 2 },
{ name = "Chaplain", lowpop = 1, highpop = 1 },
{ name = "Chef", lowpop = 1, highpop = 1 },
{ name = "Janitor", lowpop = 1, highpop = 2 },
{ name = "Librarian", lowpop = 1, highpop = 1 },
# Cargo/Supply
{ name = "Quartermaster", lowpop = 1, highpop = 1 },
{ name = "Shaft Miner", lowpop = 6, highpop = 6 },
{ name = "Cargo Technician", lowpop = 3, highpop = 4 },
# Silicon
{ name = "AI", lowpop = 1, highpop = 1 },
{ name = "Cyborg", lowpop = 1, highpop = 1 },
# Misc
{ name = "Assistant", lowpop = -1, highpop = -1 },
# Commmand
{name = "Captain", lowpop = 1, highpop = 1},
{name = "Head of Personnel", lowpop = 1, highpop = 1},
{name = "Head of Security", lowpop = 1, highpop = 1},
{name = "Chief Engineer", lowpop = 1, highpop = 1},
{name = "Research Director", lowpop = 1, highpop = 1},
{name = "Chief Medical Officer", lowpop = 1, highpop = 1}, # Engineering
{name = "Life Support Specialist", lowpop = 3, highpop = 4},
{name = "Station Engineer", lowpop = 5, highpop = 6}, # Medical
{name = "Chemist", lowpop = 2, highpop = 2},
{name = "Geneticist", lowpop = 2, highpop = 2},
{name = "Medical Doctor", lowpop = 5, highpop = 6},
{name = "Virologist", lowpop = 1, highpop = 1}, # Science
{name = "Roboticist", lowpop = 2, highpop = 2},
{name = "Scientist", lowpop = 6, highpop = 7}, # Security
{name = "Detective", lowpop = 1, highpop = 1},
{name = "Security Officer", lowpop = 8, highpop = 9},
{name = "Warden", lowpop = 1, highpop = 1},
{name = "Internal Affairs Agent", lowpop = 2, highpop = 2}, # Service
{name = "Bartender", lowpop = 1, highpop = 1},
{name = "Botanist", lowpop = 2, highpop = 2},
{name = "Chaplain", lowpop = 1, highpop = 1},
{name = "Chef", lowpop = 1, highpop = 1},
{name = "Janitor", lowpop = 1, highpop = 2},
{name = "Librarian", lowpop = 1, highpop = 1}, # Cargo/Supply
{name = "Quartermaster", lowpop = 1, highpop = 1},
{name = "Shaft Miner", lowpop = 6, highpop = 6},
{name = "Cargo Technician", lowpop = 3, highpop = 4}, # Silicon
{name = "AI", lowpop = 1, highpop = 1},
{name = "Cyborg", lowpop = 1, highpop = 1}, # Misc
{name = "Assistant", lowpop = -1, highpop = -1},
]
################################################################
[logging_configuration]
# Configuration for all things related to logging data to disk
# If you are in production you will want most of these on
@@ -548,10 +516,8 @@ enable_adminchat_logging = true
# Log debug messages
enable_debug_logging = true
################################################################
[metrics_configuration]
# This section contains values for all metrics storing.
# This is designed for ElasticSearch but you might be able to make it work with other things.
@@ -564,10 +530,8 @@ metrics_endpoint = "http://elastic-host:9200/your_index/_doc"
# Metrics API token. Placed into the auth header
metrics_api_token = "your_base64_encoded_thingy=="
################################################################
[mc_configuration]
# This section is settings for the MC
# Dont change these unless you know what you are doing
@@ -585,10 +549,8 @@ mc_highpop_threshold_enable = 65
# Threshold to disable MC highpop mode
mc_highpop_threshold_disable = 60
################################################################
[movement_configuration]
# This section contains values for all mob movement stuff.
# We suggest VVing ingame till you get values you like.
@@ -611,10 +573,8 @@ slime_delay = 1.5
# Move delay for other simple animals
animal_delay = 2.5
################################################################
[overflow_configuration]
# This contains information for re-routing players to an overflow server
# We dont use this in production, but you may find it useful
@@ -626,10 +586,8 @@ overflow_server = "byond://yourdomain.com:1111"
# List of ckeys who will not get rerouted to the overflow server
overflow_whitelist = ["keyhere", "anotherhere"]
################################################################
[redis_configuration]
# This section contains all the settings for using redis.
# This is heavily tied into the Paradise production architecture and you probably dont need it.
@@ -639,10 +597,8 @@ redis_enabled = false
# Redis connection string. Include your passphrase if needed
redis_connstring = "redis://127.0.0.1/"
################################################################
[ruin_configuration]
# This section contains configuration for all space ruins and lava ruins
@@ -665,114 +621,96 @@ lavaland_ruin_budget_max = 325
# List of all space ruins that can generate in the world
# Commenting something out in here DISABLES IT FROM SPAWNING
active_space_ruins = [
"_maps/map_files/RandomRuins/SpaceRuins/way_home.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/asteroid1.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/asteroid2.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/asteroid3.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/asteroid4.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/asteroid5.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/derelict1.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/derelict2.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/derelict3.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/derelict4.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/derelict5.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/spacebar.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/abandonedzoo.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/deepstorage.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/emptyshell.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/intactemptyship.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/meatpackers.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/mechtransport.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/turretedoutpost.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/debris1.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/debris2.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/debris3.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/listeningpost.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/moonoutpost19.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/oldstation.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/onehalf.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/syndiecakesfactory.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/wizardcrash.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/voyager.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/wreckedcargoship.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/abandoned_engi_sat.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/telecomns_returns.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/casino.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/rocky_motel.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/abandoned_sec_shuttle.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/freighter.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/unathi_skiff.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/clockwork_monastery.dmm",
### The following ruins are based from past pre-spawned Zlevel content ###
"_maps/map_files/RandomRuins/SpaceRuins/abandonedtele.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/blowntcommsat.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/clownmime.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/dj.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/druglab.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/syndicatedruglab.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/syndiedepot.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/syndie_space_base.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/ussp_tele.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/ussp.dmm",
# The following is the white ship ruin. Its force-spawned and is required to stop SSshuttle runtiming on startup
# Its also important incase a white-ship console is ever built midround
# DO NOT DISABLE THIS UNLESS YOU HAVE A GOOD REASON
"_maps/map_files/RandomRuins/SpaceRuins/whiteship.dmm",
# The following is a force-spawned ruin consisting mostly of empty space with a shuttle docking port for the free golem shuttle
# Disabling it will lead to the free golem shuttle sometimes being stuck on lavaland.
"_maps/map_files/RandomRuins/SpaceRuins/golemtarget.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/way_home.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/asteroid1.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/asteroid2.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/asteroid3.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/asteroid4.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/asteroid5.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/derelict1.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/derelict2.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/derelict3.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/derelict4.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/derelict5.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/spacebar.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/abandonedzoo.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/deepstorage.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/emptyshell.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/intactemptyship.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/meatpackers.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/mechtransport.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/turretedoutpost.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/debris1.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/debris2.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/debris3.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/listeningpost.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/moonoutpost19.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/oldstation.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/onehalf.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/syndiecakesfactory.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/wizardcrash.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/voyager.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/wreckedcargoship.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/abandoned_engi_sat.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/telecomns_returns.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/casino.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/rocky_motel.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/abandoned_sec_shuttle.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/freighter.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/unathi_skiff.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/clockwork_monastery.dmm", ### The following ruins are based from past pre-spawned Zlevel content ###
"_maps/map_files/RandomRuins/SpaceRuins/abandonedtele.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/blowntcommsat.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/clownmime.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/dj.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/druglab.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/syndicatedruglab.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/syndiedepot.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/syndie_space_base.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/ussp_tele.dmm",
"_maps/map_files/RandomRuins/SpaceRuins/ussp.dmm", # The following is the white ship ruin. Its force-spawned and is required to stop SSshuttle runtiming on startup # Its also important incase a white-ship console is ever built midround # DO NOT DISABLE THIS UNLESS YOU HAVE A GOOD REASON
"_maps/map_files/RandomRuins/SpaceRuins/whiteship.dmm", # The following is a force-spawned ruin consisting mostly of empty space with a shuttle docking port for the free golem shuttle
# Disabling it will lead to the free golem shuttle sometimes being stuck on lavaland.
"_maps/map_files/RandomRuins/SpaceRuins/golemtarget.dmm",
]
# List of all ruins that can generate on lavaland
# Commenting something out in here DISABLES IT FROM SPAWNING
active_lava_ruins = [
##BIODOMES
"_maps/map_files/RandomRuins/LavaRuins/lavaland_biodome_clown_planet.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_biodome_winter.dmm",
##RESPAWN
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_ash_walker1.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_golem_ship.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_hermit.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_seed_vault.dmm",
##SIN
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_envy.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_gluttony.dmm",
# Greed blacklisted on production because its reward (dice) has a 1/20 chance of making you a wizard
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_greed.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_pride.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_sloth.dmm",
##MEGAFAUNA
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_blooddrunk1.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_blooddrunk2.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_blooddrunk3.dmm",
# Re-removed 7/24/2020, I ran a month-long test of hierophant Jun-Jul and the staff was still too strong. https://github.com/ParadiseSS13/Paradise/pull/13542
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_hierophant.dmm",
##MISC
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_althland_excavation.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_althland_facility.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_cultaltar.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_dead_ratvar.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_elite_tumor.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_fountain_hall.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_monster_nest.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_pizzaparty.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_puzzle.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_random_ripley.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_shuttlecrash.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_survivalpod.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_ufo_crash.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_watcher_grave.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_xeno_nest.dmm",
##BIODOMES
"_maps/map_files/RandomRuins/LavaRuins/lavaland_biodome_clown_planet.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_biodome_winter.dmm", ##RESPAWN
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_ash_walker1.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_golem_ship.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_hermit.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_seed_vault.dmm", ##SIN
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_envy.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_gluttony.dmm", # Greed blacklisted on production because its reward (dice) has a 1/20 chance of making you a wizard
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_greed.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_pride.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_sloth.dmm", ##MEGAFAUNA
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_blooddrunk1.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_blooddrunk2.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_blooddrunk3.dmm", # Re-removed 7/24/2020, I ran a month-long test of hierophant Jun-Jul and the staff was still too strong. https://github.com/ParadiseSS13/Paradise/pull/13542
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_hierophant.dmm", ##MISC
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_althland_excavation.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_althland_facility.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_cultaltar.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_dead_ratvar.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_elite_tumor.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_fountain_hall.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_monster_nest.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_pizzaparty.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_puzzle.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_random_ripley.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_shuttlecrash.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_survivalpod.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_ufo_crash.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_watcher_grave.dmm",
"_maps/map_files/RandomRuins/LavaRuins/lavaland_surface_xeno_nest.dmm",
]
################################################################
[system_configuration]
# This contains stuff that the host should fill out, relating to backend stuff
@@ -809,15 +747,13 @@ external_tos_handler = false
# This is not for separate DD instances per region, but if you have a geo-routing setup deployed to optimise routing for players
# I am 99.9% certain you will never need to fill this out
regional_servers = [
#{name = "UK", ip = "byond://uk.paradisestation.org:6666"},
#{name = "UK", ip = "byond://uk.paradisestation.org:6666"},
]
# Send a toast on server init completion. You probably dont need this on in production
toast_on_init_complete = true
################################################################
[url_configuration]
# Configuration for all the URLs used by the server
# If you are in production you will want to tweak these to your servers
@@ -857,10 +793,8 @@ centcomm_ban_db_url = "https://centcom.melonmesa.com/ban/search/"
# URL for the game stats page, if applicable. Round ID is appended right on the end. Include a trailing slash if necessary.
#round_stats_url = "https://affectedarc07.github.io/ParaStats/#/round/"
################################################################
[voting_configuration]
# This section contains all settings relating to the ingame voting system
@@ -888,19 +822,17 @@ non_repeating_maps = true
# - "FPTP" = A vote that excludes the map from the current round, and last round, then uses a weighted pick on the remaining maps, from preferences.
# If you dont enter one correctly, it will whine on startup
map_vote_day_types = [
{ day_number = 1, rotation_type = "Vote" }, # Monday
{ day_number = 2, rotation_type = "Random" }, # Tuesday
{ day_number = 3, rotation_type = "FPTP" }, # Wednesday
{ day_number = 4, rotation_type = "Random" }, # Thursday
{ day_number = 5, rotation_type = "Vote" }, # Friday
{ day_number = 6, rotation_type = "FPTP" }, # Saturday
{ day_number = 7, rotation_type = "FPTP" }, # Sunday
{day_number = 1, rotation_type = "Vote"}, # Monday
{day_number = 2, rotation_type = "Random"}, # Tuesday
{day_number = 3, rotation_type = "FPTP"}, # Wednesday
{day_number = 4, rotation_type = "Random"}, # Thursday
{day_number = 5, rotation_type = "Vote"}, # Friday
{day_number = 6, rotation_type = "FPTP"}, # Saturday
{day_number = 7, rotation_type = "FPTP"}, # Sunday
]
################################################################
[asset_cache_configuration]
# Browser assets are any file included in interfaces. css, images, javascript, etc.
# This handles configuring how we get these to the player so interfaces can access them.
@@ -919,5 +851,4 @@ asset_simple_preload = true
# if you want to test this locally, you simpily run the `localhost-asset-webroot-server.py` python3 script to host assets stored in `data/asset-store/` via http://localhost:58715/
# asset_cdn_url = "http://localhost:58715/"
# Congratulations. You reached the end. heres a cookie.