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Aurora.3/code/modules/customitems/item_spawning.dm
JohnWildkins 616776f886 Modular PDAs: The End of an Era (#10319)
PDAs are dead, long live PDAs. All trace of old PDAs has been scoured from the codebase, and in its place are modular computer PDAs that are feature-equivalent. Essentially every PDA function except the Syndicate detonation feature and Notepad has been ported over, and battery life for handheld computers has been boosted alongside the addition of charging cables to make things easier.
2020-11-01 21:09:50 +02:00

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// Switch this out to use a database at some point. Each ckey is
// associated with a list of custom item datums. When the character
// spawns, the list is checked and all appropriate datums are spawned.
// See config/example/custom_items.txt for a more detailed overview
// of how the config system works.
// CUSTOM ITEM ICONS:
// Inventory icons must be in CUSTOM_ITEM_OBJ with state name [item_icon].
// On-mob icons must be in CUSTOM_ITEM_MOB with state name [item_icon].
// Inhands must be in CUSTOM_ITEM_MOB as [icon_state]_l and [icon_state]_r.
// Kits must have mech icons in CUSTOM_ITEM_OBJ under [kit_icon].
// Broken must be [kit_icon]-broken and open must be [kit_icon]-open.
// Kits must also have hardsuit icons in CUSTOM_ITEM_MOB as [kit_icon]_suit
// and [kit_icon]_helmet, and in CUSTOM_ITEM_OBJ as [kit_icon].
//ITEM_ICONS ARE DEPRECATED. USE CONTAINED SPRITES IN FUTURE
/var/list/custom_items = list()
/datum/custom_item
var/assoc_key
var/character_name
var/inherit_inhands = 1 //if unset, and inhands are not provided, then the inhand overlays will be invisible.
var/item_icon
var/item_desc
var/name
var/item_path = /obj/item
var/req_access = 0
var/list/req_titles = list()
var/kit_name
var/kit_desc
var/kit_icon
var/additional_data
/datum/custom_item/proc/spawn_item(var/newloc)
var/obj/item/citem = new item_path(newloc)
apply_to_item(citem)
return citem
/datum/custom_item/proc/apply_to_item(var/obj/item/item)
if(!item)
return
if(name)
item.name = name
if(item_desc)
item.desc = item_desc
if(item_icon)
if(!istype(item))
item.icon = CUSTOM_ITEM_OBJ
item.icon_state = item_icon
return
else
if(inherit_inhands)
apply_inherit_inhands(item)
else
item.item_state_slots = null
item.item_icons = null
item.icon = CUSTOM_ITEM_OBJ
item.icon_state = item_icon
item.item_state = null
item.icon_override = CUSTOM_ITEM_MOB
var/obj/item/clothing/under/U = item
if(istype(U))
U.worn_state = U.icon_state
U.update_rolldown_status()
// Kits are dumb so this is going to have to be hardcoded/snowflake.
if(istype(item, /obj/item/device/kit))
var/obj/item/device/kit/K = item
K.new_name = kit_name
K.new_desc = kit_desc
K.new_icon = kit_icon
K.new_icon_file = CUSTOM_ITEM_OBJ
if(istype(item, /obj/item/device/kit/suit))
var/obj/item/device/kit/suit/kit = item
kit.new_light_overlay = additional_data
kit.new_mob_icon_file = CUSTOM_ITEM_MOB
// for snowflake implants
else if(istype(item, /obj/item/implanter/fluff))
var/obj/item/implanter/fluff/L = item
L.allowed_ckey = assoc_key
L.implant_type = text2path(additional_data)
L.create_implant()
return item
/datum/custom_item/proc/apply_inherit_inhands(var/obj/item/item)
var/list/new_item_icons = list()
var/list/new_item_state_slots = list()
var/list/available_states = icon_states(CUSTOM_ITEM_MOB)
//If l_hand or r_hand are not present, preserve them using item_icons/item_state_slots
//Then use icon_override to make every other slot use the custom sprites by default.
//This has to be done before we touch any of item's vars
if(!("[item_icon]_l" in available_states))
new_item_state_slots[slot_l_hand_str] = get_state(item, slot_l_hand_str, "_l")
new_item_icons[slot_l_hand_str] = get_icon(item, slot_l_hand_str, 'icons/mob/items/lefthand.dmi')
if(!("[item_icon]_r" in available_states))
new_item_state_slots[slot_r_hand_str] = get_state(item, slot_r_hand_str, "_r")
new_item_icons[slot_r_hand_str] = get_icon(item, slot_r_hand_str, 'icons/mob/items/righthand.dmi')
item.item_state_slots = new_item_state_slots
item.item_icons = new_item_icons
//this has to mirror the way update_inv_*_hand() selects the state
/datum/custom_item/proc/get_state(var/obj/item/item, var/slot_str, var/hand_str)
var/t_state
if(item.item_state_slots && item.item_state_slots[slot_str])
t_state = item.item_state_slots[slot_str]
else if(item.item_state)
t_state = item.item_state
else
t_state = item.icon_state
if(item.icon_override)
t_state += hand_str
return t_state
//this has to mirror the way update_inv_*_hand() selects the icon
/datum/custom_item/proc/get_icon(var/obj/item/item, var/slot_str, var/icon/hand_icon)
var/icon/t_icon
if(item.icon_override)
t_icon = item.icon_override
else if(item.item_icons && (slot_str in item.item_icons))
t_icon = item.item_icons[slot_str]
else
t_icon = hand_icon
return t_icon
// Parses the config file into the custom_items list.
/hook/startup/proc/load_custom_items()
var/datum/custom_item/current_data
for(var/line in text2list(file2text("config/custom_items.txt"), "\n"))
line = trim(line)
if(line == "" || !line || findtext(line, "#", 1, 2))
continue
if(findtext(line, "{", 1, 2) || findtext(line, "}", 1, 2)) // New block!
if(current_data && current_data.assoc_key)
if(!custom_items[current_data.assoc_key])
custom_items[current_data.assoc_key] = list()
var/list/L = custom_items[current_data.assoc_key]
L |= current_data
current_data = null
var/split = findtext(line,":")
if(!split)
continue
var/field = trim(copytext(line,1,split))
var/field_data = trim(copytext(line,(split+1)))
if(!field || !field_data)
continue
if(!current_data)
current_data = new()
switch(field)
if("ckey")
current_data.assoc_key = lowertext(field_data)
if("character_name")
current_data.character_name = lowertext(field_data)
if("item_path")
current_data.item_path = text2path(field_data)
if("item_name")
current_data.name = field_data
if("item_icon")
current_data.item_icon = field_data
if("inherit_inhands")
current_data.inherit_inhands = text2num(field_data)
if("item_desc")
current_data.item_desc = field_data
if("req_access")
current_data.req_access = text2num(field_data)
if("req_titles")
current_data.req_titles = text2list(field_data,", ")
if("kit_name")
current_data.kit_name = field_data
if("kit_desc")
current_data.kit_desc = field_data
if("kit_icon")
current_data.kit_icon = field_data
if("additional_data")
current_data.additional_data = field_data
return 1
//gets the relevant list for the key from the listlist if it exists, check to make sure they are meant to have it and then calls the giving function
/proc/equip_custom_items(mob/living/carbon/human/M)
var/list/key_list = custom_items[M.ckey]
if(!key_list || key_list.len < 1)
return
for(var/datum/custom_item/citem in key_list)
// Check for requisite ckey and character name.
if((lowertext(citem.assoc_key) != lowertext(M.ckey)) || (lowertext(citem.character_name) != lowertext(M.real_name)))
continue
// Check for required access.
var/obj/item/I = M.wear_id
if(citem.req_access && citem.req_access > 0)
if(!(istype(I) && (citem.req_access in I.GetAccess())))
continue
// Check for required job title.
if(citem.req_titles && citem.req_titles.len > 0)
var/has_title
var/current_title = M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role
for(var/title in citem.req_titles)
if(title == current_title)
has_title = 1
break
if(!has_title)
continue
// ID cards and MCs are applied directly to the existing object rather than spawned fresh.
var/obj/item/existing_item
if(citem.item_path == /obj/item/card/id)
existing_item = locate(/obj/item/card/id) in M.get_contents() //TODO: Improve this ?
else if(citem.item_path == /obj/item/modular_computer)
existing_item = locate(/obj/item/modular_computer) in M.contents
// Spawn and equip the item.
if(existing_item)
citem.apply_to_item(existing_item)
else
place_custom_item(M,citem)
// Places the item on the target mob.
/proc/place_custom_item(mob/living/carbon/human/M, var/datum/custom_item/citem)
if(!citem) return
var/obj/item/newitem = citem.spawn_item()
if(M.equip_to_appropriate_slot(newitem))
return newitem
if(M.equip_to_storage(newitem))
return newitem
newitem.forceMove(get_turf(M.loc))
return newitem