Files
wwdpublic/Content.Shared/Clothing/Loadouts/Systems/SharedLoadoutSystem.cs
Skubman a46b4f2b5a New Species: Plasmaman (#1291)
# Description

Adds the Plasmamen as a playable species. Plasmamen are a skeletal
species who depend on Plasma to live, and oxygen is highly fatal to
them. Being exposed to oxygen will set them on fire, unless they wear
their envirosuits.

## Species Guidebook

<img width=500px
src="https://github.com/user-attachments/assets/a1ef91ef-87b2-4ae0-8b5c-922a0c34777f">
<img width=500px
src="https://github.com/user-attachments/assets/110f0fa0-7dc4-410b-a2c0-a517f0311484">

**SPECIAL:**

- Plasmamen speak the language Calcic, a language they share with
Skeletons.

## Shitmed Integration

Plasmamen are the first ever species designed with Shitmed in mind, with
one of their core mechanics (self-ignition) powered entirely by Shitmed.

Whether or not a Plasmaman ignites from oxygen exposure depends only on
their body parts. A Plasmaman with only their head exposed will not burn
as much as an entirely naked Plasmaman. You can **transfer** Plasmaman
body parts to non-Plasmamen through **surgery** so that they also ignite
from oxygen exposure. Meanwhile, a Plasmaman with a non-Plasmaman head
can expose their head without self-igniting.

https://github.com/user-attachments/assets/0aa33070-04be-4ded-b668-3afb9f4ddd7c

## Technical Details

This also cherry-picks
https://github.com/space-wizards/space-station-14/pull/28595 as a
quality-of-life feature to ensure Plasmamen keep their internals on upon
toggling their helmet with a breath mask on.

## TODO

### RELEASE-NECESSARY

<details>

- [x] Port more envirosuits / enviro helms (job-specific) and their
sprites
- [x] Remove breath masks from default plasmaman loadouts because the
envirohelms already allow them to breathe internals
- [x] Change default plasma tank to higher-capacity version
- [x] Prevent plasmamen from buying jumpsuits and helmets other than
envirosuits
- ~~[ ] **Client UI update for loadout groups min/max items and default
items**~~
- [x] Plasmaman-specific mask sprites from TG
- [x] Disable too cold alert for plasmamen
- [x] Create/port sprites for these jobs
  - [x] Courier
  - [x] Forensic Mantis
  - [x] Corpsman (Resprite security envirosuit)
  - [x] Prison Guard (Resprite security envirosuit)
- [x] Magistrate (No Paradise envirosuit so use new colorable
envirosuit)
  - [x] Blueshield (Port from Paradise and tg-ify?)
- [x] NanoTrasen Representative (No Paradise envirosuit so use new
colorable envirosuit)
- [x] Martial Artist (use new colorable envirosuit and make pure white)
  - [x] Musician (use new colorable envirosuit)
  - [x] Reporter (use new colorable envirosuit)
  - [x] Zookeeper (use new colorable envirosuit)
  - [x] Service Worker (use new colorable envirosuit)
  - [x] Gladiator
  - [x] Technical Assistant
  - [x] Medical Intern
  - [x] Acolyte / Research Assistant
  - [x] Security Cadet
  - [x] Assistant
- You know what. These intern jobs are fine. They can use their normal
equivalent's envirosuits.
  - [x] Logistics Officer (use new colorable envirosuit)
- [x] Adjust sprites to be closer to actual job
  - [x] Captain (Shift color to be closer to ss14 captain)
  - [x] ~~CMO (Remove yellow accents)~~
  - [x] Port HoP envirogloves sprite
- [x] unique sprite for self-extinguish verb
- [x] Refactor conditional gear stuff to live only in
StartingGearPrototype with `SubGear`
`List<ProtoId<StartingGearPrototype>>` field and `List<Requirement>`
field for sub-gear requirements
- [x] Add starting gear for paradox anomaly, and antags and ghost roles
  - [x] Paradox
  - [x] Nukies
  - [x] Disaster victims
  - [x] Listening post operative
- [x] Make all envirosuit helmets have a glowing (unshaded) visor
- [x] Envirosuit extinguish visuals
- [x] JobPrototype: AfterLoadoutSpecial
- [x] Set prisoner envirohelm battery to potato, command/sec/dignitary
to high-powered
  - [x] Set base envirosuit extinguishes to 4, sec 6 and command 8
- [x] Improve plasmaman organ extraction experience
  - [x] Body parts now give 1 plasma sheet each, while Torso gives 3
  - [x] Organs can be juiced to get plasma
- [x] Make envirohelm flashlights battery-powered
- [x] Plasmamen visuals
- [x] Grayscale sprites for color customization, and set default
skintone color to Plasmaman classic skintone
  - [x] Plasmaman eye organ sprite
- [x] Add basic loadouts
- [x] Add way to refill envirosuit charges (refill at medical protolathe
after some research)

</details>

### Low Importance

<details>

- [x] Envirogloves
- [ ] (SCOPE CREEP) Plasma tanks sprite (only normal emergency/extended,
rather low priority)
- [ ] (SCOPE CREEP) Modify envirosuit helmet sprites to have a
transparent visor
- [ ] Glowing eyes/mouth marking
- [x] More cargo content with plasma tanks / envirosuits
  - [x] Plasmaman survival kit like slime
  - [x] Additional plasma tanks
  - [ ] (SCOPE CREEP) Plasmaman EVA suits
- [x] ~~Add envirosuits to clothesmate~~
- [x] Add more plasma tanks to random lockers and job lockers
- [x] Turn envirosuit auto-extinguish into extinguish action
- [x] move self-extinguish verb stuff to shared for prediction of the
verb
- [x] move self-extinguisher stuff away from extinguisher namespace
- [x] unique sprite for self-extinguish icon
  - [x] ~~IDEA: purple glowy fire extinguisher ~~
- [x] on self-extinguish, check for pressure immunity OR ignite from gas
immunity properly
- [x] See envirosuit extinguish charges in examine
- [x] Milk heals on ingestion
- [x] Plasma heals on ingestion
- [x] Self-ignition doesn't occur on a stasis bed
- [x] ~~Self-ignition doesn't occur when dead~~
- [x] Guidebook entry
- [x] Make self-ignition ignore damage resistances from fire suits
- [x] ~~Make self-ignition ignore damage resistances from armor~~
- [x] ~~Unable to rot?~~
- [x] Make the envirosuit helmet toggle on for the character dummy in
lobby
- [ ] (SCOPE CREEP) One additional Plasmaman trait
- [x] ~~Showers extinguish water as well as water tiles~~
- Unnecessary as stasis beds now prevent ignition, allowing surgery on a
plasmaman on stasis beds.
- [x] Unique punch animations for Plasmafire Punch/Toxoplasmic Punch
traits
- [x] Actually remove toxoplasmic it's just slop filler tbh
- [ ] Talk sounds
  - [ ] Normal
  - [ ] Question
  - [ ] Yell
- [x] Positive moodlet for drinking milk / more positive moodlet for
drinking plasma
- [x] Increase moodlet bonus and also minimum reagent required for the
plasma/milk moodlets
- [x] Increase fire rate base stacks on ignite cause putting out your
helmet for a few secs isn't that dangerous due to the fire stacks
immediately decaying
- [x] I think halving firestack fade from -0.1 to -0.05 might work to do
the same thing too
- [ ] (SCOPE CREEP) Get bone laugh sounds from monke
'monkestation/sound/voice/laugh/skeleton/skeleton_laugh.ogg'
- [ ] (SCOPE CREEP) When EVA plasmaman suit is added, 25% caustic resist
- [x]  Envirosuit helmet
  - [x] Equivalent of 100% bio / 100% fire / 75% acid resist
- [x] Envirosuit
  - [x] Equivalent of 100% bio / 100% fire / 75% acid resist
- [x] Envirogloves
  - [x] Equivalent of 100% bio / 95% fire / 95% acid resist
- [x] Put breath mask back on
- [x] Refactor: put body parts covered data into component instead of
being hardcoded

</details>

## Media

**Custom Plasmaman Outfits**

All of these use the same **absolutely massive** [envirosuit
RSI](0c3af432df/Resources/Textures/Clothing/Uniforms/Envirosuits/color.rsi)
and [envirohelm
RSI](0c3af432df/Resources/Textures/Clothing/Head/Envirohelms/color.rsi)
to quickly create the envirosuits that didn't exist in SS13 where the
envirosuit sprites were ported.

From Left to Right: Magistrate, Prison Guard, Boxer, Reporter, Logistics
Officer

<img width=200px
src="https://github.com/user-attachments/assets/bf990841-7d9e-4f4e-abae-8f29a3980ca1">
<img width=200px
src="https://github.com/user-attachments/assets/07ca7af7-4f43-4504-9eac-4ca9188ae98e">
<img width=200px
src="https://github.com/user-attachments/assets/0d20332c-826f-4fec-8396-74e84c23b074">
<img width=200px
src="https://github.com/user-attachments/assets/1634364e-7cb3-457b-b638-e1b562b7c0c5">
<img width=200px
src="https://github.com/user-attachments/assets/c2881764-f2fa-4e40-9fbf-35d1b717c432">

**Plasmaman Melee Attack**

https://github.com/user-attachments/assets/6e694f2c-3e03-40bf-ae27-fc58a3e4cb6c

**Chat bubble**

<img width=240px
src="https://github.com/user-attachments/assets/e3c17e6d-5050-410f-a42c-339f0bfa30a1">

**Plasmaman Body**

<img width=140px
src="https://github.com/user-attachments/assets/7ed90a47-9c33-487d-bd44-c50cec9f16dd">

With different colors:

<img width=140px
src="https://github.com/user-attachments/assets/0a28068e-7392-4062-950b-f60d2602da84">
<img width=140px
src="https://github.com/user-attachments/assets/9b652311-0305-4ec0-be60-e404697617a2">

**Skeleton Language**

![image](https://github.com/user-attachments/assets/89b2b047-3bfa-4106-926e-6c412ed6e57c)

**(Bonus) Skeleton chat bubble**

<img width=240px
src="https://github.com/user-attachments/assets/a2e2be5c-f3ae-49d9-b655-8688de45b512">

**Self-Extinguish**

https://github.com/user-attachments/assets/6c68e2ef-8010-4f00-8c24-dce8a8065be8

The self-extinguish is also accessible as a verb, which also means that
others can activate your self-extinguish if they open the strip menu.

<img width=200px
src="https://github.com/user-attachments/assets/291ab86d-2250-46ec-ae0c-80084ab04407">

The self-extinguish action has different icons depending on the status
of the self extinguish.

Left to right: Ready, On Cooldown, Out Of Charges

<img
src="https://github.com/user-attachments/assets/0340de8a-9440-43b1-8bff-1c8f962faa0c">

<img
src="https://github.com/user-attachments/assets/11f73558-6dc1-444d-b2ef-2f15f55174ca">

<img
src="https://github.com/user-attachments/assets/030ed737-f178-4c60-ba0c-109659e7d9cb">

**Envirosuit Extinguisher Refill**

<img width=300px
src="https://github.com/user-attachments/assets/9379294b-e3f3-436d-81bc-2584631869ef">
<img width=300px
src="https://github.com/user-attachments/assets/807b9e9e-7b4b-4593-aa1f-d9d24ac6985c">

**Loadouts**

<img width=400px
src="https://github.com/user-attachments/assets/55713b87-29bb-41b3-b7a3-88fbc6e5e797">
<img width=400px
src="https://github.com/user-attachments/assets/ab1757fa-9b70-4a66-b5ae-20fd9cabe935">
<img width=400px
src="https://github.com/user-attachments/assets/aacc4cf7-9ce1-4099-b8c7-108bef1f3bde">
<img width=400px
src="https://github.com/user-attachments/assets/58604dc2-82ef-4d42-b9e2-639548c93f40">

**Plasma Envirosuit Crate**
<img width=400px
src="https://github.com/user-attachments/assets/fa362387-9c10-47c3-b1af-2c11e6b00163">

<img width=400px
src="https://github.com/user-attachments/assets/bf773722-9034-4469-967d-e00dbf8c77a7">

**Internals Crate (Plasma)**
<img width=400px
src="https://github.com/user-attachments/assets/fcd4ff2e-09e9-423a-9b21-96817f6042a4">

<img width=400px
src="https://github.com/user-attachments/assets/bf773722-9034-4469-967d-e00dbf8c77a7">

**Glow In The Dark**

![image](https://github.com/user-attachments/assets/9728eb33-55d5-4f82-92ac-3a7756068577)

## Changelog

🆑 Skubman
- add: The Plasmaman species has arrived! They need to breathe plasma to
live, and a special jumpsuit to prevent oxygen from igniting them. In
exchange, they deal formidable unarmed Heat damage, are never hungry nor
thirsty, and are immune to cold and radiation damage. Read more about
Plasmamen in their Guidebook entry.
- tweak: Internals are no longer toggled off if you take your helmet off
but still have a gas mask on and vice versa.
- tweak: Paradox Anomalies will now spawn with the original person's
Loadout items.
- fix: Fixed prisoners not being able to have custom Loadout names and
descriptions, and heirlooms if they didn't have a backpack when joining.

---------

Signed-off-by: Skubman <ba.fallaria@gmail.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit e68e0c3f4b9cf263e07efc888b32a091df62fb51)
2025-01-29 20:19:20 +03:00

210 lines
8.7 KiB
C#

using System.Linq;
using Content.Shared.Body.Systems;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.Loadouts.Prototypes;
using Content.Shared.Customization.Systems;
using Content.Shared.Inventory;
using Content.Shared.Paint;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Station;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
namespace Content.Shared.Clothing.Loadouts.Systems;
public sealed class SharedLoadoutSystem : EntitySystem
{
[Dependency] private readonly SharedStationSpawningSystem _station = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly IConfigurationManager _configuration = default!;
[Dependency] private readonly CharacterRequirementsSystem _characterRequirements = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedTransformSystem _sharedTransformSystem = default!;
[Dependency] private readonly ILogManager _log = default!;
private ISawmill _sawmill = default!;
public override void Initialize()
{
base.Initialize();
// Wait until the character has all their organs before we give them their loadout to activate internals
SubscribeLocalEvent<LoadoutComponent, MapInitEvent>(OnMapInit, after: [typeof(SharedBodySystem)]);
_sawmill = _log.GetSawmill("loadouts");
}
private void OnMapInit(EntityUid uid, LoadoutComponent component, MapInitEvent args)
{
if (component.StartingGear is null
|| component.StartingGear.Count <= 0)
return;
var proto = _prototype.Index(_random.Pick(component.StartingGear));
_station.EquipStartingGear(uid, proto);
}
public (List<EntityUid>, List<(EntityUid, LoadoutPreference, int)>) ApplyCharacterLoadout(
EntityUid uid,
ProtoId<JobPrototype> job,
HumanoidCharacterProfile profile,
Dictionary<string, TimeSpan> playTimes,
bool whitelisted,
out List<(EntityUid, LoadoutPreference)> heirlooms)
{
var jobPrototype = _prototype.Index(job);
return ApplyCharacterLoadout(uid, jobPrototype, profile, playTimes, whitelisted, out heirlooms);
}
/// <summary>
/// Equips entities from a <see cref="HumanoidCharacterProfile"/>'s loadout preferences to a given entity
/// </summary>
/// <param name="uid">The entity to give the loadout items to</param>
/// <param name="job">The job to use for loadout whitelist/blacklist (should be the job of the entity)</param>
/// <param name="profile">The profile to get loadout items from (should be the entity's, or at least have the same species as the entity)</param>
/// <param name="playTimes">Playtime for the player for use with playtime requirements</param>
/// <param name="whitelisted">If the player is whitelisted</param>
/// <param name="heirlooms">Every entity the player selected as a potential heirloom</param>
/// <returns>A list of loadout items that couldn't be equipped but passed checks</returns>
public (List<EntityUid>, List<(EntityUid, LoadoutPreference, int)>) ApplyCharacterLoadout(
EntityUid uid,
JobPrototype job,
HumanoidCharacterProfile profile,
Dictionary<string, TimeSpan> playTimes,
bool whitelisted,
out List<(EntityUid, LoadoutPreference)> heirlooms)
{
var failedLoadouts = new List<EntityUid>();
var allLoadouts = new List<(EntityUid, LoadoutPreference, int)>();
heirlooms = new();
if (!job.SpawnLoadout)
return (failedLoadouts, allLoadouts);
foreach (var loadout in profile.LoadoutPreferences)
{
var slot = "";
// Ignore loadouts that don't exist
if (!_prototype.TryIndex<LoadoutPrototype>(loadout.LoadoutName, out var loadoutProto))
continue;
if (!_characterRequirements.CheckRequirementsValid(
loadoutProto.Requirements, job, profile, playTimes, whitelisted, loadoutProto,
EntityManager, _prototype, _configuration,
out _))
continue;
// Spawn the loadout items
var spawned = EntityManager.SpawnEntities(
_sharedTransformSystem.GetMapCoordinates(uid),
loadoutProto.Items.Select(p => (string?) p.ToString()).ToList()); // Dumb cast
var i = 0; // If someone wants to add multi-item support to the editor
foreach (var item in spawned)
{
if (item == EntityUid.Invalid || !Exists(item))
{
_sawmill.Warning($"Item {ToPrettyString(item)} failed to spawn or did not exist.");
continue;
}
allLoadouts.Add((item, loadout, i));
if (i == 0 && loadout.CustomHeirloom == true) // Only the first item can be an heirloom
heirlooms.Add((item, loadout));
// Equip it
if (EntityManager.TryGetComponent<ClothingComponent>(item, out var clothingComp)
&& _characterRequirements.CanEntityWearItem(uid, item, true)
&& _inventory.TryGetSlots(uid, out var slotDefinitions))
{
var deleted = false;
foreach (var curSlot in slotDefinitions)
{
// If the loadout can't equip here or we've already deleted an item from this slot, skip it
if (!clothingComp.Slots.HasFlag(curSlot.SlotFlags) || deleted)
continue;
slot = curSlot.Name;
// If the loadout is exclusive delete the equipped item
if (loadoutProto.Exclusive)
{
// Get the item in the slot
if (!_inventory.TryGetSlotEntity(uid, curSlot.Name, out var slotItem))
continue;
EntityManager.DeleteEntity(slotItem.Value);
deleted = true;
}
}
}
// Color it
if (loadout.CustomColorTint != null)
{
EnsureComp<AppearanceComponent>(item);
EnsureComp<PaintedComponent>(item, out var paint);
paint.Color = Color.FromHex(loadout.CustomColorTint);
paint.Enabled = true;
_appearance.TryGetData(item, PaintVisuals.Painted, out bool data);
_appearance.SetData(item, PaintVisuals.Painted, !data);
}
// Equip the loadout
if (!_inventory.TryEquip(uid, item, slot, true, !string.IsNullOrEmpty(slot), true))
failedLoadouts.Add(item);
i++;
}
}
// Return a list of items that couldn't be equipped so the server can handle it if it wants
// The server has more information about the inventory system than the client does and the client doesn't need to put loadouts in backpacks
return (failedLoadouts, allLoadouts);
}
}
[Serializable, NetSerializable, ImplicitDataDefinitionForInheritors]
public abstract partial class Loadout
{
[DataField] public string LoadoutName { get; set; }
[DataField] public string? CustomName { get; set; }
[DataField] public string? CustomDescription { get; set; }
[DataField] public string? CustomColorTint { get; set; }
[DataField] public bool? CustomHeirloom { get; set; }
protected Loadout(
string loadoutName,
string? customName = null,
string? customDescription = null,
string? customColorTint = null,
bool? customHeirloom = null
)
{
LoadoutName = loadoutName;
CustomName = customName;
CustomDescription = customDescription;
CustomColorTint = customColorTint;
CustomHeirloom = customHeirloom;
}
}
[Serializable, NetSerializable]
public sealed partial class LoadoutPreference : Loadout
{
[DataField] public bool Selected;
public LoadoutPreference(
string loadoutName,
string? customName = null,
string? customDescription = null,
string? customColorTint = null,
bool? customHeirloom = null
) : base(loadoutName, customName, customDescription, customColorTint, customHeirloom) { }
}