Dna, Bodyrecord, Xenochi Revive Refactor (#17732)

* changeling fix

* Move body spawning into BR

* small fix, organization

* replace xeno regen

* Body descriptor system removed

* Revert "Body descriptor system removed"

This reverts commit 04a0aa3ac8.

* massive bodyrecord copy refactor

* this too

* dna copying is now sane

* make a merge easier

* better file for this

* may we ensure peace everlasting

* linter

* oops, missed the test

* fixed up

* furthering the test

* different way to check

* looking promising

* required exclusions

* more test

* another tweak

* setup better

* globin

* test name change

* really mess up that monkey

* gradient style to UI entry

* scramble ignore

* illegal species

* scramble fix

* grad fix, more test fixes

* doing that right

* need these too

* missed defferal

* missed pathing

* documentation wall

* blood color needs a safety

* promethean prep

* this early set isn't needed

* some protections

* fixed waddler nulltest

* failure test

* intensify scan

* second fail test

* noticing

* dna test case

* other dna test case

* Test is bunk

* huge dna cleanup, better signal

* don't edit these

* documentation

* Do not use loc = src.loc

* oops

* Use weakrefs in pods

* remaining weakrefs

* reduce changes in pr

* cloning computer does not rotate itself when used

* moved body design to new BR code, and fixed screen size

* badlinting

* updated

* No instakilling teshari

* jiggles you

* TGUI

* move along

* m ove it

* Update AppearanceChangerMisc.tsx

* this too

* gender is race whoops

* Allow old clonepods too

* xc

* further encapsulation and some fixes

* oops

* misc not race

* separated that

* custom footsteps exchanged

* Custom speech bubble and xenochi stuff

* Update xenochimera.dm

* remove digileg snowflake

* try this

* Update xenochimera.dm

* proper close

* Always update our DNA

* awa

* extremely laggy check removed, actually useless

* explaining

* lower delay time

* slower jigglin

* Revert "slower jigglin"

This reverts commit c801f7d7f5.

* disable appearance editor due to various issues

* Promie love

* xenochi vanity test

* lmao

* earwings

* wording and slot revival

* mobvar?

* Phasing out specific shapeshifter appearances

If you have access to changing your icon, you can change whatever you want.

* saveslot loading

* more

* synth

* Shoot out limbs

* almost ready

* nullcheck

* xenochi revive handles size and weight correctly

* weaver cocoon updated xenochi internal record after tf

* cannot remove from lost limbs

* limbs properly respawn on slot revive

---------

Co-authored-by: C.L. <killer65311@gmail.com>
This commit is contained in:
Will
2025-06-09 08:20:42 -07:00
committed by GitHub
co-authored by C.L.
parent ebca26a85c
commit cbd3f1ea2b
42 changed files with 1079 additions and 901 deletions
@@ -800,11 +800,11 @@
//We REALLY don't need to go through every variable. Doing so makes this lag like hell on 515
/datum/species/proc/copy_variables(var/datum/species/S, var/list/whitelist)
//List of variables to ignore, trying to copy type will runtime.
//var/list/blacklist = list("type", "loc", "client", "ckey")
//var/list/blacklist = list(BLACKLISTED_COPY_VARS)
//Makes thorough copy of species datum.
for(var/i in whitelist)
if(!(i in S.vars)) //Don't copy incompatible vars.
continue
//if(!(i in S.vars)) // This check SOUNDS like a good idea, until you realize it loops over every var in base datum + species datum + byond builtin vars for EACH var in the whitelist. All the vars in whitelist are in the base species datum anyway, so this is unneeded.
// continue
if(S.vars[i] != vars[i] && !islist(vars[i])) //If vars are same, no point in copying.
S.vars[i] = vars[i]
@@ -109,16 +109,8 @@ var/datum/species/shapeshifter/promethean/prometheans
cold_discomfort_strings = list("You feel too cool.")
inherent_verbs = list(
/mob/living/carbon/human/proc/shapeshifter_select_shape,
/mob/living/carbon/human/proc/shapeshifter_select_colour,
/mob/living/carbon/human/proc/shapeshifter_select_hair,
/mob/living/carbon/human/proc/shapeshifter_select_hair_colors,
/mob/living/carbon/human/proc/shapeshifter_select_gender,
/mob/living/carbon/human/proc/innate_shapeshifting,
/mob/living/carbon/human/proc/regenerate,
/mob/living/carbon/human/proc/shapeshifter_select_wings,
/mob/living/carbon/human/proc/shapeshifter_select_tail,
/mob/living/carbon/human/proc/shapeshifter_select_ears,
/mob/living/carbon/human/proc/shapeshifter_select_secondary_ears,
/mob/living/carbon/human/proc/prommie_blobform,
/mob/living/proc/set_size,
/mob/living/carbon/human/proc/promethean_select_opaqueness,
@@ -411,3 +403,9 @@ var/datum/species/shapeshifter/promethean/prometheans
return
else
prommie_intoblob()
/mob/living/carbon/human/proc/innate_shapeshifting()
set name = "Transform Appearance"
set category = "Abilities.Superpower"
var/datum/tgui_module/appearance_changer/innate/I = new(src, src)
I.tgui_interact(src)
+7
View File
@@ -679,7 +679,12 @@
return 1
return 0
/// Revives a body using the client's preferences if human
/mob/living/proc/revive()
revival_healing_action()
/// Performs the actual healing of Aheal, seperate from revive() because it does not use client prefs. Will not heal everything, and expects to be called through revive() or with a bodyrecord doing a respawn/revive.
/mob/living/proc/revival_healing_action()
rejuvenate()
if(buckled)
buckled.unbuckle_mob()
@@ -701,6 +706,8 @@
if(ai_holder) // AI gets told to sleep when killed. Since they're not dead anymore, wake it up.
ai_holder.go_wake()
SEND_SIGNAL(src, COMSIG_HUMAN_DNA_FINALIZED)
/mob/living/proc/rejuvenate()
if(reagents)
reagents.clear_reagents()
+2 -2
View File
@@ -437,15 +437,15 @@
var/datum/language/keylang = GLOB.all_languages[client.prefs.language_custom_keys[key]]
if(keylang)
new_character.language_keys[key] = keylang
// VOREStation Add: Preferred Language Setting;
if(client.prefs.preferred_language) // Do we have a preferred language?
var/datum/language/def_lang = GLOB.all_languages[client.prefs.preferred_language]
if(def_lang)
new_character.default_language = def_lang
// VOREStation Add End
// And uncomment this, too.
//new_character.dna.UpdateSE()
SEND_SIGNAL(new_character, COMSIG_HUMAN_DNA_FINALIZED)
// Do the initial caching of the player's body icons.
new_character.force_update_limbs()
new_character.update_icons_body()
@@ -37,7 +37,7 @@ GLOBAL_LIST_INIT(fancy_sprite_accessory_color_channel_names, list("Primary", "Se
var/gender = NEUTER
// Restrict some styles to specific species. Default to all species to avoid runtimes in character creator.
var/list/species_allowed = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_UNATHI, SPECIES_TAJARAN, SPECIES_TESHARI, SPECIES_NEVREAN, SPECIES_AKULA, SPECIES_SERGAL, SPECIES_FENNEC, SPECIES_ZORREN_HIGH, SPECIES_VULPKANIN, SPECIES_XENOCHIMERA, SPECIES_XENOHYBRID, SPECIES_VASILISSAN, SPECIES_RAPALA, SPECIES_PROTEAN, SPECIES_ALRAUNE, SPECIES_WEREBEAST, SPECIES_SHADEKIN, SPECIES_SHADEKIN_CREW, SPECIES_ALTEVIAN, SPECIES_LLEILL, SPECIES_HANNER, SPECIES_ZADDAT, SPECIES_SPARKLE)
var/list/species_allowed = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_UNATHI, SPECIES_TAJARAN, SPECIES_TESHARI, SPECIES_NEVREAN, SPECIES_AKULA, SPECIES_SERGAL, SPECIES_FENNEC, SPECIES_ZORREN_HIGH, SPECIES_VULPKANIN, SPECIES_XENOCHIMERA, SPECIES_XENOHYBRID, SPECIES_VASILISSAN, SPECIES_RAPALA, SPECIES_PROTEAN, SPECIES_ALRAUNE, SPECIES_WEREBEAST, SPECIES_SHADEKIN, SPECIES_SHADEKIN_CREW, SPECIES_ALTEVIAN, SPECIES_LLEILL, SPECIES_HANNER, SPECIES_ZADDAT, SPECIES_SPARKLE, SPECIES_PROMETHEAN)
// Whether or not the accessory can be affected by colouration
var/do_colouration = 1
@@ -15,7 +15,7 @@
var/extra_overlay2
var/desc = DEVELOPER_WARNING_NAME
em_block = TRUE
species_allowed = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_UNATHI, SPECIES_TAJARAN, SPECIES_TESHARI, SPECIES_NEVREAN, SPECIES_AKULA, SPECIES_SERGAL, SPECIES_FENNEC, SPECIES_ZORREN_HIGH, SPECIES_VULPKANIN, SPECIES_XENOCHIMERA, SPECIES_XENOHYBRID, SPECIES_VASILISSAN, SPECIES_RAPALA, SPECIES_PROTEAN, SPECIES_ALRAUNE, SPECIES_WEREBEAST, SPECIES_SHADEKIN, SPECIES_SHADEKIN_CREW, SPECIES_ALTEVIAN, SPECIES_LLEILL, SPECIES_HANNER, SPECIES_SPARKLE)
species_allowed = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_UNATHI, SPECIES_TAJARAN, SPECIES_TESHARI, SPECIES_NEVREAN, SPECIES_AKULA, SPECIES_SERGAL, SPECIES_FENNEC, SPECIES_ZORREN_HIGH, SPECIES_VULPKANIN, SPECIES_XENOCHIMERA, SPECIES_XENOHYBRID, SPECIES_VASILISSAN, SPECIES_RAPALA, SPECIES_PROTEAN, SPECIES_ALRAUNE, SPECIES_WEREBEAST, SPECIES_SHADEKIN, SPECIES_SHADEKIN_CREW, SPECIES_ALTEVIAN, SPECIES_LLEILL, SPECIES_HANNER, SPECIES_SPARKLE, SPECIES_PROMETHEAN)
/**
* Gets the number of color channels we have.
@@ -21,7 +21,7 @@
var/extra_overlay_w // Flapping state for extra overlay
var/extra_overlay2_w
species_allowed = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_UNATHI, SPECIES_TAJARAN, SPECIES_TESHARI, SPECIES_NEVREAN, SPECIES_AKULA, SPECIES_SERGAL, SPECIES_FENNEC, SPECIES_ZORREN_HIGH, SPECIES_VULPKANIN, SPECIES_XENOCHIMERA, SPECIES_XENOHYBRID, SPECIES_VASILISSAN, SPECIES_RAPALA, SPECIES_PROTEAN, SPECIES_ALRAUNE, SPECIES_WEREBEAST, SPECIES_SHADEKIN, SPECIES_SHADEKIN_CREW, SPECIES_ALTEVIAN, SPECIES_LLEILL, SPECIES_HANNER, SPECIES_SPARKLE)
species_allowed = list(SPECIES_HUMAN, SPECIES_SKRELL, SPECIES_UNATHI, SPECIES_TAJARAN, SPECIES_TESHARI, SPECIES_NEVREAN, SPECIES_AKULA, SPECIES_SERGAL, SPECIES_FENNEC, SPECIES_ZORREN_HIGH, SPECIES_VULPKANIN, SPECIES_XENOCHIMERA, SPECIES_XENOHYBRID, SPECIES_VASILISSAN, SPECIES_RAPALA, SPECIES_PROTEAN, SPECIES_ALRAUNE, SPECIES_WEREBEAST, SPECIES_SHADEKIN, SPECIES_SHADEKIN_CREW, SPECIES_ALTEVIAN, SPECIES_LLEILL, SPECIES_HANNER, SPECIES_SPARKLE, SPECIES_PROMETHEAN)
var/wing_offset = 0
var/multi_dir = FALSE // Does it use different sprites at different layers? _front will be added for sprites on low layer, _back to high layer
+2
View File
@@ -497,3 +497,5 @@
var/new_speech_bubble = tgui_input_list(src, "Pick new voice (default for automatic selection)", "Character Preference", GLOB.selectable_speech_bubbles)
if(new_speech_bubble)
custom_speech_bubble = new_speech_bubble
if(dna)
dna.custom_speech_bubble = new_speech_bubble