Merge pull request #15039 from keronshb/gradiantport
Ports Colorist Quirk and Hair Gradients Preferences
This commit is contained in:
@@ -78,6 +78,12 @@
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var/datum/emote/E = new path()
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E.emote_list[E.key] = E
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// Hair Gradients - Initialise all /datum/sprite_accessory/hair_gradient into an list indexed by gradient-style name
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for(var/path in subtypesof(/datum/sprite_accessory/hair_gradient))
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var/datum/sprite_accessory/hair_gradient/H = new path()
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GLOB.hair_gradients_list[H.name] = H
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// Keybindings
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init_keybindings()
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//Uplink Items
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@@ -6,6 +6,7 @@ GLOBAL_LIST_EMPTY(hair_styles_female_list) //stores only hair names
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GLOBAL_LIST_EMPTY(facial_hair_styles_list) //stores /datum/sprite_accessory/facial_hair indexed by name
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GLOBAL_LIST_EMPTY(facial_hair_styles_male_list) //stores only hair names
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GLOBAL_LIST_EMPTY(facial_hair_styles_female_list) //stores only hair names
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GLOBAL_LIST_EMPTY(hair_gradients_list) //stores /datum/sprite_accessory/hair_gradient indexed by name
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//Underwear
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GLOBAL_LIST_EMPTY_TYPED(underwear_list, /datum/sprite_accessory/underwear/bottom) //stores bottoms indexed by name
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GLOBAL_LIST_EMPTY(underwear_m) //stores only underwear name
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@@ -162,3 +162,20 @@
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gain_text = "<span class='notice'>You feel like munching on a can of soda.</span>"
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lose_text = "<span class='notice'>You no longer feel like you should be eating trash.</span>"
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mob_trait = TRAIT_TRASHCAN
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/datum/quirk/colorist
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name = "Colorist"
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desc = "You like carrying around a hair dye spray to quickly apply color patterns to your hair."
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value = 0
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medical_record_text = "Patient enjoys dyeing their hair with pretty colors."
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/datum/quirk/colorist/on_spawn()
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var/mob/living/carbon/human/H = quirk_holder
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var/obj/item/dyespray/spraycan = new(get_turf(quirk_holder))
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H.equip_to_slot(spraycan, SLOT_IN_BACKPACK)
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H.regenerate_icons()
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/datum/quirk/colorist/post_add()
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var/mob/living/carbon/human/H = quirk_holder
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SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_SHOW, H)
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to_chat(quirk_holder, "<span class='boldnotice'>You brought some extra dye with you! It's in your bag if you forgot.</span>")
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40
code/game/objects/items/dyekit.dm
Normal file
40
code/game/objects/items/dyekit.dm
Normal file
@@ -0,0 +1,40 @@
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/obj/item/dyespray
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name = "hair dye spray"
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desc = "A spray to dye your hair any gradients you'd like."
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icon = 'icons/obj/dyespray.dmi'
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icon_state = "dyespray"
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/obj/item/dyespray/attack_self(mob/user)
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dye(user)
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/obj/item/dyespray/pre_attack(atom/target, mob/living/user, params)
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dye(target)
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return ..()
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/**
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* Applies a gradient and a gradient color to a mob.
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*
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* Arguments:
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* * target - The mob who we will apply the gradient and gradient color to.
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*/
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/obj/item/dyespray/proc/dye(mob/target)
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if(!ishuman(target))
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return
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var/mob/living/carbon/human/human_target = target
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var/new_grad_style = input(usr, "Choose a color pattern:", "Character Preference") as null|anything in GLOB.hair_gradients_list
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if(!new_grad_style)
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return
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var/new_grad_color = input(usr, "Choose a secondary hair color:", "Character Preference","#"+human_target.grad_color) as color|null
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if(!new_grad_color)
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return
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human_target.grad_style = new_grad_style
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human_target.grad_color = sanitize_hexcolor(new_grad_color)
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to_chat(human_target, "<span class='notice'>You start applying the hair dye...</span>")
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if(!do_after(usr, 30, target = human_target))
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return
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playsound(src, 'sound/effects/spray.ogg', 5, TRUE, 5)
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human_target.update_hair()
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@@ -70,6 +70,12 @@
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cost = 1500
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contains = list(/obj/item/toy/plush/beeplushie)
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/datum/supply_pack/goody/dyespray
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name = "Hair Dye Spray"
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desc = "A cool spray to dye your hair with awesome colors!"
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cost = PAYCHECK_EASY * 2
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contains = list(/obj/item/dyespray)
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/datum/supply_pack/goody/beach_ball
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name = "Beach Ball"
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desc = "The simple beach ball is one of Nanotrasen's most popular products. 'Why do we make beach balls? Because we can! (TM)' - Nanotrasen"
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@@ -119,6 +119,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
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var/hair_color = "000000" //Hair color
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var/facial_hair_style = "Shaved" //Face hair type
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var/facial_hair_color = "000000" //Facial hair color
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var/grad_style //Hair gradient style
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var/grad_color = "FFFFFF" //Hair gradient color
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var/skin_tone = "caucasian1" //Skin color
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var/use_custom_skin_tone = FALSE
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var/left_eye_color = "000000" //Eye color
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@@ -505,6 +507,12 @@ GLOBAL_LIST_EMPTY(preferences_datums)
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dat += "<a href='?_src_=prefs;preference=previous_facehair_style;task=input'><</a> <a href='?_src_=prefs;preference=next_facehair_style;task=input'>></a><BR>"
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dat += "<span style='border: 1px solid #161616; background-color: #[facial_hair_color];'> </span> <a href='?_src_=prefs;preference=facial;task=input'>Change</a><BR>"
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dat += "<h3>Hair Gradient</h3>"
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dat += "<a style='display:block;width:100px' href='?_src_=prefs;preference=grad_style;task=input'>[grad_style]</a>"
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dat += "<a href='?_src_=prefs;preference=previous_grad_style;task=input'><</a> <a href='?_src_=prefs;preference=next_grad_style;task=input'>></a><BR>"
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dat += "<span style='border: 1px solid #161616; background-color: #[grad_color];'> </span> <a href='?_src_=prefs;preference=grad_color;task=input'>Change</a><BR>"
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dat += "</td>"
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//Mutant stuff
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var/mutant_category = 0
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@@ -1711,6 +1719,23 @@ GLOBAL_LIST_EMPTY(preferences_datums)
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if("previous_facehair_style")
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facial_hair_style = previous_list_item(facial_hair_style, GLOB.facial_hair_styles_list)
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if("grad_color")
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var/new_grad_color = input(user, "Choose your character's gradient colour:", "Character Preference","#"+grad_color) as color|null
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if(new_grad_color)
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grad_color = sanitize_hexcolor(new_grad_color, 6)
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if("grad_style")
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var/new_grad_style
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new_grad_style = input(user, "Choose your character's hair gradient style:", "Character Preference") as null|anything in GLOB.hair_gradients_list
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if(new_grad_style)
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grad_style = new_grad_style
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if("next_grad_style")
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grad_style = next_list_item(grad_style, GLOB.hair_gradients_list)
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if("previous_grad_style")
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grad_style = previous_list_item(grad_style, GLOB.hair_gradients_list)
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if("cycle_bg")
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bgstate = next_list_item(bgstate, bgstate_options)
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@@ -3016,6 +3041,8 @@ GLOBAL_LIST_EMPTY(preferences_datums)
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character.dna.skin_tone_override = use_custom_skin_tone ? skin_tone : null
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character.hair_style = hair_style
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character.facial_hair_style = facial_hair_style
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character.grad_style = grad_style
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character.grad_color = grad_color
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character.underwear = underwear
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character.saved_underwear = underwear
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@@ -683,6 +683,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
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S["skin_tone"] >> skin_tone
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S["hair_style_name"] >> hair_style
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S["facial_style_name"] >> facial_hair_style
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S["grad_style"] >> grad_style
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S["grad_color"] >> grad_color
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S["underwear"] >> underwear
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S["undie_color"] >> undie_color
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S["undershirt"] >> undershirt
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@@ -875,6 +877,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
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age = sanitize_integer(age, AGE_MIN, AGE_MAX, initial(age))
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hair_color = sanitize_hexcolor(hair_color, 6, FALSE)
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facial_hair_color = sanitize_hexcolor(facial_hair_color, 6, FALSE)
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grad_style = sanitize_inlist(grad_style, GLOB.hair_gradients_list)
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grad_color = sanitize_hexcolor(grad_color, 6, FALSE)
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eye_type = sanitize_inlist(eye_type, GLOB.eye_types, DEFAULT_EYES_TYPE)
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left_eye_color = sanitize_hexcolor(left_eye_color, 6, FALSE)
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right_eye_color = sanitize_hexcolor(right_eye_color, 6, FALSE)
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@@ -1044,6 +1048,8 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
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WRITE_FILE(S["skin_tone"] , skin_tone)
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WRITE_FILE(S["hair_style_name"] , hair_style)
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WRITE_FILE(S["facial_style_name"] , facial_hair_style)
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WRITE_FILE(S["grad_style"] , grad_style)
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WRITE_FILE(S["grad_color"] , grad_color)
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WRITE_FILE(S["underwear"] , underwear)
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WRITE_FILE(S["undie_color"] , undie_color)
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WRITE_FILE(S["undershirt"] , undershirt)
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@@ -1058,3 +1058,58 @@
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/datum/sprite_accessory/hair/zone
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name = "Zone"
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icon_state = "hair_zone"
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/datum/sprite_accessory/hair_gradient
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icon = 'icons/mob/hair_gradients.dmi'
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/datum/sprite_accessory/hair_gradient/none
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name = "None"
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icon_state = "none"
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/datum/sprite_accessory/hair_gradient/fadeup
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name = "Fade Up"
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icon_state = "fadeup"
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/datum/sprite_accessory/hair_gradient/fadedown
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name = "Fade Down"
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icon_state = "fadedown"
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/datum/sprite_accessory/hair_gradient/vertical_split
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name = "Vertical Split"
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icon_state = "vsplit"
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/datum/sprite_accessory/hair_gradient/_split
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name = "Horizontal Split"
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icon_state = "bottomflat"
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/datum/sprite_accessory/hair_gradient/reflected
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name = "Reflected"
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icon_state = "reflected_high"
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/datum/sprite_accessory/hair_gradient/reflected_inverse
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name = "Reflected Inverse"
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icon_state = "reflected_inverse_high"
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/datum/sprite_accessory/hair_gradient/wavy
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name = "Wavy"
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icon_state = "wavy"
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/datum/sprite_accessory/hair_gradient/long_fade_up
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name = "Long Fade Up"
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icon_state = "long_fade_up"
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/datum/sprite_accessory/hair_gradient/long_fade_down
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name = "Long Fade Down"
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icon_state = "long_fade_down"
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/datum/sprite_accessory/hair_gradient/short_fade_up
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name = "Short Fade Up"
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icon_state = "short_fade_up"
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/datum/sprite_accessory/hair_gradient/short_fade_down
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name = "Short Fade Down"
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icon_state = "short_fade_down"
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/datum/sprite_accessory/hair_gradient/wavy_spike
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name = "Spiked Wavy"
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icon_state = "wavy_spiked"
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@@ -20,6 +20,11 @@
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var/hair_color = "000"
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var/hair_style = "Bald"
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///Colour used for the hair gradient.
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var/grad_color = "000"
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///Style used for the hair gradient.
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var/grad_style
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//Facial hair colour and style
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var/facial_hair_color = "000"
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var/facial_hair_style = "Shaved"
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@@ -52,6 +52,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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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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///The gradient style used for the mob's hair.
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var/grad_style
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///The gradient color used to color the gradient.
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var/grad_color
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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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@@ -678,6 +682,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(!hair_hidden || dynamic_hair_suffix)
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var/mutable_appearance/hair_overlay = mutable_appearance(layer = -HAIR_LAYER)
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var/mutable_appearance/gradient_overlay = mutable_appearance(layer = -HAIR_LAYER)
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if(!hair_hidden && !H.getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
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if(!(NOBLOOD in species_traits))
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hair_overlay.icon = 'icons/mob/human_parts.dmi'
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@@ -713,8 +718,21 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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hair_overlay.color = "#" + hair_color
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else
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hair_overlay.color = "#" + H.hair_color
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//Gradients
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grad_style = H.grad_style
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grad_color = H.grad_color
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if(grad_style)
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var/datum/sprite_accessory/gradient = GLOB.hair_gradients_list[grad_style]
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var/icon/temp = icon(gradient.icon, gradient.icon_state)
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var/icon/temp_hair = icon(hair_file, hair_state)
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temp.Blend(temp_hair, ICON_ADD)
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gradient_overlay.icon = temp
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gradient_overlay.color = "#" + grad_color
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else
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hair_overlay.color = forced_colour
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hair_overlay.alpha = hair_alpha
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if(OFFSET_HAIR in H.dna.species.offset_features)
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@@ -723,6 +741,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(hair_overlay.icon)
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standing += hair_overlay
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standing += gradient_overlay
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if(standing.len)
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H.overlays_standing[HAIR_LAYER] = standing
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@@ -9,6 +9,7 @@
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/obj/item/toy/cards/deck/cas/black = 3,
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/obj/item/toy/cards/deck/unum = 3,
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/obj/item/cardpack/series_one = 10,
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/obj/item/dyespray=3,
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/obj/item/tcgcard_binder = 5)
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contraband = list(/obj/item/dice/fudge = 9)
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premium = list(/obj/item/melee/skateboard/pro = 3,
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