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moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request moves all implementations (im aware of) for "Im a parent type dont spawn me please" to the datum layer to standardized behavior adds a standerized proc for filtering out "bad" items that we dont want spawning. applies to it the subtype vendor, gifts, and a new spawner and mystery box for a random gun (neither playerfacing) "port" of https://github.com/shiptest-ss13/Shiptest/pull/4621 https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa small warning: I dont have EVERY abstract type defined right now but, ive done a good enough job for now. Im tired of data entry rn ## Why It's Good For The Game standardizing behavior. Might be a micro hit to performance however having this lets us not rely on icon state to determine whether something is a parent type and makes it much easier to tell something is a parent type (could be applied further to things like admin spawning menus and things like that). need feedback on if this is actually good for the game. ## Changelog 🆑 add: Soda cans show up in the silver slime drink table. add: Examine tag for items that are not mean to show up ingame. refactor: Standardizes how gifts rule out abstract types. fix: gifts no longer check if something has an inhand, massively expanding the list of potential items. /🆑
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@@ -1,6 +1,7 @@
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/obj/effect/decal/cleanable
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gender = PLURAL
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layer = CLEANABLE_FLOOR_OBJECT_LAYER
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abstract_type = /obj/effect/decal/cleanable
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flags_1 = UNPAINTABLE_1
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var/list/random_icon_states = null
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/// When two of these are on a same tile or do we need to merge them into just one?
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@@ -2,6 +2,7 @@
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name = "decal"
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layer = ABOVE_OPEN_TURF_LAYER
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plane = FLOOR_PLANE
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abstract_type = /obj/effect/decal
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anchored = TRUE
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resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
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@@ -3,6 +3,7 @@
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//Effects are mostly temporary visual effects like sparks, smoke, as well as decals, etc...
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/obj/effect
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icon = 'icons/effects/effects.dmi'
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abstract_type = /obj/effect
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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move_resist = INFINITY
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obj_flags = NONE
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@@ -45,6 +45,14 @@
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/// Override to define loot blacklist behavior
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/obj/effect/spawner/proc/can_spawn(atom/loot)
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if(!ispath(loot))
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// Means its something evil like /obj/item/stack/sheet/mineral/diamond{amount = 15}
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// (modified instances?) which is not a path and cannot be checked as one
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return TRUE
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if(loot.abstract_type == loot)
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return FALSE
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if(loot.spawn_blacklisted)
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return FALSE
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return TRUE
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/obj/effect/list_container
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@@ -0,0 +1,10 @@
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/obj/effect/spawner/random/weapon
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icon_state = "laser_gun"
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/obj/effect/spawner/random/weapon/full_gun
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loot_subtype_path = /obj/item/gun
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/obj/effect/spawner/random/weapon/full_gun/make_item(spawn_loc, type_path_to_make)
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var/obj/item/gun/spawned_gun = new type_path_to_make(spawn_loc)
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spawned_gun.unlock()
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return spawned_gun
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