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408 lines
12 KiB
Plaintext
Executable File
408 lines
12 KiB
Plaintext
Executable File
/**
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* # Outfit datums
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*
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* This is a clean system of applying outfits to mobs, if you need to equip someone in a uniform
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* this is the way to do it cleanly and properly.
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*
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* You can also specify an outfit datum on a job to have it auto equipped to the mob on join
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*
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* /mob/living/carbon/human/proc/equipOutfit(outfit) is the mob level proc to equip an outfit
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* and you pass it the relevant datum outfit
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*
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* outfits can also be saved as json blobs downloadable by a client and then can be uploaded
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* by that user to recreate the outfit, this is used by admins to allow for custom event outfits
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* that can be restored at a later date
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*/
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/datum/outfit
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///Name of the outfit (shows up in the equip admin verb)
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var/name = "Naked"
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/// Type path of item to go in uniform slot
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var/uniform = null
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/// Type path of item to go in suit slot
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var/suit = null
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/// Type path of item to go in back slot
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var/back = null
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/// Type path of item to go in belt slot
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var/belt = null
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/// Type path of item to go in gloves slot
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var/gloves = null
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/// Type path of item to go in shoes slot
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var/shoes = null
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/// Type path of item to go in head slot
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var/head = null
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/// Type path of item to go in mask slot
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var/mask = null
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/// Type path of item to go in neck slot
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var/neck = null
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/// Type path of item to go in ears slot
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var/ears = null
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/// Type path of item to go in the glasses slot
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var/glasses = null
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/// Type path of item to go in the idcard slot
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var/id = null
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/// Type path of item for left pocket slot
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var/l_pocket = null
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/// Type path of item for right pocket slot
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var/r_pocket = null
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/**
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* Type path of item to go in suit storage slot
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*
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* (make sure it's valid for that suit)
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*/
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var/suit_store = null
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///Type path of item to go in the right hand
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var/r_hand = null
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//Type path of item to go in left hand
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var/l_hand = null
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/// Should the toggle helmet proc be called on the helmet during equip
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var/toggle_helmet = TRUE
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///Should we preload some of this job's items?
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var/preload = FALSE
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///ID of the slot containing a gas tank
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var/internals_slot = null
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/**
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* list of items that should go in the backpack of the user
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*
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* Format of this list should be: list(path=count,otherpath=count)
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*/
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var/list/backpack_contents = null
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/// Internals box. Will be inserted at the start of backpack_contents
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var/box
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/**
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* Any implants the mob should start implanted with
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*
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* Format of this list is (typepath, typepath, typepath)
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*/
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var/list/implants = null
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/// Any clothing accessory item
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var/accessory = null
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/// Set to FALSE if your outfit requires runtime parameters
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var/can_be_admin_equipped = TRUE
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/**
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* extra types for chameleon outfit changes, mostly guns
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*
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* Format of this list is (typepath, typepath, typepath)
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*
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* These are all added and returns in the list for get_chamelon_diguise_info proc
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*/
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var/list/chameleon_extras
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/**
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* Called at the start of the equip proc
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*
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* Override to change the value of the slots depending on client prefs, species and
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* other such sources of change
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*
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* Extra Arguments
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* * visualsOnly true if this is only for display (in the character setup screen)
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*
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* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
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*/
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/datum/outfit/proc/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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//to be overridden for customization depending on client prefs,species etc
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return
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/**
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* Called after the equip proc has finished
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*
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* All items are on the mob at this point, use this proc to toggle internals
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* fiddle with id bindings and accesses etc
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*
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* Extra Arguments
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* * visualsOnly true if this is only for display (in the character setup screen)
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*
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* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
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*/
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/datum/outfit/proc/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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//to be overridden for toggling internals, id binding, access etc
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return
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/**
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* Equips all defined types and paths to the mob passed in
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*
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* Extra Arguments
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* * visualsOnly true if this is only for display (in the character setup screen)
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*
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* If visualsOnly is true, you can omit any work that doesn't visually appear on the character sprite
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*/
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/datum/outfit/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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pre_equip(H, visualsOnly)
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//Start with uniform,suit,backpack for additional slots
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if(uniform)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(uniform, H), ITEM_SLOT_ICLOTHING, TRUE)
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if(suit)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(suit, H), ITEM_SLOT_OCLOTHING, TRUE)
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if(back)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(back, H), ITEM_SLOT_BACK, TRUE)
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if(belt)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(belt, H), ITEM_SLOT_BELT, TRUE)
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if(gloves)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(gloves, H), ITEM_SLOT_GLOVES, TRUE)
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if(shoes)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(shoes, H), ITEM_SLOT_FEET, TRUE)
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if(head)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(head, H), ITEM_SLOT_HEAD, TRUE)
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if(mask)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(mask, H), ITEM_SLOT_MASK, TRUE)
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if(neck)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(neck, H), ITEM_SLOT_NECK, TRUE)
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if(ears)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(ears, H), ITEM_SLOT_EARS, TRUE)
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if(glasses)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(glasses, H), ITEM_SLOT_EYES, TRUE)
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if(id)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(id, H), ITEM_SLOT_ID, TRUE)
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if(suit_store)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(suit_store, H), ITEM_SLOT_SUITSTORE, TRUE)
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if(accessory)
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var/obj/item/clothing/under/U = H.w_uniform
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if(U)
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U.attach_accessory(SSwardrobe.provide_type(accessory, H))
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else
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WARNING("Unable to equip accessory [accessory] in outfit [name]. No uniform present!")
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if(l_hand)
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H.put_in_l_hand(SSwardrobe.provide_type(l_hand, H))
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if(r_hand)
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H.put_in_r_hand(SSwardrobe.provide_type(r_hand, H))
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if(!visualsOnly) // Items in pockets or backpack don't show up on mob's icon.
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if(l_pocket)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(l_pocket, H), ITEM_SLOT_LPOCKET, TRUE)
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if(r_pocket)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(r_pocket, H), ITEM_SLOT_RPOCKET, TRUE)
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if(box)
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if(!backpack_contents)
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backpack_contents = list()
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backpack_contents.Insert(1, box)
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backpack_contents[box] = 1
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if(backpack_contents)
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for(var/path in backpack_contents)
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var/number = backpack_contents[path]
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if(!isnum(number))//Default to 1
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number = 1
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for(var/i in 1 to number)
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H.equip_to_slot_or_del(SSwardrobe.provide_type(path, H),ITEM_SLOT_BACKPACK, TRUE)
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if(!H.head && toggle_helmet && istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit))
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var/obj/item/clothing/suit/space/hardsuit/HS = H.wear_suit
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HS.ToggleHelmet()
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post_equip(H, visualsOnly)
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if(!visualsOnly)
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apply_fingerprints(H)
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if(internals_slot)
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H.open_internals(H.get_item_by_slot(internals_slot))
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if(implants)
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for(var/implant_type in implants)
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var/obj/item/implant/I = SSwardrobe.provide_type(implant_type, H)
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I.implant(H, null, TRUE)
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H.update_body()
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return TRUE
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/**
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* Apply a fingerprint from the passed in human to all items in the outfit
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*
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* Used for forensics setup when the mob is first equipped at roundstart
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* essentially calls add_fingerprint to every defined item on the human
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*
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*/
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/datum/outfit/proc/apply_fingerprints(mob/living/carbon/human/H)
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if(!istype(H))
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return
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if(H.back)
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H.back.add_fingerprint(H,1) //The 1 sets a flag to ignore gloves
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for(var/obj/item/I in H.back.contents)
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I.add_fingerprint(H,1)
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if(H.wear_id)
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H.wear_id.add_fingerprint(H,1)
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if(H.w_uniform)
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H.w_uniform.add_fingerprint(H,1)
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if(H.wear_suit)
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H.wear_suit.add_fingerprint(H,1)
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if(H.wear_mask)
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H.wear_mask.add_fingerprint(H,1)
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if(H.wear_neck)
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H.wear_neck.add_fingerprint(H,1)
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if(H.head)
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H.head.add_fingerprint(H,1)
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if(H.shoes)
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H.shoes.add_fingerprint(H,1)
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if(H.gloves)
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H.gloves.add_fingerprint(H,1)
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if(H.ears)
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H.ears.add_fingerprint(H,1)
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if(H.glasses)
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H.glasses.add_fingerprint(H,1)
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if(H.belt)
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H.belt.add_fingerprint(H,1)
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for(var/obj/item/I in H.belt.contents)
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I.add_fingerprint(H,1)
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if(H.s_store)
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H.s_store.add_fingerprint(H,1)
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if(H.l_store)
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H.l_store.add_fingerprint(H,1)
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if(H.r_store)
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H.r_store.add_fingerprint(H,1)
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for(var/obj/item/I in H.held_items)
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I.add_fingerprint(H,1)
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return 1
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/// Return a list of all the types that are required to disguise as this outfit type
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/datum/outfit/proc/get_chameleon_disguise_info()
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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)
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types += chameleon_extras
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listclearnulls(types)
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return types
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/// Return a list of types to pregenerate for later equipping
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/// This should not be things that do unique stuff in Initialize(mapload) based off their location, since we'll be storing them for a while
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/datum/outfit/proc/get_types_to_preload()
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var/list/preload = list()
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preload += id
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preload += uniform
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preload += suit
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preload += suit_store
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preload += back
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//Load in backpack gear and shit
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for(var/datum/type_to_load in backpack_contents)
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for(var/i in 1 to backpack_contents[type_to_load])
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preload += type_to_load
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preload += belt
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preload += ears
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preload += glasses
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preload += gloves
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preload += head
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preload += mask
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preload += neck
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preload += shoes
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preload += l_pocket
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preload += r_pocket
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preload += l_hand
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preload += r_hand
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preload += accessory
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preload += box
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for(var/implant_type in implants)
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preload += implant_type
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return preload
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/// Return a json list of this outfit
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/datum/outfit/proc/get_json_data()
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. = list()
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.["outfit_type"] = type
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.["name"] = name
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.["uniform"] = uniform
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.["suit"] = suit
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.["toggle_helmet"] = toggle_helmet
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.["back"] = back
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.["belt"] = belt
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.["gloves"] = gloves
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.["shoes"] = shoes
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.["head"] = head
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.["mask"] = mask
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.["neck"] = neck
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.["ears"] = ears
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.["glasses"] = glasses
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.["id"] = id
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.["l_pocket"] = l_pocket
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.["r_pocket"] = r_pocket
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.["suit_store"] = suit_store
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.["r_hand"] = r_hand
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.["l_hand"] = l_hand
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.["internals_slot"] = internals_slot
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.["backpack_contents"] = backpack_contents
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.["box"] = box
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.["implants"] = implants
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.["accessory"] = accessory
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/// Prompt the passed in mob client to download this outfit as a json blob
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/datum/outfit/proc/save_to_file(mob/admin)
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var/stored_data = get_json_data()
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var/json = json_encode(stored_data)
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//Kinda annoying but as far as i can tell you need to make actual file.
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var/f = file("data/TempOutfitUpload")
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fdel(f)
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WRITE_FILE(f,json)
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admin << ftp(f,"[name].json")
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/// Create an outfit datum from a list of json data
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/datum/outfit/proc/load_from(list/outfit_data)
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//This could probably use more strict validation
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name = outfit_data["name"]
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uniform = text2path(outfit_data["uniform"])
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suit = text2path(outfit_data["suit"])
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toggle_helmet = outfit_data["toggle_helmet"]
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back = text2path(outfit_data["back"])
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belt = text2path(outfit_data["belt"])
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gloves = text2path(outfit_data["gloves"])
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shoes = text2path(outfit_data["shoes"])
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head = text2path(outfit_data["head"])
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mask = text2path(outfit_data["mask"])
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neck = text2path(outfit_data["neck"])
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ears = text2path(outfit_data["ears"])
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glasses = text2path(outfit_data["glasses"])
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id = text2path(outfit_data["id"])
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l_pocket = text2path(outfit_data["l_pocket"])
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r_pocket = text2path(outfit_data["r_pocket"])
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suit_store = text2path(outfit_data["suit_store"])
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r_hand = text2path(outfit_data["r_hand"])
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l_hand = text2path(outfit_data["l_hand"])
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internals_slot = outfit_data["internals_slot"]
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var/list/backpack = outfit_data["backpack_contents"]
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backpack_contents = list()
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for(var/item in backpack)
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var/itype = text2path(item)
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if(itype)
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backpack_contents[itype] = backpack[item]
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box = text2path(outfit_data["box"])
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var/list/impl = outfit_data["implants"]
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implants = list()
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for(var/I in impl)
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var/imptype = text2path(I)
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if(imptype)
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implants += imptype
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accessory = text2path(outfit_data["accessory"])
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return TRUE
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/datum/outfit/mulligan
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name = "a Mulligan (Naked)"
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/datum/outfit/mulligan/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
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..()
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var/mob/living/carbon/human/M = H
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randomize_human(M)
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