Files
VOREStation/code/datums/datacore.dm
Cameron Lennox eeefd4ef3f Fixes the body designer [WIP] (#17062)
* designer

* finished off remaining body designer stuff, name etc

* merged _vr file, added note to use this

* harddel fix

* this one too

* unifies subtabs, adds search and improves layout

* fixes a longstanding issue with marking color appearance changer

It was feeding a /list (The object) to the color picker and the color picker just rolled with it and said 'sure'.

Now with actual sanity TGUI color picker freaks out and goes 'wtf'

This makes it actually feed a color input into the color picker.

* quick push

* adds hair grad to body designer

* push

* color works again

* hair gradient for body designer

* deconf

* Gets rid of duplicate datum

* no test tonight

* spotty fat

* Condenses hair_extras. Fixes a few missing.

Also adds a new cosmetics_tests unit test.

* fixes the rest of the sprites

* lets try this test

* why did that test compile

* another test ENHANCEMENT(fix)

* More aggressive unittest

* fixie

* invisible tail has snowflake handling

* fix for invis check

* oops

* validate existence of icon in unit test

* unittest checks marking and hair icons properly

* fixing bad unit testing again

* fixed marking icon check

* get rid of unused datum, markings show

* fixes things

* you too

---------

Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-02-07 20:57:25 -05:00

563 lines
20 KiB
Plaintext

/hook/startup/proc/createDatacore()
data_core = new /datum/datacore()
return 1
/datum/datacore
var/name = "datacore"
//For general station crew
var/static/list/medical = list()
var/static/list/general = list()
var/static/list/security = list()
//For offmap spawns so they can have records accessible by certain things
var/static/list/hidden_medical = list()
var/static/list/hidden_general = list()
var/static/list/hidden_security = list()
//This list tracks characters spawned in the world and cannot be modified in-game. Currently referenced by respawn_character().
var/static/list/locked = list()
/datum/datacore/proc/get_manifest(monochrome, OOC)
var/list/heads = new()
var/list/sec = new()
var/list/eng = new()
var/list/med = new()
var/list/sci = new()
var/list/car = new()
var/list/pla = new() //VOREStation Edit
var/list/civ = new()
var/list/bot = new()
var/list/off = new()
var/list/misc = new()
var/list/isactive = new()
var/dat = {"
<head><style>
.manifest {border-collapse:collapse;}
.manifest td, th {border:1px solid [monochrome?"black":"[OOC?"black; background-color:#272727; color:white":"#DEF; background-color:white; color:black"]"]; padding:.25em}
.manifest th {height: 2em; [monochrome?"border-top-width: 3px":"background-color: [OOC?"#40628A":"#48C"]; color:white"]}
.manifest tr.head th { [monochrome?"border-top-width: 1px":"background-color: [OOC?"#013D3B;":"#488;"]"] }
.manifest td:first-child {text-align:right}
.manifest tr.alt td {[monochrome?"border-top-width: 2px":"background-color: [OOC?"#373737; color:white":"#DEF"]"]}
</style></head>
<table class="manifest" width='350px'>
<tr class='head'><th>Name</th><th>Rank</th><th>Activity</th></tr>
"}
var/even = 0
// sort mobs
for(var/datum/data/record/t in data_core.general)
var/name = t.fields["name"]
var/rank = t.fields["rank"]
var/real_rank = make_list_rank(t.fields["real_rank"])
if(OOC)
var/active = 0
for(var/mob/M in player_list)
if(M.real_name == name && M.client && M.client.inactivity <= 10 MINUTES)
active = 1
break
isactive[name] = active ? "Active" : "Inactive"
else
isactive[name] = t.fields["p_stat"]
//to_world("[name]: [rank]")
//cael - to prevent multiple appearances of a player/job combination, add a continue after each line
var/department = 0
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_COMMAND))
heads[name] = rank
department = 1
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_SECURITY))
sec[name] = rank
department = 1
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_ENGINEERING))
eng[name] = rank
department = 1
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_MEDICAL))
med[name] = rank
department = 1
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_RESEARCH))
sci[name] = rank
department = 1
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_CARGO))
car[name] = rank
department = 1
//VOREStation Add Begin
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_PLANET))
pla[name] = rank
department = 1
//VOREStation Add End
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_CIVILIAN))
civ[name] = rank
department = 1
if(!department && !(name in heads))
misc[name] = rank
//For the offmap spawns
if(OOC)
for(var/datum/data/record/t in hidden_general)
var/name = t.fields["name"]
var/rank = t.fields["rank"]
var/real_rank = make_list_rank(t.fields["real_rank"])
var/active = 0
for(var/mob/M in player_list)
if(M.real_name == name && M.client && M.client.inactivity <= 10 MINUTES)
active = 1
break
isactive[name] = active ? "Active" : "Inactive"
var/datum/job/J = SSjob.get_job(real_rank)
if(J?.offmap_spawn)
off[name] = rank
// Synthetics don't have actual records, so we will pull them from here.
for(var/mob/living/silicon/ai/ai in mob_list)
bot[ai.name] = "Artificial Intelligence"
for(var/mob/living/silicon/robot/robot in mob_list)
// No combat/syndicate cyborgs, no drones, and no AI shells.
if(!robot.scrambledcodes && !robot.shell && !(robot.module && robot.module.hide_on_manifest()))
bot[robot.name] = "[robot.modtype] [robot.braintype]"
if(heads.len > 0)
dat += "<tr><th colspan=3>Heads</th></tr>"
for(name in heads)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[heads[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(sec.len > 0)
dat += "<tr><th colspan=3>Security</th></tr>"
for(name in sec)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sec[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(eng.len > 0)
dat += "<tr><th colspan=3>Engineering</th></tr>"
for(name in eng)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[eng[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(med.len > 0)
dat += "<tr><th colspan=3>Medical</th></tr>"
for(name in med)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[med[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(sci.len > 0)
dat += "<tr><th colspan=3>Science</th></tr>"
for(name in sci)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[sci[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
if(car.len > 0)
dat += "<tr><th colspan=3>Cargo</th></tr>"
for(name in car)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[car[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
//VOREStation Edit Begin
if(pla.len > 0)
dat += "<tr><th colspan=3>Exploration</th></tr>"
for(name in pla)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[pla[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
//VOREStation Edit End
if(civ.len > 0)
dat += "<tr><th colspan=3>Civilian</th></tr>"
for(name in civ)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[civ[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
// in case somebody is insane and added them to the manifest, why not
if(bot.len > 0)
dat += "<tr><th colspan=3>Silicon</th></tr>"
for(name in bot)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[bot[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
// offmap spawners
if(off.len > 0)
dat += "<tr><th colspan=3>Offmap Spawns</th></tr>"
for(name in off)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[off[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
// misc guys
if(misc.len > 0)
dat += "<tr><th colspan=3>Miscellaneous</th></tr>"
for(name in misc)
dat += "<tr[even ? " class='alt'" : ""]><td>[name]</td><td>[misc[name]]</td><td>[isactive[name]]</td></tr>"
even = !even
dat += "</table>"
dat = replacetext(dat, "\n", "") // so it can be placed on paper correctly
dat = replacetext(dat, "\t", "")
return dat
/*
We can't just insert in HTML into the nanoUI so we need the raw data to play with.
Instead of creating this list over and over when someone leaves their PDA open to the page
we'll only update it when it changes. The PDA_Manifest global list is zeroed out upon any change
using /datum/datacore/proc/manifest_inject( ), or manifest_insert( )
*/
var/global/list/PDA_Manifest = list()
/datum/datacore/proc/get_manifest_list()
if(PDA_Manifest.len)
return
var/list/heads = list()
var/list/sec = list()
var/list/eng = list()
var/list/med = list()
var/list/sci = list()
var/list/car = list()
var/list/pla = list() // Planetside crew: Explorers, Pilots, S&S
var/list/civ = list()
var/list/bot = list()
var/list/misc = list()
for(var/datum/data/record/t in data_core.general)
var/name = sanitize(t.fields["name"])
var/rank = sanitize(t.fields["rank"])
var/real_rank = make_list_rank(t.fields["real_rank"])
var/isactive = t.fields["p_stat"]
var/department = 0
var/depthead = 0 // Department Heads will be placed at the top of their lists.
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_COMMAND))
heads[++heads.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
depthead = 1
if(rank==JOB_SITE_MANAGER && heads.len != 1)
heads.Swap(1,heads.len)
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_SECURITY))
sec[++sec.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && sec.len != 1)
sec.Swap(1,sec.len)
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_ENGINEERING))
eng[++eng.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && eng.len != 1)
eng.Swap(1,eng.len)
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_MEDICAL))
med[++med.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && med.len != 1)
med.Swap(1,med.len)
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_RESEARCH))
sci[++sci.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && sci.len != 1)
sci.Swap(1,sci.len)
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_PLANET))
pla[++pla.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_CARGO))
car[++car.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && car.len != 1)
car.Swap(1,car.len)
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_CIVILIAN))
civ[++civ.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(depthead && civ.len != 1)
civ.Swap(1,civ.len)
if(SSjob.is_job_in_department(real_rank, DEPARTMENT_SYNTHETIC))
bot[++bot.len] = list("name" = name, "rank" = rank, "active" = isactive)
department = 1
if(!department && !(name in heads))
misc[++misc.len] = list("name" = name, "rank" = rank, "active" = isactive)
// Synthetics don't have actual records, so we will pull them from here.
// Synths don't have records, which is the means by which isactive is retrieved, so I'm hardcoding it to active, don't really have any better means
for(var/mob/living/silicon/ai/ai in mob_list)
bot[++bot.len] = list("name" = ai.real_name, "rank" = "Artificial Intelligence", "active" = "Active")
for(var/mob/living/silicon/robot/robot in mob_list)
// No combat/syndicate cyborgs, no drones, and no AI shells.
if(robot.scrambledcodes || robot.shell || (robot.module && robot.module.hide_on_manifest()))
continue
bot[++bot.len] = list("name" = robot.real_name, "rank" = "[robot.modtype] [robot.braintype]", "active" = "Active")
PDA_Manifest = list(
list("cat" = "Command", "elems" = heads),
list("cat" = "Security", "elems" = sec),
list("cat" = "Engineering", "elems" = eng),
list("cat" = "Medical", "elems" = med),
list("cat" = "Science", "elems" = sci),
list("cat" = "Cargo", "elems" = car),
list("cat" = "Exploration", "elems" = pla), // VOREStation Edit
list("cat" = "Civilian", "elems" = civ),
list("cat" = "Silicon", "elems" = bot),
list("cat" = "Miscellaneous", "elems" = misc)
)
return
/datum/datacore/proc/manifest()
spawn()
for(var/mob/living/carbon/human/H in player_list)
manifest_inject(H)
return
/datum/datacore/proc/manifest_modify(var/name, var/assignment, var/rank)
ResetPDAManifest()
var/datum/data/record/foundrecord
var/real_title = assignment
for(var/datum/data/record/t in data_core.general)
if (t)
if(t.fields["name"] == name)
foundrecord = t
break
var/list/all_jobs = get_job_datums()
for(var/datum/job/J in all_jobs)
if(J.title == rank) //If we have a rank, just default to using that.
real_title = rank
break
else if(J.title == assignment)
real_title = assignment
break
else
var/list/alttitles = get_alternate_titles(J.title)
if(assignment in alttitles)
real_title = J.title
break
if(foundrecord)
foundrecord.fields["rank"] = assignment
foundrecord.fields["real_rank"] = real_title
/datum/datacore/proc/manifest_inject(var/mob/living/carbon/human/H)
if(H.mind && !player_is_antag(H.mind, only_offstation_roles = 1))
var/assignment = GetAssignment(H)
var/hidden
var/datum/job/J = SSjob.get_job(H.mind.assigned_role)
hidden = J?.offmap_spawn
H.ImmediateOverlayUpdate()
var/id = generate_record_id()
//General Record
var/datum/data/record/G = CreateGeneralRecord(H, id, hidden)
G.fields["name"] = H.real_name
G.fields["real_rank"] = H.mind.assigned_role
G.fields["rank"] = assignment
G.fields["age"] = H.age
G.fields["languages"] = list2text(H.languages,", ")
if(H.get_FBP_type())
G.fields["brain_type"] = H.get_FBP_type()
else
G.fields["brain_type"] = "Organic"
G.fields["fingerprint"] = md5(H.dna.uni_identity)
G.fields["p_stat"] = "Active"
G.fields["m_stat"] = "Stable"
G.fields["sex"] = gender2text(H.gender)
if(H.species.name == SPECIES_HANNER)
G.fields["species"] = "[H.custom_species ? "[H.custom_species]" : H.species.name]"
else
G.fields["species"] = "[H.custom_species ? "[H.custom_species] ([H.species.name])" : H.species.name]"
G.fields["home_system"] = H.home_system
G.fields["birthplace"] = H.birthplace
G.fields["citizenship"] = H.citizenship
G.fields["faction"] = H.personal_faction
G.fields["religion"] = H.religion
if(H.gen_record && !jobban_isbanned(H, "Records"))
G.fields["notes"] = H.gen_record
//Medical Record
var/datum/data/record/M = CreateMedicalRecord(H.real_name, id, hidden)
if(H.species.name == SPECIES_HANNER)
M.fields["species"] = "[H.custom_species ? "[H.custom_species]" : H.species.name]"
else
M.fields["species"] = "[H.custom_species ? "[H.custom_species] ([H.species.name])" : H.species.name]"
M.fields["b_type"] = H.b_type
M.fields["blood_reagent"] = H.dna.blood_reagents
M.fields["blood_color"] = H.dna.blood_color
M.fields["b_dna"] = H.dna.unique_enzymes
M.fields["id_gender"] = gender2text(H.identifying_gender)
if(H.get_FBP_type())
M.fields["brain_type"] = H.get_FBP_type()
else
M.fields["brain_type"] = "Organic"
if(H.med_record && !jobban_isbanned(H, "Records"))
M.fields["notes"] = H.med_record
//Security Record
var/datum/data/record/S = CreateSecurityRecord(H.real_name, id, hidden)
if(H.species.name == SPECIES_HANNER)
S.fields["species"] = "[H.custom_species ? "[H.custom_species]" : H.species.name]"
else
S.fields["species"] = "[H.custom_species ? "[H.custom_species] ([H.species.name])" : H.species.name]"
if(H.get_FBP_type())
S.fields["brain_type"] = H.get_FBP_type()
else
S.fields["brain_type"] = "Organic"
if(H.sec_record && !jobban_isbanned(H, "Records"))
S.fields["notes"] = H.sec_record
//Locked Record
var/datum/data/record/L = new()
L.fields["id"] = md5("[H.real_name][H.mind.assigned_role]")
L.fields["name"] = H.real_name
L.fields["rank"] = H.mind.assigned_role
L.fields["age"] = H.age
L.fields["languages"] = list2text(H.languages,", ")
L.fields["fingerprint"] = md5(H.dna.uni_identity)
L.fields["sex"] = gender2text(H.gender)
L.fields["id_gender"] = gender2text(H.identifying_gender)
if(H.get_FBP_type())
L.fields["brain_type"] = H.get_FBP_type()
else
L.fields["brain_type"] = "Organic"
L.fields["b_type"] = H.b_type
L.fields["b_dna"] = H.dna.unique_enzymes
L.fields["enzymes"] = H.dna.SE // Used in respawning
L.fields["identity"] = H.dna.UI // "
if(H.species.name == SPECIES_HANNER)
L.fields["species"] = "[H.custom_species ? "[H.custom_species]" : H.species.name]"
else
L.fields["species"] = "[H.custom_species ? "[H.custom_species] ([H.species.name])" : H.species.name]"
L.fields["home_system"] = H.home_system
L.fields["birthplace"] = H.birthplace
L.fields["citizenship"] = H.citizenship
L.fields["faction"] = H.personal_faction
L.fields["religion"] = H.religion
L.fields["image"] = icon(cached_character_icon(H), dir = SOUTH)
L.fields["antagfac"] = H.antag_faction
L.fields["antagvis"] = H.antag_vis
L.fields["offmap"] = hidden
if(H.exploit_record && !jobban_isbanned(H, "Records"))
L.fields["exploit_record"] = H.exploit_record
else
L.fields["exploit_record"] = "No additional information acquired."
locked += L
return
/proc/generate_record_id()
return add_zero(num2hex(rand(1, 65535)), 4) //no point generating higher numbers because of the limitations of num2hex
/datum/datacore/proc/CreateGeneralRecord(var/mob/living/carbon/human/H, var/id, var/hidden)
ResetPDAManifest()
var/icon/front
var/icon/side
if(H)
var/icon/charicon = cached_character_icon(H)
front = icon(charicon, dir = SOUTH, frame = 1)
side = icon(charicon, dir = WEST, frame = 1)
else // Sending null things through browse_rsc() makes a runtime and breaks the console trying to view the record.
front = icon('html/images/no_image32.png')
side = icon('html/images/no_image32.png')
if(!id)
id = text("[]", add_zero(num2hex(rand(1, 65536)), 4))
var/datum/data/record/G = new /datum/data/record()
G.name = "Employee Record #[id]"
G.fields["name"] = "New Record"
G.fields["id"] = id
G.fields["rank"] = "Unassigned"
G.fields["real_rank"] = "Unassigned"
G.fields["sex"] = "Unknown"
G.fields["age"] = "Unknown"
G.fields["languages"] = "Unknown"
G.fields["brain_type"] = "Unknown"
G.fields["fingerprint"] = "Unknown"
G.fields["p_stat"] = "Active"
G.fields["m_stat"] = "Stable"
G.fields["species"] = SPECIES_HUMAN
G.fields["home_system"] = "Unknown"
G.fields["birthplace"] = "Unknown"
G.fields["citizenship"] = "Unknown"
G.fields["faction"] = "Unknown"
G.fields["religion"] = "Unknown"
G.fields["photo_front"] = front
G.fields["photo_side"] = side
G.fields["photo-south"] = "'data:image/png;base64,[icon2base64(front)]'"
G.fields["photo-west"] = "'data:image/png;base64,[icon2base64(side)]'"
G.fields["notes"] = "No notes found."
if(hidden)
hidden_general += G
else
general += G
return G
/datum/datacore/proc/CreateSecurityRecord(var/name, var/id, var/hidden)
ResetPDAManifest()
var/datum/data/record/R = new /datum/data/record()
R.name = "Security Record #[id]"
R.fields["name"] = name
R.fields["species"] = SPECIES_HUMAN
R.fields["id"] = id
R.fields["brain_type"] = "Unknown"
R.fields["criminal"] = "None"
R.fields["mi_crim"] = "None"
R.fields["mi_crim_d"] = "No minor crime convictions."
R.fields["ma_crim"] = "None"
R.fields["ma_crim_d"] = "No major crime convictions."
R.fields["notes"] = "No notes."
if(hidden)
hidden_security += R
else
security += R
return R
/datum/datacore/proc/CreateMedicalRecord(var/name, var/id, var/hidden)
ResetPDAManifest()
var/datum/data/record/M = new()
M.name = "Medical Record #[id]"
M.fields["id"] = id
M.fields["name"] = name
M.fields["species"] = SPECIES_HUMAN
M.fields["b_type"] = "AB+"
M.fields["b_dna"] = md5(name)
M.fields["id_gender"] = "Unknown"
M.fields["brain_type"] = "Unknown"
M.fields["mi_dis"] = "None"
M.fields["mi_dis_d"] = "No minor disabilities have been declared."
M.fields["ma_dis"] = "None"
M.fields["ma_dis_d"] = "No major disabilities have been diagnosed."
M.fields["alg"] = "None"
M.fields["alg_d"] = "No allergies have been detected in this patient."
M.fields["cdi"] = "None"
M.fields["cdi_d"] = "No diseases have been diagnosed at the moment."
M.fields["notes"] = "No notes found."
if(hidden)
hidden_medical += M
else
medical += M
return M
/datum/datacore/proc/ResetPDAManifest()
if(PDA_Manifest.len)
PDA_Manifest.Cut()
/proc/find_general_record(field, value)
return find_record(field, value, data_core.general)
/proc/find_medical_record(field, value)
return find_record(field, value, data_core.medical)
/proc/find_security_record(field, value)
return find_record(field, value, data_core.security)
/proc/find_record(field, value, list/L)
for(var/datum/data/record/R in L)
if(R.fields[field] == value)
return R
/proc/GetAssignment(var/mob/living/carbon/human/H)
if(H.mind.role_alt_title)
return H.mind.role_alt_title
else if(H.mind.assigned_role)
return H.mind.assigned_role
else if(H.job)
return H.job
else
return "Unassigned"