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# 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**  **(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**  ## 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)
197 lines
7.4 KiB
C#
197 lines
7.4 KiB
C#
using Content.Shared.Access;
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using Content.Shared.Customization.Systems;
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using Content.Shared.Dataset;
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using Content.Shared.Players.PlayTimeTracking;
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using Content.Shared.Roles;
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using Content.Shared.StatusIcon;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Shared.Roles
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{
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/// <summary>
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/// Describes information for a single job on the station.
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/// </summary>
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[Prototype("job")]
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public sealed partial class JobPrototype : IPrototype
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{
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[ViewVariables]
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[IdDataField]
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public string ID { get; private set; } = default!;
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[DataField("playTimeTracker", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<PlayTimeTrackerPrototype>))]
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public string PlayTimeTracker { get; private set; } = string.Empty;
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[DataField("supervisors")]
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public string Supervisors { get; private set; } = "nobody";
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/// <summary>
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/// The name of this job as displayed to players.
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/// </summary>
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[DataField("name")]
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public string Name { get; private set; } = string.Empty;
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[ViewVariables(VVAccess.ReadOnly)]
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public string LocalizedName => Loc.GetString(Name);
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/// <summary>
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/// The name of this job as displayed to players.
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/// </summary>
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[DataField("description")]
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public string? Description { get; private set; }
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[ViewVariables(VVAccess.ReadOnly)]
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public string? LocalizedDescription => Description is null ? null : Loc.GetString(Description);
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[DataField("requirements")]
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public List<CharacterRequirement>? Requirements;
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[DataField("joinNotifyCrew")]
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public bool JoinNotifyCrew { get; private set; } = false;
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[DataField("requireAdminNotify")]
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public bool RequireAdminNotify { get; private set; } = false;
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[DataField("setPreference")]
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public bool SetPreference { get; private set; } = true;
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/// <summary>
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/// Whether this job should show in the ID Card Console.
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/// If set to null, it will default to SetPreference's value.
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/// </summary>
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[DataField]
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public bool? OverrideConsoleVisibility { get; private set; } = null;
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[DataField("canBeAntag")]
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public bool CanBeAntag { get; private set; } = true;
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/// <summary>
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/// Nyano/DV: For e.g. prisoners, they'll never use their latejoin spawner.
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/// </summary>
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[DataField("alwaysUseSpawner")]
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public bool AlwaysUseSpawner { get; } = false;
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/// <summary>
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/// Whether this job is a head.
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/// The job system will try to pick heads before other jobs on the same priority level.
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/// </summary>
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[DataField("weight")]
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public int Weight { get; private set; }
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/// <summary>
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/// How to sort this job relative to other jobs in the UI.
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/// Jobs with a higher value with sort before jobs with a lower value.
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/// If not set, <see cref="Weight"/> is used as a fallback.
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/// </summary>
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[DataField]
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public int? DisplayWeight { get; private set; }
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public int RealDisplayWeight => DisplayWeight ?? Weight;
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/// <summary>
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/// A numerical score for how much easier this job is for antagonists.
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/// For traitors, reduces starting TC by this amount. Other gamemodes can use it for whatever they find fitting.
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/// </summary>
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[DataField("antagAdvantage")]
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public int AntagAdvantage = 0;
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[DataField("startingGear", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
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public string? StartingGear { get; private set; }
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/// <summary>
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/// If this has a value, it will randomly set the entity name of the
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/// entity upon spawn based on the dataset.
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/// </summary>
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[DataField]
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public ProtoId<LocalizedDatasetPrototype>? NameDataset;
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/// <summary>
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/// A list of requirements that when satisfied, add or replace from the base starting gear.
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/// </summary>
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[DataField("conditionalStartingGear")]
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public List<ConditionalStartingGear>? ConditionalStartingGears { get; private set; }
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/// <summary>
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/// Use this to spawn in as a non-humanoid (borg, test subject, etc.)
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/// Starting gear will be ignored.
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/// If you want to just add special attributes to a humanoid, use AddComponentSpecial instead.
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/// </summary>
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[DataField("jobEntity", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string? JobEntity = null;
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[DataField]
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public ProtoId<JobIconPrototype> Icon { get; private set; } = "JobIconUnknown";
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[DataField("special", serverOnly: true)]
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public JobSpecial[] Special { get; private set; } = Array.Empty<JobSpecial>();
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[DataField("afterLoadoutSpecial", serverOnly: true)]
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public JobSpecial[] AfterLoadoutSpecial { get; private set; } = [];
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[DataField("access")]
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public IReadOnlyCollection<ProtoId<AccessLevelPrototype>> Access { get; private set; } = Array.Empty<ProtoId<AccessLevelPrototype>>();
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[DataField("accessGroups")]
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public IReadOnlyCollection<ProtoId<AccessGroupPrototype>> AccessGroups { get; private set; } = Array.Empty<ProtoId<AccessGroupPrototype>>();
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[DataField("extendedAccess")]
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public IReadOnlyCollection<ProtoId<AccessLevelPrototype>> ExtendedAccess { get; private set; } = Array.Empty<ProtoId<AccessLevelPrototype>>();
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[DataField("extendedAccessGroups")]
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public IReadOnlyCollection<ProtoId<AccessGroupPrototype>> ExtendedAccessGroups { get; private set; } = Array.Empty<ProtoId<AccessGroupPrototype>>();
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[DataField]
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public bool Whitelisted;
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[DataField]
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public bool SpawnLoadout = true;
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[DataField]
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public bool ApplyTraits = true;
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}
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/// <summary>
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/// Starting gear that will only be applied upon satisfying requirements.
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/// </summary>
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[DataDefinition]
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public sealed partial class ConditionalStartingGear
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{
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/// <summary>
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/// The requirements to check.
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/// </summary>
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[DataField(required: true)]
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public List<CharacterRequirement> Requirements;
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/// <summary>
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/// The starting gear to apply, replacing the equivalent slots.
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/// </summary>
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[DataField(required: true)]
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public ProtoId<StartingGearPrototype> Id { get; private set; }
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}
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/// <summary>
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/// Sorts <see cref="JobPrototype"/>s appropriately for display in the UI,
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/// respecting their <see cref="JobPrototype.Weight"/>.
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/// </summary>
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public sealed class JobUIComparer : IComparer<JobPrototype>
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{
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public static readonly JobUIComparer Instance = new();
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public int Compare(JobPrototype? x, JobPrototype? y)
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{
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if (ReferenceEquals(x, y))
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return 0;
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if (ReferenceEquals(null, y))
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return 1;
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if (ReferenceEquals(null, x))
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return -1;
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var cmp = -x.RealDisplayWeight.CompareTo(y.RealDisplayWeight);
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if (cmp != 0)
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return cmp;
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return string.Compare(x.ID, y.ID, StringComparison.Ordinal);
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}
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}
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}
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