/** * # Outfit datums * * This is a clean system of applying outfits to mobs, if you need to equip someone in a uniform * this is the way to do it cleanly and properly. * * You can also specify an outfit datum on a job to have it auto equipped to the mob on join * * /mob/living/carbon/human/proc/equipOutfit(outfit) is the mob level proc to equip an outfit * and you pass it the relevant datum outfit * * outfits can also be saved as json blobs downloadable by a client and then can be uploaded * by that user to recreate the outfit, this is used by admins to allow for custom event outfits * that can be restored at a later date */ /datum/outfit ///Name of the outfit (shows up in the equip admin verb) var/name = "Naked" /// Type path of item to go in the idcard slot var/id = null /// Type path of item to go in uniform slot var/uniform = null /// Type path of item to go in suit slot var/suit = null /** * Type path of item to go in suit storage slot * * (make sure it's valid for that suit) */ var/suit_store = null /// Type path of item to go in back slot var/back = null /** * list of items that should go in the backpack of the user * * Format of this list should be: list(path=count,otherpath=count) */ var/list/backpack_contents = null /// Type path of item to go in belt slot var/belt = null /// Type path of item to go in ears slot var/ears = null /// Type path of item to go in the glasses slot var/glasses = null /// Type path of item to go in gloves slot var/gloves = null /// Type path of item to go in head slot var/head = null /// Type path of item to go in mask slot var/mask = null /// Type path of item to go in neck slot var/neck = null /// Type path of item to go in shoes slot var/shoes = null /// Type path of item for left pocket slot var/l_pocket = null /// Type path of item for right pocket slot var/r_pocket = null ///Type path of item to go in the right hand var/l_hand = null //Type path of item to go in left hand var/r_hand = null /// Any clothing accessory item var/accessory = null /// Internals box. Will be inserted at the start of backpack_contents var/box /** * extra types for chameleon outfit changes, mostly guns * * Format of this list is (typepath, typepath, typepath) * * These are all added and returns in the list for get_chamelon_diguise_info proc */ var/list/chameleon_extras /** * Any implants the mob should start implanted with * * Format of this list is (typepath, typepath, typepath) */ var/list/implants = null ///ID of the slot containing a gas tank var/internals_slot = null /// Should the toggle helmet proc be called on the helmet during equip var/toggle_helmet = TRUE /// Any undershirt. While on humans it is a string, here we use paths to stay consistent with the rest of the equips. var/datum/sprite_accessory/undershirt = null /** * Called at the start of the equip proc * * Override to change the value of the slots depending on client prefs, species and * other such sources of change * * Extra Arguments * * visualsOnly true if this is only for display (in the character setup screen) * * If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite */ /datum/outfit/proc/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source) //to be overridden for customization depending on client prefs,species etc return /** * Called after the equip proc has finished * * All items are on the mob at this point, use this proc to toggle internals * fiddle with id bindings and accesses etc * * Extra Arguments * * visualsOnly true if this is only for display (in the character setup screen) * * If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite */ /datum/outfit/proc/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source) //to be overridden for toggling internals, id binding, access etc return /** * Equips all defined types and paths to the mob passed in * * Extra Arguments * * visualsOnly true if this is only for display (in the character setup screen) * * If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite */ /datum/outfit/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source) pre_equip(H, visualsOnly, preference_source) //Start with uniform,suit,backpack for additional slots if(uniform) H.equip_to_slot_or_del(new uniform(H), SLOT_W_UNIFORM, TRUE) if(suit) H.equip_to_slot_or_del(new suit(H), SLOT_WEAR_SUIT, TRUE) if(back) H.equip_to_slot_or_del(new back(H), SLOT_BACK, TRUE) if(belt) H.equip_to_slot_or_del(new belt(H), SLOT_BELT, TRUE) if(gloves) H.equip_to_slot_or_del(new gloves(H), SLOT_GLOVES, TRUE) if(shoes) H.equip_to_slot_or_del(new shoes(H), SLOT_SHOES, TRUE) if(head) H.equip_to_slot_or_del(new head(H), SLOT_HEAD, TRUE) if(mask) H.equip_to_slot_or_del(new mask(H), SLOT_WEAR_MASK, TRUE) if(neck) H.equip_to_slot_or_del(new neck(H), SLOT_NECK, TRUE) if(ears) H.equip_to_slot_or_del(new ears(H), SLOT_EARS, TRUE) if(glasses) H.equip_to_slot_or_del(new glasses(H), SLOT_GLASSES, TRUE) if(id) H.equip_to_slot_or_del(new id(H), SLOT_WEAR_ID, TRUE) if(suit_store) H.equip_to_slot_or_del(new suit_store(H), SLOT_S_STORE, TRUE) if(undershirt) H.undershirt = initial(undershirt.name) if(accessory) var/obj/item/clothing/under/U = H.w_uniform if(U) U.attach_accessory(new accessory(H)) else WARNING("Unable to equip accessory [accessory] in outfit [name]. No uniform present!") if(l_hand) H.put_in_l_hand(new l_hand(H)) if(r_hand) H.put_in_r_hand(new r_hand(H)) if(!visualsOnly) // Items in pockets or backpack don't show up on mob's icon. if(l_pocket) H.equip_to_slot_or_del(new l_pocket(H), SLOT_L_STORE, TRUE) if(r_pocket) H.equip_to_slot_or_del(new r_pocket(H), SLOT_R_STORE, TRUE) if(box) if(!backpack_contents) backpack_contents = list() backpack_contents.Insert(1, box) backpack_contents[box] = 1 if(backpack_contents) for(var/path in backpack_contents) var/number = backpack_contents[path] if(!isnum(number))//Default to 1 number = 1 for(var/i in 1 to number) H.equip_to_slot_or_del(new path(H), SLOT_IN_BACKPACK, TRUE) if(!H.head && toggle_helmet && istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit)) var/obj/item/clothing/suit/space/hardsuit/HS = H.wear_suit HS.ToggleHelmet() post_equip(H, visualsOnly, preference_source) if(!visualsOnly) apply_fingerprints(H) if(internals_slot) H.internal = H.get_item_by_slot(internals_slot) H.update_action_buttons_icon() if(implants) for(var/implant_type in implants) var/obj/item/implant/I = new implant_type(H) I.implant(H, null, TRUE) H.update_body() return TRUE /** * Apply a fingerprint from the passed in human to all items in the outfit * * Used for forensics setup when the mob is first equipped at roundstart * essentially calls add_fingerprint to every defined item on the human * */ /datum/outfit/proc/apply_fingerprints(mob/living/carbon/human/H) if(!istype(H)) return if(H.back) H.back.add_fingerprint(H, ignoregloves = TRUE) for(var/obj/item/I in H.back.contents) I.add_fingerprint(H, ignoregloves = TRUE) if(H.wear_id) H.wear_id.add_fingerprint(H, ignoregloves = TRUE) if(H.w_uniform) H.w_uniform.add_fingerprint(H, ignoregloves = TRUE) if(H.wear_suit) H.wear_suit.add_fingerprint(H, ignoregloves = TRUE) if(H.wear_mask) H.wear_mask.add_fingerprint(H, ignoregloves = TRUE) if(H.wear_neck) H.wear_neck.add_fingerprint(H, ignoregloves = TRUE) if(H.head) H.head.add_fingerprint(H, ignoregloves = TRUE) if(H.shoes) H.shoes.add_fingerprint(H, ignoregloves = TRUE) if(H.gloves) H.gloves.add_fingerprint(H, ignoregloves = TRUE) if(H.ears) H.ears.add_fingerprint(H, ignoregloves = TRUE) if(H.glasses) H.glasses.add_fingerprint(H, ignoregloves = TRUE) if(H.belt) H.belt.add_fingerprint(H, ignoregloves = TRUE) for(var/obj/item/I in H.belt.contents) I.add_fingerprint(H, ignoregloves = TRUE) if(H.s_store) H.s_store.add_fingerprint(H, ignoregloves = TRUE) if(H.l_store) H.l_store.add_fingerprint(H, ignoregloves = TRUE) if(H.r_store) H.r_store.add_fingerprint(H, ignoregloves = TRUE) for(var/obj/item/I in H.held_items) I.add_fingerprint(H, ignoregloves = TRUE) return TRUE /// Return a list of all the types that are required to disguise as this outfit type /datum/outfit/proc/get_chameleon_disguise_info() var/list/types = list(uniform, suit, back, belt, gloves, shoes, head, mask, neck, ears, glasses, id, l_pocket, r_pocket, suit_store, r_hand, l_hand) types += chameleon_extras listclearnulls(types) return types /// Return a json list of this outfit /datum/outfit/proc/get_json_data() . = list() .["outfit_type"] = type .["name"] = name .["uniform"] = uniform .["suit"] = suit .["toggle_helmet"] = toggle_helmet .["back"] = back .["belt"] = belt .["gloves"] = gloves .["shoes"] = shoes .["head"] = head .["mask"] = mask .["neck"] = neck .["ears"] = ears .["glasses"] = glasses .["id"] = id .["l_pocket"] = l_pocket .["r_pocket"] = r_pocket .["suit_store"] = suit_store .["r_hand"] = r_hand .["l_hand"] = l_hand .["internals_slot"] = internals_slot .["backpack_contents"] = backpack_contents .["box"] = box .["implants"] = implants .["accessory"] = accessory /// Copy most vars from another outfit to this one /datum/outfit/proc/copy_from(datum/outfit/target) name = target.name uniform = target.uniform suit = target.suit toggle_helmet = target.toggle_helmet back = target.back belt = target.belt gloves = target.gloves shoes = target.shoes head = target.head mask = target.mask neck = target.neck ears = target.ears glasses = target.glasses id = target.id l_pocket = target.l_pocket r_pocket = target.r_pocket suit_store = target.suit_store r_hand = target.r_hand l_hand = target.l_hand internals_slot = target.internals_slot backpack_contents = target.backpack_contents box = target.box implants = target.implants accessory = target.accessory /// Prompt the passed in mob client to download this outfit as a json blob /datum/outfit/proc/save_to_file(mob/admin) var/stored_data = get_json_data() var/json = json_encode(stored_data) //Kinda annoying but as far as i can tell you need to make actual file. var/f = file("data/TempOutfitUpload") fdel(f) WRITE_FILE(f,json) admin << ftp(f,"[name].json") /// Create an outfit datum from a list of json data /datum/outfit/proc/load_from(list/outfit_data) //This could probably use more strict validation name = outfit_data["name"] uniform = text2path(outfit_data["uniform"]) suit = text2path(outfit_data["suit"]) toggle_helmet = outfit_data["toggle_helmet"] back = text2path(outfit_data["back"]) belt = text2path(outfit_data["belt"]) gloves = text2path(outfit_data["gloves"]) shoes = text2path(outfit_data["shoes"]) head = text2path(outfit_data["head"]) mask = text2path(outfit_data["mask"]) neck = text2path(outfit_data["neck"]) ears = text2path(outfit_data["ears"]) glasses = text2path(outfit_data["glasses"]) id = text2path(outfit_data["id"]) l_pocket = text2path(outfit_data["l_pocket"]) r_pocket = text2path(outfit_data["r_pocket"]) suit_store = text2path(outfit_data["suit_store"]) r_hand = text2path(outfit_data["r_hand"]) l_hand = text2path(outfit_data["l_hand"]) internals_slot = outfit_data["internals_slot"] var/list/backpack = outfit_data["backpack_contents"] backpack_contents = list() for(var/item in backpack) var/itype = text2path(item) if(itype) backpack_contents[itype] = backpack[item] box = text2path(outfit_data["box"]) var/list/impl = outfit_data["implants"] implants = list() for(var/I in impl) var/imptype = text2path(I) if(imptype) implants += imptype accessory = text2path(outfit_data["accessory"]) return TRUE /datum/outfit/vv_get_dropdown() . = ..() VV_DROPDOWN_OPTION("", "---") VV_DROPDOWN_OPTION(VV_HK_TO_OUTFIT_EDITOR, "Outfit Editor") /datum/outfit/vv_do_topic(list/href_list) . = ..() if(href_list[VV_HK_TO_OUTFIT_EDITOR]) usr.client.open_outfit_editor(src)