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@@ -3,16 +3,30 @@
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GLOBAL_LIST_EMPTY(roundstart_races)
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GLOBAL_LIST_EMPTY(roundstart_race_names)
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/**
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* # species datum
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*
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* Datum that handles different species in the game.
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*
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* This datum handles species in the game, such as lizardpeople, mothmen, zombies, skeletons, etc.
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* It is used in [carbon humans][mob/living/carbon/human] to determine various things about them, like their food preferences, if they have biological genders, their damage resistances, and more.
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*
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*/
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/datum/species
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var/id // if the game needs to manually check your race to do something not included in a proc here, it will use this
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var/limbs_id //this is used if you want to use a different species limb sprites. Mainly used for angels as they look like humans.
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var/name // this is the fluff name. these will be left generic (such as 'Lizardperson' for the lizard race) so servers can change them to whatever
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var/default_color = "#FFFFFF" // if alien colors are disabled, this is the color that will be used by that race
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///If the game needs to manually check your race to do something not included in a proc here, it will use this.
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var/id
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//This is used if you want to use a different species' limb sprites.
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var/limbs_id
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///This is the fluff name. They are displayed on health analyzers and in the character setup menu. Leave them generic for other servers to customize.
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var/name
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// Default color. If mutant colors are disabled, this is the color that will be used by that race.
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var/default_color = "#FFF"
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var/sexes = 1 // whether or not the race has sexual characteristics. at the moment this is only 0 for skeletons and shadows
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///Whether or not the race has sexual characteristics (biological genders). At the moment this is only FALSE for skeletons and shadows
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var/sexes = TRUE
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var/has_field_of_vision = TRUE
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//Species Icon Drawing Offsets - Pixel X, Pixel Y, Aka X = Horizontal and Y = Vertical, from bottom left corner
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///Clothing offsets. If a species has a different body than other species, you can offset clothing so they look less weird.
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var/list/offset_features = list(
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OFFSET_UNIFORM = list(0,0),
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OFFSET_ID = list(0,0),
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@@ -34,74 +48,141 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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OFFSET_MUTPARTS = list(0,0)
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)
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var/hair_color // this allows races to have specific hair colors... if null, it uses the H's hair/facial hair colors. if "mutcolor", it uses the H's mutant_color
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var/hair_alpha = 255 // the alpha used by the hair. 255 is completely solid, 0 is transparent.
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var/use_skintones = NO_SKINTONES // does it use skintones or not? (spoiler alert this is only used by humans)
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var/exotic_blood = "" // If your race wants to bleed something other than bog standard blood, change this to reagent id.
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var/exotic_bloodtype = "" //If your race uses a non standard bloodtype (A+, O-, AB-, etc)
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var/exotic_blood_color = BLOOD_COLOR_HUMAN //assume human as the default blood colour, override this default by species subtypes
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///This allows races to have specific hair colors. If null, it uses the H's hair/facial hair colors. If "mutcolor", it uses the H's mutant_color. If "fixedmutcolor", it uses fixedmutcolor
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var/hair_color
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///The alpha used by the hair. 255 is completely solid, 0 is invisible.
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var/hair_alpha = 255
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///Does the species use skintones or not? As of now only used by humans.
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var/use_skintones = FALSE
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///If your race bleeds something other than bog standard blood, change this to reagent id. For example, ethereals bleed liquid electricity.
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var/exotic_blood = ""
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///If your race uses a non standard bloodtype (A+, O-, AB-, etc). For example, lizards have L type blood.
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var/exotic_bloodtype = ""
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/// Assume human as the default blood colour, override this default by species subtypes
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var/exotic_blood_color = BLOOD_COLOR_HUMAN
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///What the species drops when gibbed by a gibber machine.
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var/meat = /obj/item/reagent_containers/food/snacks/meat/slab/human //What the species drops on gibbing
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var/list/gib_types = list(/obj/effect/gibspawner/human, /obj/effect/gibspawner/human/bodypartless)
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///What skin the species drops when gibbed by a gibber machine.
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var/skinned_type
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///Bitfield for food types that the species likes, giving them a mood boost. Lizards like meat, for example.
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var/liked_food = NONE
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///Bitfield for food types that the species dislikes, giving them disgust. Humans hate raw food, for example.
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var/disliked_food = GROSS
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///Bitfield for food types that the species absolutely hates, giving them even more disgust than disliked food. Meat is "toxic" to moths, for example.
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var/toxic_food = TOXIC
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var/list/no_equip = list() // slots the race can't equip stuff to
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var/nojumpsuit = 0 // this is sorta... weird. it basically lets you equip stuff that usually needs jumpsuits without one, like belts and pockets and ids
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///Inventory slots the race can't equip stuff to. Golems cannot wear jumpsuits, for example.
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var/list/no_equip = list()
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/// Allows the species to equip items that normally require a jumpsuit without having one equipped. Used by golems.
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var/nojumpsuit = FALSE
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var/blacklisted = 0 //Flag to exclude from green slime core species.
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var/dangerous_existence //A flag for transformation spells that tells them "hey if you turn a person into one of these without preperation, they'll probably die!"
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var/say_mod = "says" // affects the speech message
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///Affects the speech message, for example: Motharula flutters, "My speech message is flutters!"
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var/say_mod = "says"
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///What languages this species can understand and say. Use a [language holder datum][/datum/language_holder] in this var.
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var/species_language_holder = /datum/language_holder
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var/list/mutant_bodyparts = list() // Visible CURRENT bodyparts that are unique to a species. Changes to this list for non-species specific bodyparts (ie cat ears and tails) should be assigned at organ level if possible. Layer hiding is handled by handle_mutant_bodyparts() below.
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var/list/mutant_organs = list() //Internal organs that are unique to this race.
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var/speedmod = 0 // this affects the race's speed. positive numbers make it move slower, negative numbers make it move faster
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var/armor = 0 // overall defense for the race... or less defense, if it's negative.
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var/attack_type = BRUTE // the type of damage unarmed attacks from this species do
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var/brutemod = 1 // multiplier for brute damage
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var/burnmod = 1 // multiplier for burn damage
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var/coldmod = 1 // multiplier for cold damage
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var/heatmod = 1 // multiplier for heat damage
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var/stunmod = 1 // multiplier for stun duration
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var/punchdamagelow = 1 //lowest possible punch damage. if this is set to 0, punches will always miss
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var/punchdamagehigh = 10 //highest possible punch damage
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var/punchstunthreshold = 10 //damage at which punches from this race will stun //yes it should be to the attacked race but it's not useful that way even if it's logical
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/**
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* Visible CURRENT bodyparts that are unique to a species.
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* DO NOT USE THIS AS A LIST OF ALL POSSIBLE BODYPARTS AS IT WILL FUCK
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* SHIT UP! Changes to this list for non-species specific bodyparts (ie
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* cat ears and tails) should be assigned at organ level if possible.
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* Assoc values are defaults for given bodyparts, also modified by aforementioned organs.
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* They also allow for faster '[]' list access versus 'in'. Other than that, they are useless right now.
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* Layer hiding is handled by [/datum/species/proc/handle_mutant_bodyparts] below.
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*/
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var/list/mutant_bodyparts = list()
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///Internal organs that are unique to this race, like a tail.
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var/list/mutant_organs = list()
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///Multiplier for the race's speed. Positive numbers make it move slower, negative numbers make it move faster.
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var/speedmod = 0
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///Percentage modifier for overall defense of the race, or less defense, if it's negative.
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var/armor = 0
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///multiplier for brute damage
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var/brutemod = 1
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///multiplier for burn damage
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var/burnmod = 1
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///multiplier for damage from cold temperature
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var/coldmod = 1
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///multiplier for damage from hot temperature
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var/heatmod = 1
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///multiplier for stun durations
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var/stunmod = 1
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///multiplier for money paid at payday
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var/payday_modifier = 1
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///Type of damage attack does. Ethereals attack with burn damage for example.
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var/attack_type = BRUTE // multiplier for stun duration
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///Lowest possible punch damage this species can give. If this is set to 0, punches will always miss.
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var/punchdamagelow = 1
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///Highest possible punch damage this species can give.
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var/punchdamagehigh = 10
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///Damage at which punches from this race will stun
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var/punchstunthreshold = 10 //yes it should be to the attacked race but it's not useful that way even if it's logical
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var/punchwoundbonus = 0 // additional wound bonus. generally zero.
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var/siemens_coeff = 1 //base electrocution coefficient
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var/damage_overlay_type = "human" //what kind of damage overlays (if any) appear on our species when wounded?
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var/fixed_mut_color = "" //to use MUTCOLOR with a fixed color that's independent of dna.feature["mcolor"]
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///Base electrocution coefficient. Basically a multiplier for damage from electrocutions.
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var/siemens_coeff = 1
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///What kind of damage overlays (if any) appear on our species when wounded? If this is "", does not add an overlay.
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var/damage_overlay_type = "human"
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///To use MUTCOLOR with a fixed color that's independent of the mcolor feature in DNA.
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var/fixed_mut_color = ""
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///Special mutation that can be found in the genepool exclusively in this species. Dont leave empty or changing species will be a headache
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var/inert_mutation = DWARFISM
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var/list/special_step_sounds //Sounds to override barefeet walkng
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var/grab_sound //Special sound for grabbing
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var/datum/outfit/outfit_important_for_life // A path to an outfit that is important for species life e.g. plasmaman outfit
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///Sounds to override barefeet walking
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var/list/special_step_sounds
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///Special sound for grabbing
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var/grab_sound
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/// A path to an outfit that is important for species life e.g. plasmaman outfit
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var/datum/outfit/outfit_important_for_life
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// species-only traits. Can be found in DNA.dm
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///Species-only traits. Can be found in [code/__DEFINES/DNA.dm]
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var/list/species_traits = list(HAS_FLESH,HAS_BONE) //by default they can scar and have bones/flesh unless set to something else
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// generic traits tied to having the species
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var/list/inherent_traits = list()
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///Generic traits tied to having the species.
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var/list/inherent_traits = list() //list(TRAIT_ADVANCEDTOOLUSER)
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/// List of biotypes the mob belongs to. Used by diseases.
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var/inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID
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var/list/blacklisted_quirks = list() // Quirks that will be removed upon gaining this species, to be defined by species
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var/list/removed_quirks = list() // Quirks that got removed due to being blacklisted, and will be restored when on_species_loss() is called
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var/attack_verb = "punch" // punch-specific attack verb
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///Punch-specific attack verb.
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var/attack_verb = "punch"
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///
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var/sound/attack_sound = 'sound/weapons/punch1.ogg'
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var/sound/miss_sound = 'sound/weapons/punchmiss.ogg'
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var/list/mob/living/ignored_by = list() // list of mobs that will ignore this species
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//Breathing!
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var/obj/item/organ/lungs/mutantlungs = null
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///What gas does this species breathe? Used by suffocation screen alerts, most of actual gas breathing is handled by mutantlungs. See [life.dm][code/modules/mob/living/carbon/human/life.dm]
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var/breathid = "o2"
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//Do NOT remove by setting to null. use OR make a RESPECTIVE TRAIT (removing stomach? add the NOSTOMACH trait to your species)
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//why does it work this way? because traits also disable the downsides of not having an organ, removing organs but not having the trait will make your species die
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///Replaces default brain with a different organ
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var/obj/item/organ/brain/mutant_brain = /obj/item/organ/brain
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///Replaces default heart with a different organ
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var/obj/item/organ/heart/mutant_heart = /obj/item/organ/heart
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///Replaces default lungs with a different organ
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// var/obj/item/organ/lungs/mutantlungs = /obj/item/organ/lungs
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///Replaces default eyes with a different organ
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var/obj/item/organ/eyes/mutanteyes = /obj/item/organ/eyes
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///Replaces default ears with a different organ
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var/obj/item/organ/ears/mutantears = /obj/item/organ/ears
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var/obj/item/mutanthands
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///Replaces default tongue with a different organ
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var/obj/item/organ/tongue/mutanttongue = /obj/item/organ/tongue
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///Replaces default liver with a different organ
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var/obj/item/organ/liver/mutantliver = /obj/item/organ/liver
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///Replaces default stomach with a different organ
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var/obj/item/organ/stomach/mutantstomach = /obj/item/organ/stomach
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///Replaces default appendix with a different organ.
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var/obj/item/organ/appendix/mutantappendix = /obj/item/organ/appendix
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///Forces an item into this species' hands. Only an honorary mutantthing because this is not an organ and not loaded in the same way, you've been warned to do your research.
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var/obj/item/mutanthands
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/// CIT SPECIFIC Mutant tail
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var/obj/item/organ/tail/mutanttail = null
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var/obj/item/organ/liver/mutantliver
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var/obj/item/organ/stomach/mutantstomach
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var/override_float = FALSE
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//Citadel snowflake
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@@ -126,6 +207,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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//the icon state of the eyes this species has
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var/eye_type = "normal"
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///For custom overrides for species ass images
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var/icon/ass_image
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///////////
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// PROCS //
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///////////
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@@ -141,6 +225,12 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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//update our mutant bodyparts to include unlocked ones
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mutant_bodyparts += GLOB.unlocked_mutant_parts
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/**
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* Generates species available to choose in character setup at roundstart
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*
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* This proc generates which species are available to pick from in character setup.
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* If there are no available roundstart species, defaults to human.
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*/
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/proc/generate_selectable_species(clear = FALSE)
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if(clear)
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GLOB.roundstart_races = list()
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@@ -154,11 +244,26 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(!GLOB.roundstart_races.len)
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GLOB.roundstart_races += "human"
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/**
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* Checks if a species is eligible to be picked at roundstart.
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*
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* Checks the config to see if this species is allowed to be picked in the character setup menu.
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* Used by [/proc/generate_selectable_species].
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*/
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/datum/species/proc/check_roundstart_eligible()
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if(id in (CONFIG_GET(keyed_list/roundstart_races)))
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return TRUE
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return FALSE
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/**
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* Generates a random name for a carbon.
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*
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* This generates a random unique name based on a human's species and gender.
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* Arguments:
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* * gender - The gender that the name should adhere to. Use MALE for male names, use anything else for female names.
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* * unique - If true, ensures that this new name is not a duplicate of anyone else's name currently on the station.
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* * lastname - Does this species' naming system adhere to the last name system? Set to false if it doesn't.
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*/
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/datum/species/proc/random_name(gender,unique,lastname)
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if(unique)
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return random_unique_name(gender)
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@@ -176,7 +281,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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return randname
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//Called when cloning, copies some vars that should be kept
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/**
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* Copies some vars and properties over that should be kept when creating a copy of this species.
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*
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* Used by slimepeople to copy themselves, and by the DNA datum to hardset DNA to a species
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* Arguments:
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* * old_species - The species that the carbon used to be before copying
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*/
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/datum/species/proc/copy_properties_from(datum/species/old_species)
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mutant_bodyparts["limbs_id"] = old_species.mutant_bodyparts["limbs_id"]
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eye_type = old_species.eye_type
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@@ -189,7 +300,18 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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// return 0 //It returns false when it runs the proc so they don't get jobs from the global list.
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return 1 //It returns 1 to say they are a-okay to continue.
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//Will regenerate missing organs
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/**
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* Corrects organs in a carbon, removing ones it doesn't need and adding ones it does.
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*
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* Takes all organ slots, removes organs a species should not have, adds organs a species should have.
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* can use replace_current to refresh all organs, creating an entirely new set.
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*
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* Arguments:
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* * C - carbon, the owner of the species datum AKA whoever we're regenerating organs in
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* * old_species - datum, used when regenerate organs is called in a switching species to remove old mutant organs.
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* * replace_current - boolean, forces all old organs to get deleted whether or not they pass the species' ability to keep that organ
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* * excluded_zones - list, add zone defines to block organs inside of the zones from getting handled. see headless mutation for an example
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*/
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/datum/species/proc/regenerate_organs(mob/living/carbon/C,datum/species/old_species,replace_current=TRUE)
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var/obj/item/organ/brain/brain = C.getorganslot(ORGAN_SLOT_BRAIN)
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var/obj/item/organ/heart/heart = C.getorganslot(ORGAN_SLOT_HEART)
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@@ -305,6 +427,16 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/obj/item/organ/I = new path()
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I.Insert(C)
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/**
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* Proc called when a carbon becomes this species.
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*
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* This sets up and adds/changes/removes things, qualities, abilities, and traits so that the transformation is as smooth and bugfree as possible.
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* Produces a [COMSIG_SPECIES_GAIN] signal.
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* Arguments:
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* * C - Carbon, this is whoever became the new species.
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* * old_species - The species that the carbon used to be before becoming this race, used for regenerating organs.
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* * pref_load - Preferences to be loaded from character setup, loads in preferred mutant things like bodyparts, digilegs, skin color, etc.
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*/
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/datum/species/proc/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
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// Drop the items the new species can't wear
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for(var/slot_id in no_equip)
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