Files
kiwistation/code/datums/outfit.dm
T
RandolfTheMeh 176bcdad93 Adds Jumpsuit/Jumpskirt Preference (#44883)
Adds a preference for jumpsuit/jumpskirt into the game. Currently runs
a jumpskirt for all occupations on spawn except for miner, since they
have their special lavaland suit, and no skirt variant I could find.
Doesn't remove skirts from lockers/machines yet since I am not 100% as
to whether that should be done (clothes are available generically for
the sake of changing outfits/recovering clothes after a whoops with
some pyrotechnics).
2019-07-05 23:38:50 -07:00

241 lines
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Executable File

/datum/outfit
var/name = "Naked"
var/uniform = null
var/suit = null
var/toggle_helmet = TRUE
var/back = null
var/belt = null
var/gloves = null
var/shoes = null
var/head = null
var/mask = null
var/neck = null
var/ears = null
var/glasses = null
var/id = null
var/l_pocket = null
var/r_pocket = null
var/suit_store = null
var/r_hand = null
var/l_hand = null
var/internals_slot = null //ID of slot containing a gas tank
var/list/backpack_contents = null // In the list(path=count,otherpath=count) format
var/box // Internals box. Will be inserted at the start of backpack_contents
var/list/implants = null
var/accessory = null
var/can_be_admin_equipped = TRUE // Set to FALSE if your outfit requires runtime parameters
var/list/chameleon_extras //extra types for chameleon outfit changes, mostly guns
/datum/outfit/proc/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
//to be overridden for customization depending on client prefs,species etc
return
/datum/outfit/proc/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
//to be overridden for toggling internals, id binding, access etc
return
/datum/outfit/proc/equip(mob/living/carbon/human/H, visualsOnly = FALSE)
pre_equip(H, visualsOnly)
//Start with uniform,suit,backpack for additional slots
if(uniform)
H.equip_to_slot_or_del(new uniform(H),SLOT_W_UNIFORM)
if(suit)
H.equip_to_slot_or_del(new suit(H),SLOT_WEAR_SUIT)
if(back)
H.equip_to_slot_or_del(new back(H),SLOT_BACK)
if(belt)
H.equip_to_slot_or_del(new belt(H),SLOT_BELT)
if(gloves)
H.equip_to_slot_or_del(new gloves(H),SLOT_GLOVES)
if(shoes)
H.equip_to_slot_or_del(new shoes(H),SLOT_SHOES)
if(head)
H.equip_to_slot_or_del(new head(H),SLOT_HEAD)
if(mask)
H.equip_to_slot_or_del(new mask(H),SLOT_WEAR_MASK)
if(neck)
H.equip_to_slot_or_del(new neck(H),SLOT_NECK)
if(ears)
H.equip_to_slot_or_del(new ears(H),SLOT_EARS)
if(glasses)
H.equip_to_slot_or_del(new glasses(H),SLOT_GLASSES)
if(id)
H.equip_to_slot_or_del(new id(H),SLOT_WEAR_ID)
if(suit_store)
H.equip_to_slot_or_del(new suit_store(H),SLOT_S_STORE)
if(accessory)
var/obj/item/clothing/under/U = H.w_uniform
if(U)
U.attach_accessory(new accessory(H))
else
WARNING("Unable to equip accessory [accessory] in outfit [name]. No uniform present!")
if(l_hand)
H.put_in_l_hand(new l_hand(H))
if(r_hand)
H.put_in_r_hand(new r_hand(H))
if(!visualsOnly) // Items in pockets or backpack don't show up on mob's icon.
if(l_pocket)
H.equip_to_slot_or_del(new l_pocket(H),SLOT_L_STORE)
if(r_pocket)
H.equip_to_slot_or_del(new r_pocket(H),SLOT_R_STORE)
if(box)
if(!backpack_contents)
backpack_contents = list()
backpack_contents.Insert(1, box)
backpack_contents[box] = 1
if(backpack_contents)
for(var/path in backpack_contents)
var/number = backpack_contents[path]
if(!isnum(number))//Default to 1
number = 1
for(var/i in 1 to number)
H.equip_to_slot_or_del(new path(H),SLOT_IN_BACKPACK)
if(!H.head && toggle_helmet && istype(H.wear_suit, /obj/item/clothing/suit/space/hardsuit))
var/obj/item/clothing/suit/space/hardsuit/HS = H.wear_suit
HS.ToggleHelmet()
post_equip(H, visualsOnly)
if(!visualsOnly)
apply_fingerprints(H)
if(internals_slot)
H.internal = H.get_item_by_slot(internals_slot)
H.update_action_buttons_icon()
if(implants)
for(var/implant_type in implants)
var/obj/item/implant/I = new implant_type(H)
I.implant(H, null, TRUE)
H.update_body()
return TRUE
/datum/outfit/proc/apply_fingerprints(mob/living/carbon/human/H)
if(!istype(H))
return
if(H.back)
H.back.add_fingerprint(H,1) //The 1 sets a flag to ignore gloves
for(var/obj/item/I in H.back.contents)
I.add_fingerprint(H,1)
if(H.wear_id)
H.wear_id.add_fingerprint(H,1)
if(H.w_uniform)
H.w_uniform.add_fingerprint(H,1)
if(H.wear_suit)
H.wear_suit.add_fingerprint(H,1)
if(H.wear_mask)
H.wear_mask.add_fingerprint(H,1)
if(H.wear_neck)
H.wear_neck.add_fingerprint(H,1)
if(H.head)
H.head.add_fingerprint(H,1)
if(H.shoes)
H.shoes.add_fingerprint(H,1)
if(H.gloves)
H.gloves.add_fingerprint(H,1)
if(H.ears)
H.ears.add_fingerprint(H,1)
if(H.glasses)
H.glasses.add_fingerprint(H,1)
if(H.belt)
H.belt.add_fingerprint(H,1)
for(var/obj/item/I in H.belt.contents)
I.add_fingerprint(H,1)
if(H.s_store)
H.s_store.add_fingerprint(H,1)
if(H.l_store)
H.l_store.add_fingerprint(H,1)
if(H.r_store)
H.r_store.add_fingerprint(H,1)
for(var/obj/item/I in H.held_items)
I.add_fingerprint(H,1)
return 1
/datum/outfit/proc/get_chameleon_disguise_info()
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)
types += chameleon_extras
listclearnulls(types)
return types
/datum/outfit/proc/get_json_data()
. = list()
.["outfit_type"] = type
.["name"] = name
.["uniform"] = uniform
.["suit"] = suit
.["toggle_helmet"] = toggle_helmet
.["back"] = back
.["belt"] = belt
.["gloves"] = gloves
.["shoes"] = shoes
.["head"] = head
.["mask"] = mask
.["neck"] = neck
.["ears"] = ears
.["glasses"] = glasses
.["id"] = id
.["l_pocket"] = l_pocket
.["r_pocket"] = r_pocket
.["suit_store"] = suit_store
.["r_hand"] = r_hand
.["l_hand"] = l_hand
.["internals_slot"] = internals_slot
.["backpack_contents"] = backpack_contents
.["box"] = box
.["implants"] = implants
.["accessory"] = accessory
/datum/outfit/proc/save_to_file(mob/admin)
var/stored_data = get_json_data()
var/json = json_encode(stored_data)
//Kinda annoying but as far as i can tell you need to make actual file.
var/f = file("data/TempOutfitUpload")
fdel(f)
WRITE_FILE(f,json)
admin << ftp(f,"[name].json")
/datum/outfit/proc/load_from(list/outfit_data)
//This could probably use more strict validation
name = outfit_data["name"]
uniform = text2path(outfit_data["uniform"])
suit = text2path(outfit_data["suit"])
toggle_helmet = outfit_data["toggle_helmet"]
back = text2path(outfit_data["back"])
belt = text2path(outfit_data["belt"])
gloves = text2path(outfit_data["gloves"])
shoes = text2path(outfit_data["shoes"])
head = text2path(outfit_data["head"])
mask = text2path(outfit_data["mask"])
neck = text2path(outfit_data["neck"])
ears = text2path(outfit_data["ears"])
glasses = text2path(outfit_data["glasses"])
id = text2path(outfit_data["id"])
l_pocket = text2path(outfit_data["l_pocket"])
r_pocket = text2path(outfit_data["r_pocket"])
suit_store = text2path(outfit_data["suit_store"])
r_hand = text2path(outfit_data["r_hand"])
l_hand = text2path(outfit_data["l_hand"])
internals_slot = outfit_data["internals_slot"]
var/list/backpack = outfit_data["backpack_contents"]
backpack_contents = list()
for(var/item in backpack)
var/itype = text2path(item)
if(itype)
backpack_contents[itype] = backpack[item]
box = text2path(outfit_data["box"])
var/list/impl = outfit_data["implants"]
implants = list()
for(var/I in impl)
var/imptype = text2path(I)
if(imptype)
implants += imptype
accessory = text2path(outfit_data["accessory"])
return TRUE