Removes the armament token system that is now only being used by a whopping single ghost role in space (#18400)

* this got out of control on the first commit

* not much a fan

* we aren't using these anymore

* thank you vsc
This commit is contained in:
Paxilmaniac
2022-12-31 09:46:43 -08:00
committed by GitHub
parent 9a5d1928cc
commit 09cfd79e0c
8 changed files with 5 additions and 264 deletions
@@ -3113,10 +3113,6 @@
/obj/structure/cable,
/turf/open/floor/iron/checker,
/area/ruin/space/has_grav/cargodise_freighter/kitchen)
"Ul" = (
/obj/machinery/gun_vendor/no_alert,
/turf/open/floor/wood,
/area/ruin/space/has_grav/cargodise_freighter/quarters)
"Um" = (
/obj/machinery/light/directional/south,
/turf/open/floor/wood,
@@ -4323,7 +4319,7 @@ Ra
Ra
Ra
IA
Ul
yn
Ra
Al
YF
+1 -3
View File
@@ -4104,8 +4104,6 @@
/obj/structure/cable,
/obj/machinery/atmospherics/pipe/smart/manifold4w/scrubbers/hidden/layer2,
/obj/machinery/atmospherics/pipe/smart/manifold4w/supply/hidden/layer4,
/obj/structure/reagent_dispensers/water_cooler,
/obj/effect/turf_decal/bot,
/turf/open/floor/iron/dark/smooth_edge{
dir = 8
},
@@ -83077,11 +83075,11 @@
dir = 6
},
/obj/structure/cable,
/obj/machinery/gun_vendor,
/obj/item/toy/figure/secofficer{
pixel_y = 16
},
/obj/effect/turf_decal/bot,
/obj/structure/reagent_dispensers/water_cooler,
/turf/open/floor/iron/dark,
/area/station/security/office)
"xdT" = (
@@ -35,11 +35,6 @@
desired_atom = /obj/machinery/ammo_workbench
mode = AREA_SPAWN_MODE_HUG_WALL
/datum/area_spawn/gun_vendor
target_areas = list(/area/station/security/lockers, /area/station/security/office)
desired_atom = /obj/machinery/gun_vendor
mode = AREA_SPAWN_MODE_HUG_WALL
/datum/area_spawn/lustwish_public
target_areas = list(/area/station/commons/locker, /area/station/commons/dorms/laundry, /area/station/commons/dorms)
desired_atom = /obj/machinery/vending/dorms
@@ -339,7 +339,6 @@
uniform = /obj/item/clothing/under/rank/cargo/tech/skyrat/casualman
shoes = /obj/item/clothing/shoes/workboots
back = /obj/item/storage/backpack
backpack_contents = list(/obj/item/armament_token/sidearm_blackmarket)
id = /obj/item/card/id/away/freightcrew
/obj/effect/mob_spawn/ghost_role/human/lostminer
@@ -366,8 +365,8 @@
/obj/item/mining_voucher=1,
/obj/item/t_scanner/adv_mining_scanner/lesser=1,
/obj/item/gun/energy/recharge/kinetic_accelerator=1,\
/obj/item/stack/marker_beacon/ten=1,\
/obj/item/armament_token/sidearm_blackmarket)
/obj/item/stack/marker_beacon/ten=1,
)
r_pocket = /obj/item/storage/bag/ore
id = /obj/item/card/id/away/freightmine
@@ -392,7 +391,6 @@
neck = /obj/item/clothing/neck/cloak/qm
back = /obj/item/storage/backpack
backpack_contents = list(
/obj/item/armament_token/energy=1,
/obj/item/megaphone/cargo=1,
)
id = /obj/item/card/id/away/silver/freightqm
@@ -1,244 +0,0 @@
/*
* GUN VENDOR
*/
/obj/machinery/gun_vendor
name = "Armadyne weapons dispensary"
desc = "This accepts armament tokens in exchange for weapons, please present your token for redemption."
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi'
icon_state = "gunvend"
use_power = NO_POWER_USE
circuit = /obj/item/circuitboard/machine/gun_vendor
max_integrity = 2000
density = TRUE
/// If FALSE, does not require an alert level to redeem the token.
var/requires_alert = TRUE
/obj/item/circuitboard/machine/gun_vendor
name = "Weapons Dispenser (Machine Board)"
icon_state = "circuit_map"
build_path = /obj/machinery/gun_vendor
req_components = list(
/obj/item/stock_parts/manipulator = 2,
/obj/item/stock_parts/capacitor = 2)
/obj/structure/gun_vendor/wrench_act(mob/living/user, obj/item/item)
default_unfasten_wrench(user, item, 120)
return TRUE
/obj/machinery/gun_vendor/attacked_by(obj/item/I, mob/living/user)
if(istype(I, /obj/item/armament_token))
RedeemToken(I, user)
return
/obj/machinery/gun_vendor/proc/RedeemToken(obj/item/armament_token/token, mob/redeemer)
if((SSsecurity_level.get_current_level_as_number() < token.minimum_sec_level) && requires_alert)
to_chat(redeemer, span_redtext("Warning, this holochip is locked to [SSsecurity_level.get_current_level_as_text()]!"))
message_admins("ARMAMENT LOG: [redeemer] attempted to redeem a [token.name] on the incorrect security level!")
return
var/list/radial_build = token.get_available_gunsets()
var/obj/item/storage/box/gunset/chosen_gunset = show_radial_menu(redeemer, src, radial_build, radius = 40)
if(!chosen_gunset)
return
if(!redeemer.Adjacent(src))
return
if(QDELETED(token))
return
var/obj/item/storage/box/gunset/dispensed = new chosen_gunset(src.loc)
if(redeemer.CanReach(src) && redeemer.put_in_hands(dispensed))
to_chat(redeemer, span_notice("You take [dispensed] out of the slot."))
else
to_chat(redeemer, span_warning("[dispensed] falls onto the floor!"))
playsound(src, 'sound/machines/machine_vend.ogg', 50, TRUE, extrarange = -3)
to_chat(redeemer, "Thank you for redeeming your token. Remember. Do NOT take lethal ammo without permission or good reasoning.")
SSblackbox.record_feedback("tally", "armament_token_redeemed", 1, dispensed)
qdel(token)
/obj/machinery/gun_vendor/no_alert
requires_alert = FALSE
/*
* TOKENS
*/
/obj/item/armament_token
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi'
icon_state = "token_sidearm"
w_class = WEIGHT_CLASS_TINY
var/minimum_sec_level = SEC_LEVEL_GREEN
/obj/item/armament_token/proc/get_available_gunsets()
return FALSE
/*
* SIDEARMS
*/
/obj/item/armament_token/sidearm
name = "sidearm armament holochip"
desc = "A holochip used in any armament vendor, this is for sidearms. Do not bend."
icon_state = "token_sidearm"
/obj/item/armament_token/sidearm/get_available_gunsets()
return list(
/obj/item/storage/box/gunset/pdh_peacekeeper= image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "pdh_peacekeeper"
),
/obj/item/storage/box/gunset/glock17 = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "g17"
),
/obj/item/storage/box/gunset/ladon = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "ladon"
),
/obj/item/storage/box/gunset/zeta = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "zeta"
),
/obj/item/storage/box/gunset/dozer = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "dozer"
),
/obj/item/storage/box/gunset/revolution = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "revolution"
),
)
// BAD BOY!
/obj/item/armament_token/sidearm_blackmarket
name = "blackmarket armament holochip"
desc = "A holochip used in any armament vendor, this is for |bad people|. Do not bend."
icon_state = "token_blackmarket"
custom_price = PAYCHECK_COMMAND * 10
custom_premium_price = PAYCHECK_COMMAND * 10
/obj/item/armament_token/sidearm_blackmarket/get_available_gunsets()
return list(
/obj/item/storage/box/gunset/mk58 = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "mk58"
),
/obj/item/storage/box/gunset/croon = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "croon"
),
/obj/item/storage/box/gunset/makarov = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "makarov"
)
)
/*
* PRIMARIES
*/
/obj/item/armament_token/primary
name = "primary armament holochip"
desc = "A holochip used in any armament vendor, this is for main arms. Do not bend."
icon_state = "token_primary"
minimum_sec_level = SEC_LEVEL_RED
/obj/item/armament_token/primary/get_available_gunsets()
return list(
/obj/item/storage/box/gunset/pcr = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "pcr"
),
/obj/item/storage/box/gunset/norwind = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "norwind"
),
/obj/item/storage/box/gunset/ostwind = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "ostwind"
),
/obj/item/storage/box/gunset/pitbull = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "pitbull"
)
)
//Primary
/obj/item/armament_token/shotgun
name = "shotgun armament holochip"
desc = "A holochip used in any armament vendor, this is for shotguns. Do not bend."
icon_state = "token_shotgun"
/obj/item/armament_token/shotgun/get_available_gunsets()
return list(
/obj/item/storage/box/gunset/m23 = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "m23"
),
/obj/item/storage/box/gunset/as2 = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "as2"
)
)
//BAD BOY!
/obj/item/armament_token/energy
name = "energy armament holochip"
desc = "A holochip used in any armament vendor, this is for energy weapons. Do not bend."
icon_state = "token_energy"
custom_premium_price = PAYCHECK_CREW * 3
minimum_sec_level = SEC_LEVEL_AMBER
/obj/item/armament_token/energy/get_available_gunsets()
return list(
/obj/item/storage/box/gunset/laser = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "laser"
),
/obj/item/storage/box/gunset/e_gun = image(
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi',
icon_state = "blaster"
)
)
/obj/item/storage/box/armament_tokens_sidearm
name = "security sidearm tokens"
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi'
desc = "A box full of sidearm armament tokens!"
icon_state = "armadyne_sidearm"
illustration = null
/obj/item/storage/box/armament_tokens_sidearm/PopulateContents()
. = ..()
new /obj/item/armament_token/sidearm(src)
new /obj/item/armament_token/sidearm(src)
new /obj/item/armament_token/sidearm(src)
/obj/item/storage/box/armament_tokens_primary
name = "security primary tokens"
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi'
icon_state = "armadyne_primary"
desc = "A box full of primary armament tokens!"
illustration = null
/obj/item/storage/box/armament_tokens_primary/PopulateContents()
. = ..()
new /obj/item/armament_token/primary(src)
new /obj/item/armament_token/primary(src)
new /obj/item/armament_token/primary(src)
new /obj/item/armament_token/primary(src)
new /obj/item/armament_token/primary(src)
/obj/item/storage/box/armament_tokens_energy
name = "security energy tokens"
icon = 'modular_skyrat/modules/sec_haul/icons/guns/gunsets.dmi'
icon_state = "armadyne_energy"
desc = "A box full of energy armament tokens!"
illustration = null
/obj/item/storage/box/armament_tokens_energy/PopulateContents()
. = ..()
new /obj/item/armament_token/energy(src)
new /obj/item/armament_token/energy(src)
new /obj/item/armament_token/energy(src)
@@ -20,7 +20,6 @@
contraband = list(
/obj/item/clothing/glasses/sunglasses = 2,
/obj/item/storage/fancy/donut_box = 2,
/obj/item/armament_token/sidearm_blackmarket = 2,
)
premium = list(
/obj/item/storage/belt/security/webbing = 4,
+1 -2
View File
@@ -6339,9 +6339,8 @@
#include "modular_skyrat\modules\sec_haul\code\guns\cargo_stuff.dm"
#include "modular_skyrat\modules\sec_haul\code\guns\cmg.dm"
#include "modular_skyrat\modules\sec_haul\code\guns\guns.dm"
#include "modular_skyrat\modules\sec_haul\code\guns\gunsets.dm"
#include "modular_skyrat\modules\sec_haul\code\guns\pepperball_gun.dm"
#include "modular_skyrat\modules\sec_haul\code\guns\token_system\gunsets.dm"
#include "modular_skyrat\modules\sec_haul\code\guns\token_system\token_system.dm"
#include "modular_skyrat\modules\sec_haul\code\misc\ai_module.dm"
#include "modular_skyrat\modules\sec_haul\code\misc\bullet_drive.dm"
#include "modular_skyrat\modules\sec_haul\code\misc\decals.dm"