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.
/🆑
This commit is contained in:
FalloutFalcon
2025-09-13 00:36:15 +02:00
committed by GitHub
parent 71c49cb4d1
commit d2f34e33be
165 changed files with 289 additions and 101 deletions
+1
View File
@@ -3,6 +3,7 @@
desc = "Yell at coderbus."
icon = 'icons/mob/rideables/vehicles.dmi'
icon_state = "error"
abstract_type = /obj/vehicle
max_integrity = 300
armor_type = /datum/armor/obj_vehicle
layer = VEHICLE_LAYER
@@ -5,6 +5,7 @@
/obj/item/mecha_parts/mecha_equipment
name = "mecha equipment"
icon = 'icons/obj/devices/mecha_equipment.dmi'
abstract_type = /obj/item/mecha_parts/mecha_equipment
icon_state = "mecha_equip"
force = 5
max_integrity = 300
@@ -1,5 +1,6 @@
/obj/item/mecha_parts/mecha_equipment/weapon
name = "mecha weapon"
abstract_type = /obj/item/mecha_parts/mecha_equipment/weapon
range = MECHA_RANGED
equipment_slot = MECHA_WEAPON
destroy_sound = 'sound/vehicles/mecha/weapdestr.ogg'
@@ -6,6 +6,7 @@
name = "mecha part"
icon = 'icons/mob/rideables/mech_construct.dmi'
icon_state = "blank"
abstract_type = /obj/item/mecha_parts
w_class = WEIGHT_CLASS_GIGANTIC
obj_flags = CONDUCTS_ELECTRICITY